ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.37 by root, Fri Jan 5 22:47:18 2007 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 maptile *map; 275 maptile *map;
279 sint16 x, y; 276 sint16 x, y;
302 299
303 map = op->map; 300 map = op->map;
304 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
305 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
306 303
307 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
308 306
309 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
310 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
311 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
312 return 0; 312 return 0;
313 313
314 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
315 * 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
316 */ 316 */
317 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
318 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
319 { 320 {
320 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
321 322
322 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
323 * to do any further processing. 324 * to do any further processing.
324 */ 325 */
325 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
326 return 0; 327 return 0;
327 328
328 type &= ~AT_COUNTERSPELL; 329 type &= ~AT_COUNTERSPELL;
329 } 330 }
330 331
331 if (type & AT_CHAOS) 332 if (type & AT_CHAOS)
332 { 333 {
333 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /* flag tells it to change the face */
334 update_object (op, UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
335 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
337 }
336 } 338 }
337 339
338 /* There may still be objects that were above 'next', but there is no 340 /* There may still be objects that were above 'next', but there is no
339 * simple way to find out short of copying all object references and 341 * simple way to find out short of copying all object references and
340 * tags into a temporary array before we start processing the first 342 * tags into a temporary array before we start processing the first
341 * object. That's why we just abort on destroy. 343 * object. That's why we just abort on destroy.
342 * 344 *
343 * This happens whenever attack spells (like fire) hit a pile 345 * This happens whenever attack spells (like fire) hit a pile
344 * of objects. This is not a bug - nor an error. 346 * of objects. This is not a bug - nor an error.
345 */ 347 */
346 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 348 for (object *next = ms.bot; next && !next->destroyed (); )
347 { 349 {
348 object *tmp = next; 350 object *tmp = next;
349 next = tmp->above; 351 next = tmp->above;
350 352
351 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
357 359
358 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
359 { 361 {
360 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
361 retflag |= 1; 363 retflag |= 1;
364
362 if (op->destroyed ()) 365 if (op->destroyed ())
363 break; 366 break;
364 } 367 }
365 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
366 * 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
367 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
368 * 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
369 * 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
370 * destroyed right now. 373 * destroyed right now.
371 */ 374 */
372 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)
373 { 376 {
374 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
375 378
376 if (op->destroyed ()) 379 if (op->destroyed ())
377 break; 380 break;
646 { 649 {
647 i = 4; 650 i = 4;
648 map = hitter->map; 651 map = hitter->map;
649 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
650 return; 653 return;
654
651 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
652 if (next) 656 if (next)
653 while (next) 657 while (next)
654 { 658 {
655 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))
656 i *= 3; 660 i *= 3;
657 tmp = next; 661 tmp = next;
658 next = tmp->above; 662 next = tmp->above;
659 } 663 }
664
660 if (i < 0) 665 if (i < 0)
661 return; 666 return;
667
662 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
663 return; 669 return;
664 } 670 }
665 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
666 return; 672 return;
673
667 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
668 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);
669 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
670 } 677 }
671} 678}
766 { 773 {
767 int hitdam = base_dam; 774 int hitdam = base_dam;
768 775
769 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
770 { 777 {
771 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
772 { 779 {
773 hitter->casting_time = -1; 780 hitter->casting_time = -1;
774 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!");
775 } 782 }
783
776 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
777 { 785 {
778 op->casting_time = -1; 786 op->casting_time = -1;
779 if (op->type == PLAYER) 787 if (op->type == PLAYER)
780 { 788 {
781 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!");
782 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);
783 } 791 }
784 } 792 }
785 } 793 }
794
786 if (!simple_attack) 795 if (!simple_attack)
787 { 796 {
788 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
789 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
790 * -b.t. */ 799 * -b.t. */
798 807
799 /* 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 */
800 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
801 { 810 {
802 make_visible (op); 811 make_visible (op);
812
803 if (op->type == PLAYER) 813 if (op->type == PLAYER)
804 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!");
805 } 815 }
806 816
807 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
861} 871}
862 872
863int 873int
864attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
865{ 875{
866
867 if (hitter->head)
868 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
869 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);
870} 879}
871 880
872/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
873 * 882 *
882 * 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
883 * stick around. 892 * stick around.
884 */ 893 */
885 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
886 { 895 {
887 if (tmp->head != NULL)
888 tmp = tmp->head; 896 tmp = tmp->head_ ();
889 897
890 op->remove (); 898 op->remove ();
891 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
892 900
893 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
1000 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1001 } 1009 }
1002 1010
1003 return op; 1011 return op;
1004} 1012}
1005
1006 1013
1007void 1014void
1008tear_down_wall (object *op) 1015tear_down_wall (object *op)
1009{ 1016{
1010 int perc = 0; 1017 int perc = 0;
1059 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1060 if (!target->enemy) 1067 if (!target->enemy)
1061 target->enemy = owner; 1068 target->enemy = owner;
1062} 1069}
1063 1070
1064
1065/* 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
1066 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1067 * 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
1068 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1069 * 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
1070 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1071
1072int 1077int
1073hit_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)
1074{ 1079{
1075
1076 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1077 1081
1078 /* 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 */
1079 if (attacknum >= NROFATTACKS) 1083 if (attacknum >= NROFATTACKS)
1080 { 1084 {
1082 return 0; 1086 return 0;
1083 } 1087 }
1084 1088
1085 if (dam < 0) 1089 if (dam < 0)
1086 { 1090 {
1087 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 ());
1088 return 0; 1093 return 0;
1089 } 1094 }
1090 1095
1091 /* 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
1092 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1093 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1094 return dam; 1099 return dam;
1095 1100
1096 if (hitter->slaying) 1101 if (hitter->slaying)
1097 { 1102 {
1098 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1099 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1100 { 1105 {
1101 doesnt_slay = 0; 1106 doesnt_slay = 0;
1102 dam *= 3; 1107 dam *= 3;
1103 } 1108 }
1104 } 1109 }
1118 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1119 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1120 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1121 * special processing is needed */ 1126 * special processing is needed */
1122 1127
1123 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1124 return 0; 1131 return 0;
1125 1132
1126 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1127 1134
1128 switch (attacknum) 1135 switch (attacknum)
1129 { 1136 {
1130 case ATNR_PHYSICAL: 1137 case ATNR_PHYSICAL:
1131 /* here also check for diseases */ 1138 /* here also check for diseases */
1132 check_physically_infect (op, hitter); 1139 check_physically_infect (op, hitter);
1133 break; 1140 break;
1134 1141
1135 /* Don't need to do anything for: 1142 /* Don't need to do anything for:
1136 magic, 1143 magic,
1137 fire, 1144 fire,
1138 electricity, 1145 electricity,
1139 cold */ 1146 cold */
1140 1147
1141 case ATNR_CONFUSION: 1148 case ATNR_CONFUSION:
1142 case ATNR_POISON: 1149 case ATNR_POISON:
1143 case ATNR_SLOW: 1150 case ATNR_SLOW:
1144 case ATNR_PARALYZE: 1151 case ATNR_PARALYZE:
1145 case ATNR_FEAR: 1152 case ATNR_FEAR:
1146 case ATNR_CANCELLATION: 1153 case ATNR_CANCELLATION:
1147 case ATNR_DEPLETE: 1154 case ATNR_DEPLETE:
1148 case ATNR_BLIND: 1155 case ATNR_BLIND:
1149 { 1156 {
1150 /* chance for inflicting a special attack depends on the 1157 /* chance for inflicting a special attack depends on the
1151 * difference between attacker's and defender's level 1158 * difference between attacker's and defender's level
1152 */ 1159 */
1153 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1154 1161
1155 /* First, only creatures/players with speed can be affected. 1162 /* First, only creatures/players with speed can be affected.
1156 * Second, just getting hit doesn't mean it always affects 1163 * Second, just getting hit doesn't mean it always affects
1157 * you. Third, you still get a saving through against the 1164 * you. Third, you still get a saving through against the
1158 * effect. 1165 * effect.
1159 */ 1166 */
1160 if (op->speed && 1167 if (op->speed &&
1161 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1162 !(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))
1163 { 1170 {
1164 1171
1165 /* Player has been hit by something */ 1172 /* Player has been hit by something */
1166 if (attacknum == ATNR_CONFUSION) 1173 if (attacknum == ATNR_CONFUSION)
1167 confuse_player (op, hitter, dam); 1174 confuse_player (op, hitter, dam);
1168 else if (attacknum == ATNR_POISON) 1175 else if (attacknum == ATNR_POISON)
1169 poison_player (op, hitter, dam); 1176 poison_player (op, hitter, dam);
1170 else if (attacknum == ATNR_SLOW) 1177 else if (attacknum == ATNR_SLOW)
1171 slow_player (op, hitter, dam); 1178 slow_player (op, hitter, dam);
1172 else if (attacknum == ATNR_PARALYZE) 1179 else if (attacknum == ATNR_PARALYZE)
1173 paralyze_player (op, hitter, dam); 1180 paralyze_player (op, hitter, dam);
1174 else if (attacknum == ATNR_FEAR) 1181 else if (attacknum == ATNR_FEAR)
1175 scare_creature (op, hitter); 1182 scare_creature (op, hitter);
1176 else if (attacknum == ATNR_CANCELLATION) 1183 else if (attacknum == ATNR_CANCELLATION)
1177 cancellation (op); 1184 cancellation (op);
1178 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1179 op->drain_stat (); 1186 op->drain_stat ();
1180 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))
1181 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1182 } 1189 }
1190
1183 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 */
1184 } 1192 }
1185 break; 1193 break;
1194
1186 case ATNR_ACID: 1195 case ATNR_ACID:
1187 { 1196 {
1188 int flag = 0; 1197 int flag = 0;
1189 1198
1190 /* 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
1191 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1192 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))
1193 { 1202 {
1194 object *tmp;
1195
1196 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1197 { 1204 {
1198 if (tmp->invisible) 1205 if (tmp->invisible)
1199 continue; 1206 continue;
1200 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1201 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1202 continue; 1209 continue;
1203 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1204 continue; 1211 continue;
1205 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1206 continue; 1213 continue;
1207 if (tmp->type == RING || 1214 if (tmp->type == RING
1208 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1209 PR */ 1216 || tmp->type == GIRDLE
1210 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)
1211 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1212 1222
1213 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1214 objects */ 1224 objects */
1215 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)
1216 { 1226 {
1217 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1218 /* Make this more visible */ 1228 /* Make this more visible */
1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1220 "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));
1221 flag = 1; 1231 flag = 1;
1222 tmp->magic--; 1232 tmp->magic--;
1223 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1224 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1225 } 1235 }
1226 } 1236 }
1237
1227 if (flag) 1238 if (flag)
1228 op->update_stats (); /* Something was corroded */ 1239 op->update_stats (); /* Something was corroded */
1229 } 1240 }
1230 } 1241 }
1231 break; 1242 break;
1243
1232 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1233 { 1245 {
1234 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1235 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1236 */ 1248 */
1237 int rate; 1249 int rate;
1238 1250
1239 if (op->resist[ATNR_DRAIN] >= 0) 1251 if (op->resist[ATNR_DRAIN] >= 0)
1240 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1241 else 1253 else
1242 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1243 1255
1244 if (op->stats.exp <= rate) 1256 if (op->stats.exp <= rate)
1245 { 1257 {
1246 if (op->type == GOLEM) 1258 if (op->type == GOLEM)
1247 dam = 999; /* Its force is "sucked" away. 8) */ 1259 dam = 999; /* Its force is "sucked" away. 8) */
1248 else 1260 else
1249 /* If we can't drain, lets try to do physical damage */ 1261 /* If we can't drain, lets try to do physical damage */
1250 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1251 } 1263 }
1252 else 1264 else
1253 { 1265 {
1254 /* Randomly give the hitter some hp */ 1266 /* Randomly give the hitter some hp */
1255 if (hitter->stats.hp < hitter->stats.maxhp && 1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1256 (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)
1257 hitter->stats.hp++; 1269 hitter->stats.hp++;
1258 1270
1259 /* Can't do drains on battleground spaces. 1271 /* Can't do drains on battleground spaces.
1260 * 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
1261 * 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,
1262 * nothing happens. 1274 * nothing happens.
1263 * 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
1264 * attacks, hence all the != PLAYER checks. 1276 * attacks, hence all the != PLAYER checks.
1265 */ 1277 */
1266 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))
1267 { 1279 {
1268 object *owner = hitter->owner; 1280 object *owner = hitter->owner;
1269 1281
1270 if (owner && owner != hitter) 1282 if (owner && owner != hitter)
1271 { 1283 {
1272 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1273 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1274 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);
1275 } 1287 }
1276 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1277 {
1278 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1279 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1280 } 1291
1281 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1282 } 1293 }
1294
1283 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
1284 * 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,
1285 * as the messages will say you missed 1297 * as the messages will say you missed
1286 */ 1298 */
1287 } 1299 }
1288 } 1300 }
1289 break; 1301 break;
1302
1290 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1291 { 1304 {
1292 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1293 { 1306 {
1294 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1295 object *god = find_god (determine_god (owner)); 1308 object *god = find_god (determine_god (owner));
1296 int div = 1; 1309 int div = 1;
1297 1310
1298 /* 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
1299 * at half strength */ 1312 * at half strength */
1300 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1301 div = 2; 1314 div = 2;
1315
1302 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1303 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)))
1304 scare_creature (op, owner); 1318 scare_creature (op, owner);
1305 } 1319 }
1306 else 1320 else
1307 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1308 undead? */ 1322 undead? */
1309 } 1323 }
1310 break; 1324 break;
1325
1311 case ATNR_DEATH: 1326 case ATNR_DEATH:
1312 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1313 break; 1328 break;
1329
1314 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1315 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 ());
1316 dam = 0; 1332 dam = 0;
1317 break; 1333 break;
1334
1318 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1319 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 ());
1320 dam = 0; 1337 dam = 0;
1321 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1322 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1323 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1324 * does no damage. */ 1341 * does no damage. */
1325 break; 1342 break;
1343
1326 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1327 { 1345 {
1328 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1329 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1330 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1331 1349
1332 /* 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 */
1333 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])
1334 scare_creature (op, owner); 1352 scare_creature (op, owner);
1335 } 1353 }
1336 break; 1354 break;
1355
1337 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1338 { 1357 {
1339 int new_hp; 1358 int new_hp;
1340 1359
1341 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1342 * exp it takes hp. It is geared for players, probably not 1361 * exp it takes hp. It is geared for players, probably not
1343 * much use giving it to monsters 1362 * much use giving it to monsters
1344 * 1363 *
1345 * 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
1346 * damage it does do to the player. Given that, 1365 * damage it does do to the player. Given that,
1347 * 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
1348 * 1000). 1367 * 1000).
1349 */ 1368 */
1350 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1351 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1352 return 0; 1371 return 0;
1372
1353 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else 1376 else
1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1358 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1359 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1360 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1361 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1362 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1363 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1364 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1365 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1366 } 1389 }
1367 } 1390 }
1391
1368 return dam; 1392 return dam;
1369} 1393}
1370
1371 1394
1372/* 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
1373 * allow script procedures to "kill" objects in a combat-like fashion. 1396 * allow script procedures to "kill" objects in a combat-like fashion.
1374 * 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
1375 * Sword. Note that nothing has been changed from the original version 1398 * Sword. Note that nothing has been changed from the original version
1390 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1391 const char *skill; 1414 const char *skill;
1392 int maxdam = 0; 1415 int maxdam = 0;
1393 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1394 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 */
1395 object *owner = NULL; 1418 object *owner = 0;
1396 object *skop = NULL; 1419 object *skop = 0;
1397 1420
1398 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1399 return -1; 1422 return -1;
1400 1423
1401 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1417 return maxdam; 1440 return maxdam;
1418 } 1441 }
1419 1442
1420 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1421 { 1444 {
1422 remove_friendly_object (op);
1423
1424 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1425 op->owner->contr->ranges[range_golem] = 0;
1426
1427 op->destroy (); 1445 op->destroy ();
1428 return maxdam; 1446 return maxdam;
1429 } 1447 }
1430 1448
1431 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1490 */ 1508 */
1491 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1492 owner->change_luck (-settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1493 1511
1494 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1495 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1496 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1497 */ 1515 */
1498 skill = 0; 1516 skill = 0;
1499 1517
1500 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1501 skill = hitter->skill; 1519 skill = hitter->skill;
1502 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1503 { 1521 {
1504 skill = owner->chosen_skill->skill;
1505 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1506 } 1524 }
1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1508 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1509 else 1527 else
1510 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");
1511 1529
1512 /* 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
1513 * 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!
1514 */ 1532 */
1515 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1516 { 1534 {
1517 int i; 1535 int i;
1518 1536
1581 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1582 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1583 else 1601 else
1584 { 1602 {
1585 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1586 player *pl;
1587 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1588 1605
1589 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);
1590 1607
1591 for_all_players (pl) 1608 for_all_players (pl)
1650} 1667}
1651 1668
1652/* 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
1653 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1654 */ 1671 */
1655
1656int 1672int
1657friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1658{ 1674{
1659 object *owner; 1675 object *owner;
1660 int friendlyfire; 1676 int friendlyfire;
1690 * is what is hitting the object, type is the attacktype, and 1706 * is what is hitting the object, type is the attacktype, and
1691 * full_hit is set if monster area does not matter. 1707 * full_hit is set if monster area does not matter.
1692 * dam is base damage - protections/vulnerabilities/slaying matches can 1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1693 * modify it. 1709 * modify it.
1694 */ 1710 */
1695
1696 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1697 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1698
1699int 1713int
1700hit_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)
1701{ 1715{
1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1703 int maxattacktype, attacknum; 1717 int maxattacktype, attacknum;
1719 object *owner = hitter->owner; 1733 object *owner = hitter->owner;
1720 1734
1721 if (!owner) 1735 if (!owner)
1722 owner = hitter; 1736 owner = hitter;
1723 1737
1724 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)
1725 return 0; 1742 return 0;
1726 } 1743 }
1727#endif 1744#endif
1728 1745
1729 if (body_attack) 1746 if (body_attack)
1746 } 1763 }
1747 } 1764 }
1748 1765
1749 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1750 { 1767 {
1751 object *tmp;
1752
1753 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1755 { 1770 {
1756 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1757 1772
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766 { 1781 {
1767 /* 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
1768 * destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1769 */ 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 */
1770 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);
1771 return 0; 1792 return 0;
1772 } 1793 }
1773 1794
1774#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1781 * 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 */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100) 1804 if (dam >= 100)
1784 dam /= 100; 1805 dam /= 100;
1785 else 1806 else
1786 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 } 1808 }
1788 1809
1789 /* 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
1790 * 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
1791 */ 1812 */
1874 1895
1875 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */ 1897 value-effect */
1877 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area; 1899 maxdam /= area;
1879 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1880 maxdam++; 1901 maxdam++;
1881 } 1902 }
1882 1903
1883#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885#endif 1906#endif
1886 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)
1887 if (hitter->owner) 1912 if (hitter->owner)
1888 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1889 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1890 op->enemy = hitter; 1915 op->enemy = hitter;
1891 1916
1892 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1893 { 1918 {
1894 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1895 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1932 /* 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
1933 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
1934 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
1935 */ 1960 */
1936 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1937 {
1938 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939 remove_friendly_object (hitter);
1940
1941 hitter->destroy (); 1962 hitter->destroy ();
1942 } 1963
1943 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
1944 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))
1945 { 1966 {
1946 int i; 1967 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1963 1984
1964 tmp->stats.hp = op->stats.hp; 1985 tmp->stats.hp = op->stats.hp;
1965 1986
1966 if (friendly) 1987 if (friendly)
1967 { 1988 {
1968 SET_FLAG (tmp, FLAG_FRIENDLY);
1969 add_friendly_object (tmp); 1989 add_friendly_object (tmp);
1970 tmp->attack_movement = PETMOVE; 1990 tmp->attack_movement = PETMOVE;
1991
1971 if (owner != NULL) 1992 if (owner)
1972 tmp->set_owner (owner); 1993 tmp->set_owner (owner);
1973 } 1994 }
1974 1995
1975 if (unaggressive) 1996 if (unaggressive)
1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2173 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2174 2195
2175/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2176} 2197}
2177 2198
2178
2179/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2180 * the computed damaged. 2200 * the computed damaged.
2181 */ 2201 */
2182void 2202void
2183deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2200 if (def_lev < 1) 2220 if (def_lev < 1)
2201 { 2221 {
2202 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);
2203 def_lev = 1; 2223 def_lev = 1;
2204 } 2224 }
2225
2205 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;
2206 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2208 2229
2209 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2224 */ 2245 */
2225 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2226 } 2247 }
2227 } 2248 }
2228 else 2249 else
2229 {
2230 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2231 }
2232} 2251}
2233 2252
2234/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2236 * monster). 2255 * monster).
2340#endif 2359#endif
2341 2360
2342 return adjust; 2361 return adjust;
2343} 2362}
2344 2363
2345
2346/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2347int 2365int
2348is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2349{ 2367{
2350 2368
2356 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1; 2375 return 1;
2358 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))
2359 return 1; 2377 return 1;
2360 } 2378 }
2379
2361 return 0; 2380 return 0;
2362} 2381}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines