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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.136 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
83 { 52 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE; 53 return 1;
93 54
94 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
103 */ 64 */
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 70
116 for (number = 0; number < NROFATTACKS; number++) 71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
117 { 77 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 78 attacks++;
79
122 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
123 saves++; 81 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 83 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 92 return FALSE;
135 93
136 return TRUE; 94 return TRUE;
137} 95}
138 96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127}
128
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143void 133void
144save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
136 op = op->head_ ();
137
146 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
147 { 139 {
148 object *env = op->env; 140 object *env = op->env;
149 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
150 maptile *m = op->map; 142 maptile *m = op->map;
151 143
152 op = stop_item (op); 144 op = stop_item (op);
153 if (op == NULL) 145 if (!op)
154 return; 146 return;
155 147
156 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 155 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 157 {
166 const char *arch = op->other_arch->archname; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 159 if (op->type == LAMP || op->type == TORCH)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = get_archetype (arch)))
172 { 160 {
173 if (env) 161 apply_lamp (op, true); // turn on a lamp
162 return;
163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
174 { 167 {
175 op->x = env->x, op->y = env->y; 168 const char *arch = op->other_arch->archname;
176 insert_ob_in_ob (op, env); 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
177 if (env->contr) 175 if (env)
178 esrv_send_item (env, op); 176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
179 } 180 }
181
180 else 182 return;
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 } 183 }
186
187 return;
188 } 184 }
189 185
190 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
191 { /* Cancellation. */ 187 { /* Cancellation. */
192 cancellation (op); 188 cancellation (op);
193 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
194 return; 191 return;
195 } 192 }
196
197 if (op->nrof > 1)
198 {
199 if (op->decrease (rndm (0, op->nrof - 1)))
200 fix_stopped_item (op, m, originator);
201 }
202 else
203 op->destroy ();
204 193
205 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env) 195 if (env)
207 { 196 {
208 op = get_archetype ("burnout"); 197 object *op = archetype::get (shstr_burnout);
209 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env); 199 env->insert (op);
211 } 200 }
212 else 201 else
213 replace_insert_ob_in_map ("burnout", originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
214 215
215 return; 216 return;
216 } 217 }
217 218
218 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
220 { 221 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube"); 222 archetype *at = archetype::find (shstr_icecube);
223 223
224 if (at == NULL) 224 if (at == NULL)
225 return; 225 return;
226 226
227 op = stop_item (op); 227 op = stop_item (op);
228 if (op == NULL) 228 if (op == NULL)
229 return; 229 return;
230 230
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 object *tmp = present_arch (at, op->map, op->x, op->y);
232 if (!tmp)
232 { 233 {
233 tmp = arch_to_object (at); 234 tmp = at->instance ();
234 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
237 * that for ones we create. 238 * that for ones we create.
238 */ 239 */
239 tmp->move_slow_penalty = 0; 240 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0; 241 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0); 242 insert_ob_in_map (tmp, op->map, originator, 0);
242 } 243 }
243 244
244 if (!QUERY_FLAG (op, FLAG_REMOVED)) 245 tmp->insert (op);
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return; 246 return;
249 } 247 }
250} 248}
251 249
252/* Object op is hitting the map. 250/* Object op is hitting the map.
254 * type is the attacktype of the object. 252 * type is the attacktype of the object.
255 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
256 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
257 */ 255 */
258int 256int
259hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
260{ 258{
261 maptile *map; 259 maptile *map;
262 sint16 x, y; 260 sint16 x, y;
263 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
264 262
265 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (op->flag [FLAG_FREED])
266 { 264 {
267 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
268 return 0; 266 return 0;
269 } 267 }
270 268
271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
272 { 270 {
273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
274 return 0; 272 return 0;
275 } 273 }
276 274
281 } 279 }
282 280
283 if (op->head) 281 if (op->head)
284 op = op->head; 282 op = op->head;
285 283
286 map = op->map; 284 mapxy pos (op);
287 x = op->x + freearr_x[dir]; 285 pos.move (dir);
288 y = op->y + freearr_y[dir];
289 286
290 if (!xy_normalise (map, x, y)) 287 if (!pos.normalise ())
291 return 0; 288 return 0;
292 289
293 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y); 292 mapspace &ms = pos.ms ();
296 293
297 if (ms.flags () & P_SAFE) 294 if (ms.flags () & P_SAFE)
298 return 0; 295 return 0;
299 296
300 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
338 335
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
342 */ 339 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
344 continue; 341 continue;
345 342
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
347 { 344 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
349 retflag |= 1; 346 retflag |= 1;
350 347
351 if (op->destroyed ()) 348 if (op->destroyed ())
355 * NO_PASS set, it is also immune - you can't destroy walls. Note 352 * NO_PASS set, it is also immune - you can't destroy walls. Note
356 * that weak walls have is_alive set, which prevent objects from 353 * that weak walls have is_alive set, which prevent objects from
357 * passing over/through them. We don't care what type of movement 354 * passing over/through them. We don't care what type of movement
358 * the wall blocks - if it blocks any type of movement, can't be 355 * the wall blocks - if it blocks any type of movement, can't be
359 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
360 */ 359 */
361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
362 { 361 {
363 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
364 363
365 if (op->destroyed ()) 364 if (op->destroyed ())
366 break; 365 break;
368 } 367 }
369 368
370 return 0; 369 return 0;
371} 370}
372 371
373void 372static void
374attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
375{ 374{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found = 0; 376 int i, found = 0;
378 maptile *map; 377 maptile *map;
380 379
381 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 382 * [garbled 20010919]
384 */ 383 */
385
386 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
387 { 385 {
388 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
389 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
390 found++; 388 found++;
391 } 389 }
392 if (dam < 0) 390 else if (dam < 0)
393 { 391 {
394 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
395 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
396 found++; 394 found++;
397 } 395 }
519 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
520 found++; 518 found++;
521 break; 519 break;
522 } 520 }
523 } 521 }
524 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
525 { 523 {
526 int mtype; 524 int mtype;
527 525
528 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
529 { 527 {
530 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
531 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
532 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
533 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
534 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
535 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
536 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
537 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
538 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
539 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
540 mtype = ATM_CLEAVE;
541 break;
542 case WEAP_SLICE:
543 mtype = ATM_SLICE;
544 break;
545 case WEAP_STAB:
546 mtype = ATM_STAB;
547 break;
548 case WEAP_WHIP:
549 mtype = ATM_WHIP;
550 break;
551 case WEAP_CRUSH:
552 mtype = ATM_CRUSH;
553 break;
554 case WEAP_BLUD:
555 mtype = ATM_BLUD;
556 break;
557 default:
558 mtype = ATM_BASIC;
559 break;
560 } 538 }
539
561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
562 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563 { 542 {
564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 543 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
565 strcpy (buf2, attack_mess[mtype][i].buf3); 544 strcpy (buf2, attack_mess[mtype][i].buf3);
666 op->play_sound (sound_find ("player_hits4")); 645 op->play_sound (sound_find ("player_hits4"));
667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
668 } 647 }
669} 648}
670 649
671
672static int 650static int
673get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
674{ 652{
675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
676 { 654 {
677 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
678 return 1; 656 return 1;
679 } 657 }
680 658
681 if ((*target)->head)
682 *target = (*target)->head; 659 *target = (*target)->head_ ();
683
684 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
686 661
662 if ((*target)->type == LOCKED_DOOR)
663 return 1; // locked doors cannot be hit
664
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 665 if ((*hitter)->env || (*target)->env)
688 { 666 {
689 *simple_attack = 1; 667 *simple_attack = 1;
690 return 0; 668 return 0;
691 } 669 }
692 670
693 if (QUERY_FLAG (*target, FLAG_REMOVED) 671 if ((*target)->flag [FLAG_REMOVED]
694 || QUERY_FLAG (*hitter, FLAG_REMOVED) 672 || (*hitter)->flag [FLAG_REMOVED]
695 || !(*hitter)->map 673 || !(*hitter)->map
696 || !on_same_map (*hitter, *target)) 674 || !on_same_map (*hitter, *target))
697 { 675 {
698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ()); 677 (*hitter)->debug_desc (), (*target)->debug_desc ());
705} 683}
706 684
707static int 685static int
708abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
709{ 687{
710
711/* Check if target and hitter are still in a relation similar to the one 688 /* Check if target and hitter are still in a relation similar to the one
712 * determined by get_attack_mode(). Returns true if the relation has changed. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
713 */ 690 */
714 int new_mode; 691 int new_mode;
715 692
716 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
717 new_mode = 1; 694 new_mode = 1;
718 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
719 return 1; 697 return 1;
720 else 698 else
721 new_mode = 0; 699 new_mode = 0;
700
722 return new_mode != simple_attack; 701 return new_mode != simple_attack;
723} 702}
724 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
725static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
821
822#if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824#endif
825
826 return adjust;
827}
726 828
727static int 829static int
728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729{ 831{
730 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
743 845
744 /* 846 /*
745 * A little check to make it more difficult to dance forward and back 847 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
747 */ 849 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
749 { 851 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
775 if (!simple_attack) 877 if (!simple_attack)
776 { 878 {
777 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
778 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
779 * -b.t. */ 881 * -b.t. */
780 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
781 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
782 884
783 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
784 * for help. */ 886 * for help. */
785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 npc_call_help (op); 888 npc_call_help (op);
787 889
788 /* if you were hidden and hit by a creature, you are discovered */ 890 /* if you were hidden and hit by a creature, you are discovered */
789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
790 { 892 {
791 make_visible (op); 893 make_visible (op);
792 894
793 if (op->type == PLAYER) 895 if (op->type == PLAYER)
794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
795 } 897 }
796 898
797 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
798 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
799 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
811 if (hitdam <= 0) 913 if (hitdam <= 0)
812 hitdam = 1; 914 hitdam = 1;
813 915
814 type = hitter->attacktype; 916 type = hitter->attacktype;
815 917
918 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
919 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
920 * This check is important for the most simple monsters out there in the
921 * game content (maps, archs). For example orcs: They would have
922 * no attacktype at all.
923 *
924 * Some time in the future someone should just go into the game data
925 * and fix every monster out there ;-/ Until then we will kill some
926 * more trees in the african rain forests with this check.
927 */
816 if (!type) 928 if (!type)
817 type = AT_PHYSICAL; 929 type = AT_PHYSICAL;
818 930
819 /* Handle monsters that hit back */ 931 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 932 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
821 { 933 {
822 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 934 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 935 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824 936
825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 937 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 983 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around. 984 * stick around.
873 */ 985 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0) 986 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 { 987 {
876 tmp = tmp->head_ (); 988 tmp->head_ ()->insert (op);
877
878 op->remove ();
879 op = insert_ob_in_ob (op, tmp);
880
881 if (tmp->type == PLAYER)
882 esrv_send_item (tmp, op);
883
884 return 1; 989 return 1;
885 } 990 }
886 else 991 else
887 return 0; 992 return 0;
888} 993}
902 /* Disassemble missile */ 1007 /* Disassemble missile */
903 if (op->inv) 1008 if (op->inv)
904 { 1009 {
905 container = op; 1010 container = op;
906 hitter = op->inv; 1011 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1012 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
909 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1013 /* Note that we now have an empty THROWN_OBJ on the map. Code that
910 * might be called until this THROWN_OBJ is either reassembled or 1014 * might be called until this THROWN_OBJ is either reassembled or
911 * removed at the end of this function must be able to deal with empty 1015 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */ 1016 * THROWN_OBJs. */
913 } 1017 }
927 * other places as well!) 1031 * other places as well!)
928 */ 1032 */
929 if (hitter->destroyed () || hitter->env != NULL) 1033 if (hitter->destroyed () || hitter->env != NULL)
930 { 1034 {
931 if (container) 1035 if (container)
932 {
933 container->remove ();
934 container->destroy (); 1036 container->destroy ();
935 }
936 1037
937 return 0; 1038 return 0;
938 } 1039 }
939 1040
940 /* Missile hit victim */ 1041 /* Missile hit victim */
964 * can fly over but not otherwise move over. What is the correct 1065 * can fly over but not otherwise move over. What is the correct
965 * way to handle those otherwise? 1066 * way to handle those otherwise?
966 */ 1067 */
967 if (victim->x != hitter->x || victim->y != hitter->y) 1068 if (victim->x != hitter->x || victim->y != hitter->y)
968 { 1069 {
1070 if (victim->destroyed ())
1071 hitter->destroy ();
1072 else
1073 {
969 hitter->remove (); 1074 hitter->remove ();
970 hitter->x = victim->x; 1075 hitter->x = victim->x;
971 hitter->y = victim->y; 1076 hitter->y = victim->y;
972 insert_ob_in_map (hitter, victim->map, hitter, 0); 1077 insert_ob_in_map (hitter, victim->map, hitter, 0);
1078 }
973 } 1079 }
974 else 1080 else
975 /* Else leave arrow where it is */ 1081 /* Else leave arrow where it is */
976 merge_ob (hitter, NULL); 1082 merge_ob (hitter, NULL);
977 1083
989 } 1095 }
990 1096
991 return op; 1097 return op;
992} 1098}
993 1099
994void 1100static void
995tear_down_wall (object *op) 1101tear_down_wall (object *op)
996{ 1102{
997 int perc = 0;
998
999 if (!op->stats.maxhp) 1103 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1104 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1; 1105 else if (!op->has_anim ())
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 { 1106 {
1006 /* Object has been called - no animations, so remove it */ 1107 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0) 1108 if (op->stats.hp < 0)
1008 op->destroy (); 1109 op->destroy ();
1009 1110
1010 return; /* no animations, so nothing more to do */ 1111 return; /* no animations, so nothing more to do */
1011 } 1112 }
1012 1113
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1114 // we use frames 1..num-2 as intermediate frames, so
1115 // the last frame is used only when hp < 0.
1116 int perc = clamp (
1117 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1118 0, op->anim_frames () - 1
1119 );
1014 1120
1015 if (perc >= (int) NUM_ANIMATIONS (op)) 1121 op->set_anim_frame (perc);
1016 perc = NUM_ANIMATIONS (op) - 1;
1017 else if (perc < 1)
1018 perc = 1;
1019
1020 SET_ANIMATION (op, perc);
1021 update_object (op, UP_OBJ_FACE); 1122 update_object (op, UP_OBJ_FACE);
1022 1123
1023 if (perc == NUM_ANIMATIONS (op) - 1) 1124 if (op->stats.hp < 0)
1024 { /* Reached the last animation */ 1125 { /* Reached the last animation */
1025 if (op->face == blank_face) 1126 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */ 1127 /* If the last face is blank, remove the ob */
1027 op->destroy (); 1128 op->destroy ();
1028 else 1129 else
1029 { /* The last face was not blank, leave an image */ 1130 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1131 op->flag [FLAG_BLOCKSVIEW] = false;
1031 update_all_los (op->map, op->x, op->y); 1132 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0; 1133 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE); 1134 op->flag [FLAG_ALIVE] = false;
1034 } 1135 }
1035 } 1136 }
1036} 1137}
1037 1138
1038void 1139static void
1039scare_creature (object *target, object *hitter) 1140scare_creature (object *target, object *hitter)
1040{ 1141{
1041 object *owner = hitter->owner; 1142 target->flag [FLAG_SCARED] = true;
1042 1143
1043 if (!owner)
1044 owner = hitter;
1045
1046 SET_FLAG (target, FLAG_SCARED);
1047 if (!target->enemy) 1144 if (!target->enemy)
1048 target->enemy = owner; 1145 target->enemy = hitter->outer_owner ();
1049}
1050
1051/* This returns the amount of damage hitter does to op with the
1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1053 * This doesn't damage the player, but returns how much it should
1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1055 * Note - changed for PR code - we now pass the attack number and not
1056 * the attacktype. Makes it easier for the PR code. */
1057int
1058hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1059{
1060 int doesnt_slay = 1;
1061
1062 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1063 if (attacknum >= NROFATTACKS)
1064 {
1065 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1066 return 0;
1067 }
1068
1069 if (dam < 0)
1070 {
1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1073 return 0;
1074 }
1075
1076 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1077 * people can't mess with that or it otherwise get confused. */
1078 if (attacknum == ATNR_INTERNAL)
1079 return dam;
1080
1081 if (hitter->slaying)
1082 {
1083 if ((op->race && strstr (hitter->slaying, op->race))
1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1085 {
1086 doesnt_slay = 0;
1087 dam *= 3;
1088 }
1089 }
1090
1091 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1092 if (op->resist[attacknum])
1093 {
1094 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1095 * in case 0>dam>1, we try to "simulate" a float value-effect */
1096 dam *= (100 - op->resist[attacknum]);
1097 if (dam >= 100)
1098 dam /= 100;
1099 else
1100 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1101 }
1102
1103 /* Special hack. By default, if immune to something, you
1104 * shouldn't need to worry. However, acid is an exception, since
1105 * it can still damage your items. Only include attacktypes if
1106 * special processing is needed */
1107
1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1111 return 0;
1112
1113 /* Keep this in order - makes things easier to find */
1114
1115 switch (attacknum)
1116 {
1117 case ATNR_PHYSICAL:
1118 /* here also check for diseases */
1119 check_physically_infect (op, hitter);
1120 break;
1121
1122 /* Don't need to do anything for:
1123 magic,
1124 fire,
1125 electricity,
1126 cold */
1127
1128 case ATNR_CONFUSION:
1129 case ATNR_POISON:
1130 case ATNR_SLOW:
1131 case ATNR_PARALYZE:
1132 case ATNR_FEAR:
1133 case ATNR_CANCELLATION:
1134 case ATNR_DEPLETE:
1135 case ATNR_BLIND:
1136 {
1137 /* chance for inflicting a special attack depends on the
1138 * difference between attacker's and defender's level
1139 */
1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1141
1142 /* First, only creatures/players with speed can be affected.
1143 * Second, just getting hit doesn't mean it always affects
1144 * you. Third, you still get a saving through against the
1145 * effect.
1146 */
1147 if (op->speed &&
1148 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1149 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1150 {
1151
1152 /* Player has been hit by something */
1153 if (attacknum == ATNR_CONFUSION)
1154 confuse_player (op, hitter, dam);
1155 else if (attacknum == ATNR_POISON)
1156 poison_player (op, hitter, dam);
1157 else if (attacknum == ATNR_SLOW)
1158 slow_player (op, hitter, dam);
1159 else if (attacknum == ATNR_PARALYZE)
1160 paralyze_player (op, hitter, dam);
1161 else if (attacknum == ATNR_FEAR)
1162 scare_creature (op, hitter);
1163 else if (attacknum == ATNR_CANCELLATION)
1164 cancellation (op);
1165 else if (attacknum == ATNR_DEPLETE)
1166 op->drain_stat ();
1167 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1168 blind_player (op, hitter, dam);
1169 }
1170
1171 dam = 0; /* These are all effects and don't do real damage */
1172 }
1173 break;
1174
1175 case ATNR_ACID:
1176 {
1177 int flag = 0;
1178
1179 /* Items only get corroded if you're not on a battleground and
1180 * if your acid resistance is below 50%. */
1181 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1182 {
1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 {
1185 if (tmp->invisible)
1186 continue;
1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1188 /* >= 10% acid res. on items will protect these */
1189 continue;
1190 if (!(tmp->materials & M_IRON))
1191 continue;
1192 if (tmp->magic < -4) /* Let's stop at -5 */
1193 continue;
1194 if (tmp->type == RING
1195 /* removed boots and gloves from exclusion list in PR */
1196 || tmp->type == GIRDLE
1197 || tmp->type == AMULET
1198 || tmp->type == WAND
1199 || tmp->type == ROD
1200 || tmp->type == HORN)
1201 continue; /* To avoid some strange effects */
1202
1203 /* High damage acid has better chance of corroding
1204 objects */
1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1206 {
1207 if (op->type == PLAYER)
1208 /* Make this more visible */
1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1210 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1211 flag = 1;
1212 tmp->magic--;
1213 if (op->type == PLAYER)
1214 esrv_send_item (op, tmp);
1215 }
1216 }
1217
1218 if (flag)
1219 op->update_stats (); /* Something was corroded */
1220 }
1221 }
1222 break;
1223
1224 case ATNR_DRAIN:
1225 {
1226 /* rate is the proportion of exp drained. High rate means
1227 * not much is drained, low rate means a lot is drained.
1228 */
1229 int rate;
1230
1231 if (op->resist[ATNR_DRAIN] >= 0)
1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1233 else
1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1235
1236 if (op->stats.exp <= rate)
1237 {
1238 if (op->type == GOLEM)
1239 dam = 999; /* Its force is "sucked" away. 8) */
1240 else
1241 /* If we can't drain, lets try to do physical damage */
1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1243 }
1244 else
1245 {
1246 /* Randomly give the hitter some hp */
1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1248 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1249 hitter->stats.hp++;
1250
1251 /* Can't do drains on battleground spaces.
1252 * Move the wiz check up here - before, the hitter wouldn't gain exp
1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1254 * nothing happens.
1255 * Try to credit the owner. We try to display player -> player drain
1256 * attacks, hence all the != PLAYER checks.
1257 */
1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1259 {
1260 object *owner = hitter->owner;
1261
1262 if (owner && owner != hitter)
1263 {
1264 if (op->type != PLAYER || owner->type != PLAYER)
1265 change_exp (owner, op->stats.exp / (rate * 2),
1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1267 }
1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1269 change_exp (hitter, op->stats.exp / (rate * 2),
1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1271
1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1273 }
1274
1275 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1276 * drain attack, you won't know that you are actually sucking out EXP,
1277 * as the messages will say you missed
1278 */
1279 }
1280 }
1281 break;
1282
1283 case ATNR_TURN_UNDEAD:
1284 {
1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1286 {
1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1288 object *god = find_god (determine_god (owner));
1289 int div = 1;
1290
1291 /* if undead are not an enemy of your god, you turn them
1292 * at half strength */
1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1294 div = 2;
1295
1296 /* Give a bonus if you resist turn undead */
1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298 scare_creature (op, owner);
1299 }
1300 else
1301 dam = 0; /* don't damage non undead - should we damage
1302 undead? */
1303 }
1304 break;
1305
1306 case ATNR_DEATH:
1307 deathstrike_player (op, hitter, &dam);
1308 break;
1309
1310 case ATNR_CHAOS:
1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1312 dam = 0;
1313 break;
1314
1315 case ATNR_COUNTERSPELL:
1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1317 dam = 0;
1318 /* This should never happen. Counterspell is handled
1319 * seperately and filtered out. If this does happen,
1320 * Counterspell has no effect on anything but spells, so it
1321 * does no damage. */
1322 break;
1323
1324 case ATNR_HOLYWORD:
1325 {
1326 /* This has already been handled by hit_player,
1327 * no need to check twice -- DAMN */
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329
1330 /* As with turn undead above, give a bonus on the saving throw */
1331 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1332 scare_creature (op, owner);
1333 }
1334 break;
1335
1336 case ATNR_LIFE_STEALING:
1337 {
1338 int new_hp;
1339
1340 /* this is replacement to drain for players, instead of taking
1341 * exp it takes hp. It is geared for players, probably not
1342 * much use giving it to monsters
1343 *
1344 * life stealing doesn't do a lot of damage, but it gives the
1345 * damage it does do to the player. Given that,
1346 * it only does 1/10'th normal damage (hence the divide by
1347 * 1000).
1348 */
1349 /* You can't steal life from something undead */
1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1351 return 0;
1352
1353 /* If drain protection is higher than life stealing, use that */
1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else
1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1359 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1;
1362
1363 new_hp = hitter->stats.hp + dam;
1364 if (new_hp > hitter->stats.maxhp)
1365 new_hp = hitter->stats.maxhp;
1366
1367 if (new_hp > hitter->stats.hp)
1368 hitter->stats.hp = new_hp;
1369 }
1370 }
1371
1372 return dam;
1373} 1146}
1374 1147
1375/* GROS: This code comes from hit_player. It has been made external to 1148/* GROS: This code comes from hit_player. It has been made external to
1376 * allow script procedures to "kill" objects in a combat-like fashion. 1149 * allow script procedures to "kill" objects in a combat-like fashion.
1377 * It was initially used by (kill-object) developed for the Collector's 1150 * It was initially used by (kill-object) developed for the Collector's
1389 */ 1162 */
1390int 1163int
1391kill_object (object *op, int dam, object *hitter, int type) 1164kill_object (object *op, int dam, object *hitter, int type)
1392{ 1165{
1393 char buf[MAX_BUF]; 1166 char buf[MAX_BUF];
1394 const char *skill; 1167 shstr skill;
1395 int maxdam = 0; 1168 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */ 1169 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */ 1170 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0; 1171 object *owner = 0;
1399 object *skop = 0; 1172 object *skop = 0;
1408 * this creature. The function(s) that call us have already 1181 * this creature. The function(s) that call us have already
1409 * adjusted the creatures HP total, so that is negative. 1182 * adjusted the creatures HP total, so that is negative.
1410 */ 1183 */
1411 maxdam = dam + op->stats.hp + 1; 1184 maxdam = dam + op->stats.hp + 1;
1412 1185
1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1186 if (op->flag [FLAG_BLOCKSVIEW])
1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1187 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415 1188
1416 if (op->type == DOOR) 1189 if (op->type == DOOR)
1417 { 1190 {
1418 op->set_speed (0.1f); 1191 op->set_speed (0.1f);
1419 op->speed_left = -0.05f; 1192 op->speed_left = -0.05f;
1420 return maxdam; 1193 return maxdam;
1421 } 1194 }
1422 1195
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1196 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1424 { 1197 {
1425 op->destroy (); 1198 op->drop_and_destroy ();
1426 return maxdam; 1199 return maxdam;
1427 } 1200 }
1428 1201
1429 /* Now lets start dealing with experience we get for killing something */ 1202 /* Now lets start dealing with experience we get for killing something */
1430 1203
1431 owner = hitter->owner; 1204 owner = hitter->outer_owner ();
1432 if (!owner) 1205 if (!owner)
1433 owner = hitter; 1206 owner = hitter;
1434 1207
1435 /* is the victim (op) standing on battleground? */ 1208 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL)) 1209 if (op_on_battleground (op, NULL, NULL))
1441 pk = 1; 1214 pk = 1;
1442 1215
1443 /* Player killed something */ 1216 /* Player killed something */
1444 if (owner->type == PLAYER) 1217 if (owner->type == PLAYER)
1445 { 1218 {
1446 Log_Kill (owner->name,
1447 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1448
1449 /* Log players killing other players - makes it easier to detect 1219 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the 1220 * and filter out malicious player killers - that is why the
1451 * ip address is included. 1221 * ip address is included.
1452 */ 1222 */
1453 if (op->type == PLAYER && !battleg) 1223 if (op->type == PLAYER && !battleg)
1491 1261
1492 /* This code below deals with finding the appropriate skill 1262 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should 1263 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill 1264 * probably never really have to look at current_weapon->skill
1495 */ 1265 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER) 1266 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill; 1267 skill = hitter->skill;
1500 else if (owner->chosen_skill) 1268 else if (owner->chosen_skill)
1501 { 1269 {
1502 skop = owner->chosen_skill; 1270 skop = owner->chosen_skill;
1503 skill = skop->skill; 1271 skill = skop->skill;
1504 } 1272 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1273 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1506 skill = owner->current_weapon->skill; 1274 skill = owner->current_weapon->skill;
1507 else 1275 else
1276 {
1277 LOG (llevError | logBacktrace,
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1278 "BUG: kill_object - unable to find skill that killed monster\n"
1279 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1280 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1281 skill = 0;
1282 }
1509 1283
1510 /* We have the skill we want to credit to - now find the object this goes 1284 /* We have the skill we want to credit to - now find the object this goes
1511 * to. Make sure skop is an actual skill, and not a skill tool! 1285 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */ 1286 */
1513 if ((!skop || skop->type != SKILL) && skill) 1287 skop = owner->contr->find_skill (skill);
1514 {
1515 int i;
1516
1517 for (i = 0; i < NUM_SKILLS; i++)
1518 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1519 {
1520 skop = owner->contr->last_skill_ob[i];
1521 break;
1522 }
1523 }
1524 } /* Was it a player that hit somethign */ 1288 } /* Was it a player that hit somethign */
1525 else 1289 else
1526 skill = 0; 1290 skill = 0;
1527 1291
1528 /* Pet (or spell) killed something. */
1529 if (owner != hitter)
1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1532 else
1533 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536
1537 /* These may have been set in the player code section above */ 1292 /* These may have been set in the player code section above */
1538 if (!skop) 1293 if (!skop)
1539 skop = hitter->chosen_skill; 1294 skop = hitter->chosen_skill;
1540 1295
1541 if (!skill && skop) 1296 if (!skill && skop)
1542 skill = skop->skill; 1297 skill = skop->skill;
1543 1298
1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1545
1546 /* If you didn't kill yourself, and your not the wizard */ 1299 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1300 if (owner != op && !op->flag [FLAG_WIZ])
1548 { 1301 {
1549 int exp; 1302 int exp;
1550 1303
1551 /* Really don't give much experience for killing other players */ 1304 /* Really don't give much experience for killing other players */
1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1305 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1553 if (op->type == PLAYER)
1554 {
1555 if (battleg) 1306 if (battleg)
1307 {
1308 if (op->is_player ())
1556 { 1309 {
1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1310 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1311 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 } 1312 }
1560 else 1313
1314 exp = 0;
1315 }
1316 else if (op->is_player ())
1561 exp = op->stats.exp / 1000; 1317 exp = op->stats.exp / 1000;
1562 }
1563 else 1318 else
1564 exp = calc_skill_exp (owner, op, skop); 1319 exp = calc_skill_exp (owner, op, skop);
1565
1566 /* if op is standing on "battleground" (arena), no way to gain
1567 * exp by killing him
1568 */
1569 if (battleg)
1570 exp = 0;
1571 1320
1572 /* Don't know why this is set this way - doesn't make 1321 /* Don't know why this is set this way - doesn't make
1573 * sense to just divide everything by two for no reason. 1322 * sense to just divide everything by two for no reason.
1574 */ 1323 */
1575 1324
1613 } /* else part of a party */ 1362 } /* else part of a party */
1614 } /* end if person didn't kill himself */ 1363 } /* end if person didn't kill himself */
1615 1364
1616 if (op->type != PLAYER) 1365 if (op->type != PLAYER)
1617 { 1366 {
1618 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1367 if (op->flag [FLAG_FRIENDLY])
1619 { 1368 {
1620 object *owner1 = op->owner; 1369 object *owner1 = op->owner;
1621 1370
1622 if (owner1 && owner1->type == PLAYER) 1371 if (owner1 && owner1->type == PLAYER)
1623 { 1372 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1373 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */ 1374 /* Maybe we should include the owner that killed this, maybe not */
1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1375 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1627 } 1376 }
1628 1377
1629 remove_friendly_object (op); 1378 remove_friendly_object (op);
1630 } 1379 }
1631 1380
1632 op->destroy (); 1381 op->drop_and_destroy ();
1633 } 1382 }
1634 else 1383 else
1635 {
1636 /* Player has been killed! */ 1384 /* Player has been killed! */
1637 if (owner->type == PLAYER) 1385 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1638 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1639 else
1640 assign (op->contr->killer, hitter->name);
1641 }
1642 1386
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process 1387 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function. 1388 * continues in the calling function.
1645 */ 1389 */
1646 return maxdam; 1390 return maxdam;
1689 * modify it. 1433 * modify it.
1690 */ 1434 */
1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1435/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1436 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1693int 1437int
1694hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1438hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1695{ 1439{
1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1440 int magic = type & AT_MAGIC;
1697 int maxattacktype, attacknum;
1698 int body_attack = op && op->head; /* Did we hit op's head? */ 1441 int body_attack = op && op->head; /* Did we hit op's head? */
1442 int maxdam = 0, ndam = 0, attacktype = 1;
1443 int maxattacktype;
1699 int simple_attack; 1444 int simple_attack;
1700 int rtn_kill = 0; 1445 int rtn_kill = 0;
1701 int friendlyfire; 1446 int friendlyfire;
1702 1447
1703 if (get_attack_mode (&op, &hitter, &simple_attack)) 1448 if (get_attack_mode (&op, &hitter, &simple_attack))
1704 return 0; 1449 return 0;
1705 1450
1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1451 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1452 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1708 return 0; 1453 return 0;
1709 1454
1710 // only allow pk for hostile players 1455 // only allow pk for hostile players
1711 if (op->type == PLAYER) 1456 if (op->type == PLAYER)
1712 { 1457 {
1754 1499
1755 break; 1500 break;
1756 } 1501 }
1757 } 1502 }
1758 1503
1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1504 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1760 { 1505 {
1761 /* FIXME: If a player is killed by a rune in a door, the 1506 /* FIXME: If a player is killed by a rune in a door, the
1762 * destroyed() check above doesn't return, and might get here. 1507 * destroyed() check above doesn't return, and might get here.
1763 */ 1508 */
1764 1509
1802 */ 1547 */
1803 if (type & AT_HOLYWORD) 1548 if (type & AT_HOLYWORD)
1804 { 1549 {
1805 object *god; 1550 object *god;
1806 1551
1807 if ((!hitter->slaying || 1552 if ((!hitter->slaying
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1553 || (!(op->race && hitter->slaying.contains (op->race))
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1554 && !(op->name && hitter->slaying.contains (op->name))))
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1555 && (!op->flag [FLAG_UNDEAD]
1811 (hitter->title != NULL 1556 || (hitter->title
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1557 && (god = find_god (determine_god (hitter))) != NULL
1558 && god->race.contains (shstr_undead))))
1813 return 0; 1559 return 0;
1814 } 1560 }
1815 1561
1816 maxattacktype = type; /* initialise this to something */ 1562 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1563 for_all_bits_sparse_32 (type, attacknum)
1818 { 1564 {
1565 uint32_t attacktype = 1 << attacknum;
1566
1819 /* Magic isn't really a true attack type - it gets combined with other 1567 /* Magic isn't really a true attack type - it gets combined with other
1820 * attack types. As such, skip it over. However, if magic is 1568 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it 1569 * the only attacktype in the group, then still attack with it
1822 */ 1570 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1571 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1826 /* Go through and hit the player with each attacktype, one by one. 1574 /* Go through and hit the player with each attacktype, one by one.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict 1575 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with 1576 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc. 1577 * effects (slow, paralization, etc.
1830 */ 1578 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1579 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1580
1834 /* the >= causes us to prefer messages from special attacks, if 1581 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal. 1582 * the damage is equal.
1836 */ 1583 */
1837 if (ndam >= maxdam) 1584 if (ndam >= maxdam)
1838 { 1585 {
1839 maxdam = ndam; 1586 maxdam = ndam;
1840 maxattacktype = 1 << attacknum; 1587 maxattacktype = 1 << attacknum;
1841 }
1842 } 1588 }
1843 } 1589 }
1844 1590
1845 /* if this is friendly fire then do a set % of damage only 1591 /* if this is friendly fire then do a set % of damage only
1846 * Note - put a check in to make sure this attack is actually 1592 * Note - put a check in to make sure this attack is actually
1886 // keep a refcount for a long time and I see no usefulness 1632 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy. 1633 // for an non-active objetc to know its enemy.
1888 if (op->active) 1634 if (op->active)
1889 if (hitter->owner) 1635 if (hitter->owner)
1890 op->enemy = hitter->owner; 1636 op->enemy = hitter->owner;
1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1637 else if (hitter->flag [FLAG_ALIVE])
1892 op->enemy = hitter; 1638 op->enemy = hitter;
1893 1639
1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1640 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1895 { 1641 {
1896 /* The unaggressives look after themselves 8) */ 1642 /* The unaggressives look after themselves 8) */
1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1643 op->clr_flag (FLAG_UNAGGRESSIVE);
1898 npc_call_help (op); 1644 npc_call_help (op);
1899 } 1645 }
1900 1646
1901 if (magic && did_make_save (op, op->level, 0)) 1647 if (magic && did_make_save (op, op->level, 0))
1902 maxdam = maxdam / 2; 1648 maxdam = maxdam / 2;
1904 attack_message (maxdam, maxattacktype, op, hitter); 1650 attack_message (maxdam, maxattacktype, op, hitter);
1905 1651
1906 op->stats.hp -= maxdam; 1652 op->stats.hp -= maxdam;
1907 1653
1908 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1654 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1909 if ((op->stats.hp >= 0) && 1655 if (op->stats.hp >= 0
1910 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1656 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1911 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1657 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1912 { 1658 {
1913 1659
1914 if (QUERY_FLAG (op, FLAG_MONSTER)) 1660 if (op->flag [FLAG_MONSTER])
1915 SET_FLAG (op, FLAG_RUN_AWAY); 1661 op->set_flag (FLAG_RUN_AWAY);
1916 else 1662 else
1917 scare_creature (op, hitter); 1663 scare_creature (op, hitter);
1918 } 1664 }
1919 1665
1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1666 if (op->flag [FLAG_TEAR_DOWN])
1921 { 1667 {
1922 if (maxdam) 1668 if (maxdam)
1923 tear_down_wall (op); 1669 tear_down_wall (op);
1924 1670
1925 return maxdam; /* nothing more to do for wall */ 1671 return maxdam; /* nothing more to do for wall */
1928 /* See if the creature has been killed */ 1674 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type); 1675 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1) 1676 if (rtn_kill != -1)
1931 return rtn_kill; 1677 return rtn_kill;
1932 1678
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1679 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1935 * that before if the player was immune to ghosthit, the monster 1680 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case. 1681 * remained - that is no longer the case.
1937 */ 1682 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1683 if (hitter->flag [FLAG_ONE_HIT])
1939 hitter->destroy (); 1684 hitter->drop_and_destroy ();
1940
1941 /* Lets handle creatures that are splitting now */ 1685 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1686 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1943 { 1687 {
1944 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1688 int friendly = op->flag [FLAG_FRIENDLY];
1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1689 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1947 object *owner = op->owner; 1690 object *owner = op->owner;
1948 1691
1949 if (!op->other_arch) 1692 if (!op->other_arch)
1950 { 1693 {
1951 LOG (llevError, "SPLITTING without other_arch error.\n"); 1694 LOG (llevError, "SPLITTING without other_arch error.\n");
1952 return maxdam; 1695 return maxdam;
1953 } 1696 }
1954 1697
1955 op->remove (); 1698 op->remove ();
1956 1699
1957 for (i = 0; i < op->stats.food; i++) 1700 for (int i = 0; i < op->stats.food; i++)
1958 { /* This doesn't handle op->more yet */ 1701 { /* This doesn't handle op->more yet */
1959 object *tmp = arch_to_object (op->other_arch); 1702 object *tmp = op->other_arch->instance ();
1960 int j;
1961 1703
1962 tmp->stats.hp = op->stats.hp; 1704 tmp->stats.hp = op->stats.hp;
1963 1705
1964 if (friendly) 1706 if (friendly)
1965 { 1707 {
1969 if (owner) 1711 if (owner)
1970 tmp->set_owner (owner); 1712 tmp->set_owner (owner);
1971 } 1713 }
1972 1714
1973 if (unaggressive) 1715 if (unaggressive)
1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1716 tmp->set_flag (FLAG_UNAGGRESSIVE);
1975 1717
1976 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1718 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977 1719
1978 if (j == -1) /* No spot to put this monster */ 1720 if (j == -1) /* No spot to put this monster */
1979 tmp->destroy (); 1721 tmp->destroy ();
1980 else 1722 else
1981 { 1723 {
1985 } 1727 }
1986 1728
1987 op->destroy (); 1729 op->destroy ();
1988 } 1730 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1731 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy (); 1732 hitter->drop_and_destroy ();
1991 1733
1992 return maxdam; 1734 return maxdam;
1993} 1735}
1994 1736
1995void 1737static void
1996poison_player (object *op, object *hitter, int dam) 1738poison_player (object *op, object *hitter, int dam)
1997{ 1739{
1998 archetype *at = archetype::find ("poisoning"); 1740 archetype *at = archetype::find (shstr_poisoning);
1999 object *tmp = present_arch_in_ob (at, op); 1741 object *tmp = present_arch_in_ob (at, op);
2000 1742
2001 if (tmp == NULL) 1743 if (tmp == NULL)
2002 { 1744 {
2003 if ((tmp = arch_to_object (at)) == NULL) 1745 tmp = insert_ob_in_ob (at->instance (), op);
2004 LOG (llevError, "Failed to clone arch poisoning.\n"); 1746 /* peterm: give poisoning some teeth. It should
1747 * be able to kill things better than it does:
1748 * damage should be dependent something--I choose to
1749 * do this: if it's a monster, the damage from the
1750 * poisoning goes as the level of the monster/2.
1751 * If anything else, goes as damage.
1752 */
1753
1754 if (hitter->flag [FLAG_ALIVE])
1755 tmp->stats.dam += hitter->level / 2;
2005 else 1756 else
2006 {
2007 tmp = insert_ob_in_ob (tmp, op);
2008 /* peterm: give poisoning some teeth. It should
2009 * be able to kill things better than it does:
2010 * damage should be dependent something--I choose to
2011 * do this: if it's a monster, the damage from the
2012 * poisoning goes as the level of the monster/2.
2013 * If anything else, goes as damage.
2014 */
2015
2016 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2017 tmp->stats.dam += hitter->level / 2;
2018 else
2019 tmp->stats.dam = dam; 1757 tmp->stats.dam = dam;
2020 1758
2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1759 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2022 if (hitter->skill && hitter->skill != tmp->skill) 1760 if (hitter->skill && hitter->skill != tmp->skill)
2023 {
2024 tmp->skill = hitter->skill; 1761 tmp->skill = hitter->skill;
2025 }
2026 1762
2027 tmp->stats.food += dam; /* more damage, longer poisoning */ 1763 tmp->stats.food += dam; /* more damage, longer poisoning */
2028 1764
2029 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
2030 { 1766 {
2031 /* player looses stats, maximum is -10 of each */ 1767 /* player looses stats, maximum is -10 of each */
2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1768 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1769 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1770 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2035 tmp->stats.Int = MAX (-dam / 7, -10); 1771 tmp->stats.Int = max (-(dam / 7 ), -10);
2036 SET_FLAG (tmp, FLAG_APPLIED); 1772 tmp->set_flag (FLAG_APPLIED);
2037 op->update_stats (); 1773 op->update_stats ();
2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound); 1775 op->play_sound (tmp->sound);
2040 } 1776 }
2041 1777
2042 if (hitter->type == PLAYER) 1778 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1779 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1780 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1781 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 }
2047 1782
2048 tmp->speed_left = 0; 1783 tmp->speed_left = 0;
2049 } 1784 }
2050 else 1785 else
2051 tmp->stats.food++; 1786 tmp->stats.food++;
2052} 1787}
2053 1788
2054void 1789static void
2055slow_player (object *op, object *hitter, int dam) 1790slow_player (object *op, object *hitter, int dam)
2056{ 1791{
2057 archetype *at = archetype::find ("slowness"); 1792 archetype *at = archetype::find (shstr_slowness);
2058 object *tmp; 1793 object *tmp;
2059 1794
2060 if (at == NULL) 1795 if (at == NULL)
2061 LOG (llevError, "Can't find slowness archetype.\n"); 1796 LOG (llevError, "Can't find slowness archetype.\n");
2062 1797
2063 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1798 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064 { 1799 {
2065 tmp = arch_to_object (at); 1800 tmp = at->instance ();
2066 tmp = insert_ob_in_ob (tmp, op); 1801 tmp = insert_ob_in_ob (tmp, op);
2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068 } 1803 }
2069 else 1804 else
2070 tmp->stats.food++; 1805 tmp->stats.food++;
2071 1806
2072 SET_FLAG (tmp, FLAG_APPLIED); 1807 tmp->set_flag (FLAG_APPLIED);
2073 tmp->speed_left = 0; 1808 tmp->speed_left = 0;
2074 op->update_stats (); 1809 op->update_stats ();
2075} 1810}
2076 1811
2077void 1812void
2078confuse_player (object *op, object *hitter, int dam) 1813confuse_player (object *op, object *hitter, int dam)
2079{ 1814{
2080 object *tmp; 1815 object *tmp;
2081 int maxduration; 1816 int maxduration;
2082 1817
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1818 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2084 if (!tmp) 1819 if (!tmp)
2085 { 1820 {
2086 tmp = get_archetype (FORCE_NAME); 1821 tmp = get_archetype (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op); 1822 tmp = insert_ob_in_ob (tmp, op);
2088 } 1823 }
2090 /* Duration added per hit and max. duration of confusion both depend 1825 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance 1826 * on the player's resistance
2092 */ 1827 */
2093 tmp->speed = 0.05; 1828 tmp->speed = 0.05;
2094 tmp->subtype = FORCE_CONFUSION; 1829 tmp->subtype = FORCE_CONFUSION;
2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1830 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096 tmp->name = "confusion"; 1831 tmp->name = shstr_confusion;
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1832 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098 1833
2099 if (tmp->duration > maxduration) 1834 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 1835 tmp->duration = maxduration;
2101 1836
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1837 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1838 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104 1839
2105 SET_FLAG (op, FLAG_CONFUSED); 1840 op->set_flag (FLAG_CONFUSED);
2106} 1841}
2107 1842
2108void 1843void
2109blind_player (object *op, object *hitter, int dam) 1844blind_player (object *op, object *hitter, int dam)
2110{ 1845{
2115 return; 1850 return;
2116 1851
2117 tmp = present_in_ob (BLINDNESS, op); 1852 tmp = present_in_ob (BLINDNESS, op);
2118 if (!tmp) 1853 if (!tmp)
2119 { 1854 {
2120 tmp = get_archetype ("blindness"); 1855 tmp = get_archetype (shstr_blindness);
2121 SET_FLAG (tmp, FLAG_BLIND); 1856 tmp->set_flag (FLAG_BLIND);
2122 SET_FLAG (tmp, FLAG_APPLIED); 1857 tmp->set_flag (FLAG_APPLIED);
2123 /* use floats so we don't lose too much precision due to rounding errors. 1858 /* use floats so we don't lose too much precision due to rounding errors.
2124 * speed is a float anyways. 1859 * speed is a float anyways.
2125 */ 1860 */
2126 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1861 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2127 1862
2142} 1877}
2143 1878
2144void 1879void
2145paralyze_player (object *op, object *hitter, int dam) 1880paralyze_player (object *op, object *hitter, int dam)
2146{ 1881{
2147 float effect, max;
2148
2149 /* object *tmp; */
2150
2151 /* This is strange stuff... someone knows for what this is 1882 /* This is strange stuff... someone knows for what this is
2152 * written? Well, i think this can and should be removed 1883 * written? Well, i think this can and should be removed
2153 */ 1884 */
2154 1885
2155 /* 1886 /*
2159 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1890 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160 } 1891 }
2161 */ 1892 */
2162 1893
2163 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1894 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2164 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1895 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2165 1896
2166 if (effect == 0)
2167 return;
2168
2169 op->speed_left -= FABS (op->speed) * effect; 1897 op->speed_left -= op->speed * effect;
2170 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1898 /* tmp->stats.food+=(signed short) effect/op->speed; */
2171 1899
2172 /* max number of ticks to be affected for. */ 1900 /* max number of ticks to be affected for. */
2173 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1901 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1902
2174 if (op->speed_left < -(FABS (op->speed) * max)) 1903 max_it (op->speed_left, -op->speed * max);
2175 op->speed_left = (float) -(FABS (op->speed) * max);
2176 1904
2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1905/* tmp->stats.food = (signed short) (max / op->speed); */
2178} 1906}
2179 1907
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 1908/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 1909 * the computed damaged.
2182 */ 1910 */
2183void 1911static void
2184deathstrike_player (object *op, object *hitter, int *dam) 1912deathstrike_player (object *op, object *hitter, int *dam)
2185{ 1913{
2186 /* The intention of a death attack is to kill outright things 1914 /* The intention of a death attack is to kill outright things
2187 ** that are a lot weaker than the attacker, have a chance of killing 1915 ** that are a lot weaker than the attacker, have a chance of killing
2188 ** things somewhat weaker than the caster, and no chance of 1916 ** things somewhat weaker than the caster, and no chance of
2192 ** field of the deathstriking object */ 1920 ** field of the deathstriking object */
2193 1921
2194 int atk_lev, def_lev, kill_lev; 1922 int atk_lev, def_lev, kill_lev;
2195 1923
2196 if (hitter->slaying) 1924 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1925 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1926 || (op->race && hitter->slaying.contains (op->race))))
2198 return; 1927 return;
2199 1928
2200 def_lev = op->level; 1929 def_lev = op->level;
2201 if (def_lev < 1) 1930 if (def_lev < 1)
2202 { 1931 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1932 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2204 def_lev = 1; 1933 def_lev = 1;
2205 } 1934 }
2206 1935
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1936 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1937 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2229 } 1958 }
2230 else 1959 else
2231 *dam = 0; /* no harm done */ 1960 *dam = 0; /* no harm done */
2232} 1961}
2233 1962
2234/* thrown_item_effect() - handles any special effects of thrown 1963/* This returns the amount of damage hitter does to op with the
2235 * items (like attacking living creatures--a potion thrown at a 1964 * appropriate attacktype. Only 1 attacktype should be set at a time.
2236 * monster). 1965 * This doesn't damage the player, but returns how much it should
2237 */ 1966 * take. However, it will do other effects (paralyzation, slow, etc.)
2238static void 1967 * Note - changed for PR code - we now pass the attack number and not
2239thrown_item_effect (object *hitter, object *victim) 1968 * the attacktype. Makes it easier for the PR code. */
1969int
1970hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2240{ 1971{
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1972 int doesnt_slay = 1;
1973
1974 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1975 if (attacknum >= NROFATTACKS)
1976 {
1977 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1978 return 0;
2242 { 1979 }
2243 /* May not need a switch for just 2 types, but this makes it 1980
2244 * easier for expansion. 1981 if (dam < 0)
1982 {
1983 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1984 dam, hitter->debug_desc (), op->debug_desc ());
1985 return 0;
1986 }
1987
1988 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1989 * people can't mess with that or it otherwise get confused. */
1990 if (attacknum == ATNR_INTERNAL)
1991 return dam;
1992
1993 if (hitter->slaying)
1994 {
1995 if ((op->race && hitter->slaying.contains (op->race))
1996 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2245 */ 1997 {
2246 switch (hitter->type) 1998 doesnt_slay = 0;
1999 dam *= 3;
2247 { 2000 }
2248 case POTION: 2001 }
2249 /* should player get a save throw instead of checking magic protection? */ 2002
2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2003 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2251 (void) apply_potion (victim, hitter); 2004 if (op->resist[attacknum])
2005 {
2006 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2007 * in case 0>dam>1, we try to "simulate" a float value-effect */
2008 dam *= (100 - op->resist[attacknum]);
2009 if (dam >= 100)
2010 dam /= 100;
2011 else
2012 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2013 }
2014
2015 /* Special hack. By default, if immune to something, you
2016 * shouldn't need to worry. However, acid is an exception, since
2017 * it can still damage your items. Only include attacktypes if
2018 * special processing is needed */
2019
2020 if (op->resist[attacknum] >= 100
2021 && doesnt_slay
2022 && attacknum != ATNR_ACID)
2023 return 0;
2024
2025 /* Keep this in order - makes things easier to find */
2026
2027 switch (attacknum)
2028 {
2029 case ATNR_PHYSICAL:
2030 /* here also check for diseases */
2031 check_physically_infect (op, hitter);
2252 break; 2032 break;
2253 2033
2254 case POISON: /* poison drinks */ 2034 /* Don't need to do anything for:
2255 /* As with potions, should monster get a save? */ 2035 magic,
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2036 fire,
2257 apply_poison (victim, hitter); 2037 electricity,
2038 cold */
2039
2040 case ATNR_CONFUSION:
2041 case ATNR_POISON:
2042 case ATNR_SLOW:
2043 case ATNR_PARALYZE:
2044 case ATNR_FEAR:
2045 case ATNR_CANCELLATION:
2046 case ATNR_DEPLETE:
2047 case ATNR_BLIND:
2048 {
2049 /* chance for inflicting a special attack depends on the
2050 * difference between attacker's and defender's level
2051 */
2052 int level_diff = min (110, max (0, op->level - hitter->level));
2053
2054 /* First, only creatures/players with speed can be affected.
2055 * Second, just getting hit doesn't mean it always affects
2056 * you. Third, you still get a saving through against the
2057 * effect.
2058 */
2059 if (op->has_active_speed ()
2060 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2061 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2062 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2063 {
2064
2065 /* Player has been hit by something */
2066 if (attacknum == ATNR_CONFUSION)
2067 confuse_player (op, hitter, dam);
2068 else if (attacknum == ATNR_POISON)
2069 poison_player (op, hitter, dam);
2070 else if (attacknum == ATNR_SLOW)
2071 slow_player (op, hitter, dam);
2072 else if (attacknum == ATNR_PARALYZE)
2073 paralyze_player (op, hitter, dam);
2074 else if (attacknum == ATNR_FEAR)
2075 scare_creature (op, hitter);
2076 else if (attacknum == ATNR_CANCELLATION)
2077 cancellation (op);
2078 else if (attacknum == ATNR_DEPLETE)
2079 op->drain_stat ();
2080 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2081 blind_player (op, hitter, dam);
2082 }
2083
2084 dam = 0; /* These are all effects and don't do real damage */
2085 }
2258 break; 2086 break;
2259 2087
2260 /* Removed case statements that did nothing. 2088 case ATNR_ACID:
2261 * food may be poisonous, but monster must be willing to eat it, 2089 {
2262 * so we don't handle it here. 2090 int flag = 0;
2263 * Containers should perhaps break open, but that code was disabled. 2091
2092 /* Items only get corroded if you're not on a battleground and
2093 * if your acid resistance is below 50%. */
2094 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2095 {
2096 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2097 {
2098 if (tmp->invisible)
2099 continue;
2100 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2101 /* >= 10% acid res. on items will protect these */
2102 continue;
2103 if (!(tmp->materials & M_IRON))
2104 continue;
2105 if (tmp->magic < -4) /* Let's stop at -5 */
2106 continue;
2107 if (tmp->type == RING
2108 /* removed boots and gloves from exclusion list in PR */
2109 || tmp->type == GIRDLE
2110 || tmp->type == AMULET
2111 || tmp->type == WAND
2112 || tmp->type == ROD
2113 || tmp->type == HORN)
2114 continue; /* To avoid some strange effects */
2115
2116 /* High damage acid has better chance of corroding
2117 objects */
2118 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2119 {
2120 flag = 1;
2121 tmp->magic--;
2122
2123 if (object *pl = tmp->visible_to ())
2124 {
2125 /* Make this more visible */
2126 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2127 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2128
2129 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2130 }
2131 }
2132 }
2133
2134 if (flag)
2135 op->update_stats (); /* Something was corroded */
2136 }
2137 }
2138 break;
2139
2140 case ATNR_DRAIN:
2141 {
2142 /* rate is the proportion of exp drained. High rate means
2143 * not much is drained, low rate means a lot is drained.
2144 */
2145 int rate;
2146
2147 if (op->resist[ATNR_DRAIN] >= 0)
2148 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2149 else
2150 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2151
2152 if (op->stats.exp <= rate)
2153 {
2154 if (op->type == GOLEM)
2155 dam = 9998; /* Its force is "sucked" away. 8) */
2156 else
2157 /* If we can't drain, lets try to do physical damage */
2158 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2159 }
2160 else
2161 {
2162 /* Randomly give the hitter some hp */
2163 if (hitter->stats.hp < hitter->stats.maxhp &&
2164 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2165 hitter->stats.hp++;
2166
2167 /* Can't do drains on battleground spaces.
2168 * Move the wiz check up here - before, the hitter wouldn't gain exp
2169 * exp, but the wiz would still lose exp! If drainee is a wiz,
2170 * nothing happens.
2171 * Try to credit the owner. We try to display player -> player drain
2172 * attacks, hence all the != PLAYER checks.
2264 */ 2173 */
2174 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2175 {
2176 object *owner = hitter->owner;
2177
2178 if (owner && owner != hitter)
2179 {
2180 if (op->type != PLAYER || owner->type != PLAYER)
2181 change_exp (owner, op->stats.exp / (rate * 2),
2182 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2183 }
2184 else if (op->type != PLAYER || hitter->type != PLAYER)
2185 change_exp (hitter, op->stats.exp / (rate * 2),
2186 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2187
2188 change_exp (op, -op->stats.exp / rate, NULL, 0);
2189 }
2190
2191 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2192 * drain attack, you won't know that you are actually sucking out EXP,
2193 * as the messages will say you missed
2194 */
2195 }
2196 }
2197 break;
2198
2199 case ATNR_TURN_UNDEAD:
2265 } 2200 {
2266 } 2201 if (op->flag [FLAG_UNDEAD])
2267} 2202 {
2203 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2204 object *god = find_god (determine_god (owner));
2205 int div = 1;
2268 2206
2269/* adj_attackroll() - adjustments to attacks by various conditions */ 2207 /* if undead are not an enemy of your god, you turn them
2270int 2208 * at half strength */
2271adj_attackroll (object *hitter, object *target) 2209 if (!god || !god->slaying.contains (shstr_undead))
2272{ 2210 div = 2;
2273 object *attacker = hitter;
2274 int adjust = 0;
2275 2211
2276 /* safety */ 2212 /* Give a bonus if you resist turn undead */
2277 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2213 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2278 { 2214 scare_creature (op, owner);
2279 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2215 }
2216 else
2217 dam = 0; /* don't damage non undead - should we damage
2218 undead? */
2219 }
2220 break;
2221
2222 case ATNR_DEATH:
2223 deathstrike_player (op, hitter, &dam);
2224 break;
2225
2226 case ATNR_CHAOS:
2227 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2228 dam = 0;
2229 break;
2230
2231 case ATNR_COUNTERSPELL:
2232 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2233 dam = 0;
2234 /* This should never happen. Counterspell is handled
2235 * seperately and filtered out. If this does happen,
2236 * Counterspell has no effect on anything but spells, so it
2237 * does no damage. */
2238 break;
2239
2240 case ATNR_HOLYWORD:
2241 {
2242 /* This has already been handled by hit_player,
2243 * no need to check twice -- DAMN */
2244 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2245
2246 /* As with turn undead above, give a bonus on the saving throw */
2247 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2248 scare_creature (op, owner);
2249 }
2250 break;
2251
2252 case ATNR_LIFE_STEALING:
2253 {
2254 int new_hp;
2255
2256 /* this is replacement to drain for players, instead of taking
2257 * exp it takes hp. It is geared for players, probably not
2258 * much use giving it to monsters
2259 *
2260 * life stealing doesn't do a lot of damage, but it gives the
2261 * damage it does do to the player. Given that,
2262 * it only does 1/10'th normal damage (hence the divide by
2263 * 1000).
2264 */
2265 /* You can't steal life from something undead */
2266 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2280 return 0; 2267 return 0;
2281 }
2282 2268
2283 /* aimed missiles use the owning object's sight */ 2269 /* If drain protection is higher than life stealing, use that */
2284 if (is_aimed_missile (hitter)) 2270 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2271 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2272 else
2273 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2274
2275 /* You die at -1 hp, not zero. */
2276 if (dam > (op->stats.hp + 1))
2277 dam = op->stats.hp + 1;
2278
2279 new_hp = hitter->stats.hp + dam;
2280 if (new_hp > hitter->stats.maxhp)
2281 new_hp = hitter->stats.maxhp;
2282
2283 if (new_hp > hitter->stats.hp)
2284 hitter->stats.hp = new_hp;
2285 }
2285 { 2286 }
2286 if ((attacker = hitter->owner) == NULL)
2287 attacker = hitter;
2288 /* A player who saves but hasn't quit still could have objects
2289 * owned by him - need to handle that case to avoid crashes.
2290 */
2291 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2292 attacker = hitter;
2293 }
2294 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2295 return 0;
2296 2287
2297 /* determine the condtions under which we make an attack.
2298 * Add more cases, as the need occurs. */
2299
2300 if (!can_see_enemy (attacker, target))
2301 {
2302 /* target is unseen */
2303 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2304 adjust -= 10;
2305 /* dark map penalty for the hitter (lacks infravision if we got here). */
2306 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2307 adjust -= target->map->darkness;
2308 }
2309
2310 if (QUERY_FLAG (attacker, FLAG_SCARED))
2311 adjust -= 3;
2312
2313 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2314 adjust += 1;
2315
2316 if (QUERY_FLAG (target, FLAG_SCARED))
2317 adjust += 1;
2318
2319 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2320 adjust -= 3;
2321
2322 /* if we attack at a different 'altitude' its harder */
2323 if ((attacker->move_type & target->move_type) == 0)
2324 adjust -= 2;
2325
2326#if 0
2327 /* slower attacks are less likely to succeed. We should use a
2328 * comparison between attacker/target speeds BUT, players have
2329 * a generally faster speed, so this will wind up being a HUGE
2330 * disadantage for the monsters! Too bad, because missiles which
2331 * fly fast should have a better chance of hitting a slower target.
2332 */
2333 if (hitter->speed < target->speed)
2334 adjust += ((float) hitter->speed - target->speed);
2335#endif
2336
2337#if 0
2338 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2339#endif
2340
2341 return adjust;
2342}
2343
2344/* determine if the object is an 'aimed' missile */
2345int
2346is_aimed_missile (object *op)
2347{
2348
2349 /* I broke what used to be one big if into a few nested
2350 * ones so that figuring out the logic is at least possible.
2351 */
2352 if (op && (op->move_type & MOVE_FLYING))
2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2354 return 1;
2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2356 return 1;
2357
2358 return 0; 2288 return dam;
2359} 2289}
2290

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