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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.122 by root, Mon Nov 23 12:19:57 2009 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 25#include <assert.h>
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <material.h> 28#include <material.h>
31#include <skills.h> 29#include <skills.h>
32 30#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36 32
37#include <sounds.h>
38
39typedef struct att_msg_str { 33typedef struct att_msg_str
34{
40 char *msg1; 35 char *msg1;
41 char *msg2; 36 char *msg2;
42} att_msg; 37} att_msg;
43 38
44/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
45
46/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49void cancellation(object *op)
50{
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp);
61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
74}
75
76
77 40
78/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 43 * any further action (like destroying the item).
81 */ 44 */
82 45static int
83int did_make_save_item(object *op, int type, object *originator) { 46did_make_save_item (object *op, uint32_t type, object *originator)
84 int i, roll, saves=0, attacks=0, number; 47{
85 materialtype_t *mt; 48 int saves = 0, attacks = 0;
49 materialtype_t *mt = op->material;
86 50
87 if (op->materialname == NULL) { 51 // destroying objects without material has many bad effects
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
95 return TRUE; 53 return 1;
54
96 roll = rndm(1, 20); 55 int roll = rndm (1, 20);
97 56
98 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
105 */ 64 */
106 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
110 AT_MAGIC);
111 69
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118 70
119 for (number=0; number < NROFATTACKS; number++) { 71 if (type == 0) return TRUE;
120 i = 1<<number; 72
121 if (!(i&type)) 73 if (roll == 20) return TRUE;
122 continue; 74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
77 {
123 attacks++; 78 attacks++;
79
124 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
125 saves++; 81 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
127 saves++; 83 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
129 saves++; 85 saves++;
130 } 86 }
131 87
132 if (saves==attacks || attacks==0) 88 if (saves == attacks || attacks == 0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 89 return TRUE;
90
91 if (saves == 0 || (rndm (1, attacks) > saves))
92 return FALSE;
93
94 return TRUE;
95}
96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
137} 127}
138 128
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143 133void
144void save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
146 if ( ! did_make_save_item (op, type,originator)) 136 if (!did_make_save_item (op, type, originator))
147 { 137 {
148 object *env=op->env; 138 object *env = op->env;
149 int x=op->x,y=op->y; 139 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 140 maptile *m = op->map;
151 141
152 op = stop_item (op); 142 op = stop_item (op);
153 if (op == NULL) 143 if (!op)
154 return; 144 return;
155 145
156 /* Hacked the following so that type LIGHTER will work. 146 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 147 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 148 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 149 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 150 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 151 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 152 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 153 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 154 if (type & (AT_FIRE | AT_ELECTRICITY))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 155 {
156 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
157 if (op->type == LAMP || op->type == TORCH)
158 {
159 apply_lamp (op, true); // turn on a lamp
160 return;
161 }
162 else if (op->flag [FLAG_IS_LIGHTABLE])
163 {
164 if (op->other_arch)
165 {
166 const char *arch=op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1);
169 if (op) 168 if (op->decrease ())
170 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
170
171 if((op = get_archetype(arch))!=NULL) { 171 if ((op = archetype::get (arch)))
172 if(env) { 172 {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr) 173 if (env)
176 esrv_send_item(env, op); 174 env->insert (op);
177 } else { 175 else
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 176 m->insert (op, x, y, originator);
180 } 177 }
181 } 178 }
179
182 return; 180 return;
183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 } 181 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 182 }
202 remove_ob(op); 183
203 free_object(op); 184 if (type & AT_CANCELLATION)
185 { /* Cancellation. */
186 cancellation (op);
187 fix_stopped_item (op, m, originator);
188
189 return;
190 }
191
192 if (type & (AT_FIRE | AT_ELECTRICITY))
193 if (env)
194 {
195 object *op = archetype::get (shstr_burnout);
196 op->x = env->x, op->y = env->y;
197 env->insert (op);
204 } 198 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 199 else
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator); 200 replace_insert_ob_in_map (shstr_burnout, originator);
212 } 201
202 if (op->nrof > 1)
213 } 203 {
204 if (op->decrease (rndm (0, op->nrof - 1)))
205 fix_stopped_item (op, m, originator);
206 }
207 else
208 {
209 // drop everything to the ground, if possible
210 op->insert_at (originator);
211 op->drop_and_destroy ();
212 }
213
214 return;
215 }
216
217 /* The value of 50 is arbitrary. */
218 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
219 {
220 archetype *at = archetype::find (shstr_icecube);
221
222 if (at == NULL)
214 return; 223 return;
215 } 224
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return;
223 op = stop_item (op); 225 op = stop_item (op);
224 if (op == NULL) 226 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return; 227 return;
228
229 object *tmp = present_arch (at, op->map, op->x, op->y);
230 if (!tmp)
231 {
232 tmp = arch_to_object (at);
233 tmp->x = op->x, tmp->y = op->y;
234 /* This was in the old (pre new movement code) -
235 * icecubes have slow_move set to 1 - don't want
236 * that for ones we create.
237 */
238 tmp->move_slow_penalty = 0;
239 tmp->move_slow = 0;
240 insert_ob_in_map (tmp, op->map, originator, 0);
241 }
242
243 tmp->insert (op);
244 return;
241 } 245 }
242} 246}
243 247
244/* Object op is hitting the map. 248/* Object op is hitting the map.
245 * op is going in direction 'dir' 249 * op is going in direction 'dir'
246 * type is the attacktype of the object. 250 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 251 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 252 * returns 1 if it hits something, 0 otherwise.
249 */ 253 */
250 254int
251int hit_map(object *op, int dir, int type, int full_hit) { 255hit_map (object *op, int dir, uint32_t type, int full_hit)
252 object *tmp, *next; 256{
253 mapstruct *map; 257 maptile *map;
254 sint16 x, y; 258 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 259 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 260
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 261 if (QUERY_FLAG (op, FLAG_FREED))
262 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 263 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 264 return 0;
262 } 265 }
263 266
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 267 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
268 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 269 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
266 &op->arch->name, &op->name);
267 return 0; 270 return 0;
268 } 271 }
269 272
270 if ( ! op->map) { 273 if (!op->map)
274 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name); 275 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 276 return 0;
273 } 277 }
274 278
275 if (op->head) op=op->head; 279 if (op->head)
276
277 op_tag = op->count;
278
279 map = op->map; 280 op = op->head;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 281
283 int mflags = get_map_flags(map, &map, x, y, &x, &y); 282 mapxy pos (op);
283 pos.move (dir);
284
285 if (!pos.normalise ())
286 return 0;
287
284 // elmex: a safe map tile can't be hit! 288 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there. 289 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 290 mapspace &ms = pos.ms ();
291
292 if (ms.flags () & P_SAFE)
287 return 0; 293 return 0;
288 294
289 /* peterm: a few special cases for special attacktypes --counterspell 295 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive 296 * must be out here because it strikes things which are not alive
291 */ 297 */
292 298 if (type & (AT_COUNTERSPELL | AT_CHAOS))
299 {
293 if (type & AT_COUNTERSPELL) { 300 if (type & AT_COUNTERSPELL)
301 {
294 counterspell(op,dir); /* see spell_effect.c */ 302 counterspell (op, dir); /* see spell_effect.c */
295 303
296 /* If the only attacktype is counterspell or magic, don't need 304 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing. 305 * to do any further processing.
298 */ 306 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 307 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
300 return 0; 308 return 0;
301 } 309
302 type &= ~AT_COUNTERSPELL; 310 type &= ~AT_COUNTERSPELL;
303 } 311 }
304 312
305 if(type & AT_CHAOS){ 313 if (type & AT_CHAOS)
314 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 315 shuffle_attack (op, 1); /* flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 316 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 317 type &= ~AT_CHAOS;
318 }
309 } 319 }
310 320
311 next = get_map_ob (map, x, y);
312 if (next)
313 next_tag = next->count;
314
315 while (next) {
316 if (was_destroyed (next, next_tag)) {
317 /* There may still be objects that were above 'next', but there is no 321 /* There may still be objects that were above 'next', but there is no
318 * simple way to find out short of copying all object references and 322 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first 323 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort. 324 * object. That's why we just abort on destroy.
321 * 325 *
322 * This happens whenever attack spells (like fire) hit a pile 326 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage 327 * of objects. This is not a bug - nor an error.
324 * below was spamming the logs for absolutely no reason. 328 */
329 for (object *next = ms.bot; next && !next->destroyed (); )
330 {
331 object *tmp = next;
332 next = tmp->above;
333
334 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
335 * For example, 'tmp' was put in an icecube.
336 * This is one of the few cases where on_same_map should not be used.
325 */ 337 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 338 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
339 continue;
340
341 if (QUERY_FLAG (tmp, FLAG_ALIVE))
342 {
343 hit_player (tmp, op->stats.dam, op, type, full_hit);
344 retflag |= 1;
345
346 if (op->destroyed ())
327 break; 347 break;
328 } 348 }
329 tmp = next; 349 /* Here we are potentially destroying an object. If the object has
330 next = tmp->above; 350 * NO_PASS set, it is also immune - you can't destroy walls. Note
331 if (next) 351 * that weak walls have is_alive set, which prevent objects from
332 next_tag = next->count; 352 * passing over/through them. We don't care what type of movement
353 * the wall blocks - if it blocks any type of movement, can't be
354 * destroyed right now.
355 * Without the material check the server completely fails to work,
356 * objects detsroy themselves, floors get destroyed etc. etc.
357 */
358 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
359 {
360 save_throw_object (tmp, type, op);
333 361
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 362 if (op->destroyed ())
335 LOG (llevError, "BUG: hit_map(): found freed object\n");
336 break; 363 break;
337 } 364 }
338
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used.
342 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y)
344 continue;
345
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
347 hit_player(tmp,op->stats.dam,op,type,full_hit);
348 retflag |=1;
349 if (was_destroyed (op, op_tag))
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
360 !tmp->move_block) {
361 save_throw_object(tmp,type,op);
362 if (was_destroyed (op, op_tag))
363 break;
364 }
365 } 365 }
366
366 return 0; 367 return 0;
367} 368}
368 369
370static void
369void attack_message(int dam, int type, object *op, object *hitter) { 371attack_message (int dam, int type, object *op, object *hitter)
372{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 373 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 374 int i, found = 0;
372 mapstruct *map; 375 maptile *map;
373 object *next, *tmp; 376 object *next, *tmp;
374 377
375 /* put in a few special messages for some of the common attacktypes 378 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 379 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 380 * [garbled 20010919]
378 */ 381 */
379
380 if (dam == 9998 && op->type == DOOR) { 382 if (dam == 9998 && op->type == DOOR)
383 {
381 sprintf(buf1, "unlock %s", &op->name); 384 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 385 sprintf (buf2, " unlocks");
383 found++; 386 found++;
387 }
388 else if (dam < 0)
384 } 389 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 390 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 391 sprintf (buf2, " hits");
388 found++; 392 found++;
393 }
389 } else if(dam==0) { 394 else if (dam == 0)
395 {
390 sprintf(buf1, "missed %s", &op->name); 396 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 397 sprintf (buf2, " misses");
392 found++; 398 found++;
399 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 400 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 401 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 402 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 403 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 404 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
398 if (dam < attack_mess[ATM_SUFFER][i].level 405 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 406 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
401 &op->name, attack_mess[ATM_SUFFER][i].buf2);
402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 407 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
408 found++;
409 break;
410 }
411 }
412 else if (op->type == DOOR && !found)
413 {
414 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
415 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
416 {
417 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
418 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
419 found++;
420 break;
421 }
422 }
423 else if (hitter->type == PLAYER && op->is_alive ())
424 {
425 if (USING_SKILL (hitter, SK_KARATE))
426 {
427 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
428 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
429 {
430 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 432 found++;
404 break; 433 break;
405 } 434 }
406 } else if (op->type == DOOR && !found) { 435 }
436 else if (USING_SKILL (hitter, SK_CLAWING))
437 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 438 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
439 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 440 {
409 if (dam < attack_mess[ATM_DOOR][i].level 441 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
410 || attack_mess[ATM_DOOR][i+1].level == -1) {
411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
412 &op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 443 found++;
415 break; 444 break;
416 }
417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
418 if (USING_SKILL(hitter, SK_KARATE)) {
419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
420 i++)
421 if (dam < attack_mess[ATM_KARATE][i].level
422 || attack_mess[ATM_KARATE][i+1].level == -1) {
423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
424 &op->name, attack_mess[ATM_KARATE][i].buf2);
425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
426 found++;
427 break;
428 } 445 }
429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
431 i++)
432 if (dam < attack_mess[ATM_CLAW][i].level
433 || attack_mess[ATM_CLAW][i+1].level == -1) {
434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
435 &op->name, attack_mess[ATM_CLAW][i].buf2);
436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
437 found++;
438 break;
439 } 446 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 447 else if (USING_SKILL (hitter, SK_PUNCHING))
448 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 449 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
450 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 451 {
443 if (dam < attack_mess[ATM_PUNCH][i].level
444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 452 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
446 &op->name, attack_mess[ATM_PUNCH][i].buf2);
447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
448 found++;
449 break;
450 }
451 }
452 }
453 if (found) {
454 /* done */
455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
456 sprintf(buf1, "hit"); /* just in case */
457 for (i=0; i < MAXATTACKMESS; i++)
458 if (dam < attack_mess[ATM_ARROW][i].level
459 || attack_mess[ATM_ARROW][i+1].level == -1) {
460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
461 found++; 454 found++;
462 break; 455 break;
456 }
457 }
458 }
459
460 if (found)
461 {
462 /* done */
463 }
464 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
465 {
466 sprintf (buf1, "hit"); /* just in case */
467 for (i = 0; i < MAXATTACKMESS; i++)
468 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
469 {
470 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
471 found++;
472 break;
473 }
474 }
475 else if (type & AT_DRAIN && op->is_alive ())
476 {
477 /* drain is first, because some items have multiple attypes */
478 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
479 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
480 {
481 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
482 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
483 found++;
484 break;
485 }
486 }
487 else if (type & AT_ELECTRICITY && op->is_alive ())
488 {
489 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
490 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
491 {
492 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
493 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
494 found++;
495 break;
496 }
497 }
498 else if (type & AT_COLD && op->is_alive ())
499 {
500 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
501 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
502 {
503 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
504 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
505 found++;
506 break;
507 }
508 }
509 else if (type & AT_FIRE)
510 {
511 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
512 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
513 {
514 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
515 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
516 found++;
517 break;
518 }
519 }
520 else if (hitter->current_weapon)
521 {
522 int mtype;
523
524 switch (hitter->current_weapon->weapontype)
525 {
526 case WEAP_HIT:
527 mtype = ATM_BASIC;
528 break;
529 case WEAP_SLASH:
530 mtype = ATM_SLASH;
531 break;
532 case WEAP_PIERCE:
533 mtype = ATM_PIERCE;
534 break;
535 case WEAP_CLEAVE:
536 mtype = ATM_CLEAVE;
537 break;
538 case WEAP_SLICE:
539 mtype = ATM_SLICE;
540 break;
541 case WEAP_STAB:
542 mtype = ATM_STAB;
543 break;
544 case WEAP_WHIP:
545 mtype = ATM_WHIP;
546 break;
547 case WEAP_CRUSH:
548 mtype = ATM_CRUSH;
549 break;
550 case WEAP_BLUD:
551 mtype = ATM_BLUD;
552 break;
553 default:
554 mtype = ATM_BASIC;
555 break;
556 }
557
558 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
559 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
560 {
561 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
562 strcpy (buf2, attack_mess[mtype][i].buf3);
563 found++;
564 break;
565 }
566 }
567 else
568 {
569 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
570 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
571 {
572 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
573 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
574 found++;
575 break;
576 }
577 }
578
579 if (!found)
580 {
581 strcpy (buf1, "hit");
582 strcpy (buf2, " hits");
583 }
584
585 /* bail out if a monster is casting spells */
586 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
587 return;
588
589 /* scale down magic considerably. */
590 if (type & AT_MAGIC && rndm (0, 5))
591 return;
592
593 /* Did a player hurt another player? Inform both! */
594 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
595 {
596 if (hitter->owner != NULL)
597 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
598 else
599 {
600 sprintf (buf, "%s%s you.", &hitter->name, buf2);
601
602 if (dam != 0)
603 {
604 if (dam < 10)
605 op->contr->play_sound (sound_find ("player_is_hit1"));
606 else if (dam < 20)
607 op->contr->play_sound (sound_find ("player_is_hit2"));
608 else
609 op->contr->play_sound (sound_find ("player_is_hit3"));
463 } 610 }
464 } else if (type & AT_DRAIN && IS_LIVE(op)) { 611 }
465 /* drain is first, because some items have multiple attypes */ 612
466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 613 new_draw_info (NDI_BLACK, 0, op, buf);
614 } /* end of player hitting player */
615
616 if (hitter->type == PLAYER)
617 {
618 sprintf (buf, "You %s.", buf1);
619
620 if (dam != 0)
621 {
622 if (dam < 10)
623 op->play_sound (sound_find ("player_hits1"));
624 else if (dam < 20)
625 op->play_sound (sound_find ("player_hits2"));
626 else
627 op->play_sound (sound_find ("player_hits3"));
628 }
629
630 new_draw_info (NDI_BLACK, 0, hitter, buf);
631 }
632 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
633 {
634 /* look for stacked spells and start reducing the message chances */
635 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
636 {
637 i = 4;
638 map = hitter->map;
639 if (out_of_map (map, hitter->x, hitter->y))
640 return;
641
642 next = GET_MAP_OB (map, hitter->x, hitter->y);
643 if (next)
644 while (next)
467 i++) 645 {
468 if (dam < attack_mess[ATM_DRAIN][i].level 646 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
469 || attack_mess[ATM_DRAIN][i+1].level == -1) { 647 i *= 3;
470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, 648
471 &op->name, attack_mess[ATM_DRAIN][i].buf2); 649 tmp = next;
472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 650 next = tmp->above;
473 found++; 651 }
652
653 if (i < 0)
654 return;
655
656 if (rndm (0, i) != 0)
657 return;
658 }
659 else if (rndm (0, 5) != 0)
660 return;
661
662 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
663 op->play_sound (sound_find ("player_hits4"));
664 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
665 }
666}
667
668static int
669get_attack_mode (object **target, object **hitter, int *simple_attack)
670{
671 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
672 {
673 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
674 return 1;
675 }
676
677 *target = (*target)->head_ ();
678 *hitter = (*hitter)->head_ ();
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
683 if ((*hitter)->env || (*target)->env)
684 {
685 *simple_attack = 1;
686 return 0;
687 }
688
689 if (QUERY_FLAG (*target, FLAG_REMOVED)
690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
693 {
694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
696 return 1;
697 }
698
699 *simple_attack = 0;
700 return 0;
701}
702
703static int
704abort_attack (object *target, object *hitter, int simple_attack)
705{
706 /* Check if target and hitter are still in a relation similar to the one
707 * determined by get_attack_mode(). Returns true if the relation has changed.
708 */
709 int new_mode;
710
711 if (hitter->env == target || target->env == hitter)
712 new_mode = 1;
713 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
714 || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1;
716 else
717 new_mode = 0;
718
719 return new_mode != simple_attack;
720}
721
722/* thrown_item_effect() - handles any special effects of thrown
723 * items (like attacking living creatures--a potion thrown at a
724 * monster).
725 */
726static void
727thrown_item_effect (object *hitter, object *victim)
728{
729 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
730 {
731 /* May not need a switch for just 2 types, but this makes it
732 * easier for expansion.
733 */
734 switch (hitter->type)
735 {
736 case POTION:
737 /* should player get a save throw instead of checking magic protection? */
738 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
739 (void) apply_potion (victim, hitter);
474 break; 740 break;
741
742 case POISON: /* poison drinks */
743 /* As with potions, should monster get a save? */
744 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
745 apply_poison (victim, hitter);
746 break;
747
748 /* Removed case statements that did nothing.
749 * food may be poisonous, but monster must be willing to eat it,
750 * so we don't handle it here.
751 * Containers should perhaps break open, but that code was disabled.
752 */
753 }
754 }
755}
756
757/* determine if the object is an 'aimed' missile */
758static int
759is_aimed_missile (object *op)
760{
761
762 /* I broke what used to be one big if into a few nested
763 * ones so that figuring out the logic is at least possible.
764 */
765 if (op && (op->move_type & MOVE_FLYING))
766 if (op->type == ARROW || op->type == THROWN_OBJ)
767 return 1;
768 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
769 return 1;
770
771 return 0;
772}
773/* adj_attackroll() - adjustments to attacks by various conditions */
774static int
775adj_attackroll (object *hitter, object *target)
776{
777 object *attacker = hitter;
778 int adjust = 0;
779
780 /* safety */
781 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
782 {
783 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
784 return 0;
785 }
786
787 /* aimed missiles use the owning object's sight */
788 if (is_aimed_missile (hitter))
789 {
790 if ((attacker = hitter->owner) == NULL)
791 attacker = hitter;
792 /* A player who saves but hasn't quit still could have objects
793 * owned by him - need to handle that case to avoid crashes.
794 */
795 if (QUERY_FLAG (attacker, FLAG_REMOVED))
796 attacker = hitter;
797 }
798 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
799 return 0;
800
801 /* determine the condtions under which we make an attack.
802 * Add more cases, as the need occurs. */
803
804 if (!can_see_enemy (attacker, target))
805 {
806 /* target is unseen */
807 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
808 adjust -= 10;
809 /* dark map penalty for the hitter (lacks infravision if we got here). */
810 else if (!stand_in_light (target))
811 adjust -= target->map->darklevel ();
812 }
813
814 if (QUERY_FLAG (attacker, FLAG_SCARED))
815 adjust -= 3;
816
817 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
818 adjust += 1;
819
820 if (QUERY_FLAG (target, FLAG_SCARED))
821 adjust += 1;
822
823 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
824 adjust -= 3;
825
826 /* if we attack at a different 'altitude' its harder */
827 if ((attacker->move_type & target->move_type) == 0)
828 adjust -= 2;
829
830#if 0
831 /* slower attacks are less likely to succeed. We should use a
832 * comparison between attacker/target speeds BUT, players have
833 * a generally faster speed, so this will wind up being a HUGE
834 * disadantage for the monsters! Too bad, because missiles which
835 * fly fast should have a better chance of hitting a slower target.
836 */
837 if (hitter->speed < target->speed)
838 adjust += ((float) hitter->speed - target->speed);
839#endif
840
841#if 0
842 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
843#endif
844
845 return adjust;
846}
847
848static int
849attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
850{
851 int simple_attack, roll, dam = 0;
852 uint32 type;
853 shstr op_name;
854
855 if (get_attack_mode (&op, &hitter, &simple_attack))
856 goto error;
857
858 if (hitter->current_weapon)
859 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
860 return RESULT_INT (0);
861
862 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
863 return RESULT_INT (0);
864
865 /*
866 * A little check to make it more difficult to dance forward and back
867 * to avoid ever being hit by monsters.
868 */
869 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
870 {
871 /* Decrease speed BEFORE calling process_object. Otherwise, an
872 * infinite loop occurs, with process_object calling move_monster,
873 * which then gets here again. By decreasing the speed before
874 * we call process_object, the 'if' statement above will fail.
875 */
876 --op->speed_left;
877 process_object (op);
878
879 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
880 goto error;
881 }
882
883 op_name = op->name;
884
885 roll = random_roll (1, 20, hitter, PREFER_HIGH);
886
887 /* Adjust roll for various situations. */
888 if (!simple_attack)
889 roll += adj_attackroll (hitter, op);
890
891 /* See if we hit the creature */
892 if (roll == 20 || op->stats.ac >= base_wc - roll)
893 {
894 int hitdam = base_dam;
895
896 if (!simple_attack)
897 {
898 /* If you hit something, the victim should *always* wake up.
899 * Before, invisible hitters could avoid doing this.
900 * -b.t. */
901 if (QUERY_FLAG (op, FLAG_SLEEP))
902 CLEAR_FLAG (op, FLAG_SLEEP);
903
904 /* If the victim can't see the attacker, it may alert others
905 * for help. */
906 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
907 npc_call_help (op);
908
909 /* if you were hidden and hit by a creature, you are discovered */
910 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
911 {
912 make_visible (op);
913
914 if (op->type == PLAYER)
915 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
475 } 916 }
476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 i++)
479 if (dam < attack_mess[ATM_ELEC][i].level
480 || attack_mess[ATM_ELEC][i+1].level == -1) {
481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482 &op->name, attack_mess[ATM_ELEC][i].buf2);
483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484 found++;
485 break;
486 }
487 } else if (type & AT_COLD && IS_LIVE(op)) {
488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 i++)
490 if (dam < attack_mess[ATM_COLD][i].level
491 || attack_mess[ATM_COLD][i+1].level == -1) {
492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493 &op->name, attack_mess[ATM_COLD][i].buf2);
494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495 found++;
496 break;
497 }
498 } else if (type & AT_FIRE) {
499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 i++)
501 if (dam < attack_mess[ATM_FIRE][i].level
502 || attack_mess[ATM_FIRE][i+1].level == -1) {
503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504 &op->name, attack_mess[ATM_FIRE][i].buf2);
505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506 found++;
507 break;
508 }
509 } else if (hitter->current_weapon != NULL) {
510 int mtype;
511 switch (hitter->current_weapon->weapontype) {
512 case WEAP_HIT: mtype = ATM_BASIC; break;
513 case WEAP_SLASH: mtype = ATM_SLASH; break;
514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516 case WEAP_SLICE: mtype = ATM_SLICE; break;
517 case WEAP_STAB: mtype = ATM_STAB; break;
518 case WEAP_WHIP: mtype = ATM_WHIP; break;
519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520 case WEAP_BLUD: mtype = ATM_BLUD; break;
521 default: mtype = ATM_BASIC; break;
522 }
523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 i++)
525 if (dam < attack_mess[mtype][i].level
526 || attack_mess[mtype][i+1].level == -1) {
527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528 &op->name, attack_mess[mtype][i].buf2);
529 strcpy (buf2, attack_mess[mtype][i].buf3);
530 found++;
531 break;
532 }
533 } else {
534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 i++)
536 if (dam < attack_mess[ATM_BASIC][i].level
537 || attack_mess[ATM_BASIC][i+1].level == -1) {
538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539 &op->name, attack_mess[ATM_BASIC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541 found++;
542 break;
543 }
544 }
545 917
546 if (!found) {
547 strcpy (buf1, "hit");
548 strcpy (buf2, " hits");
549 }
550
551 /* bail out if a monster is casting spells */
552 if (!(hitter->type == PLAYER ||
553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 return;
555
556 /* scale down magic considerably. */
557 if (type & AT_MAGIC && rndm(0, 5))
558 return;
559
560 /* Did a player hurt another player? Inform both! */
561 if(op->type==PLAYER &&
562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 if(get_owner(hitter)!=NULL)
564 sprintf(buf,"%s's %s%s you.",
565 &hitter->owner->name, &hitter->name, buf2);
566 else {
567 sprintf(buf,"%s%s you.", &hitter->name, buf2);
568 if (dam != 0) {
569 if (dam < 10)
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571 else if (dam < 20)
572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573 else
574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575 }
576 }
577 new_draw_info(NDI_BLACK, 0,op,buf);
578 } /* end of player hitting player */
579
580 if(hitter->type==PLAYER) {
581 sprintf(buf,"You %s.",buf1);
582 if (dam != 0) {
583 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
585 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
587 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
589 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf);
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
592 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT &&
594 (hitter->subtype == SP_EXPLOSION ||
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4;
598 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y))
600 return;
601 next = get_map_ob(map, hitter->x, hitter->y);
602 if (next)
603 while(next) {
604 if (next->type == SPELL_EFFECT &&
605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
606 next->subtype == SP_CONE))
607 i*=3;
608 tmp = next;
609 next = tmp->above;
610 }
611 if (i < 0)
612 return;
613 if (rndm(0, i) != 0)
614 return;
615 } else if (rndm(0, 5) != 0)
616 return;
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
620 }
621}
622
623
624static int get_attack_mode (object **target, object **hitter,
625 int *simple_attack)
626{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1;
630 }
631 if ((*target)->head)
632 *target = (*target)->head;
633 if ((*hitter)->head)
634 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) {
636 *simple_attack = 1;
637 return 0;
638 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
642 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
644 "target\n", &(*hitter)->arch->name, &(*hitter)->name);
645 return 1;
646 }
647 *simple_attack = 0;
648 return 0;
649}
650
651static int abort_attack (object *target, object *hitter, int simple_attack)
652{
653/* Check if target and hitter are still in a relation similar to the one
654 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */
656 int new_mode;
657
658 if (hitter->env == target || target->env == hitter)
659 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED)
661 || QUERY_FLAG (target, FLAG_REMOVED)
662 || hitter->map == NULL || !on_same_map(hitter, target))
663 return 1;
664 else
665 new_mode = 0;
666 return new_mode != simple_attack;
667}
668
669static void thrown_item_effect (object *, object *);
670
671static int attack_ob_simple (object *op, object *hitter, int base_dam,
672 int base_wc)
673{
674 int simple_attack, roll, dam=0;
675 uint32 type;
676 shstr op_name;
677 tag_t op_tag, hitter_tag;
678
679 if (get_attack_mode (&op, &hitter, &simple_attack))
680 goto error;
681
682 if (hitter->current_weapon)
683 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684 return RESULT_INT (0);
685
686 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
687 return RESULT_INT (0);
688
689 op_tag = op->count;
690 hitter_tag = hitter->count;
691
692 /*
693 * A little check to make it more difficult to dance forward and back
694 * to avoid ever being hit by monsters.
695 */
696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
697 && op->speed_left > -(FABS(op->speed))*0.3)
698 {
699 /* Decrease speed BEFORE calling process_object. Otherwise, an
700 * infinite loop occurs, with process_object calling move_monster,
701 * which then gets here again. By decreasing the speed before
702 * we call process_object, the 'if' statement above will fail.
703 */
704 op->speed_left--;
705 process_object(op);
706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
707 || abort_attack (op, hitter, simple_attack))
708 goto error;
709 }
710
711 op_name = op->name;
712
713 roll=random_roll(1, 20, hitter, PREFER_HIGH);
714
715 /* Adjust roll for various situations. */
716 if ( ! simple_attack)
717 roll += adj_attackroll(hitter,op);
718
719 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) {
721 int hitdam = base_dam;
722 if (settings.casting_time == TRUE) {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
724 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
726 "your spell!");
727 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){
729 op->casting_time = -1;
730 if (op->type == PLAYER) {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
732 "your spell!");
733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734 "%s was hit by %s and lost a spell.",
735 &op_name,&hitter->name);
736 }
737 }
738 }
739 if ( ! simple_attack)
740 {
741 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this.
743 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP);
746
747 /* If the victim can't see the attacker, it may alert others
748 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op);
752
753 /* if you were hidden and hit by a creature, you are discovered*/
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
755 make_visible (op);
756 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op,
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 }
761
762 /* thrown items (hitter) will have various effects 918 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 919 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 920 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 921 * wrapper object.
766 */ 922 */
767 thrown_item_effect (hitter, op); 923 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag)
769 || was_destroyed (op, op_tag)
770 || abort_attack (op, hitter, simple_attack))
771 goto leave;
772 }
773 924
774 /* Need to do at least 1 damage, otherwise there is no point 925 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
775 * to go further and it will cause FPE's below.
776 */
777 if (hitdam<=0) hitdam=1;
778
779 type=hitter->attacktype;
780 if(!type) type=AT_PHYSICAL;
781 /* Handle monsters that hit back */
782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
783 && QUERY_FLAG (hitter, FLAG_ALIVE))
784 {
785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
788 PREFER_LOW),op, op->attacktype, 1);
789 if (was_destroyed (op, op_tag)
790 || was_destroyed (hitter, hitter_tag)
791 || abort_attack (op, hitter, simple_attack))
792 goto leave;
793 }
794
795 /* In the new attack code, it should handle multiple attack
796 * types in its area, so remove it from here.
797 */
798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
799 hitter, type, 1);
800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
801 || abort_attack (op, hitter, simple_attack))
802 goto leave; 926 goto leave;
803 } /* end of if hitter hit op */ 927 }
928
929 /* Need to do at least 1 damage, otherwise there is no point
930 * to go further and it will cause FPE's below.
931 */
932 if (hitdam <= 0)
933 hitdam = 1;
934
935 type = hitter->attacktype;
936
937 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
938 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
939 * This check is important for the most simple monsters out there in the
940 * game content (maps, archs). For example orcs: They would have
941 * no attacktype at all.
942 *
943 * Some time in the future someone should just go into the game data
944 * and fix every monster out there ;-/ Until then we will kill some
945 * more trees in the african rain forests with this check.
946 */
947 if (!type)
948 type = AT_PHYSICAL;
949
950 /* Handle monsters that hit back */
951 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
952 {
953 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
954 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
955
956 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
957
958 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
959 goto leave;
960 }
961
962 /* In the new attack code, it should handle multiple attack
963 * types in its area, so remove it from here.
964 */
965 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
966
967 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
968 goto leave;
969 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 970 /* if we missed, dam=0 */
805 971
806 /*attack_message(dam, type, op, hitter);*/ 972 /*attack_message(dam, type, op, hitter); */
807 973
808 goto leave; 974 goto leave;
809 975
810 error: 976error:
811 dam = 1; 977 dam = 1;
812 978
813 leave: 979leave:
814 980
815 return dam; 981 return dam;
816} 982}
817 983
984int
818int attack_ob (object *op, object *hitter) 985attack_ob (object *op, object *hitter)
819{ 986{
820
821 if (hitter->head)
822 hitter = hitter->head; 987 hitter = hitter->head_ ();
988
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 989 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 990}
825 991
826/* op is the arrow, tmp is what is stopping the arrow. 992/* op is the arrow, tmp is what is stopping the arrow.
827 * 993 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 994 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 995 */
996static int
830static int stick_arrow (object *op, object *tmp) 997stick_arrow (object *op, object *tmp)
831{ 998{
832 /* If the missile hit a player, we insert it in their inventory. 999 /* If the missile hit a player, we insert it in their inventory.
833 * However, if the missile is heavy, we don't do so (assume it falls 1000 * However, if the missile is heavy, we don't do so (assume it falls
834 * to the ground after a hit). What a good value for this is up to 1001 * to the ground after a hit). What a good value for this is up to
835 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1002 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 1003 * stick around.
837 */ 1004 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 1005 if (op->weight <= 5000 && tmp->stats.hp >= 0)
839 if(tmp->head != NULL) 1006 {
840 tmp = tmp->head; 1007 tmp->head_ ()->insert (op);
841 remove_ob (op);
842 op = insert_ob_in_ob(op,tmp);
843 if (tmp->type== PLAYER)
844 esrv_send_item (tmp, op);
845 return 1; 1008 return 1;
1009 }
846 } else 1010 else
847 return 0; 1011 return 0;
848} 1012}
849 1013
850/* hit_with_arrow() disassembles the missile, attacks the victim and 1014/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 1015 * reassembles the missile.
852 * 1016 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 1017 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 1018 * isn't available anymore.
855 */ 1019 */
1020object *
856object *hit_with_arrow (object *op, object *victim) 1021hit_with_arrow (object *op, object *victim)
857{ 1022{
858 object *container, *hitter; 1023 object *container, *hitter;
859 int hit_something = 0; 1024 int hit_something = 0;
860 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y;
862 1025
863 /* Disassemble missile */ 1026 /* Disassemble missile */
864 if (op->inv) { 1027 if (op->inv)
1028 {
865 container = op; 1029 container = op;
866 hitter = op->inv; 1030 hitter = op->inv;
867 remove_ob (hitter);
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 1031 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
869 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1032 /* Note that we now have an empty THROWN_OBJ on the map. Code that
870 * might be called until this THROWN_OBJ is either reassembled or 1033 * might be called until this THROWN_OBJ is either reassembled or
871 * removed at the end of this function must be able to deal with empty 1034 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 1035 * THROWN_OBJs. */
873 } else { 1036 }
1037 else
1038 {
874 container = NULL; 1039 container = 0;
875 hitter = op; 1040 hitter = op;
876 } 1041 }
877 1042
878 /* Try to hit victim */ 1043 /* Try to hit victim */
879 victim_x = victim->x;
880 victim_y = victim->y;
881 victim_tag = victim->count;
882 hitter_tag = hitter->count;
883
884 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1044 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 1045
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1046 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 1047 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 1048 * attack_ob_simple() returns, and we've got an arrow that still exists
889 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1049 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 1050 * other places as well!)
891 */ 1051 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 1052 if (hitter->destroyed () || hitter->env != NULL)
1053 {
893 if (container) { 1054 if (container)
894 remove_ob (container); 1055 container->destroy ();
895 free_object (container); 1056
896 }
897 return NULL; 1057 return 0;
898 } 1058 }
899 1059
900 /* Missile hit victim */ 1060 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1061 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target 1062 * through the target
903 */ 1063 */
904 if (hit_something && op->speed <= 10.0) 1064 if (hit_something && op->speed <= 10.0)
905 { 1065 {
906 /* Stop arrow */ 1066 /* Stop arrow */
907 if (container == NULL) { 1067 if (!container)
1068 {
908 hitter = fix_stopped_arrow (hitter); 1069 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL) 1070 if (!hitter)
910 return NULL; 1071 return 0;
1072 }
911 } else { 1073 else
912 remove_ob (container); 1074 container->destroy ();
913 free_object (container);
914 }
915 1075
916 /* Try to stick arrow into victim */ 1076 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag) 1077 if (!victim->destroyed () && stick_arrow (hitter, victim))
918 && stick_arrow (hitter, victim))
919 return NULL;
920
921 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise?
927 */
928 if (victim_x != hitter->x || victim_y != hitter->y) {
929 remove_ob (hitter);
930 hitter->x = victim_x;
931 hitter->y = victim_y;
932 insert_ob_in_map (hitter, victim->map, hitter,0);
933 } else {
934 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL);
936 }
937 return NULL;
938 }
939
940 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0;
942
943 /* Missile missed victim - reassemble missile */
944 if (container) {
945 remove_ob (hitter);
946 insert_ob_in_ob (hitter, container);
947 }
948 return op;
949}
950
951
952void tear_down_wall(object *op)
953{
954 int perc=0;
955
956 if (!op->stats.maxhp) {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1;
959 } else if(!GET_ANIM_ID(op)) {
960 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) {
962 remove_ob(op); /* Should update LOS */
963 free_object(op);
964 /* Don't know why this is here - remove_ob should do it for us */
965 /*update_position(m, x, y);*/
966 }
967 return; /* no animations, so nothing more to do */
968 }
969 perc = NUM_ANIMATIONS(op)
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
971 if (perc >= (int) NUM_ANIMATIONS(op))
972 perc = NUM_ANIMATIONS(op)-1;
973 else if (perc < 1)
974 perc = 1;
975 SET_ANIMATION(op, perc);
976 update_object(op,UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
978 if(op->face==blank_face) {
979 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */
981 free_object(op);
982
983 /* remove_ob should call update_position for us */
984 /*update_position(m, x, y);*/
985
986 } else { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y);
989 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE);
991 }
992 }
993}
994
995void scare_creature(object *target, object *hitter)
996{
997 object *owner = get_owner(hitter);
998
999 if (!owner) owner=hitter;
1000
1001 SET_FLAG(target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner;
1003}
1004
1005
1006/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */
1012
1013int hit_player_attacktype(object *op, object *hitter, int dam,
1014 uint32 attacknum, int magic) {
1015
1016 int doesnt_slay = 1;
1017
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1078 return 0;
1022 } 1079
1023 1080 /* Else try to put arrow on victim's map square
1024 if (dam < 0) { 1081 * remove check for P_WALL here. If the arrow got to this
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1082 * space, that is good enough - with the new movement code,
1026 return 0; 1083 * there is now the potential for lots of spaces where something
1027 } 1084 * can fly over but not otherwise move over. What is the correct
1028 1085 * way to handle those otherwise?
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1086 */
1030 * people can't mess with that or it otherwise get confused. */ 1087 if (victim->x != hitter->x || victim->y != hitter->y)
1031 if (attacknum == ATNR_INTERNAL) return dam;
1032
1033 if (hitter->slaying) {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1035 (op->arch && (op->arch->name != NULL) &&
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1088 {
1038 doesnt_slay = 0; 1089 if (victim->destroyed ())
1039 dam *= 3; 1090 hitter->destroy ();
1091 else
1092 {
1093 hitter->remove ();
1094 hitter->x = victim->x;
1095 hitter->y = victim->y;
1096 insert_ob_in_map (hitter, victim->map, hitter, 0);
1097 }
1040 } 1098 }
1041 }
1042
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100;
1049 else 1099 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1100 /* Else leave arrow where it is */
1051 } 1101 merge_ob (hitter, NULL);
1052 1102
1053 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */
1057
1058 if ((op->resist[attacknum] >= 100) &&
1059 doesnt_slay && (attacknum != ATNR_ACID))
1060 return 0; 1103 return 0;
1061
1062 /* Keep this in order - makes things easier to find */
1063 1104 }
1064 switch(attacknum) { 1105
1065 case ATNR_PHYSICAL: 1106 if (hit_something && op->speed >= 10.0)
1066 /* here also check for diseases */ 1107 op->speed -= 1.0;
1067 check_physically_infect(op, hitter); 1108
1068 break; 1109 /* Missile missed victim - reassemble missile */
1110 if (container)
1111 {
1112 hitter->remove ();
1113 insert_ob_in_ob (hitter, container);
1114 }
1115
1116 return op;
1117}
1118
1119static void
1120tear_down_wall (object *op)
1121{
1122 if (!op->stats.maxhp)
1123 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1124 else if (!op->has_anim ())
1125 {
1126 /* Object has been called - no animations, so remove it */
1127 if (op->stats.hp < 0)
1128 op->destroy ();
1129
1130 return; /* no animations, so nothing more to do */
1131 }
1132
1133 // we use frames 1..num-2 as intermediate frames, so
1134 // the last frame is used only when hp < 0.
1135 int perc = clamp (
1136 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1137 0, op->anim_frames () - 1
1138 );
1139
1140 op->set_anim_frame (perc);
1141 update_object (op, UP_OBJ_FACE);
1142
1143 if (op->stats.hp < 0)
1144 { /* Reached the last animation */
1145 if (op->face == blank_face)
1146 /* If the last face is blank, remove the ob */
1147 op->destroy ();
1148 else
1149 { /* The last face was not blank, leave an image */
1150 op->flag [FLAG_BLOCKSVIEW] = false;
1151 update_all_los (op->map, op->x, op->y);
1152 op->move_block = 0;
1153 op->flag [FLAG_ALIVE] = false;
1069 1154 }
1070 /* Don't need to do anything for:
1071 magic,
1072 fire,
1073 electricity,
1074 cold */
1075
1076 case ATNR_CONFUSION:
1077 case ATNR_POISON:
1078 case ATNR_SLOW:
1079 case ATNR_PARALYZE:
1080 case ATNR_FEAR:
1081 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE:
1083 case ATNR_BLIND:
1084 {
1085 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level
1087 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1089
1090 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the
1093 * effect.
1094 */
1095 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1098 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1099
1100 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1109 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1110 }
1111 dam = 0; /* These are all effects and don't do real damage */
1112 }
1113 break;
1114 case ATNR_ACID:
1115 {
1116 int flag=0;
1117
1118 /* Items only get corroded if you're not on a battleground and
1119 * if your acid resistance is below 50%. */
1120 if (!op_on_battleground(op, NULL, NULL) &&
1121 (op->resist[ATNR_ACID] < 50))
1122 {
1123 object *tmp;
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1125 if(tmp->invisible)
1126 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1128 (tmp->resist[ATNR_ACID] >= 10))
1129 /* >= 10% acid res. on itmes will protect these */
1130 continue;
1131 if(!(tmp->material & M_IRON))
1132 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */
1134 continue;
1135 if(tmp->type==RING ||
1136 /* removed boots and gloves from exclusion list in
1137 PR */
1138 tmp->type==GIRDLE ||
1139 tmp->type==AMULET ||
1140 tmp->type==WAND ||
1141 tmp->type==ROD ||
1142 tmp->type==HORN)
1143 continue; /* To avoid some strange effects */
1144
1145 /* High damage acid has better chance of corroding
1146 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1149 if(op->type == PLAYER)
1150 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1152 "The %s's acid corrodes your %s!",
1153 query_name(hitter), query_name(tmp));
1154 flag = 1;
1155 tmp->magic--;
1156 if(op->type == PLAYER)
1157 esrv_send_item(op, tmp);
1158 }
1159 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 }
1163 } 1155 }
1164 break;
1165 case ATNR_DRAIN:
1166 {
1167 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained.
1169 */
1170 int rate;
1171
1172 if(op->resist[ATNR_DRAIN] >= 0)
1173 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174 else
1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176
1177 if(op->stats.exp <= rate) {
1178 if(op->type == GOLEM)
1179 dam = 999; /* Its force is "sucked" away. 8) */
1180 else
1181 /* If we can't drain, lets try to do physical damage */
1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1183 } else {
1184 /* Randomly give the hitter some hp */
1185 if(hitter->stats.hp<hitter->stats.maxhp &&
1186 (op->level > hitter->level) &&
1187 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1188 hitter->stats.hp++;
1189
1190 /* Can't do drains on battleground spaces.
1191 * Move the wiz check up here - before, the hitter wouldn't gain exp
1192 * exp, but the wiz would still lose exp! If drainee is a wiz,
1193 * nothing happens.
1194 * Try to credit the owner. We try to display player -> player drain
1195 * attacks, hence all the != PLAYER checks.
1196 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1198 object *owner = get_owner(hitter);
1199
1200 if (owner && owner != hitter) {
1201 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL);
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1205 change_exp(hitter, op->stats.exp/(rate*2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0);
1207 }
1208 change_exp(op,-op->stats.exp/rate, NULL, 0);
1209 }
1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1211 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed
1213 */
1214 }
1215 }
1216 break;
1217 case ATNR_TURN_UNDEAD:
1218 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1221 object *god = find_god (determine_god (owner));
1222 int div = 1;
1223
1224 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL)
1228 div = 2;
1229 /* Give a bonus if you resist turn undead */
1230 if (op->level * div <
1231 (turn_bonus[owner->stats.Wis]+owner->level +
1232 (op->resist[ATNR_TURN_UNDEAD]/100)))
1233 scare_creature(op, owner);
1234 }
1235 else
1236 dam = 0; /* don't damage non undead - should we damage
1237 undead? */
1238 } break;
1239 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam);
1241 break;
1242 case ATNR_CHAOS:
1243 LOG(llevError,
1244 "%s was hit by %s with non-specific chaos.\n",
1245 query_name(op),
1246 query_name(hitter));
1247 dam = 0;
1248 break;
1249 case ATNR_COUNTERSPELL:
1250 LOG(llevError,
1251 "%s was hit by %s with counterspell attack.\n",
1252 query_name(op),
1253 query_name(hitter));
1254 dam = 0;
1255 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */
1259 break;
1260 case ATNR_HOLYWORD:
1261 {
1262 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */
1264
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1266
1267 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1269 owner->level+turn_bonus[owner->stats.Wis])
1270 scare_creature(op, owner);
1271 } break;
1272 case ATNR_LIFE_STEALING:
1273 {
1274 int new_hp;
1275 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters
1278 *
1279 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000).
1283 */
1284 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1286 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1292 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1295 }
1296 }
1297 return dam;
1298} 1156}
1299 1157
1158static void
1159scare_creature (object *target, object *hitter)
1160{
1161 target->flag [FLAG_SCARED] = true;
1162
1163 if (!target->enemy)
1164 target->enemy = hitter->outer_owner ();
1165}
1300 1166
1301/* GROS: This code comes from hit_player. It has been made external to 1167/* GROS: This code comes from hit_player. It has been made external to
1302 * allow script procedures to "kill" objects in a combat-like fashion. 1168 * allow script procedures to "kill" objects in a combat-like fashion.
1303 * It was initially used by (kill-object) developed for the Collector's 1169 * It was initially used by (kill-object) developed for the Collector's
1304 * Sword. Note that nothing has been changed from the original version 1170 * Sword. Note that nothing has been changed from the original version
1311 * This function was a bit of a mess with hitter getting changed, 1177 * This function was a bit of a mess with hitter getting changed,
1312 * values being stored away but not used, etc. I've cleaned it up 1178 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1179 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1180 * MSW 2002-07-17
1315 */ 1181 */
1182int
1316int kill_object(object *op,int dam, object *hitter, int type) 1183kill_object (object *op, int dam, object *hitter, int type)
1317{ 1184{
1318 char buf[MAX_BUF]; 1185 char buf[MAX_BUF];
1319 const char *skill; 1186 shstr skill;
1320 int maxdam=0; 1187 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1188 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1189 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1190 object *owner = 0;
1324 object *skop=NULL; 1191 object *skop = 0;
1325 1192
1326 if (op->stats.hp>=0) 1193 if (op->stats.hp >= 0)
1327 return -1; 1194 return -1;
1328 1195
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1196 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1197 return 0;
1331 1198
1332 /* maxdam needs to be the amount of damage it took to kill 1199 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1200 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1201 * adjusted the creatures HP total, so that is negative.
1335 */ 1202 */
1336 maxdam = dam + op->stats.hp + 1; 1203 maxdam = dam + op->stats.hp + 1;
1337 1204
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1205 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1206 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1207
1341 if(op->type==DOOR) { 1208 if (op->type == DOOR)
1209 {
1342 op->speed = 0.1; 1210 op->set_speed (0.1f);
1343 update_ob_speed(op);
1344 op->speed_left= -0.05; 1211 op->speed_left = -0.05f;
1345 return maxdam; 1212 return maxdam;
1346 } 1213 }
1214
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1215 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1348 remove_friendly_object(op); 1216 {
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1217 op->drop_and_destroy ();
1350 op->owner->contr->ranges[range_golem] == op) {
1351 op->owner->contr->ranges[range_golem]=NULL;
1352 op->owner->contr->golem_count=0;
1353 }
1354
1355 remove_ob(op);
1356 free_object(op);
1357 return maxdam; 1218 return maxdam;
1358 } 1219 }
1359 1220
1360 /* Now lets start dealing with experience we get for killing something */ 1221 /* Now lets start dealing with experience we get for killing something */
1361 1222
1362 owner=get_owner(hitter); 1223 owner = hitter->outer_owner ();
1363 if(owner==NULL) 1224 if (!owner)
1364 owner=hitter; 1225 owner = hitter;
1365 1226
1366 /* is the victim (op) standing on battleground? */ 1227 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1228 if (op_on_battleground (op, NULL, NULL))
1368 1229 battleg = 1;
1230
1369 /* is this player killing?*/ 1231 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1232 if (op->type == PLAYER && owner->type == PLAYER)
1233 pk = 1;
1371 1234
1372 /* Player killed something */ 1235 /* Player killed something */
1373 if(owner->type==PLAYER) { 1236 if (owner->type == PLAYER)
1374 Log_Kill(owner->name, 1237 {
1375 query_name(op),op->type,
1376 (owner!=hitter) ? query_name(hitter) : NULL,
1377 (owner!=hitter) ? hitter->type : 0);
1378
1379 /* Log players killing other players - makes it easier to detect 1238 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1239 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1240 * ip address is included.
1382 */ 1241 */
1383 if (op->type == PLAYER && !battleg) { 1242 if (op->type == PLAYER && !battleg)
1243 {
1384 time_t t=time(NULL); 1244 time_t t = time (NULL);
1385 struct tm *tmv; 1245 struct tm *tmv;
1386 char buf[256]; 1246 char buf[256];
1387 1247
1388 tmv = localtime(&t); 1248 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1249 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1250
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1251 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1392 buf, &owner->name, owner->contr->socket.host, query_name(op));
1393 } 1252 }
1394 1253
1395 /* try to filter some things out - basically, if you are 1254 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1255 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1256 * probably don't want to see that.
1398 */ 1257 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1258 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1259 {
1400 if(owner!=hitter) { 1260 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1261 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1402 "You killed %s with %s.",query_name(op), 1262 else
1403 query_name(hitter)); 1263 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1264
1265 /* Only play sounds for melee kills */
1266 if (hitter->type == PLAYER)
1267 owner->play_sound (sound_find ("player_kills"));
1268 }
1269
1270 /* If a player kills another player, not on
1271 * battleground, the "killer" looses 1 luck. Since this is
1272 * not reversible, it's actually quite a pain IMHO. -AV
1273 * Fix bug in that we were changing the luck of the hitter, not
1274 * player that the object belonged to - so if you killed another player
1275 * with spells, pets, whatever, there was no penalty.
1276 * Changed to make luck penalty configurable in settings.
1277 */
1278 if (op->type == PLAYER && owner != op && !battleg)
1279 owner->change_luck (-settings.pk_luck_penalty);
1280
1281 /* This code below deals with finding the appropriate skill
1282 * to credit exp to. This is a bit problematic - we should
1283 * probably never really have to look at current_weapon->skill
1284 */
1285 if (hitter->skill && hitter->type != PLAYER)
1286 skill = hitter->skill;
1287 else if (owner->chosen_skill)
1288 {
1289 skop = owner->chosen_skill;
1290 skill = skop->skill;
1291 }
1292 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1293 skill = owner->current_weapon->skill;
1294 else
1295 {
1296 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1297 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1298 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1299 skill = 0;
1300 }
1301
1302 /* We have the skill we want to credit to - now find the object this goes
1303 * to. Make sure skop is an actual skill, and not a skill tool!
1304 */
1305 skop = owner->contr->find_skill (skill);
1306 } /* Was it a player that hit somethign */
1307 else
1308 skill = 0;
1309
1310 /* These may have been set in the player code section above */
1311 if (!skop)
1312 skop = hitter->chosen_skill;
1313
1314 if (!skill && skop)
1315 skill = skop->skill;
1316
1317 /* If you didn't kill yourself, and your not the wizard */
1318 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1319 {
1320 int exp;
1321
1322 /* Really don't give much experience for killing other players */
1323 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1324 if (battleg)
1325 {
1326 if (op->is_player ())
1327 {
1328 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1329 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1330 }
1331
1332 exp = 0;
1333 }
1334 else if (op->is_player ())
1335 exp = op->stats.exp / 1000;
1336 else
1337 exp = calc_skill_exp (owner, op, skop);
1338
1339 /* Don't know why this is set this way - doesn't make
1340 * sense to just divide everything by two for no reason.
1341 */
1342
1343 if (!settings.simple_exp)
1344 exp = exp / 2;
1345
1346 if (owner->type != PLAYER || owner->contr->party == NULL)
1347 change_exp (owner, exp, skill, 0);
1348 else
1349 {
1350 int shares = 0, count = 0;
1351 partylist *party = owner->contr->party;
1352
1353 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1354
1355 for_all_players (pl)
1356 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1357 {
1358 count++;
1359 shares += (pl->ob->level + 4);
1360 }
1361
1362 if (count == 1 || shares > exp || !shares)
1363 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1405 else { 1364 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1365 {
1407 "You killed %s.",query_name(op)); 1366 int share = exp / shares, given = 0, nexp;
1367
1368 for_all_players (pl)
1369 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1370 {
1371 nexp = (pl->ob->level + 4) * share;
1372 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1373 given += nexp;
1374 }
1375
1376 exp -= given;
1377 /* give any remainder to the player */
1378 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1379 }
1409 /* Only play sounds for melee kills */ 1380 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1381 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1382
1383 if (op->type != PLAYER)
1384 {
1385 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1412 } 1386 {
1387 object *owner1 = op->owner;
1413 1388
1414 /* If a player kills another player, not on 1389 if (owner1 && owner1->type == PLAYER)
1415 * battleground, the "killer" looses 1 luck. Since this is
1416 * not reversible, it's actually quite a pain IMHO. -AV
1417 * Fix bug in that we were changing the luck of the hitter, not
1418 * player that the object belonged to - so if you killed another player
1419 * with spells, pets, whatever, there was no penalty.
1420 * Changed to make luck penalty configurable in settings.
1421 */
1422 if(op->type == PLAYER && owner != op && !battleg)
1423 change_luck(owner, -settings.pk_luck_penalty);
1424
1425 /* This code below deals with finding the appropriate skill
1426 * to credit exp to. This is a bit problematic - we should
1427 * probably never really have to look at current_weapon->skill
1428 */
1429 skill = NULL;
1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1431 else if (owner->chosen_skill) {
1432 skill = owner->chosen_skill->skill;
1433 skop = owner->chosen_skill;
1434 }
1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1436 else
1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1438
1439 /* We have the skill we want to credit to - now find the object this goes
1440 * to. Make sure skop is an actual skill, and not a skill tool!
1441 */
1442 if ((!skop || skop->type != SKILL) && skill) {
1443 int i;
1444
1445 for (i=0; i<NUM_SKILLS; i++)
1446 if (owner->contr->last_skill_ob[i] &&
1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1448 skop = owner->contr->last_skill_ob[i];
1449 break;
1450 } 1390 {
1451 } 1391 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1452 } /* Was it a player that hit somethign */ 1392 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1393 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1454 skill = NULL;
1455 }
1456
1457 /* Pet (or spell) killed something. */
1458 if(owner != hitter ) {
1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name,
1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1461 }
1462 else {
1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name,
1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1466 }
1467 /* These may have been set in the player code section above */
1468 if (!skop) skop = hitter->chosen_skill;
1469 if (!skill && skop) skill=skop->skill;
1470
1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1472
1473
1474 /* If you didn't kill yourself, and your not the wizard */
1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1476 int exp;
1477
1478 /* Really don't give much experience for killing other players */
1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 if (op->type==PLAYER) {
1481 if (battleg) {
1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1484 } 1394 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1395
1491 /* if op is standing on "battleground" (arena), no way to gain
1492 * exp by killing him
1493 */
1494 if (battleg) exp = 0;
1495
1496 /* Don't know why this is set this way - doesn't make
1497 * sense to just divide everything by two for no reason.
1498 */
1499
1500 if (!settings.simple_exp)
1501 exp=exp/2;
1502
1503 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1504 change_exp(owner,exp, skill, 0);
1505 }
1506 else {
1507 int shares=0,count=0;
1508
1509 player *pl;
1510
1511 partylist *party=owner->contr->party;
1512#ifdef PARTY_KILL_LOG
1513 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1514#endif
1515 for(pl=first_player;pl!=NULL;pl=pl->next) {
1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1517 count++;
1518 shares+=(pl->ob->level+4);
1519 }
1520 }
1521 if(count==1 || shares>exp)
1522 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1523 else {
1524 int share=exp/shares,given=0,nexp;
1525 for(pl=first_player;pl!=NULL;pl=pl->next) {
1526 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1527 nexp=(pl->ob->level+4)*share;
1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1529 given+=nexp;
1530 }
1531 }
1532 exp-=given;
1533 /* give any remainder to the player */
1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1535 }
1536 } /* else part of a party */
1537
1538 } /* end if person didn't kill himself */
1539
1540 if(op->type!=PLAYER) {
1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1542 object *owner1 = get_owner(op);
1543
1544 if(owner1!= NULL && owner1->type == PLAYER) {
1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1546 /* Maybe we should include the owner that killed this, maybe not */
1547 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1548 &op->name,&hitter->name);
1549 }
1550 remove_friendly_object(op); 1396 remove_friendly_object (op);
1551 } 1397 }
1552 remove_ob(op); 1398
1553 free_object(op); 1399 op->drop_and_destroy ();
1554 } 1400 }
1401 else
1555 /* Player has been killed! */ 1402 /* Player has been killed! */
1556 else { 1403 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1557 if(owner->type==PLAYER) { 1404
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else {
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 }
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1405 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1406 * continues in the calling function.
1567 */ 1407 */
1568 return maxdam; 1408 return maxdam;
1569} 1409}
1570 1410
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1411/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1412 * Returns 0 this is not friendly fire
1573 */ 1413 */
1574 1414int
1575int friendly_fire(object *op, object *hitter){ 1415friendly_fire (object *op, object *hitter)
1416{
1576 object *owner; 1417 object *owner;
1577 int friendlyfire; 1418 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1419
1420 if (hitter->head)
1421 hitter = hitter->head;
1422
1581 friendlyfire = 0; 1423 friendlyfire = 0;
1582 1424
1583 if(op->type == PLAYER) { 1425 if (op->type == PLAYER)
1426 {
1584 if (op_on_battleground (hitter, 0, 0)) 1427 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1428 return 0;
1586 1429
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1430 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1431 return 1;
1589 1432
1590 if((owner = get_owner(hitter))!=NULL) { 1433 if ((owner = hitter->owner) != NULL)
1434 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1435 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1436 friendlyfire = 2;
1593 } 1437 }
1594 1438
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1439 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1440 friendlyfire = 0;
1598 } 1441 }
1442
1599 return friendlyfire; 1443 return friendlyfire;
1600} 1444}
1601
1602 1445
1603/* This isn't used just for players, but in fact most objects. 1446/* This isn't used just for players, but in fact most objects.
1604 * op is the object to be hit, dam is the amount of damage, hitter 1447 * op is the object to be hit, dam is the amount of damage, hitter
1605 * is what is hitting the object, type is the attacktype, and 1448 * is what is hitting the object, type is the attacktype, and
1606 * full_hit is set if monster area does not matter. 1449 * full_hit is set if monster area does not matter.
1607 * dam is base damage - protections/vulnerabilities/slaying matches can 1450 * dam is base damage - protections/vulnerabilities/slaying matches can
1608 * modify it. 1451 * modify it.
1609 */ 1452 */
1610
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1453/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1454 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1455int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1456hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1457{
1616 int maxattacktype, attacknum; 1458 int magic = type & AT_MAGIC;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1459 int body_attack = op && op->head; /* Did we hit op's head? */
1460 int maxdam = 0, ndam = 0, attacktype = 1;
1461 int maxattacktype;
1618 int simple_attack; 1462 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1463 int rtn_kill = 0;
1621 int friendlyfire; 1464 int friendlyfire;
1622 1465
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1467 return 0;
1468
1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1471 return 0;
1472
1473 // only allow pk for hostile players
1474 if (op->type == PLAYER)
1475 {
1476 object *owner = hitter->owner;
1477
1478 if (!owner)
1479 owner = hitter;
1480
1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1624 return 0; 1485 return 0;
1486 }
1625 1487
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1488 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1489 {
1490 /* slow and paralyze must hit the head. But we don't want to just
1491 * return - we still need to process other attacks the spell still
1492 * might have. So just remove the paralyze and slow attacktypes,
1493 * and keep on processing if we have other attacktypes.
1494 * return if only magic or nothing is left - under normal code
1495 * we don't attack with pure magic if there is another attacktype.
1496 * Only do processing if the initial attacktype includes one of those
1497 * attack so we don't cancel out things like magic bullet.
1498 */
1499 if (type & (AT_PARALYZE | AT_SLOW))
1500 {
1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1503 if (!type || type == AT_MAGIC)
1628 return 0; 1504 return 0;
1505 }
1506 }
1629 1507
1630#ifdef PROHIBIT_PLAYERKILL 1508 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1509 {
1632 object *owner = get_owner (hitter); 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!owner) owner = hitter; 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1634 if (owner->type == PLAYER 1512 {
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1513 spring_trap (tmp, hitter);
1636 && op != owner) { 1514
1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1516 return 0;
1517
1518 break;
1638 } 1519 }
1520 }
1521
1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1523 {
1524 /* FIXME: If a player is killed by a rune in a door, the
1525 * destroyed() check above doesn't return, and might get here.
1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1534 return 0;
1535 }
1536
1537#ifdef ATTACK_DEBUG
1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1539#endif
1641 1540
1642 op_tag = op->count;
1643 hitter_tag = hitter->count;
1644
1645 if (body_attack) {
1646 /* slow and paralyze must hit the head. But we don't want to just
1647 * return - we still need to process other attacks the spell still
1648 * might have. So just remove the paralyze and slow attacktypes,
1649 * and keep on processing if we have other attacktypes.
1650 * return if only magic or nothing is left - under normal code
1651 * we don't attack with pure magic if there is another attacktype.
1652 * Only do processing if the initial attacktype includes one of those
1653 * attack so we don't cancel out things like magic bullet.
1654 */
1655 if (type & (AT_PARALYZE | AT_SLOW)) {
1656 type &= ~(AT_PARALYZE | AT_SLOW);
1657 if (!type || type==AT_MAGIC) return 0;
1658 }
1659 }
1660
1661 if ( ! simple_attack && op->type == DOOR) {
1662 object *tmp;
1663 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1664 if (tmp->type == RUNE || tmp->type == TRAP) {
1665 spring_trap (tmp, hitter);
1666 if (was_destroyed (hitter, hitter_tag)
1667 || was_destroyed (op, op_tag)
1668 || abort_attack (op, hitter, simple_attack))
1669 return 0;
1670 break;
1671 }
1672 }
1673
1674 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1675 /* FIXME: If a player is killed by a rune in a door, the
1676 * was_destroyed() check above doesn't return, and might get here.
1677 */
1678 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1679 "hit_player()\n", &op->arch->name, &op->name);
1680 return 0;
1681 }
1682
1683#ifdef ATTACK_DEBUG
1684 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1685#endif
1686
1687 if (magic) { 1541 if (magic)
1542 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1543 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1546 if (dam >= 100)
1692 dam /= 100; 1547 dam /= 100;
1693 else 1548 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1695 } 1550 }
1696 1551
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1552 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1698 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1554 */
1700 if(type & AT_CHAOS){ 1555 if (type & AT_CHAOS)
1556 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1557 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1558 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1559 type &= ~AT_CHAOS;
1704 } 1560 }
1705 1561
1706 /* Holyword is really an attacktype modifier (like magic is). If 1562 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1563 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1564 * a proper match, otherwise no damage.
1709 */ 1565 */
1710 if (type & AT_HOLYWORD) { 1566 if (type & AT_HOLYWORD)
1567 {
1711 object *god; 1568 object *god;
1569
1712 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1716 (hitter->title != NULL 1574 || (hitter->title
1717 && (god = find_god(determine_god(hitter))) != NULL 1575 && (god = find_god (determine_god (hitter))) != NULL
1718 && god->race != NULL 1576 && god->race.contains (shstr_undead))))
1719 && strstr(god->race,undead_name) != NULL)))
1720 return 0; 1577 return 0;
1721 } 1578 }
1722 1579
1723 maxattacktype = type; /* initialize this to something */ 1580 maxattacktype = type; /* initialise this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1581 for_all_bits_sparse_32 (type, attacknum)
1582 {
1583 uint32_t attacktype = 1 << attacknum;
1584
1725 /* Magic isn't really a true attack type - it gets combined with other 1585 /* Magic isn't really a true attack type - it gets combined with other
1726 * attack types. As such, skip it over. However, if magic is 1586 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1587 * the only attacktype in the group, then still attack with it
1728 */ 1588 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1589 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1590 continue;
1730 1591
1731 /* Go through and hit the player with each attacktype, one by one. 1592 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1593 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1594 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1595 * effects (slow, paralization, etc.
1735 */ 1596 */
1736 if (type & attacktype) {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1598 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1599 * the damage is equal.
1740 */ 1600 */
1741 if (ndam >= maxdam) { 1601 if (ndam >= maxdam)
1602 {
1742 maxdam = ndam; 1603 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1604 maxattacktype = 1 << attacknum;
1605 }
1606 }
1607
1608 /* if this is friendly fire then do a set % of damage only
1609 * Note - put a check in to make sure this attack is actually
1610 * doing damage - otherwise, the +1 in the code below will make
1611 * an attack do damage before when it otherwise didn't
1612 */
1613 friendlyfire = friendly_fire (op, hitter);
1614 if (friendlyfire && maxdam)
1615 {
1616 maxdam = ((dam * settings.set_friendly_fire) / 100);
1617
1618#ifdef ATTACK_DEBUG
1619 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1620 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1621#endif
1622 }
1623
1624 if (!full_hit)
1625 {
1626 int area;
1627 int remainder;
1628
1629 area = 0;
1630
1631 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1632 area++;
1633
1634 assert (area > 0);
1635
1636 /* basically: maxdam /= area; we try to "simulate" a float
1637 value-effect */
1638 remainder = 100 * (maxdam % area) / area;
1639 maxdam /= area;
1640 if (rndm (100) < remainder)
1641 maxdam++;
1642 }
1643
1644#ifdef ATTACK_DEBUG
1645 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1646#endif
1647
1648 // for now, only do this for active objects, otherwise they
1649 // keep a refcount for a long time and I see no usefulness
1650 // for an non-active objetc to know its enemy.
1651 if (op->active)
1652 if (hitter->owner)
1653 op->enemy = hitter->owner;
1654 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1655 op->enemy = hitter;
1656
1657 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1658 {
1659 /* The unaggressives look after themselves 8) */
1660 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1661 npc_call_help (op);
1662 }
1663
1664 if (magic && did_make_save (op, op->level, 0))
1665 maxdam = maxdam / 2;
1666
1667 attack_message (maxdam, maxattacktype, op, hitter);
1668
1669 op->stats.hp -= maxdam;
1670
1671 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1672 if (op->stats.hp >= 0
1673 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1674 && op->stats.hp < op->run_away * op->stats.maxhp / 100)
1675 {
1676
1677 if (QUERY_FLAG (op, FLAG_MONSTER))
1678 SET_FLAG (op, FLAG_RUN_AWAY);
1679 else
1680 scare_creature (op, hitter);
1681 }
1682
1683 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1684 {
1685 if (maxdam)
1686 tear_down_wall (op);
1687
1688 return maxdam; /* nothing more to do for wall */
1689 }
1690
1691 /* See if the creature has been killed */
1692 rtn_kill = kill_object (op, maxdam, hitter, type);
1693 if (rtn_kill != -1)
1694 return rtn_kill;
1695
1696 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1697 * that before if the player was immune to ghosthit, the monster
1698 * remained - that is no longer the case.
1699 */
1700 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1701 hitter->drop_and_destroy ();
1702 /* Lets handle creatures that are splitting now */
1703 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1704 {
1705 int i;
1706 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1707 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1708 object *owner = op->owner;
1709
1710 if (!op->other_arch)
1711 {
1712 LOG (llevError, "SPLITTING without other_arch error.\n");
1713 return maxdam;
1714 }
1715
1716 op->remove ();
1717
1718 for (i = 0; i < op->stats.food; i++)
1719 { /* This doesn't handle op->more yet */
1720 object *tmp = arch_to_object (op->other_arch);
1721 int j;
1722
1723 tmp->stats.hp = op->stats.hp;
1724
1725 if (friendly)
1726 {
1727 add_friendly_object (tmp);
1728 tmp->attack_movement = PETMOVE;
1729
1730 if (owner)
1731 tmp->set_owner (owner);
1744 } 1732 }
1745 }
1746 }
1747
1748 /* if this is friendly fire then do a set % of damage only
1749 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't
1752 */
1753 friendlyfire = friendly_fire(op, hitter);
1754 if (friendlyfire && maxdam){
1755 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER
1757 maxdam++;
1758#endif
1759
1760#ifdef ATTACK_DEBUG
1761 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1762 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1763#endif
1764 }
1765 1733
1766 if (!full_hit) { 1734 if (unaggressive)
1767 archetype *at;
1768 int area;
1769 int remainder;
1770
1771 area = 0;
1772 for(at = op->arch; at != NULL; at = at->more)
1773 area++;
1774 assert(area > 0);
1775
1776 /* basically: maxdam /= area; we try to "simulate" a float
1777 value-effect */
1778 remainder = 100*(maxdam%area)/area;
1779 maxdam /= area;
1780 if (RANDOM()%100 < remainder)
1781 maxdam++;
1782 }
1783
1784#ifdef ATTACK_DEBUG
1785 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1786#endif
1787
1788 if(get_owner(hitter))
1789 op->enemy=hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1791 op->enemy=hitter;
1792
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1794 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1735 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op);
1797 }
1798 1736
1799 if (magic && did_make_save(op, op->level, 0)) 1737 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1800 maxdam=maxdam/2;
1801 1738
1802 attack_message(maxdam, maxattacktype, op, hitter); 1739 if (j == -1) /* No spot to put this monster */
1803 1740 tmp->destroy ();
1804 op->stats.hp-=maxdam;
1805
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1810 (float)op->stats.maxhp)) {
1811
1812 if (QUERY_FLAG(op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY);
1814 else 1741 else
1815 scare_creature(op, hitter);
1816 }
1817
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1819 if (maxdam)
1820 tear_down_wall(op);
1821 return maxdam; /* nothing more to do for wall */
1822 }
1823
1824 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type);
1826 if (rtn_kill != -1)
1827 return rtn_kill;
1828
1829
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1831 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case.
1833 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1836 remove_friendly_object(hitter);
1837 remove_ob(hitter);
1838 free_object(hitter);
1839 }
1840 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1842 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op);
1846
1847 if(!op->other_arch) {
1848 LOG(llevError,"SPLITTING without other_arch error.\n");
1849 return maxdam;
1850 }
1851 remove_ob(op);
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch);
1854 int j; 1742 {
1855 1743 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1856 tmp->stats.hp=op->stats.hp; 1744 insert_ob_in_map (tmp, op->map, NULL, 0);
1857 if (friendly) {
1858 SET_FLAG(tmp, FLAG_FRIENDLY);
1859 add_friendly_object(tmp);
1860 tmp->attack_movement = PETMOVE;
1861 if (owner!=NULL)
1862 set_owner(tmp,owner);
1863 } 1745 }
1864 if (unaggressive) 1746 }
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1747
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1748 op->destroy ();
1867 if (j==-1) /* No spot to put this monster */ 1749 }
1868 free_object(tmp); 1750 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1751 hitter->drop_and_destroy ();
1752
1753 return maxdam;
1754}
1755
1756static void
1757poison_player (object *op, object *hitter, int dam)
1758{
1759 archetype *at = archetype::find (shstr_poisoning);
1760 object *tmp = present_arch_in_ob (at, op);
1761
1762 if (tmp == NULL)
1763 {
1764 if ((tmp = arch_to_object (at)) == NULL)
1765 LOG (llevError, "Failed to clone arch poisoning.\n");
1766 else
1767 {
1768 tmp = insert_ob_in_ob (tmp, op);
1769 /* peterm: give poisoning some teeth. It should
1770 * be able to kill things better than it does:
1771 * damage should be dependent something--I choose to
1772 * do this: if it's a monster, the damage from the
1773 * poisoning goes as the level of the monster/2.
1774 * If anything else, goes as damage.
1775 */
1776
1777 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1778 tmp->stats.dam += hitter->level / 2;
1869 else { 1779 else
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1780 tmp->stats.dam = dam;
1871 insert_ob_in_map(tmp,op->map,NULL,0); 1781
1782 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1783 if (hitter->skill && hitter->skill != tmp->skill)
1784 {
1785 tmp->skill = hitter->skill;
1872 } 1786 }
1873 }
1874 if(friendly)
1875 remove_friendly_object(op);
1876 free_object(op);
1877 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1879 remove_ob(hitter);
1880 free_object(hitter);
1881 }
1882 return maxdam;
1883}
1884 1787
1788 tmp->stats.food += dam; /* more damage, longer poisoning */
1885 1789
1886void poison_player(object *op, object *hitter, int dam) 1790 if (op->type == PLAYER)
1887{
1888 archetype *at = find_archetype("poisoning");
1889 object *tmp=present_arch_in_ob(at,op);
1890
1891 if(tmp==NULL) {
1892 if((tmp=arch_to_object(at))==NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n");
1894 else {
1895 tmp = insert_ob_in_ob(tmp,op);
1896 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage.
1902 */ 1791 {
1903 1792 /* player looses stats, maximum is -10 of each */
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 1793 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1905 tmp->stats.dam += hitter->level/2; 1794 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1906 else 1795 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1907 tmp->stats.dam = dam; 1796 tmp->stats.Int = max (-(dam / 7 ), -10);
1908 1797 SET_FLAG (tmp, FLAG_APPLIED);
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 1798 op->update_stats ();
1910 if(hitter->skill && hitter->skill != tmp->skill) { 1799 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1911 tmp->skill = hitter->skill; 1800 op->play_sound (tmp->sound);
1912 } 1801 }
1913 1802
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */
1915
1916 if(op->type==PLAYER) {
1917 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED);
1923 fix_player(op);
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1925 }
1926 if (hitter->type == PLAYER) 1803 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1804 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 1805 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 1806 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1930 "Your %s poisons %s.", &hitter->name, &op->name);
1931 } 1807 }
1808
1932 tmp->speed_left=0; 1809 tmp->speed_left = 0;
1933 } 1810 }
1934 else 1811 else
1935 tmp->stats.food++; 1812 tmp->stats.food++;
1936} 1813}
1937 1814
1815static void
1938void slow_player(object *op,object *hitter,int dam) 1816slow_player (object *op, object *hitter, int dam)
1817{
1939{ archetype *at = find_archetype("slowness"); 1818 archetype *at = archetype::find (shstr_slowness);
1940 object *tmp; 1819 object *tmp;
1820
1941 if(at == NULL) { 1821 if (at == NULL)
1942 LOG(llevError,"Can't find slowness archetype.\n"); 1822 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 1823
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 1824 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1825 {
1945 tmp = arch_to_object(at); 1826 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 1827 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 1828 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1829 }
1948 } else 1830 else
1949 tmp->stats.food++; 1831 tmp->stats.food++;
1832
1950 SET_FLAG(tmp, FLAG_APPLIED); 1833 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 1834 tmp->speed_left = 0;
1952 fix_player(op); 1835 op->update_stats ();
1953} 1836}
1954 1837
1838void
1955void confuse_player(object *op, object *hitter, int dam) 1839confuse_player (object *op, object *hitter, int dam)
1956{ 1840{
1957 object *tmp; 1841 object *tmp;
1958 int maxduration; 1842 int maxduration;
1959 1843
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 1844 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1961 if(!tmp) { 1845 if (!tmp)
1846 {
1962 tmp = get_archetype(FORCE_NAME); 1847 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 1848 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 1849 }
1850
1966 /* Duration added per hit and max. duration of confusion both depend 1851 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 1852 * on the player's resistance
1968 */ 1853 */
1969 tmp->speed = 0.05; 1854 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 1855 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 1856 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 1857 tmp->name = shstr_confusion;
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 1858 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1859
1974 if( tmp->duration > maxduration) 1860 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 1861 tmp->duration = maxduration;
1976 1862
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 1863 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 1864 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1865
1979 SET_FLAG(op, FLAG_CONFUSED); 1866 SET_FLAG (op, FLAG_CONFUSED);
1980} 1867}
1981 1868
1869void
1982void blind_player(object *op, object *hitter, int dam) 1870blind_player (object *op, object *hitter, int dam)
1983{ 1871{
1984 object *tmp,*owner; 1872 object *tmp, *owner;
1985 1873
1986 /* Save some work if we know it isn't going to affect the player */ 1874 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 1875 if (op->resist[ATNR_BLIND] == 100)
1876 return;
1988 1877
1989 tmp = present_in_ob(BLINDNESS,op); 1878 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 1879 if (!tmp)
1880 {
1991 tmp = get_archetype("blindness"); 1881 tmp = get_archetype (shstr_blindness);
1992 SET_FLAG(tmp, FLAG_BLIND); 1882 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 1883 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 1884 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 1885 * speed is a float anyways.
1996 */ 1886 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 1887 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 1888
1999 tmp = insert_ob_in_ob(tmp,op); 1889 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 1890 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 1891 op->update_stats (); /* This takes care of some other stuff */
2002 1892
2003 if(hitter->owner) owner = get_owner(hitter); 1893 if (hitter->owner)
1894 owner = hitter->owner;
1895 else
2004 else owner = hitter; 1896 owner = hitter;
2005 1897
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 1898 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 1899 }
2009 tmp->stats.food += dam; 1900 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 1901 if (tmp->stats.food > 10)
1902 tmp->stats.food = 10;
2011} 1903}
2012 1904
1905void
2013void paralyze_player(object *op, object *hitter, int dam) 1906paralyze_player (object *op, object *hitter, int dam)
2014{ 1907{
2015 float effect,max;
2016 /* object *tmp; */
2017
2018 /* This is strange stuff... someone knows for what this is 1908 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 1909 * written? Well, i think this can and should be removed
2020 */ 1910 */
2021 1911
2022 /* 1912 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1913 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 1914 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 1915 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1916 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 1917 }
2028 */ 1918 */
2029 1919
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1920 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2031 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1921 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2032 1922
2033 if (effect==0) return;
2034
2035 op->speed_left-=FABS(op->speed)*effect; 1923 op->speed_left -= fabs (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1924 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 1925
2038 /* max number of ticks to be affected for. */ 1926 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 1927 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1928
2040 if (op->speed_left< -(FABS(op->speed)*max)) 1929 if (op->speed_left < -(fabs (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 1930 op->speed_left = -(fabs (op->speed) * max);
2042 1931
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1932/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2044} 1933}
2045
2046 1934
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 1935/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 1936 * the computed damaged.
2049 */ 1937 */
1938static void
2050void deathstrike_player(object *op, object *hitter, int *dam) 1939deathstrike_player (object *op, object *hitter, int *dam)
2051{ 1940{
2052 /* The intention of a death attack is to kill outright things 1941 /* The intention of a death attack is to kill outright things
2053 ** that are a lot weaker than the attacker, have a chance of killing 1942 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 1943 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 1944 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 1945 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 1946 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 1947 ** field of the deathstriking object */
2059 1948
2060 int atk_lev, def_lev, kill_lev; 1949 int atk_lev, def_lev, kill_lev;
2061 1950
2062 if(hitter->slaying) 1951 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 1952 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2064 (op->race&&strstr(hitter->slaying,op->race)))) return; 1953 || (op->race && hitter->slaying.contains (op->race))))
1954 return;
2065 1955
2066 def_lev = op->level; 1956 def_lev = op->level;
2067 if (def_lev < 1) { 1957 if (def_lev < 1)
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 1958 {
2069 &op->arch->name, &op->name); 1959 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2070 def_lev = 1; 1960 def_lev = 1;
2071 } 1961 }
1962
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 1963 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1964 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 1965 atk_lev, def_lev); */
2075 1966
2076 if(atk_lev >= def_lev ){ 1967 if (atk_lev >= def_lev)
1968 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 1969 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 1970
2079 /* Note that the below effectively means the ratio of the atk vs 1971 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 1972 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 1973 * chance of killing a level 50 monster. This should probably be
2082 * redone. 1974 * redone.
2083 */ 1975 */
2084 if(kill_lev >= def_lev) { 1976 if (kill_lev >= def_lev)
1977 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 1978 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2086 /* I think this doesn't really do much. Because of 1979 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 1980 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 1981 * attack level is double the defender level.
2089 */ 1982 */
2090 *dam *= kill_lev / def_lev; 1983 *dam *= kill_lev / def_lev;
1984 }
1985 }
1986 else
1987 *dam = 0; /* no harm done */
1988}
1989
1990/* This returns the amount of damage hitter does to op with the
1991 * appropriate attacktype. Only 1 attacktype should be set at a time.
1992 * This doesn't damage the player, but returns how much it should
1993 * take. However, it will do other effects (paralyzation, slow, etc.)
1994 * Note - changed for PR code - we now pass the attack number and not
1995 * the attacktype. Makes it easier for the PR code. */
1996int
1997hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1998{
1999 int doesnt_slay = 1;
2000
2001 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2002 if (attacknum >= NROFATTACKS)
2003 {
2004 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2005 return 0;
2006 }
2007
2008 if (dam < 0)
2009 {
2010 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2011 dam, hitter->debug_desc (), op->debug_desc ());
2012 return 0;
2013 }
2014
2015 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2016 * people can't mess with that or it otherwise get confused. */
2017 if (attacknum == ATNR_INTERNAL)
2018 return dam;
2019
2020 if (hitter->slaying)
2021 {
2022 if ((op->race && hitter->slaying.contains (op->race))
2023 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2091 } 2024 {
2025 doesnt_slay = 0;
2026 dam *= 3;
2027 }
2028 }
2029
2030 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2031 if (op->resist[attacknum])
2032 {
2033 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2034 * in case 0>dam>1, we try to "simulate" a float value-effect */
2035 dam *= (100 - op->resist[attacknum]);
2036 if (dam >= 100)
2037 dam /= 100;
2092 } else { 2038 else
2093 *dam = 0; /* no harm done */ 2039 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2094 } 2040 }
2095}
2096 2041
2097/* thrown_item_effect() - handles any special effects of thrown 2042 /* Special hack. By default, if immune to something, you
2098 * items (like attacking living creatures--a potion thrown at a 2043 * shouldn't need to worry. However, acid is an exception, since
2099 * monster). 2044 * it can still damage your items. Only include attacktypes if
2100 */ 2045 * special processing is needed */
2101static void thrown_item_effect (object *hitter, object *victim)
2102{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2104 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion.
2106 */
2107 switch (hitter->type) {
2108 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2111 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2112 break;
2113 2046
2114 case POISON: /* poison drinks */ 2047 if (op->resist[attacknum] >= 100
2115 /* As with potions, should monster get a save? */ 2048 && doesnt_slay
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2049 && attacknum != ATNR_ACID)
2117 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2118 break;
2119
2120 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled.
2124 */
2125 }
2126 }
2127}
2128
2129/* adj_attackroll() - adjustments to attacks by various conditions */
2130
2131int adj_attackroll (object *hitter, object *target) {
2132 object *attacker = hitter;
2133 int adjust=0;
2134
2135 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2138 "map\n");
2139 return 0; 2050 return 0;
2140 }
2141 2051
2142 /* aimed missiles use the owning object's sight */ 2052 /* Keep this in order - makes things easier to find */
2143 if(is_aimed_missile(hitter)) {
2144 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2145 /* A player who saves but hasn't quit still could have objects
2146 * owned by him - need to handle that case to avoid crashes.
2147 */
2148 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2149 }
2150 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2151 return 0;
2152 2053
2153 /* determine the condtions under which we make an attack. 2054 switch (attacknum)
2154 * Add more cases, as the need occurs. */ 2055 {
2056 case ATNR_PHYSICAL:
2057 /* here also check for diseases */
2058 check_physically_infect (op, hitter);
2059 break;
2155 2060
2156 if(!can_see_enemy(attacker,target)) { 2061 /* Don't need to do anything for:
2157 /* target is unseen */ 2062 magic,
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2063 fire,
2159 adjust -= 10; 2064 electricity,
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2065 cold */
2161 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2162 adjust -= target->map->darkness;
2163 }
2164 2066
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2067 case ATNR_CONFUSION:
2166 adjust -= 3; 2068 case ATNR_POISON:
2069 case ATNR_SLOW:
2070 case ATNR_PARALYZE:
2071 case ATNR_FEAR:
2072 case ATNR_CANCELLATION:
2073 case ATNR_DEPLETE:
2074 case ATNR_BLIND:
2075 {
2076 /* chance for inflicting a special attack depends on the
2077 * difference between attacker's and defender's level
2078 */
2079 int level_diff = min (110, max (0, op->level - hitter->level));
2167 2080
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2081 /* First, only creatures/players with speed can be affected.
2169 adjust += 1; 2082 * Second, just getting hit doesn't mean it always affects
2083 * you. Third, you still get a saving through against the
2084 * effect.
2085 */
2086 if (op->has_active_speed ()
2087 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2088 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2089 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2090 {
2170 2091
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2092 /* Player has been hit by something */
2172 adjust += 1; 2093 if (attacknum == ATNR_CONFUSION)
2094 confuse_player (op, hitter, dam);
2095 else if (attacknum == ATNR_POISON)
2096 poison_player (op, hitter, dam);
2097 else if (attacknum == ATNR_SLOW)
2098 slow_player (op, hitter, dam);
2099 else if (attacknum == ATNR_PARALYZE)
2100 paralyze_player (op, hitter, dam);
2101 else if (attacknum == ATNR_FEAR)
2102 scare_creature (op, hitter);
2103 else if (attacknum == ATNR_CANCELLATION)
2104 cancellation (op);
2105 else if (attacknum == ATNR_DEPLETE)
2106 op->drain_stat ();
2107 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2108 blind_player (op, hitter, dam);
2109 }
2173 2110
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2111 dam = 0; /* These are all effects and don't do real damage */
2175 adjust -= 3; 2112 }
2113 break;
2176 2114
2177 /* if we attack at a different 'altitude' its harder */ 2115 case ATNR_ACID:
2178 if((attacker->move_type & target->move_type)==0) 2116 {
2179 adjust -= 2; 2117 int flag = 0;
2180 2118
2181#if 0 2119 /* Items only get corroded if you're not on a battleground and
2182 /* slower attacks are less likely to succeed. We should use a 2120 * if your acid resistance is below 50%. */
2183 * comparison between attacker/target speeds BUT, players have 2121 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2184 * a generally faster speed, so this will wind up being a HUGE 2122 {
2185 * disadantage for the monsters! Too bad, because missiles which 2123 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2186 * fly fast should have a better chance of hitting a slower target. 2124 {
2187 */ 2125 if (tmp->invisible)
2188 if(hitter->speed<target->speed) 2126 continue;
2189 adjust += ((float) hitter->speed-target->speed); 2127 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2190#endif 2128 /* >= 10% acid res. on items will protect these */
2129 continue;
2130 if (!(tmp->materials & M_IRON))
2131 continue;
2132 if (tmp->magic < -4) /* Let's stop at -5 */
2133 continue;
2134 if (tmp->type == RING
2135 /* removed boots and gloves from exclusion list in PR */
2136 || tmp->type == GIRDLE
2137 || tmp->type == AMULET
2138 || tmp->type == WAND
2139 || tmp->type == ROD
2140 || tmp->type == HORN)
2141 continue; /* To avoid some strange effects */
2191 2142
2192#if 0 2143 /* High damage acid has better chance of corroding
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2144 objects */
2194#endif 2145 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2146 {
2147 flag = 1;
2148 tmp->magic--;
2195 2149
2196 return adjust; 2150 if (object *pl = tmp->visible_to ())
2197} 2151 {
2152 /* Make this more visible */
2153 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2154 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2198 2155
2156 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2157 }
2158 }
2159 }
2160
2161 if (flag)
2162 op->update_stats (); /* Something was corroded */
2163 }
2164 }
2165 break;
2199 2166
2200/* determine if the object is an 'aimed' missile */ 2167 case ATNR_DRAIN:
2201int is_aimed_missile ( object *op) { 2168 {
2169 /* rate is the proportion of exp drained. High rate means
2170 * not much is drained, low rate means a lot is drained.
2171 */
2172 int rate;
2202 2173
2203 /* I broke what used to be one big if into a few nested 2174 if (op->resist[ATNR_DRAIN] >= 0)
2204 * ones so that figuring out the logic is at least possible. 2175 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2205 */ 2176 else
2206 if (op && (op->move_type & MOVE_FLYING)) { 2177 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2178
2179 if (op->stats.exp <= rate)
2180 {
2181 if (op->type == GOLEM)
2182 dam = 999; /* Its force is "sucked" away. 8) */
2183 else
2184 /* If we can't drain, lets try to do physical damage */
2185 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2186 }
2187 else
2188 {
2189 /* Randomly give the hitter some hp */
2190 if (hitter->stats.hp < hitter->stats.maxhp &&
2191 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2192 hitter->stats.hp++;
2193
2194 /* Can't do drains on battleground spaces.
2195 * Move the wiz check up here - before, the hitter wouldn't gain exp
2196 * exp, but the wiz would still lose exp! If drainee is a wiz,
2197 * nothing happens.
2198 * Try to credit the owner. We try to display player -> player drain
2199 * attacks, hence all the != PLAYER checks.
2200 */
2201 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2202 {
2203 object *owner = hitter->owner;
2204
2205 if (owner && owner != hitter)
2206 {
2207 if (op->type != PLAYER || owner->type != PLAYER)
2208 change_exp (owner, op->stats.exp / (rate * 2),
2209 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2210 }
2211 else if (op->type != PLAYER || hitter->type != PLAYER)
2212 change_exp (hitter, op->stats.exp / (rate * 2),
2213 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2214
2215 change_exp (op, -op->stats.exp / rate, NULL, 0);
2216 }
2217
2218 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2219 * drain attack, you won't know that you are actually sucking out EXP,
2220 * as the messages will say you missed
2221 */
2222 }
2223 }
2224 break;
2225
2226 case ATNR_TURN_UNDEAD:
2227 {
2228 if (QUERY_FLAG (op, FLAG_UNDEAD))
2229 {
2230 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2231 object *god = find_god (determine_god (owner));
2232 int div = 1;
2233
2234 /* if undead are not an enemy of your god, you turn them
2235 * at half strength */
2236 if (!god || !god->slaying.contains (shstr_undead))
2237 div = 2;
2238
2239 /* Give a bonus if you resist turn undead */
2240 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2241 scare_creature (op, owner);
2242 }
2243 else
2244 dam = 0; /* don't damage non undead - should we damage
2245 undead? */
2246 }
2247 break;
2248
2249 case ATNR_DEATH:
2250 deathstrike_player (op, hitter, &dam);
2251 break;
2252
2253 case ATNR_CHAOS:
2254 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2255 dam = 0;
2256 break;
2257
2258 case ATNR_COUNTERSPELL:
2259 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2260 dam = 0;
2261 /* This should never happen. Counterspell is handled
2262 * seperately and filtered out. If this does happen,
2263 * Counterspell has no effect on anything but spells, so it
2264 * does no damage. */
2265 break;
2266
2267 case ATNR_HOLYWORD:
2268 {
2269 /* This has already been handled by hit_player,
2270 * no need to check twice -- DAMN */
2271 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2272
2273 /* As with turn undead above, give a bonus on the saving throw */
2274 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2275 scare_creature (op, owner);
2276 }
2277 break;
2278
2279 case ATNR_LIFE_STEALING:
2280 {
2281 int new_hp;
2282
2283 /* this is replacement to drain for players, instead of taking
2284 * exp it takes hp. It is geared for players, probably not
2285 * much use giving it to monsters
2286 *
2287 * life stealing doesn't do a lot of damage, but it gives the
2288 * damage it does do to the player. Given that,
2289 * it only does 1/10'th normal damage (hence the divide by
2290 * 1000).
2291 */
2292 /* You can't steal life from something undead */
2293 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2208 return 1; 2294 return 0;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2295
2210 op->subtype == SP_EXPLOSION)) 2296 /* If drain protection is higher than life stealing, use that */
2211 return 1; 2297 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2298 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2299 else
2300 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2301
2302 /* You die at -1 hp, not zero. */
2303 if (dam > (op->stats.hp + 1))
2304 dam = op->stats.hp + 1;
2305
2306 new_hp = hitter->stats.hp + dam;
2307 if (new_hp > hitter->stats.maxhp)
2308 new_hp = hitter->stats.maxhp;
2309
2310 if (new_hp > hitter->stats.hp)
2311 hitter->stats.hp = new_hp;
2312 }
2212 } 2313 }
2314
2213 return 0; 2315 return dam;
2214} 2316}
2215 2317

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