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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.39 by root, Mon Jan 8 01:19:03 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
45 * its magical benefits. 41 * its magical benefits.
46 */ 42 */
47void 43void
48cancellation (object *op) 44cancellation (object *op)
49{ 45{
50 object *tmp;
51
52 if (op->invisible) 46 if (op->invisible)
53 return; 47 return;
54 48
55 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)
56 { 50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp); 54 cancellation (tmp);
61 } 55 }
62 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
63 { 57 {
64 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
66 op->magic = 0; 60 op->magic = 0;
61
67 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
71 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
74 }
75 } 69 }
76} 70}
77 71
78/* 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
79 * 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
86 materialtype_t *mt; 80 materialtype_t *mt;
87 81
88 if (op->materialname == NULL) 82 if (op->materialname == NULL)
89 { 83 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material) 85 if (op->materials & mt->material)
92 break; 86 break;
93 } 87 }
94 else 88 else
95 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90
96 if (mt == NULL) 91 if (mt == NULL)
97 return TRUE; 92 return TRUE;
93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
101 * 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
102 * 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
131 saves++; 127 saves++;
132 } 128 }
133 129
134 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
135 return TRUE; 131 return TRUE;
132
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 134 return FALSE;
135
138 return TRUE; 136 return TRUE;
139} 137}
140 138
141/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
143 * calling cancellation, etc.) 141 * calling cancellation, etc.)
144 */ 142 */
145
146void 143void
147save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
148{ 145{
149 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
150 { 147 {
270 * op is going in direction 'dir' 267 * op is going in direction 'dir'
271 * type is the attacktype of the object. 268 * type is the attacktype of the object.
272 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
273 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
274 */ 271 */
275
276int 272int
277hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
278{ 274{
279 maptile *map; 275 maptile *map;
280 sint16 x, y; 276 sint16 x, y;
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 */ 325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0; 327 return 0;
328 328
329 type &= ~AT_COUNTERSPELL; 329 type &= ~AT_COUNTERSPELL;
330 } 330 }
331 331
332 if (type & AT_CHAOS) 332 if (type & AT_CHAOS)
333 { 333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
337 }
337 } 338 }
338 339
339 /* 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
340 * 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
341 * tags into a temporary array before we start processing the first 342 * tags into a temporary array before we start processing the first
342 * object. That's why we just abort on destroy. 343 * object. That's why we just abort on destroy.
343 * 344 *
344 * This happens whenever attack spells (like fire) hit a pile 345 * This happens whenever attack spells (like fire) hit a pile
345 * of objects. This is not a bug - nor an error. 346 * of objects. This is not a bug - nor an error.
346 */ 347 */
347 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 348 for (object *next = ms.bot; next && !next->destroyed (); )
348 { 349 {
349 object *tmp = next; 350 object *tmp = next;
350 next = tmp->above; 351 next = tmp->above;
351 352
352 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
358 359
359 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
360 { 361 {
361 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
362 retflag |= 1; 363 retflag |= 1;
364
363 if (op->destroyed ()) 365 if (op->destroyed ())
364 break; 366 break;
365 } 367 }
366 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
367 * 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
368 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
369 * 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
370 * 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
371 * destroyed right now. 373 * destroyed right now.
372 */ 374 */
373 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)
374 { 376 {
375 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
376 378
377 if (op->destroyed ()) 379 if (op->destroyed ())
378 break; 380 break;
647 { 649 {
648 i = 4; 650 i = 4;
649 map = hitter->map; 651 map = hitter->map;
650 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
651 return; 653 return;
654
652 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
653 if (next) 656 if (next)
654 while (next) 657 while (next)
655 { 658 {
656 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))
657 i *= 3; 660 i *= 3;
658 tmp = next; 661 tmp = next;
659 next = tmp->above; 662 next = tmp->above;
660 } 663 }
664
661 if (i < 0) 665 if (i < 0)
662 return; 666 return;
667
663 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
664 return; 669 return;
665 } 670 }
666 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
667 return; 672 return;
673
668 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
669 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);
670 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
671 } 677 }
672} 678}
767 { 773 {
768 int hitdam = base_dam; 774 int hitdam = base_dam;
769 775
770 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
771 { 777 {
772 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
773 { 779 {
774 hitter->casting_time = -1; 780 hitter->casting_time = -1;
775 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!");
776 } 782 }
783
777 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
778 { 785 {
779 op->casting_time = -1; 786 op->casting_time = -1;
780 if (op->type == PLAYER) 787 if (op->type == PLAYER)
781 { 788 {
782 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!");
783 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);
784 } 791 }
785 } 792 }
786 } 793 }
794
787 if (!simple_attack) 795 if (!simple_attack)
788 { 796 {
789 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
791 * -b.t. */ 799 * -b.t. */
799 807
800 /* 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 */
801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
802 { 810 {
803 make_visible (op); 811 make_visible (op);
812
804 if (op->type == PLAYER) 813 if (op->type == PLAYER)
805 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!");
806 } 815 }
807 816
808 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
862} 871}
863 872
864int 873int
865attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
866{ 875{
867
868 if (hitter->head)
869 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
870 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);
871} 879}
872 880
873/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
874 * 882 *
883 * 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
884 * stick around. 892 * stick around.
885 */ 893 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 { 895 {
888 if (tmp->head != NULL)
889 tmp = tmp->head; 896 tmp = tmp->head_ ();
890 897
891 op->remove (); 898 op->remove ();
892 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
893 900
894 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
1001 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1002 } 1009 }
1003 1010
1004 return op; 1011 return op;
1005} 1012}
1006
1007 1013
1008void 1014void
1009tear_down_wall (object *op) 1015tear_down_wall (object *op)
1010{ 1016{
1011 int perc = 0; 1017 int perc = 0;
1060 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1067 if (!target->enemy)
1062 target->enemy = owner; 1068 target->enemy = owner;
1063} 1069}
1064 1070
1065
1066/* 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
1067 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1068 * 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
1069 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1070 * 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
1071 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1072
1073int 1077int
1074hit_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)
1075{ 1079{
1076
1077 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1078 1081
1079 /* 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 */
1080 if (attacknum >= NROFATTACKS) 1083 if (attacknum >= NROFATTACKS)
1081 { 1084 {
1083 return 0; 1086 return 0;
1084 } 1087 }
1085 1088
1086 if (dam < 0) 1089 if (dam < 0)
1087 { 1090 {
1088 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 ());
1089 return 0; 1093 return 0;
1090 } 1094 }
1091 1095
1092 /* 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
1093 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1094 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1095 return dam; 1099 return dam;
1096 1100
1097 if (hitter->slaying) 1101 if (hitter->slaying)
1098 { 1102 {
1099 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1100 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1101 { 1105 {
1102 doesnt_slay = 0; 1106 doesnt_slay = 0;
1103 dam *= 3; 1107 dam *= 3;
1104 } 1108 }
1105 } 1109 }
1119 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1120 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1121 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1122 * special processing is needed */ 1126 * special processing is needed */
1123 1127
1124 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1125 return 0; 1131 return 0;
1126 1132
1127 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1128 1134
1129 switch (attacknum) 1135 switch (attacknum)
1130 { 1136 {
1131 case ATNR_PHYSICAL: 1137 case ATNR_PHYSICAL:
1132 /* here also check for diseases */ 1138 /* here also check for diseases */
1133 check_physically_infect (op, hitter); 1139 check_physically_infect (op, hitter);
1134 break; 1140 break;
1135 1141
1136 /* Don't need to do anything for: 1142 /* Don't need to do anything for:
1137 magic, 1143 magic,
1138 fire, 1144 fire,
1139 electricity, 1145 electricity,
1140 cold */ 1146 cold */
1141 1147
1142 case ATNR_CONFUSION: 1148 case ATNR_CONFUSION:
1143 case ATNR_POISON: 1149 case ATNR_POISON:
1144 case ATNR_SLOW: 1150 case ATNR_SLOW:
1145 case ATNR_PARALYZE: 1151 case ATNR_PARALYZE:
1146 case ATNR_FEAR: 1152 case ATNR_FEAR:
1147 case ATNR_CANCELLATION: 1153 case ATNR_CANCELLATION:
1148 case ATNR_DEPLETE: 1154 case ATNR_DEPLETE:
1149 case ATNR_BLIND: 1155 case ATNR_BLIND:
1150 { 1156 {
1151 /* chance for inflicting a special attack depends on the 1157 /* chance for inflicting a special attack depends on the
1152 * difference between attacker's and defender's level 1158 * difference between attacker's and defender's level
1153 */ 1159 */
1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155 1161
1156 /* First, only creatures/players with speed can be affected. 1162 /* First, only creatures/players with speed can be affected.
1157 * Second, just getting hit doesn't mean it always affects 1163 * Second, just getting hit doesn't mean it always affects
1158 * you. Third, you still get a saving through against the 1164 * you. Third, you still get a saving through against the
1159 * effect. 1165 * effect.
1160 */ 1166 */
1161 if (op->speed && 1167 if (op->speed &&
1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1163 !(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))
1164 { 1170 {
1165 1171
1166 /* Player has been hit by something */ 1172 /* Player has been hit by something */
1167 if (attacknum == ATNR_CONFUSION) 1173 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam); 1174 confuse_player (op, hitter, dam);
1169 else if (attacknum == ATNR_POISON) 1175 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam); 1176 poison_player (op, hitter, dam);
1171 else if (attacknum == ATNR_SLOW) 1177 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam); 1178 slow_player (op, hitter, dam);
1173 else if (attacknum == ATNR_PARALYZE) 1179 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam); 1180 paralyze_player (op, hitter, dam);
1175 else if (attacknum == ATNR_FEAR) 1181 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter); 1182 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION) 1183 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op); 1184 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat (); 1186 op->drain_stat ();
1181 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))
1182 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1183 } 1189 }
1190
1184 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 */
1185 } 1192 }
1186 break; 1193 break;
1194
1187 case ATNR_ACID: 1195 case ATNR_ACID:
1188 { 1196 {
1189 int flag = 0; 1197 int flag = 0;
1190 1198
1191 /* 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
1192 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1193 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))
1194 { 1202 {
1195 object *tmp;
1196
1197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 { 1204 {
1199 if (tmp->invisible) 1205 if (tmp->invisible)
1200 continue; 1206 continue;
1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1203 continue; 1209 continue;
1204 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1205 continue; 1211 continue;
1206 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1207 continue; 1213 continue;
1208 if (tmp->type == RING || 1214 if (tmp->type == RING
1209 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1210 PR */ 1216 || tmp->type == GIRDLE
1211 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)
1212 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1213 1222
1214 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1215 objects */ 1224 objects */
1216 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)
1217 { 1226 {
1218 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1219 /* Make this more visible */ 1228 /* Make this more visible */
1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1221 "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));
1222 flag = 1; 1231 flag = 1;
1223 tmp->magic--; 1232 tmp->magic--;
1224 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1225 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1226 } 1235 }
1227 } 1236 }
1237
1228 if (flag) 1238 if (flag)
1229 op->update_stats (); /* Something was corroded */ 1239 op->update_stats (); /* Something was corroded */
1230 } 1240 }
1231 } 1241 }
1232 break; 1242 break;
1243
1233 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1234 { 1245 {
1235 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1236 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1237 */ 1248 */
1238 int rate; 1249 int rate;
1239 1250
1240 if (op->resist[ATNR_DRAIN] >= 0) 1251 if (op->resist[ATNR_DRAIN] >= 0)
1241 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1242 else 1253 else
1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1244 1255
1245 if (op->stats.exp <= rate) 1256 if (op->stats.exp <= rate)
1246 { 1257 {
1247 if (op->type == GOLEM) 1258 if (op->type == GOLEM)
1248 dam = 999; /* Its force is "sucked" away. 8) */ 1259 dam = 999; /* Its force is "sucked" away. 8) */
1249 else 1260 else
1250 /* If we can't drain, lets try to do physical damage */ 1261 /* If we can't drain, lets try to do physical damage */
1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1252 } 1263 }
1253 else 1264 else
1254 { 1265 {
1255 /* Randomly give the hitter some hp */ 1266 /* Randomly give the hitter some hp */
1256 if (hitter->stats.hp < hitter->stats.maxhp && 1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1257 (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)
1258 hitter->stats.hp++; 1269 hitter->stats.hp++;
1259 1270
1260 /* Can't do drains on battleground spaces. 1271 /* Can't do drains on battleground spaces.
1261 * 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
1262 * 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,
1263 * nothing happens. 1274 * nothing happens.
1264 * 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
1265 * attacks, hence all the != PLAYER checks. 1276 * attacks, hence all the != PLAYER checks.
1266 */ 1277 */
1267 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))
1268 { 1279 {
1269 object *owner = hitter->owner; 1280 object *owner = hitter->owner;
1270 1281
1271 if (owner && owner != hitter) 1282 if (owner && owner != hitter)
1272 { 1283 {
1273 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1274 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1275 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);
1276 } 1287 }
1277 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1278 {
1279 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281 } 1291
1282 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1283 } 1293 }
1294
1284 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
1285 * 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,
1286 * as the messages will say you missed 1297 * as the messages will say you missed
1287 */ 1298 */
1288 } 1299 }
1289 } 1300 }
1290 break; 1301 break;
1302
1291 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1292 { 1304 {
1293 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1294 { 1306 {
1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1296 object *god = find_god (determine_god (owner)); 1308 object *god = find_god (determine_god (owner));
1297 int div = 1; 1309 int div = 1;
1298 1310
1299 /* 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
1300 * at half strength */ 1312 * at half strength */
1301 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1302 div = 2; 1314 div = 2;
1315
1303 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1304 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)))
1305 scare_creature (op, owner); 1318 scare_creature (op, owner);
1306 } 1319 }
1307 else 1320 else
1308 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1309 undead? */ 1322 undead? */
1310 } 1323 }
1311 break; 1324 break;
1325
1312 case ATNR_DEATH: 1326 case ATNR_DEATH:
1313 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1314 break; 1328 break;
1329
1315 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1316 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 ());
1317 dam = 0; 1332 dam = 0;
1318 break; 1333 break;
1334
1319 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1320 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 ());
1321 dam = 0; 1337 dam = 0;
1322 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1323 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1324 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1325 * does no damage. */ 1341 * does no damage. */
1326 break; 1342 break;
1343
1327 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1328 { 1345 {
1329 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1330 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1331 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1332 1349
1333 /* 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 */
1334 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])
1335 scare_creature (op, owner); 1352 scare_creature (op, owner);
1336 } 1353 }
1337 break; 1354 break;
1355
1338 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1339 { 1357 {
1340 int new_hp; 1358 int new_hp;
1341 1359
1342 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1343 * exp it takes hp. It is geared for players, probably not 1361 * exp it takes hp. It is geared for players, probably not
1344 * much use giving it to monsters 1362 * much use giving it to monsters
1345 * 1363 *
1346 * 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
1347 * damage it does do to the player. Given that, 1365 * damage it does do to the player. Given that,
1348 * 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
1349 * 1000). 1367 * 1000).
1350 */ 1368 */
1351 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0; 1371 return 0;
1372
1354 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1355 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1356 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1357 else 1376 else
1358 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1359 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1362 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1363 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1364 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1365 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1366 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1367 } 1389 }
1368 } 1390 }
1391
1369 return dam; 1392 return dam;
1370} 1393}
1371
1372 1394
1373/* 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
1374 * allow script procedures to "kill" objects in a combat-like fashion. 1396 * allow script procedures to "kill" objects in a combat-like fashion.
1375 * 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
1376 * Sword. Note that nothing has been changed from the original version 1398 * Sword. Note that nothing has been changed from the original version
1391 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1392 const char *skill; 1414 const char *skill;
1393 int maxdam = 0; 1415 int maxdam = 0;
1394 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1395 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 */
1396 object *owner = NULL; 1418 object *owner = 0;
1397 object *skop = NULL; 1419 object *skop = 0;
1398 1420
1399 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1400 return -1; 1422 return -1;
1401 1423
1402 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1418 return maxdam; 1440 return maxdam;
1419 } 1441 }
1420 1442
1421 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1422 { 1444 {
1423 remove_friendly_object (op);
1424
1425 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1426 op->owner->contr->ranges[range_golem] = 0;
1427
1428 op->destroy (); 1445 op->destroy ();
1429 return maxdam; 1446 return maxdam;
1430 } 1447 }
1431 1448
1432 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1491 */ 1508 */
1492 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1493 owner->change_luck (-settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1494 1511
1495 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1496 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1497 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1498 */ 1515 */
1499 skill = 0; 1516 skill = 0;
1500 1517
1501 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1502 skill = hitter->skill; 1519 skill = hitter->skill;
1503 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1504 { 1521 {
1505 skill = owner->chosen_skill->skill;
1506 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1507 } 1524 }
1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1509 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1510 else 1527 else
1511 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");
1512 1529
1513 /* 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
1514 * 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!
1515 */ 1532 */
1516 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1517 { 1534 {
1518 int i; 1535 int i;
1519 1536
1582 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1583 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1584 else 1601 else
1585 { 1602 {
1586 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1587 player *pl;
1588 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1589 1605
1590 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);
1591 1607
1592 for_all_players (pl) 1608 for_all_players (pl)
1651} 1667}
1652 1668
1653/* 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
1654 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1655 */ 1671 */
1656
1657int 1672int
1658friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1659{ 1674{
1660 object *owner; 1675 object *owner;
1661 int friendlyfire; 1676 int friendlyfire;
1691 * is what is hitting the object, type is the attacktype, and 1706 * is what is hitting the object, type is the attacktype, and
1692 * full_hit is set if monster area does not matter. 1707 * full_hit is set if monster area does not matter.
1693 * dam is base damage - protections/vulnerabilities/slaying matches can 1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1694 * modify it. 1709 * modify it.
1695 */ 1710 */
1696
1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699
1700int 1713int
1701hit_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)
1702{ 1715{
1703 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1704 int maxattacktype, attacknum; 1717 int maxattacktype, attacknum;
1720 object *owner = hitter->owner; 1733 object *owner = hitter->owner;
1721 1734
1722 if (!owner) 1735 if (!owner)
1723 owner = hitter; 1736 owner = hitter;
1724 1737
1725 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)
1726 return 0; 1742 return 0;
1727 } 1743 }
1728#endif 1744#endif
1729 1745
1730 if (body_attack) 1746 if (body_attack)
1747 } 1763 }
1748 } 1764 }
1749 1765
1750 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1751 { 1767 {
1752 object *tmp;
1753
1754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1755 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1756 { 1770 {
1757 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1758 1772
1759 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1766 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1767 { 1781 {
1768 /* 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
1769 * destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1770 */ 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 */
1771 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);
1772 return 0; 1792 return 0;
1773 } 1793 }
1774 1794
1775#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1776 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 * 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 */
1783 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1784 if (dam >= 100) 1804 if (dam >= 100)
1785 dam /= 100; 1805 dam /= 100;
1786 else 1806 else
1787 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1788 } 1808 }
1789 1809
1790 /* 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
1791 * 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
1792 */ 1812 */
1875 1895
1876 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1877 value-effect */ 1897 value-effect */
1878 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1879 maxdam /= area; 1899 maxdam /= area;
1880 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1881 maxdam++; 1901 maxdam++;
1882 } 1902 }
1883 1903
1884#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1885 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1886#endif 1906#endif
1887 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)
1888 if (hitter->owner) 1912 if (hitter->owner)
1889 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1890 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1891 op->enemy = hitter; 1915 op->enemy = hitter;
1892 1916
1893 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1894 { 1918 {
1895 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1896 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1933 /* 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
1934 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
1935 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
1936 */ 1960 */
1937 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1938 {
1939 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1940 remove_friendly_object (hitter);
1941
1942 hitter->destroy (); 1962 hitter->destroy ();
1943 } 1963
1944 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
1945 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))
1946 { 1966 {
1947 int i; 1967 int i;
1948 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2174 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2175 2195
2176/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2177} 2197}
2178 2198
2179
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 2200 * the computed damaged.
2182 */ 2201 */
2183void 2202void
2184deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2201 if (def_lev < 1) 2220 if (def_lev < 1)
2202 { 2221 {
2203 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);
2204 def_lev = 1; 2223 def_lev = 1;
2205 } 2224 }
2225
2206 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;
2207 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2208 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2209 2229
2210 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2225 */ 2245 */
2226 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2227 } 2247 }
2228 } 2248 }
2229 else 2249 else
2230 {
2231 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2232 }
2233} 2251}
2234 2252
2235/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2236 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2237 * monster). 2255 * monster).
2341#endif 2359#endif
2342 2360
2343 return adjust; 2361 return adjust;
2344} 2362}
2345 2363
2346
2347/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2348int 2365int
2349is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2350{ 2367{
2351 2368
2357 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2358 return 1; 2375 return 1;
2359 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))
2360 return 1; 2377 return 1;
2361 } 2378 }
2379
2362 return 0; 2380 return 0;
2363} 2381}

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