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 1.152 by root, Sun Jan 29 02:47:05 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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>
25#include <global.h> 26#include <global.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29#include <sounds.h> 30#include <sounds.h>
30#include <sproto.h> 31#include <sproto.h>
31 32
32typedef struct att_msg_str
33{
34 char *msg1;
35 char *msg2;
36} att_msg;
37
38/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
39
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 34
72/* did_make_save_item just checks to make sure the item actually 35/* 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 36 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 37 * any further action (like destroying the item).
75 */ 38 */
76int 39static int
77did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
78{ 41{
79 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
80 materialtype_t *mt; 43 materialtype_t *mt = op->material;
81 44
82 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
83 { 46 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; 47 return 1;
93 48
94 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
95 50
96 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 52 * 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 53 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
103 */ 58 */
104 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 63
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 64
116 for (number = 0; number < NROFATTACKS; number++) 65 if (type == 0) return TRUE;
66
67 if (roll == 20) return TRUE;
68 if (roll == 1) return FALSE;
69
70 for_all_bits_sparse_32 (type, number)
117 { 71 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 72 attacks++;
73
122 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
123 saves++; 75 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 76 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 77 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 86 return FALSE;
135 87
136 return TRUE; 88 return TRUE;
137} 89}
138 90
91/* cancels object *op. Cancellation basically means an object loses
92 * its magical benefits.
93 */
94void
95cancellation (object *op)
96{
97 if (op->invisible)
98 return;
99
100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
101 {
102 /* Recurse through the inventory */
103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
105 cancellation (tmp);
106 }
107 else if (fabs (op->magic) <= rndm (0, 5))
108 {
109 /* Nullify this object. This code could probably be more complete */
110 /* in what abilities it should cancel */
111 op->magic = 0;
112
113 op->clr_flag (FLAG_DAMNED);
114 op->clr_flag (FLAG_CURSED);
115 op->clr_flag (FLAG_KNOWN_MAGICAL);
116 op->clr_flag (FLAG_KNOWN_CURSED);
117
118 if (object *pl = op->visible_to ())
119 esrv_update_item (UPD_FLAGS, pl, op);
120 }
121}
122
139/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 125 * calling cancellation, etc.)
142 */ 126 */
143void 127void
144save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
145{ 129{
130 op = op->head_ ();
131
146 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
147 { 133 {
148 object *env = op->env; 134 object *env = op->env;
149 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
150 maptile *m = op->map; 136 maptile *m = op->map;
151 137
152 op = stop_item (op); 138 op = stop_item (op);
153 if (op == NULL) 139 if (!op)
154 return; 140 return;
155 141
156 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 146 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 149 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 151 {
166 const char *arch = op->other_arch->archname; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 153 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 { 154 {
173 if (env) 155 apply_lamp (op, true); // turn on a lamp
156 return;
157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
174 { 161 {
175 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
176 insert_ob_in_ob (op, env); 163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
177 if (env->contr) 169 if (env)
178 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
179 } 174 }
175
180 else 176 return;
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 } 177 }
186
187 return;
188 } 178 }
189 179
190 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
191 { /* Cancellation. */ 181 { /* Cancellation. */
192 cancellation (op); 182 cancellation (op);
193 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
194 return; 185 return;
195 } 186 }
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 ();
204 187
205 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env) 189 if (env)
207 { 190 {
208 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
209 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env); 193 env->insert (op);
211 } 194 }
212 else 195 else
213 replace_insert_ob_in_map ("burnout", originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
197
198 if (op->nrof > 1)
199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
214 209
215 return; 210 return;
216 } 211 }
217 212
218 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
220 { 215 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
223 217
224 if (at == NULL) 218 if (at == NULL)
225 return; 219 return;
226 220
227 op = stop_item (op); 221 op = stop_item (op);
228 if (op == NULL) 222 if (op == NULL)
229 return; 223 return;
230 224
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 225 object *tmp = present_arch (at, op->map, op->x, op->y);
226 if (!tmp)
232 { 227 {
233 tmp = arch_to_object (at); 228 tmp = at->instance ();
234 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
237 * that for ones we create. 232 * that for ones we create.
238 */ 233 */
239 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0; 235 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
242 } 237 }
243 238
244 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239 tmp->insert (op);
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return; 240 return;
249 } 241 }
250} 242}
251 243
252/* Object op is hitting the map. 244/* Object op is hitting the map.
254 * type is the attacktype of the object. 246 * type is the attacktype of the object.
255 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
256 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
257 */ 249 */
258int 250int
259hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
260{ 252{
261 maptile *map;
262 sint16 x, y; 253 sint16 x, y;
263 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 254 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
264 255
265 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
266 { 257 {
267 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
268 return 0; 259 return 0;
269 } 260 }
270 261
271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
272 { 263 {
273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
274 return 0; 265 return 0;
275 } 266 }
276 267
281 } 272 }
282 273
283 if (op->head) 274 if (op->head)
284 op = op->head; 275 op = op->head;
285 276
286 map = op->map; 277 mapxy pos (op);
287 x = op->x + freearr_x[dir]; 278 pos.move (dir);
288 y = op->y + freearr_y[dir];
289 279
290 if (!xy_normalise (map, x, y)) 280 if (!pos.normalise ())
291 return 0; 281 return 0;
292 282
293 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y); 285 mapspace &ms = pos.ms ();
296 286
297 if (ms.flags () & P_SAFE) 287 if (ms.flags () & P_SAFE)
298 return 0; 288 return 0;
299 289
300 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
338 328
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used. 331 * This is one of the few cases where on_same_map should not be used.
342 */ 332 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
344 continue; 334 continue;
345 335
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
347 { 337 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
349 retflag |= 1; 339 retflag |= 1;
350 340
351 if (op->destroyed ()) 341 if (op->destroyed ())
352 break; 342 break;
353 } 343 }
354 /* Here we are potentially destroying an object. If the object has 344 /* Here we are potentially destroying an object. If the object has
355 * NO_PASS set, it is also immune - you can't destroy walls. Note 345 * 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 346 * that weak walls have is_alive set, which prevent objects from
357 * passing over/through them. We don't care what type of movement 347 * 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 348 * the wall blocks - if it blocks any type of movement, can't be
359 * destroyed right now. 349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
360 */ 352 */
361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
362 { 354 {
363 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
364 356
365 if (op->destroyed ()) 357 if (op->destroyed ())
366 break; 358 break;
367 } 359 }
368 } 360 }
369 361
370 return 0; 362 return retflag;
371} 363}
372 364
373void 365static void
374attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
375{ 367{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found = 0; 369 int i, found = 0;
378 maptile *map; 370 maptile *map;
380 372
381 /* put in a few special messages for some of the common attacktypes 373 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 375 * [garbled 20010919]
384 */ 376 */
385
386 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
387 { 378 {
388 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
389 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
390 found++; 381 found++;
391 } 382 }
392 if (dam < 0) 383 else if (dam < 0)
393 { 384 {
394 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
395 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
396 found++; 387 found++;
397 } 388 }
519 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
520 found++; 511 found++;
521 break; 512 break;
522 } 513 }
523 } 514 }
524 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
525 { 516 {
526 int mtype; 517 int mtype;
527 518
528 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
529 { 520 {
530 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
531 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
532 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
533 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
534 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
535 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
536 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
537 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
538 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
539 case WEAP_CLEAVE: 530 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 } 531 }
532
561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 533 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) 534 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563 { 535 {
564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 536 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); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
666 op->play_sound (sound_find ("player_hits4")); 638 op->play_sound (sound_find ("player_hits4"));
667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
668 } 640 }
669} 641}
670 642
671
672static int 643static int
673get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
674{ 645{
675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
676 { 647 {
677 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
678 return 1; 649 return 1;
679 } 650 }
680 651
681 if ((*target)->head)
682 *target = (*target)->head; 652 *target = (*target)->head_ ();
683
684 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
686 654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
688 { 659 {
689 *simple_attack = 1; 660 *simple_attack = 1;
690 return 0; 661 return 0;
691 } 662 }
692 663
693 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
694 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
695 || !(*hitter)->map 666 || !(*hitter)->map
696 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
697 { 668 {
698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
705} 676}
706 677
707static int 678static int
708abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
709{ 680{
710
711/* Check if target and hitter are still in a relation similar to the one 681 /* 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. 682 * determined by get_attack_mode(). Returns true if the relation has changed.
713 */ 683 */
714 int new_mode; 684 int new_mode;
715 685
716 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
717 new_mode = 1; 687 new_mode = 1;
718 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
689 || hitter->map == NULL || !on_same_map (hitter, target))
719 return 1; 690 return 1;
720 else 691 else
721 new_mode = 0; 692 new_mode = 0;
693
722 return new_mode != simple_attack; 694 return new_mode != simple_attack;
723} 695}
724 696
697/* thrown_item_effect() - handles any special effects of thrown
698 * items (like attacking living creatures--a potion thrown at a
699 * monster).
700 */
701static void
725static void thrown_item_effect (object *, object *); 702thrown_item_effect (object *hitter, object *victim)
703{
704 if (!hitter->flag [FLAG_ALIVE])
705 {
706 /* May not need a switch for just 2 types, but this makes it
707 * easier for expansion.
708 */
709 switch (hitter->type)
710 {
711 case POTION:
712 /* should player get a save throw instead of checking magic protection? */
713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
714 apply_potion (victim, hitter);
715 break;
716
717 case POISON: /* poison drinks */
718 /* As with potions, should monster get a save? */
719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
720 apply_poison (victim, hitter);
721 break;
722
723 /* Removed case statements that did nothing.
724 * food may be poisonous, but monster must be willing to eat it,
725 * so we don't handle it here.
726 * Containers should perhaps break open, but that code was disabled.
727 */
728 }
729 }
730}
731
732/* determine if the object is an 'aimed' missile */
733static int
734is_aimed_missile (object *op)
735{
736 /* I broke what used to be one big if into a few nested
737 * ones so that figuring out the logic is at least possible.
738 */
739 if (op && (op->move_type & MOVE_FLYING))
740 if (op->type == ARROW || op->type == THROWN_OBJ)
741 return 1;
742 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
743 return 1;
744
745 return 0;
746}
747/* adj_attackroll() - adjustments to attacks by various conditions */
748static int
749adj_attackroll (object *hitter, object *target)
750{
751 object *attacker = hitter;
752 int adjust = 0;
753
754 /* safety */
755 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
756 {
757 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
758 return 0;
759 }
760
761 /* aimed missiles use the owning object's sight */
762 if (is_aimed_missile (hitter))
763 {
764 if ((attacker = hitter->owner) == NULL)
765 attacker = hitter;
766 /* A player who saves but hasn't quit still could have objects
767 * owned by him - need to handle that case to avoid crashes.
768 */
769 if (attacker->flag [FLAG_REMOVED])
770 attacker = hitter;
771 }
772 else if (!hitter->flag [FLAG_ALIVE])
773 return 0;
774
775 /* determine the condtions under which we make an attack.
776 * Add more cases, as the need occurs. */
777
778 if (!can_see_enemy (attacker, target))
779 {
780 /* target is unseen */
781 if (target->invisible || attacker->flag [FLAG_BLIND])
782 adjust -= 10;
783 /* dark map penalty for the hitter (lacks infravision if we got here). */
784 else if (!stand_in_light (target))
785 adjust -= target->map->darklevel ();
786 }
787
788 if (attacker->flag [FLAG_SCARED])
789 adjust -= 3;
790
791 if (target->flag [FLAG_UNAGGRESSIVE])
792 adjust += 1;
793
794 if (target->flag [FLAG_SCARED])
795 adjust += 1;
796
797 if (attacker->flag [FLAG_CONFUSED])
798 adjust -= 3;
799
800 /* if we attack at a different 'altitude' its harder */
801 if ((attacker->move_type & target->move_type) == 0)
802 adjust -= 2;
803
804#if 0
805 /* slower attacks are less likely to succeed. We should use a
806 * comparison between attacker/target speeds BUT, players have
807 * a generally faster speed, so this will wind up being a HUGE
808 * disadantage for the monsters! Too bad, because missiles which
809 * fly fast should have a better chance of hitting a slower target.
810 */
811 if (hitter->speed < target->speed)
812 adjust += ((float) hitter->speed - target->speed);
813#endif
814
815#if 0
816 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
817#endif
818
819 return adjust;
820}
726 821
727static int 822static int
728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 823attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729{ 824{
730 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
743 838
744 /* 839 /*
745 * A little check to make it more difficult to dance forward and back 840 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
747 */ 842 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
749 { 844 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
773 int hitdam = base_dam; 868 int hitdam = base_dam;
774 869
775 if (!simple_attack) 870 if (!simple_attack)
776 { 871 {
777 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
778 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
779 * -b.t. */ 874 * -b.t. */
780 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
781 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
782 877
783 /* If the victim can't see the attacker, it may alert others 878 /* If the victim can't see the attacker, it may alert others
784 * for help. */ 879 * for help. */
785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 npc_call_help (op); 881 npc_call_help (op);
787 882
788 /* if you were hidden and hit by a creature, you are discovered */ 883 /* if you were hidden and hit by a creature, you are discovered */
789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
790 { 885 {
791 make_visible (op); 886 make_visible (op);
792 887
793 if (op->type == PLAYER) 888 if (op->type == PLAYER)
794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 889 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
795 } 890 }
796 891
797 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
798 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
799 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
806 } 901 }
807 902
808 /* Need to do at least 1 damage, otherwise there is no point 903 /* Need to do at least 1 damage, otherwise there is no point
809 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
810 */ 905 */
811 if (hitdam <= 0) 906 max_it (hitdam, 1);
812 hitdam = 1;
813 907
814 type = hitter->attacktype; 908 type = hitter->attacktype;
815 909
910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
912 * This check is important for the most simple monsters out there in the
913 * game content (maps, archs). For example orcs: They would have
914 * no attacktype at all.
915 *
916 * Some time in the future someone should just go into the game data
917 * and fix every monster out there ;-/ Until then we will kill some
918 * more trees in the african rain forests with this check.
919 */
816 if (!type) 920 if (!type)
817 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
818 922
819 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 924 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
821 { 925 {
822 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 927 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824 928
825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 929 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
851} 955}
852 956
853int 957int
854attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
855{ 959{
856 hitter = hitter->head_ ();
857
858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 960 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
859} 961}
860 962
861/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
862 * 964 *
863 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 965 * 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 973 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around. 974 * stick around.
873 */ 975 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 { 977 {
876 tmp = tmp->head_ (); 978 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; 979 return 1;
885 } 980 }
886 else 981 else
887 return 0; 982 return 0;
888} 983}
902 /* Disassemble missile */ 997 /* Disassemble missile */
903 if (op->inv) 998 if (op->inv)
904 { 999 {
905 container = op; 1000 container = op;
906 hitter = op->inv; 1001 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1002 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 1003 /* 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 1004 * 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 1005 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
913 } 1007 }
924 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
925 * attack_ob_simple() returns, and we've got an arrow that still exists 1019 * attack_ob_simple() returns, and we've got an arrow that still exists
926 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1020 * but is no longer on the map. Ugh. (Beware: Such things can happen at
927 * other places as well!) 1021 * other places as well!)
928 */ 1022 */
929 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
930 { 1024 {
931 if (container) 1025 if (container)
1026 container->destroy ();
1027
1028 return 0;
1029 }
1030
1031 /* Missile hit victim */
1032 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
1033 * through the target
1034 */
1035 if (hit_something)
1036 if (op->speed < 10.0)
932 { 1037 {
933 container->remove (); 1038 /* Stop arrow */
1039 if (container)
934 container->destroy (); 1040 container->destroy ();
935 } 1041 else
936
937 return 0;
938 }
939
940 /* Missile hit victim */
941 /* if the speed is > 10, then this is a fast moving arrow, we go straight
942 * through the target
943 */
944 if (hit_something && op->speed <= 10.0)
945 {
946 /* Stop arrow */
947 if (!container)
948 { 1042 {
949 hitter = fix_stopped_arrow (hitter); 1043 hitter = fix_stopped_arrow (hitter);
950 if (!hitter) 1044 if (!hitter)
951 return 0; 1045 return 0;
952 } 1046 }
953 else
954 container->destroy ();
955 1047
956 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
957 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1049 if (!victim->destroyed () && stick_arrow (hitter, victim))
1050 return 0;
1051
1052 /* Else try to put arrow on victim's map square
1053 * remove check for P_WALL here. If the arrow got to this
1054 * space, that is good enough - with the new movement code,
1055 * there is now the potential for lots of spaces where something
1056 * can fly over but not otherwise move over. What is the correct
1057 * way to handle those otherwise?
1058 */
1059 if (victim->x != hitter->x || victim->y != hitter->y)
1060 {
1061 if (victim->destroyed ())
1062 hitter->destroy ();
1063 else
1064 {
1065 hitter->remove ();
1066 hitter->x = victim->x;
1067 hitter->y = victim->y;
1068 insert_ob_in_map (hitter, victim->map, hitter, 0);
1069 }
1070 }
1071 else
1072 /* Else leave arrow where it is */
1073 merge_ob (hitter, NULL);
1074
958 return 0; 1075 return 0;
959
960 /* Else try to put arrow on victim's map square
961 * remove check for P_WALL here. If the arrow got to this
962 * space, that is good enough - with the new movement code,
963 * there is now the potential for lots of spaces where something
964 * can fly over but not otherwise move over. What is the correct
965 * way to handle those otherwise?
966 */
967 if (victim->x != hitter->x || victim->y != hitter->y)
968 {
969 hitter->remove ();
970 hitter->x = victim->x;
971 hitter->y = victim->y;
972 insert_ob_in_map (hitter, victim->map, hitter, 0);
973 } 1076 }
974 else 1077 else
975 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
976 merge_ob (hitter, NULL);
977
978 return 0;
979 }
980
981 if (hit_something && op->speed >= 10.0)
982 op->speed -= 1.0;
983 1079
984 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
985 if (container) 1081 if (container)
986 { 1082 {
987 hitter->remove (); 1083 hitter->remove ();
989 } 1085 }
990 1086
991 return op; 1087 return op;
992} 1088}
993 1089
994void 1090static void
995tear_down_wall (object *op) 1091tear_down_wall (object *op)
996{ 1092{
997 int perc = 0;
998
999 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1094 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1; 1095 else if (!op->has_anim ())
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 { 1096 {
1006 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1008 op->destroy (); 1099 op->destroy ();
1009 1100
1010 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1011 } 1102 }
1012 1103
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1104 // we use frames 1..num-2 as intermediate frames, so
1105 // the last frame is used only when hp < 0.
1106 int perc = clamp (
1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1108 0, op->anim_frames () - 1
1109 );
1014 1110
1015 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 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); 1112 update_object (op, UP_OBJ_FACE);
1022 1113
1023 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1024 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1025 if (op->face == blank_face) 1116 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1027 op->destroy (); 1118 op->destroy ();
1028 else 1119 else
1029 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1031 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0; 1123 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1034 } 1125 }
1035 } 1126 }
1036} 1127}
1037 1128
1038void 1129static void
1039scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1040{ 1131{
1041 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1042 1133
1043 if (!owner)
1044 owner = hitter;
1045
1046 SET_FLAG (target, FLAG_SCARED);
1047 if (!target->enemy) 1134 if (!target->enemy)
1048 target->enemy = owner; 1135 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} 1136}
1374 1137
1375/* GROS: This code comes from hit_player. It has been made external to 1138/* 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. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1377 * It was initially used by (kill-object) developed for the Collector's 1140 * It was initially used by (kill-object) developed for the Collector's
1388 * MSW 2002-07-17 1151 * MSW 2002-07-17
1389 */ 1152 */
1390int 1153int
1391kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1392{ 1155{
1393 char buf[MAX_BUF]; 1156 shstr skill;
1394 const char *skill;
1395 int maxdam = 0; 1157 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */ 1159 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0; 1160 object *owner = 0;
1399 object *skop = 0; 1161 object *skop = 0;
1408 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1409 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1410 */ 1172 */
1411 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1412 1174
1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1176 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415 1177
1416 if (op->type == DOOR) 1178 if (op->type == DOOR)
1417 { 1179 {
1418 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1419 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1420 return maxdam; 1182 return maxdam;
1421 } 1183 }
1422 1184
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1424 { 1186 {
1425 op->destroy (); 1187 op->drop_and_destroy ();
1426 return maxdam; 1188 return maxdam;
1427 } 1189 }
1428 1190
1429 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1430 1192
1431 owner = hitter->owner; 1193 owner = hitter->outer_owner ();
1432 if (!owner) 1194 if (!owner)
1433 owner = hitter; 1195 owner = hitter;
1434 1196
1435 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1441 pk = 1; 1203 pk = 1;
1442 1204
1443 /* Player killed something */ 1205 /* Player killed something */
1444 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1445 { 1207 {
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 1208 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1451 * ip address is included. 1210 * ip address is included.
1452 */ 1211 */
1453 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1478 owner->play_sound (sound_find ("player_kills")); 1237 owner->play_sound (sound_find ("player_kills"));
1479 } 1238 }
1480 1239
1481 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1482 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1483 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1484 * Fix bug in that we were changing the luck of the hitter, not 1243 * Fix bug in that we were changing the luck of the hitter, not
1485 * player that the object belonged to - so if you killed another player 1244 * player that the object belonged to - so if you killed another player
1486 * with spells, pets, whatever, there was no penalty. 1245 * with spells, pets, whatever, there was no penalty.
1487 * Changed to make luck penalty configurable in settings. 1246 * Changed to make luck penalty configurable in settings.
1488 */ 1247 */
1491 1250
1492 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1495 */ 1254 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill; 1256 skill = hitter->skill;
1500 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1501 { 1258 {
1502 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1503 skill = skop->skill; 1260 skill = skop->skill;
1504 } 1261 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1506 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1507 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1267 "BUG: kill_object - unable to find skill that killed monster\n"
1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1270 skill = 0;
1271 }
1509 1272
1510 /* We have the skill we want to credit to - now find the object this goes 1273 /* 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! 1274 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */ 1275 */
1513 if ((!skop || skop->type != SKILL) && skill) 1276 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 */ 1277 } /* Was it a player that hit somethign */
1525 else 1278 else
1526 skill = 0; 1279 skill = 0;
1527 1280
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 */ 1281 /* These may have been set in the player code section above */
1538 if (!skop) 1282 if (!skop)
1539 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1540 1284
1541 if (!skill && skop) 1285 if (!skill && skop)
1542 skill = skop->skill; 1286 skill = skop->skill;
1543 1287
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 */ 1288 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1548 { 1290 {
1549 int exp; 1291 int exp;
1550 1292
1551 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1553 if (op->type == PLAYER)
1554 {
1555 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1556 { 1298 {
1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 } 1301 }
1560 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1561 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1562 }
1563 else 1307 else
1564 exp = calc_skill_exp (owner, op, skop); 1308 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 1309
1572 /* Don't know why this is set this way - doesn't make 1310 /* Don't know why this is set this way - doesn't make
1573 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1574 */ 1312 */
1575 1313
1613 } /* else part of a party */ 1351 } /* else part of a party */
1614 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1615 1353
1616 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1617 { 1355 {
1618 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1619 { 1357 {
1620 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1621 1359
1622 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1623 { 1361 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* 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); 1364 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1627 } 1365 }
1628 1366
1629 remove_friendly_object (op); 1367 remove_friendly_object (op);
1630 } 1368 }
1631 1369
1632 op->destroy (); 1370 op->drop_and_destroy ();
1633 } 1371 }
1634 else 1372 else
1635 {
1636 /* Player has been killed! */ 1373 /* Player has been killed! */
1637 if (owner->type == PLAYER) 1374 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 1375
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process 1376 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function. 1377 * continues in the calling function.
1645 */ 1378 */
1646 return maxdam; 1379 return maxdam;
1647} 1380}
1648 1381
1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1382/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1650 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1651 */ 1384 */
1652int 1385int
1653friendly_fire (object *op, object *hitter) 1386friendly_fire (object *op, object *hitter)
1654{ 1387{
1689 * modify it. 1422 * modify it.
1690 */ 1423 */
1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1693int 1426int
1694hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1427hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1695{ 1428{
1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1697 int maxattacktype, attacknum;
1698 int body_attack = op && op->head; /* Did we hit op's head? */ 1430 int body_attack = op && op->head; /* Did we hit op's head? */
1431 int maxdam = 0, ndam = 0;
1432 int maxattacktype;
1699 int simple_attack; 1433 int simple_attack;
1700 int rtn_kill = 0; 1434 int rtn_kill = 0;
1701 int friendlyfire; 1435 int friendlyfire;
1702 1436
1703 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1704 return 0; 1438 return 0;
1705 1439
1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1440 /* 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)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1708 return 0; 1442 return 0;
1709 1443
1710 // only allow pk for hostile players 1444 // only allow pk for hostile players
1711 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1712 { 1446 {
1754 1488
1755 break; 1489 break;
1756 } 1490 }
1757 } 1491 }
1758 1492
1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1760 { 1494 {
1761 /* FIXME: If a player is killed by a rune in a door, the 1495 /* FIXME: If a player is killed by a rune in a door, the
1762 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1763 */ 1497 */
1764 1498
1802 */ 1536 */
1803 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1804 { 1538 {
1805 object *god; 1539 object *god;
1806 1540
1807 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1811 (hitter->title != NULL 1545 || (hitter->title
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1546 && (god = find_god (determine_god (hitter))) != NULL
1547 && god->race.contains (shstr_undead))))
1813 return 0; 1548 return 0;
1814 } 1549 }
1815 1550
1816 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1818 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1819 /* Magic isn't really a true attack type - it gets combined with other 1556 /* 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 1557 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1822 */ 1559 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1826 /* Go through and hit the player with each attacktype, one by one. 1563 /* Go through and hit the player with each attacktype, one by one.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1830 */ 1567 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1834 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal. 1571 * the damage is equal.
1836 */ 1572 */
1837 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1838 { 1574 {
1839 maxdam = ndam; 1575 maxdam = ndam;
1840 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1841 }
1842 } 1577 }
1843 } 1578 }
1844 1579
1845 /* if this is friendly fire then do a set % of damage only 1580 /* 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 1581 * 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 1621 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1888 if (op->active) 1623 if (op->active)
1889 if (hitter->owner) 1624 if (hitter->owner)
1890 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1892 op->enemy = hitter; 1627 op->enemy = hitter;
1893 1628
1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1895 { 1630 {
1896 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1898 npc_call_help (op); 1633 npc_call_help (op);
1899 } 1634 }
1900 1635
1901 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1902 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1904 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1905 1640
1906 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1907 1642
1908 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1909 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1910 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1911 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1912 { 1647 {
1913 1648
1914 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1915 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1916 else 1651 else
1917 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1918 } 1653 }
1919 1654
1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1921 { 1656 {
1922 if (maxdam) 1657 if (maxdam)
1923 tear_down_wall (op); 1658 tear_down_wall (op);
1924 1659
1925 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1928 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1931 return rtn_kill; 1666 return rtn_kill;
1932 1667
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1668 /* 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 1669 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1937 */ 1671 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1939 hitter->destroy (); 1673 hitter->drop_and_destroy ();
1940
1941 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1675 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1943 { 1676 {
1944 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1947 object *owner = op->owner; 1679 object *owner = op->owner;
1948 1680
1949 if (!op->other_arch) 1681 if (!op->other_arch)
1950 { 1682 {
1951 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1952 return maxdam; 1684 return maxdam;
1953 } 1685 }
1954 1686
1955 op->remove (); 1687 op->remove ();
1956 1688
1957 for (i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1958 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1959 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1960 int j;
1961 1692
1962 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1963 1694
1964 if (friendly) 1695 if (friendly)
1965 { 1696 {
1969 if (owner) 1700 if (owner)
1970 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1971 } 1702 }
1972 1703
1973 if (unaggressive) 1704 if (unaggressive)
1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1975 1706
1976 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1707 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977 1708
1978 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1979 tmp->destroy (); 1710 tmp->destroy ();
1980 else 1711 else
1981 { 1712 {
1985 } 1716 }
1986 1717
1987 op->destroy (); 1718 op->destroy ();
1988 } 1719 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy (); 1721 hitter->drop_and_destroy ();
1991 1722
1992 return maxdam; 1723 return maxdam;
1993} 1724}
1994 1725
1995void 1726static void
1996poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1997{ 1728{
1998 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1999 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2000 1731
2001 if (tmp == NULL) 1732 if (!tmp)
2002 { 1733 {
2003 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2004 LOG (llevError, "Failed to clone arch poisoning.\n"); 1735 /* peterm: give poisoning some teeth. It should
1736 * be able to kill things better than it does:
1737 * damage should be dependent something--I choose to
1738 * do this: if it's a monster, the damage from the
1739 * poisoning goes as the level of the monster/2.
1740 * If anything else, goes as damage.
1741 */
1742
1743 if (hitter->flag [FLAG_ALIVE])
1744 tmp->stats.dam += hitter->level / 2;
2005 else 1745 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; 1746 tmp->stats.dam = dam;
2020 1747
2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2022 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2023 {
2024 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2025 }
2026 1751
2027 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2028 1753
2029 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2030 { 1755 {
2031 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2035 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2036 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2037 op->update_stats (); 1762 op->update_stats ();
2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1763 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
2040 } 1765 }
2041 1766
2042 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1768 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 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); 1770 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 }
2047 1771
2048 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2049 } 1773 }
2050 else 1774 else
2051 tmp->stats.food++; 1775 tmp->stats.food++;
2052} 1776}
2053 1777
2054void 1778static void
2055slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2056{ 1780{
2057 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2058 object *tmp; 1782 object *tmp;
2059 1783
2060 if (at == NULL) 1784 if (!at)
2061 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2062 1786
2063 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064 { 1788 {
2065 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2066 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1791 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068 } 1792 }
2069 else 1793 else
2070 tmp->stats.food++; 1794 tmp->stats.food++;
2071 1795
2072 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
2073 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2074 op->update_stats (); 1798 op->update_stats ();
2075} 1799}
2076 1800
2077void 1801void
2078confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2079{ 1803{
2080 object *tmp; 1804 object *tmp;
2081 int maxduration; 1805 int maxduration;
2082 1806
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2084 if (!tmp) 1808 if (!tmp)
2085 { 1809 {
2086 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2088 } 1812 }
2089 1813
2090 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance 1815 * on the player's resistance
2092 */ 1816 */
2093 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2094 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1819 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098 1822
2099 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2101 1825
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1827 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104 1828
2105 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
2106} 1830}
2107 1831
2108void 1832void
2109blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2110{ 1834{
2111 object *tmp, *owner;
2112
2113 /* Save some work if we know it isn't going to affect the player */ 1835 /* Save some work if we know it isn't going to affect the player */
2114 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2115 return; 1837 return;
2116 1838
2117 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2118 if (!tmp) 1840 if (!tmp)
2119 { 1841 {
2120 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2121 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2122 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2123 /* use floats so we don't lose too much precision due to rounding errors. 1845 // use floats so we don't lose too much precision due to rounding errors.
2124 * speed is a float anyways. 1846 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 1847
2128 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2129 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2130 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2131 1851
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)); 1852 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2138 } 1853 }
1854
2139 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2140 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2141 tmp->stats.food = 10;
2142} 1857}
2143 1858
2144void 1859void
2145paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2146{ 1861{
2147 float effect, max;
2148
2149 /* object *tmp; */
2150
2151 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2152 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2153 */ 1864 */
2154 1865
2155 /* 1866 /*
2156 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1867 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2157 tmp=clone_arch(PARAIMAGE); 1868 tmp=clone_arch(PARAIMAGE);
2159 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1870 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160 } 1871 }
2161 */ 1872 */
2162 1873
2163 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1874 /* 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; 1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2165 1876
2166 if (effect == 0)
2167 return;
2168
2169 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2170 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2171 1879
2172 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2173 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2174 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2175 op->speed_left = (float) -(FABS (op->speed) * max);
2176 1884
2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2178} 1886}
2179 1887
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 1889 * the computed damaged.
2182 */ 1890 */
2183void 1891static void
2184deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2185{ 1893{
2186 /* The intention of a death attack is to kill outright things 1894 /* 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 1895 ** that are a lot weaker than the attacker, have a chance of killing
2188 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2192 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2193 1901
2194 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2195 1903
2196 if (hitter->slaying) 1904 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1906 || (op->race && hitter->slaying.contains (op->race))))
2198 return; 1907 return;
2199 1908
2200 def_lev = op->level; 1909 def_lev = op->level;
2201 if (def_lev < 1) 1910 if (def_lev < 1)
2202 { 1911 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2204 def_lev = 1; 1913 def_lev = 1;
2205 } 1914 }
2206 1915
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1916 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2218 * redone. 1927 * redone.
2219 */ 1928 */
2220 if (kill_lev >= def_lev) 1929 if (kill_lev >= def_lev)
2221 { 1930 {
2222 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ 1931 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2223 /* I think this doesn't really do much. Because of 1932 /* I think this doesn't really do much. Because of
2224 * integer rounding, this only makes any difference if the 1933 * integer rounding, this only makes any difference if the
2225 * attack level is double the defender level. 1934 * attack level is double the defender level.
2226 */ 1935 */
2227 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2228 } 1937 }
2229 } 1938 }
2230 else 1939 else
2231 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
2232} 1941}
2233 1942
2234/* thrown_item_effect() - handles any special effects of thrown 1943/* This returns the amount of damage hitter does to op with the
2235 * items (like attacking living creatures--a potion thrown at a 1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
2236 * monster). 1945 * This doesn't damage the player, but returns how much it should
2237 */ 1946 * take. However, it will do other effects (paralyzation, slow, etc.)
2238static void 1947 * Note - changed for PR code - we now pass the attack number and not
2239thrown_item_effect (object *hitter, object *victim) 1948 * the attacktype. Makes it easier for the PR code. */
1949int
1950hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2240{ 1951{
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1952 int doesnt_slay = 1;
1953
1954 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955 if (attacknum >= NROFATTACKS)
1956 {
1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958 return 0;
2242 { 1959 }
2243 /* May not need a switch for just 2 types, but this makes it 1960
2244 * easier for expansion. 1961 if (dam < 0)
1962 {
1963 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1964 dam, hitter->debug_desc (), op->debug_desc ());
1965 return 0;
1966 }
1967
1968 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1969 * people can't mess with that or it otherwise get confused. */
1970 if (attacknum == ATNR_INTERNAL)
1971 return dam;
1972
1973 if (hitter->slaying)
1974 {
1975 if ((op->race && hitter->slaying.contains (op->race))
1976 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2245 */ 1977 {
2246 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2247 { 1980 }
2248 case POTION: 1981 }
2249 /* should player get a save throw instead of checking magic protection? */ 1982
2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1983 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2251 (void) apply_potion (victim, hitter); 1984 if (op->resist[attacknum])
1985 {
1986 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1987 * in case 0>dam>1, we try to "simulate" a float value-effect */
1988 dam *= (100 - op->resist[attacknum]);
1989 if (dam >= 100)
1990 dam /= 100;
1991 else
1992 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1993 }
1994
1995 /* Special hack. By default, if immune to something, you
1996 * shouldn't need to worry. However, acid is an exception, since
1997 * it can still damage your items. Only include attacktypes if
1998 * special processing is needed */
1999
2000 if (op->resist[attacknum] >= 100
2001 && doesnt_slay
2002 && attacknum != ATNR_ACID)
2003 return 0;
2004
2005 /* Keep this in order - makes things easier to find */
2006
2007 switch (attacknum)
2008 {
2009 case ATNR_PHYSICAL:
2010 /* here also check for diseases */
2011 check_physically_infect (op, hitter);
2252 break; 2012 break;
2253 2013
2254 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2255 /* As with potions, should monster get a save? */ 2015 magic,
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2257 apply_poison (victim, hitter); 2017 electricity,
2018 cold */
2019
2020 case ATNR_CONFUSION:
2021 case ATNR_POISON:
2022 case ATNR_SLOW:
2023 case ATNR_PARALYZE:
2024 case ATNR_FEAR:
2025 case ATNR_CANCELLATION:
2026 case ATNR_DEPLETE:
2027 case ATNR_BLIND:
2028 {
2029 /* chance for inflicting a special attack depends on the
2030 * difference between attacker's and defender's level
2031 */
2032 int level_diff = min (110, max (0, op->level - hitter->level));
2033
2034 /* First, only creatures/players with speed can be affected.
2035 * Second, just getting hit doesn't mean it always affects
2036 * you. Third, you still get a saving through against the
2037 * effect.
2038 */
2039 if (op->has_active_speed ()
2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2043 {
2044
2045 /* Player has been hit by something */
2046 if (attacknum == ATNR_CONFUSION)
2047 confuse_player (op, hitter, dam);
2048 else if (attacknum == ATNR_POISON)
2049 poison_player (op, hitter, dam);
2050 else if (attacknum == ATNR_SLOW)
2051 slow_player (op, hitter, dam);
2052 else if (attacknum == ATNR_PARALYZE)
2053 paralyze_player (op, hitter, dam);
2054 else if (attacknum == ATNR_FEAR)
2055 scare_creature (op, hitter);
2056 else if (attacknum == ATNR_CANCELLATION)
2057 cancellation (op);
2058 else if (attacknum == ATNR_DEPLETE)
2059 op->drain_stat ();
2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2061 blind_player (op, hitter, dam);
2062 }
2063
2064 dam = 0; /* These are all effects and don't do real damage */
2065 }
2258 break; 2066 break;
2259 2067
2260 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2261 * food may be poisonous, but monster must be willing to eat it, 2069 {
2262 * so we don't handle it here. 2070 int flag = 0;
2263 * Containers should perhaps break open, but that code was disabled. 2071
2072 /* Items only get corroded if you're not on a battleground and
2073 * if your acid resistance is below 50%. */
2074 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2075 {
2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 {
2078 if (tmp->invisible)
2079 continue;
2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2081 /* >= 10% acid res. on items will protect these */
2082 continue;
2083 if (!(tmp->materials & M_IRON))
2084 continue;
2085 if (tmp->magic < -4) /* Let's stop at -5 */
2086 continue;
2087 if (tmp->type == RING
2088 /* removed boots and gloves from exclusion list in PR */
2089 || tmp->type == GIRDLE
2090 || tmp->type == AMULET
2091 || tmp->type == WAND
2092 || tmp->type == ROD
2093 || tmp->type == HORN)
2094 continue; /* To avoid some strange effects */
2095
2096 /* High damage acid has better chance of corroding
2097 objects */
2098 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2099 {
2100 flag = 1;
2101 tmp->magic--;
2102
2103 if (object *pl = tmp->visible_to ())
2104 {
2105 /* Make this more visible */
2106 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2107 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2108
2109 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2110 }
2111 }
2112 }
2113
2114 if (flag)
2115 op->update_stats (); /* Something was corroded */
2116 }
2117 }
2118 break;
2119
2120 case ATNR_DRAIN:
2121 {
2122 /* rate is the proportion of exp drained. High rate means
2123 * not much is drained, low rate means a lot is drained.
2124 */
2125 int rate;
2126
2127 if (op->resist[ATNR_DRAIN] >= 0)
2128 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2129 else
2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2131
2132 if (op->stats.exp <= rate)
2133 {
2134 if (op->type == GOLEM)
2135 dam = 9998; /* Its force is "sucked" away. 8) */
2136 else
2137 /* If we can't drain, lets try to do physical damage */
2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2139 }
2140 else
2141 {
2142 /* Randomly give the hitter some hp */
2143 if (hitter->stats.hp < hitter->stats.maxhp &&
2144 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2145 hitter->stats.hp++;
2146
2147 /* Can't do drains on battleground spaces.
2148 * Move the wiz check up here - before, the hitter wouldn't gain exp
2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2150 * nothing happens.
2151 * Try to credit the owner. We try to display player -> player drain
2152 * attacks, hence all the != PLAYER checks.
2264 */ 2153 */
2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2155 {
2156 object *owner = hitter->owner;
2157
2158 if (owner && owner != hitter)
2159 {
2160 if (op->type != PLAYER || owner->type != PLAYER)
2161 change_exp (owner, op->stats.exp / (rate * 2),
2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2163 }
2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2165 change_exp (hitter, op->stats.exp / (rate * 2),
2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2167
2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2169 }
2170
2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2172 * drain attack, you won't know that you are actually sucking out EXP,
2173 * as the messages will say you missed
2174 */
2175 }
2176 }
2177 break;
2178
2179 case ATNR_TURN_UNDEAD:
2265 } 2180 {
2266 } 2181 if (op->flag [FLAG_UNDEAD])
2267} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2268 2186
2269/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2270int 2188 * at half strength */
2271adj_attackroll (object *hitter, object *target) 2189 if (!god || !god->slaying.contains (shstr_undead))
2272{ 2190 div = 2;
2273 object *attacker = hitter;
2274 int adjust = 0;
2275 2191
2276 /* safety */ 2192 /* Give a bonus if you resist turn undead */
2277 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2278 { 2194 scare_creature (op, owner);
2279 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2195 }
2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2201
2202 case ATNR_DEATH:
2203 deathstrike_player (op, hitter, &dam);
2204 break;
2205
2206 case ATNR_CHAOS:
2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208 dam = 0;
2209 break;
2210
2211 case ATNR_COUNTERSPELL:
2212 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213 dam = 0;
2214 /* This should never happen. Counterspell is handled
2215 * seperately and filtered out. If this does happen,
2216 * Counterspell has no effect on anything but spells, so it
2217 * does no damage. */
2218 break;
2219
2220 case ATNR_HOLYWORD:
2221 {
2222 /* This has already been handled by hit_player,
2223 * no need to check twice -- DAMN */
2224 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225
2226 /* As with turn undead above, give a bonus on the saving throw */
2227 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228 scare_creature (op, owner);
2229 }
2230 break;
2231
2232 case ATNR_LIFE_STEALING:
2233 {
2234 int new_hp;
2235
2236 /* this is replacement to drain for players, instead of taking
2237 * exp it takes hp. It is geared for players, probably not
2238 * much use giving it to monsters
2239 *
2240 * life stealing doesn't do a lot of damage, but it gives the
2241 * damage it does do to the player. Given that,
2242 * it only does 1/10'th normal damage (hence the divide by
2243 * 1000).
2244 */
2245 /* You can't steal life from something undead */
2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2280 return 0; 2247 return 0;
2281 }
2282 2248
2283 /* aimed missiles use the owning object's sight */ 2249 /* If drain protection is higher than life stealing, use that */
2284 if (is_aimed_missile (hitter)) 2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2252 else
2253 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2254
2255 /* You die at -1 hp, not zero. */
2256 if (dam > (op->stats.hp + 1))
2257 dam = op->stats.hp + 1;
2258
2259 new_hp = hitter->stats.hp + dam;
2260 if (new_hp > hitter->stats.maxhp)
2261 new_hp = hitter->stats.maxhp;
2262
2263 if (new_hp > hitter->stats.hp)
2264 hitter->stats.hp = new_hp;
2265 }
2285 { 2266 }
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 2267
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; 2268 return dam;
2359} 2269}
2270

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines