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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.154 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <assert.h> 26#include <assert.h>
25#include <global.h> 27#include <global.h>
27#include <material.h> 29#include <material.h>
28#include <skills.h> 30#include <skills.h>
29#include <sounds.h> 31#include <sounds.h>
30#include <sproto.h> 32#include <sproto.h>
31 33
32typedef struct att_msg_str
33{
34 char *msg1;
35 char *msg2;
36} att_msg;
37
38/*#define ATTACK_DEBUG*/ 34/*#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 35
72/* did_make_save_item just checks to make sure the item actually 36/* 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 37 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 38 * any further action (like destroying the item).
75 */ 39 */
76int 40static int
77did_make_save_item (object *op, int type, object *originator) 41did_make_save_item (object *op, uint32_t type, object *originator)
78{ 42{
79 int i, roll, saves = 0, attacks = 0, number; 43 int saves = 0, attacks = 0;
80 materialtype_t *mt; 44 materialtype_t *mt = op->material;
81 45
82 if (op->materialname == NULL) 46 // destroying objects without material has many bad effects
83 { 47 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; 48 return 1;
93 49
94 roll = rndm (1, 20); 50 int roll = rndm (1, 20);
95 51
96 /* the attacktypes have no meaning for object saves 52 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 53 * 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 54 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 55 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 56 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 57 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 58 * destroying objects because it has magic attacktype.
103 */ 59 */
104 if (type != AT_MAGIC) 60 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 61 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 62 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 63 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 64
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 65
116 for (number = 0; number < NROFATTACKS; number++) 66 if (type == 0) return TRUE;
67
68 if (roll == 20) return TRUE;
69 if (roll == 1) return FALSE;
70
71 for_all_bits_sparse_32 (type, number)
117 { 72 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 73 attacks++;
74
122 if (op->resist[number] == 100) 75 if (op->resist[number] == 100)
123 saves++; 76 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 77 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 78 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 79 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 87 return FALSE;
135 88
136 return TRUE; 89 return TRUE;
137} 90}
138 91
92/* cancels object *op. Cancellation basically means an object loses
93 * its magical benefits.
94 */
95void
96cancellation (object *op)
97{
98 if (op->invisible)
99 return;
100
101 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
102 {
103 /* Recurse through the inventory */
104 for (object *tmp = op->inv; tmp; tmp = tmp->below)
105 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
106 cancellation (tmp);
107 }
108 else if (fabs (op->magic) <= rndm (0, 5))
109 {
110 /* Nullify this object. This code could probably be more complete */
111 /* in what abilities it should cancel */
112 op->magic = 0;
113
114 op->clr_flag (FLAG_DAMNED);
115 op->clr_flag (FLAG_CURSED);
116 op->clr_flag (FLAG_KNOWN_MAGICAL);
117 op->clr_flag (FLAG_KNOWN_CURSED);
118
119 if (object *pl = op->visible_to ())
120 esrv_update_item (UPD_FLAGS, pl, op);
121 }
122}
123
139/* This function calls did_make_save_item. It then performs the 124/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 125 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 126 * calling cancellation, etc.)
142 */ 127 */
143void 128void
144save_throw_object (object *op, int type, object *originator) 129save_throw_object (object *op, int type, object *originator)
145{ 130{
131 op = op->head_ ();
132
146 if (!did_make_save_item (op, type, originator)) 133 if (!did_make_save_item (op, type, originator))
147 { 134 {
148 object *env = op->env; 135 object *env = op->env;
149 int x = op->x, y = op->y; 136 int x = op->x, y = op->y;
150 maptile *m = op->map; 137 maptile *m = op->map;
151 138
152 op = stop_item (op); 139 op = stop_item (op);
153 if (op == NULL) 140 if (!op)
154 return; 141 return;
155 142
156 /* Hacked the following so that type LIGHTER will work. 143 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 144 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 145 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 146 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 147 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 148 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 149 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 150 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 151 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 152 {
166 const char *arch = op->other_arch->archname; 153 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 154 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 { 155 {
173 if (env) 156 apply_lamp (op, true); // turn on a lamp
157 return;
158 }
159 else if (op->flag [FLAG_IS_LIGHTABLE])
160 {
161 if (op->other_arch)
174 { 162 {
175 op->x = env->x, op->y = env->y; 163 const char *arch = op->other_arch->archname;
176 insert_ob_in_ob (op, env); 164
165 if (op->decrease ())
166 fix_stopped_item (op, m, originator);
167
168 if ((op = archetype::get (arch)))
169 {
177 if (env->contr) 170 if (env)
178 esrv_send_item (env, op); 171 env->insert (op);
172 else
173 m->insert (op, x, y, originator);
174 }
179 } 175 }
176
180 else 177 return;
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 } 178 }
186
187 return;
188 } 179 }
189 180
190 if (type & AT_CANCELLATION) 181 if (type & AT_CANCELLATION)
191 { /* Cancellation. */ 182 { /* Cancellation. */
192 cancellation (op); 183 cancellation (op);
193 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
185
194 return; 186 return;
195 } 187 }
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 ();
204 188
205 if (type & (AT_FIRE | AT_ELECTRICITY)) 189 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env) 190 if (env)
207 { 191 {
208 op = get_archetype ("burnout"); 192 object *op = archetype::get (shstr_burnout);
209 op->x = env->x, op->y = env->y; 193 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env); 194 env->insert (op);
211 } 195 }
212 else 196 else
213 replace_insert_ob_in_map ("burnout", originator); 197 replace_insert_ob_in_map (shstr_burnout, originator);
198
199 if (op->nrof > 1)
200 {
201 if (op->decrease (rndm (0, op->nrof - 1)))
202 fix_stopped_item (op, m, originator);
203 }
204 else
205 {
206 // drop everything to the ground, if possible
207 op->insert_at (originator);
208 op->drop_and_destroy ();
209 }
214 210
215 return; 211 return;
216 } 212 }
217 213
218 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
220 { 216 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
223 218
224 if (at == NULL) 219 if (at == NULL)
225 return; 220 return;
226 221
227 op = stop_item (op); 222 op = stop_item (op);
228 if (op == NULL) 223 if (op == NULL)
229 return; 224 return;
230 225
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
232 { 228 {
233 tmp = arch_to_object (at); 229 tmp = at->instance ();
234 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
237 * that for ones we create. 233 * that for ones we create.
238 */ 234 */
239 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0; 236 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
242 } 238 }
243 239
244 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return; 241 return;
249 } 242 }
250} 243}
251 244
252/* Object op is hitting the map. 245/* Object op is hitting the map.
254 * type is the attacktype of the object. 247 * type is the attacktype of the object.
255 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
256 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
257 */ 250 */
258int 251int
259hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, uint32_t type, int full_hit)
260{ 253{
261 maptile *map;
262 sint16 x, y; 254 sint16 x, y;
263 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
264 256
265 if (QUERY_FLAG (op, FLAG_FREED)) 257 if (op->flag [FLAG_FREED])
266 { 258 {
267 LOG (llevError, "BUG: hit_map(): free object\n"); 259 LOG (llevError, "BUG: hit_map(): free object\n");
268 return 0; 260 return 0;
269 } 261 }
270 262
271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 263 if (op->flag [FLAG_REMOVED] || op->env != NULL)
272 { 264 {
273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
274 return 0; 266 return 0;
275 } 267 }
276 268
281 } 273 }
282 274
283 if (op->head) 275 if (op->head)
284 op = op->head; 276 op = op->head;
285 277
286 map = op->map; 278 mapxy pos (op);
287 x = op->x + freearr_x[dir]; 279 pos.move (dir);
288 y = op->y + freearr_y[dir];
289 280
290 if (!xy_normalise (map, x, y)) 281 if (!pos.normalise ())
291 return 0; 282 return 0;
292 283
293 // elmex: a safe map tile can't be hit! 284 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there. 285 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y); 286 mapspace &ms = pos.ms ();
296 287
297 if (ms.flags () & P_SAFE) 288 if (ms.flags () & P_SAFE)
298 return 0; 289 return 0;
299 290
300 /* peterm: a few special cases for special attacktypes --counterspell 291 /* peterm: a few special cases for special attacktypes --counterspell
338 329
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 330 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube. 331 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used. 332 * This is one of the few cases where on_same_map should not be used.
342 */ 333 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y) 334 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
344 continue; 335 continue;
345 336
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 337 if (tmp->flag [FLAG_ALIVE])
347 { 338 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit); 339 hit_player (tmp, op->stats.dam, op, type, full_hit);
349 retflag |= 1; 340 retflag |= 1;
350 341
351 if (op->destroyed ()) 342 if (op->destroyed ())
352 break; 343 break;
353 } 344 }
354 /* Here we are potentially destroying an object. If the object has 345 /* 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 346 * 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 347 * that weak walls have is_alive set, which prevent objects from
357 * passing over/through them. We don't care what type of movement 348 * 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 349 * the wall blocks - if it blocks any type of movement, can't be
359 * destroyed right now. 350 * destroyed right now.
351 * Without the material check the server completely fails to work,
352 * objects detsroy themselves, floors get destroyed etc. etc.
360 */ 353 */
361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 354 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
362 { 355 {
363 save_throw_object (tmp, type, op); 356 save_throw_object (tmp, type, op);
364 357
365 if (op->destroyed ()) 358 if (op->destroyed ())
366 break; 359 break;
367 } 360 }
368 } 361 }
369 362
370 return 0; 363 return retflag;
371} 364}
372 365
373void 366static void
374attack_message (int dam, int type, object *op, object *hitter) 367attack_message (int dam, int type, object *op, object *hitter)
375{ 368{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 369 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found = 0; 370 int i, found = 0;
378 maptile *map; 371 maptile *map;
380 373
381 /* put in a few special messages for some of the common attacktypes 374 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 375 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 376 * [garbled 20010919]
384 */ 377 */
385
386 if (dam == 9998 && op->type == DOOR) 378 if (dam == 9998 && op->type == DOOR)
387 { 379 {
388 sprintf (buf1, "unlock %s", &op->name); 380 sprintf (buf1, "unlock %s", &op->name);
389 sprintf (buf2, " unlocks"); 381 sprintf (buf2, " unlocks");
390 found++; 382 found++;
391 } 383 }
392 if (dam < 0) 384 else if (dam < 0)
393 { 385 {
394 sprintf (buf1, "hit %s", &op->name); 386 sprintf (buf1, "hit %s", &op->name);
395 sprintf (buf2, " hits"); 387 sprintf (buf2, " hits");
396 found++; 388 found++;
397 } 389 }
519 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
520 found++; 512 found++;
521 break; 513 break;
522 } 514 }
523 } 515 }
524 else if (hitter->current_weapon != NULL) 516 else if (hitter->current_weapon)
525 { 517 {
526 int mtype; 518 int mtype;
527 519
528 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
529 { 521 {
530 case WEAP_HIT: 522 case WEAP_HIT: mtype = ATM_BASIC; break;
531 mtype = ATM_BASIC; 523 case WEAP_SLASH: mtype = ATM_SLASH; break;
532 break; 524 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
533 case WEAP_SLASH: 525 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
534 mtype = ATM_SLASH; 526 case WEAP_SLICE: mtype = ATM_SLICE; break;
535 break; 527 case WEAP_STAB: mtype = ATM_STAB; break;
536 case WEAP_PIERCE: 528 case WEAP_WHIP: mtype = ATM_WHIP; break;
537 mtype = ATM_PIERCE; 529 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
538 break; 530 case WEAP_BLUD: mtype = ATM_BLUD; break;
539 case WEAP_CLEAVE: 531 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 } 532 }
533
561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 534 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) 535 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563 { 536 {
564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 537 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); 538 strcpy (buf2, attack_mess[mtype][i].buf3);
666 op->play_sound (sound_find ("player_hits4")); 639 op->play_sound (sound_find ("player_hits4"));
667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 640 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
668 } 641 }
669} 642}
670 643
671
672static int 644static int
673get_attack_mode (object **target, object **hitter, int *simple_attack) 645get_attack_mode (object **target, object **hitter, int *simple_attack)
674{ 646{
675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 647 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
676 { 648 {
677 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 649 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
678 return 1; 650 return 1;
679 } 651 }
680 652
681 if ((*target)->head)
682 *target = (*target)->head; 653 *target = (*target)->head_ ();
683
684 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 654 *hitter = (*hitter)->head_ ();
686 655
656 if ((*target)->type == LOCKED_DOOR)
657 return 1; // locked doors cannot be hit
658
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 659 if ((*hitter)->env || (*target)->env)
688 { 660 {
689 *simple_attack = 1; 661 *simple_attack = 1;
690 return 0; 662 return 0;
691 } 663 }
692 664
693 if (QUERY_FLAG (*target, FLAG_REMOVED) 665 if ((*target)->flag [FLAG_REMOVED]
694 || QUERY_FLAG (*hitter, FLAG_REMOVED) 666 || (*hitter)->flag [FLAG_REMOVED]
695 || !(*hitter)->map 667 || !(*hitter)->map
696 || !on_same_map (*hitter, *target)) 668 || !on_same_map (*hitter, *target))
697 { 669 {
698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 670 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ()); 671 (*hitter)->debug_desc (), (*target)->debug_desc ());
705} 677}
706 678
707static int 679static int
708abort_attack (object *target, object *hitter, int simple_attack) 680abort_attack (object *target, object *hitter, int simple_attack)
709{ 681{
710
711/* Check if target and hitter are still in a relation similar to the one 682 /* 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. 683 * determined by get_attack_mode(). Returns true if the relation has changed.
713 */ 684 */
714 int new_mode; 685 int new_mode;
715 686
716 if (hitter->env == target || target->env == hitter) 687 if (hitter->env == target || target->env == hitter)
717 new_mode = 1; 688 new_mode = 1;
718 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 689 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
690 || hitter->map == NULL || !on_same_map (hitter, target))
719 return 1; 691 return 1;
720 else 692 else
721 new_mode = 0; 693 new_mode = 0;
694
722 return new_mode != simple_attack; 695 return new_mode != simple_attack;
723} 696}
724 697
698/* thrown_item_effect() - handles any special effects of thrown
699 * items (like attacking living creatures--a potion thrown at a
700 * monster).
701 */
702static void
725static void thrown_item_effect (object *, object *); 703thrown_item_effect (object *hitter, object *victim)
704{
705 if (!hitter->flag [FLAG_ALIVE])
706 {
707 /* May not need a switch for just 2 types, but this makes it
708 * easier for expansion.
709 */
710 switch (hitter->type)
711 {
712 case POTION:
713 /* should player get a save throw instead of checking magic protection? */
714 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
715 apply_potion (victim, hitter);
716 break;
717
718 case POISON: /* poison drinks */
719 /* As with potions, should monster get a save? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
721 apply_poison (victim, hitter);
722 break;
723
724 /* Removed case statements that did nothing.
725 * food may be poisonous, but monster must be willing to eat it,
726 * so we don't handle it here.
727 * Containers should perhaps break open, but that code was disabled.
728 */
729 }
730 }
731}
732
733/* determine if the object is an 'aimed' missile */
734static int
735is_aimed_missile (object *op)
736{
737 /* I broke what used to be one big if into a few nested
738 * ones so that figuring out the logic is at least possible.
739 */
740 if (op && (op->move_type & MOVE_FLYING))
741 if (op->type == ARROW || op->type == THROWN_OBJ)
742 return 1;
743 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
744 return 1;
745
746 return 0;
747}
748/* adj_attackroll() - adjustments to attacks by various conditions */
749static int
750adj_attackroll (object *hitter, object *target)
751{
752 object *attacker = hitter;
753 int adjust = 0;
754
755 /* safety */
756 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
757 {
758 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
759 return 0;
760 }
761
762 /* aimed missiles use the owning object's sight */
763 if (is_aimed_missile (hitter))
764 {
765 if ((attacker = hitter->owner) == NULL)
766 attacker = hitter;
767 /* A player who saves but hasn't quit still could have objects
768 * owned by him - need to handle that case to avoid crashes.
769 */
770 if (attacker->flag [FLAG_REMOVED])
771 attacker = hitter;
772 }
773 else if (!hitter->flag [FLAG_ALIVE])
774 return 0;
775
776 /* determine the condtions under which we make an attack.
777 * Add more cases, as the need occurs. */
778
779 if (!can_see_enemy (attacker, target))
780 {
781 /* target is unseen */
782 if (target->invisible || attacker->flag [FLAG_BLIND])
783 adjust -= 10;
784 /* dark map penalty for the hitter (lacks infravision if we got here). */
785 else if (!stand_in_light (target))
786 adjust -= target->map->darklevel ();
787 }
788
789 if (attacker->flag [FLAG_SCARED])
790 adjust -= 3;
791
792 if (target->flag [FLAG_UNAGGRESSIVE])
793 adjust += 1;
794
795 if (target->flag [FLAG_SCARED])
796 adjust += 1;
797
798 if (attacker->flag [FLAG_CONFUSED])
799 adjust -= 3;
800
801 /* if we attack at a different 'altitude' its harder */
802 if ((attacker->move_type & target->move_type) == 0)
803 adjust -= 2;
804
805#if 0
806 /* slower attacks are less likely to succeed. We should use a
807 * comparison between attacker/target speeds BUT, players have
808 * a generally faster speed, so this will wind up being a HUGE
809 * disadantage for the monsters! Too bad, because missiles which
810 * fly fast should have a better chance of hitting a slower target.
811 */
812 if (hitter->speed < target->speed)
813 adjust += ((float) hitter->speed - target->speed);
814#endif
815
816#if 0
817 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
818#endif
819
820 return adjust;
821}
726 822
727static int 823static int
728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 824attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729{ 825{
730 int simple_attack, roll, dam = 0; 826 int simple_attack, roll, dam = 0;
743 839
744 /* 840 /*
745 * A little check to make it more difficult to dance forward and back 841 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters. 842 * to avoid ever being hit by monsters.
747 */ 843 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 844 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
749 { 845 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an 846 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster, 847 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before 848 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail. 849 * we call process_object, the 'if' statement above will fail.
773 int hitdam = base_dam; 869 int hitdam = base_dam;
774 870
775 if (!simple_attack) 871 if (!simple_attack)
776 { 872 {
777 /* If you hit something, the victim should *always* wake up. 873 /* If you hit something, the victim should *always* wake up.
778 * Before, invisible hitters could avoid doing this. 874 * Before, invisible hitters could avoid doing this.
779 * -b.t. */ 875 * -b.t. */
780 if (QUERY_FLAG (op, FLAG_SLEEP)) 876 if (op->flag [FLAG_SLEEP])
781 CLEAR_FLAG (op, FLAG_SLEEP); 877 op->clr_flag (FLAG_SLEEP);
782 878
783 /* If the victim can't see the attacker, it may alert others 879 /* If the victim can't see the attacker, it may alert others
784 * for help. */ 880 * for help. */
785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 881 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 npc_call_help (op); 882 npc_call_help (op);
787 883
788 /* if you were hidden and hit by a creature, you are discovered */ 884 /* if you were hidden and hit by a creature, you are discovered */
789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 885 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
790 { 886 {
791 make_visible (op); 887 make_visible (op);
792 888
793 if (op->type == PLAYER) 889 if (op->type == PLAYER)
794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 890 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
795 } 891 }
796 892
797 /* thrown items (hitter) will have various effects 893 /* thrown items (hitter) will have various effects
798 * when they hit the victim. For things like thrown daggers, 894 * when they hit the victim. For things like thrown daggers,
799 * this sets 'hitter' to the actual dagger, and not the 895 * this sets 'hitter' to the actual dagger, and not the
806 } 902 }
807 903
808 /* Need to do at least 1 damage, otherwise there is no point 904 /* Need to do at least 1 damage, otherwise there is no point
809 * to go further and it will cause FPE's below. 905 * to go further and it will cause FPE's below.
810 */ 906 */
811 if (hitdam <= 0) 907 max_it (hitdam, 1);
812 hitdam = 1;
813 908
814 type = hitter->attacktype; 909 type = hitter->attacktype;
815 910
911 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
912 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
913 * This check is important for the most simple monsters out there in the
914 * game content (maps, archs). For example orcs: They would have
915 * no attacktype at all.
916 *
917 * Some time in the future someone should just go into the game data
918 * and fix every monster out there ;-/ Until then we will kill some
919 * more trees in the african rain forests with this check.
920 */
816 if (!type) 921 if (!type)
817 type = AT_PHYSICAL; 922 type = AT_PHYSICAL;
818 923
819 /* Handle monsters that hit back */ 924 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 925 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
821 { 926 {
822 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 927 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 928 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824 929
825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 930 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
851} 956}
852 957
853int 958int
854attack_ob (object *op, object *hitter) 959attack_ob (object *op, object *hitter)
855{ 960{
856 hitter = hitter->head_ ();
857
858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 961 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
859} 962}
860 963
861/* op is the arrow, tmp is what is stopping the arrow. 964/* op is the arrow, tmp is what is stopping the arrow.
862 * 965 *
863 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 966 * 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 974 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around. 975 * stick around.
873 */ 976 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0) 977 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 { 978 {
876 tmp = tmp->head_ (); 979 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; 980 return 1;
885 } 981 }
886 else 982 else
887 return 0; 983 return 0;
888} 984}
902 /* Disassemble missile */ 998 /* Disassemble missile */
903 if (op->inv) 999 if (op->inv)
904 { 1000 {
905 container = op; 1001 container = op;
906 hitter = op->inv; 1002 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1003 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 1004 /* 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 1005 * 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 1006 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */ 1007 * THROWN_OBJs. */
913 } 1008 }
924 * arrow, move_apply() calls this function, arrow sticks in demon, 1019 * arrow, move_apply() calls this function, arrow sticks in demon,
925 * attack_ob_simple() returns, and we've got an arrow that still exists 1020 * 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 1021 * but is no longer on the map. Ugh. (Beware: Such things can happen at
927 * other places as well!) 1022 * other places as well!)
928 */ 1023 */
929 if (hitter->destroyed () || hitter->env != NULL) 1024 if (hitter->destroyed () || hitter->env)
930 { 1025 {
931 if (container) 1026 if (container)
1027 container->destroy ();
1028
1029 return 0;
1030 }
1031
1032 /* Missile hit victim */
1033 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
1034 * through the target
1035 */
1036 if (hit_something)
1037 if (op->speed < 10.0)
932 { 1038 {
933 container->remove (); 1039 /* Stop arrow */
1040 if (container)
934 container->destroy (); 1041 container->destroy ();
935 } 1042 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 { 1043 {
949 hitter = fix_stopped_arrow (hitter); 1044 hitter = fix_stopped_arrow (hitter);
950 if (!hitter) 1045 if (!hitter)
951 return 0; 1046 return 0;
952 } 1047 }
953 else
954 container->destroy ();
955 1048
956 /* Try to stick arrow into victim */ 1049 /* Try to stick arrow into victim */
957 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1050 if (!victim->destroyed () && stick_arrow (hitter, victim))
1051 return 0;
1052
1053 /* Else try to put arrow on victim's map square
1054 * remove check for P_WALL here. If the arrow got to this
1055 * space, that is good enough - with the new movement code,
1056 * there is now the potential for lots of spaces where something
1057 * can fly over but not otherwise move over. What is the correct
1058 * way to handle those otherwise?
1059 */
1060 if (victim->x != hitter->x || victim->y != hitter->y)
1061 {
1062 if (victim->destroyed ())
1063 hitter->destroy ();
1064 else
1065 {
1066 hitter->remove ();
1067 hitter->x = victim->x;
1068 hitter->y = victim->y;
1069 insert_ob_in_map (hitter, victim->map, hitter, 0);
1070 }
1071 }
1072 else
1073 /* Else leave arrow where it is */
1074 merge_ob (hitter, NULL);
1075
958 return 0; 1076 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 } 1077 }
974 else 1078 else
975 /* Else leave arrow where it is */ 1079 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 1080
984 /* Missile missed victim - reassemble missile */ 1081 /* Missile missed victim - reassemble missile */
985 if (container) 1082 if (container)
986 { 1083 {
987 hitter->remove (); 1084 hitter->remove ();
989 } 1086 }
990 1087
991 return op; 1088 return op;
992} 1089}
993 1090
994void 1091static void
995tear_down_wall (object *op) 1092tear_down_wall (object *op)
996{ 1093{
997 int perc = 0;
998
999 if (!op->stats.maxhp) 1094 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1095 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1; 1096 else if (!op->has_anim ())
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 { 1097 {
1006 /* Object has been called - no animations, so remove it */ 1098 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0) 1099 if (op->stats.hp < 0)
1008 op->destroy (); 1100 op->destroy ();
1009 1101
1010 return; /* no animations, so nothing more to do */ 1102 return; /* no animations, so nothing more to do */
1011 } 1103 }
1012 1104
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1105 // we use frames 1..num-2 as intermediate frames, so
1106 // the last frame is used only when hp < 0.
1107 int perc = clamp (
1108 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1109 0, op->anim_frames () - 1
1110 );
1014 1111
1015 if (perc >= (int) NUM_ANIMATIONS (op)) 1112 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); 1113 update_object (op, UP_OBJ_FACE);
1022 1114
1023 if (perc == NUM_ANIMATIONS (op) - 1) 1115 if (op->stats.hp < 0)
1024 { /* Reached the last animation */ 1116 { /* Reached the last animation */
1025 if (op->face == blank_face) 1117 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */ 1118 /* If the last face is blank, remove the ob */
1027 op->destroy (); 1119 op->destroy ();
1028 else 1120 else
1029 { /* The last face was not blank, leave an image */ 1121 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1122 op->flag [FLAG_BLOCKSVIEW] = false;
1031 update_all_los (op->map, op->x, op->y); 1123 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0; 1124 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE); 1125 op->flag [FLAG_ALIVE] = false;
1034 } 1126 }
1035 } 1127 }
1036} 1128}
1037 1129
1038void 1130static void
1039scare_creature (object *target, object *hitter) 1131scare_creature (object *target, object *hitter)
1040{ 1132{
1041 object *owner = hitter->owner; 1133 target->flag [FLAG_SCARED] = true;
1042 1134
1043 if (!owner)
1044 owner = hitter;
1045
1046 SET_FLAG (target, FLAG_SCARED);
1047 if (!target->enemy) 1135 if (!target->enemy)
1048 target->enemy = owner; 1136 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} 1137}
1374 1138
1375/* GROS: This code comes from hit_player. It has been made external to 1139/* 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. 1140 * allow script procedures to "kill" objects in a combat-like fashion.
1377 * It was initially used by (kill-object) developed for the Collector's 1141 * It was initially used by (kill-object) developed for the Collector's
1388 * MSW 2002-07-17 1152 * MSW 2002-07-17
1389 */ 1153 */
1390int 1154int
1391kill_object (object *op, int dam, object *hitter, int type) 1155kill_object (object *op, int dam, object *hitter, int type)
1392{ 1156{
1393 char buf[MAX_BUF]; 1157 shstr skill;
1394 const char *skill;
1395 int maxdam = 0; 1158 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */ 1159 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */ 1160 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0; 1161 object *owner = 0;
1399 object *skop = 0; 1162 object *skop = 0;
1408 * this creature. The function(s) that call us have already 1171 * this creature. The function(s) that call us have already
1409 * adjusted the creatures HP total, so that is negative. 1172 * adjusted the creatures HP total, so that is negative.
1410 */ 1173 */
1411 maxdam = dam + op->stats.hp + 1; 1174 maxdam = dam + op->stats.hp + 1;
1412 1175
1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1176 if (op->flag [FLAG_BLOCKSVIEW])
1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1177 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415 1178
1416 if (op->type == DOOR) 1179 if (op->type == DOOR)
1417 { 1180 {
1418 op->set_speed (0.1f); 1181 op->set_speed (0.1f);
1419 op->speed_left = -0.05f; 1182 op->speed_left = -0.05f;
1420 return maxdam; 1183 return maxdam;
1421 } 1184 }
1422 1185
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1186 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1424 { 1187 {
1425 op->destroy (); 1188 op->drop_and_destroy ();
1426 return maxdam; 1189 return maxdam;
1427 } 1190 }
1428 1191
1429 /* Now lets start dealing with experience we get for killing something */ 1192 /* Now lets start dealing with experience we get for killing something */
1430 1193
1431 owner = hitter->owner; 1194 owner = hitter->outer_owner ();
1432 if (!owner) 1195 if (!owner)
1433 owner = hitter; 1196 owner = hitter;
1434 1197
1435 /* is the victim (op) standing on battleground? */ 1198 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL)) 1199 if (op_on_battleground (op, NULL, NULL))
1441 pk = 1; 1204 pk = 1;
1442 1205
1443 /* Player killed something */ 1206 /* Player killed something */
1444 if (owner->type == PLAYER) 1207 if (owner->type == PLAYER)
1445 { 1208 {
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 1209 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the 1210 * and filter out malicious player killers - that is why the
1451 * ip address is included. 1211 * ip address is included.
1452 */ 1212 */
1453 if (op->type == PLAYER && !battleg) 1213 if (op->type == PLAYER && !battleg)
1478 owner->play_sound (sound_find ("player_kills")); 1238 owner->play_sound (sound_find ("player_kills"));
1479 } 1239 }
1480 1240
1481 /* If a player kills another player, not on 1241 /* If a player kills another player, not on
1482 * battleground, the "killer" looses 1 luck. Since this is 1242 * battleground, the "killer" looses 1 luck. Since this is
1483 * not reversible, it's actually quite a pain IMHO. -AV 1243 * not reversible, it's actually quite a pain IMHO. -AV
1484 * Fix bug in that we were changing the luck of the hitter, not 1244 * 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 1245 * player that the object belonged to - so if you killed another player
1486 * with spells, pets, whatever, there was no penalty. 1246 * with spells, pets, whatever, there was no penalty.
1487 * Changed to make luck penalty configurable in settings. 1247 * Changed to make luck penalty configurable in settings.
1488 */ 1248 */
1491 1251
1492 /* This code below deals with finding the appropriate skill 1252 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should 1253 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill 1254 * probably never really have to look at current_weapon->skill
1495 */ 1255 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER) 1256 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill; 1257 skill = hitter->skill;
1500 else if (owner->chosen_skill) 1258 else if (owner->chosen_skill)
1501 { 1259 {
1502 skop = owner->chosen_skill; 1260 skop = owner->chosen_skill;
1503 skill = skop->skill; 1261 skill = skop->skill;
1504 } 1262 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1263 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1506 skill = owner->current_weapon->skill; 1264 skill = owner->current_weapon->skill;
1507 else 1265 else
1266 {
1267 LOG (llevError | logBacktrace,
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1268 "BUG: kill_object - unable to find skill that killed monster\n"
1269 "op: %s\n" "hitter: %s\n" "op: %s\n",
1270 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1271 skill = 0;
1272 }
1509 1273
1510 /* We have the skill we want to credit to - now find the object this goes 1274 /* 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! 1275 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */ 1276 */
1513 if ((!skop || skop->type != SKILL) && skill) 1277 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 */ 1278 } /* Was it a player that hit somethign */
1525 else 1279 else
1526 skill = 0; 1280 skill = 0;
1527 1281
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 */ 1282 /* These may have been set in the player code section above */
1538 if (!skop) 1283 if (!skop)
1539 skop = hitter->chosen_skill; 1284 skop = hitter->chosen_skill;
1540 1285
1541 if (!skill && skop) 1286 if (!skill && skop)
1542 skill = skop->skill; 1287 skill = skop->skill;
1543 1288
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 */ 1289 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1290 if (owner != op && !op->flag [FLAG_WIZ])
1548 { 1291 {
1549 int exp; 1292 int exp;
1550 1293
1551 /* Really don't give much experience for killing other players */ 1294 /* Really don't give much experience for killing other players */
1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1295 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1553 if (op->type == PLAYER)
1554 {
1555 if (battleg) 1296 if (battleg)
1297 {
1298 if (op->is_player ())
1556 { 1299 {
1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1301 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 } 1302 }
1560 else 1303
1304 exp = 0;
1305 }
1306 else if (op->is_player ())
1561 exp = op->stats.exp / 1000; 1307 exp = op->stats.exp / 1000;
1562 }
1563 else 1308 else
1564 exp = calc_skill_exp (owner, op, skop); 1309 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 1310
1572 /* Don't know why this is set this way - doesn't make 1311 /* Don't know why this is set this way - doesn't make
1573 * sense to just divide everything by two for no reason. 1312 * sense to just divide everything by two for no reason.
1574 */ 1313 */
1575 1314
1613 } /* else part of a party */ 1352 } /* else part of a party */
1614 } /* end if person didn't kill himself */ 1353 } /* end if person didn't kill himself */
1615 1354
1616 if (op->type != PLAYER) 1355 if (op->type != PLAYER)
1617 { 1356 {
1618 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1357 if (op->flag [FLAG_FRIENDLY])
1619 { 1358 {
1620 object *owner1 = op->owner; 1359 object *owner1 = op->owner;
1621 1360
1622 if (owner1 && owner1->type == PLAYER) 1361 if (owner1 && owner1->type == PLAYER)
1623 { 1362 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1363 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */ 1364 /* 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); 1365 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1627 } 1366 }
1628 1367
1629 remove_friendly_object (op); 1368 remove_friendly_object (op);
1630 } 1369 }
1631 1370
1632 op->destroy (); 1371 op->drop_and_destroy ();
1633 } 1372 }
1634 else 1373 else
1635 {
1636 /* Player has been killed! */ 1374 /* Player has been killed! */
1637 if (owner->type == PLAYER) 1375 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 1376
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process 1377 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function. 1378 * continues in the calling function.
1645 */ 1379 */
1646 return maxdam; 1380 return maxdam;
1647} 1381}
1648 1382
1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1383/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1650 * Returns 0 this is not friendly fire 1384 * Returns 0 this is not friendly fire
1651 */ 1385 */
1652int 1386int
1653friendly_fire (object *op, object *hitter) 1387friendly_fire (object *op, object *hitter)
1654{ 1388{
1689 * modify it. 1423 * modify it.
1690 */ 1424 */
1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1425/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1426 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1693int 1427int
1694hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1428hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1695{ 1429{
1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1430 int magic = type & AT_MAGIC;
1697 int maxattacktype, attacknum;
1698 int body_attack = op && op->head; /* Did we hit op's head? */ 1431 int body_attack = op && op->head; /* Did we hit op's head? */
1432 int maxdam = 0, ndam = 0;
1433 int maxattacktype;
1699 int simple_attack; 1434 int simple_attack;
1700 int rtn_kill = 0; 1435 int rtn_kill = 0;
1701 int friendlyfire; 1436 int friendlyfire;
1702 1437
1703 if (get_attack_mode (&op, &hitter, &simple_attack)) 1438 if (get_attack_mode (&op, &hitter, &simple_attack))
1704 return 0; 1439 return 0;
1705 1440
1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1441 /* 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)) 1442 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1708 return 0; 1443 return 0;
1709 1444
1710 // only allow pk for hostile players 1445 // only allow pk for hostile players
1711 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1712 { 1447 {
1754 1489
1755 break; 1490 break;
1756 } 1491 }
1757 } 1492 }
1758 1493
1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1494 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1760 { 1495 {
1761 /* FIXME: If a player is killed by a rune in a door, the 1496 /* FIXME: If a player is killed by a rune in a door, the
1762 * destroyed() check above doesn't return, and might get here. 1497 * destroyed() check above doesn't return, and might get here.
1763 */ 1498 */
1764 1499
1802 */ 1537 */
1803 if (type & AT_HOLYWORD) 1538 if (type & AT_HOLYWORD)
1804 { 1539 {
1805 object *god; 1540 object *god;
1806 1541
1807 if ((!hitter->slaying || 1542 if ((!hitter->slaying
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1543 || (!(op->race && hitter->slaying.contains (op->race))
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1544 && !(op->name && hitter->slaying.contains (op->name))))
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1545 && (!op->flag [FLAG_UNDEAD]
1811 (hitter->title != NULL 1546 || (hitter->title
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1547 && (god = find_god (determine_god (hitter))) != NULL
1548 && god->race.contains (shstr_undead))))
1813 return 0; 1549 return 0;
1814 } 1550 }
1815 1551
1816 maxattacktype = type; /* initialise this to something */ 1552 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1553 for_all_bits_sparse_32 (type, attacknum)
1818 { 1554 {
1555 uint32_t attacktype = 1 << attacknum;
1556
1819 /* Magic isn't really a true attack type - it gets combined with other 1557 /* 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 1558 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it 1559 * the only attacktype in the group, then still attack with it
1822 */ 1560 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1561 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1826 /* Go through and hit the player with each attacktype, one by one. 1564 /* Go through and hit the player with each attacktype, one by one.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict 1565 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with 1566 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc. 1567 * effects (slow, paralization, etc.
1830 */ 1568 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1569 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1570
1834 /* the >= causes us to prefer messages from special attacks, if 1571 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal. 1572 * the damage is equal.
1836 */ 1573 */
1837 if (ndam >= maxdam) 1574 if (ndam >= maxdam)
1838 { 1575 {
1839 maxdam = ndam; 1576 maxdam = ndam;
1840 maxattacktype = 1 << attacknum; 1577 maxattacktype = 1 << attacknum;
1841 }
1842 } 1578 }
1843 } 1579 }
1844 1580
1845 /* if this is friendly fire then do a set % of damage only 1581 /* 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 1582 * 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 1622 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy. 1623 // for an non-active objetc to know its enemy.
1888 if (op->active) 1624 if (op->active)
1889 if (hitter->owner) 1625 if (hitter->owner)
1890 op->enemy = hitter->owner; 1626 op->enemy = hitter->owner;
1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1627 else if (hitter->flag [FLAG_ALIVE])
1892 op->enemy = hitter; 1628 op->enemy = hitter;
1893 1629
1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1630 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1895 { 1631 {
1896 /* The unaggressives look after themselves 8) */ 1632 /* The unaggressives look after themselves 8) */
1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1633 op->clr_flag (FLAG_UNAGGRESSIVE);
1898 npc_call_help (op); 1634 npc_call_help (op);
1899 } 1635 }
1900 1636
1901 if (magic && did_make_save (op, op->level, 0)) 1637 if (magic && did_make_save (op, op->level, 0))
1902 maxdam = maxdam / 2; 1638 maxdam = maxdam / 2;
1904 attack_message (maxdam, maxattacktype, op, hitter); 1640 attack_message (maxdam, maxattacktype, op, hitter);
1905 1641
1906 op->stats.hp -= maxdam; 1642 op->stats.hp -= maxdam;
1907 1643
1908 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1644 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1909 if ((op->stats.hp >= 0) && 1645 if (op->stats.hp >= 0
1910 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1646 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1911 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1647 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1912 { 1648 {
1913 1649
1914 if (QUERY_FLAG (op, FLAG_MONSTER)) 1650 if (op->flag [FLAG_MONSTER])
1915 SET_FLAG (op, FLAG_RUN_AWAY); 1651 op->set_flag (FLAG_RUN_AWAY);
1916 else 1652 else
1917 scare_creature (op, hitter); 1653 scare_creature (op, hitter);
1918 } 1654 }
1919 1655
1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1656 if (op->flag [FLAG_TEAR_DOWN])
1921 { 1657 {
1922 if (maxdam) 1658 if (maxdam)
1923 tear_down_wall (op); 1659 tear_down_wall (op);
1924 1660
1925 return maxdam; /* nothing more to do for wall */ 1661 return maxdam; /* nothing more to do for wall */
1928 /* See if the creature has been killed */ 1664 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type); 1665 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1) 1666 if (rtn_kill != -1)
1931 return rtn_kill; 1667 return rtn_kill;
1932 1668
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1669 /* 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 1670 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case. 1671 * remained - that is no longer the case.
1937 */ 1672 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1673 if (hitter->flag [FLAG_ONE_HIT])
1939 hitter->destroy (); 1674 hitter->drop_and_destroy ();
1940
1941 /* Lets handle creatures that are splitting now */ 1675 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1676 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1943 { 1677 {
1944 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1678 int friendly = op->flag [FLAG_FRIENDLY];
1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1679 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1947 object *owner = op->owner; 1680 object *owner = op->owner;
1948 1681
1949 if (!op->other_arch) 1682 if (!op->other_arch)
1950 { 1683 {
1951 LOG (llevError, "SPLITTING without other_arch error.\n"); 1684 LOG (llevError, "SPLITTING without other_arch error.\n");
1952 return maxdam; 1685 return maxdam;
1953 } 1686 }
1954 1687
1955 op->remove (); 1688 op->remove ();
1956 1689
1957 for (i = 0; i < op->stats.food; i++) 1690 for (int i = 0; i < op->stats.food; i++)
1958 { /* This doesn't handle op->more yet */ 1691 { /* This doesn't handle op->more yet */
1959 object *tmp = arch_to_object (op->other_arch); 1692 object *tmp = op->other_arch->instance ();
1960 int j;
1961 1693
1962 tmp->stats.hp = op->stats.hp; 1694 tmp->stats.hp = op->stats.hp;
1963 1695
1964 if (friendly) 1696 if (friendly)
1965 { 1697 {
1969 if (owner) 1701 if (owner)
1970 tmp->set_owner (owner); 1702 tmp->set_owner (owner);
1971 } 1703 }
1972 1704
1973 if (unaggressive) 1705 if (unaggressive)
1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1706 tmp->set_flag (FLAG_UNAGGRESSIVE);
1975 1707
1976 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1708 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977 1709
1978 if (j == -1) /* No spot to put this monster */ 1710 if (j == -1) /* No spot to put this monster */
1979 tmp->destroy (); 1711 tmp->destroy ();
1980 else 1712 else
1981 { 1713 {
1982 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1714 tmp->x = op->x + DIRX (j), tmp->y = op->y + DIRY (j);
1983 insert_ob_in_map (tmp, op->map, NULL, 0); 1715 insert_ob_in_map (tmp, op->map, NULL, 0);
1984 } 1716 }
1985 } 1717 }
1986 1718
1987 op->destroy (); 1719 op->destroy ();
1988 } 1720 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1721 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy (); 1722 hitter->drop_and_destroy ();
1991 1723
1992 return maxdam; 1724 return maxdam;
1993} 1725}
1994 1726
1995void 1727static void
1996poison_player (object *op, object *hitter, int dam) 1728poison_player (object *op, object *hitter, int dam)
1997{ 1729{
1998 archetype *at = archetype::find ("poisoning"); 1730 archetype *at = archetype::find (shstr_poisoning);
1999 object *tmp = present_arch_in_ob (at, op); 1731 object *tmp = present_arch_in_ob (at, op);
2000 1732
2001 if (tmp == NULL) 1733 if (!tmp)
2002 { 1734 {
2003 if ((tmp = arch_to_object (at)) == NULL) 1735 tmp = insert_ob_in_ob (at->instance (), op);
2004 LOG (llevError, "Failed to clone arch poisoning.\n"); 1736 /* peterm: give poisoning some teeth. It should
1737 * be able to kill things better than it does:
1738 * damage should be dependent something--I choose to
1739 * do this: if it's a monster, the damage from the
1740 * poisoning goes as the level of the monster/2.
1741 * If anything else, goes as damage.
1742 */
1743
1744 if (hitter->flag [FLAG_ALIVE])
1745 tmp->stats.dam += hitter->level / 2;
2005 else 1746 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; 1747 tmp->stats.dam = dam;
2020 1748
2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1749 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2022 if (hitter->skill && hitter->skill != tmp->skill) 1750 if (hitter->skill && hitter->skill != tmp->skill)
2023 {
2024 tmp->skill = hitter->skill; 1751 tmp->skill = hitter->skill;
2025 }
2026 1752
2027 tmp->stats.food += dam; /* more damage, longer poisoning */ 1753 tmp->stats.food += dam; /* more damage, longer poisoning */
2028 1754
2029 if (op->type == PLAYER) 1755 if (op->type == PLAYER)
2030 { 1756 {
2031 /* player looses stats, maximum is -10 of each */ 1757 /* player looses stats, maximum is -10 of each */
2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1758 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1759 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1760 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2035 tmp->stats.Int = MAX (-dam / 7, -10); 1761 tmp->stats.Int = max (-(dam / 7 ), -10);
2036 SET_FLAG (tmp, FLAG_APPLIED); 1762 tmp->set_flag (FLAG_APPLIED);
2037 op->update_stats (); 1763 op->update_stats ();
2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound); 1765 op->play_sound (tmp->sound);
2040 } 1766 }
2041 1767
2042 if (hitter->type == PLAYER) 1768 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1769 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1770 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); 1771 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 }
2047 1772
2048 tmp->speed_left = 0; 1773 tmp->speed_left = 0;
2049 } 1774 }
2050 else 1775 else
2051 tmp->stats.food++; 1776 tmp->stats.food++;
2052} 1777}
2053 1778
2054void 1779static void
2055slow_player (object *op, object *hitter, int dam) 1780slow_player (object *op, object *hitter, int dam)
2056{ 1781{
2057 archetype *at = archetype::find ("slowness"); 1782 archetype *at = archetype::find (shstr_slowness);
2058 object *tmp; 1783 object *tmp;
2059 1784
2060 if (at == NULL) 1785 if (!at)
2061 LOG (llevError, "Can't find slowness archetype.\n"); 1786 LOG (llevError, "Can't find slowness archetype.\n");
2062 1787
2063 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1788 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064 { 1789 {
2065 tmp = arch_to_object (at); 1790 tmp = at->instance ();
2066 tmp = insert_ob_in_ob (tmp, op); 1791 tmp = insert_ob_in_ob (tmp, op);
2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1792 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068 } 1793 }
2069 else 1794 else
2070 tmp->stats.food++; 1795 tmp->stats.food++;
2071 1796
2072 SET_FLAG (tmp, FLAG_APPLIED); 1797 tmp->set_flag (FLAG_APPLIED);
2073 tmp->speed_left = 0; 1798 tmp->speed_left = 0;
2074 op->update_stats (); 1799 op->update_stats ();
2075} 1800}
2076 1801
2077void 1802void
2078confuse_player (object *op, object *hitter, int dam) 1803confuse_player (object *op, object *hitter, int dam)
2079{ 1804{
2080 object *tmp; 1805 object *tmp;
2081 int maxduration; 1806 int maxduration;
2082 1807
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1808 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2084 if (!tmp) 1809 if (!tmp)
2085 { 1810 {
2086 tmp = get_archetype (FORCE_NAME); 1811 tmp = archetype::get (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op); 1812 tmp = insert_ob_in_ob (tmp, op);
2088 } 1813 }
2089 1814
2090 /* Duration added per hit and max. duration of confusion both depend 1815 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance 1816 * on the player's resistance
2092 */ 1817 */
2093 tmp->speed = 0.05; 1818 tmp->set_speed (0.05);
2094 tmp->subtype = FORCE_CONFUSION; 1819 tmp->subtype = FORCE_CONFUSION;
2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1820 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096 tmp->name = "confusion"; 1821 tmp->name = shstr_confusion;
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1822 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098 1823
2099 if (tmp->duration > maxduration) 1824 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 1825 tmp->duration = maxduration;
2101 1826
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1827 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1828 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104 1829
2105 SET_FLAG (op, FLAG_CONFUSED); 1830 op->set_flag (FLAG_CONFUSED);
2106} 1831}
2107 1832
2108void 1833void
2109blind_player (object *op, object *hitter, int dam) 1834blind_player (object *op, object *hitter, int dam)
2110{ 1835{
2111 object *tmp, *owner;
2112
2113 /* Save some work if we know it isn't going to affect the player */ 1836 /* Save some work if we know it isn't going to affect the player */
2114 if (op->resist[ATNR_BLIND] == 100) 1837 if (op->resist[ATNR_BLIND] == 100)
2115 return; 1838 return;
2116 1839
2117 tmp = present_in_ob (BLINDNESS, op); 1840 object *tmp = present_in_ob (BLINDNESS, op);
2118 if (!tmp) 1841 if (!tmp)
2119 { 1842 {
2120 tmp = get_archetype ("blindness"); 1843 tmp = archetype::get (shstr_blindness);
2121 SET_FLAG (tmp, FLAG_BLIND); 1844 tmp->set_flag (FLAG_BLIND);
2122 SET_FLAG (tmp, FLAG_APPLIED); 1845 tmp->set_flag (FLAG_APPLIED);
2123 /* use floats so we don't lose too much precision due to rounding errors. 1846 // use floats so we don't lose too much precision due to rounding errors.
2124 * speed is a float anyways. 1847 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 1848
2128 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2129 change_abil (op, tmp); /* Mostly to display any messages */ 1850 change_abil (op, tmp); /* Mostly to display any messages */
2130 op->update_stats (); /* This takes care of some other stuff */ 1851 op->update_stats (); /* This takes care of some other stuff */
2131 1852
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)); 1853 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2138 } 1854 }
1855
2139 tmp->stats.food += dam; 1856 tmp->stats.food += dam;
2140 if (tmp->stats.food > 10) 1857 min_it (tmp->stats.food, 10);
2141 tmp->stats.food = 10;
2142} 1858}
2143 1859
2144void 1860void
2145paralyze_player (object *op, object *hitter, int dam) 1861paralyze_player (object *op, object *hitter, int dam)
2146{ 1862{
2147 float effect, max;
2148
2149 /* object *tmp; */
2150
2151 /* This is strange stuff... someone knows for what this is 1863 /* This is strange stuff... someone knows for what this is
2152 * written? Well, i think this can and should be removed 1864 * written? Well, i think this can and should be removed
2153 */ 1865 */
2154 1866
2155 /* 1867 /*
2156 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1868 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2157 tmp=clone_arch(PARAIMAGE); 1869 tmp=clone_arch(PARAIMAGE);
2159 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1871 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160 } 1872 }
2161 */ 1873 */
2162 1874
2163 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1875 /* 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; 1876 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2165 1877
2166 if (effect == 0)
2167 return;
2168
2169 op->speed_left -= FABS (op->speed) * effect; 1878 op->speed_left -= op->speed * effect;
2170 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1879 /* tmp->stats.food+=(signed short) effect/op->speed; */
2171 1880
2172 /* max number of ticks to be affected for. */ 1881 /* max number of ticks to be affected for. */
2173 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1882 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1883
2174 if (op->speed_left < -(FABS (op->speed) * max)) 1884 max_it (op->speed_left, -op->speed * max);
2175 op->speed_left = (float) -(FABS (op->speed) * max);
2176 1885
2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1886/* tmp->stats.food = (signed short) (max / op->speed); */
2178} 1887}
2179 1888
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 1889/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 1890 * the computed damaged.
2182 */ 1891 */
2183void 1892static void
2184deathstrike_player (object *op, object *hitter, int *dam) 1893deathstrike_player (object *op, object *hitter, int *dam)
2185{ 1894{
2186 /* The intention of a death attack is to kill outright things 1895 /* 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 1896 ** that are a lot weaker than the attacker, have a chance of killing
2188 ** things somewhat weaker than the caster, and no chance of 1897 ** things somewhat weaker than the caster, and no chance of
2192 ** field of the deathstriking object */ 1901 ** field of the deathstriking object */
2193 1902
2194 int atk_lev, def_lev, kill_lev; 1903 int atk_lev, def_lev, kill_lev;
2195 1904
2196 if (hitter->slaying) 1905 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1906 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1907 || (op->race && hitter->slaying.contains (op->race))))
2198 return; 1908 return;
2199 1909
2200 def_lev = op->level; 1910 def_lev = op->level;
2201 if (def_lev < 1) 1911 if (def_lev < 1)
2202 { 1912 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1913 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2204 def_lev = 1; 1914 def_lev = 1;
2205 } 1915 }
2206 1916
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1917 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1918 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2218 * redone. 1928 * redone.
2219 */ 1929 */
2220 if (kill_lev >= def_lev) 1930 if (kill_lev >= def_lev)
2221 { 1931 {
2222 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ 1932 *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 1933 /* I think this doesn't really do much. Because of
2224 * integer rounding, this only makes any difference if the 1934 * integer rounding, this only makes any difference if the
2225 * attack level is double the defender level. 1935 * attack level is double the defender level.
2226 */ 1936 */
2227 *dam *= kill_lev / def_lev; 1937 *dam *= kill_lev / def_lev;
2228 } 1938 }
2229 } 1939 }
2230 else 1940 else
2231 *dam = 0; /* no harm done */ 1941 *dam = 0; /* no harm done */
2232} 1942}
2233 1943
2234/* thrown_item_effect() - handles any special effects of thrown 1944/* This returns the amount of damage hitter does to op with the
2235 * items (like attacking living creatures--a potion thrown at a 1945 * appropriate attacktype. Only 1 attacktype should be set at a time.
2236 * monster). 1946 * This doesn't damage the player, but returns how much it should
2237 */ 1947 * take. However, it will do other effects (paralyzation, slow, etc.)
2238static void 1948 * Note - changed for PR code - we now pass the attack number and not
2239thrown_item_effect (object *hitter, object *victim) 1949 * the attacktype. Makes it easier for the PR code. */
1950int
1951hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2240{ 1952{
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1953 int doesnt_slay = 1;
1954
1955 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1956 if (attacknum >= NROFATTACKS)
1957 {
1958 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1959 return 0;
2242 { 1960 }
2243 /* May not need a switch for just 2 types, but this makes it 1961
2244 * easier for expansion. 1962 if (dam < 0)
1963 {
1964 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1965 dam, hitter->debug_desc (), op->debug_desc ());
1966 return 0;
1967 }
1968
1969 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1970 * people can't mess with that or it otherwise get confused. */
1971 if (attacknum == ATNR_INTERNAL)
1972 return dam;
1973
1974 if (hitter->slaying)
1975 {
1976 if ((op->race && hitter->slaying.contains (op->race))
1977 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2245 */ 1978 {
2246 switch (hitter->type) 1979 doesnt_slay = 0;
1980 dam *= 3;
2247 { 1981 }
2248 case POTION: 1982 }
2249 /* should player get a save throw instead of checking magic protection? */ 1983
2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1984 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2251 (void) apply_potion (victim, hitter); 1985 if (op->resist[attacknum])
1986 {
1987 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1988 * in case 0>dam>1, we try to "simulate" a float value-effect */
1989 dam *= (100 - op->resist[attacknum]);
1990 if (dam >= 100)
1991 dam /= 100;
1992 else
1993 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1994 }
1995
1996 /* Special hack. By default, if immune to something, you
1997 * shouldn't need to worry. However, acid is an exception, since
1998 * it can still damage your items. Only include attacktypes if
1999 * special processing is needed */
2000
2001 if (op->resist[attacknum] >= 100
2002 && doesnt_slay
2003 && attacknum != ATNR_ACID)
2004 return 0;
2005
2006 /* Keep this in order - makes things easier to find */
2007
2008 switch (attacknum)
2009 {
2010 case ATNR_PHYSICAL:
2011 /* here also check for diseases */
2012 check_physically_infect (op, hitter);
2252 break; 2013 break;
2253 2014
2254 case POISON: /* poison drinks */ 2015 /* Don't need to do anything for:
2255 /* As with potions, should monster get a save? */ 2016 magic,
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2017 fire,
2257 apply_poison (victim, hitter); 2018 electricity,
2019 cold */
2020
2021 case ATNR_CONFUSION:
2022 case ATNR_POISON:
2023 case ATNR_SLOW:
2024 case ATNR_PARALYZE:
2025 case ATNR_FEAR:
2026 case ATNR_CANCELLATION:
2027 case ATNR_DEPLETE:
2028 case ATNR_BLIND:
2029 {
2030 /* chance for inflicting a special attack depends on the
2031 * difference between attacker's and defender's level
2032 */
2033 int level_diff = min (110, max (0, op->level - hitter->level));
2034
2035 /* First, only creatures/players with speed can be affected.
2036 * Second, just getting hit doesn't mean it always affects
2037 * you. Third, you still get a saving through against the
2038 * effect.
2039 */
2040 if (op->has_active_speed ()
2041 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2042 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2043 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2044 {
2045
2046 /* Player has been hit by something */
2047 if (attacknum == ATNR_CONFUSION)
2048 confuse_player (op, hitter, dam);
2049 else if (attacknum == ATNR_POISON)
2050 poison_player (op, hitter, dam);
2051 else if (attacknum == ATNR_SLOW)
2052 slow_player (op, hitter, dam);
2053 else if (attacknum == ATNR_PARALYZE)
2054 paralyze_player (op, hitter, dam);
2055 else if (attacknum == ATNR_FEAR)
2056 scare_creature (op, hitter);
2057 else if (attacknum == ATNR_CANCELLATION)
2058 cancellation (op);
2059 else if (attacknum == ATNR_DEPLETE)
2060 op->drain_stat ();
2061 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2062 blind_player (op, hitter, dam);
2063 }
2064
2065 dam = 0; /* These are all effects and don't do real damage */
2066 }
2258 break; 2067 break;
2259 2068
2260 /* Removed case statements that did nothing. 2069 case ATNR_ACID:
2261 * food may be poisonous, but monster must be willing to eat it, 2070 {
2262 * so we don't handle it here. 2071 int flag = 0;
2263 * Containers should perhaps break open, but that code was disabled. 2072
2073 /* Items only get corroded if you're not on a battleground and
2074 * if your acid resistance is below 50%. */
2075 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2076 {
2077 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 {
2079 if (tmp->invisible)
2080 continue;
2081 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2082 /* >= 10% acid res. on items will protect these */
2083 continue;
2084 if (!(tmp->materials & M_IRON))
2085 continue;
2086 if (tmp->magic < -4) /* Let's stop at -5 */
2087 continue;
2088 if (tmp->type == RING
2089 /* removed boots and gloves from exclusion list in PR */
2090 || tmp->type == GIRDLE
2091 || tmp->type == AMULET
2092 || tmp->type == WAND
2093 || tmp->type == ROD
2094 || tmp->type == HORN)
2095 continue; /* To avoid some strange effects */
2096
2097 /* High damage acid has better chance of corroding
2098 objects */
2099 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2100 {
2101 flag = 1;
2102 tmp->magic--;
2103
2104 if (object *pl = tmp->visible_to ())
2105 {
2106 /* Make this more visible */
2107 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2108 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2109
2110 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2111 }
2112 }
2113 }
2114
2115 if (flag)
2116 op->update_stats (); /* Something was corroded */
2117 }
2118 }
2119 break;
2120
2121 case ATNR_DRAIN:
2122 {
2123 /* rate is the proportion of exp drained. High rate means
2124 * not much is drained, low rate means a lot is drained.
2125 */
2126 int rate;
2127
2128 if (op->resist[ATNR_DRAIN] >= 0)
2129 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2130 else
2131 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2132
2133 if (op->stats.exp <= rate)
2134 {
2135 if (op->type == GOLEM)
2136 dam = 9998; /* Its force is "sucked" away. 8) */
2137 else
2138 /* If we can't drain, lets try to do physical damage */
2139 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2140 }
2141 else
2142 {
2143 /* Randomly give the hitter some hp */
2144 if (hitter->stats.hp < hitter->stats.maxhp &&
2145 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2146 hitter->stats.hp++;
2147
2148 /* Can't do drains on battleground spaces.
2149 * Move the wiz check up here - before, the hitter wouldn't gain exp
2150 * exp, but the wiz would still lose exp! If drainee is a wiz,
2151 * nothing happens.
2152 * Try to credit the owner. We try to display player -> player drain
2153 * attacks, hence all the != PLAYER checks.
2264 */ 2154 */
2155 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2156 {
2157 object *owner = hitter->owner;
2158
2159 if (owner && owner != hitter)
2160 {
2161 if (op->type != PLAYER || owner->type != PLAYER)
2162 change_exp (owner, op->stats.exp / (rate * 2),
2163 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2164 }
2165 else if (op->type != PLAYER || hitter->type != PLAYER)
2166 change_exp (hitter, op->stats.exp / (rate * 2),
2167 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2168
2169 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2170 }
2171
2172 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2173 * drain attack, you won't know that you are actually sucking out EXP,
2174 * as the messages will say you missed
2175 */
2176 }
2177 }
2178 break;
2179
2180 case ATNR_TURN_UNDEAD:
2265 } 2181 {
2266 } 2182 if (op->flag [FLAG_UNDEAD])
2267} 2183 {
2184 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2185 object *god = find_god (determine_god (owner));
2186 int div = 1;
2268 2187
2269/* adj_attackroll() - adjustments to attacks by various conditions */ 2188 /* if undead are not an enemy of your god, you turn them
2270int 2189 * at half strength */
2271adj_attackroll (object *hitter, object *target) 2190 if (!god || !god->slaying.contains (shstr_undead))
2272{ 2191 div = 2;
2273 object *attacker = hitter;
2274 int adjust = 0;
2275 2192
2276 /* safety */ 2193 /* Give a bonus if you resist turn undead */
2277 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2194 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2278 { 2195 scare_creature (op, owner);
2279 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2196 }
2197 else
2198 dam = 0; /* don't damage non undead - should we damage
2199 undead? */
2200 }
2201 break;
2202
2203 case ATNR_DEATH:
2204 deathstrike_player (op, hitter, &dam);
2205 break;
2206
2207 case ATNR_CHAOS:
2208 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2209 dam = 0;
2210 break;
2211
2212 case ATNR_COUNTERSPELL:
2213 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2214 dam = 0;
2215 /* This should never happen. Counterspell is handled
2216 * seperately and filtered out. If this does happen,
2217 * Counterspell has no effect on anything but spells, so it
2218 * does no damage. */
2219 break;
2220
2221 case ATNR_HOLYWORD:
2222 {
2223 /* This has already been handled by hit_player,
2224 * no need to check twice -- DAMN */
2225 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2226
2227 /* As with turn undead above, give a bonus on the saving throw */
2228 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2229 scare_creature (op, owner);
2230 }
2231 break;
2232
2233 case ATNR_LIFE_STEALING:
2234 {
2235 int new_hp;
2236
2237 /* this is replacement to drain for players, instead of taking
2238 * exp it takes hp. It is geared for players, probably not
2239 * much use giving it to monsters
2240 *
2241 * life stealing doesn't do a lot of damage, but it gives the
2242 * damage it does do to the player. Given that,
2243 * it only does 1/10'th normal damage (hence the divide by
2244 * 1000).
2245 */
2246 /* You can't steal life from something undead */
2247 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2280 return 0; 2248 return 0;
2281 }
2282 2249
2283 /* aimed missiles use the owning object's sight */ 2250 /* If drain protection is higher than life stealing, use that */
2284 if (is_aimed_missile (hitter)) 2251 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2252 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2253 else
2254 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2255
2256 /* You die at -1 hp, not zero. */
2257 if (dam > (op->stats.hp + 1))
2258 dam = op->stats.hp + 1;
2259
2260 new_hp = hitter->stats.hp + dam;
2261 if (new_hp > hitter->stats.maxhp)
2262 new_hp = hitter->stats.maxhp;
2263
2264 if (new_hp > hitter->stats.hp)
2265 hitter->stats.hp = new_hp;
2266 }
2285 { 2267 }
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 2268
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; 2269 return dam;
2359} 2270}
2271

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