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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.33 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
70 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
73 }
74 } 69 }
75} 70}
76 71
77/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
78 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) 82 if (op->materialname == NULL)
88 { 83 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
90 if (op->material & mt->material) 85 if (op->materials & mt->material)
91 break; 86 break;
92 } 87 }
93 else 88 else
94 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90
95 if (mt == NULL) 91 if (mt == NULL)
96 return TRUE; 92 return TRUE;
93
97 roll = rndm (1, 20); 94 roll = rndm (1, 20);
98 95
99 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
100 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
101 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
130 saves++; 127 saves++;
131 } 128 }
132 129
133 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
134 return TRUE; 131 return TRUE;
132
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 134 return FALSE;
135
137 return TRUE; 136 return TRUE;
138} 137}
139 138
140/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 141 * calling cancellation, etc.)
143 */ 142 */
144
145void 143void
146save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
147{ 145{
148 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
149 { 147 {
269 * op is going in direction 'dir' 267 * op is going in direction 'dir'
270 * type is the attacktype of the object. 268 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
273 */ 271 */
274
275int 272int
276hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
277{ 274{
278 object *tmp, *next;
279 maptile *map; 275 maptile *map;
280 sint16 x, y; 276 sint16 x, y;
281 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
282 278
283 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (QUERY_FLAG (op, FLAG_FREED))
303 299
304 map = op->map; 300 map = op->map;
305 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
306 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
307 303
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
309 306
310 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
313 return 0; 312 return 0;
314 313
315 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
317 */ 316 */
318 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
319 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
320 { 320 {
321 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
322 322
323 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 324 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338
339 next = GET_MAP_OB (map, x, y);
340
341 while (next)
342 {
343 if (next->destroyed ())
344 {
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error. The errormessage
352 * below was spamming the logs for absolutely no reason.
353 */ 325 */
354 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
355 break; 327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
356 } 333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
357 339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
358 tmp = next; 350 object *tmp = next;
359 next = tmp->above; 351 next = tmp->above;
360
361 if (tmp->destroyed ())
362 {
363 LOG (llevError, "BUG: hit_map(): found freed object\n");
364 break;
365 }
366 352
367 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368 * For example, 'tmp' was put in an icecube. 354 * For example, 'tmp' was put in an icecube.
369 * This is one of the few cases where on_same_map should not be used. 355 * This is one of the few cases where on_same_map should not be used.
370 */ 356 */
373 359
374 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
375 { 361 {
376 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
377 retflag |= 1; 363 retflag |= 1;
364
378 if (op->destroyed ()) 365 if (op->destroyed ())
379 break; 366 break;
380 } 367 }
381
382 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
383 * NO_PASS set, it is also immune - you can't destroy walls. Note 369 * NO_PASS set, it is also immune - you can't destroy walls. Note
384 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
385 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
386 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
387 * destroyed right now. 373 * destroyed right now.
388 */ 374 */
389 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
390 { 376 {
391 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378
392 if (op->destroyed ()) 379 if (op->destroyed ())
393 break; 380 break;
394 } 381 }
395 } 382 }
396 383
662 { 649 {
663 i = 4; 650 i = 4;
664 map = hitter->map; 651 map = hitter->map;
665 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
666 return; 653 return;
654
667 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
668 if (next) 656 if (next)
669 while (next) 657 while (next)
670 { 658 {
671 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
672 i *= 3; 660 i *= 3;
673 tmp = next; 661 tmp = next;
674 next = tmp->above; 662 next = tmp->above;
675 } 663 }
664
676 if (i < 0) 665 if (i < 0)
677 return; 666 return;
667
678 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
679 return; 669 return;
680 } 670 }
681 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
682 return; 672 return;
673
683 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
684 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
685 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
686 } 677 }
687} 678}
782 { 773 {
783 int hitdam = base_dam; 774 int hitdam = base_dam;
784 775
785 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
786 { 777 {
787 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
788 { 779 {
789 hitter->casting_time = -1; 780 hitter->casting_time = -1;
790 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); 781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
791 } 782 }
783
792 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
793 { 785 {
794 op->casting_time = -1; 786 op->casting_time = -1;
795 if (op->type == PLAYER) 787 if (op->type == PLAYER)
796 { 788 {
797 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
798 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
799 } 791 }
800 } 792 }
801 } 793 }
794
802 if (!simple_attack) 795 if (!simple_attack)
803 { 796 {
804 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
805 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
806 * -b.t. */ 799 * -b.t. */
814 807
815 /* if you were hidden and hit by a creature, you are discovered */ 808 /* if you were hidden and hit by a creature, you are discovered */
816 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
817 { 810 {
818 make_visible (op); 811 make_visible (op);
812
819 if (op->type == PLAYER) 813 if (op->type == PLAYER)
820 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 814 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
821 } 815 }
822 816
823 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
877} 871}
878 872
879int 873int
880attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
881{ 875{
882
883 if (hitter->head)
884 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
885 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
886} 879}
887 880
888/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
889 * 882 *
898 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
899 * stick around. 892 * stick around.
900 */ 893 */
901 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
902 { 895 {
903 if (tmp->head != NULL)
904 tmp = tmp->head; 896 tmp = tmp->head_ ();
905 897
906 op->remove (); 898 op->remove ();
907 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
908 900
909 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
1016 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1017 } 1009 }
1018 1010
1019 return op; 1011 return op;
1020} 1012}
1021
1022 1013
1023void 1014void
1024tear_down_wall (object *op) 1015tear_down_wall (object *op)
1025{ 1016{
1026 int perc = 0; 1017 int perc = 0;
1075 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1076 if (!target->enemy) 1067 if (!target->enemy)
1077 target->enemy = owner; 1068 target->enemy = owner;
1078} 1069}
1079 1070
1080
1081/* This returns the amount of damage hitter does to op with the 1071/* This returns the amount of damage hitter does to op with the
1082 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1083 * This doesn't damage the player, but returns how much it should 1073 * This doesn't damage the player, but returns how much it should
1084 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1085 * Note - changed for PR code - we now pass the attack number and not 1075 * Note - changed for PR code - we now pass the attack number and not
1086 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1087
1088int 1077int
1089hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1090{ 1079{
1091
1092 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1093 1081
1094 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1095 if (attacknum >= NROFATTACKS) 1083 if (attacknum >= NROFATTACKS)
1096 { 1084 {
1098 return 0; 1086 return 0;
1099 } 1087 }
1100 1088
1101 if (dam < 0) 1089 if (dam < 0)
1102 { 1090 {
1103 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1092 dam, hitter->debug_desc (), op->debug_desc ());
1104 return 0; 1093 return 0;
1105 } 1094 }
1106 1095
1107 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1096 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1108 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1109 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1110 return dam; 1099 return dam;
1111 1100
1112 if (hitter->slaying) 1101 if (hitter->slaying)
1113 { 1102 {
1114 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1115 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1116 { 1105 {
1117 doesnt_slay = 0; 1106 doesnt_slay = 0;
1118 dam *= 3; 1107 dam *= 3;
1119 } 1108 }
1120 } 1109 }
1134 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1135 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1136 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1137 * special processing is needed */ 1126 * special processing is needed */
1138 1127
1139 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1140 return 0; 1131 return 0;
1141 1132
1142 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1143 1134
1144 switch (attacknum) 1135 switch (attacknum)
1145 { 1136 {
1146 case ATNR_PHYSICAL: 1137 case ATNR_PHYSICAL:
1147 /* here also check for diseases */ 1138 /* here also check for diseases */
1148 check_physically_infect (op, hitter); 1139 check_physically_infect (op, hitter);
1149 break; 1140 break;
1150 1141
1151 /* Don't need to do anything for: 1142 /* Don't need to do anything for:
1152 magic, 1143 magic,
1153 fire, 1144 fire,
1154 electricity, 1145 electricity,
1155 cold */ 1146 cold */
1156 1147
1157 case ATNR_CONFUSION: 1148 case ATNR_CONFUSION:
1158 case ATNR_POISON: 1149 case ATNR_POISON:
1159 case ATNR_SLOW: 1150 case ATNR_SLOW:
1160 case ATNR_PARALYZE: 1151 case ATNR_PARALYZE:
1161 case ATNR_FEAR: 1152 case ATNR_FEAR:
1162 case ATNR_CANCELLATION: 1153 case ATNR_CANCELLATION:
1163 case ATNR_DEPLETE: 1154 case ATNR_DEPLETE:
1164 case ATNR_BLIND: 1155 case ATNR_BLIND:
1165 { 1156 {
1166 /* chance for inflicting a special attack depends on the 1157 /* chance for inflicting a special attack depends on the
1167 * difference between attacker's and defender's level 1158 * difference between attacker's and defender's level
1168 */ 1159 */
1169 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1170 1161
1171 /* First, only creatures/players with speed can be affected. 1162 /* First, only creatures/players with speed can be affected.
1172 * Second, just getting hit doesn't mean it always affects 1163 * Second, just getting hit doesn't mean it always affects
1173 * you. Third, you still get a saving through against the 1164 * you. Third, you still get a saving through against the
1174 * effect. 1165 * effect.
1175 */ 1166 */
1176 if (op->speed && 1167 if (op->speed &&
1177 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1178 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1169 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1179 { 1170 {
1180 1171
1181 /* Player has been hit by something */ 1172 /* Player has been hit by something */
1182 if (attacknum == ATNR_CONFUSION) 1173 if (attacknum == ATNR_CONFUSION)
1183 confuse_player (op, hitter, dam); 1174 confuse_player (op, hitter, dam);
1184 else if (attacknum == ATNR_POISON) 1175 else if (attacknum == ATNR_POISON)
1185 poison_player (op, hitter, dam); 1176 poison_player (op, hitter, dam);
1186 else if (attacknum == ATNR_SLOW) 1177 else if (attacknum == ATNR_SLOW)
1187 slow_player (op, hitter, dam); 1178 slow_player (op, hitter, dam);
1188 else if (attacknum == ATNR_PARALYZE) 1179 else if (attacknum == ATNR_PARALYZE)
1189 paralyze_player (op, hitter, dam); 1180 paralyze_player (op, hitter, dam);
1190 else if (attacknum == ATNR_FEAR) 1181 else if (attacknum == ATNR_FEAR)
1191 scare_creature (op, hitter); 1182 scare_creature (op, hitter);
1192 else if (attacknum == ATNR_CANCELLATION) 1183 else if (attacknum == ATNR_CANCELLATION)
1193 cancellation (op); 1184 cancellation (op);
1194 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1195 op->drain_stat (); 1186 op->drain_stat ();
1196 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1187 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1197 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1198 } 1189 }
1190
1199 dam = 0; /* These are all effects and don't do real damage */ 1191 dam = 0; /* These are all effects and don't do real damage */
1200 } 1192 }
1201 break; 1193 break;
1194
1202 case ATNR_ACID: 1195 case ATNR_ACID:
1203 { 1196 {
1204 int flag = 0; 1197 int flag = 0;
1205 1198
1206 /* Items only get corroded if you're not on a battleground and 1199 /* Items only get corroded if you're not on a battleground and
1207 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1208 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1201 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1209 { 1202 {
1210 object *tmp;
1211
1212 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1213 { 1204 {
1214 if (tmp->invisible) 1205 if (tmp->invisible)
1215 continue; 1206 continue;
1216 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1217 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1218 continue; 1209 continue;
1219 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1220 continue; 1211 continue;
1221 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1222 continue; 1213 continue;
1223 if (tmp->type == RING || 1214 if (tmp->type == RING
1224 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1225 PR */ 1216 || tmp->type == GIRDLE
1226 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1217 || tmp->type == AMULET
1218 || tmp->type == WAND
1219 || tmp->type == ROD
1220 || tmp->type == HORN)
1227 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1228 1222
1229 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1230 objects */ 1224 objects */
1231 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1232 { 1226 {
1233 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1234 /* Make this more visible */ 1228 /* Make this more visible */
1235 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1236 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1237 flag = 1; 1231 flag = 1;
1238 tmp->magic--; 1232 tmp->magic--;
1239 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1240 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1241 } 1235 }
1242 } 1236 }
1237
1243 if (flag) 1238 if (flag)
1244 op->update_stats (); /* Something was corroded */ 1239 op->update_stats (); /* Something was corroded */
1245 } 1240 }
1246 } 1241 }
1247 break; 1242 break;
1243
1248 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1249 { 1245 {
1250 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1251 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1252 */ 1248 */
1253 int rate; 1249 int rate;
1254 1250
1255 if (op->resist[ATNR_DRAIN] >= 0) 1251 if (op->resist[ATNR_DRAIN] >= 0)
1256 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1257 else 1253 else
1258 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1259 1255
1260 if (op->stats.exp <= rate) 1256 if (op->stats.exp <= rate)
1261 { 1257 {
1262 if (op->type == GOLEM) 1258 if (op->type == GOLEM)
1263 dam = 999; /* Its force is "sucked" away. 8) */ 1259 dam = 999; /* Its force is "sucked" away. 8) */
1264 else 1260 else
1265 /* If we can't drain, lets try to do physical damage */ 1261 /* If we can't drain, lets try to do physical damage */
1266 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1267 } 1263 }
1268 else 1264 else
1269 { 1265 {
1270 /* Randomly give the hitter some hp */ 1266 /* Randomly give the hitter some hp */
1271 if (hitter->stats.hp < hitter->stats.maxhp && 1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1272 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1268 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1273 hitter->stats.hp++; 1269 hitter->stats.hp++;
1274 1270
1275 /* Can't do drains on battleground spaces. 1271 /* Can't do drains on battleground spaces.
1276 * Move the wiz check up here - before, the hitter wouldn't gain exp 1272 * Move the wiz check up here - before, the hitter wouldn't gain exp
1277 * exp, but the wiz would still lose exp! If drainee is a wiz, 1273 * exp, but the wiz would still lose exp! If drainee is a wiz,
1278 * nothing happens. 1274 * nothing happens.
1279 * Try to credit the owner. We try to display player -> player drain 1275 * Try to credit the owner. We try to display player -> player drain
1280 * attacks, hence all the != PLAYER checks. 1276 * attacks, hence all the != PLAYER checks.
1281 */ 1277 */
1282 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1283 { 1279 {
1284 object *owner = hitter->owner; 1280 object *owner = hitter->owner;
1285 1281
1286 if (owner && owner != hitter) 1282 if (owner && owner != hitter)
1287 { 1283 {
1288 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1289 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1286 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1291 } 1287 }
1292 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1293 {
1294 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1295 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1296 } 1291
1297 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1298 } 1293 }
1294
1299 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1295 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1300 * drain attack, you won't know that you are actually sucking out EXP, 1296 * drain attack, you won't know that you are actually sucking out EXP,
1301 * as the messages will say you missed 1297 * as the messages will say you missed
1302 */ 1298 */
1303 } 1299 }
1304 } 1300 }
1305 break; 1301 break;
1302
1306 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1307 { 1304 {
1308 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1309 { 1306 {
1310 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1311 object *god = find_god (determine_god (owner)); 1308 object *god = find_god (determine_god (owner));
1312 int div = 1; 1309 int div = 1;
1313 1310
1314 /* if undead are not an enemy of your god, you turn them 1311 /* if undead are not an enemy of your god, you turn them
1315 * at half strength */ 1312 * at half strength */
1316 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1317 div = 2; 1314 div = 2;
1315
1318 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1319 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1320 scare_creature (op, owner); 1318 scare_creature (op, owner);
1321 } 1319 }
1322 else 1320 else
1323 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1324 undead? */ 1322 undead? */
1325 } 1323 }
1326 break; 1324 break;
1325
1327 case ATNR_DEATH: 1326 case ATNR_DEATH:
1328 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1329 break; 1328 break;
1329
1330 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1332 dam = 0; 1332 dam = 0;
1333 break; 1333 break;
1334
1334 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1335 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1336 dam = 0; 1337 dam = 0;
1337 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1338 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1339 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1340 * does no damage. */ 1341 * does no damage. */
1341 break; 1342 break;
1343
1342 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1343 { 1345 {
1344 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1345 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347 1349
1348 /* As with turn undead above, give a bonus on the saving throw */ 1350 /* As with turn undead above, give a bonus on the saving throw */
1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1351 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1350 scare_creature (op, owner); 1352 scare_creature (op, owner);
1351 } 1353 }
1352 break; 1354 break;
1355
1353 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1354 { 1357 {
1355 int new_hp; 1358 int new_hp;
1356 1359
1357 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1358 * exp it takes hp. It is geared for players, probably not 1361 * exp it takes hp. It is geared for players, probably not
1359 * much use giving it to monsters 1362 * much use giving it to monsters
1360 * 1363 *
1361 * life stealing doesn't do a lot of damage, but it gives the 1364 * life stealing doesn't do a lot of damage, but it gives the
1362 * damage it does do to the player. Given that, 1365 * damage it does do to the player. Given that,
1363 * it only does 1/10'th normal damage (hence the divide by 1366 * it only does 1/10'th normal damage (hence the divide by
1364 * 1000). 1367 * 1000).
1365 */ 1368 */
1366 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1367 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1368 return 0; 1371 return 0;
1372
1369 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1370 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1371 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1372 else 1376 else
1373 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1374 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1375 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1376 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1377 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1378 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1379 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1380 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1381 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1382 } 1389 }
1383 } 1390 }
1391
1384 return dam; 1392 return dam;
1385} 1393}
1386
1387 1394
1388/* GROS: This code comes from hit_player. It has been made external to 1395/* GROS: This code comes from hit_player. It has been made external to
1389 * allow script procedures to "kill" objects in a combat-like fashion. 1396 * allow script procedures to "kill" objects in a combat-like fashion.
1390 * It was initially used by (kill-object) developed for the Collector's 1397 * It was initially used by (kill-object) developed for the Collector's
1391 * Sword. Note that nothing has been changed from the original version 1398 * Sword. Note that nothing has been changed from the original version
1406 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1407 const char *skill; 1414 const char *skill;
1408 int maxdam = 0; 1415 int maxdam = 0;
1409 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1410 int pk = 0; /* true if op and what controls hitter are both players */ 1417 int pk = 0; /* true if op and what controls hitter are both players */
1411 object *owner = NULL; 1418 object *owner = 0;
1412 object *skop = NULL; 1419 object *skop = 0;
1413 1420
1414 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1415 return -1; 1422 return -1;
1416 1423
1417 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1426 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1427 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1428 1435
1429 if (op->type == DOOR) 1436 if (op->type == DOOR)
1430 { 1437 {
1431 op->speed = 0.1; 1438 op->set_speed (0.1);
1432 update_ob_speed (op);
1433 op->speed_left = -0.05; 1439 op->speed_left = -0.05;
1434 return maxdam; 1440 return maxdam;
1435 } 1441 }
1436 1442
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1438 { 1444 {
1439 remove_friendly_object (op);
1440
1441 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1442 op->owner->contr->ranges[range_golem] = 0;
1443
1444 op->destroy (); 1445 op->destroy ();
1445 return maxdam; 1446 return maxdam;
1446 } 1447 }
1447 1448
1448 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1507 */ 1508 */
1508 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1509 owner->change_luck (-settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1510 1511
1511 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1512 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1513 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1514 */ 1515 */
1515 skill = 0; 1516 skill = 0;
1516 1517
1517 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1518 skill = hitter->skill; 1519 skill = hitter->skill;
1519 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1520 { 1521 {
1521 skill = owner->chosen_skill->skill;
1522 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1523 } 1524 }
1524 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1525 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1526 else 1527 else
1527 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1528 1529
1529 /* We have the skill we want to credit to - now find the object this goes 1530 /* We have the skill we want to credit to - now find the object this goes
1530 * to. Make sure skop is an actual skill, and not a skill tool! 1531 * to. Make sure skop is an actual skill, and not a skill tool!
1531 */ 1532 */
1532 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1533 { 1534 {
1534 int i; 1535 int i;
1535 1536
1598 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1599 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1600 else 1601 else
1601 { 1602 {
1602 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1603 player *pl;
1604 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1605 1605
1606#ifdef PARTY_KILL_LOG
1607 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1608#endif 1607
1609 for_all_players (pl) 1608 for_all_players (pl)
1610 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1611 { 1610 {
1612 count++; 1611 count++;
1613 shares += (pl->ob->level + 4); 1612 shares += (pl->ob->level + 4);
1668} 1667}
1669 1668
1670/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1669/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1671 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1672 */ 1671 */
1673
1674int 1672int
1675friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1676{ 1674{
1677 object *owner; 1675 object *owner;
1678 int friendlyfire; 1676 int friendlyfire;
1708 * is what is hitting the object, type is the attacktype, and 1706 * is what is hitting the object, type is the attacktype, and
1709 * full_hit is set if monster area does not matter. 1707 * full_hit is set if monster area does not matter.
1710 * dam is base damage - protections/vulnerabilities/slaying matches can 1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1711 * modify it. 1709 * modify it.
1712 */ 1710 */
1713
1714 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1715 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1716
1717int 1713int
1718hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1714hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1719{ 1715{
1720 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1721 int maxattacktype, attacknum; 1717 int maxattacktype, attacknum;
1737 object *owner = hitter->owner; 1733 object *owner = hitter->owner;
1738 1734
1739 if (!owner) 1735 if (!owner)
1740 owner = hitter; 1736 owner = hitter;
1741 1737
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1738 if (owner->type == PLAYER
1739 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner)
1743 return 0; 1742 return 0;
1744 } 1743 }
1745#endif 1744#endif
1746 1745
1747 if (body_attack) 1746 if (body_attack)
1764 } 1763 }
1765 } 1764 }
1766 1765
1767 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1768 { 1767 {
1769 object *tmp;
1770
1771 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1772 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1773 { 1770 {
1774 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1775 1772
1776 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1783 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1784 { 1781 {
1785 /* FIXME: If a player is killed by a rune in a door, the 1782 /* FIXME: If a player is killed by a rune in a door, the
1786 * destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1787 */ 1784 */
1785
1786 /* FIXME: This for example happens when a dead door is on a mover and
1787 gets it's speed_left raised on each mover-tick.
1788 Doors are removed in a kinda funny way by giving them speed and speed_left
1789 and waiting for that to run out.
1790 */
1788 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1791 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1789 return 0; 1792 return 0;
1790 } 1793 }
1791 1794
1792#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1793 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1799 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1802 * in case 0>dam>1, we try to "simulate" a float value-effect */
1800 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1801 if (dam >= 100) 1804 if (dam >= 100)
1802 dam /= 100; 1805 dam /= 100;
1803 else 1806 else
1804 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1805 } 1808 }
1806 1809
1807 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1810 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1808 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1811 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1809 */ 1812 */
1829 (hitter->title != NULL 1832 (hitter->title != NULL
1830 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1831 return 0; 1834 return 0;
1832 } 1835 }
1833 1836
1834 maxattacktype = type; /* initialize this to something */ 1837 maxattacktype = type; /* initialise this to something */
1835 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1836 { 1839 {
1837 /* Magic isn't really a true attack type - it gets combined with other 1840 /* Magic isn't really a true attack type - it gets combined with other
1838 * attack types. As such, skip it over. However, if magic is 1841 * attack types. As such, skip it over. However, if magic is
1839 * the only attacktype in the group, then still attack with it 1842 * the only attacktype in the group, then still attack with it
1892 1895
1893 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1894 value-effect */ 1897 value-effect */
1895 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1896 maxdam /= area; 1899 maxdam /= area;
1897 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1898 maxdam++; 1901 maxdam++;
1899 } 1902 }
1900 1903
1901#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1902 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1903#endif 1906#endif
1904 1907
1908 // for now, only do this for active objects, otherwise they
1909 // keep a refcount for a long time and I see no usefulness
1910 // for an non-active objetc to know its enemy.
1911 if (op->active)
1905 if (hitter->owner) 1912 if (hitter->owner)
1906 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1907 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1908 op->enemy = hitter; 1915 op->enemy = hitter;
1909 1916
1910 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1911 { 1918 {
1912 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1913 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1957 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1951 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
1952 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
1953 */ 1960 */
1954 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1955 {
1956 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1957 remove_friendly_object (hitter);
1958
1959 hitter->destroy (); 1962 hitter->destroy ();
1960 } 1963
1961 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
1962 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1965 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1963 { 1966 {
1964 int i; 1967 int i;
1965 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1981 1984
1982 tmp->stats.hp = op->stats.hp; 1985 tmp->stats.hp = op->stats.hp;
1983 1986
1984 if (friendly) 1987 if (friendly)
1985 { 1988 {
1986 SET_FLAG (tmp, FLAG_FRIENDLY);
1987 add_friendly_object (tmp); 1989 add_friendly_object (tmp);
1988 tmp->attack_movement = PETMOVE; 1990 tmp->attack_movement = PETMOVE;
1991
1989 if (owner != NULL) 1992 if (owner)
1990 tmp->set_owner (owner); 1993 tmp->set_owner (owner);
1991 } 1994 }
1992 1995
1993 if (unaggressive) 1996 if (unaggressive)
1994 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2191 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2192 2195
2193/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2194} 2197}
2195 2198
2196
2197/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2198 * the computed damaged. 2200 * the computed damaged.
2199 */ 2201 */
2200void 2202void
2201deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2218 if (def_lev < 1) 2220 if (def_lev < 1)
2219 { 2221 {
2220 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2221 def_lev = 1; 2223 def_lev = 1;
2222 } 2224 }
2225
2223 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2224 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2225 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2226 2229
2227 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2242 */ 2245 */
2243 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2244 } 2247 }
2245 } 2248 }
2246 else 2249 else
2247 {
2248 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2249 }
2250} 2251}
2251 2252
2252/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2253 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2254 * monster). 2255 * monster).
2358#endif 2359#endif
2359 2360
2360 return adjust; 2361 return adjust;
2361} 2362}
2362 2363
2363
2364/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2365int 2365int
2366is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2367{ 2367{
2368 2368
2374 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1; 2375 return 1;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1; 2377 return 1;
2378 } 2378 }
2379
2379 return 0; 2380 return 0;
2380} 2381}

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