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

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.143 by root, Sat Apr 23 04:56:54 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
806 } 908 }
807 909
808 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
809 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
810 */ 912 */
811 if (hitdam <= 0) 913 max_it (hitdam, 1);
812 hitdam = 1;
813 914
814 type = hitter->attacktype; 915 type = hitter->attacktype;
815 916
917 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
918 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
919 * This check is important for the most simple monsters out there in the
920 * game content (maps, archs). For example orcs: They would have
921 * no attacktype at all.
922 *
923 * Some time in the future someone should just go into the game data
924 * and fix every monster out there ;-/ Until then we will kill some
925 * more trees in the african rain forests with this check.
926 */
816 if (!type) 927 if (!type)
817 type = AT_PHYSICAL; 928 type = AT_PHYSICAL;
818 929
819 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 931 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
821 { 932 {
822 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 934 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824 935
825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 936 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
851} 962}
852 963
853int 964int
854attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
855{ 966{
856 hitter = hitter->head_ ();
857
858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 967 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
859} 968}
860 969
861/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
862 * 971 *
863 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 972 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 980 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around. 981 * stick around.
873 */ 982 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0) 983 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 { 984 {
876 tmp = tmp->head_ (); 985 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; 986 return 1;
885 } 987 }
886 else 988 else
887 return 0; 989 return 0;
888} 990}
902 /* Disassemble missile */ 1004 /* Disassemble missile */
903 if (op->inv) 1005 if (op->inv)
904 { 1006 {
905 container = op; 1007 container = op;
906 hitter = op->inv; 1008 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1009 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 1010 /* 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 1011 * 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 1012 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */ 1013 * THROWN_OBJs. */
913 } 1014 }
927 * other places as well!) 1028 * other places as well!)
928 */ 1029 */
929 if (hitter->destroyed () || hitter->env != NULL) 1030 if (hitter->destroyed () || hitter->env != NULL)
930 { 1031 {
931 if (container) 1032 if (container)
932 {
933 container->remove ();
934 container->destroy (); 1033 container->destroy ();
935 }
936 1034
937 return 0; 1035 return 0;
938 } 1036 }
939 1037
940 /* Missile hit victim */ 1038 /* Missile hit victim */
964 * can fly over but not otherwise move over. What is the correct 1062 * can fly over but not otherwise move over. What is the correct
965 * way to handle those otherwise? 1063 * way to handle those otherwise?
966 */ 1064 */
967 if (victim->x != hitter->x || victim->y != hitter->y) 1065 if (victim->x != hitter->x || victim->y != hitter->y)
968 { 1066 {
1067 if (victim->destroyed ())
1068 hitter->destroy ();
1069 else
1070 {
969 hitter->remove (); 1071 hitter->remove ();
970 hitter->x = victim->x; 1072 hitter->x = victim->x;
971 hitter->y = victim->y; 1073 hitter->y = victim->y;
972 insert_ob_in_map (hitter, victim->map, hitter, 0); 1074 insert_ob_in_map (hitter, victim->map, hitter, 0);
1075 }
973 } 1076 }
974 else 1077 else
975 /* Else leave arrow where it is */ 1078 /* Else leave arrow where it is */
976 merge_ob (hitter, NULL); 1079 merge_ob (hitter, NULL);
977 1080
978 return 0; 1081 return 0;
979 } 1082 }
980 1083
981 if (hit_something && op->speed >= 10.0) 1084 if (hit_something && op->speed >= 10.0)
982 op->speed -= 1.0; 1085 op->set_speed (op->speed - 1.f);
983 1086
984 /* Missile missed victim - reassemble missile */ 1087 /* Missile missed victim - reassemble missile */
985 if (container) 1088 if (container)
986 { 1089 {
987 hitter->remove (); 1090 hitter->remove ();
989 } 1092 }
990 1093
991 return op; 1094 return op;
992} 1095}
993 1096
994void 1097static void
995tear_down_wall (object *op) 1098tear_down_wall (object *op)
996{ 1099{
997 int perc = 0;
998
999 if (!op->stats.maxhp) 1100 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1101 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1; 1102 else if (!op->has_anim ())
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 { 1103 {
1006 /* Object has been called - no animations, so remove it */ 1104 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0) 1105 if (op->stats.hp < 0)
1008 op->destroy (); 1106 op->destroy ();
1009 1107
1010 return; /* no animations, so nothing more to do */ 1108 return; /* no animations, so nothing more to do */
1011 } 1109 }
1012 1110
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1111 // we use frames 1..num-2 as intermediate frames, so
1112 // the last frame is used only when hp < 0.
1113 int perc = clamp (
1114 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1115 0, op->anim_frames () - 1
1116 );
1014 1117
1015 if (perc >= (int) NUM_ANIMATIONS (op)) 1118 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); 1119 update_object (op, UP_OBJ_FACE);
1022 1120
1023 if (perc == NUM_ANIMATIONS (op) - 1) 1121 if (op->stats.hp < 0)
1024 { /* Reached the last animation */ 1122 { /* Reached the last animation */
1025 if (op->face == blank_face) 1123 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */ 1124 /* If the last face is blank, remove the ob */
1027 op->destroy (); 1125 op->destroy ();
1028 else 1126 else
1029 { /* The last face was not blank, leave an image */ 1127 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1128 op->flag [FLAG_BLOCKSVIEW] = false;
1031 update_all_los (op->map, op->x, op->y); 1129 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0; 1130 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE); 1131 op->flag [FLAG_ALIVE] = false;
1034 } 1132 }
1035 } 1133 }
1036} 1134}
1037 1135
1038void 1136static void
1039scare_creature (object *target, object *hitter) 1137scare_creature (object *target, object *hitter)
1040{ 1138{
1041 object *owner = hitter->owner; 1139 target->flag [FLAG_SCARED] = true;
1042 1140
1043 if (!owner)
1044 owner = hitter;
1045
1046 SET_FLAG (target, FLAG_SCARED);
1047 if (!target->enemy) 1141 if (!target->enemy)
1048 target->enemy = owner; 1142 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} 1143}
1374 1144
1375/* GROS: This code comes from hit_player. It has been made external to 1145/* 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. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1377 * It was initially used by (kill-object) developed for the Collector's 1147 * It was initially used by (kill-object) developed for the Collector's
1389 */ 1159 */
1390int 1160int
1391kill_object (object *op, int dam, object *hitter, int type) 1161kill_object (object *op, int dam, object *hitter, int type)
1392{ 1162{
1393 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1394 const char *skill; 1164 shstr skill;
1395 int maxdam = 0; 1165 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */ 1166 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */ 1167 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0; 1168 object *owner = 0;
1399 object *skop = 0; 1169 object *skop = 0;
1408 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1409 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1410 */ 1180 */
1411 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1412 1182
1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1184 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415 1185
1416 if (op->type == DOOR) 1186 if (op->type == DOOR)
1417 { 1187 {
1418 op->set_speed (0.1f); 1188 op->set_speed (0.1f);
1419 op->speed_left = -0.05f; 1189 op->speed_left = -0.05f;
1420 return maxdam; 1190 return maxdam;
1421 } 1191 }
1422 1192
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1424 { 1194 {
1425 op->destroy (); 1195 op->drop_and_destroy ();
1426 return maxdam; 1196 return maxdam;
1427 } 1197 }
1428 1198
1429 /* Now lets start dealing with experience we get for killing something */ 1199 /* Now lets start dealing with experience we get for killing something */
1430 1200
1431 owner = hitter->owner; 1201 owner = hitter->outer_owner ();
1432 if (!owner) 1202 if (!owner)
1433 owner = hitter; 1203 owner = hitter;
1434 1204
1435 /* is the victim (op) standing on battleground? */ 1205 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL)) 1206 if (op_on_battleground (op, NULL, NULL))
1441 pk = 1; 1211 pk = 1;
1442 1212
1443 /* Player killed something */ 1213 /* Player killed something */
1444 if (owner->type == PLAYER) 1214 if (owner->type == PLAYER)
1445 { 1215 {
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 1216 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the 1217 * and filter out malicious player killers - that is why the
1451 * ip address is included. 1218 * ip address is included.
1452 */ 1219 */
1453 if (op->type == PLAYER && !battleg) 1220 if (op->type == PLAYER && !battleg)
1491 1258
1492 /* This code below deals with finding the appropriate skill 1259 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should 1260 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill 1261 * probably never really have to look at current_weapon->skill
1495 */ 1262 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER) 1263 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill; 1264 skill = hitter->skill;
1500 else if (owner->chosen_skill) 1265 else if (owner->chosen_skill)
1501 { 1266 {
1502 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1503 skill = skop->skill; 1268 skill = skop->skill;
1504 } 1269 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1506 skill = owner->current_weapon->skill; 1271 skill = owner->current_weapon->skill;
1507 else 1272 else
1273 {
1274 LOG (llevError | logBacktrace,
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1275 "BUG: kill_object - unable to find skill that killed monster\n"
1276 "op: %s\n" "hitter: %s\n" "op: %s\n",
1277 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1278 skill = 0;
1279 }
1509 1280
1510 /* We have the skill we want to credit to - now find the object this goes 1281 /* 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! 1282 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */ 1283 */
1513 if ((!skop || skop->type != SKILL) && skill) 1284 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 */ 1285 } /* Was it a player that hit somethign */
1525 else 1286 else
1526 skill = 0; 1287 skill = 0;
1527 1288
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 */ 1289 /* These may have been set in the player code section above */
1538 if (!skop) 1290 if (!skop)
1539 skop = hitter->chosen_skill; 1291 skop = hitter->chosen_skill;
1540 1292
1541 if (!skill && skop) 1293 if (!skill && skop)
1542 skill = skop->skill; 1294 skill = skop->skill;
1543 1295
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 */ 1296 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1297 if (owner != op && !op->flag [FLAG_WIZ])
1548 { 1298 {
1549 int exp; 1299 int exp;
1550 1300
1551 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1553 if (op->type == PLAYER)
1554 {
1555 if (battleg) 1303 if (battleg)
1304 {
1305 if (op->is_player ())
1556 { 1306 {
1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 } 1309 }
1560 else 1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1561 exp = op->stats.exp / 1000; 1314 exp = op->stats.exp / 1000;
1562 }
1563 else 1315 else
1564 exp = calc_skill_exp (owner, op, skop); 1316 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 1317
1572 /* Don't know why this is set this way - doesn't make 1318 /* Don't know why this is set this way - doesn't make
1573 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1574 */ 1320 */
1575 1321
1613 } /* else part of a party */ 1359 } /* else part of a party */
1614 } /* end if person didn't kill himself */ 1360 } /* end if person didn't kill himself */
1615 1361
1616 if (op->type != PLAYER) 1362 if (op->type != PLAYER)
1617 { 1363 {
1618 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1364 if (op->flag [FLAG_FRIENDLY])
1619 { 1365 {
1620 object *owner1 = op->owner; 1366 object *owner1 = op->owner;
1621 1367
1622 if (owner1 && owner1->type == PLAYER) 1368 if (owner1 && owner1->type == PLAYER)
1623 { 1369 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1370 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */ 1371 /* 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); 1372 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1627 } 1373 }
1628 1374
1629 remove_friendly_object (op); 1375 remove_friendly_object (op);
1630 } 1376 }
1631 1377
1632 op->destroy (); 1378 op->drop_and_destroy ();
1633 } 1379 }
1634 else 1380 else
1635 {
1636 /* Player has been killed! */ 1381 /* Player has been killed! */
1637 if (owner->type == PLAYER) 1382 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 1383
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process 1384 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function. 1385 * continues in the calling function.
1645 */ 1386 */
1646 return maxdam; 1387 return maxdam;
1689 * modify it. 1430 * modify it.
1690 */ 1431 */
1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1693int 1434int
1694hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1435hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1695{ 1436{
1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1437 int magic = type & AT_MAGIC;
1697 int maxattacktype, attacknum;
1698 int body_attack = op && op->head; /* Did we hit op's head? */ 1438 int body_attack = op && op->head; /* Did we hit op's head? */
1439 int maxdam = 0, ndam = 0, attacktype = 1;
1440 int maxattacktype;
1699 int simple_attack; 1441 int simple_attack;
1700 int rtn_kill = 0; 1442 int rtn_kill = 0;
1701 int friendlyfire; 1443 int friendlyfire;
1702 1444
1703 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1704 return 0; 1446 return 0;
1705 1447
1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1448 /* 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)) 1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1708 return 0; 1450 return 0;
1709 1451
1710 // only allow pk for hostile players 1452 // only allow pk for hostile players
1711 if (op->type == PLAYER) 1453 if (op->type == PLAYER)
1712 { 1454 {
1754 1496
1755 break; 1497 break;
1756 } 1498 }
1757 } 1499 }
1758 1500
1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1760 { 1502 {
1761 /* FIXME: If a player is killed by a rune in a door, the 1503 /* FIXME: If a player is killed by a rune in a door, the
1762 * destroyed() check above doesn't return, and might get here. 1504 * destroyed() check above doesn't return, and might get here.
1763 */ 1505 */
1764 1506
1802 */ 1544 */
1803 if (type & AT_HOLYWORD) 1545 if (type & AT_HOLYWORD)
1804 { 1546 {
1805 object *god; 1547 object *god;
1806 1548
1807 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1811 (hitter->title != NULL 1553 || (hitter->title
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1554 && (god = find_god (determine_god (hitter))) != NULL
1555 && god->race.contains (shstr_undead))))
1813 return 0; 1556 return 0;
1814 } 1557 }
1815 1558
1816 maxattacktype = type; /* initialise this to something */ 1559 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1560 for_all_bits_sparse_32 (type, attacknum)
1818 { 1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1819 /* Magic isn't really a true attack type - it gets combined with other 1564 /* 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 1565 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1822 */ 1567 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1826 /* Go through and hit the player with each attacktype, one by one. 1571 /* Go through and hit the player with each attacktype, one by one.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1830 */ 1575 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1834 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal. 1579 * the damage is equal.
1836 */ 1580 */
1837 if (ndam >= maxdam) 1581 if (ndam >= maxdam)
1838 { 1582 {
1839 maxdam = ndam; 1583 maxdam = ndam;
1840 maxattacktype = 1 << attacknum; 1584 maxattacktype = 1 << attacknum;
1841 }
1842 } 1585 }
1843 } 1586 }
1844 1587
1845 /* if this is friendly fire then do a set % of damage only 1588 /* 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 1589 * 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 1629 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy. 1630 // for an non-active objetc to know its enemy.
1888 if (op->active) 1631 if (op->active)
1889 if (hitter->owner) 1632 if (hitter->owner)
1890 op->enemy = hitter->owner; 1633 op->enemy = hitter->owner;
1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1892 op->enemy = hitter; 1635 op->enemy = hitter;
1893 1636
1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1895 { 1638 {
1896 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1898 npc_call_help (op); 1641 npc_call_help (op);
1899 } 1642 }
1900 1643
1901 if (magic && did_make_save (op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1902 maxdam = maxdam / 2; 1645 maxdam = maxdam / 2;
1904 attack_message (maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1905 1648
1906 op->stats.hp -= maxdam; 1649 op->stats.hp -= maxdam;
1907 1650
1908 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1909 if ((op->stats.hp >= 0) && 1652 if (op->stats.hp >= 0
1910 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1911 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1654 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1912 { 1655 {
1913 1656
1914 if (QUERY_FLAG (op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1915 SET_FLAG (op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1916 else 1659 else
1917 scare_creature (op, hitter); 1660 scare_creature (op, hitter);
1918 } 1661 }
1919 1662
1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1663 if (op->flag [FLAG_TEAR_DOWN])
1921 { 1664 {
1922 if (maxdam) 1665 if (maxdam)
1923 tear_down_wall (op); 1666 tear_down_wall (op);
1924 1667
1925 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1928 /* See if the creature has been killed */ 1671 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type); 1672 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1) 1673 if (rtn_kill != -1)
1931 return rtn_kill; 1674 return rtn_kill;
1932 1675
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1676 /* 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 1677 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1937 */ 1679 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1680 if (hitter->flag [FLAG_ONE_HIT])
1939 hitter->destroy (); 1681 hitter->drop_and_destroy ();
1940
1941 /* Lets handle creatures that are splitting now */ 1682 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1683 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1943 { 1684 {
1944 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1947 object *owner = op->owner; 1687 object *owner = op->owner;
1948 1688
1949 if (!op->other_arch) 1689 if (!op->other_arch)
1950 { 1690 {
1951 LOG (llevError, "SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1952 return maxdam; 1692 return maxdam;
1953 } 1693 }
1954 1694
1955 op->remove (); 1695 op->remove ();
1956 1696
1957 for (i = 0; i < op->stats.food; i++) 1697 for (int i = 0; i < op->stats.food; i++)
1958 { /* This doesn't handle op->more yet */ 1698 { /* This doesn't handle op->more yet */
1959 object *tmp = arch_to_object (op->other_arch); 1699 object *tmp = op->other_arch->instance ();
1960 int j;
1961 1700
1962 tmp->stats.hp = op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1963 1702
1964 if (friendly) 1703 if (friendly)
1965 { 1704 {
1969 if (owner) 1708 if (owner)
1970 tmp->set_owner (owner); 1709 tmp->set_owner (owner);
1971 } 1710 }
1972 1711
1973 if (unaggressive) 1712 if (unaggressive)
1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1975 1714
1976 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1715 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977 1716
1978 if (j == -1) /* No spot to put this monster */ 1717 if (j == -1) /* No spot to put this monster */
1979 tmp->destroy (); 1718 tmp->destroy ();
1980 else 1719 else
1981 { 1720 {
1985 } 1724 }
1986 1725
1987 op->destroy (); 1726 op->destroy ();
1988 } 1727 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1728 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy (); 1729 hitter->drop_and_destroy ();
1991 1730
1992 return maxdam; 1731 return maxdam;
1993} 1732}
1994 1733
1995void 1734static void
1996poison_player (object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
1997{ 1736{
1998 archetype *at = archetype::find ("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
1999 object *tmp = present_arch_in_ob (at, op); 1738 object *tmp = present_arch_in_ob (at, op);
2000 1739
2001 if (tmp == NULL) 1740 if (!tmp)
2002 { 1741 {
2003 if ((tmp = arch_to_object (at)) == NULL) 1742 tmp = insert_ob_in_ob (at->instance (), op);
2004 LOG (llevError, "Failed to clone arch poisoning.\n"); 1743 /* peterm: give poisoning some teeth. It should
1744 * be able to kill things better than it does:
1745 * damage should be dependent something--I choose to
1746 * do this: if it's a monster, the damage from the
1747 * poisoning goes as the level of the monster/2.
1748 * If anything else, goes as damage.
1749 */
1750
1751 if (hitter->flag [FLAG_ALIVE])
1752 tmp->stats.dam += hitter->level / 2;
2005 else 1753 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; 1754 tmp->stats.dam = dam;
2020 1755
2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2022 if (hitter->skill && hitter->skill != tmp->skill) 1757 if (hitter->skill && hitter->skill != tmp->skill)
2023 {
2024 tmp->skill = hitter->skill; 1758 tmp->skill = hitter->skill;
2025 }
2026 1759
2027 tmp->stats.food += dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
2028 1761
2029 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
2030 { 1763 {
2031 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2035 tmp->stats.Int = MAX (-dam / 7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
2036 SET_FLAG (tmp, FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
2037 op->update_stats (); 1770 op->update_stats ();
2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound); 1772 op->play_sound (tmp->sound);
2040 } 1773 }
2041 1774
2042 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1777 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); 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 }
2047 1779
2048 tmp->speed_left = 0; 1780 tmp->speed_left = 0;
2049 } 1781 }
2050 else 1782 else
2051 tmp->stats.food++; 1783 tmp->stats.food++;
2052} 1784}
2053 1785
2054void 1786static void
2055slow_player (object *op, object *hitter, int dam) 1787slow_player (object *op, object *hitter, int dam)
2056{ 1788{
2057 archetype *at = archetype::find ("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
2058 object *tmp; 1790 object *tmp;
2059 1791
2060 if (at == NULL) 1792 if (!at)
2061 LOG (llevError, "Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
2062 1794
2063 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064 { 1796 {
2065 tmp = arch_to_object (at); 1797 tmp = at->instance ();
2066 tmp = insert_ob_in_ob (tmp, op); 1798 tmp = insert_ob_in_ob (tmp, op);
2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068 } 1800 }
2069 else 1801 else
2070 tmp->stats.food++; 1802 tmp->stats.food++;
2071 1803
2072 SET_FLAG (tmp, FLAG_APPLIED); 1804 tmp->set_flag (FLAG_APPLIED);
2073 tmp->speed_left = 0; 1805 tmp->speed_left = 0;
2074 op->update_stats (); 1806 op->update_stats ();
2075} 1807}
2076 1808
2077void 1809void
2078confuse_player (object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
2079{ 1811{
2080 object *tmp; 1812 object *tmp;
2081 int maxduration; 1813 int maxduration;
2082 1814
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2084 if (!tmp) 1816 if (!tmp)
2085 { 1817 {
2086 tmp = get_archetype (FORCE_NAME); 1818 tmp = get_archetype (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op); 1819 tmp = insert_ob_in_ob (tmp, op);
2088 } 1820 }
2089 1821
2090 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance 1823 * on the player's resistance
2092 */ 1824 */
2093 tmp->speed = 0.05; 1825 tmp->set_speed (0.05);
2094 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1827 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096 tmp->name = "confusion"; 1828 tmp->name = shstr_confusion;
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098 1830
2099 if (tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
2101 1833
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104 1836
2105 SET_FLAG (op, FLAG_CONFUSED); 1837 op->set_flag (FLAG_CONFUSED);
2106} 1838}
2107 1839
2108void 1840void
2109blind_player (object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
2110{ 1842{
2111 object *tmp, *owner;
2112
2113 /* Save some work if we know it isn't going to affect the player */ 1843 /* Save some work if we know it isn't going to affect the player */
2114 if (op->resist[ATNR_BLIND] == 100) 1844 if (op->resist[ATNR_BLIND] == 100)
2115 return; 1845 return;
2116 1846
2117 tmp = present_in_ob (BLINDNESS, op); 1847 object *tmp = present_in_ob (BLINDNESS, op);
2118 if (!tmp) 1848 if (!tmp)
2119 { 1849 {
2120 tmp = get_archetype ("blindness"); 1850 tmp = get_archetype (shstr_blindness);
2121 SET_FLAG (tmp, FLAG_BLIND); 1851 tmp->set_flag (FLAG_BLIND);
2122 SET_FLAG (tmp, FLAG_APPLIED); 1852 tmp->set_flag (FLAG_APPLIED);
2123 /* use floats so we don't lose too much precision due to rounding errors. 1853 // use floats so we don't lose too much precision due to rounding errors.
2124 * speed is a float anyways. 1854 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2125 */
2126 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2127 1855
2128 tmp = insert_ob_in_ob (tmp, op); 1856 tmp = insert_ob_in_ob (tmp, op);
2129 change_abil (op, tmp); /* Mostly to display any messages */ 1857 change_abil (op, tmp); /* Mostly to display any messages */
2130 op->update_stats (); /* This takes care of some other stuff */ 1858 op->update_stats (); /* This takes care of some other stuff */
2131 1859
2132 if (hitter->owner)
2133 owner = hitter->owner;
2134 else
2135 owner = hitter;
2136
2137 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1860 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2138 } 1861 }
1862
2139 tmp->stats.food += dam; 1863 tmp->stats.food += dam;
2140 if (tmp->stats.food > 10) 1864 min_it (tmp->stats.food, 10);
2141 tmp->stats.food = 10;
2142} 1865}
2143 1866
2144void 1867void
2145paralyze_player (object *op, object *hitter, int dam) 1868paralyze_player (object *op, object *hitter, int dam)
2146{ 1869{
2147 float effect, max;
2148
2149 /* object *tmp; */
2150
2151 /* This is strange stuff... someone knows for what this is 1870 /* This is strange stuff... someone knows for what this is
2152 * written? Well, i think this can and should be removed 1871 * written? Well, i think this can and should be removed
2153 */ 1872 */
2154 1873
2155 /* 1874 /*
2159 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1878 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160 } 1879 }
2161 */ 1880 */
2162 1881
2163 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1882 /* 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; 1883 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2165 1884
2166 if (effect == 0)
2167 return;
2168
2169 op->speed_left -= FABS (op->speed) * effect; 1885 op->speed_left -= op->speed * effect;
2170 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1886 /* tmp->stats.food+=(signed short) effect/op->speed; */
2171 1887
2172 /* max number of ticks to be affected for. */ 1888 /* max number of ticks to be affected for. */
2173 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1889 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1890
2174 if (op->speed_left < -(FABS (op->speed) * max)) 1891 max_it (op->speed_left, -op->speed * max);
2175 op->speed_left = (float) -(FABS (op->speed) * max);
2176 1892
2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1893/* tmp->stats.food = (signed short) (max / op->speed); */
2178} 1894}
2179 1895
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 1896/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 1897 * the computed damaged.
2182 */ 1898 */
2183void 1899static void
2184deathstrike_player (object *op, object *hitter, int *dam) 1900deathstrike_player (object *op, object *hitter, int *dam)
2185{ 1901{
2186 /* The intention of a death attack is to kill outright things 1902 /* 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 1903 ** that are a lot weaker than the attacker, have a chance of killing
2188 ** things somewhat weaker than the caster, and no chance of 1904 ** things somewhat weaker than the caster, and no chance of
2192 ** field of the deathstriking object */ 1908 ** field of the deathstriking object */
2193 1909
2194 int atk_lev, def_lev, kill_lev; 1910 int atk_lev, def_lev, kill_lev;
2195 1911
2196 if (hitter->slaying) 1912 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1913 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1914 || (op->race && hitter->slaying.contains (op->race))))
2198 return; 1915 return;
2199 1916
2200 def_lev = op->level; 1917 def_lev = op->level;
2201 if (def_lev < 1) 1918 if (def_lev < 1)
2202 { 1919 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1920 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2204 def_lev = 1; 1921 def_lev = 1;
2205 } 1922 }
2206 1923
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1924 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1925 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2229 } 1946 }
2230 else 1947 else
2231 *dam = 0; /* no harm done */ 1948 *dam = 0; /* no harm done */
2232} 1949}
2233 1950
2234/* thrown_item_effect() - handles any special effects of thrown 1951/* This returns the amount of damage hitter does to op with the
2235 * items (like attacking living creatures--a potion thrown at a 1952 * appropriate attacktype. Only 1 attacktype should be set at a time.
2236 * monster). 1953 * This doesn't damage the player, but returns how much it should
2237 */ 1954 * take. However, it will do other effects (paralyzation, slow, etc.)
2238static void 1955 * Note - changed for PR code - we now pass the attack number and not
2239thrown_item_effect (object *hitter, object *victim) 1956 * the attacktype. Makes it easier for the PR code. */
1957int
1958hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2240{ 1959{
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1960 int doesnt_slay = 1;
1961
1962 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1963 if (attacknum >= NROFATTACKS)
1964 {
1965 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1966 return 0;
2242 { 1967 }
2243 /* May not need a switch for just 2 types, but this makes it 1968
2244 * easier for expansion. 1969 if (dam < 0)
1970 {
1971 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1972 dam, hitter->debug_desc (), op->debug_desc ());
1973 return 0;
1974 }
1975
1976 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1977 * people can't mess with that or it otherwise get confused. */
1978 if (attacknum == ATNR_INTERNAL)
1979 return dam;
1980
1981 if (hitter->slaying)
1982 {
1983 if ((op->race && hitter->slaying.contains (op->race))
1984 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2245 */ 1985 {
2246 switch (hitter->type) 1986 doesnt_slay = 0;
1987 dam *= 3;
2247 { 1988 }
2248 case POTION: 1989 }
2249 /* should player get a save throw instead of checking magic protection? */ 1990
2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1991 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2251 (void) apply_potion (victim, hitter); 1992 if (op->resist[attacknum])
1993 {
1994 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1995 * in case 0>dam>1, we try to "simulate" a float value-effect */
1996 dam *= (100 - op->resist[attacknum]);
1997 if (dam >= 100)
1998 dam /= 100;
1999 else
2000 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2001 }
2002
2003 /* Special hack. By default, if immune to something, you
2004 * shouldn't need to worry. However, acid is an exception, since
2005 * it can still damage your items. Only include attacktypes if
2006 * special processing is needed */
2007
2008 if (op->resist[attacknum] >= 100
2009 && doesnt_slay
2010 && attacknum != ATNR_ACID)
2011 return 0;
2012
2013 /* Keep this in order - makes things easier to find */
2014
2015 switch (attacknum)
2016 {
2017 case ATNR_PHYSICAL:
2018 /* here also check for diseases */
2019 check_physically_infect (op, hitter);
2252 break; 2020 break;
2253 2021
2254 case POISON: /* poison drinks */ 2022 /* Don't need to do anything for:
2255 /* As with potions, should monster get a save? */ 2023 magic,
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2024 fire,
2257 apply_poison (victim, hitter); 2025 electricity,
2026 cold */
2027
2028 case ATNR_CONFUSION:
2029 case ATNR_POISON:
2030 case ATNR_SLOW:
2031 case ATNR_PARALYZE:
2032 case ATNR_FEAR:
2033 case ATNR_CANCELLATION:
2034 case ATNR_DEPLETE:
2035 case ATNR_BLIND:
2036 {
2037 /* chance for inflicting a special attack depends on the
2038 * difference between attacker's and defender's level
2039 */
2040 int level_diff = min (110, max (0, op->level - hitter->level));
2041
2042 /* First, only creatures/players with speed can be affected.
2043 * Second, just getting hit doesn't mean it always affects
2044 * you. Third, you still get a saving through against the
2045 * effect.
2046 */
2047 if (op->has_active_speed ()
2048 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2049 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2050 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2051 {
2052
2053 /* Player has been hit by something */
2054 if (attacknum == ATNR_CONFUSION)
2055 confuse_player (op, hitter, dam);
2056 else if (attacknum == ATNR_POISON)
2057 poison_player (op, hitter, dam);
2058 else if (attacknum == ATNR_SLOW)
2059 slow_player (op, hitter, dam);
2060 else if (attacknum == ATNR_PARALYZE)
2061 paralyze_player (op, hitter, dam);
2062 else if (attacknum == ATNR_FEAR)
2063 scare_creature (op, hitter);
2064 else if (attacknum == ATNR_CANCELLATION)
2065 cancellation (op);
2066 else if (attacknum == ATNR_DEPLETE)
2067 op->drain_stat ();
2068 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2069 blind_player (op, hitter, dam);
2070 }
2071
2072 dam = 0; /* These are all effects and don't do real damage */
2073 }
2258 break; 2074 break;
2259 2075
2260 /* Removed case statements that did nothing. 2076 case ATNR_ACID:
2261 * food may be poisonous, but monster must be willing to eat it, 2077 {
2262 * so we don't handle it here. 2078 int flag = 0;
2263 * Containers should perhaps break open, but that code was disabled. 2079
2080 /* Items only get corroded if you're not on a battleground and
2081 * if your acid resistance is below 50%. */
2082 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2083 {
2084 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2085 {
2086 if (tmp->invisible)
2087 continue;
2088 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2089 /* >= 10% acid res. on items will protect these */
2090 continue;
2091 if (!(tmp->materials & M_IRON))
2092 continue;
2093 if (tmp->magic < -4) /* Let's stop at -5 */
2094 continue;
2095 if (tmp->type == RING
2096 /* removed boots and gloves from exclusion list in PR */
2097 || tmp->type == GIRDLE
2098 || tmp->type == AMULET
2099 || tmp->type == WAND
2100 || tmp->type == ROD
2101 || tmp->type == HORN)
2102 continue; /* To avoid some strange effects */
2103
2104 /* High damage acid has better chance of corroding
2105 objects */
2106 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2107 {
2108 flag = 1;
2109 tmp->magic--;
2110
2111 if (object *pl = tmp->visible_to ())
2112 {
2113 /* Make this more visible */
2114 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2115 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2116
2117 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2118 }
2119 }
2120 }
2121
2122 if (flag)
2123 op->update_stats (); /* Something was corroded */
2124 }
2125 }
2126 break;
2127
2128 case ATNR_DRAIN:
2129 {
2130 /* rate is the proportion of exp drained. High rate means
2131 * not much is drained, low rate means a lot is drained.
2132 */
2133 int rate;
2134
2135 if (op->resist[ATNR_DRAIN] >= 0)
2136 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2137 else
2138 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2139
2140 if (op->stats.exp <= rate)
2141 {
2142 if (op->type == GOLEM)
2143 dam = 9998; /* Its force is "sucked" away. 8) */
2144 else
2145 /* If we can't drain, lets try to do physical damage */
2146 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2147 }
2148 else
2149 {
2150 /* Randomly give the hitter some hp */
2151 if (hitter->stats.hp < hitter->stats.maxhp &&
2152 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2153 hitter->stats.hp++;
2154
2155 /* Can't do drains on battleground spaces.
2156 * Move the wiz check up here - before, the hitter wouldn't gain exp
2157 * exp, but the wiz would still lose exp! If drainee is a wiz,
2158 * nothing happens.
2159 * Try to credit the owner. We try to display player -> player drain
2160 * attacks, hence all the != PLAYER checks.
2264 */ 2161 */
2162 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2163 {
2164 object *owner = hitter->owner;
2165
2166 if (owner && owner != hitter)
2167 {
2168 if (op->type != PLAYER || owner->type != PLAYER)
2169 change_exp (owner, op->stats.exp / (rate * 2),
2170 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2171 }
2172 else if (op->type != PLAYER || hitter->type != PLAYER)
2173 change_exp (hitter, op->stats.exp / (rate * 2),
2174 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2175
2176 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2177 }
2178
2179 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2180 * drain attack, you won't know that you are actually sucking out EXP,
2181 * as the messages will say you missed
2182 */
2183 }
2184 }
2185 break;
2186
2187 case ATNR_TURN_UNDEAD:
2265 } 2188 {
2266 } 2189 if (op->flag [FLAG_UNDEAD])
2267} 2190 {
2191 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2192 object *god = find_god (determine_god (owner));
2193 int div = 1;
2268 2194
2269/* adj_attackroll() - adjustments to attacks by various conditions */ 2195 /* if undead are not an enemy of your god, you turn them
2270int 2196 * at half strength */
2271adj_attackroll (object *hitter, object *target) 2197 if (!god || !god->slaying.contains (shstr_undead))
2272{ 2198 div = 2;
2273 object *attacker = hitter;
2274 int adjust = 0;
2275 2199
2276 /* safety */ 2200 /* Give a bonus if you resist turn undead */
2277 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2201 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2278 { 2202 scare_creature (op, owner);
2279 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2203 }
2204 else
2205 dam = 0; /* don't damage non undead - should we damage
2206 undead? */
2207 }
2208 break;
2209
2210 case ATNR_DEATH:
2211 deathstrike_player (op, hitter, &dam);
2212 break;
2213
2214 case ATNR_CHAOS:
2215 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2216 dam = 0;
2217 break;
2218
2219 case ATNR_COUNTERSPELL:
2220 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2221 dam = 0;
2222 /* This should never happen. Counterspell is handled
2223 * seperately and filtered out. If this does happen,
2224 * Counterspell has no effect on anything but spells, so it
2225 * does no damage. */
2226 break;
2227
2228 case ATNR_HOLYWORD:
2229 {
2230 /* This has already been handled by hit_player,
2231 * no need to check twice -- DAMN */
2232 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2233
2234 /* As with turn undead above, give a bonus on the saving throw */
2235 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2236 scare_creature (op, owner);
2237 }
2238 break;
2239
2240 case ATNR_LIFE_STEALING:
2241 {
2242 int new_hp;
2243
2244 /* this is replacement to drain for players, instead of taking
2245 * exp it takes hp. It is geared for players, probably not
2246 * much use giving it to monsters
2247 *
2248 * life stealing doesn't do a lot of damage, but it gives the
2249 * damage it does do to the player. Given that,
2250 * it only does 1/10'th normal damage (hence the divide by
2251 * 1000).
2252 */
2253 /* You can't steal life from something undead */
2254 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2280 return 0; 2255 return 0;
2281 }
2282 2256
2283 /* aimed missiles use the owning object's sight */ 2257 /* If drain protection is higher than life stealing, use that */
2284 if (is_aimed_missile (hitter)) 2258 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2259 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2260 else
2261 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2262
2263 /* You die at -1 hp, not zero. */
2264 if (dam > (op->stats.hp + 1))
2265 dam = op->stats.hp + 1;
2266
2267 new_hp = hitter->stats.hp + dam;
2268 if (new_hp > hitter->stats.maxhp)
2269 new_hp = hitter->stats.maxhp;
2270
2271 if (new_hp > hitter->stats.hp)
2272 hitter->stats.hp = new_hp;
2273 }
2285 { 2274 }
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 2275
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; 2276 return dam;
2359} 2277}
2278

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines