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

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.43 by root, Mon Jan 15 14:23:44 2007 UTC vs.
Revision 1.78 by root, Mon Oct 22 03:11:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
45 * its magical benefits. 41 * its magical benefits.
46 */ 42 */
47void 43void
48cancellation (object *op) 44cancellation (object *op)
49{ 45{
50 object *tmp;
51
52 if (op->invisible) 46 if (op->invisible)
53 return; 47 return;
54 48
55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 { 50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp); 54 cancellation (tmp);
61 } 55 }
62 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
63 { 57 {
64 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
66 op->magic = 0; 60 op->magic = 0;
61
67 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
71 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
74 }
75 } 69 }
76} 70}
77 71
78/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
86 materialtype_t *mt; 80 materialtype_t *mt;
87 81
88 if (op->materialname == NULL) 82 if (op->materialname == NULL)
89 { 83 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material) 85 if (op->materials & mt->material)
92 break; 86 break;
93 } 87 }
94 else 88 else
95 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
96 90
97 if (mt == NULL) 91 if (!mt)
98 return TRUE; 92 return TRUE;
99 93
100 roll = rndm (1, 20); 94 roll = rndm (1, 20);
101 95
102 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
133 saves++; 127 saves++;
134 } 128 }
135 129
136 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
137 return TRUE; 131 return TRUE;
132
138 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
139 return FALSE; 134 return FALSE;
135
140 return TRUE; 136 return TRUE;
141} 137}
142 138
143/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 141 * calling cancellation, etc.)
146 */ 142 */
147
148void 143void
149save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
150{ 145{
151 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
152 { 147 {
166 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
167 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
168 */ 163 */
169 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
170 { 165 {
171 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
172 167
173 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
174 169
175 if (op) 170 if (op)
176 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
272 * op is going in direction 'dir' 267 * op is going in direction 'dir'
273 * type is the attacktype of the object. 268 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
276 */ 271 */
277
278int 272int
279hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
280{ 274{
281 maptile *map; 275 maptile *map;
282 sint16 x, y; 276 sint16 x, y;
288 return 0; 282 return 0;
289 } 283 }
290 284
291 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
292 { 286 {
293 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
294 return 0; 288 return 0;
295 } 289 }
296 290
297 if (!op->map) 291 if (!op->map)
298 { 292 {
315 mapspace &ms = map->at (x, y); 309 mapspace &ms = map->at (x, y);
316 310
317 if (ms.flags () & P_SAFE) 311 if (ms.flags () & P_SAFE)
318 return 0; 312 return 0;
319 313
320 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
321 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
322 */ 316 */
323 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
324 { 318 {
325 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
376 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
377 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
378 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
379 * destroyed right now. 373 * destroyed right now.
380 */ 374 */
381 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
382 { 376 {
383 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
384 378
385 if (op->destroyed ()) 379 if (op->destroyed ())
386 break; 380 break;
619 if (hitter->owner != NULL) 613 if (hitter->owner != NULL)
620 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
621 else 615 else
622 { 616 {
623 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
624 if (dam != 0) 619 if (dam != 0)
625 { 620 {
626 if (dam < 10) 621 if (dam < 10)
627 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
628 else if (dam < 20) 623 else if (dam < 20)
629 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
630 else 625 else
631 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
632 } 627 }
633 } 628 }
629
634 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
635 } /* end of player hitting player */ 631 } /* end of player hitting player */
636 632
637 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
638 { 634 {
639 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
640 if (dam != 0) 637 if (dam != 0)
641 { 638 {
642 if (dam < 10) 639 if (dam < 10)
643 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
644 else if (dam < 20) 641 else if (dam < 20)
645 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
646 else 643 else
647 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
648 } 645 }
646
649 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
650 } 648 }
651 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
652 { 650 {
653 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
655 { 653 {
656 i = 4; 654 i = 4;
657 map = hitter->map; 655 map = hitter->map;
658 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
659 return; 657 return;
658
660 next = GET_MAP_OB (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
661 if (next) 660 if (next)
662 while (next) 661 while (next)
663 { 662 {
664 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
665 i *= 3; 664 i *= 3;
665
666 tmp = next; 666 tmp = next;
667 next = tmp->above; 667 next = tmp->above;
668 } 668 }
669
669 if (i < 0) 670 if (i < 0)
670 return; 671 return;
672
671 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
672 return; 674 return;
673 } 675 }
674 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
675 return; 677 return;
678
676 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
677 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
678 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
679 } 682 }
680} 683}
681 684
682 685
686 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
687 { 690 {
688 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
689 return 1; 692 return 1;
690 } 693 }
694
691 if ((*target)->head) 695 if ((*target)->head)
692 *target = (*target)->head; 696 *target = (*target)->head;
697
693 if ((*hitter)->head) 698 if ((*hitter)->head)
694 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
695 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
696 { 702 {
697 *simple_attack = 1; 703 *simple_attack = 1;
698 return 0; 704 return 0;
699 } 705 }
706
700 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
701 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
702 { 711 {
703 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
704 return 1; 714 return 1;
705 } 715 }
716
706 *simple_attack = 0; 717 *simple_attack = 0;
707 return 0; 718 return 0;
708} 719}
709 720
710static int 721static int
746 757
747 /* 758 /*
748 * A little check to make it more difficult to dance forward and back 759 * A little check to make it more difficult to dance forward and back
749 * to avoid ever being hit by monsters. 760 * to avoid ever being hit by monsters.
750 */ 761 */
751 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
752 { 763 {
753 /* Decrease speed BEFORE calling process_object. Otherwise, an 764 /* Decrease speed BEFORE calling process_object. Otherwise, an
754 * infinite loop occurs, with process_object calling move_monster, 765 * infinite loop occurs, with process_object calling move_monster,
755 * which then gets here again. By decreasing the speed before 766 * which then gets here again. By decreasing the speed before
756 * we call process_object, the 'if' statement above will fail. 767 * we call process_object, the 'if' statement above will fail.
757 */ 768 */
758 op->speed_left--; 769 --op->speed_left;
759 process_object (op); 770 process_object (op);
760 771
761 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
762 goto error; 773 goto error;
763 } 774 }
773 /* See if we hit the creature */ 784 /* See if we hit the creature */
774 if (roll == 20 || op->stats.ac >= base_wc - roll) 785 if (roll == 20 || op->stats.ac >= base_wc - roll)
775 { 786 {
776 int hitdam = base_dam; 787 int hitdam = base_dam;
777 788
778 if (settings.casting_time == TRUE)
779 {
780 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
781 {
782 hitter->casting_time = -1;
783 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
784 }
785 if ((op->casting_time > -1) && (hitdam > 0))
786 {
787 op->casting_time = -1;
788 if (op->type == PLAYER)
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
791 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
792 }
793 }
794 }
795 if (!simple_attack) 789 if (!simple_attack)
796 { 790 {
797 /* If you hit something, the victim should *always* wake up. 791 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 792 * Before, invisible hitters could avoid doing this.
799 * -b.t. */ 793 * -b.t. */
807 801
808 /* if you were hidden and hit by a creature, you are discovered */ 802 /* if you were hidden and hit by a creature, you are discovered */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810 { 804 {
811 make_visible (op); 805 make_visible (op);
806
812 if (op->type == PLAYER) 807 if (op->type == PLAYER)
813 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
814 } 809 }
815 810
816 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
870} 865}
871 866
872int 867int
873attack_ob (object *op, object *hitter) 868attack_ob (object *op, object *hitter)
874{ 869{
875
876 if (hitter->head)
877 hitter = hitter->head; 870 hitter = hitter->head_ ();
871
878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
879} 873}
880 874
881/* op is the arrow, tmp is what is stopping the arrow. 875/* op is the arrow, tmp is what is stopping the arrow.
882 * 876 *
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around. 886 * stick around.
893 */ 887 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 889 {
896 if (tmp->head != NULL)
897 tmp = tmp->head; 890 tmp = tmp->head_ ();
898 891
899 op->remove (); 892 op->remove ();
900 op = insert_ob_in_ob (op, tmp); 893 op = insert_ob_in_ob (op, tmp);
901 894
902 if (tmp->type == PLAYER) 895 if (tmp->type == PLAYER)
1009 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1010 } 1003 }
1011 1004
1012 return op; 1005 return op;
1013} 1006}
1014
1015 1007
1016void 1008void
1017tear_down_wall (object *op) 1009tear_down_wall (object *op)
1018{ 1010{
1019 int perc = 0; 1011 int perc = 0;
1068 SET_FLAG (target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1069 if (!target->enemy) 1061 if (!target->enemy)
1070 target->enemy = owner; 1062 target->enemy = owner;
1071} 1063}
1072 1064
1073
1074/* This returns the amount of damage hitter does to op with the 1065/* This returns the amount of damage hitter does to op with the
1075 * appropriate attacktype. Only 1 attacktype should be set at a time. 1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1076 * This doesn't damage the player, but returns how much it should 1067 * This doesn't damage the player, but returns how much it should
1077 * take. However, it will do other effects (paralyzation, slow, etc.) 1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1078 * Note - changed for PR code - we now pass the attack number and not 1069 * Note - changed for PR code - we now pass the attack number and not
1079 * the attacktype. Makes it easier for the PR code. */ 1070 * the attacktype. Makes it easier for the PR code. */
1080
1081int 1071int
1082hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1072hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1083{ 1073{
1084 int doesnt_slay = 1; 1074 int doesnt_slay = 1;
1085 1075
1090 return 0; 1080 return 0;
1091 } 1081 }
1092 1082
1093 if (dam < 0) 1083 if (dam < 0)
1094 { 1084 {
1095 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1096 return 0; 1087 return 0;
1097 } 1088 }
1098 1089
1099 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1090 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1100 * people can't mess with that or it otherwise get confused. */ 1091 * people can't mess with that or it otherwise get confused. */
1101 if (attacknum == ATNR_INTERNAL) 1092 if (attacknum == ATNR_INTERNAL)
1102 return dam; 1093 return dam;
1103 1094
1104 if (hitter->slaying) 1095 if (hitter->slaying)
1105 { 1096 {
1106 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1097 if ((op->race && strstr (hitter->slaying, op->race))
1107 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1108 { 1099 {
1109 doesnt_slay = 0; 1100 doesnt_slay = 0;
1110 dam *= 3; 1101 dam *= 3;
1111 } 1102 }
1112 } 1103 }
1126 /* Special hack. By default, if immune to something, you 1117 /* Special hack. By default, if immune to something, you
1127 * shouldn't need to worry. However, acid is an exception, since 1118 * shouldn't need to worry. However, acid is an exception, since
1128 * it can still damage your items. Only include attacktypes if 1119 * it can still damage your items. Only include attacktypes if
1129 * special processing is needed */ 1120 * special processing is needed */
1130 1121
1131 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1132 return 0; 1125 return 0;
1133 1126
1134 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1135 1128
1136 switch (attacknum) 1129 switch (attacknum)
1186 else if (attacknum == ATNR_DEPLETE) 1179 else if (attacknum == ATNR_DEPLETE)
1187 op->drain_stat (); 1180 op->drain_stat ();
1188 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1189 blind_player (op, hitter, dam); 1182 blind_player (op, hitter, dam);
1190 } 1183 }
1184
1191 dam = 0; /* These are all effects and don't do real damage */ 1185 dam = 0; /* These are all effects and don't do real damage */
1192 } 1186 }
1193 break; 1187 break;
1188
1194 case ATNR_ACID: 1189 case ATNR_ACID:
1195 { 1190 {
1196 int flag = 0; 1191 int flag = 0;
1197 1192
1198 /* Items only get corroded if you're not on a battleground and 1193 /* Items only get corroded if you're not on a battleground and
1199 * if your acid resistance is below 50%. */ 1194 * if your acid resistance is below 50%. */
1200 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1195 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201 { 1196 {
1202 object *tmp;
1203
1204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 { 1198 {
1206 if (tmp->invisible) 1199 if (tmp->invisible)
1207 continue; 1200 continue;
1208 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1209 /* >= 10% acid res. on itmes will protect these */ 1202 /* >= 10% acid res. on items will protect these */
1210 continue; 1203 continue;
1211 if (!(tmp->material & M_IRON)) 1204 if (!(tmp->materials & M_IRON))
1212 continue; 1205 continue;
1213 if (tmp->magic < -4) /* Let's stop at -5 */ 1206 if (tmp->magic < -4) /* Let's stop at -5 */
1214 continue; 1207 continue;
1215 if (tmp->type == RING || 1208 if (tmp->type == RING
1216 /* removed boots and gloves from exclusion list in 1209 /* removed boots and gloves from exclusion list in PR */
1217 PR */ 1210 || tmp->type == GIRDLE
1218 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1211 || tmp->type == AMULET
1212 || tmp->type == WAND
1213 || tmp->type == ROD
1214 || tmp->type == HORN)
1219 continue; /* To avoid some strange effects */ 1215 continue; /* To avoid some strange effects */
1220 1216
1221 /* High damage acid has better chance of corroding 1217 /* High damage acid has better chance of corroding
1222 objects */ 1218 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1230 tmp->magic--; 1226 tmp->magic--;
1231 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1232 esrv_send_item (op, tmp); 1228 esrv_send_item (op, tmp);
1233 } 1229 }
1234 } 1230 }
1231
1235 if (flag) 1232 if (flag)
1236 op->update_stats (); /* Something was corroded */ 1233 op->update_stats (); /* Something was corroded */
1237 } 1234 }
1238 } 1235 }
1239 break; 1236 break;
1237
1240 case ATNR_DRAIN: 1238 case ATNR_DRAIN:
1241 { 1239 {
1242 /* rate is the proportion of exp drained. High rate means 1240 /* rate is the proportion of exp drained. High rate means
1243 * not much is drained, low rate means a lot is drained. 1241 * not much is drained, low rate means a lot is drained.
1244 */ 1242 */
1269 * exp, but the wiz would still lose exp! If drainee is a wiz, 1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1270 * nothing happens. 1268 * nothing happens.
1271 * Try to credit the owner. We try to display player -> player drain 1269 * Try to credit the owner. We try to display player -> player drain
1272 * attacks, hence all the != PLAYER checks. 1270 * attacks, hence all the != PLAYER checks.
1273 */ 1271 */
1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1275 { 1273 {
1276 object *owner = hitter->owner; 1274 object *owner = hitter->owner;
1277 1275
1278 if (owner && owner != hitter) 1276 if (owner && owner != hitter)
1279 { 1277 {
1280 if (op->type != PLAYER || owner->type != PLAYER) 1278 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2), 1279 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 } 1281 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER) 1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2), 1283 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 } 1285
1289 change_exp (op, -op->stats.exp / rate, NULL, 0); 1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 } 1287 }
1288
1291 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1289 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1292 * drain attack, you won't know that you are actually sucking out EXP, 1290 * drain attack, you won't know that you are actually sucking out EXP,
1293 * as the messages will say you missed 1291 * as the messages will say you missed
1294 */ 1292 */
1295 } 1293 }
1296 } 1294 }
1297 break; 1295 break;
1296
1298 case ATNR_TURN_UNDEAD: 1297 case ATNR_TURN_UNDEAD:
1299 { 1298 {
1300 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1299 if (QUERY_FLAG (op, FLAG_UNDEAD))
1301 { 1300 {
1302 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1301 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1303 object *god = find_god (determine_god (owner)); 1302 object *god = find_god (determine_god (owner));
1304 int div = 1; 1303 int div = 1;
1305 1304
1306 /* if undead are not an enemy of your god, you turn them 1305 /* if undead are not an enemy of your god, you turn them
1307 * at half strength */ 1306 * at half strength */
1308 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1309 div = 2; 1308 div = 2;
1309
1310 /* Give a bonus if you resist turn undead */ 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))) 1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner); 1312 scare_creature (op, owner);
1313 } 1313 }
1314 else 1314 else
1315 dam = 0; /* don't damage non undead - should we damage 1315 dam = 0; /* don't damage non undead - should we damage
1316 undead? */ 1316 undead? */
1317 } 1317 }
1318 break; 1318 break;
1319
1319 case ATNR_DEATH: 1320 case ATNR_DEATH:
1320 deathstrike_player (op, hitter, &dam); 1321 deathstrike_player (op, hitter, &dam);
1321 break; 1322 break;
1323
1322 case ATNR_CHAOS: 1324 case ATNR_CHAOS:
1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1324 dam = 0; 1326 dam = 0;
1325 break; 1327 break;
1328
1326 case ATNR_COUNTERSPELL: 1329 case ATNR_COUNTERSPELL:
1327 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1328 dam = 0; 1331 dam = 0;
1329 /* This should never happen. Counterspell is handled 1332 /* This should never happen. Counterspell is handled
1330 * seperately and filtered out. If this does happen, 1333 * seperately and filtered out. If this does happen,
1331 * Counterspell has no effect on anything but spells, so it 1334 * Counterspell has no effect on anything but spells, so it
1332 * does no damage. */ 1335 * does no damage. */
1333 break; 1336 break;
1337
1334 case ATNR_HOLYWORD: 1338 case ATNR_HOLYWORD:
1335 { 1339 {
1336 /* This has already been handled by hit_player, 1340 /* This has already been handled by hit_player,
1337 * no need to check twice -- DAMN */ 1341 * no need to check twice -- DAMN */
1338 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1342 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 /* As with turn undead above, give a bonus on the saving throw */ 1344 /* As with turn undead above, give a bonus on the saving throw */
1341 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1345 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342 scare_creature (op, owner); 1346 scare_creature (op, owner);
1343 } 1347 }
1344 break; 1348 break;
1349
1345 case ATNR_LIFE_STEALING: 1350 case ATNR_LIFE_STEALING:
1346 { 1351 {
1347 int new_hp; 1352 int new_hp;
1348 1353
1349 /* this is replacement to drain for players, instead of taking 1354 /* this is replacement to drain for players, instead of taking
1356 * 1000). 1361 * 1000).
1357 */ 1362 */
1358 /* You can't steal life from something undead */ 1363 /* You can't steal life from something undead */
1359 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1364 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1360 return 0; 1365 return 0;
1366
1361 /* If drain protection is higher than life stealing, use that */ 1367 /* If drain protection is higher than life stealing, use that */
1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1368 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1369 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1364 else 1370 else
1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1371 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372
1366 /* You die at -1 hp, not zero. */ 1373 /* You die at -1 hp, not zero. */
1367 if (dam > (op->stats.hp + 1)) 1374 if (dam > (op->stats.hp + 1))
1368 dam = op->stats.hp + 1; 1375 dam = op->stats.hp + 1;
1376
1369 new_hp = hitter->stats.hp + dam; 1377 new_hp = hitter->stats.hp + dam;
1370 if (new_hp > hitter->stats.maxhp) 1378 if (new_hp > hitter->stats.maxhp)
1371 new_hp = hitter->stats.maxhp; 1379 new_hp = hitter->stats.maxhp;
1380
1372 if (new_hp > hitter->stats.hp) 1381 if (new_hp > hitter->stats.hp)
1373 hitter->stats.hp = new_hp; 1382 hitter->stats.hp = new_hp;
1374 } 1383 }
1375 } 1384 }
1376 1385
1398 char buf[MAX_BUF]; 1407 char buf[MAX_BUF];
1399 const char *skill; 1408 const char *skill;
1400 int maxdam = 0; 1409 int maxdam = 0;
1401 int battleg = 0; /* true if op standing on battleground */ 1410 int battleg = 0; /* true if op standing on battleground */
1402 int pk = 0; /* true if op and what controls hitter are both players */ 1411 int pk = 0; /* true if op and what controls hitter are both players */
1403 object *owner = NULL; 1412 object *owner = 0;
1404 object *skop = NULL; 1413 object *skop = 0;
1405 1414
1406 if (op->stats.hp >= 0) 1415 if (op->stats.hp >= 0)
1407 return -1; 1416 return -1;
1408 1417
1409 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1418 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1419 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1420 1429
1421 if (op->type == DOOR) 1430 if (op->type == DOOR)
1422 { 1431 {
1423 op->set_speed (0.1); 1432 op->set_speed (0.1f);
1424 op->speed_left = -0.05; 1433 op->speed_left = -0.05f;
1425 return maxdam; 1434 return maxdam;
1426 } 1435 }
1427 1436
1428 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1429 { 1438 {
1430 remove_friendly_object (op);
1431
1432 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1433 op->owner->contr->ranges[range_golem] = 0;
1434
1435 op->destroy (); 1439 op->destroy ();
1436 return maxdam; 1440 return maxdam;
1437 } 1441 }
1438 1442
1439 /* Now lets start dealing with experience we get for killing something */ 1443 /* Now lets start dealing with experience we get for killing something */
1483 else 1487 else
1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1488 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1485 1489
1486 /* Only play sounds for melee kills */ 1490 /* Only play sounds for melee kills */
1487 if (hitter->type == PLAYER) 1491 if (hitter->type == PLAYER)
1488 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1492 owner->play_sound (sound_find ("player_kills"));
1489 } 1493 }
1490 1494
1491 /* If a player kills another player, not on 1495 /* If a player kills another player, not on
1492 * battleground, the "killer" looses 1 luck. Since this is 1496 * battleground, the "killer" looses 1 luck. Since this is
1493 * not reversible, it's actually quite a pain IMHO. -AV 1497 * not reversible, it's actually quite a pain IMHO. -AV
1498 */ 1502 */
1499 if (op->type == PLAYER && owner != op && !battleg) 1503 if (op->type == PLAYER && owner != op && !battleg)
1500 owner->change_luck (-settings.pk_luck_penalty); 1504 owner->change_luck (-settings.pk_luck_penalty);
1501 1505
1502 /* This code below deals with finding the appropriate skill 1506 /* This code below deals with finding the appropriate skill
1503 * to credit exp to. This is a bit problematic - we should 1507 * to credit exp to. This is a bit problematic - we should
1504 * probably never really have to look at current_weapon->skill 1508 * probably never really have to look at current_weapon->skill
1505 */ 1509 */
1506 skill = 0; 1510 skill = 0;
1507 1511
1508 if (hitter->skill && hitter->type != PLAYER) 1512 if (hitter->skill && hitter->type != PLAYER)
1509 skill = hitter->skill; 1513 skill = hitter->skill;
1510 else if (owner->chosen_skill) 1514 else if (owner->chosen_skill)
1511 { 1515 {
1512 skill = owner->chosen_skill->skill;
1513 skop = owner->chosen_skill; 1516 skop = owner->chosen_skill;
1517 skill = skop->skill;
1514 } 1518 }
1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516 skill = owner->current_weapon->skill; 1520 skill = owner->current_weapon->skill;
1517 else 1521 else
1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519 1523
1520 /* We have the skill we want to credit to - now find the object this goes 1524 /* We have the skill we want to credit to - now find the object this goes
1521 * to. Make sure skop is an actual skill, and not a skill tool! 1525 * to. Make sure skop is an actual skill, and not a skill tool!
1522 */ 1526 */
1523 if ((!skop || skop->type != SKILL) && skill) 1527 if ((!skop || skop->type != SKILL) && skill)
1524 { 1528 {
1525 int i; 1529 int i;
1526 1530
1552 skill = skop->skill; 1556 skill = skop->skill;
1553 1557
1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555 1559
1556 /* If you didn't kill yourself, and your not the wizard */ 1560 /* If you didn't kill yourself, and your not the wizard */
1557 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1558 { 1562 {
1559 int exp; 1563 int exp;
1560 1564
1561 /* Really don't give much experience for killing other players */ 1565 /* Really don't give much experience for killing other players */
1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1589 if (owner->type != PLAYER || owner->contr->party == NULL) 1593 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 change_exp (owner, exp, skill, 0); 1594 change_exp (owner, exp, skill, 0);
1591 else 1595 else
1592 { 1596 {
1593 int shares = 0, count = 0; 1597 int shares = 0, count = 0;
1594 player *pl;
1595 partylist *party = owner->contr->party; 1598 partylist *party = owner->contr->party;
1596 1599
1597 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1600 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1598 1601
1599 for_all_players (pl) 1602 for_all_players (pl)
1630 { 1633 {
1631 object *owner1 = op->owner; 1634 object *owner1 = op->owner;
1632 1635
1633 if (owner1 && owner1->type == PLAYER) 1636 if (owner1 && owner1->type == PLAYER)
1634 { 1637 {
1635 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1636 /* Maybe we should include the owner that killed this, maybe not */ 1639 /* Maybe we should include the owner that killed this, maybe not */
1637 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1638 } 1641 }
1639 1642
1640 remove_friendly_object (op); 1643 remove_friendly_object (op);
1658} 1661}
1659 1662
1660/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1663/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1661 * Returns 0 this is not friendly fire 1664 * Returns 0 this is not friendly fire
1662 */ 1665 */
1663
1664int 1666int
1665friendly_fire (object *op, object *hitter) 1667friendly_fire (object *op, object *hitter)
1666{ 1668{
1667 object *owner; 1669 object *owner;
1668 int friendlyfire; 1670 int friendlyfire;
1687 } 1689 }
1688 1690
1689 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1691 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1690 friendlyfire = 0; 1692 friendlyfire = 0;
1691 } 1693 }
1694
1692 return friendlyfire; 1695 return friendlyfire;
1693} 1696}
1694
1695 1697
1696/* This isn't used just for players, but in fact most objects. 1698/* This isn't used just for players, but in fact most objects.
1697 * op is the object to be hit, dam is the amount of damage, hitter 1699 * op is the object to be hit, dam is the amount of damage, hitter
1698 * is what is hitting the object, type is the attacktype, and 1700 * is what is hitting the object, type is the attacktype, and
1699 * full_hit is set if monster area does not matter. 1701 * full_hit is set if monster area does not matter.
1717 1719
1718 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1719 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1720 return 0; 1722 return 0;
1721 1723
1722#ifdef PROHIBIT_PLAYERKILL 1724 // only allow pk for hostile players
1723 if (op->type == PLAYER) 1725 if (op->type == PLAYER)
1724 { 1726 {
1725 object *owner = hitter->owner; 1727 object *owner = hitter->owner;
1726 1728
1727 if (!owner) 1729 if (!owner)
1728 owner = hitter; 1730 owner = hitter;
1729 1731
1730 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1732 if (owner->type == PLAYER
1733 && (!op_on_battleground (op, 0, 0)
1734 && (op->contr->peaceful || owner->contr->peaceful))
1735 && op != owner)
1731 return 0; 1736 return 0;
1732 } 1737 }
1733#endif
1734 1738
1735 if (body_attack) 1739 if (body_attack)
1736 { 1740 {
1737 /* slow and paralyze must hit the head. But we don't want to just 1741 /* slow and paralyze must hit the head. But we don't want to just
1738 * return - we still need to process other attacks the spell still 1742 * return - we still need to process other attacks the spell still
1752 } 1756 }
1753 } 1757 }
1754 1758
1755 if (!simple_attack && op->type == DOOR) 1759 if (!simple_attack && op->type == DOOR)
1756 { 1760 {
1757 object *tmp;
1758
1759 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1761 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1760 if (tmp->type == RUNE || tmp->type == TRAP) 1762 if (tmp->type == RUNE || tmp->type == TRAP)
1761 { 1763 {
1762 spring_trap (tmp, hitter); 1764 spring_trap (tmp, hitter);
1763 1765
1764 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1766 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1771 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1772 { 1774 {
1773 /* FIXME: If a player is killed by a rune in a door, the 1775 /* FIXME: If a player is killed by a rune in a door, the
1774 * destroyed() check above doesn't return, and might get here. 1776 * destroyed() check above doesn't return, and might get here.
1775 */ 1777 */
1778
1779 /* FIXME: This for example happens when a dead door is on a mover and
1780 gets it's speed_left raised on each mover-tick.
1781 Doors are removed in a kinda funny way by giving them speed and speed_left
1782 and waiting for that to run out.
1783 */
1776 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1784 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1777 return 0; 1785 return 0;
1778 } 1786 }
1779 1787
1780#ifdef ATTACK_DEBUG 1788#ifdef ATTACK_DEBUG
1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1789 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1787 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1795 * in case 0>dam>1, we try to "simulate" a float value-effect */
1788 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1796 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 if (dam >= 100) 1797 if (dam >= 100)
1790 dam /= 100; 1798 dam /= 100;
1791 else 1799 else
1792 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1800 dam = (dam > rndm (0, 99)) ? 1 : 0;
1793 } 1801 }
1794 1802
1795 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1803 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1796 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1804 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1797 */ 1805 */
1813 if ((!hitter->slaying || 1821 if ((!hitter->slaying ||
1814 (!(op->race && strstr (hitter->slaying, op->race)) && 1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1815 !(op->name && strstr (hitter->slaying, op->name)))) && 1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1816 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1817 (hitter->title != NULL 1825 (hitter->title != NULL
1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1819 return 0; 1827 return 0;
1820 } 1828 }
1821 1829
1822 maxattacktype = type; /* initialise this to something */ 1830 maxattacktype = type; /* initialise this to something */
1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1855 */ 1863 */
1856 friendlyfire = friendly_fire (op, hitter); 1864 friendlyfire = friendly_fire (op, hitter);
1857 if (friendlyfire && maxdam) 1865 if (friendlyfire && maxdam)
1858 { 1866 {
1859 maxdam = ((dam * settings.set_friendly_fire) / 100); 1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1860#ifndef COZY_SERVER
1861 maxdam++;
1862#endif
1863 1868
1864#ifdef ATTACK_DEBUG 1869#ifdef ATTACK_DEBUG
1865 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1870 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1866 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1867#endif 1872#endif
1868 } 1873 }
1869 1874
1870 if (!full_hit) 1875 if (!full_hit)
1871 { 1876 {
1872 archetype *at;
1873 int area; 1877 int area;
1874 int remainder; 1878 int remainder;
1875 1879
1876 area = 0; 1880 area = 0;
1877 for (at = op->arch; at != NULL; at = at->more) 1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1878 area++; 1883 area++;
1884
1879 assert (area > 0); 1885 assert (area > 0);
1880 1886
1881 /* basically: maxdam /= area; we try to "simulate" a float 1887 /* basically: maxdam /= area; we try to "simulate" a float
1882 value-effect */ 1888 value-effect */
1883 remainder = 100 * (maxdam % area) / area; 1889 remainder = 100 * (maxdam % area) / area;
1884 maxdam /= area; 1890 maxdam /= area;
1885 if (RANDOM () % 100 < remainder) 1891 if (rndm (100) < remainder)
1886 maxdam++; 1892 maxdam++;
1887 } 1893 }
1888 1894
1889#ifdef ATTACK_DEBUG 1895#ifdef ATTACK_DEBUG
1890 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1891#endif 1897#endif
1892 1898
1899 // for now, only do this for active objects, otherwise they
1900 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy.
1902 if (op->active)
1893 if (hitter->owner) 1903 if (hitter->owner)
1894 op->enemy = hitter->owner; 1904 op->enemy = hitter->owner;
1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1896 op->enemy = hitter; 1906 op->enemy = hitter;
1897 1907
1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899 { 1909 {
1900 /* The unaggressives look after themselves 8) */ 1910 /* The unaggressives look after themselves 8) */
1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939 * that before if the player was immune to ghosthit, the monster 1949 * that before if the player was immune to ghosthit, the monster
1940 * remained - that is no longer the case. 1950 * remained - that is no longer the case.
1941 */ 1951 */
1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1943 {
1944 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1945 remove_friendly_object (hitter);
1946
1947 hitter->destroy (); 1953 hitter->destroy ();
1948 } 1954
1949 /* Lets handle creatures that are splitting now */ 1955 /* Lets handle creatures that are splitting now */
1950 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1951 { 1957 {
1952 int i; 1958 int i;
1953 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1960 return maxdam; 1966 return maxdam;
1961 } 1967 }
1962 1968
1963 op->remove (); 1969 op->remove ();
1964 1970
1965 for (i = 0; i < NROFNEWOBJS (op); i++) 1971 for (i = 0; i < op->stats.food; i++)
1966 { /* This doesn't handle op->more yet */ 1972 { /* This doesn't handle op->more yet */
1967 object *tmp = arch_to_object (op->other_arch); 1973 object *tmp = arch_to_object (op->other_arch);
1968 int j; 1974 int j;
1969 1975
1970 tmp->stats.hp = op->stats.hp; 1976 tmp->stats.hp = op->stats.hp;
1997 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1998 hitter->destroy (); 2004 hitter->destroy ();
1999 2005
2000 return maxdam; 2006 return maxdam;
2001} 2007}
2002
2003 2008
2004void 2009void
2005poison_player (object *op, object *hitter, int dam) 2010poison_player (object *op, object *hitter, int dam)
2006{ 2011{
2007 archetype *at = archetype::find ("poisoning"); 2012 archetype *at = archetype::find ("poisoning");
2043 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2044 tmp->stats.Int = MAX (-dam / 7, -10); 2049 tmp->stats.Int = MAX (-dam / 7, -10);
2045 SET_FLAG (tmp, FLAG_APPLIED); 2050 SET_FLAG (tmp, FLAG_APPLIED);
2046 op->update_stats (); 2051 op->update_stats ();
2047 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound);
2048 } 2054 }
2055
2049 if (hitter->type == PLAYER) 2056 if (hitter->type == PLAYER)
2050 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2051 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2052 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2053 } 2060 }
2061
2054 tmp->speed_left = 0; 2062 tmp->speed_left = 0;
2055 } 2063 }
2056 else 2064 else
2057 tmp->stats.food++; 2065 tmp->stats.food++;
2058} 2066}
2062{ 2070{
2063 archetype *at = archetype::find ("slowness"); 2071 archetype *at = archetype::find ("slowness");
2064 object *tmp; 2072 object *tmp;
2065 2073
2066 if (at == NULL) 2074 if (at == NULL)
2067 {
2068 LOG (llevError, "Can't find slowness archetype.\n"); 2075 LOG (llevError, "Can't find slowness archetype.\n");
2069 } 2076
2070 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2071 { 2078 {
2072 tmp = arch_to_object (at); 2079 tmp = arch_to_object (at);
2073 tmp = insert_ob_in_ob (tmp, op); 2080 tmp = insert_ob_in_ob (tmp, op);
2074 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2075 } 2082 }
2076 else 2083 else
2077 tmp->stats.food++; 2084 tmp->stats.food++;
2085
2078 SET_FLAG (tmp, FLAG_APPLIED); 2086 SET_FLAG (tmp, FLAG_APPLIED);
2079 tmp->speed_left = 0; 2087 tmp->speed_left = 0;
2080 op->update_stats (); 2088 op->update_stats ();
2081} 2089}
2082 2090
2099 tmp->speed = 0.05; 2107 tmp->speed = 0.05;
2100 tmp->subtype = FORCE_CONFUSION; 2108 tmp->subtype = FORCE_CONFUSION;
2101 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2102 tmp->name = "confusion"; 2110 tmp->name = "confusion";
2103 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
2104 if (tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
2105 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
2106 2115
2107 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2108 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118
2109 SET_FLAG (op, FLAG_CONFUSED); 2119 SET_FLAG (op, FLAG_CONFUSED);
2110} 2120}
2111 2121
2112void 2122void
2113blind_player (object *op, object *hitter, int dam) 2123blind_player (object *op, object *hitter, int dam)
2179 op->speed_left = (float) -(FABS (op->speed) * max); 2189 op->speed_left = (float) -(FABS (op->speed) * max);
2180 2190
2181/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2182} 2192}
2183 2193
2184
2185/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2186 * the computed damaged. 2195 * the computed damaged.
2187 */ 2196 */
2188void 2197void
2189deathstrike_player (object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2197 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2198 2207
2199 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2200 2209
2201 if (hitter->slaying) 2210 if (hitter->slaying)
2202 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2203 return; 2212 return;
2204 2213
2205 def_lev = op->level; 2214 def_lev = op->level;
2206 if (def_lev < 1) 2215 if (def_lev < 1)
2207 { 2216 {
2208 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2209 def_lev = 1; 2218 def_lev = 1;
2210 } 2219 }
2220
2211 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2212 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2213 atk_lev, def_lev); */ 2223 atk_lev, def_lev); */
2214 2224
2215 if (atk_lev >= def_lev) 2225 if (atk_lev >= def_lev)
2230 */ 2240 */
2231 *dam *= kill_lev / def_lev; 2241 *dam *= kill_lev / def_lev;
2232 } 2242 }
2233 } 2243 }
2234 else 2244 else
2235 {
2236 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2237 }
2238} 2246}
2239 2247
2240/* thrown_item_effect() - handles any special effects of thrown 2248/* thrown_item_effect() - handles any special effects of thrown
2241 * items (like attacking living creatures--a potion thrown at a 2249 * items (like attacking living creatures--a potion thrown at a
2242 * monster). 2250 * monster).
2271 } 2279 }
2272 } 2280 }
2273} 2281}
2274 2282
2275/* adj_attackroll() - adjustments to attacks by various conditions */ 2283/* adj_attackroll() - adjustments to attacks by various conditions */
2276
2277int 2284int
2278adj_attackroll (object *hitter, object *target) 2285adj_attackroll (object *hitter, object *target)
2279{ 2286{
2280 object *attacker = hitter; 2287 object *attacker = hitter;
2281 int adjust = 0; 2288 int adjust = 0;
2346#endif 2353#endif
2347 2354
2348 return adjust; 2355 return adjust;
2349} 2356}
2350 2357
2351
2352/* determine if the object is an 'aimed' missile */ 2358/* determine if the object is an 'aimed' missile */
2353int 2359int
2354is_aimed_missile (object *op) 2360is_aimed_missile (object *op)
2355{ 2361{
2356 2362
2357 /* I broke what used to be one big if into a few nested 2363 /* I broke what used to be one big if into a few nested
2358 * ones so that figuring out the logic is at least possible. 2364 * ones so that figuring out the logic is at least possible.
2359 */ 2365 */
2360 if (op && (op->move_type & MOVE_FLYING)) 2366 if (op && (op->move_type & MOVE_FLYING))
2361 {
2362 if (op->type == ARROW || op->type == THROWN_OBJ) 2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2363 return 1; 2368 return 1;
2364 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2365 return 1; 2370 return 1;
2366 } 2371
2367 return 0; 2372 return 0;
2368} 2373}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines