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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 1.142 by root, Mon May 17 21:08:08 2010 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 (©) 2005,2006,2007,2008,2009,2010 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>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70}
71
72/* 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
73 * 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
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
92 return TRUE; 53 return 1;
93 54
94 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * 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
98 * 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
99 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
103 */ 64 */
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 70
116 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)
117 { 77 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 78 attacks++;
79
122 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
123 saves++; 81 saves++;
124 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)
125 saves++; 83 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 92 return FALSE;
135 93
136 return TRUE; 94 return TRUE;
137} 95}
138 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
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143void 133void
144save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
136 op = op->head_ ();
137
146 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
147 { 139 {
148 object *env = op->env; 140 object *env = op->env;
149 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
150 maptile *m = op->map; 142 maptile *m = op->map;
151 143
152 op = stop_item (op); 144 op = stop_item (op);
153 if (op == NULL) 145 if (!op)
154 return; 146 return;
155 147
156 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 155 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 157 {
166 const char *arch = op->other_arch->name; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 159 if (op->type == LAMP || op->type == TORCH)
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 { 160 {
175 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)
176 { 167 {
177 op->x = env->x, op->y = env->y; 168 const char *arch = op->other_arch->archname;
178 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 {
179 if (env->contr) 175 if (env)
180 esrv_send_item (env, op); 176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
181 } 180 }
181
182 else 182 return;
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 183 }
188
189 return;
190 } 184 }
191 185
192 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 187 { /* Cancellation. */
194 cancellation (op); 188 cancellation (op);
195 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
196 return; 191 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 } 192 }
218 193
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 195 if (env)
221 { 196 {
222 op = get_archetype ("burnout"); 197 object *op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 199 env->insert (op);
225 } 200 }
226 else 201 else
227 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 }
228 215
229 return; 216 return;
230 } 217 }
231 218
232 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
233 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))
234 { 221 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 222 archetype *at = archetype::find (shstr_icecube);
237 223
238 if (at == NULL) 224 if (at == NULL)
239 return; 225 return;
240 226
241 op = stop_item (op); 227 op = stop_item (op);
242 if (op == NULL) 228 if (op == NULL)
243 return; 229 return;
244 230
245 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)
246 { 233 {
247 tmp = arch_to_object (at); 234 tmp = at->instance ();
248 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create. 238 * that for ones we create.
252 */ 239 */
253 tmp->move_slow_penalty = 0; 240 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 241 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 242 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 243 }
257 244
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 245 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 246 return;
263 } 247 }
264} 248}
265 249
266/* Object op is hitting the map. 250/* Object op is hitting the map.
268 * type is the attacktype of the object. 252 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
271 */ 255 */
272int 256int
273hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
274{ 258{
275 maptile *map; 259 maptile *map;
276 sint16 x, y; 260 sint16 x, y;
277 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 */
278 262
279 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (op->flag [FLAG_FREED])
280 { 264 {
281 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
282 return 0; 266 return 0;
283 } 267 }
284 268
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
286 { 270 {
287 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);
288 return 0; 272 return 0;
289 } 273 }
290 274
291 if (!op->map) 275 if (!op->map)
292 { 276 {
295 } 279 }
296 280
297 if (op->head) 281 if (op->head)
298 op = op->head; 282 op = op->head;
299 283
300 map = op->map; 284 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 285 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 286
304 if (!xy_normalise (map, x, y)) 287 if (!pos.normalise ())
305 return 0; 288 return 0;
306 289
307 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 292 mapspace &ms = pos.ms ();
310 293
311 if (ms.flags () & P_SAFE) 294 if (ms.flags () & P_SAFE)
312 return 0; 295 return 0;
313 296
314 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
352 335
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
355 * 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.
356 */ 339 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 341 continue;
359 342
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
361 { 344 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1; 346 retflag |= 1;
364 347
365 if (op->destroyed ()) 348 if (op->destroyed ())
369 * 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
370 * that weak walls have is_alive set, which prevent objects from 353 * that weak walls have is_alive set, which prevent objects from
371 * 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
372 * 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
373 * 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.
374 */ 359 */
375 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)
376 { 361 {
377 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
378 363
379 if (op->destroyed ()) 364 if (op->destroyed ())
380 break; 365 break;
382 } 367 }
383 368
384 return 0; 369 return 0;
385} 370}
386 371
387void 372static void
388attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
389{ 374{
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0; 376 int i, found = 0;
392 maptile *map; 377 maptile *map;
394 379
395 /* 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
396 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919] 382 * [garbled 20010919]
398 */ 383 */
399
400 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
401 { 385 {
402 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
404 found++; 388 found++;
405 } 389 }
406 if (dam < 0) 390 else if (dam < 0)
407 { 391 {
408 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
410 found++; 394 found++;
411 } 395 }
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++; 518 found++;
535 break; 519 break;
536 } 520 }
537 } 521 }
538 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
539 { 523 {
540 int mtype; 524 int mtype;
541 525
542 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
543 { 527 {
544 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
545 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
546 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
547 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
548 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
549 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
550 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
551 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
552 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
553 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 } 538 }
539
575 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++)
576 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)
577 { 542 {
578 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);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 544 strcpy (buf2, attack_mess[mtype][i].buf3);
613 if (hitter->owner != NULL) 578 if (hitter->owner != NULL)
614 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);
615 else 580 else
616 { 581 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 582 sprintf (buf, "%s%s you.", &hitter->name, buf2);
583
618 if (dam != 0) 584 if (dam != 0)
619 { 585 {
620 if (dam < 10) 586 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 587 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 588 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 589 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 590 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 591 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 592 }
627 } 593 }
594
628 new_draw_info (NDI_BLACK, 0, op, buf); 595 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 596 } /* end of player hitting player */
630 597
631 if (hitter->type == PLAYER) 598 if (hitter->type == PLAYER)
632 { 599 {
633 sprintf (buf, "You %s.", buf1); 600 sprintf (buf, "You %s.", buf1);
601
634 if (dam != 0) 602 if (dam != 0)
635 { 603 {
636 if (dam < 10) 604 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 605 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 606 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 607 op->play_sound (sound_find ("player_hits2"));
640 else 608 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 609 op->play_sound (sound_find ("player_hits3"));
642 } 610 }
611
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 612 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 613 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 614 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 615 {
647 /* look for stacked spells and start reducing the message chances */ 616 /* look for stacked spells and start reducing the message chances */
656 if (next) 625 if (next)
657 while (next) 626 while (next)
658 { 627 {
659 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))
660 i *= 3; 629 i *= 3;
630
661 tmp = next; 631 tmp = next;
662 next = tmp->above; 632 next = tmp->above;
663 } 633 }
664 634
665 if (i < 0) 635 if (i < 0)
670 } 640 }
671 else if (rndm (0, 5) != 0) 641 else if (rndm (0, 5) != 0)
672 return; 642 return;
673 643
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 644 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 645 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 647 }
678} 648}
679
680 649
681static int 650static int
682get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
683{ 652{
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
685 { 654 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 656 return 1;
688 } 657 }
689 if ((*target)->head) 658
690 *target = (*target)->head; 659 *target = (*target)->head_ ();
691 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
661
662 if ((*target)->type == LOCKED_DOOR)
663 return 1; // locked doors cannot be hit
664
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 665 if ((*hitter)->env || (*target)->env)
694 { 666 {
695 *simple_attack = 1; 667 *simple_attack = 1;
696 return 0; 668 return 0;
697 } 669 }
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 670
699 || 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))
700 { 675 {
701 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 ());
702 return 1; 678 return 1;
703 } 679 }
680
704 *simple_attack = 0; 681 *simple_attack = 0;
705 return 0; 682 return 0;
706} 683}
707 684
708static int 685static int
709abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
710{ 687{
711
712/* 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
713 * 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.
714 */ 690 */
715 int new_mode; 691 int new_mode;
716 692
717 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
718 new_mode = 1; 694 new_mode = 1;
719 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))
720 return 1; 697 return 1;
721 else 698 else
722 new_mode = 0; 699 new_mode = 0;
700
723 return new_mode != simple_attack; 701 return new_mode != simple_attack;
724} 702}
725 703
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
726static 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}
727 828
728static int 829static int
729attack_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)
730{ 831{
731 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
744 845
745 /* 846 /*
746 * 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
747 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
748 */ 849 */
749 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)
750 { 851 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
755 */ 856 */
756 op->speed_left--; 857 --op->speed_left;
757 process_object (op); 858 process_object (op);
758 859
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 860 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 861 goto error;
761 } 862 }
771 /* See if we hit the creature */ 872 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 873 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 874 {
774 int hitdam = base_dam; 875 int hitdam = base_dam;
775 876
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
795 if (!simple_attack) 877 if (!simple_attack)
796 { 878 {
797 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
799 * -b.t. */ 881 * -b.t. */
800 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
801 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
802 884
803 /* 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
804 * for help. */ 886 * for help. */
805 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))
806 npc_call_help (op); 888 npc_call_help (op);
807 889
808 /* 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 */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
810 { 892 {
811 make_visible (op); 893 make_visible (op);
812 894
813 if (op->type == PLAYER) 895 if (op->type == PLAYER)
814 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!");
815 } 897 }
816 898
817 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
818 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
819 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
826 } 908 }
827 909
828 /* 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
829 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
830 */ 912 */
831 if (hitdam <= 0) 913 max_it (hitdam, 1);
832 hitdam = 1;
833 914
834 type = hitter->attacktype; 915 type = hitter->attacktype;
835 916
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 */
836 if (!type) 927 if (!type)
837 type = AT_PHYSICAL; 928 type = AT_PHYSICAL;
838 929
839 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
840 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])
841 { 932 {
842 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
843 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");
844 935
845 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);
871} 962}
872 963
873int 964int
874attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
875{ 966{
876 hitter = hitter->head_ ();
877
878 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);
879} 968}
880 969
881/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
882 * 971 *
883 * 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.
891 * 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
892 * stick around. 981 * stick around.
893 */ 982 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 983 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 984 {
896 tmp = tmp->head_ (); 985 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; 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
1014void 1097static void
1015tear_down_wall (object *op) 1098tear_down_wall (object *op)
1016{ 1099{
1017 int perc = 0;
1018
1019 if (!op->stats.maxhp) 1100 if (!op->stats.maxhp)
1020 {
1021 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);
1022 perc = 1; 1102 else if (!op->has_anim ())
1023 }
1024 else if (!GET_ANIM_ID (op))
1025 { 1103 {
1026 /* Object has been called - no animations, so remove it */ 1104 /* Object has been called - no animations, so remove it */
1027 if (op->stats.hp < 0) 1105 if (op->stats.hp < 0)
1028 op->destroy (); 1106 op->destroy ();
1029 1107
1030 return; /* no animations, so nothing more to do */ 1108 return; /* no animations, so nothing more to do */
1031 } 1109 }
1032 1110
1033 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 );
1034 1117
1035 if (perc >= (int) NUM_ANIMATIONS (op)) 1118 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); 1119 update_object (op, UP_OBJ_FACE);
1042 1120
1043 if (perc == NUM_ANIMATIONS (op) - 1) 1121 if (op->stats.hp < 0)
1044 { /* Reached the last animation */ 1122 { /* Reached the last animation */
1045 if (op->face == blank_face) 1123 if (op->face == blank_face)
1046 /* If the last face is blank, remove the ob */ 1124 /* If the last face is blank, remove the ob */
1047 op->destroy (); 1125 op->destroy ();
1048 else 1126 else
1049 { /* The last face was not blank, leave an image */ 1127 { /* The last face was not blank, leave an image */
1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1128 op->flag [FLAG_BLOCKSVIEW] = false;
1051 update_all_los (op->map, op->x, op->y); 1129 update_all_los (op->map, op->x, op->y);
1052 op->move_block = 0; 1130 op->move_block = 0;
1053 CLEAR_FLAG (op, FLAG_ALIVE); 1131 op->flag [FLAG_ALIVE] = false;
1054 } 1132 }
1055 } 1133 }
1056} 1134}
1057 1135
1058void 1136static void
1059scare_creature (object *target, object *hitter) 1137scare_creature (object *target, object *hitter)
1060{ 1138{
1061 object *owner = hitter->owner; 1139 target->flag [FLAG_SCARED] = true;
1062 1140
1063 if (!owner)
1064 owner = hitter;
1065
1066 SET_FLAG (target, FLAG_SCARED);
1067 if (!target->enemy) 1141 if (!target->enemy)
1068 target->enemy = owner; 1142 target->enemy = hitter->outer_owner ();
1069}
1070
1071/* This returns the amount of damage hitter does to op with the
1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * This doesn't damage the player, but returns how much it should
1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1075 * Note - changed for PR code - we now pass the attack number and not
1076 * the attacktype. Makes it easier for the PR code. */
1077int
1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1079{
1080 int doesnt_slay = 1;
1081
1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1083 if (attacknum >= NROFATTACKS)
1084 {
1085 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1086 return 0;
1087 }
1088
1089 if (dam < 0)
1090 {
1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1092 dam, hitter->debug_desc (), op->debug_desc ());
1093 return 0;
1094 }
1095
1096 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1097 * people can't mess with that or it otherwise get confused. */
1098 if (attacknum == ATNR_INTERNAL)
1099 return dam;
1100
1101 if (hitter->slaying)
1102 {
1103 if ((op->race && strstr (hitter->slaying, op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1105 {
1106 doesnt_slay = 0;
1107 dam *= 3;
1108 }
1109 }
1110
1111 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1112 if (op->resist[attacknum])
1113 {
1114 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1115 * in case 0>dam>1, we try to "simulate" a float value-effect */
1116 dam *= (100 - op->resist[attacknum]);
1117 if (dam >= 100)
1118 dam /= 100;
1119 else
1120 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1121 }
1122
1123 /* Special hack. By default, if immune to something, you
1124 * shouldn't need to worry. However, acid is an exception, since
1125 * it can still damage your items. Only include attacktypes if
1126 * special processing is needed */
1127
1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1131 return 0;
1132
1133 /* Keep this in order - makes things easier to find */
1134
1135 switch (attacknum)
1136 {
1137 case ATNR_PHYSICAL:
1138 /* here also check for diseases */
1139 check_physically_infect (op, hitter);
1140 break;
1141
1142 /* Don't need to do anything for:
1143 magic,
1144 fire,
1145 electricity,
1146 cold */
1147
1148 case ATNR_CONFUSION:
1149 case ATNR_POISON:
1150 case ATNR_SLOW:
1151 case ATNR_PARALYZE:
1152 case ATNR_FEAR:
1153 case ATNR_CANCELLATION:
1154 case ATNR_DEPLETE:
1155 case ATNR_BLIND:
1156 {
1157 /* chance for inflicting a special attack depends on the
1158 * difference between attacker's and defender's level
1159 */
1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1161
1162 /* First, only creatures/players with speed can be affected.
1163 * Second, just getting hit doesn't mean it always affects
1164 * you. Third, you still get a saving through against the
1165 * effect.
1166 */
1167 if (op->speed &&
1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1169 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1170 {
1171
1172 /* Player has been hit by something */
1173 if (attacknum == ATNR_CONFUSION)
1174 confuse_player (op, hitter, dam);
1175 else if (attacknum == ATNR_POISON)
1176 poison_player (op, hitter, dam);
1177 else if (attacknum == ATNR_SLOW)
1178 slow_player (op, hitter, dam);
1179 else if (attacknum == ATNR_PARALYZE)
1180 paralyze_player (op, hitter, dam);
1181 else if (attacknum == ATNR_FEAR)
1182 scare_creature (op, hitter);
1183 else if (attacknum == ATNR_CANCELLATION)
1184 cancellation (op);
1185 else if (attacknum == ATNR_DEPLETE)
1186 op->drain_stat ();
1187 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1188 blind_player (op, hitter, dam);
1189 }
1190
1191 dam = 0; /* These are all effects and don't do real damage */
1192 }
1193 break;
1194
1195 case ATNR_ACID:
1196 {
1197 int flag = 0;
1198
1199 /* Items only get corroded if you're not on a battleground and
1200 * if your acid resistance is below 50%. */
1201 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1202 {
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 {
1205 if (tmp->invisible)
1206 continue;
1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1208 /* >= 10% acid res. on items will protect these */
1209 continue;
1210 if (!(tmp->materials & M_IRON))
1211 continue;
1212 if (tmp->magic < -4) /* Let's stop at -5 */
1213 continue;
1214 if (tmp->type == RING
1215 /* removed boots and gloves from exclusion list in PR */
1216 || tmp->type == GIRDLE
1217 || tmp->type == AMULET
1218 || tmp->type == WAND
1219 || tmp->type == ROD
1220 || tmp->type == HORN)
1221 continue; /* To avoid some strange effects */
1222
1223 /* High damage acid has better chance of corroding
1224 objects */
1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1226 {
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;
1232 tmp->magic--;
1233 if (op->type == PLAYER)
1234 esrv_send_item (op, tmp);
1235 }
1236 }
1237
1238 if (flag)
1239 op->update_stats (); /* Something was corroded */
1240 }
1241 }
1242 break;
1243
1244 case ATNR_DRAIN:
1245 {
1246 /* rate is the proportion of exp drained. High rate means
1247 * not much is drained, low rate means a lot is drained.
1248 */
1249 int rate;
1250
1251 if (op->resist[ATNR_DRAIN] >= 0)
1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1253 else
1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1255
1256 if (op->stats.exp <= rate)
1257 {
1258 if (op->type == GOLEM)
1259 dam = 999; /* Its force is "sucked" away. 8) */
1260 else
1261 /* If we can't drain, lets try to do physical damage */
1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1263 }
1264 else
1265 {
1266 /* Randomly give the hitter some hp */
1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1268 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1269 hitter->stats.hp++;
1270
1271 /* Can't do drains on battleground spaces.
1272 * Move the wiz check up here - before, the hitter wouldn't gain exp
1273 * exp, but the wiz would still lose exp! If drainee is a wiz,
1274 * nothing happens.
1275 * Try to credit the owner. We try to display player -> player drain
1276 * attacks, hence all the != PLAYER checks.
1277 */
1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1279 {
1280 object *owner = hitter->owner;
1281
1282 if (owner && owner != hitter)
1283 {
1284 if (op->type != PLAYER || owner->type != PLAYER)
1285 change_exp (owner, op->stats.exp / (rate * 2),
1286 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1287 }
1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1289 change_exp (hitter, op->stats.exp / (rate * 2),
1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1291
1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1293 }
1294
1295 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1296 * drain attack, you won't know that you are actually sucking out EXP,
1297 * as the messages will say you missed
1298 */
1299 }
1300 }
1301 break;
1302
1303 case ATNR_TURN_UNDEAD:
1304 {
1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1306 {
1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1308 object *god = find_god (determine_god (owner));
1309 int div = 1;
1310
1311 /* if undead are not an enemy of your god, you turn them
1312 * at half strength */
1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1314 div = 2;
1315
1316 /* 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)))
1318 scare_creature (op, owner);
1319 }
1320 else
1321 dam = 0; /* don't damage non undead - should we damage
1322 undead? */
1323 }
1324 break;
1325
1326 case ATNR_DEATH:
1327 deathstrike_player (op, hitter, &dam);
1328 break;
1329
1330 case ATNR_CHAOS:
1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1332 dam = 0;
1333 break;
1334
1335 case ATNR_COUNTERSPELL:
1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1337 dam = 0;
1338 /* This should never happen. Counterspell is handled
1339 * seperately and filtered out. If this does happen,
1340 * Counterspell has no effect on anything but spells, so it
1341 * does no damage. */
1342 break;
1343
1344 case ATNR_HOLYWORD:
1345 {
1346 /* This has already been handled by hit_player,
1347 * no need to check twice -- DAMN */
1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1349
1350 /* As with turn undead above, give a bonus on the saving throw */
1351 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1352 scare_creature (op, owner);
1353 }
1354 break;
1355
1356 case ATNR_LIFE_STEALING:
1357 {
1358 int new_hp;
1359
1360 /* this is replacement to drain for players, instead of taking
1361 * exp it takes hp. It is geared for players, probably not
1362 * much use giving it to monsters
1363 *
1364 * life stealing doesn't do a lot of damage, but it gives the
1365 * damage it does do to the player. Given that,
1366 * it only does 1/10'th normal damage (hence the divide by
1367 * 1000).
1368 */
1369 /* You can't steal life from something undead */
1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1371 return 0;
1372
1373 /* If drain protection is higher than life stealing, use that */
1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1376 else
1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1379 /* You die at -1 hp, not zero. */
1380 if (dam > (op->stats.hp + 1))
1381 dam = op->stats.hp + 1;
1382
1383 new_hp = hitter->stats.hp + dam;
1384 if (new_hp > hitter->stats.maxhp)
1385 new_hp = hitter->stats.maxhp;
1386
1387 if (new_hp > hitter->stats.hp)
1388 hitter->stats.hp = new_hp;
1389 }
1390 }
1391
1392 return dam;
1393} 1143}
1394 1144
1395/* 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
1396 * allow script procedures to "kill" objects in a combat-like fashion. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1397 * 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
1409 */ 1159 */
1410int 1160int
1411kill_object (object *op, int dam, object *hitter, int type) 1161kill_object (object *op, int dam, object *hitter, int type)
1412{ 1162{
1413 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1414 const char *skill; 1164 shstr skill;
1415 int maxdam = 0; 1165 int maxdam = 0;
1416 int battleg = 0; /* true if op standing on battleground */ 1166 int battleg = 0; /* true if op standing on battleground */
1417 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 */
1418 object *owner = 0; 1168 object *owner = 0;
1419 object *skop = 0; 1169 object *skop = 0;
1428 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1429 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1430 */ 1180 */
1431 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1432 1182
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1434 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 */
1435 1185
1436 if (op->type == DOOR) 1186 if (op->type == DOOR)
1437 { 1187 {
1438 op->set_speed (0.1); 1188 op->set_speed (0.1f);
1439 op->speed_left = -0.05; 1189 op->speed_left = -0.05f;
1440 return maxdam; 1190 return maxdam;
1441 } 1191 }
1442 1192
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1444 { 1194 {
1445 op->destroy (); 1195 op->drop_and_destroy ();
1446 return maxdam; 1196 return maxdam;
1447 } 1197 }
1448 1198
1449 /* Now lets start dealing with experience we get for killing something */ 1199 /* Now lets start dealing with experience we get for killing something */
1450 1200
1451 owner = hitter->owner; 1201 owner = hitter->outer_owner ();
1452 if (!owner) 1202 if (!owner)
1453 owner = hitter; 1203 owner = hitter;
1454 1204
1455 /* is the victim (op) standing on battleground? */ 1205 /* is the victim (op) standing on battleground? */
1456 if (op_on_battleground (op, NULL, NULL)) 1206 if (op_on_battleground (op, NULL, NULL))
1461 pk = 1; 1211 pk = 1;
1462 1212
1463 /* Player killed something */ 1213 /* Player killed something */
1464 if (owner->type == PLAYER) 1214 if (owner->type == PLAYER)
1465 { 1215 {
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 1216 /* Log players killing other players - makes it easier to detect
1470 * and filter out malicious player killers - that is why the 1217 * and filter out malicious player killers - that is why the
1471 * ip address is included. 1218 * ip address is included.
1472 */ 1219 */
1473 if (op->type == PLAYER && !battleg) 1220 if (op->type == PLAYER && !battleg)
1493 else 1240 else
1494 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));
1495 1242
1496 /* Only play sounds for melee kills */ 1243 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER) 1244 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1245 owner->play_sound (sound_find ("player_kills"));
1499 } 1246 }
1500 1247
1501 /* If a player kills another player, not on 1248 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is 1249 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV 1250 * not reversible, it's actually quite a pain IMHO. -AV
1511 1258
1512 /* This code below deals with finding the appropriate skill 1259 /* This code below deals with finding the appropriate skill
1513 * to credit exp to. This is a bit problematic - we should 1260 * to credit exp to. This is a bit problematic - we should
1514 * probably never really have to look at current_weapon->skill 1261 * probably never really have to look at current_weapon->skill
1515 */ 1262 */
1516 skill = 0;
1517
1518 if (hitter->skill && hitter->type != PLAYER) 1263 if (hitter->skill && hitter->type != PLAYER)
1519 skill = hitter->skill; 1264 skill = hitter->skill;
1520 else if (owner->chosen_skill) 1265 else if (owner->chosen_skill)
1521 { 1266 {
1522 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1523 skill = skop->skill; 1268 skill = skop->skill;
1524 } 1269 }
1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1526 skill = owner->current_weapon->skill; 1271 skill = owner->current_weapon->skill;
1527 else 1272 else
1273 {
1274 LOG (llevError | logBacktrace,
1528 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 }
1529 1280
1530 /* 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
1531 * 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!
1532 */ 1283 */
1533 if ((!skop || skop->type != SKILL) && skill) 1284 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 */ 1285 } /* Was it a player that hit somethign */
1545 else 1286 else
1546 skill = 0; 1287 skill = 0;
1547 1288
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 */ 1289 /* These may have been set in the player code section above */
1558 if (!skop) 1290 if (!skop)
1559 skop = hitter->chosen_skill; 1291 skop = hitter->chosen_skill;
1560 1292
1561 if (!skill && skop) 1293 if (!skill && skop)
1562 skill = skop->skill; 1294 skill = skop->skill;
1563 1295
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 */ 1296 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1297 if (owner != op && !op->flag [FLAG_WIZ])
1568 { 1298 {
1569 int exp; 1299 int exp;
1570 1300
1571 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1573 if (op->type == PLAYER)
1574 {
1575 if (battleg) 1303 if (battleg)
1304 {
1305 if (op->is_player ())
1576 { 1306 {
1577 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1578 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1579 } 1309 }
1580 else 1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1581 exp = op->stats.exp / 1000; 1314 exp = op->stats.exp / 1000;
1582 }
1583 else 1315 else
1584 exp = calc_skill_exp (owner, op, skop); 1316 exp = calc_skill_exp (owner, op, skop);
1585
1586 /* if op is standing on "battleground" (arena), no way to gain
1587 * exp by killing him
1588 */
1589 if (battleg)
1590 exp = 0;
1591 1317
1592 /* 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
1593 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1594 */ 1320 */
1595 1321
1633 } /* else part of a party */ 1359 } /* else part of a party */
1634 } /* end if person didn't kill himself */ 1360 } /* end if person didn't kill himself */
1635 1361
1636 if (op->type != PLAYER) 1362 if (op->type != PLAYER)
1637 { 1363 {
1638 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1364 if (op->flag [FLAG_FRIENDLY])
1639 { 1365 {
1640 object *owner1 = op->owner; 1366 object *owner1 = op->owner;
1641 1367
1642 if (owner1 && owner1->type == PLAYER) 1368 if (owner1 && owner1->type == PLAYER)
1643 { 1369 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1370 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1645 /* Maybe we should include the owner that killed this, maybe not */ 1371 /* 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); 1372 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1647 } 1373 }
1648 1374
1649 remove_friendly_object (op); 1375 remove_friendly_object (op);
1650 } 1376 }
1651 1377
1652 op->destroy (); 1378 op->drop_and_destroy ();
1653 } 1379 }
1654 else 1380 else
1655 {
1656 /* Player has been killed! */ 1381 /* Player has been killed! */
1657 if (owner->type == PLAYER) 1382 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 1383
1663 /* 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
1664 * continues in the calling function. 1385 * continues in the calling function.
1665 */ 1386 */
1666 return maxdam; 1387 return maxdam;
1695 } 1416 }
1696 1417
1697 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)
1698 friendlyfire = 0; 1419 friendlyfire = 0;
1699 } 1420 }
1421
1700 return friendlyfire; 1422 return friendlyfire;
1701} 1423}
1702
1703 1424
1704/* 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.
1705 * 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
1706 * is what is hitting the object, type is the attacktype, and 1427 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter. 1428 * full_hit is set if monster area does not matter.
1709 * modify it. 1430 * modify it.
1710 */ 1431 */
1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1713int 1434int
1714hit_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)
1715{ 1436{
1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1437 int magic = type & AT_MAGIC;
1717 int maxattacktype, attacknum;
1718 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;
1719 int simple_attack; 1441 int simple_attack;
1720 int rtn_kill = 0; 1442 int rtn_kill = 0;
1721 int friendlyfire; 1443 int friendlyfire;
1722 1444
1723 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1724 return 0; 1446 return 0;
1725 1447
1726 /* 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 */
1727 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1728 return 0; 1450 return 0;
1729 1451
1730#ifdef PROHIBIT_PLAYERKILL 1452 // only allow pk for hostile players
1731 if (op->type == PLAYER) 1453 if (op->type == PLAYER)
1732 { 1454 {
1733 object *owner = hitter->owner; 1455 object *owner = hitter->owner;
1734 1456
1735 if (!owner) 1457 if (!owner)
1739 && (!op_on_battleground (op, 0, 0) 1461 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful)) 1462 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner) 1463 && op != owner)
1742 return 0; 1464 return 0;
1743 } 1465 }
1744#endif
1745 1466
1746 if (body_attack) 1467 if (body_attack)
1747 { 1468 {
1748 /* 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
1749 * return - we still need to process other attacks the spell still 1470 * return - we still need to process other attacks the spell still
1775 1496
1776 break; 1497 break;
1777 } 1498 }
1778 } 1499 }
1779 1500
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1781 { 1502 {
1782 /* 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
1783 * destroyed() check above doesn't return, and might get here. 1504 * destroyed() check above doesn't return, and might get here.
1784 */ 1505 */
1785 1506
1823 */ 1544 */
1824 if (type & AT_HOLYWORD) 1545 if (type & AT_HOLYWORD)
1825 { 1546 {
1826 object *god; 1547 object *god;
1827 1548
1828 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1829 (!(op->race && strstr (hitter->slaying, op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1830 !(op->name && strstr (hitter->slaying, op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1831 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1832 (hitter->title != NULL 1553 || (hitter->title
1833 && (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))))
1834 return 0; 1556 return 0;
1835 } 1557 }
1836 1558
1837 maxattacktype = type; /* initialise this to something */ 1559 maxattacktype = type; /* initialise this to something */
1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1560 for_all_bits_sparse_32 (type, attacknum)
1839 { 1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1840 /* 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
1841 * attack types. As such, skip it over. However, if magic is 1565 * attack types. As such, skip it over. However, if magic is
1842 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1843 */ 1567 */
1844 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1847 /* 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.
1848 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1849 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1850 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1851 */ 1575 */
1852 if (type & attacktype)
1853 {
1854 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1855 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1856 * the damage is equal. 1579 * the damage is equal.
1857 */ 1580 */
1858 if (ndam >= maxdam) 1581 if (ndam >= maxdam)
1859 { 1582 {
1860 maxdam = ndam; 1583 maxdam = ndam;
1861 maxattacktype = 1 << attacknum; 1584 maxattacktype = 1 << attacknum;
1862 }
1863 } 1585 }
1864 } 1586 }
1865 1587
1866 /* 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
1867 * 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
1870 */ 1592 */
1871 friendlyfire = friendly_fire (op, hitter); 1593 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam) 1594 if (friendlyfire && maxdam)
1873 { 1595 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100); 1596 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875#ifndef COZY_SERVER
1876 maxdam++;
1877#endif
1878 1597
1879#ifdef ATTACK_DEBUG 1598#ifdef ATTACK_DEBUG
1880 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",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1600 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882#endif 1601#endif
1883 } 1602 }
1884 1603
1885 if (!full_hit) 1604 if (!full_hit)
1886 { 1605 {
1887 archetype *at;
1888 int area; 1606 int area;
1889 int remainder; 1607 int remainder;
1890 1608
1891 area = 0; 1609 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more) 1610
1611 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1893 area++; 1612 area++;
1613
1894 assert (area > 0); 1614 assert (area > 0);
1895 1615
1896 /* basically: maxdam /= area; we try to "simulate" a float 1616 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */ 1617 value-effect */
1898 remainder = 100 * (maxdam % area) / area; 1618 remainder = 100 * (maxdam % area) / area;
1909 // keep a refcount for a long time and I see no usefulness 1629 // keep a refcount for a long time and I see no usefulness
1910 // for an non-active objetc to know its enemy. 1630 // for an non-active objetc to know its enemy.
1911 if (op->active) 1631 if (op->active)
1912 if (hitter->owner) 1632 if (hitter->owner)
1913 op->enemy = hitter->owner; 1633 op->enemy = hitter->owner;
1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1915 op->enemy = hitter; 1635 op->enemy = hitter;
1916 1636
1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1918 { 1638 {
1919 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1921 npc_call_help (op); 1641 npc_call_help (op);
1922 } 1642 }
1923 1643
1924 if (magic && did_make_save (op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1925 maxdam = maxdam / 2; 1645 maxdam = maxdam / 2;
1927 attack_message (maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1928 1648
1929 op->stats.hp -= maxdam; 1649 op->stats.hp -= maxdam;
1930 1650
1931 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1932 if ((op->stats.hp >= 0) && 1652 if (op->stats.hp >= 0
1933 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1934 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)
1935 { 1655 {
1936 1656
1937 if (QUERY_FLAG (op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1938 SET_FLAG (op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1939 else 1659 else
1940 scare_creature (op, hitter); 1660 scare_creature (op, hitter);
1941 } 1661 }
1942 1662
1943 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1663 if (op->flag [FLAG_TEAR_DOWN])
1944 { 1664 {
1945 if (maxdam) 1665 if (maxdam)
1946 tear_down_wall (op); 1666 tear_down_wall (op);
1947 1667
1948 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1951 /* See if the creature has been killed */ 1671 /* See if the creature has been killed */
1952 rtn_kill = kill_object (op, maxdam, hitter, type); 1672 rtn_kill = kill_object (op, maxdam, hitter, type);
1953 if (rtn_kill != -1) 1673 if (rtn_kill != -1)
1954 return rtn_kill; 1674 return rtn_kill;
1955 1675
1956
1957 /* 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
1958 * that before if the player was immune to ghosthit, the monster 1677 * that before if the player was immune to ghosthit, the monster
1959 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1960 */ 1679 */
1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1680 if (hitter->flag [FLAG_ONE_HIT])
1962 hitter->destroy (); 1681 hitter->drop_and_destroy ();
1963
1964 /* Lets handle creatures that are splitting now */ 1682 /* Lets handle creatures that are splitting now */
1965 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])
1966 { 1684 {
1967 int i;
1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1969 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1970 object *owner = op->owner; 1687 object *owner = op->owner;
1971 1688
1972 if (!op->other_arch) 1689 if (!op->other_arch)
1973 { 1690 {
1974 LOG (llevError, "SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1975 return maxdam; 1692 return maxdam;
1976 } 1693 }
1977 1694
1978 op->remove (); 1695 op->remove ();
1979 1696
1980 for (i = 0; i < NROFNEWOBJS (op); i++) 1697 for (int i = 0; i < op->stats.food; i++)
1981 { /* This doesn't handle op->more yet */ 1698 { /* This doesn't handle op->more yet */
1982 object *tmp = arch_to_object (op->other_arch); 1699 object *tmp = op->other_arch->instance ();
1983 int j;
1984 1700
1985 tmp->stats.hp = op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1986 1702
1987 if (friendly) 1703 if (friendly)
1988 { 1704 {
1992 if (owner) 1708 if (owner)
1993 tmp->set_owner (owner); 1709 tmp->set_owner (owner);
1994 } 1710 }
1995 1711
1996 if (unaggressive) 1712 if (unaggressive)
1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1998 1714
1999 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);
2000 1716
2001 if (j == -1) /* No spot to put this monster */ 1717 if (j == -1) /* No spot to put this monster */
2002 tmp->destroy (); 1718 tmp->destroy ();
2003 else 1719 else
2004 { 1720 {
2008 } 1724 }
2009 1725
2010 op->destroy (); 1726 op->destroy ();
2011 } 1727 }
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1728 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy (); 1729 hitter->drop_and_destroy ();
2014 1730
2015 return maxdam; 1731 return maxdam;
2016} 1732}
2017 1733
2018 1734static void
2019void
2020poison_player (object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
2021{ 1736{
2022 archetype *at = archetype::find ("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
2023 object *tmp = present_arch_in_ob (at, op); 1738 object *tmp = present_arch_in_ob (at, op);
2024 1739
2025 if (tmp == NULL) 1740 if (!tmp)
2026 { 1741 {
2027 if ((tmp = arch_to_object (at)) == NULL) 1742 tmp = insert_ob_in_ob (at->instance (), op);
2028 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;
2029 else 1753 else
2030 {
2031 tmp = insert_ob_in_ob (tmp, op);
2032 /* peterm: give poisoning some teeth. It should
2033 * be able to kill things better than it does:
2034 * damage should be dependent something--I choose to
2035 * do this: if it's a monster, the damage from the
2036 * poisoning goes as the level of the monster/2.
2037 * If anything else, goes as damage.
2038 */
2039
2040 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2041 tmp->stats.dam += hitter->level / 2;
2042 else
2043 tmp->stats.dam = dam; 1754 tmp->stats.dam = dam;
2044 1755
2045 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2046 if (hitter->skill && hitter->skill != tmp->skill) 1757 if (hitter->skill && hitter->skill != tmp->skill)
2047 {
2048 tmp->skill = hitter->skill; 1758 tmp->skill = hitter->skill;
2049 }
2050 1759
2051 tmp->stats.food += dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
2052 1761
2053 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
2054 { 1763 {
2055 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
2056 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2057 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2059 tmp->stats.Int = MAX (-dam / 7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
2060 SET_FLAG (tmp, FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
2061 op->update_stats (); 1770 op->update_stats ();
2062 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);
2063 } 1773 }
1774
2064 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
2065 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);
2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1777 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); 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2068 } 1779
2069 tmp->speed_left = 0; 1780 tmp->speed_left = 0;
2070 } 1781 }
2071 else 1782 else
2072 tmp->stats.food++; 1783 tmp->stats.food++;
2073} 1784}
2074 1785
2075void 1786static void
2076slow_player (object *op, object *hitter, int dam) 1787slow_player (object *op, object *hitter, int dam)
2077{ 1788{
2078 archetype *at = archetype::find ("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
2079 object *tmp; 1790 object *tmp;
2080 1791
2081 if (at == NULL) 1792 if (!at)
2082 {
2083 LOG (llevError, "Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
2084 } 1794
2085 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2086 { 1796 {
2087 tmp = arch_to_object (at); 1797 tmp = at->instance ();
2088 tmp = insert_ob_in_ob (tmp, op); 1798 tmp = insert_ob_in_ob (tmp, op);
2089 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!");
2090 } 1800 }
2091 else 1801 else
2092 tmp->stats.food++; 1802 tmp->stats.food++;
2093 SET_FLAG (tmp, FLAG_APPLIED); 1803
1804 tmp->set_flag (FLAG_APPLIED);
2094 tmp->speed_left = 0; 1805 tmp->speed_left = 0;
2095 op->update_stats (); 1806 op->update_stats ();
2096} 1807}
2097 1808
2098void 1809void
2099confuse_player (object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
2100{ 1811{
2101 object *tmp; 1812 object *tmp;
2102 int maxduration; 1813 int maxduration;
2103 1814
2104 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2105 if (!tmp) 1816 if (!tmp)
2106 { 1817 {
2107 tmp = get_archetype (FORCE_NAME); 1818 tmp = get_archetype (FORCE_NAME);
2108 tmp = insert_ob_in_ob (tmp, op); 1819 tmp = insert_ob_in_ob (tmp, op);
2109 } 1820 }
2110 1821
2111 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
2112 * on the player's resistance 1823 * on the player's resistance
2113 */ 1824 */
2114 tmp->speed = 0.05; 1825 tmp->set_speed (0.05);
2115 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
2116 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);
2117 tmp->name = "confusion"; 1828 tmp->name = shstr_confusion;
2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1830
2119 if (tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
2120 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
2121 1833
2122 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2123 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!");
2124 SET_FLAG (op, FLAG_CONFUSED); 1836
1837 op->set_flag (FLAG_CONFUSED);
2125} 1838}
2126 1839
2127void 1840void
2128blind_player (object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
2129{ 1842{
2130 object *tmp, *owner;
2131
2132 /* 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 */
2133 if (op->resist[ATNR_BLIND] == 100) 1844 if (op->resist[ATNR_BLIND] == 100)
2134 return; 1845 return;
2135 1846
2136 tmp = present_in_ob (BLINDNESS, op); 1847 object *tmp = present_in_ob (BLINDNESS, op);
2137 if (!tmp) 1848 if (!tmp)
2138 { 1849 {
2139 tmp = get_archetype ("blindness"); 1850 tmp = get_archetype (shstr_blindness);
2140 SET_FLAG (tmp, FLAG_BLIND); 1851 tmp->set_flag (FLAG_BLIND);
2141 SET_FLAG (tmp, FLAG_APPLIED); 1852 tmp->set_flag (FLAG_APPLIED);
2142 /* 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.
2143 * speed is a float anyways. 1854 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2144 */
2145 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2146 1855
2147 tmp = insert_ob_in_ob (tmp, op); 1856 tmp = insert_ob_in_ob (tmp, op);
2148 change_abil (op, tmp); /* Mostly to display any messages */ 1857 change_abil (op, tmp); /* Mostly to display any messages */
2149 op->update_stats (); /* This takes care of some other stuff */ 1858 op->update_stats (); /* This takes care of some other stuff */
2150 1859
2151 if (hitter->owner)
2152 owner = hitter->owner;
2153 else
2154 owner = hitter;
2155
2156 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));
2157 } 1861 }
1862
2158 tmp->stats.food += dam; 1863 tmp->stats.food += dam;
2159 if (tmp->stats.food > 10) 1864 min_it (tmp->stats.food, 10);
2160 tmp->stats.food = 10;
2161} 1865}
2162 1866
2163void 1867void
2164paralyze_player (object *op, object *hitter, int dam) 1868paralyze_player (object *op, object *hitter, int dam)
2165{ 1869{
2166 float effect, max;
2167
2168 /* object *tmp; */
2169
2170 /* This is strange stuff... someone knows for what this is 1870 /* This is strange stuff... someone knows for what this is
2171 * written? Well, i think this can and should be removed 1871 * written? Well, i think this can and should be removed
2172 */ 1872 */
2173 1873
2174 /* 1874 /*
2178 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);
2179 } 1879 }
2180 */ 1880 */
2181 1881
2182 /* 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 */
2183 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;
2184 1884
2185 if (effect == 0)
2186 return;
2187
2188 op->speed_left -= FABS (op->speed) * effect; 1885 op->speed_left -= op->speed * effect;
2189 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1886 /* tmp->stats.food+=(signed short) effect/op->speed; */
2190 1887
2191 /* max number of ticks to be affected for. */ 1888 /* max number of ticks to be affected for. */
2192 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1889 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1890
2193 if (op->speed_left < -(FABS (op->speed) * max)) 1891 max_it (op->speed_left, -op->speed * max);
2194 op->speed_left = (float) -(FABS (op->speed) * max);
2195 1892
2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1893/* tmp->stats.food = (signed short) (max / op->speed); */
2197} 1894}
2198 1895
2199/* Attempts to kill 'op'. hitter is the attack object, dam is 1896/* Attempts to kill 'op'. hitter is the attack object, dam is
2200 * the computed damaged. 1897 * the computed damaged.
2201 */ 1898 */
2202void 1899static void
2203deathstrike_player (object *op, object *hitter, int *dam) 1900deathstrike_player (object *op, object *hitter, int *dam)
2204{ 1901{
2205 /* The intention of a death attack is to kill outright things 1902 /* The intention of a death attack is to kill outright things
2206 ** 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
2207 ** things somewhat weaker than the caster, and no chance of 1904 ** things somewhat weaker than the caster, and no chance of
2211 ** field of the deathstriking object */ 1908 ** field of the deathstriking object */
2212 1909
2213 int atk_lev, def_lev, kill_lev; 1910 int atk_lev, def_lev, kill_lev;
2214 1911
2215 if (hitter->slaying) 1912 if (hitter->slaying)
2216 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))))
2217 return; 1915 return;
2218 1916
2219 def_lev = op->level; 1917 def_lev = op->level;
2220 if (def_lev < 1) 1918 if (def_lev < 1)
2221 { 1919 {
2222 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 ());
2223 def_lev = 1; 1921 def_lev = 1;
2224 } 1922 }
2225 1923
2226 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;
2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1925 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2248 } 1946 }
2249 else 1947 else
2250 *dam = 0; /* no harm done */ 1948 *dam = 0; /* no harm done */
2251} 1949}
2252 1950
2253/* thrown_item_effect() - handles any special effects of thrown 1951/* This returns the amount of damage hitter does to op with the
2254 * items (like attacking living creatures--a potion thrown at a 1952 * appropriate attacktype. Only 1 attacktype should be set at a time.
2255 * monster). 1953 * This doesn't damage the player, but returns how much it should
2256 */ 1954 * take. However, it will do other effects (paralyzation, slow, etc.)
2257static void 1955 * Note - changed for PR code - we now pass the attack number and not
2258thrown_item_effect (object *hitter, object *victim) 1956 * the attacktype. Makes it easier for the PR code. */
1957int
1958hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2259{ 1959{
2260 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 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)
1964 {
1965 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1966 return 0;
2261 { 1967 }
2262 /* May not need a switch for just 2 types, but this makes it 1968
2263 * 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)))
2264 */ 1985 {
2265 switch (hitter->type) 1986 doesnt_slay = 0;
1987 dam *= 3;
2266 { 1988 }
2267 case POTION: 1989 }
2268 /* should player get a save throw instead of checking magic protection? */ 1990
2269 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. */
2270 (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);
2271 break; 2020 break;
2272 2021
2273 case POISON: /* poison drinks */ 2022 /* Don't need to do anything for:
2274 /* As with potions, should monster get a save? */ 2023 magic,
2275 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2024 fire,
2276 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 }
2277 break; 2074 break;
2278 2075
2279 /* Removed case statements that did nothing. 2076 case ATNR_ACID:
2280 * food may be poisonous, but monster must be willing to eat it, 2077 {
2281 * so we don't handle it here. 2078 int flag = 0;
2282 * 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.
2283 */ 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:
2284 } 2188 {
2285 } 2189 if (op->flag [FLAG_UNDEAD])
2286} 2190 {
2191 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2192 object *god = find_god (determine_god (owner));
2193 int div = 1;
2287 2194
2288/* 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;
2289 2199
2290int 2200 /* Give a bonus if you resist turn undead */
2291adj_attackroll (object *hitter, object *target) 2201 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2292{ 2202 scare_creature (op, owner);
2293 object *attacker = hitter; 2203 }
2294 int adjust = 0; 2204 else
2205 dam = 0; /* don't damage non undead - should we damage
2206 undead? */
2207 }
2208 break;
2295 2209
2296 /* safety */ 2210 case ATNR_DEATH:
2297 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2211 deathstrike_player (op, hitter, &dam);
2298 { 2212 break;
2299 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2300 return 0;
2301 }
2302 2213
2303 /* aimed missiles use the owning object's sight */ 2214 case ATNR_CHAOS:
2304 if (is_aimed_missile (hitter)) 2215 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2305 { 2216 dam = 0;
2306 if ((attacker = hitter->owner) == NULL) 2217 break;
2307 attacker = hitter; 2218
2308 /* A player who saves but hasn't quit still could have objects 2219 case ATNR_COUNTERSPELL:
2309 * 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).
2310 */ 2252 */
2311 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2253 /* You can't steal life from something undead */
2312 attacker = hitter; 2254 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2313 }
2314 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2315 return 0;
2316
2317 /* determine the condtions under which we make an attack.
2318 * Add more cases, as the need occurs. */
2319
2320 if (!can_see_enemy (attacker, target))
2321 {
2322 /* target is unseen */
2323 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2324 adjust -= 10;
2325 /* 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))
2327 adjust -= target->map->darkness;
2328 }
2329
2330 if (QUERY_FLAG (attacker, FLAG_SCARED))
2331 adjust -= 3;
2332
2333 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2334 adjust += 1;
2335
2336 if (QUERY_FLAG (target, FLAG_SCARED))
2337 adjust += 1;
2338
2339 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2340 adjust -= 3;
2341
2342 /* if we attack at a different 'altitude' its harder */
2343 if ((attacker->move_type & target->move_type) == 0)
2344 adjust -= 2;
2345
2346#if 0
2347 /* slower attacks are less likely to succeed. We should use a
2348 * comparison between attacker/target speeds BUT, players have
2349 * a generally faster speed, so this will wind up being a HUGE
2350 * disadantage for the monsters! Too bad, because missiles which
2351 * fly fast should have a better chance of hitting a slower target.
2352 */
2353 if (hitter->speed < target->speed)
2354 adjust += ((float) hitter->speed - target->speed);
2355#endif
2356
2357#if 0
2358 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2359#endif
2360
2361 return adjust;
2362}
2363
2364/* determine if the object is an 'aimed' missile */
2365int
2366is_aimed_missile (object *op)
2367{
2368
2369 /* 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.
2371 */
2372 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1; 2255 return 0;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1;
2378 }
2379 2256
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 }
2274 }
2275
2380 return 0; 2276 return dam;
2381} 2277}
2278

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