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

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