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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 1.155 by root, Sat Oct 8 21:54:05 2022 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <assert.h> 26#include <assert.h>
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <material.h> 29#include <material.h>
28#include <skills.h> 30#include <skills.h>
29#include <sounds.h> 31#include <sounds.h>
30#include <sproto.h> 32#include <sproto.h>
31 33
32typedef struct att_msg_str
33{
34 char *msg1;
35 char *msg2;
36} att_msg;
37
38/*#define ATTACK_DEBUG*/ 34/*#define ATTACK_DEBUG*/
39
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 35
72/* did_make_save_item just checks to make sure the item actually 36/* 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 37 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 38 * any further action (like destroying the item).
75 */ 39 */
76int 40static int
77did_make_save_item (object *op, int type, object *originator) 41did_make_save_item (object *op, uint32_t type, object *originator)
78{ 42{
79 int i, roll, saves = 0, attacks = 0, number; 43 int saves = 0, attacks = 0;
80 materialtype_t *mt; 44 materialtype_t *mt = op->material;
81 45
82 if (op->materialname == NULL) 46 // destroying objects without material has many bad effects
83 { 47 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; 48 return 1;
93 49
94 roll = rndm (1, 20); 50 int roll = rndm (1, 20);
95 51
96 /* the attacktypes have no meaning for object saves 52 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 53 * 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 54 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 55 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 56 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 57 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 58 * destroying objects because it has magic attacktype.
103 */ 59 */
104 if (type != AT_MAGIC) 60 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 61 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 62 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 63 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 64
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 65
116 for (number = 0; number < NROFATTACKS; number++) 66 if (type == 0) return TRUE;
67
68 if (roll == 20) return TRUE;
69 if (roll == 1) return FALSE;
70
71 for_all_bits_sparse_32 (type, number)
117 { 72 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 73 attacks++;
74
122 if (op->resist[number] == 100) 75 if (op->resist[number] == 100)
123 saves++; 76 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 77 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 78 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 79 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 87 return FALSE;
135 88
136 return TRUE; 89 return TRUE;
137} 90}
138 91
92/* cancels object *op. Cancellation basically means an object loses
93 * its magical benefits.
94 */
95void
96cancellation (object *op)
97{
98 if (op->invisible)
99 return;
100
101 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
102 {
103 /* Recurse through the inventory */
104 for (object *tmp = op->inv; tmp; tmp = tmp->below)
105 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
106 cancellation (tmp);
107 }
108 else if (fabs (op->magic) <= rndm (0, 5))
109 {
110 /* Nullify this object. This code could probably be more complete */
111 /* in what abilities it should cancel */
112 op->magic = 0;
113
114 op->clr_flag (FLAG_DAMNED);
115 op->clr_flag (FLAG_CURSED);
116 op->clr_flag (FLAG_KNOWN_MAGICAL);
117 op->clr_flag (FLAG_KNOWN_CURSED);
118
119 if (object *pl = op->visible_to ())
120 esrv_update_item (UPD_FLAGS, pl, op);
121 }
122}
123
139/* This function calls did_make_save_item. It then performs the 124/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 125 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 126 * calling cancellation, etc.)
142 */ 127 */
143void 128void
144save_throw_object (object *op, int type, object *originator) 129save_throw_object (object *op, int type, object *originator)
145{ 130{
131 op = op->head_ ();
132
146 if (!did_make_save_item (op, type, originator)) 133 if (!did_make_save_item (op, type, originator))
147 { 134 {
148 object *env = op->env; 135 object *env = op->env;
149 int x = op->x, y = op->y; 136 int x = op->x, y = op->y;
150 maptile *m = op->map; 137 maptile *m = op->map;
151 138
152 op = stop_item (op); 139 op = stop_item (op);
153 if (op == NULL) 140 if (!op)
154 return; 141 return;
155 142
156 /* Hacked the following so that type LIGHTER will work. 143 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 144 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 145 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 146 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 147 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 148 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 149 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 150 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 151 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 152 {
166 const char *arch = op->other_arch->archname; 153 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 154 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 { 155 {
175 if (env) 156 apply_lamp (op, true); // turn on a lamp
157 return;
158 }
159 else if (op->flag [FLAG_IS_LIGHTABLE])
160 {
161 if (op->other_arch)
176 { 162 {
177 op->x = env->x, op->y = env->y; 163 const char *arch = op->other_arch->archname;
178 insert_ob_in_ob (op, env); 164
165 if (op->decrease ())
166 fix_stopped_item (op, m, originator);
167
168 if ((op = archetype::get (arch)))
169 {
179 if (env->contr) 170 if (env)
180 esrv_send_item (env, op); 171 env->insert (op);
172 else
173 m->insert (op, x, y, originator);
174 }
181 } 175 }
176
182 else 177 return;
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 178 }
188
189 return;
190 } 179 }
191 180
192 if (type & AT_CANCELLATION) 181 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 182 { /* Cancellation. */
194 cancellation (op); 183 cancellation (op);
195 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
185
196 return; 186 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 } 187 }
218 188
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 189 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 190 if (env)
221 { 191 {
222 op = get_archetype ("burnout"); 192 object *op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 193 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 194 env->insert (op);
225 } 195 }
226 else 196 else
227 replace_insert_ob_in_map ("burnout", originator); 197 replace_insert_ob_in_map (shstr_burnout, originator);
198
199 if (op->nrof > 1)
200 {
201 if (op->decrease (rndm (0, op->nrof - 1)))
202 fix_stopped_item (op, m, originator);
203 }
204 else
205 {
206 // drop everything to the ground, if possible
207 op->insert_at (originator);
208 op->drop_and_destroy ();
209 }
228 210
229 return; 211 return;
230 } 212 }
231 213
232 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
234 { 216 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
237 218
238 if (at == NULL) 219 if (at == NULL)
239 return; 220 return;
240 221
241 op = stop_item (op); 222 op = stop_item (op);
242 if (op == NULL) 223 if (op == NULL)
243 return; 224 return;
244 225
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
246 { 228 {
247 tmp = arch_to_object (at); 229 tmp = at->instance ();
248 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create. 233 * that for ones we create.
252 */ 234 */
253 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 236 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 238 }
257 239
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 241 return;
263 } 242 }
264} 243}
265 244
266/* Object op is hitting the map. 245/* Object op is hitting the map.
268 * type is the attacktype of the object. 247 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
271 */ 250 */
272int 251int
273hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, uint32_t type, int full_hit)
274{ 253{
275 maptile *map;
276 sint16 x, y; 254 sint16 x, y;
277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
278 256
279 if (QUERY_FLAG (op, FLAG_FREED)) 257 if (op->flag [FLAG_FREED])
280 { 258 {
281 LOG (llevError, "BUG: hit_map(): free object\n"); 259 LOG (llevError, "BUG: hit_map(): free object\n");
282 return 0; 260 return 0;
283 } 261 }
284 262
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 263 if (op->flag [FLAG_REMOVED] || op->env != NULL)
286 { 264 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 266 return 0;
289 } 267 }
290 268
295 } 273 }
296 274
297 if (op->head) 275 if (op->head)
298 op = op->head; 276 op = op->head;
299 277
300 map = op->map; 278 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 279 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 280
304 if (!xy_normalise (map, x, y)) 281 if (!pos.normalise ())
305 return 0; 282 return 0;
306 283
307 // elmex: a safe map tile can't be hit! 284 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 285 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 286 mapspace &ms = pos.ms ();
310 287
311 if (ms.flags () & P_SAFE) 288 if (ms.flags () & P_SAFE)
312 return 0; 289 return 0;
313 290
314 /* peterm: a few special cases for special attacktypes --counterspell 291 /* peterm: a few special cases for special attacktypes --counterspell
352 329
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 330 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 331 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 332 * This is one of the few cases where on_same_map should not be used.
356 */ 333 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 334 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 335 continue;
359 336
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 337 if (tmp->flag [FLAG_ALIVE])
361 { 338 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 339 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1; 340 retflag |= 1;
364 341
365 if (op->destroyed ()) 342 if (op->destroyed ())
366 break; 343 break;
367 } 344 }
368 /* Here we are potentially destroying an object. If the object has 345 /* Here we are potentially destroying an object. If the object has
369 * NO_PASS set, it is also immune - you can't destroy walls. Note 346 * 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 347 * that weak walls have is_alive set, which prevent objects from
371 * passing over/through them. We don't care what type of movement 348 * 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 349 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now. 350 * destroyed right now.
351 * Without the material check the server completely fails to work,
352 * objects detsroy themselves, floors get destroyed etc. etc.
374 */ 353 */
375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 354 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
376 { 355 {
377 save_throw_object (tmp, type, op); 356 save_throw_object (tmp, type, op);
378 357
379 if (op->destroyed ()) 358 if (op->destroyed ())
380 break; 359 break;
381 } 360 }
382 } 361 }
383 362
384 return 0; 363 return retflag;
385} 364}
386 365
387void 366static void
388attack_message (int dam, int type, object *op, object *hitter) 367attack_message (int dam, int type, object *op, object *hitter)
389{ 368{
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 369 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0; 370 int i, found = 0;
392 maptile *map; 371 maptile *map;
394 373
395 /* put in a few special messages for some of the common attacktypes 374 /* put in a few special messages for some of the common attacktypes
396 * a player might have. For example, fire, electric, cold, etc 375 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919] 376 * [garbled 20010919]
398 */ 377 */
399
400 if (dam == 9998 && op->type == DOOR) 378 if (dam == 9998 && op->type == DOOR)
401 { 379 {
402 sprintf (buf1, "unlock %s", &op->name); 380 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks"); 381 sprintf (buf2, " unlocks");
404 found++; 382 found++;
405 } 383 }
406 if (dam < 0) 384 else if (dam < 0)
407 { 385 {
408 sprintf (buf1, "hit %s", &op->name); 386 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits"); 387 sprintf (buf2, " hits");
410 found++; 388 found++;
411 } 389 }
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++; 512 found++;
535 break; 513 break;
536 } 514 }
537 } 515 }
538 else if (hitter->current_weapon != NULL) 516 else if (hitter->current_weapon)
539 { 517 {
540 int mtype; 518 int mtype;
541 519
542 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
543 { 521 {
544 case WEAP_HIT: 522 case WEAP_HIT: mtype = ATM_BASIC; break;
545 mtype = ATM_BASIC; 523 case WEAP_SLASH: mtype = ATM_SLASH; break;
546 break; 524 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
547 case WEAP_SLASH: 525 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
548 mtype = ATM_SLASH; 526 case WEAP_SLICE: mtype = ATM_SLICE; break;
549 break; 527 case WEAP_STAB: mtype = ATM_STAB; break;
550 case WEAP_PIERCE: 528 case WEAP_WHIP: mtype = ATM_WHIP; break;
551 mtype = ATM_PIERCE; 529 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
552 break; 530 case WEAP_BLUD: mtype = ATM_BLUD; break;
553 case WEAP_CLEAVE: 531 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 } 532 }
533
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 534 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) 535 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 536 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 537 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); 538 strcpy (buf2, attack_mess[mtype][i].buf3);
608 return; 567 return;
609 568
610 /* Did a player hurt another player? Inform both! */ 569 /* Did a player hurt another player? Inform both! */
611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) 570 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 { 571 {
613 if (hitter->owner != NULL) 572 if (hitter->owner)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 573 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 574 else
616 { 575 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 576 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618 577
680 op->play_sound (sound_find ("player_hits4")); 639 op->play_sound (sound_find ("player_hits4"));
681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 640 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
682 } 641 }
683} 642}
684 643
685
686static int 644static int
687get_attack_mode (object **target, object **hitter, int *simple_attack) 645get_attack_mode (object **target, object **hitter, int *simple_attack)
688{ 646{
689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 647 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
690 { 648 {
691 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 649 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
692 return 1; 650 return 1;
693 } 651 }
694 652
695 if ((*target)->head)
696 *target = (*target)->head; 653 *target = (*target)->head_ ();
697
698 if ((*hitter)->head)
699 *hitter = (*hitter)->head; 654 *hitter = (*hitter)->head_ ();
700 655
656 if ((*target)->type == LOCKED_DOOR)
657 return 1; // locked doors cannot be hit
658
701 if ((*hitter)->env != NULL || (*target)->env != NULL) 659 if ((*hitter)->env || (*target)->env)
702 { 660 {
703 *simple_attack = 1; 661 *simple_attack = 1;
704 return 0; 662 return 0;
705 } 663 }
706 664
707 if (QUERY_FLAG (*target, FLAG_REMOVED) 665 if ((*target)->flag [FLAG_REMOVED]
708 || QUERY_FLAG (*hitter, FLAG_REMOVED) 666 || (*hitter)->flag [FLAG_REMOVED]
709 || !(*hitter)->map 667 || !(*hitter)->map
710 || !on_same_map (*hitter, *target)) 668 || !on_same_map (*hitter, *target))
711 { 669 {
712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 670 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ()); 671 (*hitter)->debug_desc (), (*target)->debug_desc ());
719} 677}
720 678
721static int 679static int
722abort_attack (object *target, object *hitter, int simple_attack) 680abort_attack (object *target, object *hitter, int simple_attack)
723{ 681{
724
725/* Check if target and hitter are still in a relation similar to the one 682 /* 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. 683 * determined by get_attack_mode(). Returns true if the relation has changed.
727 */ 684 */
728 int new_mode; 685 int new_mode;
729 686
730 if (hitter->env == target || target->env == hitter) 687 if (hitter->env == target || target->env == hitter)
731 new_mode = 1; 688 new_mode = 1;
732 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 689 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
690 || hitter->map == NULL || !on_same_map (hitter, target))
733 return 1; 691 return 1;
734 else 692 else
735 new_mode = 0; 693 new_mode = 0;
694
736 return new_mode != simple_attack; 695 return new_mode != simple_attack;
737} 696}
738 697
698/* thrown_item_effect() - handles any special effects of thrown
699 * items (like attacking living creatures--a potion thrown at a
700 * monster).
701 */
702static void
739static void thrown_item_effect (object *, object *); 703thrown_item_effect (object *hitter, object *victim)
704{
705 if (!hitter->flag [FLAG_ALIVE])
706 {
707 /* May not need a switch for just 2 types, but this makes it
708 * easier for expansion.
709 */
710 switch (hitter->type)
711 {
712 case POTION:
713 /* should player get a save throw instead of checking magic protection? */
714 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
715 apply_potion (victim, hitter);
716 break;
717
718 case POISON: /* poison drinks */
719 /* As with potions, should monster get a save? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
721 apply_poison (victim, hitter);
722 break;
723
724 /* Removed case statements that did nothing.
725 * food may be poisonous, but monster must be willing to eat it,
726 * so we don't handle it here.
727 * Containers should perhaps break open, but that code was disabled.
728 */
729 }
730 }
731}
732
733/* determine if the object is an 'aimed' missile */
734static int
735is_aimed_missile (object *op)
736{
737 /* I broke what used to be one big if into a few nested
738 * ones so that figuring out the logic is at least possible.
739 */
740 if (op && (op->move_type & MOVE_FLYING))
741 if (op->type == ARROW || op->type == THROWN_OBJ)
742 return 1;
743 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
744 return 1;
745
746 return 0;
747}
748/* adj_attackroll() - adjustments to attacks by various conditions */
749static int
750adj_attackroll (object *hitter, object *target)
751{
752 object *attacker = hitter;
753 int adjust = 0;
754
755 /* safety */
756 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
757 {
758 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
759 return 0;
760 }
761
762 /* aimed missiles use the owning object's sight */
763 if (is_aimed_missile (hitter))
764 {
765 if ((attacker = hitter->owner) == NULL)
766 attacker = hitter;
767 /* A player who saves but hasn't quit still could have objects
768 * owned by him - need to handle that case to avoid crashes.
769 */
770 if (attacker->flag [FLAG_REMOVED])
771 attacker = hitter;
772 }
773 else if (!hitter->flag [FLAG_ALIVE])
774 return 0;
775
776 /* determine the condtions under which we make an attack.
777 * Add more cases, as the need occurs. */
778
779 if (!can_see_enemy (attacker, target))
780 {
781 /* target is unseen */
782 if (target->invisible || attacker->flag [FLAG_BLIND])
783 adjust -= 10;
784 /* dark map penalty for the hitter (lacks infravision if we got here). */
785 else if (!stand_in_light (target))
786 adjust -= target->map->darklevel ();
787 }
788
789 if (attacker->flag [FLAG_SCARED])
790 adjust -= 3;
791
792 if (target->flag [FLAG_UNAGGRESSIVE])
793 adjust += 1;
794
795 if (target->flag [FLAG_SCARED])
796 adjust += 1;
797
798 if (attacker->flag [FLAG_CONFUSED])
799 adjust -= 3;
800
801 /* if we attack at a different 'altitude' its harder */
802 if ((attacker->move_type & target->move_type) == 0)
803 adjust -= 2;
804
805#if 0
806 /* slower attacks are less likely to succeed. We should use a
807 * comparison between attacker/target speeds BUT, players have
808 * a generally faster speed, so this will wind up being a HUGE
809 * disadantage for the monsters! Too bad, because missiles which
810 * fly fast should have a better chance of hitting a slower target.
811 */
812 if (hitter->speed < target->speed)
813 adjust += ((float) hitter->speed - target->speed);
814#endif
815
816#if 0
817 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
818#endif
819
820 return adjust;
821}
740 822
741static int 823static int
742attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 824attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
743{ 825{
744 int simple_attack, roll, dam = 0; 826 int simple_attack, roll, dam = 0;
757 839
758 /* 840 /*
759 * A little check to make it more difficult to dance forward and back 841 * A little check to make it more difficult to dance forward and back
760 * to avoid ever being hit by monsters. 842 * to avoid ever being hit by monsters.
761 */ 843 */
762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 844 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
763 { 845 {
764 /* Decrease speed BEFORE calling process_object. Otherwise, an 846 /* Decrease speed BEFORE calling process_object. Otherwise, an
765 * infinite loop occurs, with process_object calling move_monster, 847 * infinite loop occurs, with process_object calling move_monster,
766 * which then gets here again. By decreasing the speed before 848 * which then gets here again. By decreasing the speed before
767 * we call process_object, the 'if' statement above will fail. 849 * we call process_object, the 'if' statement above will fail.
787 int hitdam = base_dam; 869 int hitdam = base_dam;
788 870
789 if (!simple_attack) 871 if (!simple_attack)
790 { 872 {
791 /* If you hit something, the victim should *always* wake up. 873 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this. 874 * Before, invisible hitters could avoid doing this.
793 * -b.t. */ 875 * -b.t. */
794 if (QUERY_FLAG (op, FLAG_SLEEP)) 876 if (op->flag [FLAG_SLEEP])
795 CLEAR_FLAG (op, FLAG_SLEEP); 877 op->clr_flag (FLAG_SLEEP);
796 878
797 /* If the victim can't see the attacker, it may alert others 879 /* If the victim can't see the attacker, it may alert others
798 * for help. */ 880 * for help. */
799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 881 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 npc_call_help (op); 882 npc_call_help (op);
801 883
802 /* if you were hidden and hit by a creature, you are discovered */ 884 /* if you were hidden and hit by a creature, you are discovered */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 885 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
804 { 886 {
805 make_visible (op); 887 make_visible (op);
806 888
807 if (op->type == PLAYER) 889 if (op->type == PLAYER)
808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 890 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
809 } 891 }
810 892
811 /* thrown items (hitter) will have various effects 893 /* thrown items (hitter) will have various effects
812 * when they hit the victim. For things like thrown daggers, 894 * when they hit the victim. For things like thrown daggers,
813 * this sets 'hitter' to the actual dagger, and not the 895 * this sets 'hitter' to the actual dagger, and not the
820 } 902 }
821 903
822 /* Need to do at least 1 damage, otherwise there is no point 904 /* Need to do at least 1 damage, otherwise there is no point
823 * to go further and it will cause FPE's below. 905 * to go further and it will cause FPE's below.
824 */ 906 */
825 if (hitdam <= 0) 907 max_it (hitdam, 1);
826 hitdam = 1;
827 908
828 type = hitter->attacktype; 909 type = hitter->attacktype;
829 910
911 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
912 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
913 * This check is important for the most simple monsters out there in the
914 * game content (maps, archs). For example orcs: They would have
915 * no attacktype at all.
916 *
917 * Some time in the future someone should just go into the game data
918 * and fix every monster out there ;-/ Until then we will kill some
919 * more trees in the african rain forests with this check.
920 */
830 if (!type) 921 if (!type)
831 type = AT_PHYSICAL; 922 type = AT_PHYSICAL;
832 923
833 /* Handle monsters that hit back */ 924 /* Handle monsters that hit back */
834 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 925 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
835 { 926 {
836 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 927 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
837 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 928 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
838 929
839 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 930 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
865} 956}
866 957
867int 958int
868attack_ob (object *op, object *hitter) 959attack_ob (object *op, object *hitter)
869{ 960{
870 hitter = hitter->head_ ();
871
872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 961 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
873} 962}
874 963
875/* op is the arrow, tmp is what is stopping the arrow. 964/* op is the arrow, tmp is what is stopping the arrow.
876 * 965 *
877 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 966 * 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 974 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886 * stick around. 975 * stick around.
887 */ 976 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0) 977 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 { 978 {
890 tmp = tmp->head_ (); 979 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; 980 return 1;
899 } 981 }
900 else 982 else
901 return 0; 983 return 0;
902} 984}
916 /* Disassemble missile */ 998 /* Disassemble missile */
917 if (op->inv) 999 if (op->inv)
918 { 1000 {
919 container = op; 1001 container = op;
920 hitter = op->inv; 1002 hitter = op->inv;
921 hitter->remove ();
922 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1003 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 1004 /* 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 1005 * 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 1006 * removed at the end of this function must be able to deal with empty
926 * THROWN_OBJs. */ 1007 * THROWN_OBJs. */
927 } 1008 }
938 * arrow, move_apply() calls this function, arrow sticks in demon, 1019 * arrow, move_apply() calls this function, arrow sticks in demon,
939 * attack_ob_simple() returns, and we've got an arrow that still exists 1020 * attack_ob_simple() returns, and we've got an arrow that still exists
940 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1021 * but is no longer on the map. Ugh. (Beware: Such things can happen at
941 * other places as well!) 1022 * other places as well!)
942 */ 1023 */
943 if (hitter->destroyed () || hitter->env != NULL) 1024 if (hitter->destroyed () || hitter->env)
944 { 1025 {
945 if (container) 1026 if (container)
1027 container->destroy ();
1028
1029 return 0;
1030 }
1031
1032 /* Missile hit victim */
1033 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
1034 * through the target
1035 */
1036 if (hit_something)
1037 if (op->speed < 10.0)
946 { 1038 {
947 container->remove (); 1039 /* Stop arrow */
1040 if (container)
948 container->destroy (); 1041 container->destroy ();
949 } 1042 else
950
951 return 0;
952 }
953
954 /* Missile hit victim */
955 /* if the speed is > 10, then this is a fast moving arrow, we go straight
956 * through the target
957 */
958 if (hit_something && op->speed <= 10.0)
959 {
960 /* Stop arrow */
961 if (!container)
962 { 1043 {
963 hitter = fix_stopped_arrow (hitter); 1044 hitter = fix_stopped_arrow (hitter);
964 if (!hitter) 1045 if (!hitter)
965 return 0; 1046 return 0;
966 } 1047 }
967 else
968 container->destroy ();
969 1048
970 /* Try to stick arrow into victim */ 1049 /* Try to stick arrow into victim */
971 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1050 if (!victim->destroyed () && stick_arrow (hitter, victim))
1051 return 0;
1052
1053 /* Else try to put arrow on victim's map square
1054 * remove check for P_WALL here. If the arrow got to this
1055 * space, that is good enough - with the new movement code,
1056 * there is now the potential for lots of spaces where something
1057 * can fly over but not otherwise move over. What is the correct
1058 * way to handle those otherwise?
1059 */
1060 if (victim->x != hitter->x || victim->y != hitter->y)
1061 {
1062 if (victim->destroyed ())
1063 hitter->destroy ();
1064 else
1065 {
1066 hitter->remove ();
1067 hitter->x = victim->x;
1068 hitter->y = victim->y;
1069 insert_ob_in_map (hitter, victim->map, hitter, 0);
1070 }
1071 }
1072 else
1073 /* Else leave arrow where it is */
1074 merge_ob (hitter, NULL);
1075
972 return 0; 1076 return 0;
973
974 /* Else try to put arrow on victim's map square
975 * remove check for P_WALL here. If the arrow got to this
976 * space, that is good enough - with the new movement code,
977 * there is now the potential for lots of spaces where something
978 * can fly over but not otherwise move over. What is the correct
979 * way to handle those otherwise?
980 */
981 if (victim->x != hitter->x || victim->y != hitter->y)
982 {
983 hitter->remove ();
984 hitter->x = victim->x;
985 hitter->y = victim->y;
986 insert_ob_in_map (hitter, victim->map, hitter, 0);
987 } 1077 }
988 else 1078 else
989 /* Else leave arrow where it is */ 1079 op->set_speed (op->speed - 1.f);
990 merge_ob (hitter, NULL);
991
992 return 0;
993 }
994
995 if (hit_something && op->speed >= 10.0)
996 op->speed -= 1.0;
997 1080
998 /* Missile missed victim - reassemble missile */ 1081 /* Missile missed victim - reassemble missile */
999 if (container) 1082 if (container)
1000 { 1083 {
1001 hitter->remove (); 1084 hitter->remove ();
1003 } 1086 }
1004 1087
1005 return op; 1088 return op;
1006} 1089}
1007 1090
1008void 1091static void
1009tear_down_wall (object *op) 1092tear_down_wall (object *op)
1010{ 1093{
1011 int perc = 0;
1012
1013 if (!op->stats.maxhp) 1094 if (!op->stats.maxhp)
1014 {
1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1095 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1016 perc = 1; 1096 else if (!op->has_anim ())
1017 }
1018 else if (!GET_ANIM_ID (op))
1019 { 1097 {
1020 /* Object has been called - no animations, so remove it */ 1098 /* Object has been called - no animations, so remove it */
1021 if (op->stats.hp < 0) 1099 if (op->stats.hp < 0)
1022 op->destroy (); 1100 op->destroy ();
1023 1101
1024 return; /* no animations, so nothing more to do */ 1102 return; /* no animations, so nothing more to do */
1025 } 1103 }
1026 1104
1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1105 // we use frames 1..num-2 as intermediate frames, so
1106 // the last frame is used only when hp < 0.
1107 int perc = clamp (
1108 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1109 0, op->anim_frames () - 1
1110 );
1028 1111
1029 if (perc >= (int) NUM_ANIMATIONS (op)) 1112 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); 1113 update_object (op, UP_OBJ_FACE);
1036 1114
1037 if (perc == NUM_ANIMATIONS (op) - 1) 1115 if (op->stats.hp < 0)
1038 { /* Reached the last animation */ 1116 { /* Reached the last animation */
1039 if (op->face == blank_face) 1117 if (op->face == blank_face)
1040 /* If the last face is blank, remove the ob */ 1118 /* If the last face is blank, remove the ob */
1041 op->destroy (); 1119 op->destroy ();
1042 else 1120 else
1043 { /* The last face was not blank, leave an image */ 1121 { /* The last face was not blank, leave an image */
1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1122 op->flag [FLAG_BLOCKSVIEW] = false;
1045 update_all_los (op->map, op->x, op->y); 1123 update_all_los (op->map, op->x, op->y);
1046 op->move_block = 0; 1124 op->move_block = 0;
1047 CLEAR_FLAG (op, FLAG_ALIVE); 1125 op->flag [FLAG_ALIVE] = false;
1048 } 1126 }
1049 } 1127 }
1050} 1128}
1051 1129
1052void 1130static void
1053scare_creature (object *target, object *hitter) 1131scare_creature (object *target, object *hitter)
1054{ 1132{
1055 object *owner = hitter->owner; 1133 target->flag [FLAG_SCARED] = true;
1056 1134
1057 if (!owner)
1058 owner = hitter;
1059
1060 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1135 if (!target->enemy)
1062 target->enemy = owner; 1136 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} 1137}
1388 1138
1389/* GROS: This code comes from hit_player. It has been made external to 1139/* 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. 1140 * allow script procedures to "kill" objects in a combat-like fashion.
1391 * It was initially used by (kill-object) developed for the Collector's 1141 * It was initially used by (kill-object) developed for the Collector's
1402 * MSW 2002-07-17 1152 * MSW 2002-07-17
1403 */ 1153 */
1404int 1154int
1405kill_object (object *op, int dam, object *hitter, int type) 1155kill_object (object *op, int dam, object *hitter, int type)
1406{ 1156{
1407 char buf[MAX_BUF]; 1157 shstr skill;
1408 const char *skill;
1409 int maxdam = 0; 1158 int maxdam = 0;
1410 int battleg = 0; /* true if op standing on battleground */ 1159 int battleg = 0; /* true if op standing on battleground */
1411 int pk = 0; /* true if op and what controls hitter are both players */ 1160 int pk = 0; /* true if op and what controls hitter are both players */
1412 object *owner = 0; 1161 object *owner = 0;
1413 object *skop = 0; 1162 object *skop = 0;
1422 * this creature. The function(s) that call us have already 1171 * this creature. The function(s) that call us have already
1423 * adjusted the creatures HP total, so that is negative. 1172 * adjusted the creatures HP total, so that is negative.
1424 */ 1173 */
1425 maxdam = dam + op->stats.hp + 1; 1174 maxdam = dam + op->stats.hp + 1;
1426 1175
1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1176 if (op->flag [FLAG_BLOCKSVIEW])
1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1177 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1429 1178
1430 if (op->type == DOOR) 1179 if (op->type == DOOR)
1431 { 1180 {
1432 op->set_speed (0.1f); 1181 op->set_speed (0.1f);
1433 op->speed_left = -0.05f; 1182 op->speed_left = -0.05f;
1434 return maxdam; 1183 return maxdam;
1435 } 1184 }
1436 1185
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1186 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1438 { 1187 {
1439 op->destroy (); 1188 op->drop_and_destroy ();
1440 return maxdam; 1189 return maxdam;
1441 } 1190 }
1442 1191
1443 /* Now lets start dealing with experience we get for killing something */ 1192 /* Now lets start dealing with experience we get for killing something */
1444 1193
1445 owner = hitter->owner; 1194 owner = hitter->outer_owner ();
1446 if (!owner) 1195 if (!owner)
1447 owner = hitter; 1196 owner = hitter;
1448 1197
1449 /* is the victim (op) standing on battleground? */ 1198 /* is the victim (op) standing on battleground? */
1450 if (op_on_battleground (op, NULL, NULL)) 1199 if (op_on_battleground (op, NULL, NULL))
1455 pk = 1; 1204 pk = 1;
1456 1205
1457 /* Player killed something */ 1206 /* Player killed something */
1458 if (owner->type == PLAYER) 1207 if (owner->type == PLAYER)
1459 { 1208 {
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 1209 /* Log players killing other players - makes it easier to detect
1464 * and filter out malicious player killers - that is why the 1210 * and filter out malicious player killers - that is why the
1465 * ip address is included. 1211 * ip address is included.
1466 */ 1212 */
1467 if (op->type == PLAYER && !battleg) 1213 if (op->type == PLAYER && !battleg)
1492 owner->play_sound (sound_find ("player_kills")); 1238 owner->play_sound (sound_find ("player_kills"));
1493 } 1239 }
1494 1240
1495 /* If a player kills another player, not on 1241 /* If a player kills another player, not on
1496 * battleground, the "killer" looses 1 luck. Since this is 1242 * battleground, the "killer" looses 1 luck. Since this is
1497 * not reversible, it's actually quite a pain IMHO. -AV 1243 * not reversible, it's actually quite a pain IMHO. -AV
1498 * Fix bug in that we were changing the luck of the hitter, not 1244 * Fix bug in that we were changing the luck of the hitter, not
1499 * player that the object belonged to - so if you killed another player 1245 * player that the object belonged to - so if you killed another player
1500 * with spells, pets, whatever, there was no penalty. 1246 * with spells, pets, whatever, there was no penalty.
1501 * Changed to make luck penalty configurable in settings. 1247 * Changed to make luck penalty configurable in settings.
1502 */ 1248 */
1505 1251
1506 /* This code below deals with finding the appropriate skill 1252 /* This code below deals with finding the appropriate skill
1507 * to credit exp to. This is a bit problematic - we should 1253 * to credit exp to. This is a bit problematic - we should
1508 * probably never really have to look at current_weapon->skill 1254 * probably never really have to look at current_weapon->skill
1509 */ 1255 */
1510 skill = 0;
1511
1512 if (hitter->skill && hitter->type != PLAYER) 1256 if (hitter->skill && hitter->type != PLAYER)
1513 skill = hitter->skill; 1257 skill = hitter->skill;
1514 else if (owner->chosen_skill) 1258 else if (owner->chosen_skill)
1515 { 1259 {
1516 skop = owner->chosen_skill; 1260 skop = owner->chosen_skill;
1517 skill = skop->skill; 1261 skill = skop->skill;
1518 } 1262 }
1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1263 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1520 skill = owner->current_weapon->skill; 1264 skill = owner->current_weapon->skill;
1521 else 1265 else
1266 {
1267 LOG (llevError | logBacktrace,
1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1268 "BUG: kill_object - unable to find skill that killed monster\n"
1269 "op: %s\n" "hitter: %s\n" "op: %s\n",
1270 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1271 skill = 0;
1272 }
1523 1273
1524 /* We have the skill we want to credit to - now find the object this goes 1274 /* 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! 1275 * to. Make sure skop is an actual skill, and not a skill tool!
1526 */ 1276 */
1527 if ((!skop || skop->type != SKILL) && skill) 1277 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 */ 1278 } /* Was it a player that hit somethign */
1539 else 1279 else
1540 skill = 0; 1280 skill = 0;
1541 1281
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 */ 1282 /* These may have been set in the player code section above */
1552 if (!skop) 1283 if (!skop)
1553 skop = hitter->chosen_skill; 1284 skop = hitter->chosen_skill;
1554 1285
1555 if (!skill && skop) 1286 if (!skill && skop)
1556 skill = skop->skill; 1287 skill = skop->skill;
1557 1288
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 */ 1289 /* If you didn't kill yourself, and your not the wizard */
1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1290 if (owner != op && !op->flag [FLAG_WIZ])
1562 { 1291 {
1563 int exp; 1292 int exp;
1564 1293
1565 /* Really don't give much experience for killing other players */ 1294 /* Really don't give much experience for killing other players */
1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1295 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1567 if (op->type == PLAYER)
1568 {
1569 if (battleg) 1296 if (battleg)
1297 {
1298 if (op->is_player ())
1570 { 1299 {
1571 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1572 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1301 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1573 } 1302 }
1574 else 1303
1304 exp = 0;
1305 }
1306 else if (op->is_player ())
1575 exp = op->stats.exp / 1000; 1307 exp = op->stats.exp / 1000;
1576 }
1577 else 1308 else
1578 exp = calc_skill_exp (owner, op, skop); 1309 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 1310
1586 /* Don't know why this is set this way - doesn't make 1311 /* Don't know why this is set this way - doesn't make
1587 * sense to just divide everything by two for no reason. 1312 * sense to just divide everything by two for no reason.
1588 */ 1313 */
1589 1314
1627 } /* else part of a party */ 1352 } /* else part of a party */
1628 } /* end if person didn't kill himself */ 1353 } /* end if person didn't kill himself */
1629 1354
1630 if (op->type != PLAYER) 1355 if (op->type != PLAYER)
1631 { 1356 {
1632 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1357 if (op->flag [FLAG_FRIENDLY])
1633 { 1358 {
1634 object *owner1 = op->owner; 1359 object *owner1 = op->owner;
1635 1360
1636 if (owner1 && owner1->type == PLAYER) 1361 if (owner1 && owner1->type == PLAYER)
1637 { 1362 {
1638 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1363 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1639 /* Maybe we should include the owner that killed this, maybe not */ 1364 /* 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); 1365 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1641 } 1366 }
1642 1367
1643 remove_friendly_object (op); 1368 remove_friendly_object (op);
1644 } 1369 }
1645 1370
1646 op->destroy (); 1371 op->drop_and_destroy ();
1647 } 1372 }
1648 else 1373 else
1649 {
1650 /* Player has been killed! */ 1374 /* Player has been killed! */
1651 if (owner->type == PLAYER) 1375 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 1376
1657 /* This was return -1 - that doesn't seem correct - if we return -1, process 1377 /* This was return -1 - that doesn't seem correct - if we return -1, process
1658 * continues in the calling function. 1378 * continues in the calling function.
1659 */ 1379 */
1660 return maxdam; 1380 return maxdam;
1661} 1381}
1662 1382
1663/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1383/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1664 * Returns 0 this is not friendly fire 1384 * Returns 0 this is not friendly fire
1665 */ 1385 */
1666int 1386int
1667friendly_fire (object *op, object *hitter) 1387friendly_fire (object *op, object *hitter)
1668{ 1388{
1703 * modify it. 1423 * modify it.
1704 */ 1424 */
1705/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1425/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1706 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1426 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1707int 1427int
1708hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1428hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1709{ 1429{
1710 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1430 int magic = type & AT_MAGIC;
1711 int maxattacktype, attacknum;
1712 int body_attack = op && op->head; /* Did we hit op's head? */ 1431 int body_attack = op && op->head; /* Did we hit op's head? */
1432 int maxdam = 0, ndam = 0;
1433 int maxattacktype;
1713 int simple_attack; 1434 int simple_attack;
1714 int rtn_kill = 0; 1435 int rtn_kill = 0;
1715 int friendlyfire; 1436 int friendlyfire;
1716 1437
1717 if (get_attack_mode (&op, &hitter, &simple_attack)) 1438 if (get_attack_mode (&op, &hitter, &simple_attack))
1718 return 0; 1439 return 0;
1719 1440
1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1441 /* 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)) 1442 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1722 return 0; 1443 return 0;
1723 1444
1724 // only allow pk for hostile players 1445 // only allow pk for hostile players
1725 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1726 { 1447 {
1768 1489
1769 break; 1490 break;
1770 } 1491 }
1771 } 1492 }
1772 1493
1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1494 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1774 { 1495 {
1775 /* FIXME: If a player is killed by a rune in a door, the 1496 /* FIXME: If a player is killed by a rune in a door, the
1776 * destroyed() check above doesn't return, and might get here. 1497 * destroyed() check above doesn't return, and might get here.
1777 */ 1498 */
1778 1499
1816 */ 1537 */
1817 if (type & AT_HOLYWORD) 1538 if (type & AT_HOLYWORD)
1818 { 1539 {
1819 object *god; 1540 object *god;
1820 1541
1821 if ((!hitter->slaying || 1542 if ((!hitter->slaying
1822 (!(op->race && strstr (hitter->slaying, op->race)) && 1543 || (!(op->race && hitter->slaying.contains (op->race))
1823 !(op->name && strstr (hitter->slaying, op->name)))) && 1544 && !(op->name && hitter->slaying.contains (op->name))))
1824 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1545 && (!op->flag [FLAG_UNDEAD]
1825 (hitter->title != NULL 1546 || (hitter->title
1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1547 && (god = find_god (determine_god (hitter))) != NULL
1548 && god->race.contains (shstr_undead))))
1827 return 0; 1549 return 0;
1828 } 1550 }
1829 1551
1830 maxattacktype = type; /* initialise this to something */ 1552 maxattacktype = type; /* initialise this to something */
1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1553 for_all_bits_sparse_32 (type, attacknum)
1832 { 1554 {
1555 uint32_t attacktype = 1 << attacknum;
1556
1833 /* Magic isn't really a true attack type - it gets combined with other 1557 /* 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 1558 * attack types. As such, skip it over. However, if magic is
1835 * the only attacktype in the group, then still attack with it 1559 * the only attacktype in the group, then still attack with it
1836 */ 1560 */
1837 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1561 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1840 /* Go through and hit the player with each attacktype, one by one. 1564 /* Go through and hit the player with each attacktype, one by one.
1841 * hit_player_attacktype only figures out the damage, doesn't inflict 1565 * hit_player_attacktype only figures out the damage, doesn't inflict
1842 * it. It will do the appropriate action for attacktypes with 1566 * it. It will do the appropriate action for attacktypes with
1843 * effects (slow, paralization, etc. 1567 * effects (slow, paralization, etc.
1844 */ 1568 */
1845 if (type & attacktype)
1846 {
1847 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1569 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1570
1848 /* the >= causes us to prefer messages from special attacks, if 1571 /* the >= causes us to prefer messages from special attacks, if
1849 * the damage is equal. 1572 * the damage is equal.
1850 */ 1573 */
1851 if (ndam >= maxdam) 1574 if (ndam >= maxdam)
1852 { 1575 {
1853 maxdam = ndam; 1576 maxdam = ndam;
1854 maxattacktype = 1 << attacknum; 1577 maxattacktype = 1 << attacknum;
1855 }
1856 } 1578 }
1857 } 1579 }
1858 1580
1859 /* if this is friendly fire then do a set % of damage only 1581 /* 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 1582 * 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 1622 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy. 1623 // for an non-active objetc to know its enemy.
1902 if (op->active) 1624 if (op->active)
1903 if (hitter->owner) 1625 if (hitter->owner)
1904 op->enemy = hitter->owner; 1626 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1627 else if (hitter->flag [FLAG_ALIVE])
1906 op->enemy = hitter; 1628 op->enemy = hitter;
1907 1629
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1630 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1909 { 1631 {
1910 /* The unaggressives look after themselves 8) */ 1632 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1633 op->clr_flag (FLAG_UNAGGRESSIVE);
1912 npc_call_help (op); 1634 npc_call_help (op);
1913 } 1635 }
1914 1636
1915 if (magic && did_make_save (op, op->level, 0)) 1637 if (magic && did_make_save (op, op->level, 0))
1916 maxdam = maxdam / 2; 1638 maxdam = maxdam / 2;
1918 attack_message (maxdam, maxattacktype, op, hitter); 1640 attack_message (maxdam, maxattacktype, op, hitter);
1919 1641
1920 op->stats.hp -= maxdam; 1642 op->stats.hp -= maxdam;
1921 1643
1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1644 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923 if ((op->stats.hp >= 0) && 1645 if (op->stats.hp >= 0
1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1646 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1925 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1647 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1926 { 1648 {
1927 1649
1928 if (QUERY_FLAG (op, FLAG_MONSTER)) 1650 if (op->flag [FLAG_MONSTER])
1929 SET_FLAG (op, FLAG_RUN_AWAY); 1651 op->set_flag (FLAG_RUN_AWAY);
1930 else 1652 else
1931 scare_creature (op, hitter); 1653 scare_creature (op, hitter);
1932 } 1654 }
1933 1655
1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1656 if (op->flag [FLAG_TEAR_DOWN])
1935 { 1657 {
1936 if (maxdam) 1658 if (maxdam)
1937 tear_down_wall (op); 1659 tear_down_wall (op);
1938 1660
1939 return maxdam; /* nothing more to do for wall */ 1661 return maxdam; /* nothing more to do for wall */
1942 /* See if the creature has been killed */ 1664 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type); 1665 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1) 1666 if (rtn_kill != -1)
1945 return rtn_kill; 1667 return rtn_kill;
1946 1668
1947
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1669 /* 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 1670 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1671 * remained - that is no longer the case.
1951 */ 1672 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1673 if (hitter->flag [FLAG_ONE_HIT])
1953 hitter->destroy (); 1674 hitter->drop_and_destroy ();
1954
1955 /* Lets handle creatures that are splitting now */ 1675 /* Lets handle creatures that are splitting now */
1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1676 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1957 { 1677 {
1958 int i;
1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1678 int friendly = op->flag [FLAG_FRIENDLY];
1960 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1679 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1961 object *owner = op->owner; 1680 object *owner = op->owner;
1962 1681
1963 if (!op->other_arch) 1682 if (!op->other_arch)
1964 { 1683 {
1965 LOG (llevError, "SPLITTING without other_arch error.\n"); 1684 LOG (llevError, "SPLITTING without other_arch error.\n");
1966 return maxdam; 1685 return maxdam;
1967 } 1686 }
1968 1687
1969 op->remove (); 1688 op->remove ();
1970 1689
1971 for (i = 0; i < op->stats.food; i++) 1690 for (int i = 0; i < op->stats.food; i++)
1972 { /* This doesn't handle op->more yet */ 1691 { /* This doesn't handle op->more yet */
1973 object *tmp = arch_to_object (op->other_arch); 1692 object *tmp = op->other_arch->instance ();
1974 int j;
1975 1693
1976 tmp->stats.hp = op->stats.hp; 1694 tmp->stats.hp = op->stats.hp;
1977 1695
1978 if (friendly) 1696 if (friendly)
1979 { 1697 {
1983 if (owner) 1701 if (owner)
1984 tmp->set_owner (owner); 1702 tmp->set_owner (owner);
1985 } 1703 }
1986 1704
1987 if (unaggressive) 1705 if (unaggressive)
1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1706 tmp->set_flag (FLAG_UNAGGRESSIVE);
1989 1707
1990 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1708 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991 1709
1992 if (j == -1) /* No spot to put this monster */ 1710 if (j == -1) /* No spot to put this monster */
1993 tmp->destroy (); 1711 tmp->destroy ();
1994 else 1712 else
1995 { 1713 {
1996 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1714 tmp->x = op->x + DIRX (j), tmp->y = op->y + DIRY (j);
1997 insert_ob_in_map (tmp, op->map, NULL, 0); 1715 insert_ob_in_map (tmp, op->map, NULL, 0);
1998 } 1716 }
1999 } 1717 }
2000 1718
2001 op->destroy (); 1719 op->destroy ();
2002 } 1720 }
2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1721 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2004 hitter->destroy (); 1722 hitter->drop_and_destroy ();
2005 1723
2006 return maxdam; 1724 return maxdam;
2007} 1725}
2008 1726
2009void 1727static void
2010poison_player (object *op, object *hitter, int dam) 1728poison_player (object *op, object *hitter, int dam)
2011{ 1729{
2012 archetype *at = archetype::find ("poisoning"); 1730 archetype *at = archetype::find (shstr_poisoning);
2013 object *tmp = present_arch_in_ob (at, op); 1731 object *tmp = present_arch_in_ob (at, op);
2014 1732
2015 if (tmp == NULL) 1733 if (!tmp)
2016 { 1734 {
2017 if ((tmp = arch_to_object (at)) == NULL) 1735 tmp = insert_ob_in_ob (at->instance (), op);
2018 LOG (llevError, "Failed to clone arch poisoning.\n"); 1736 /* peterm: give poisoning some teeth. It should
1737 * be able to kill things better than it does:
1738 * damage should be dependent something--I choose to
1739 * do this: if it's a monster, the damage from the
1740 * poisoning goes as the level of the monster/2.
1741 * If anything else, goes as damage.
1742 */
1743
1744 if (hitter->flag [FLAG_ALIVE])
1745 tmp->stats.dam += hitter->level / 2;
2019 else 1746 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; 1747 tmp->stats.dam = dam;
2034 1748
2035 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1749 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2036 if (hitter->skill && hitter->skill != tmp->skill) 1750 if (hitter->skill && hitter->skill != tmp->skill)
2037 {
2038 tmp->skill = hitter->skill; 1751 tmp->skill = hitter->skill;
2039 }
2040 1752
2041 tmp->stats.food += dam; /* more damage, longer poisoning */ 1753 tmp->stats.food += dam; /* more damage, longer poisoning */
2042 1754
2043 if (op->type == PLAYER) 1755 if (op->type == PLAYER)
2044 { 1756 {
2045 /* player looses stats, maximum is -10 of each */ 1757 /* player looses stats, maximum is -10 of each */
2046 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1758 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2047 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1759 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1760 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2049 tmp->stats.Int = MAX (-dam / 7, -10); 1761 tmp->stats.Int = max (-(dam / 7 ), -10);
2050 SET_FLAG (tmp, FLAG_APPLIED); 1762 tmp->set_flag (FLAG_APPLIED);
2051 op->update_stats (); 1763 op->update_stats ();
2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound); 1765 op->play_sound (tmp->sound);
2054 } 1766 }
2055 1767
2056 if (hitter->type == PLAYER) 1768 if (hitter->type == PLAYER)
2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1769 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1770 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); 1771 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2060 }
2061 1772
2062 tmp->speed_left = 0; 1773 tmp->speed_left = 0;
2063 } 1774 }
2064 else 1775 else
2065 tmp->stats.food++; 1776 tmp->stats.food++;
2066} 1777}
2067 1778
2068void 1779static void
2069slow_player (object *op, object *hitter, int dam) 1780slow_player (object *op, object *hitter, int dam)
2070{ 1781{
2071 archetype *at = archetype::find ("slowness"); 1782 archetype *at = archetype::find (shstr_slowness);
2072 object *tmp; 1783 object *tmp;
2073 1784
2074 if (at == NULL) 1785 if (!at)
2075 LOG (llevError, "Can't find slowness archetype.\n"); 1786 LOG (llevError, "Can't find slowness archetype.\n");
2076 1787
2077 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1788 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2078 { 1789 {
2079 tmp = arch_to_object (at); 1790 tmp = at->instance ();
2080 tmp = insert_ob_in_ob (tmp, op); 1791 tmp = insert_ob_in_ob (tmp, op);
2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1792 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2082 } 1793 }
2083 else 1794 else
2084 tmp->stats.food++; 1795 tmp->stats.food++;
2085 1796
2086 SET_FLAG (tmp, FLAG_APPLIED); 1797 tmp->set_flag (FLAG_APPLIED);
2087 tmp->speed_left = 0; 1798 tmp->speed_left = 0;
2088 op->update_stats (); 1799 op->update_stats ();
2089} 1800}
2090 1801
2091void 1802void
2092confuse_player (object *op, object *hitter, int dam) 1803confuse_player (object *op, object *hitter, int dam)
2093{ 1804{
2094 object *tmp; 1805 object *tmp;
2095 int maxduration; 1806 int maxduration;
2096 1807
2097 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1808 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2098 if (!tmp) 1809 if (!tmp)
2099 { 1810 {
2100 tmp = get_archetype (FORCE_NAME); 1811 tmp = archetype::get (FORCE_NAME);
2101 tmp = insert_ob_in_ob (tmp, op); 1812 tmp = insert_ob_in_ob (tmp, op);
2102 } 1813 }
2103 1814
2104 /* Duration added per hit and max. duration of confusion both depend 1815 /* Duration added per hit and max. duration of confusion both depend
2105 * on the player's resistance 1816 * on the player's resistance
2106 */ 1817 */
2107 tmp->speed = 0.05; 1818 tmp->set_speed (0.05);
2108 tmp->subtype = FORCE_CONFUSION; 1819 tmp->subtype = FORCE_CONFUSION;
2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1820 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2110 tmp->name = "confusion"; 1821 tmp->name = shstr_confusion;
2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1822 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 1823
2113 if (tmp->duration > maxduration) 1824 if (tmp->duration > maxduration)
2114 tmp->duration = maxduration; 1825 tmp->duration = maxduration;
2115 1826
2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1827 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1828 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118 1829
2119 SET_FLAG (op, FLAG_CONFUSED); 1830 op->set_flag (FLAG_CONFUSED);
2120} 1831}
2121 1832
2122void 1833void
2123blind_player (object *op, object *hitter, int dam) 1834blind_player (object *op, object *hitter, int dam)
2124{ 1835{
2125 object *tmp, *owner;
2126
2127 /* Save some work if we know it isn't going to affect the player */ 1836 /* Save some work if we know it isn't going to affect the player */
2128 if (op->resist[ATNR_BLIND] == 100) 1837 if (op->resist[ATNR_BLIND] == 100)
2129 return; 1838 return;
2130 1839
2131 tmp = present_in_ob (BLINDNESS, op); 1840 object *tmp = present_in_ob (BLINDNESS, op);
2132 if (!tmp) 1841 if (!tmp)
2133 { 1842 {
2134 tmp = get_archetype ("blindness"); 1843 tmp = archetype::get (shstr_blindness);
2135 SET_FLAG (tmp, FLAG_BLIND); 1844 tmp->set_flag (FLAG_BLIND);
2136 SET_FLAG (tmp, FLAG_APPLIED); 1845 tmp->set_flag (FLAG_APPLIED);
2137 /* use floats so we don't lose too much precision due to rounding errors. 1846 // use floats so we don't lose too much precision due to rounding errors.
2138 * speed is a float anyways. 1847 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2139 */
2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141 1848
2142 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2143 change_abil (op, tmp); /* Mostly to display any messages */ 1850 change_abil (op, tmp); /* Mostly to display any messages */
2144 op->update_stats (); /* This takes care of some other stuff */ 1851 op->update_stats (); /* This takes care of some other stuff */
2145 1852
2146 if (hitter->owner)
2147 owner = hitter->owner;
2148 else
2149 owner = hitter;
2150
2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1853 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2152 } 1854 }
1855
2153 tmp->stats.food += dam; 1856 tmp->stats.food += dam;
2154 if (tmp->stats.food > 10) 1857 min_it (tmp->stats.food, 10);
2155 tmp->stats.food = 10;
2156} 1858}
2157 1859
2158void 1860void
2159paralyze_player (object *op, object *hitter, int dam) 1861paralyze_player (object *op, object *hitter, int dam)
2160{ 1862{
2161 float effect, max;
2162
2163 /* object *tmp; */
2164
2165 /* This is strange stuff... someone knows for what this is 1863 /* This is strange stuff... someone knows for what this is
2166 * written? Well, i think this can and should be removed 1864 * written? Well, i think this can and should be removed
2167 */ 1865 */
2168 1866
2169 /* 1867 /*
2170 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1868 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2171 tmp=clone_arch(PARAIMAGE); 1869 tmp=clone_arch(PARAIMAGE);
2173 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1871 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2174 } 1872 }
2175 */ 1873 */
2176 1874
2177 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1875 /* 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; 1876 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2179 1877
2180 if (effect == 0)
2181 return;
2182
2183 op->speed_left -= FABS (op->speed) * effect; 1878 op->speed_left -= op->speed * effect;
2184 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1879 /* tmp->stats.food+=(signed short) effect/op->speed; */
2185 1880
2186 /* max number of ticks to be affected for. */ 1881 /* max number of ticks to be affected for. */
2187 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1882 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1883
2188 if (op->speed_left < -(FABS (op->speed) * max)) 1884 max_it (op->speed_left, -op->speed * max);
2189 op->speed_left = (float) -(FABS (op->speed) * max);
2190 1885
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1886/* tmp->stats.food = (signed short) (max / op->speed); */
2192} 1887}
2193 1888
2194/* Attempts to kill 'op'. hitter is the attack object, dam is 1889/* Attempts to kill 'op'. hitter is the attack object, dam is
2195 * the computed damaged. 1890 * the computed damaged.
2196 */ 1891 */
2197void 1892static void
2198deathstrike_player (object *op, object *hitter, int *dam) 1893deathstrike_player (object *op, object *hitter, int *dam)
2199{ 1894{
2200 /* The intention of a death attack is to kill outright things 1895 /* 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 1896 ** that are a lot weaker than the attacker, have a chance of killing
2202 ** things somewhat weaker than the caster, and no chance of 1897 ** things somewhat weaker than the caster, and no chance of
2206 ** field of the deathstriking object */ 1901 ** field of the deathstriking object */
2207 1902
2208 int atk_lev, def_lev, kill_lev; 1903 int atk_lev, def_lev, kill_lev;
2209 1904
2210 if (hitter->slaying) 1905 if (hitter->slaying)
2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1906 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1907 || (op->race && hitter->slaying.contains (op->race))))
2212 return; 1908 return;
2213 1909
2214 def_lev = op->level; 1910 def_lev = op->level;
2215 if (def_lev < 1) 1911 if (def_lev < 1)
2216 { 1912 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1913 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2218 def_lev = 1; 1914 def_lev = 1;
2219 } 1915 }
2220 1916
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1917 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1918 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2232 * redone. 1928 * redone.
2233 */ 1929 */
2234 if (kill_lev >= def_lev) 1930 if (kill_lev >= def_lev)
2235 { 1931 {
2236 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ 1932 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2237 /* I think this doesn't really do much. Because of 1933 /* I think this doesn't really do much. Because of
2238 * integer rounding, this only makes any difference if the 1934 * integer rounding, this only makes any difference if the
2239 * attack level is double the defender level. 1935 * attack level is double the defender level.
2240 */ 1936 */
2241 *dam *= kill_lev / def_lev; 1937 *dam *= kill_lev / def_lev;
2242 } 1938 }
2243 } 1939 }
2244 else 1940 else
2245 *dam = 0; /* no harm done */ 1941 *dam = 0; /* no harm done */
2246} 1942}
2247 1943
2248/* thrown_item_effect() - handles any special effects of thrown 1944/* This returns the amount of damage hitter does to op with the
2249 * items (like attacking living creatures--a potion thrown at a 1945 * appropriate attacktype. Only 1 attacktype should be set at a time.
2250 * monster). 1946 * This doesn't damage the player, but returns how much it should
2251 */ 1947 * take. However, it will do other effects (paralyzation, slow, etc.)
2252static void 1948 * Note - changed for PR code - we now pass the attack number and not
2253thrown_item_effect (object *hitter, object *victim) 1949 * the attacktype. Makes it easier for the PR code. */
1950int
1951hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2254{ 1952{
2255 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1953 int doesnt_slay = 1;
1954
1955 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1956 if (attacknum >= NROFATTACKS)
1957 {
1958 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1959 return 0;
2256 { 1960 }
2257 /* May not need a switch for just 2 types, but this makes it 1961
2258 * easier for expansion. 1962 if (dam < 0)
1963 {
1964 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1965 dam, hitter->debug_desc (), op->debug_desc ());
1966 return 0;
1967 }
1968
1969 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1970 * people can't mess with that or it otherwise get confused. */
1971 if (attacknum == ATNR_INTERNAL)
1972 return dam;
1973
1974 if (hitter->slaying)
1975 {
1976 if ((op->race && hitter->slaying.contains (op->race))
1977 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2259 */ 1978 {
2260 switch (hitter->type) 1979 doesnt_slay = 0;
1980 dam *= 3;
2261 { 1981 }
2262 case POTION: 1982 }
2263 /* should player get a save throw instead of checking magic protection? */ 1983
2264 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1984 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2265 (void) apply_potion (victim, hitter); 1985 if (op->resist[attacknum])
1986 {
1987 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1988 * in case 0>dam>1, we try to "simulate" a float value-effect */
1989 dam *= (100 - op->resist[attacknum]);
1990 if (dam >= 100)
1991 dam /= 100;
1992 else
1993 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1994 }
1995
1996 /* Special hack. By default, if immune to something, you
1997 * shouldn't need to worry. However, acid is an exception, since
1998 * it can still damage your items. Only include attacktypes if
1999 * special processing is needed */
2000
2001 if (op->resist[attacknum] >= 100
2002 && doesnt_slay
2003 && attacknum != ATNR_ACID)
2004 return 0;
2005
2006 /* Keep this in order - makes things easier to find */
2007
2008 switch (attacknum)
2009 {
2010 case ATNR_PHYSICAL:
2011 /* here also check for diseases */
2012 check_physically_infect (op, hitter);
2266 break; 2013 break;
2267 2014
2268 case POISON: /* poison drinks */ 2015 /* Don't need to do anything for:
2269 /* As with potions, should monster get a save? */ 2016 magic,
2270 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2017 fire,
2271 apply_poison (victim, hitter); 2018 electricity,
2019 cold */
2020
2021 case ATNR_CONFUSION:
2022 case ATNR_POISON:
2023 case ATNR_SLOW:
2024 case ATNR_PARALYZE:
2025 case ATNR_FEAR:
2026 case ATNR_CANCELLATION:
2027 case ATNR_DEPLETE:
2028 case ATNR_BLIND:
2029 {
2030 /* chance for inflicting a special attack depends on the
2031 * difference between attacker's and defender's level
2032 */
2033 int level_diff = min (110, max (0, op->level - hitter->level));
2034
2035 /* First, only creatures/players with speed can be affected.
2036 * Second, just getting hit doesn't mean it always affects
2037 * you. Third, you still get a saving through against the
2038 * effect.
2039 */
2040 if (op->has_active_speed ()
2041 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2042 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2043 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2044 {
2045
2046 /* Player has been hit by something */
2047 if (attacknum == ATNR_CONFUSION)
2048 confuse_player (op, hitter, dam);
2049 else if (attacknum == ATNR_POISON)
2050 poison_player (op, hitter, dam);
2051 else if (attacknum == ATNR_SLOW)
2052 slow_player (op, hitter, dam);
2053 else if (attacknum == ATNR_PARALYZE)
2054 paralyze_player (op, hitter, dam);
2055 else if (attacknum == ATNR_FEAR)
2056 scare_creature (op, hitter);
2057 else if (attacknum == ATNR_CANCELLATION)
2058 cancellation (op);
2059 else if (attacknum == ATNR_DEPLETE)
2060 op->drain_stat ();
2061 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2062 blind_player (op, hitter, dam);
2063 }
2064
2065 dam = 0; /* These are all effects and don't do real damage */
2066 }
2272 break; 2067 break;
2273 2068
2274 /* Removed case statements that did nothing. 2069 case ATNR_ACID:
2275 * food may be poisonous, but monster must be willing to eat it, 2070 {
2276 * so we don't handle it here. 2071 int flag = 0;
2277 * Containers should perhaps break open, but that code was disabled. 2072
2073 /* Items only get corroded if you're not on a battleground and
2074 * if your acid resistance is below 50%. */
2075 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2076 {
2077 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 {
2079 if (tmp->invisible)
2080 continue;
2081 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2082 /* >= 10% acid res. on items will protect these */
2083 continue;
2084 if (!(tmp->materials & M_IRON))
2085 continue;
2086 if (tmp->magic < -4) /* Let's stop at -5 */
2087 continue;
2088 if (tmp->type == RING
2089 /* removed boots and gloves from exclusion list in PR */
2090 || tmp->type == GIRDLE
2091 || tmp->type == AMULET
2092 || tmp->type == WAND
2093 || tmp->type == ROD
2094 || tmp->type == HORN)
2095 continue; /* To avoid some strange effects */
2096
2097 /* High damage acid has better chance of corroding
2098 objects */
2099 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2100 {
2101 flag = 1;
2102 tmp->magic--;
2103
2104 if (object *pl = tmp->visible_to ())
2105 {
2106 /* Make this more visible */
2107 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2108 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2109
2110 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2111 }
2112 }
2113 }
2114
2115 if (flag)
2116 op->update_stats (); /* Something was corroded */
2117 }
2118 }
2119 break;
2120
2121 case ATNR_DRAIN:
2122 {
2123 /* rate is the proportion of exp drained. High rate means
2124 * not much is drained, low rate means a lot is drained.
2125 */
2126 int rate;
2127
2128 if (op->resist[ATNR_DRAIN] >= 0)
2129 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2130 else
2131 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2132
2133 if (op->stats.exp <= rate)
2134 {
2135 if (op->type == GOLEM)
2136 dam = 9998; /* Its force is "sucked" away. 8) */
2137 else
2138 /* If we can't drain, lets try to do physical damage */
2139 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2140 }
2141 else
2142 {
2143 /* Randomly give the hitter some hp */
2144 if (hitter->stats.hp < hitter->stats.maxhp &&
2145 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2146 hitter->stats.hp++;
2147
2148 /* Can't do drains on battleground spaces.
2149 * Move the wiz check up here - before, the hitter wouldn't gain exp
2150 * exp, but the wiz would still lose exp! If drainee is a wiz,
2151 * nothing happens.
2152 * Try to credit the owner. We try to display player -> player drain
2153 * attacks, hence all the != PLAYER checks.
2278 */ 2154 */
2155 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2156 {
2157 object *owner = hitter->owner;
2158
2159 if (owner && owner != hitter)
2160 {
2161 if (op->type != PLAYER || owner->type != PLAYER)
2162 change_exp (owner, op->stats.exp / (rate * 2),
2163 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2164 }
2165 else if (op->type != PLAYER || hitter->type != PLAYER)
2166 change_exp (hitter, op->stats.exp / (rate * 2),
2167 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2168
2169 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2170 }
2171
2172 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2173 * drain attack, you won't know that you are actually sucking out EXP,
2174 * as the messages will say you missed
2175 */
2176 }
2177 }
2178 break;
2179
2180 case ATNR_TURN_UNDEAD:
2279 } 2181 {
2280 } 2182 if (op->flag [FLAG_UNDEAD])
2281} 2183 {
2184 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2185 object *god = find_god (determine_god (owner));
2186 int div = 1;
2282 2187
2283/* adj_attackroll() - adjustments to attacks by various conditions */ 2188 /* if undead are not an enemy of your god, you turn them
2284int 2189 * at half strength */
2285adj_attackroll (object *hitter, object *target) 2190 if (!god || !god->slaying.contains (shstr_undead))
2286{ 2191 div = 2;
2287 object *attacker = hitter;
2288 int adjust = 0;
2289 2192
2290 /* safety */ 2193 /* Give a bonus if you resist turn undead */
2291 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2194 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2292 { 2195 scare_creature (op, owner);
2293 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2196 }
2197 else
2198 dam = 0; /* don't damage non undead - should we damage
2199 undead? */
2200 }
2201 break;
2202
2203 case ATNR_DEATH:
2204 deathstrike_player (op, hitter, &dam);
2205 break;
2206
2207 case ATNR_CHAOS:
2208 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2209 dam = 0;
2210 break;
2211
2212 case ATNR_COUNTERSPELL:
2213 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2214 dam = 0;
2215 /* This should never happen. Counterspell is handled
2216 * seperately and filtered out. If this does happen,
2217 * Counterspell has no effect on anything but spells, so it
2218 * does no damage. */
2219 break;
2220
2221 case ATNR_HOLYWORD:
2222 {
2223 /* This has already been handled by hit_player,
2224 * no need to check twice -- DAMN */
2225 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2226
2227 /* As with turn undead above, give a bonus on the saving throw */
2228 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2229 scare_creature (op, owner);
2230 }
2231 break;
2232
2233 case ATNR_LIFE_STEALING:
2234 {
2235 int new_hp;
2236
2237 /* this is replacement to drain for players, instead of taking
2238 * exp it takes hp. It is geared for players, probably not
2239 * much use giving it to monsters
2240 *
2241 * life stealing doesn't do a lot of damage, but it gives the
2242 * damage it does do to the player. Given that,
2243 * it only does 1/10'th normal damage (hence the divide by
2244 * 1000).
2245 */
2246 /* You can't steal life from something undead */
2247 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2294 return 0; 2248 return 0;
2295 }
2296 2249
2297 /* aimed missiles use the owning object's sight */ 2250 /* If drain protection is higher than life stealing, use that */
2298 if (is_aimed_missile (hitter)) 2251 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2252 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2253 else
2254 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2255
2256 /* You die at -1 hp, not zero. */
2257 if (dam > (op->stats.hp + 1))
2258 dam = op->stats.hp + 1;
2259
2260 new_hp = hitter->stats.hp + dam;
2261 if (new_hp > hitter->stats.maxhp)
2262 new_hp = hitter->stats.maxhp;
2263
2264 if (new_hp > hitter->stats.hp)
2265 hitter->stats.hp = new_hp;
2266 }
2299 { 2267 }
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 2268
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; 2269 return dam;
2373} 2270}
2271

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