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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.78 by root, Mon Oct 22 03:11:46 2007 UTC vs.
Revision 1.139 by root, Fri Apr 30 21:00:40 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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 <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
83 { 52 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE; 53 return 1;
93 54
94 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
103 */ 64 */
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 70
116 for (number = 0; number < NROFATTACKS; number++) 71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
117 { 77 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 78 attacks++;
79
122 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
123 saves++; 81 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 83 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 92 return FALSE;
135 93
136 return TRUE; 94 return TRUE;
137} 95}
138 96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127}
128
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143void 133void
144save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
136 op = op->head_ ();
137
146 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
147 { 139 {
148 object *env = op->env; 140 object *env = op->env;
149 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
150 maptile *m = op->map; 142 maptile *m = op->map;
151 143
152 op = stop_item (op); 144 op = stop_item (op);
153 if (op == NULL) 145 if (!op)
154 return; 146 return;
155 147
156 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 155 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 157 {
166 const char *arch = op->other_arch->archname; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 159 if (op->type == LAMP || op->type == TORCH)
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 { 160 {
175 if (env) 161 apply_lamp (op, true); // turn on a lamp
162 return;
163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
176 { 167 {
177 op->x = env->x, op->y = env->y; 168 const char *arch = op->other_arch->archname;
178 insert_ob_in_ob (op, env); 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
179 if (env->contr) 175 if (env)
180 esrv_send_item (env, op); 176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
181 } 180 }
181
182 else 182 return;
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 183 }
188
189 return;
190 } 184 }
191 185
192 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 187 { /* Cancellation. */
194 cancellation (op); 188 cancellation (op);
195 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
196 return; 191 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 } 192 }
218 193
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 195 if (env)
221 { 196 {
222 op = get_archetype ("burnout"); 197 object *op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 199 env->insert (op);
225 } 200 }
226 else 201 else
227 replace_insert_ob_in_map ("burnout", originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
228 215
229 return; 216 return;
230 } 217 }
231 218
232 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
234 { 221 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 222 archetype *at = archetype::find (shstr_icecube);
237 223
238 if (at == NULL) 224 if (at == NULL)
239 return; 225 return;
240 226
241 op = stop_item (op); 227 op = stop_item (op);
242 if (op == NULL) 228 if (op == NULL)
243 return; 229 return;
244 230
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 object *tmp = present_arch (at, op->map, op->x, op->y);
232 if (!tmp)
246 { 233 {
247 tmp = arch_to_object (at); 234 tmp = at->instance ();
248 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create. 238 * that for ones we create.
252 */ 239 */
253 tmp->move_slow_penalty = 0; 240 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 241 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 242 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 243 }
257 244
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 245 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 246 return;
263 } 247 }
264} 248}
265 249
266/* Object op is hitting the map. 250/* Object op is hitting the map.
268 * type is the attacktype of the object. 252 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
271 */ 255 */
272int 256int
273hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
274{ 258{
275 maptile *map; 259 maptile *map;
276 sint16 x, y; 260 sint16 x, y;
277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
278 262
279 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (op->flag [FLAG_FREED])
280 { 264 {
281 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
282 return 0; 266 return 0;
283 } 267 }
284 268
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
286 { 270 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 272 return 0;
289 } 273 }
290 274
295 } 279 }
296 280
297 if (op->head) 281 if (op->head)
298 op = op->head; 282 op = op->head;
299 283
300 map = op->map; 284 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 285 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 286
304 if (!xy_normalise (map, x, y)) 287 if (!pos.normalise ())
305 return 0; 288 return 0;
306 289
307 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 292 mapspace &ms = pos.ms ();
310 293
311 if (ms.flags () & P_SAFE) 294 if (ms.flags () & P_SAFE)
312 return 0; 295 return 0;
313 296
314 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
352 335
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
356 */ 339 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 341 continue;
359 342
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
361 { 344 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1; 346 retflag |= 1;
364 347
365 if (op->destroyed ()) 348 if (op->destroyed ())
369 * NO_PASS set, it is also immune - you can't destroy walls. Note 352 * NO_PASS set, it is also immune - you can't destroy walls. Note
370 * that weak walls have is_alive set, which prevent objects from 353 * that weak walls have is_alive set, which prevent objects from
371 * passing over/through them. We don't care what type of movement 354 * passing over/through them. We don't care what type of movement
372 * the wall blocks - if it blocks any type of movement, can't be 355 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
374 */ 359 */
375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
376 { 361 {
377 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
378 363
379 if (op->destroyed ()) 364 if (op->destroyed ())
380 break; 365 break;
382 } 367 }
383 368
384 return 0; 369 return 0;
385} 370}
386 371
387void 372static void
388attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
389{ 374{
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0; 376 int i, found = 0;
392 maptile *map; 377 maptile *map;
394 379
395 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
396 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919] 382 * [garbled 20010919]
398 */ 383 */
399
400 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
401 { 385 {
402 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
404 found++; 388 found++;
405 } 389 }
406 if (dam < 0) 390 else if (dam < 0)
407 { 391 {
408 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
410 found++; 394 found++;
411 } 395 }
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++; 518 found++;
535 break; 519 break;
536 } 520 }
537 } 521 }
538 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
539 { 523 {
540 int mtype; 524 int mtype;
541 525
542 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
543 { 527 {
544 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
545 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
546 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
547 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
548 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
549 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
550 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
551 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
552 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
553 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 } 538 }
539
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 542 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 543 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 544 strcpy (buf2, attack_mess[mtype][i].buf3);
680 op->play_sound (sound_find ("player_hits4")); 645 op->play_sound (sound_find ("player_hits4"));
681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
682 } 647 }
683} 648}
684 649
685
686static int 650static int
687get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
688{ 652{
689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
690 { 654 {
691 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
692 return 1; 656 return 1;
693 } 657 }
694 658
695 if ((*target)->head)
696 *target = (*target)->head; 659 *target = (*target)->head_ ();
697
698 if ((*hitter)->head)
699 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
700 661
662 if ((*target)->type == LOCKED_DOOR)
663 return 1; // locked doors cannot be hit
664
701 if ((*hitter)->env != NULL || (*target)->env != NULL) 665 if ((*hitter)->env || (*target)->env)
702 { 666 {
703 *simple_attack = 1; 667 *simple_attack = 1;
704 return 0; 668 return 0;
705 } 669 }
706 670
707 if (QUERY_FLAG (*target, FLAG_REMOVED) 671 if ((*target)->flag [FLAG_REMOVED]
708 || QUERY_FLAG (*hitter, FLAG_REMOVED) 672 || (*hitter)->flag [FLAG_REMOVED]
709 || !(*hitter)->map 673 || !(*hitter)->map
710 || !on_same_map (*hitter, *target)) 674 || !on_same_map (*hitter, *target))
711 { 675 {
712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ()); 677 (*hitter)->debug_desc (), (*target)->debug_desc ());
719} 683}
720 684
721static int 685static int
722abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
723{ 687{
724
725/* Check if target and hitter are still in a relation similar to the one 688 /* Check if target and hitter are still in a relation similar to the one
726 * determined by get_attack_mode(). Returns true if the relation has changed. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
727 */ 690 */
728 int new_mode; 691 int new_mode;
729 692
730 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
731 new_mode = 1; 694 new_mode = 1;
732 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
733 return 1; 697 return 1;
734 else 698 else
735 new_mode = 0; 699 new_mode = 0;
700
736 return new_mode != simple_attack; 701 return new_mode != simple_attack;
737} 702}
738 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
739static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
821
822#if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824#endif
825
826 return adjust;
827}
740 828
741static int 829static int
742attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
743{ 831{
744 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
757 845
758 /* 846 /*
759 * A little check to make it more difficult to dance forward and back 847 * A little check to make it more difficult to dance forward and back
760 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
761 */ 849 */
762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
763 { 851 {
764 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
765 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
766 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
767 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
789 if (!simple_attack) 877 if (!simple_attack)
790 { 878 {
791 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
793 * -b.t. */ 881 * -b.t. */
794 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
795 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
796 884
797 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
798 * for help. */ 886 * for help. */
799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 npc_call_help (op); 888 npc_call_help (op);
801 889
802 /* if you were hidden and hit by a creature, you are discovered */ 890 /* if you were hidden and hit by a creature, you are discovered */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
804 { 892 {
805 make_visible (op); 893 make_visible (op);
806 894
807 if (op->type == PLAYER) 895 if (op->type == PLAYER)
808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
809 } 897 }
810 898
811 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
812 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
813 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
820 } 908 }
821 909
822 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
823 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
824 */ 912 */
825 if (hitdam <= 0) 913 max_it (hitdam, 1);
826 hitdam = 1;
827 914
828 type = hitter->attacktype; 915 type = hitter->attacktype;
829 916
917 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
918 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
919 * This check is important for the most simple monsters out there in the
920 * game content (maps, archs). For example orcs: They would have
921 * no attacktype at all.
922 *
923 * Some time in the future someone should just go into the game data
924 * and fix every monster out there ;-/ Until then we will kill some
925 * more trees in the african rain forests with this check.
926 */
830 if (!type) 927 if (!type)
831 type = AT_PHYSICAL; 928 type = AT_PHYSICAL;
832 929
833 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
834 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 931 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
835 { 932 {
836 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
837 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 934 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
838 935
839 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 936 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
865} 962}
866 963
867int 964int
868attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
869{ 966{
870 hitter = hitter->head_ ();
871
872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 967 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
873} 968}
874 969
875/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
876 * 971 *
877 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 972 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 980 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886 * stick around. 981 * stick around.
887 */ 982 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0) 983 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 { 984 {
890 tmp = tmp->head_ (); 985 tmp->head_ ()->insert (op);
891
892 op->remove ();
893 op = insert_ob_in_ob (op, tmp);
894
895 if (tmp->type == PLAYER)
896 esrv_send_item (tmp, op);
897
898 return 1; 986 return 1;
899 } 987 }
900 else 988 else
901 return 0; 989 return 0;
902} 990}
916 /* Disassemble missile */ 1004 /* Disassemble missile */
917 if (op->inv) 1005 if (op->inv)
918 { 1006 {
919 container = op; 1007 container = op;
920 hitter = op->inv; 1008 hitter = op->inv;
921 hitter->remove ();
922 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1009 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
923 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1010 /* Note that we now have an empty THROWN_OBJ on the map. Code that
924 * might be called until this THROWN_OBJ is either reassembled or 1011 * might be called until this THROWN_OBJ is either reassembled or
925 * removed at the end of this function must be able to deal with empty 1012 * removed at the end of this function must be able to deal with empty
926 * THROWN_OBJs. */ 1013 * THROWN_OBJs. */
927 } 1014 }
941 * other places as well!) 1028 * other places as well!)
942 */ 1029 */
943 if (hitter->destroyed () || hitter->env != NULL) 1030 if (hitter->destroyed () || hitter->env != NULL)
944 { 1031 {
945 if (container) 1032 if (container)
946 {
947 container->remove ();
948 container->destroy (); 1033 container->destroy ();
949 }
950 1034
951 return 0; 1035 return 0;
952 } 1036 }
953 1037
954 /* Missile hit victim */ 1038 /* Missile hit victim */
978 * can fly over but not otherwise move over. What is the correct 1062 * can fly over but not otherwise move over. What is the correct
979 * way to handle those otherwise? 1063 * way to handle those otherwise?
980 */ 1064 */
981 if (victim->x != hitter->x || victim->y != hitter->y) 1065 if (victim->x != hitter->x || victim->y != hitter->y)
982 { 1066 {
1067 if (victim->destroyed ())
1068 hitter->destroy ();
1069 else
1070 {
983 hitter->remove (); 1071 hitter->remove ();
984 hitter->x = victim->x; 1072 hitter->x = victim->x;
985 hitter->y = victim->y; 1073 hitter->y = victim->y;
986 insert_ob_in_map (hitter, victim->map, hitter, 0); 1074 insert_ob_in_map (hitter, victim->map, hitter, 0);
1075 }
987 } 1076 }
988 else 1077 else
989 /* Else leave arrow where it is */ 1078 /* Else leave arrow where it is */
990 merge_ob (hitter, NULL); 1079 merge_ob (hitter, NULL);
991 1080
1003 } 1092 }
1004 1093
1005 return op; 1094 return op;
1006} 1095}
1007 1096
1008void 1097static void
1009tear_down_wall (object *op) 1098tear_down_wall (object *op)
1010{ 1099{
1011 int perc = 0;
1012
1013 if (!op->stats.maxhp) 1100 if (!op->stats.maxhp)
1014 {
1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1101 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1016 perc = 1; 1102 else if (!op->has_anim ())
1017 }
1018 else if (!GET_ANIM_ID (op))
1019 { 1103 {
1020 /* Object has been called - no animations, so remove it */ 1104 /* Object has been called - no animations, so remove it */
1021 if (op->stats.hp < 0) 1105 if (op->stats.hp < 0)
1022 op->destroy (); 1106 op->destroy ();
1023 1107
1024 return; /* no animations, so nothing more to do */ 1108 return; /* no animations, so nothing more to do */
1025 } 1109 }
1026 1110
1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1111 // we use frames 1..num-2 as intermediate frames, so
1112 // the last frame is used only when hp < 0.
1113 int perc = clamp (
1114 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1115 0, op->anim_frames () - 1
1116 );
1028 1117
1029 if (perc >= (int) NUM_ANIMATIONS (op)) 1118 op->set_anim_frame (perc);
1030 perc = NUM_ANIMATIONS (op) - 1;
1031 else if (perc < 1)
1032 perc = 1;
1033
1034 SET_ANIMATION (op, perc);
1035 update_object (op, UP_OBJ_FACE); 1119 update_object (op, UP_OBJ_FACE);
1036 1120
1037 if (perc == NUM_ANIMATIONS (op) - 1) 1121 if (op->stats.hp < 0)
1038 { /* Reached the last animation */ 1122 { /* Reached the last animation */
1039 if (op->face == blank_face) 1123 if (op->face == blank_face)
1040 /* If the last face is blank, remove the ob */ 1124 /* If the last face is blank, remove the ob */
1041 op->destroy (); 1125 op->destroy ();
1042 else 1126 else
1043 { /* The last face was not blank, leave an image */ 1127 { /* The last face was not blank, leave an image */
1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1128 op->flag [FLAG_BLOCKSVIEW] = false;
1045 update_all_los (op->map, op->x, op->y); 1129 update_all_los (op->map, op->x, op->y);
1046 op->move_block = 0; 1130 op->move_block = 0;
1047 CLEAR_FLAG (op, FLAG_ALIVE); 1131 op->flag [FLAG_ALIVE] = false;
1048 } 1132 }
1049 } 1133 }
1050} 1134}
1051 1135
1052void 1136static void
1053scare_creature (object *target, object *hitter) 1137scare_creature (object *target, object *hitter)
1054{ 1138{
1055 object *owner = hitter->owner; 1139 target->flag [FLAG_SCARED] = true;
1056 1140
1057 if (!owner)
1058 owner = hitter;
1059
1060 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1141 if (!target->enemy)
1062 target->enemy = owner; 1142 target->enemy = hitter->outer_owner ();
1063}
1064
1065/* This returns the amount of damage hitter does to op with the
1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1067 * This doesn't damage the player, but returns how much it should
1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1069 * Note - changed for PR code - we now pass the attack number and not
1070 * the attacktype. Makes it easier for the PR code. */
1071int
1072hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1073{
1074 int doesnt_slay = 1;
1075
1076 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1077 if (attacknum >= NROFATTACKS)
1078 {
1079 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1080 return 0;
1081 }
1082
1083 if (dam < 0)
1084 {
1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1087 return 0;
1088 }
1089
1090 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1091 * people can't mess with that or it otherwise get confused. */
1092 if (attacknum == ATNR_INTERNAL)
1093 return dam;
1094
1095 if (hitter->slaying)
1096 {
1097 if ((op->race && strstr (hitter->slaying, op->race))
1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1099 {
1100 doesnt_slay = 0;
1101 dam *= 3;
1102 }
1103 }
1104
1105 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1106 if (op->resist[attacknum])
1107 {
1108 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1109 * in case 0>dam>1, we try to "simulate" a float value-effect */
1110 dam *= (100 - op->resist[attacknum]);
1111 if (dam >= 100)
1112 dam /= 100;
1113 else
1114 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1115 }
1116
1117 /* Special hack. By default, if immune to something, you
1118 * shouldn't need to worry. However, acid is an exception, since
1119 * it can still damage your items. Only include attacktypes if
1120 * special processing is needed */
1121
1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1125 return 0;
1126
1127 /* Keep this in order - makes things easier to find */
1128
1129 switch (attacknum)
1130 {
1131 case ATNR_PHYSICAL:
1132 /* here also check for diseases */
1133 check_physically_infect (op, hitter);
1134 break;
1135
1136 /* Don't need to do anything for:
1137 magic,
1138 fire,
1139 electricity,
1140 cold */
1141
1142 case ATNR_CONFUSION:
1143 case ATNR_POISON:
1144 case ATNR_SLOW:
1145 case ATNR_PARALYZE:
1146 case ATNR_FEAR:
1147 case ATNR_CANCELLATION:
1148 case ATNR_DEPLETE:
1149 case ATNR_BLIND:
1150 {
1151 /* chance for inflicting a special attack depends on the
1152 * difference between attacker's and defender's level
1153 */
1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155
1156 /* First, only creatures/players with speed can be affected.
1157 * Second, just getting hit doesn't mean it always affects
1158 * you. Third, you still get a saving through against the
1159 * effect.
1160 */
1161 if (op->speed &&
1162 (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))
1164 {
1165
1166 /* Player has been hit by something */
1167 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam);
1169 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam);
1171 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam);
1173 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam);
1175 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat ();
1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1182 blind_player (op, hitter, dam);
1183 }
1184
1185 dam = 0; /* These are all effects and don't do real damage */
1186 }
1187 break;
1188
1189 case ATNR_ACID:
1190 {
1191 int flag = 0;
1192
1193 /* Items only get corroded if you're not on a battleground and
1194 * if your acid resistance is below 50%. */
1195 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1196 {
1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 {
1199 if (tmp->invisible)
1200 continue;
1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 /* >= 10% acid res. on items will protect these */
1203 continue;
1204 if (!(tmp->materials & M_IRON))
1205 continue;
1206 if (tmp->magic < -4) /* Let's stop at -5 */
1207 continue;
1208 if (tmp->type == RING
1209 /* removed boots and gloves from exclusion list in PR */
1210 || tmp->type == GIRDLE
1211 || tmp->type == AMULET
1212 || tmp->type == WAND
1213 || tmp->type == ROD
1214 || tmp->type == HORN)
1215 continue; /* To avoid some strange effects */
1216
1217 /* High damage acid has better chance of corroding
1218 objects */
1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1220 {
1221 if (op->type == PLAYER)
1222 /* Make this more visible */
1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1224 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1225 flag = 1;
1226 tmp->magic--;
1227 if (op->type == PLAYER)
1228 esrv_send_item (op, tmp);
1229 }
1230 }
1231
1232 if (flag)
1233 op->update_stats (); /* Something was corroded */
1234 }
1235 }
1236 break;
1237
1238 case ATNR_DRAIN:
1239 {
1240 /* rate is the proportion of exp drained. High rate means
1241 * not much is drained, low rate means a lot is drained.
1242 */
1243 int rate;
1244
1245 if (op->resist[ATNR_DRAIN] >= 0)
1246 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1247 else
1248 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1249
1250 if (op->stats.exp <= rate)
1251 {
1252 if (op->type == GOLEM)
1253 dam = 999; /* Its force is "sucked" away. 8) */
1254 else
1255 /* If we can't drain, lets try to do physical damage */
1256 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1257 }
1258 else
1259 {
1260 /* Randomly give the hitter some hp */
1261 if (hitter->stats.hp < hitter->stats.maxhp &&
1262 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1263 hitter->stats.hp++;
1264
1265 /* Can't do drains on battleground spaces.
1266 * Move the wiz check up here - before, the hitter wouldn't gain exp
1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1268 * nothing happens.
1269 * Try to credit the owner. We try to display player -> player drain
1270 * attacks, hence all the != PLAYER checks.
1271 */
1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1273 {
1274 object *owner = hitter->owner;
1275
1276 if (owner && owner != hitter)
1277 {
1278 if (op->type != PLAYER || owner->type != PLAYER)
1279 change_exp (owner, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1281 }
1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1283 change_exp (hitter, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1285
1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1287 }
1288
1289 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1290 * drain attack, you won't know that you are actually sucking out EXP,
1291 * as the messages will say you missed
1292 */
1293 }
1294 }
1295 break;
1296
1297 case ATNR_TURN_UNDEAD:
1298 {
1299 if (QUERY_FLAG (op, FLAG_UNDEAD))
1300 {
1301 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1302 object *god = find_god (determine_god (owner));
1303 int div = 1;
1304
1305 /* if undead are not an enemy of your god, you turn them
1306 * at half strength */
1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1308 div = 2;
1309
1310 /* Give a bonus if you resist turn undead */
1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner);
1313 }
1314 else
1315 dam = 0; /* don't damage non undead - should we damage
1316 undead? */
1317 }
1318 break;
1319
1320 case ATNR_DEATH:
1321 deathstrike_player (op, hitter, &dam);
1322 break;
1323
1324 case ATNR_CHAOS:
1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1326 dam = 0;
1327 break;
1328
1329 case ATNR_COUNTERSPELL:
1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1331 dam = 0;
1332 /* This should never happen. Counterspell is handled
1333 * seperately and filtered out. If this does happen,
1334 * Counterspell has no effect on anything but spells, so it
1335 * does no damage. */
1336 break;
1337
1338 case ATNR_HOLYWORD:
1339 {
1340 /* This has already been handled by hit_player,
1341 * no need to check twice -- DAMN */
1342 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1343
1344 /* As with turn undead above, give a bonus on the saving throw */
1345 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1346 scare_creature (op, owner);
1347 }
1348 break;
1349
1350 case ATNR_LIFE_STEALING:
1351 {
1352 int new_hp;
1353
1354 /* this is replacement to drain for players, instead of taking
1355 * exp it takes hp. It is geared for players, probably not
1356 * much use giving it to monsters
1357 *
1358 * life stealing doesn't do a lot of damage, but it gives the
1359 * damage it does do to the player. Given that,
1360 * it only does 1/10'th normal damage (hence the divide by
1361 * 1000).
1362 */
1363 /* You can't steal life from something undead */
1364 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1365 return 0;
1366
1367 /* If drain protection is higher than life stealing, use that */
1368 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1369 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1370 else
1371 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372
1373 /* You die at -1 hp, not zero. */
1374 if (dam > (op->stats.hp + 1))
1375 dam = op->stats.hp + 1;
1376
1377 new_hp = hitter->stats.hp + dam;
1378 if (new_hp > hitter->stats.maxhp)
1379 new_hp = hitter->stats.maxhp;
1380
1381 if (new_hp > hitter->stats.hp)
1382 hitter->stats.hp = new_hp;
1383 }
1384 }
1385
1386 return dam;
1387} 1143}
1388 1144
1389/* GROS: This code comes from hit_player. It has been made external to 1145/* GROS: This code comes from hit_player. It has been made external to
1390 * allow script procedures to "kill" objects in a combat-like fashion. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1391 * It was initially used by (kill-object) developed for the Collector's 1147 * It was initially used by (kill-object) developed for the Collector's
1403 */ 1159 */
1404int 1160int
1405kill_object (object *op, int dam, object *hitter, int type) 1161kill_object (object *op, int dam, object *hitter, int type)
1406{ 1162{
1407 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1408 const char *skill; 1164 shstr skill;
1409 int maxdam = 0; 1165 int maxdam = 0;
1410 int battleg = 0; /* true if op standing on battleground */ 1166 int battleg = 0; /* true if op standing on battleground */
1411 int pk = 0; /* true if op and what controls hitter are both players */ 1167 int pk = 0; /* true if op and what controls hitter are both players */
1412 object *owner = 0; 1168 object *owner = 0;
1413 object *skop = 0; 1169 object *skop = 0;
1422 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1423 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1424 */ 1180 */
1425 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1426 1182
1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1184 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1429 1185
1430 if (op->type == DOOR) 1186 if (op->type == DOOR)
1431 { 1187 {
1432 op->set_speed (0.1f); 1188 op->set_speed (0.1f);
1433 op->speed_left = -0.05f; 1189 op->speed_left = -0.05f;
1434 return maxdam; 1190 return maxdam;
1435 } 1191 }
1436 1192
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1438 { 1194 {
1439 op->destroy (); 1195 op->drop_and_destroy ();
1440 return maxdam; 1196 return maxdam;
1441 } 1197 }
1442 1198
1443 /* Now lets start dealing with experience we get for killing something */ 1199 /* Now lets start dealing with experience we get for killing something */
1444 1200
1445 owner = hitter->owner; 1201 owner = hitter->outer_owner ();
1446 if (!owner) 1202 if (!owner)
1447 owner = hitter; 1203 owner = hitter;
1448 1204
1449 /* is the victim (op) standing on battleground? */ 1205 /* is the victim (op) standing on battleground? */
1450 if (op_on_battleground (op, NULL, NULL)) 1206 if (op_on_battleground (op, NULL, NULL))
1455 pk = 1; 1211 pk = 1;
1456 1212
1457 /* Player killed something */ 1213 /* Player killed something */
1458 if (owner->type == PLAYER) 1214 if (owner->type == PLAYER)
1459 { 1215 {
1460 Log_Kill (owner->name,
1461 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1462
1463 /* Log players killing other players - makes it easier to detect 1216 /* Log players killing other players - makes it easier to detect
1464 * and filter out malicious player killers - that is why the 1217 * and filter out malicious player killers - that is why the
1465 * ip address is included. 1218 * ip address is included.
1466 */ 1219 */
1467 if (op->type == PLAYER && !battleg) 1220 if (op->type == PLAYER && !battleg)
1505 1258
1506 /* This code below deals with finding the appropriate skill 1259 /* This code below deals with finding the appropriate skill
1507 * to credit exp to. This is a bit problematic - we should 1260 * to credit exp to. This is a bit problematic - we should
1508 * probably never really have to look at current_weapon->skill 1261 * probably never really have to look at current_weapon->skill
1509 */ 1262 */
1510 skill = 0;
1511
1512 if (hitter->skill && hitter->type != PLAYER) 1263 if (hitter->skill && hitter->type != PLAYER)
1513 skill = hitter->skill; 1264 skill = hitter->skill;
1514 else if (owner->chosen_skill) 1265 else if (owner->chosen_skill)
1515 { 1266 {
1516 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1517 skill = skop->skill; 1268 skill = skop->skill;
1518 } 1269 }
1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1520 skill = owner->current_weapon->skill; 1271 skill = owner->current_weapon->skill;
1521 else 1272 else
1273 {
1274 LOG (llevError | logBacktrace,
1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1275 "BUG: kill_object - unable to find skill that killed monster\n"
1276 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1277 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1278 skill = 0;
1279 }
1523 1280
1524 /* We have the skill we want to credit to - now find the object this goes 1281 /* We have the skill we want to credit to - now find the object this goes
1525 * to. Make sure skop is an actual skill, and not a skill tool! 1282 * to. Make sure skop is an actual skill, and not a skill tool!
1526 */ 1283 */
1527 if ((!skop || skop->type != SKILL) && skill) 1284 skop = owner->contr->find_skill (skill);
1528 {
1529 int i;
1530
1531 for (i = 0; i < NUM_SKILLS; i++)
1532 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1533 {
1534 skop = owner->contr->last_skill_ob[i];
1535 break;
1536 }
1537 }
1538 } /* Was it a player that hit somethign */ 1285 } /* Was it a player that hit somethign */
1539 else 1286 else
1540 skill = 0; 1287 skill = 0;
1541 1288
1542 /* Pet (or spell) killed something. */
1543 if (owner != hitter)
1544 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1545 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546 else
1547 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1548 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1549 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1550
1551 /* These may have been set in the player code section above */ 1289 /* These may have been set in the player code section above */
1552 if (!skop) 1290 if (!skop)
1553 skop = hitter->chosen_skill; 1291 skop = hitter->chosen_skill;
1554 1292
1555 if (!skill && skop) 1293 if (!skill && skop)
1556 skill = skop->skill; 1294 skill = skop->skill;
1557 1295
1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1559
1560 /* If you didn't kill yourself, and your not the wizard */ 1296 /* If you didn't kill yourself, and your not the wizard */
1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1297 if (owner != op && !op->flag [FLAG_WIZ])
1562 { 1298 {
1563 int exp; 1299 int exp;
1564 1300
1565 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1567 if (op->type == PLAYER)
1568 {
1569 if (battleg) 1303 if (battleg)
1304 {
1305 if (op->is_player ())
1570 { 1306 {
1571 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1572 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1573 } 1309 }
1574 else 1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1575 exp = op->stats.exp / 1000; 1314 exp = op->stats.exp / 1000;
1576 }
1577 else 1315 else
1578 exp = calc_skill_exp (owner, op, skop); 1316 exp = calc_skill_exp (owner, op, skop);
1579
1580 /* if op is standing on "battleground" (arena), no way to gain
1581 * exp by killing him
1582 */
1583 if (battleg)
1584 exp = 0;
1585 1317
1586 /* Don't know why this is set this way - doesn't make 1318 /* Don't know why this is set this way - doesn't make
1587 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1588 */ 1320 */
1589 1321
1627 } /* else part of a party */ 1359 } /* else part of a party */
1628 } /* end if person didn't kill himself */ 1360 } /* end if person didn't kill himself */
1629 1361
1630 if (op->type != PLAYER) 1362 if (op->type != PLAYER)
1631 { 1363 {
1632 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1364 if (op->flag [FLAG_FRIENDLY])
1633 { 1365 {
1634 object *owner1 = op->owner; 1366 object *owner1 = op->owner;
1635 1367
1636 if (owner1 && owner1->type == PLAYER) 1368 if (owner1 && owner1->type == PLAYER)
1637 { 1369 {
1638 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1370 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1639 /* Maybe we should include the owner that killed this, maybe not */ 1371 /* Maybe we should include the owner that killed this, maybe not */
1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1372 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1641 } 1373 }
1642 1374
1643 remove_friendly_object (op); 1375 remove_friendly_object (op);
1644 } 1376 }
1645 1377
1646 op->destroy (); 1378 op->drop_and_destroy ();
1647 } 1379 }
1648 else 1380 else
1649 {
1650 /* Player has been killed! */ 1381 /* Player has been killed! */
1651 if (owner->type == PLAYER) 1382 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1652 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1653 else
1654 assign (op->contr->killer, hitter->name);
1655 }
1656 1383
1657 /* This was return -1 - that doesn't seem correct - if we return -1, process 1384 /* This was return -1 - that doesn't seem correct - if we return -1, process
1658 * continues in the calling function. 1385 * continues in the calling function.
1659 */ 1386 */
1660 return maxdam; 1387 return maxdam;
1703 * modify it. 1430 * modify it.
1704 */ 1431 */
1705/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1706 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1707int 1434int
1708hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1435hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1709{ 1436{
1710 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1437 int magic = type & AT_MAGIC;
1711 int maxattacktype, attacknum;
1712 int body_attack = op && op->head; /* Did we hit op's head? */ 1438 int body_attack = op && op->head; /* Did we hit op's head? */
1439 int maxdam = 0, ndam = 0, attacktype = 1;
1440 int maxattacktype;
1713 int simple_attack; 1441 int simple_attack;
1714 int rtn_kill = 0; 1442 int rtn_kill = 0;
1715 int friendlyfire; 1443 int friendlyfire;
1716 1444
1717 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1718 return 0; 1446 return 0;
1719 1447
1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1448 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1722 return 0; 1450 return 0;
1723 1451
1724 // only allow pk for hostile players 1452 // only allow pk for hostile players
1725 if (op->type == PLAYER) 1453 if (op->type == PLAYER)
1726 { 1454 {
1768 1496
1769 break; 1497 break;
1770 } 1498 }
1771 } 1499 }
1772 1500
1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1774 { 1502 {
1775 /* FIXME: If a player is killed by a rune in a door, the 1503 /* FIXME: If a player is killed by a rune in a door, the
1776 * destroyed() check above doesn't return, and might get here. 1504 * destroyed() check above doesn't return, and might get here.
1777 */ 1505 */
1778 1506
1816 */ 1544 */
1817 if (type & AT_HOLYWORD) 1545 if (type & AT_HOLYWORD)
1818 { 1546 {
1819 object *god; 1547 object *god;
1820 1548
1821 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1822 (!(op->race && strstr (hitter->slaying, op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1823 !(op->name && strstr (hitter->slaying, op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1824 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1825 (hitter->title != NULL 1553 || (hitter->title
1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1554 && (god = find_god (determine_god (hitter))) != NULL
1555 && god->race.contains (shstr_undead))))
1827 return 0; 1556 return 0;
1828 } 1557 }
1829 1558
1830 maxattacktype = type; /* initialise this to something */ 1559 maxattacktype = type; /* initialise this to something */
1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1560 for_all_bits_sparse_32 (type, attacknum)
1832 { 1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1833 /* Magic isn't really a true attack type - it gets combined with other 1564 /* Magic isn't really a true attack type - it gets combined with other
1834 * attack types. As such, skip it over. However, if magic is 1565 * attack types. As such, skip it over. However, if magic is
1835 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1836 */ 1567 */
1837 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1840 /* Go through and hit the player with each attacktype, one by one. 1571 /* Go through and hit the player with each attacktype, one by one.
1841 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1842 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1843 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1844 */ 1575 */
1845 if (type & attacktype)
1846 {
1847 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1848 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1849 * the damage is equal. 1579 * the damage is equal.
1850 */ 1580 */
1851 if (ndam >= maxdam) 1581 if (ndam >= maxdam)
1852 { 1582 {
1853 maxdam = ndam; 1583 maxdam = ndam;
1854 maxattacktype = 1 << attacknum; 1584 maxattacktype = 1 << attacknum;
1855 }
1856 } 1585 }
1857 } 1586 }
1858 1587
1859 /* if this is friendly fire then do a set % of damage only 1588 /* if this is friendly fire then do a set % of damage only
1860 * Note - put a check in to make sure this attack is actually 1589 * Note - put a check in to make sure this attack is actually
1900 // keep a refcount for a long time and I see no usefulness 1629 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy. 1630 // for an non-active objetc to know its enemy.
1902 if (op->active) 1631 if (op->active)
1903 if (hitter->owner) 1632 if (hitter->owner)
1904 op->enemy = hitter->owner; 1633 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1906 op->enemy = hitter; 1635 op->enemy = hitter;
1907 1636
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1909 { 1638 {
1910 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1912 npc_call_help (op); 1641 npc_call_help (op);
1913 } 1642 }
1914 1643
1915 if (magic && did_make_save (op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1916 maxdam = maxdam / 2; 1645 maxdam = maxdam / 2;
1918 attack_message (maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1919 1648
1920 op->stats.hp -= maxdam; 1649 op->stats.hp -= maxdam;
1921 1650
1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923 if ((op->stats.hp >= 0) && 1652 if (op->stats.hp >= 0
1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1925 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1654 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1926 { 1655 {
1927 1656
1928 if (QUERY_FLAG (op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1929 SET_FLAG (op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1930 else 1659 else
1931 scare_creature (op, hitter); 1660 scare_creature (op, hitter);
1932 } 1661 }
1933 1662
1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1663 if (op->flag [FLAG_TEAR_DOWN])
1935 { 1664 {
1936 if (maxdam) 1665 if (maxdam)
1937 tear_down_wall (op); 1666 tear_down_wall (op);
1938 1667
1939 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1942 /* See if the creature has been killed */ 1671 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type); 1672 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1) 1673 if (rtn_kill != -1)
1945 return rtn_kill; 1674 return rtn_kill;
1946 1675
1947
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1676 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949 * that before if the player was immune to ghosthit, the monster 1677 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1951 */ 1679 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1680 if (hitter->flag [FLAG_ONE_HIT])
1953 hitter->destroy (); 1681 hitter->drop_and_destroy ();
1954
1955 /* Lets handle creatures that are splitting now */ 1682 /* Lets handle creatures that are splitting now */
1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1683 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1957 { 1684 {
1958 int i;
1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1960 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1961 object *owner = op->owner; 1687 object *owner = op->owner;
1962 1688
1963 if (!op->other_arch) 1689 if (!op->other_arch)
1964 { 1690 {
1965 LOG (llevError, "SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1966 return maxdam; 1692 return maxdam;
1967 } 1693 }
1968 1694
1969 op->remove (); 1695 op->remove ();
1970 1696
1971 for (i = 0; i < op->stats.food; i++) 1697 for (int i = 0; i < op->stats.food; i++)
1972 { /* This doesn't handle op->more yet */ 1698 { /* This doesn't handle op->more yet */
1973 object *tmp = arch_to_object (op->other_arch); 1699 object *tmp = op->other_arch->instance ();
1974 int j;
1975 1700
1976 tmp->stats.hp = op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1977 1702
1978 if (friendly) 1703 if (friendly)
1979 { 1704 {
1983 if (owner) 1708 if (owner)
1984 tmp->set_owner (owner); 1709 tmp->set_owner (owner);
1985 } 1710 }
1986 1711
1987 if (unaggressive) 1712 if (unaggressive)
1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1989 1714
1990 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1715 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991 1716
1992 if (j == -1) /* No spot to put this monster */ 1717 if (j == -1) /* No spot to put this monster */
1993 tmp->destroy (); 1718 tmp->destroy ();
1994 else 1719 else
1995 { 1720 {
1999 } 1724 }
2000 1725
2001 op->destroy (); 1726 op->destroy ();
2002 } 1727 }
2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1728 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2004 hitter->destroy (); 1729 hitter->drop_and_destroy ();
2005 1730
2006 return maxdam; 1731 return maxdam;
2007} 1732}
2008 1733
2009void 1734static void
2010poison_player (object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
2011{ 1736{
2012 archetype *at = archetype::find ("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
2013 object *tmp = present_arch_in_ob (at, op); 1738 object *tmp = present_arch_in_ob (at, op);
2014 1739
2015 if (tmp == NULL) 1740 if (!tmp)
2016 { 1741 {
2017 if ((tmp = arch_to_object (at)) == NULL) 1742 tmp = insert_ob_in_ob (at->instance (), op);
2018 LOG (llevError, "Failed to clone arch poisoning.\n"); 1743 /* peterm: give poisoning some teeth. It should
1744 * be able to kill things better than it does:
1745 * damage should be dependent something--I choose to
1746 * do this: if it's a monster, the damage from the
1747 * poisoning goes as the level of the monster/2.
1748 * If anything else, goes as damage.
1749 */
1750
1751 if (hitter->flag [FLAG_ALIVE])
1752 tmp->stats.dam += hitter->level / 2;
2019 else 1753 else
2020 {
2021 tmp = insert_ob_in_ob (tmp, op);
2022 /* peterm: give poisoning some teeth. It should
2023 * be able to kill things better than it does:
2024 * damage should be dependent something--I choose to
2025 * do this: if it's a monster, the damage from the
2026 * poisoning goes as the level of the monster/2.
2027 * If anything else, goes as damage.
2028 */
2029
2030 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2031 tmp->stats.dam += hitter->level / 2;
2032 else
2033 tmp->stats.dam = dam; 1754 tmp->stats.dam = dam;
2034 1755
2035 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2036 if (hitter->skill && hitter->skill != tmp->skill) 1757 if (hitter->skill && hitter->skill != tmp->skill)
2037 {
2038 tmp->skill = hitter->skill; 1758 tmp->skill = hitter->skill;
2039 }
2040 1759
2041 tmp->stats.food += dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
2042 1761
2043 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
2044 { 1763 {
2045 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
2046 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2047 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2049 tmp->stats.Int = MAX (-dam / 7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
2050 SET_FLAG (tmp, FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
2051 op->update_stats (); 1770 op->update_stats ();
2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound); 1772 op->play_sound (tmp->sound);
2054 } 1773 }
2055 1774
2056 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1777 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2060 }
2061 1779
2062 tmp->speed_left = 0; 1780 tmp->speed_left = 0;
2063 } 1781 }
2064 else 1782 else
2065 tmp->stats.food++; 1783 tmp->stats.food++;
2066} 1784}
2067 1785
2068void 1786static void
2069slow_player (object *op, object *hitter, int dam) 1787slow_player (object *op, object *hitter, int dam)
2070{ 1788{
2071 archetype *at = archetype::find ("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
2072 object *tmp; 1790 object *tmp;
2073 1791
2074 if (at == NULL) 1792 if (!at)
2075 LOG (llevError, "Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
2076 1794
2077 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2078 { 1796 {
2079 tmp = arch_to_object (at); 1797 tmp = at->instance ();
2080 tmp = insert_ob_in_ob (tmp, op); 1798 tmp = insert_ob_in_ob (tmp, op);
2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2082 } 1800 }
2083 else 1801 else
2084 tmp->stats.food++; 1802 tmp->stats.food++;
2085 1803
2086 SET_FLAG (tmp, FLAG_APPLIED); 1804 tmp->set_flag (FLAG_APPLIED);
2087 tmp->speed_left = 0; 1805 tmp->speed_left = 0;
2088 op->update_stats (); 1806 op->update_stats ();
2089} 1807}
2090 1808
2091void 1809void
2092confuse_player (object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
2093{ 1811{
2094 object *tmp; 1812 object *tmp;
2095 int maxduration; 1813 int maxduration;
2096 1814
2097 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2098 if (!tmp) 1816 if (!tmp)
2099 { 1817 {
2100 tmp = get_archetype (FORCE_NAME); 1818 tmp = get_archetype (FORCE_NAME);
2101 tmp = insert_ob_in_ob (tmp, op); 1819 tmp = insert_ob_in_ob (tmp, op);
2102 } 1820 }
2104 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
2105 * on the player's resistance 1823 * on the player's resistance
2106 */ 1824 */
2107 tmp->speed = 0.05; 1825 tmp->speed = 0.05;
2108 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1827 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2110 tmp->name = "confusion"; 1828 tmp->name = shstr_confusion;
2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 1830
2113 if (tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
2114 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
2115 1833
2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118 1836
2119 SET_FLAG (op, FLAG_CONFUSED); 1837 op->set_flag (FLAG_CONFUSED);
2120} 1838}
2121 1839
2122void 1840void
2123blind_player (object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
2124{ 1842{
2129 return; 1847 return;
2130 1848
2131 tmp = present_in_ob (BLINDNESS, op); 1849 tmp = present_in_ob (BLINDNESS, op);
2132 if (!tmp) 1850 if (!tmp)
2133 { 1851 {
2134 tmp = get_archetype ("blindness"); 1852 tmp = get_archetype (shstr_blindness);
2135 SET_FLAG (tmp, FLAG_BLIND); 1853 tmp->set_flag (FLAG_BLIND);
2136 SET_FLAG (tmp, FLAG_APPLIED); 1854 tmp->set_flag (FLAG_APPLIED);
2137 /* use floats so we don't lose too much precision due to rounding errors. 1855 /* use floats so we don't lose too much precision due to rounding errors.
2138 * speed is a float anyways. 1856 * speed is a float anyways.
2139 */ 1857 */
2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1858 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141 1859
2156} 1874}
2157 1875
2158void 1876void
2159paralyze_player (object *op, object *hitter, int dam) 1877paralyze_player (object *op, object *hitter, int dam)
2160{ 1878{
2161 float effect, max;
2162
2163 /* object *tmp; */
2164
2165 /* This is strange stuff... someone knows for what this is 1879 /* This is strange stuff... someone knows for what this is
2166 * written? Well, i think this can and should be removed 1880 * written? Well, i think this can and should be removed
2167 */ 1881 */
2168 1882
2169 /* 1883 /*
2173 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1887 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2174 } 1888 }
2175 */ 1889 */
2176 1890
2177 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1891 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2178 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1892 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2179 1893
2180 if (effect == 0)
2181 return;
2182
2183 op->speed_left -= FABS (op->speed) * effect; 1894 op->speed_left -= op->speed * effect;
2184 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1895 /* tmp->stats.food+=(signed short) effect/op->speed; */
2185 1896
2186 /* max number of ticks to be affected for. */ 1897 /* max number of ticks to be affected for. */
2187 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1898 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1899
2188 if (op->speed_left < -(FABS (op->speed) * max)) 1900 max_it (op->speed_left, -op->speed * max);
2189 op->speed_left = (float) -(FABS (op->speed) * max);
2190 1901
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1902/* tmp->stats.food = (signed short) (max / op->speed); */
2192} 1903}
2193 1904
2194/* Attempts to kill 'op'. hitter is the attack object, dam is 1905/* Attempts to kill 'op'. hitter is the attack object, dam is
2195 * the computed damaged. 1906 * the computed damaged.
2196 */ 1907 */
2197void 1908static void
2198deathstrike_player (object *op, object *hitter, int *dam) 1909deathstrike_player (object *op, object *hitter, int *dam)
2199{ 1910{
2200 /* The intention of a death attack is to kill outright things 1911 /* The intention of a death attack is to kill outright things
2201 ** that are a lot weaker than the attacker, have a chance of killing 1912 ** that are a lot weaker than the attacker, have a chance of killing
2202 ** things somewhat weaker than the caster, and no chance of 1913 ** things somewhat weaker than the caster, and no chance of
2206 ** field of the deathstriking object */ 1917 ** field of the deathstriking object */
2207 1918
2208 int atk_lev, def_lev, kill_lev; 1919 int atk_lev, def_lev, kill_lev;
2209 1920
2210 if (hitter->slaying) 1921 if (hitter->slaying)
2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1922 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1923 || (op->race && hitter->slaying.contains (op->race))))
2212 return; 1924 return;
2213 1925
2214 def_lev = op->level; 1926 def_lev = op->level;
2215 if (def_lev < 1) 1927 if (def_lev < 1)
2216 { 1928 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1929 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2218 def_lev = 1; 1930 def_lev = 1;
2219 } 1931 }
2220 1932
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1933 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1934 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2243 } 1955 }
2244 else 1956 else
2245 *dam = 0; /* no harm done */ 1957 *dam = 0; /* no harm done */
2246} 1958}
2247 1959
2248/* thrown_item_effect() - handles any special effects of thrown 1960/* This returns the amount of damage hitter does to op with the
2249 * items (like attacking living creatures--a potion thrown at a 1961 * appropriate attacktype. Only 1 attacktype should be set at a time.
2250 * monster). 1962 * This doesn't damage the player, but returns how much it should
2251 */ 1963 * take. However, it will do other effects (paralyzation, slow, etc.)
2252static void 1964 * Note - changed for PR code - we now pass the attack number and not
2253thrown_item_effect (object *hitter, object *victim) 1965 * the attacktype. Makes it easier for the PR code. */
1966int
1967hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2254{ 1968{
2255 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1969 int doesnt_slay = 1;
1970
1971 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1972 if (attacknum >= NROFATTACKS)
1973 {
1974 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1975 return 0;
2256 { 1976 }
2257 /* May not need a switch for just 2 types, but this makes it 1977
2258 * easier for expansion. 1978 if (dam < 0)
1979 {
1980 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1981 dam, hitter->debug_desc (), op->debug_desc ());
1982 return 0;
1983 }
1984
1985 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1986 * people can't mess with that or it otherwise get confused. */
1987 if (attacknum == ATNR_INTERNAL)
1988 return dam;
1989
1990 if (hitter->slaying)
1991 {
1992 if ((op->race && hitter->slaying.contains (op->race))
1993 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2259 */ 1994 {
2260 switch (hitter->type) 1995 doesnt_slay = 0;
1996 dam *= 3;
2261 { 1997 }
2262 case POTION: 1998 }
2263 /* should player get a save throw instead of checking magic protection? */ 1999
2264 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2000 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2265 (void) apply_potion (victim, hitter); 2001 if (op->resist[attacknum])
2002 {
2003 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2004 * in case 0>dam>1, we try to "simulate" a float value-effect */
2005 dam *= (100 - op->resist[attacknum]);
2006 if (dam >= 100)
2007 dam /= 100;
2008 else
2009 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2010 }
2011
2012 /* Special hack. By default, if immune to something, you
2013 * shouldn't need to worry. However, acid is an exception, since
2014 * it can still damage your items. Only include attacktypes if
2015 * special processing is needed */
2016
2017 if (op->resist[attacknum] >= 100
2018 && doesnt_slay
2019 && attacknum != ATNR_ACID)
2020 return 0;
2021
2022 /* Keep this in order - makes things easier to find */
2023
2024 switch (attacknum)
2025 {
2026 case ATNR_PHYSICAL:
2027 /* here also check for diseases */
2028 check_physically_infect (op, hitter);
2266 break; 2029 break;
2267 2030
2268 case POISON: /* poison drinks */ 2031 /* Don't need to do anything for:
2269 /* As with potions, should monster get a save? */ 2032 magic,
2270 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2033 fire,
2271 apply_poison (victim, hitter); 2034 electricity,
2035 cold */
2036
2037 case ATNR_CONFUSION:
2038 case ATNR_POISON:
2039 case ATNR_SLOW:
2040 case ATNR_PARALYZE:
2041 case ATNR_FEAR:
2042 case ATNR_CANCELLATION:
2043 case ATNR_DEPLETE:
2044 case ATNR_BLIND:
2045 {
2046 /* chance for inflicting a special attack depends on the
2047 * difference between attacker's and defender's level
2048 */
2049 int level_diff = min (110, max (0, op->level - hitter->level));
2050
2051 /* First, only creatures/players with speed can be affected.
2052 * Second, just getting hit doesn't mean it always affects
2053 * you. Third, you still get a saving through against the
2054 * effect.
2055 */
2056 if (op->has_active_speed ()
2057 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2058 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2059 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2060 {
2061
2062 /* Player has been hit by something */
2063 if (attacknum == ATNR_CONFUSION)
2064 confuse_player (op, hitter, dam);
2065 else if (attacknum == ATNR_POISON)
2066 poison_player (op, hitter, dam);
2067 else if (attacknum == ATNR_SLOW)
2068 slow_player (op, hitter, dam);
2069 else if (attacknum == ATNR_PARALYZE)
2070 paralyze_player (op, hitter, dam);
2071 else if (attacknum == ATNR_FEAR)
2072 scare_creature (op, hitter);
2073 else if (attacknum == ATNR_CANCELLATION)
2074 cancellation (op);
2075 else if (attacknum == ATNR_DEPLETE)
2076 op->drain_stat ();
2077 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2078 blind_player (op, hitter, dam);
2079 }
2080
2081 dam = 0; /* These are all effects and don't do real damage */
2082 }
2272 break; 2083 break;
2273 2084
2274 /* Removed case statements that did nothing. 2085 case ATNR_ACID:
2275 * food may be poisonous, but monster must be willing to eat it, 2086 {
2276 * so we don't handle it here. 2087 int flag = 0;
2277 * Containers should perhaps break open, but that code was disabled. 2088
2089 /* Items only get corroded if you're not on a battleground and
2090 * if your acid resistance is below 50%. */
2091 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2092 {
2093 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2094 {
2095 if (tmp->invisible)
2096 continue;
2097 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2098 /* >= 10% acid res. on items will protect these */
2099 continue;
2100 if (!(tmp->materials & M_IRON))
2101 continue;
2102 if (tmp->magic < -4) /* Let's stop at -5 */
2103 continue;
2104 if (tmp->type == RING
2105 /* removed boots and gloves from exclusion list in PR */
2106 || tmp->type == GIRDLE
2107 || tmp->type == AMULET
2108 || tmp->type == WAND
2109 || tmp->type == ROD
2110 || tmp->type == HORN)
2111 continue; /* To avoid some strange effects */
2112
2113 /* High damage acid has better chance of corroding
2114 objects */
2115 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2116 {
2117 flag = 1;
2118 tmp->magic--;
2119
2120 if (object *pl = tmp->visible_to ())
2121 {
2122 /* Make this more visible */
2123 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2124 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2125
2126 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2127 }
2128 }
2129 }
2130
2131 if (flag)
2132 op->update_stats (); /* Something was corroded */
2133 }
2134 }
2135 break;
2136
2137 case ATNR_DRAIN:
2138 {
2139 /* rate is the proportion of exp drained. High rate means
2140 * not much is drained, low rate means a lot is drained.
2141 */
2142 int rate;
2143
2144 if (op->resist[ATNR_DRAIN] >= 0)
2145 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2146 else
2147 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2148
2149 if (op->stats.exp <= rate)
2150 {
2151 if (op->type == GOLEM)
2152 dam = 9998; /* Its force is "sucked" away. 8) */
2153 else
2154 /* If we can't drain, lets try to do physical damage */
2155 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2156 }
2157 else
2158 {
2159 /* Randomly give the hitter some hp */
2160 if (hitter->stats.hp < hitter->stats.maxhp &&
2161 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2162 hitter->stats.hp++;
2163
2164 /* Can't do drains on battleground spaces.
2165 * Move the wiz check up here - before, the hitter wouldn't gain exp
2166 * exp, but the wiz would still lose exp! If drainee is a wiz,
2167 * nothing happens.
2168 * Try to credit the owner. We try to display player -> player drain
2169 * attacks, hence all the != PLAYER checks.
2278 */ 2170 */
2171 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2172 {
2173 object *owner = hitter->owner;
2174
2175 if (owner && owner != hitter)
2176 {
2177 if (op->type != PLAYER || owner->type != PLAYER)
2178 change_exp (owner, op->stats.exp / (rate * 2),
2179 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2180 }
2181 else if (op->type != PLAYER || hitter->type != PLAYER)
2182 change_exp (hitter, op->stats.exp / (rate * 2),
2183 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2184
2185 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2186 }
2187
2188 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2189 * drain attack, you won't know that you are actually sucking out EXP,
2190 * as the messages will say you missed
2191 */
2192 }
2193 }
2194 break;
2195
2196 case ATNR_TURN_UNDEAD:
2279 } 2197 {
2280 } 2198 if (op->flag [FLAG_UNDEAD])
2281} 2199 {
2200 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2201 object *god = find_god (determine_god (owner));
2202 int div = 1;
2282 2203
2283/* adj_attackroll() - adjustments to attacks by various conditions */ 2204 /* if undead are not an enemy of your god, you turn them
2284int 2205 * at half strength */
2285adj_attackroll (object *hitter, object *target) 2206 if (!god || !god->slaying.contains (shstr_undead))
2286{ 2207 div = 2;
2287 object *attacker = hitter;
2288 int adjust = 0;
2289 2208
2290 /* safety */ 2209 /* Give a bonus if you resist turn undead */
2291 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2210 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2292 { 2211 scare_creature (op, owner);
2293 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2212 }
2213 else
2214 dam = 0; /* don't damage non undead - should we damage
2215 undead? */
2216 }
2217 break;
2218
2219 case ATNR_DEATH:
2220 deathstrike_player (op, hitter, &dam);
2221 break;
2222
2223 case ATNR_CHAOS:
2224 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2225 dam = 0;
2226 break;
2227
2228 case ATNR_COUNTERSPELL:
2229 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2230 dam = 0;
2231 /* This should never happen. Counterspell is handled
2232 * seperately and filtered out. If this does happen,
2233 * Counterspell has no effect on anything but spells, so it
2234 * does no damage. */
2235 break;
2236
2237 case ATNR_HOLYWORD:
2238 {
2239 /* This has already been handled by hit_player,
2240 * no need to check twice -- DAMN */
2241 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2242
2243 /* As with turn undead above, give a bonus on the saving throw */
2244 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2245 scare_creature (op, owner);
2246 }
2247 break;
2248
2249 case ATNR_LIFE_STEALING:
2250 {
2251 int new_hp;
2252
2253 /* this is replacement to drain for players, instead of taking
2254 * exp it takes hp. It is geared for players, probably not
2255 * much use giving it to monsters
2256 *
2257 * life stealing doesn't do a lot of damage, but it gives the
2258 * damage it does do to the player. Given that,
2259 * it only does 1/10'th normal damage (hence the divide by
2260 * 1000).
2261 */
2262 /* You can't steal life from something undead */
2263 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2294 return 0; 2264 return 0;
2295 }
2296 2265
2297 /* aimed missiles use the owning object's sight */ 2266 /* If drain protection is higher than life stealing, use that */
2298 if (is_aimed_missile (hitter)) 2267 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2268 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2269 else
2270 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2271
2272 /* You die at -1 hp, not zero. */
2273 if (dam > (op->stats.hp + 1))
2274 dam = op->stats.hp + 1;
2275
2276 new_hp = hitter->stats.hp + dam;
2277 if (new_hp > hitter->stats.maxhp)
2278 new_hp = hitter->stats.maxhp;
2279
2280 if (new_hp > hitter->stats.hp)
2281 hitter->stats.hp = new_hp;
2282 }
2299 { 2283 }
2300 if ((attacker = hitter->owner) == NULL)
2301 attacker = hitter;
2302 /* A player who saves but hasn't quit still could have objects
2303 * owned by him - need to handle that case to avoid crashes.
2304 */
2305 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2306 attacker = hitter;
2307 }
2308 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2309 return 0;
2310 2284
2311 /* determine the condtions under which we make an attack.
2312 * Add more cases, as the need occurs. */
2313
2314 if (!can_see_enemy (attacker, target))
2315 {
2316 /* target is unseen */
2317 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2318 adjust -= 10;
2319 /* dark map penalty for the hitter (lacks infravision if we got here). */
2320 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2321 adjust -= target->map->darkness;
2322 }
2323
2324 if (QUERY_FLAG (attacker, FLAG_SCARED))
2325 adjust -= 3;
2326
2327 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2328 adjust += 1;
2329
2330 if (QUERY_FLAG (target, FLAG_SCARED))
2331 adjust += 1;
2332
2333 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2334 adjust -= 3;
2335
2336 /* if we attack at a different 'altitude' its harder */
2337 if ((attacker->move_type & target->move_type) == 0)
2338 adjust -= 2;
2339
2340#if 0
2341 /* slower attacks are less likely to succeed. We should use a
2342 * comparison between attacker/target speeds BUT, players have
2343 * a generally faster speed, so this will wind up being a HUGE
2344 * disadantage for the monsters! Too bad, because missiles which
2345 * fly fast should have a better chance of hitting a slower target.
2346 */
2347 if (hitter->speed < target->speed)
2348 adjust += ((float) hitter->speed - target->speed);
2349#endif
2350
2351#if 0
2352 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2353#endif
2354
2355 return adjust;
2356}
2357
2358/* determine if the object is an 'aimed' missile */
2359int
2360is_aimed_missile (object *op)
2361{
2362
2363 /* I broke what used to be one big if into a few nested
2364 * ones so that figuring out the logic is at least possible.
2365 */
2366 if (op && (op->move_type & MOVE_FLYING))
2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2368 return 1;
2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2370 return 1;
2371
2372 return 0; 2285 return dam;
2373} 2286}
2287

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