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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 1.96 by root, Mon Sep 29 10:32:50 2008 UTC

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

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