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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.42 by root, Mon Jan 15 02:52:04 2007 UTC vs.
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
45 * its magical benefits. 41 * its magical benefits.
46 */ 42 */
47void 43void
48cancellation (object *op) 44cancellation (object *op)
49{ 45{
50 object *tmp;
51
52 if (op->invisible) 46 if (op->invisible)
53 return; 47 return;
54 48
55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 { 50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp); 54 cancellation (tmp);
61 } 55 }
62 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
63 { 57 {
64 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
66 op->magic = 0; 60 op->magic = 0;
61
67 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
71 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
74 }
75 } 69 }
76} 70}
77 71
78/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
86 materialtype_t *mt; 80 materialtype_t *mt;
87 81
88 if (op->materialname == NULL) 82 if (op->materialname == NULL)
89 { 83 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material) 85 if (op->materials & mt->material)
92 break; 86 break;
93 } 87 }
94 else 88 else
95 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
96 90
97 if (mt == NULL) 91 if (!mt)
98 return TRUE; 92 return TRUE;
99 93
100 roll = rndm (1, 20); 94 roll = rndm (1, 20);
101 95
102 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
133 saves++; 127 saves++;
134 } 128 }
135 129
136 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
137 return TRUE; 131 return TRUE;
132
138 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
139 return FALSE; 134 return FALSE;
135
140 return TRUE; 136 return TRUE;
141} 137}
142 138
143/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 141 * calling cancellation, etc.)
146 */ 142 */
147
148void 143void
149save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
150{ 145{
151 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
152 { 147 {
166 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
167 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
168 */ 163 */
169 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
170 { 165 {
171 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
172 167
173 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
174
175 if (op)
176 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
177 170
178 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
179 { 172 {
180 if (env) 173 if (env)
181 { 174 {
182 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
183 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
201 return; 194 return;
202 } 195 }
203 196
204 if (op->nrof > 1) 197 if (op->nrof > 1)
205 { 198 {
206 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
207
208 if (op)
209 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
210 } 201 }
211 else 202 else
212 {
213 if (op->env)
214 {
215 object *tmp = op->in_player ();
216
217 if (tmp)
218 esrv_del_item (tmp->contr, op->count);
219 }
220
221 op->destroy (); 203 op->destroy ();
222 }
223 204
224 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
225 if (env) 206 if (env)
226 { 207 {
227 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
272 * op is going in direction 'dir' 253 * op is going in direction 'dir'
273 * type is the attacktype of the object. 254 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter. 255 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise. 256 * returns 1 if it hits something, 0 otherwise.
276 */ 257 */
277
278int 258int
279hit_map (object *op, int dir, int type, int full_hit) 259hit_map (object *op, int dir, int type, int full_hit)
280{ 260{
281 maptile *map; 261 maptile *map;
282 sint16 x, y; 262 sint16 x, y;
288 return 0; 268 return 0;
289 } 269 }
290 270
291 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
292 { 272 {
293 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
294 return 0; 274 return 0;
295 } 275 }
296 276
297 if (!op->map) 277 if (!op->map)
298 { 278 {
315 mapspace &ms = map->at (x, y); 295 mapspace &ms = map->at (x, y);
316 296
317 if (ms.flags () & P_SAFE) 297 if (ms.flags () & P_SAFE)
318 return 0; 298 return 0;
319 299
320 /* peterm: a few special cases for special attacktypes --counterspell 300 /* peterm: a few special cases for special attacktypes --counterspell
321 * must be out here because it strikes things which are not alive 301 * must be out here because it strikes things which are not alive
322 */ 302 */
323 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
324 { 304 {
325 if (type & AT_COUNTERSPELL) 305 if (type & AT_COUNTERSPELL)
376 * that weak walls have is_alive set, which prevent objects from 356 * that weak walls have is_alive set, which prevent objects from
377 * passing over/through them. We don't care what type of movement 357 * passing over/through them. We don't care what type of movement
378 * the wall blocks - if it blocks any type of movement, can't be 358 * the wall blocks - if it blocks any type of movement, can't be
379 * destroyed right now. 359 * destroyed right now.
380 */ 360 */
381 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
382 { 362 {
383 save_throw_object (tmp, type, op); 363 save_throw_object (tmp, type, op);
384 364
385 if (op->destroyed ()) 365 if (op->destroyed ())
386 break; 366 break;
619 if (hitter->owner != NULL) 599 if (hitter->owner != NULL)
620 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
621 else 601 else
622 { 602 {
623 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
624 if (dam != 0) 605 if (dam != 0)
625 { 606 {
626 if (dam < 10) 607 if (dam < 10)
627 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
628 else if (dam < 20) 609 else if (dam < 20)
629 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
630 else 611 else
631 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
632 } 613 }
633 } 614 }
615
634 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
635 } /* end of player hitting player */ 617 } /* end of player hitting player */
636 618
637 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
638 { 620 {
639 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
640 if (dam != 0) 623 if (dam != 0)
641 { 624 {
642 if (dam < 10) 625 if (dam < 10)
643 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
644 else if (dam < 20) 627 else if (dam < 20)
645 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
646 else 629 else
647 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
648 } 631 }
632
649 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
650 } 634 }
651 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
652 { 636 {
653 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
655 { 639 {
656 i = 4; 640 i = 4;
657 map = hitter->map; 641 map = hitter->map;
658 if (out_of_map (map, hitter->x, hitter->y)) 642 if (out_of_map (map, hitter->x, hitter->y))
659 return; 643 return;
644
660 next = GET_MAP_OB (map, hitter->x, hitter->y); 645 next = GET_MAP_OB (map, hitter->x, hitter->y);
661 if (next) 646 if (next)
662 while (next) 647 while (next)
663 { 648 {
664 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
665 i *= 3; 650 i *= 3;
651
666 tmp = next; 652 tmp = next;
667 next = tmp->above; 653 next = tmp->above;
668 } 654 }
655
669 if (i < 0) 656 if (i < 0)
670 return; 657 return;
658
671 if (rndm (0, i) != 0) 659 if (rndm (0, i) != 0)
672 return; 660 return;
673 } 661 }
674 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
675 return; 663 return;
664
676 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
677 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
678 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
679 } 668 }
680} 669}
681 670
682 671
686 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
687 { 676 {
688 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
689 return 1; 678 return 1;
690 } 679 }
680
691 if ((*target)->head) 681 if ((*target)->head)
692 *target = (*target)->head; 682 *target = (*target)->head;
683
693 if ((*hitter)->head) 684 if ((*hitter)->head)
694 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
695 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
696 { 688 {
697 *simple_attack = 1; 689 *simple_attack = 1;
698 return 0; 690 return 0;
699 } 691 }
692
700 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
701 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
702 { 697 {
703 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ());
704 return 1; 700 return 1;
705 } 701 }
702
706 *simple_attack = 0; 703 *simple_attack = 0;
707 return 0; 704 return 0;
708} 705}
709 706
710static int 707static int
746 743
747 /* 744 /*
748 * A little check to make it more difficult to dance forward and back 745 * A little check to make it more difficult to dance forward and back
749 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
750 */ 747 */
751 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
752 { 749 {
753 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
754 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
755 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
756 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
757 */ 754 */
758 op->speed_left--; 755 --op->speed_left;
759 process_object (op); 756 process_object (op);
760 757
761 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
762 goto error; 759 goto error;
763 } 760 }
773 /* See if we hit the creature */ 770 /* See if we hit the creature */
774 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
775 { 772 {
776 int hitdam = base_dam; 773 int hitdam = base_dam;
777 774
778 if (settings.casting_time == TRUE)
779 {
780 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
781 {
782 hitter->casting_time = -1;
783 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
784 }
785 if ((op->casting_time > -1) && (hitdam > 0))
786 {
787 op->casting_time = -1;
788 if (op->type == PLAYER)
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
791 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
792 }
793 }
794 }
795 if (!simple_attack) 775 if (!simple_attack)
796 { 776 {
797 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
799 * -b.t. */ 779 * -b.t. */
807 787
808 /* if you were hidden and hit by a creature, you are discovered */ 788 /* if you were hidden and hit by a creature, you are discovered */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810 { 790 {
811 make_visible (op); 791 make_visible (op);
792
812 if (op->type == PLAYER) 793 if (op->type == PLAYER)
813 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
814 } 795 }
815 796
816 /* thrown items (hitter) will have various effects 797 /* thrown items (hitter) will have various effects
870} 851}
871 852
872int 853int
873attack_ob (object *op, object *hitter) 854attack_ob (object *op, object *hitter)
874{ 855{
875
876 if (hitter->head)
877 hitter = hitter->head; 856 hitter = hitter->head_ ();
857
878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
879} 859}
880 860
881/* op is the arrow, tmp is what is stopping the arrow. 861/* op is the arrow, tmp is what is stopping the arrow.
882 * 862 *
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around. 872 * stick around.
893 */ 873 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 875 {
896 if (tmp->head != NULL)
897 tmp = tmp->head; 876 tmp = tmp->head_ ();
898 877
899 op->remove (); 878 op->remove ();
900 op = insert_ob_in_ob (op, tmp); 879 op = insert_ob_in_ob (op, tmp);
901 880
902 if (tmp->type == PLAYER) 881 if (tmp->type == PLAYER)
1009 insert_ob_in_ob (hitter, container); 988 insert_ob_in_ob (hitter, container);
1010 } 989 }
1011 990
1012 return op; 991 return op;
1013} 992}
1014
1015 993
1016void 994void
1017tear_down_wall (object *op) 995tear_down_wall (object *op)
1018{ 996{
1019 int perc = 0; 997 int perc = 0;
1068 SET_FLAG (target, FLAG_SCARED); 1046 SET_FLAG (target, FLAG_SCARED);
1069 if (!target->enemy) 1047 if (!target->enemy)
1070 target->enemy = owner; 1048 target->enemy = owner;
1071} 1049}
1072 1050
1073
1074/* This returns the amount of damage hitter does to op with the 1051/* This returns the amount of damage hitter does to op with the
1075 * appropriate attacktype. Only 1 attacktype should be set at a time. 1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1076 * This doesn't damage the player, but returns how much it should 1053 * This doesn't damage the player, but returns how much it should
1077 * take. However, it will do other effects (paralyzation, slow, etc.) 1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1078 * Note - changed for PR code - we now pass the attack number and not 1055 * Note - changed for PR code - we now pass the attack number and not
1079 * the attacktype. Makes it easier for the PR code. */ 1056 * the attacktype. Makes it easier for the PR code. */
1080
1081int 1057int
1082hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1058hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1083{ 1059{
1084 int doesnt_slay = 1; 1060 int doesnt_slay = 1;
1085 1061
1090 return 0; 1066 return 0;
1091 } 1067 }
1092 1068
1093 if (dam < 0) 1069 if (dam < 0)
1094 { 1070 {
1095 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1096 return 0; 1073 return 0;
1097 } 1074 }
1098 1075
1099 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1076 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1100 * people can't mess with that or it otherwise get confused. */ 1077 * people can't mess with that or it otherwise get confused. */
1101 if (attacknum == ATNR_INTERNAL) 1078 if (attacknum == ATNR_INTERNAL)
1102 return dam; 1079 return dam;
1103 1080
1104 if (hitter->slaying) 1081 if (hitter->slaying)
1105 { 1082 {
1106 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1083 if ((op->race && strstr (hitter->slaying, op->race))
1107 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1108 { 1085 {
1109 doesnt_slay = 0; 1086 doesnt_slay = 0;
1110 dam *= 3; 1087 dam *= 3;
1111 } 1088 }
1112 } 1089 }
1126 /* Special hack. By default, if immune to something, you 1103 /* Special hack. By default, if immune to something, you
1127 * shouldn't need to worry. However, acid is an exception, since 1104 * shouldn't need to worry. However, acid is an exception, since
1128 * it can still damage your items. Only include attacktypes if 1105 * it can still damage your items. Only include attacktypes if
1129 * special processing is needed */ 1106 * special processing is needed */
1130 1107
1131 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1132 return 0; 1111 return 0;
1133 1112
1134 /* Keep this in order - makes things easier to find */ 1113 /* Keep this in order - makes things easier to find */
1135 1114
1136 switch (attacknum) 1115 switch (attacknum)
1186 else if (attacknum == ATNR_DEPLETE) 1165 else if (attacknum == ATNR_DEPLETE)
1187 op->drain_stat (); 1166 op->drain_stat ();
1188 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1167 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1189 blind_player (op, hitter, dam); 1168 blind_player (op, hitter, dam);
1190 } 1169 }
1170
1191 dam = 0; /* These are all effects and don't do real damage */ 1171 dam = 0; /* These are all effects and don't do real damage */
1192 } 1172 }
1193 break; 1173 break;
1174
1194 case ATNR_ACID: 1175 case ATNR_ACID:
1195 { 1176 {
1196 int flag = 0; 1177 int flag = 0;
1197 1178
1198 /* Items only get corroded if you're not on a battleground and 1179 /* Items only get corroded if you're not on a battleground and
1199 * if your acid resistance is below 50%. */ 1180 * if your acid resistance is below 50%. */
1200 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1181 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201 { 1182 {
1202 object *tmp;
1203
1204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 { 1184 {
1206 if (tmp->invisible) 1185 if (tmp->invisible)
1207 continue; 1186 continue;
1208 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1209 /* >= 10% acid res. on itmes will protect these */ 1188 /* >= 10% acid res. on items will protect these */
1210 continue; 1189 continue;
1211 if (!(tmp->material & M_IRON)) 1190 if (!(tmp->materials & M_IRON))
1212 continue; 1191 continue;
1213 if (tmp->magic < -4) /* Let's stop at -5 */ 1192 if (tmp->magic < -4) /* Let's stop at -5 */
1214 continue; 1193 continue;
1215 if (tmp->type == RING || 1194 if (tmp->type == RING
1216 /* removed boots and gloves from exclusion list in 1195 /* removed boots and gloves from exclusion list in PR */
1217 PR */ 1196 || tmp->type == GIRDLE
1218 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1197 || tmp->type == AMULET
1198 || tmp->type == WAND
1199 || tmp->type == ROD
1200 || tmp->type == HORN)
1219 continue; /* To avoid some strange effects */ 1201 continue; /* To avoid some strange effects */
1220 1202
1221 /* High damage acid has better chance of corroding 1203 /* High damage acid has better chance of corroding
1222 objects */ 1204 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1230 tmp->magic--; 1212 tmp->magic--;
1231 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1232 esrv_send_item (op, tmp); 1214 esrv_send_item (op, tmp);
1233 } 1215 }
1234 } 1216 }
1217
1235 if (flag) 1218 if (flag)
1236 op->update_stats (); /* Something was corroded */ 1219 op->update_stats (); /* Something was corroded */
1237 } 1220 }
1238 } 1221 }
1239 break; 1222 break;
1223
1240 case ATNR_DRAIN: 1224 case ATNR_DRAIN:
1241 { 1225 {
1242 /* rate is the proportion of exp drained. High rate means 1226 /* rate is the proportion of exp drained. High rate means
1243 * not much is drained, low rate means a lot is drained. 1227 * not much is drained, low rate means a lot is drained.
1244 */ 1228 */
1269 * exp, but the wiz would still lose exp! If drainee is a wiz, 1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1270 * nothing happens. 1254 * nothing happens.
1271 * Try to credit the owner. We try to display player -> player drain 1255 * Try to credit the owner. We try to display player -> player drain
1272 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1273 */ 1257 */
1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1275 { 1259 {
1276 object *owner = hitter->owner; 1260 object *owner = hitter->owner;
1277 1261
1278 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1279 { 1263 {
1280 if (op->type != PLAYER || owner->type != PLAYER) 1264 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2), 1265 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 } 1267 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER) 1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2), 1269 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 } 1271
1289 change_exp (op, -op->stats.exp / rate, NULL, 0); 1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 } 1273 }
1274
1291 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1275 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1292 * drain attack, you won't know that you are actually sucking out EXP, 1276 * drain attack, you won't know that you are actually sucking out EXP,
1293 * as the messages will say you missed 1277 * as the messages will say you missed
1294 */ 1278 */
1295 } 1279 }
1296 } 1280 }
1297 break; 1281 break;
1282
1298 case ATNR_TURN_UNDEAD: 1283 case ATNR_TURN_UNDEAD:
1299 { 1284 {
1300 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1301 { 1286 {
1302 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1303 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1304 int div = 1; 1289 int div = 1;
1305 1290
1306 /* if undead are not an enemy of your god, you turn them 1291 /* if undead are not an enemy of your god, you turn them
1307 * at half strength */ 1292 * at half strength */
1308 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1309 div = 2; 1294 div = 2;
1295
1310 /* Give a bonus if you resist turn undead */ 1296 /* Give a bonus if you resist turn undead */
1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner); 1298 scare_creature (op, owner);
1313 } 1299 }
1314 else 1300 else
1315 dam = 0; /* don't damage non undead - should we damage 1301 dam = 0; /* don't damage non undead - should we damage
1316 undead? */ 1302 undead? */
1317 } 1303 }
1318 break; 1304 break;
1305
1319 case ATNR_DEATH: 1306 case ATNR_DEATH:
1320 deathstrike_player (op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1321 break; 1308 break;
1309
1322 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1324 dam = 0; 1312 dam = 0;
1325 break; 1313 break;
1314
1326 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1327 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1328 dam = 0; 1317 dam = 0;
1329 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1330 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1331 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1332 * does no damage. */ 1321 * does no damage. */
1333 break; 1322 break;
1323
1334 case ATNR_HOLYWORD: 1324 case ATNR_HOLYWORD:
1335 { 1325 {
1336 /* This has already been handled by hit_player, 1326 /* This has already been handled by hit_player,
1337 * no need to check twice -- DAMN */ 1327 * no need to check twice -- DAMN */
1338 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 /* As with turn undead above, give a bonus on the saving throw */ 1330 /* As with turn undead above, give a bonus on the saving throw */
1341 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1331 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342 scare_creature (op, owner); 1332 scare_creature (op, owner);
1343 } 1333 }
1344 break; 1334 break;
1335
1345 case ATNR_LIFE_STEALING: 1336 case ATNR_LIFE_STEALING:
1346 { 1337 {
1347 int new_hp; 1338 int new_hp;
1348 1339
1349 /* this is replacement to drain for players, instead of taking 1340 /* this is replacement to drain for players, instead of taking
1356 * 1000). 1347 * 1000).
1357 */ 1348 */
1358 /* You can't steal life from something undead */ 1349 /* You can't steal life from something undead */
1359 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1360 return 0; 1351 return 0;
1352
1361 /* If drain protection is higher than life stealing, use that */ 1353 /* If drain protection is higher than life stealing, use that */
1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1364 else 1356 else
1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1366 /* You die at -1 hp, not zero. */ 1359 /* You die at -1 hp, not zero. */
1367 if (dam > (op->stats.hp + 1)) 1360 if (dam > (op->stats.hp + 1))
1368 dam = op->stats.hp + 1; 1361 dam = op->stats.hp + 1;
1362
1369 new_hp = hitter->stats.hp + dam; 1363 new_hp = hitter->stats.hp + dam;
1370 if (new_hp > hitter->stats.maxhp) 1364 if (new_hp > hitter->stats.maxhp)
1371 new_hp = hitter->stats.maxhp; 1365 new_hp = hitter->stats.maxhp;
1366
1372 if (new_hp > hitter->stats.hp) 1367 if (new_hp > hitter->stats.hp)
1373 hitter->stats.hp = new_hp; 1368 hitter->stats.hp = new_hp;
1374 } 1369 }
1375 } 1370 }
1376 1371
1398 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1399 const char *skill; 1394 const char *skill;
1400 int maxdam = 0; 1395 int maxdam = 0;
1401 int battleg = 0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1402 int pk = 0; /* true if op and what controls hitter are both players */ 1397 int pk = 0; /* true if op and what controls hitter are both players */
1403 object *owner = NULL; 1398 object *owner = 0;
1404 object *skop = NULL; 1399 object *skop = 0;
1405 1400
1406 if (op->stats.hp >= 0) 1401 if (op->stats.hp >= 0)
1407 return -1; 1402 return -1;
1408 1403
1409 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1418 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1419 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1420 1415
1421 if (op->type == DOOR) 1416 if (op->type == DOOR)
1422 { 1417 {
1423 op->set_speed (0.1); 1418 op->set_speed (0.1f);
1424 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1425 return maxdam; 1420 return maxdam;
1426 } 1421 }
1427 1422
1428 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1429 { 1424 {
1430 remove_friendly_object (op);
1431
1432 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1433 op->owner->contr->ranges[range_golem] = 0;
1434
1435 op->destroy (); 1425 op->destroy ();
1436 return maxdam; 1426 return maxdam;
1437 } 1427 }
1438 1428
1439 /* Now lets start dealing with experience we get for killing something */ 1429 /* Now lets start dealing with experience we get for killing something */
1483 else 1473 else
1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1485 1475
1486 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1487 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1488 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1489 } 1479 }
1490 1480
1491 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1492 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1493 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1498 */ 1488 */
1499 if (op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1500 owner->change_luck (-settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1501 1491
1502 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1503 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1504 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1505 */ 1495 */
1506 skill = 0; 1496 skill = 0;
1507 1497
1508 if (hitter->skill && hitter->type != PLAYER) 1498 if (hitter->skill && hitter->type != PLAYER)
1509 skill = hitter->skill; 1499 skill = hitter->skill;
1510 else if (owner->chosen_skill) 1500 else if (owner->chosen_skill)
1511 { 1501 {
1512 skill = owner->chosen_skill->skill;
1513 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1514 } 1504 }
1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516 skill = owner->current_weapon->skill; 1506 skill = owner->current_weapon->skill;
1517 else 1507 else
1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519 1509
1520 /* We have the skill we want to credit to - now find the object this goes 1510 /* We have the skill we want to credit to - now find the object this goes
1521 * to. Make sure skop is an actual skill, and not a skill tool! 1511 * to. Make sure skop is an actual skill, and not a skill tool!
1522 */ 1512 */
1523 if ((!skop || skop->type != SKILL) && skill) 1513 if ((!skop || skop->type != SKILL) && skill)
1524 { 1514 {
1525 int i; 1515 int i;
1526 1516
1552 skill = skop->skill; 1542 skill = skop->skill;
1553 1543
1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555 1545
1556 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1557 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1558 { 1548 {
1559 int exp; 1549 int exp;
1560 1550
1561 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1589 if (owner->type != PLAYER || owner->contr->party == NULL) 1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 change_exp (owner, exp, skill, 0); 1580 change_exp (owner, exp, skill, 0);
1591 else 1581 else
1592 { 1582 {
1593 int shares = 0, count = 0; 1583 int shares = 0, count = 0;
1594 player *pl;
1595 partylist *party = owner->contr->party; 1584 partylist *party = owner->contr->party;
1596 1585
1597 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1586 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1598 1587
1599 for_all_players (pl) 1588 for_all_players (pl)
1630 { 1619 {
1631 object *owner1 = op->owner; 1620 object *owner1 = op->owner;
1632 1621
1633 if (owner1 && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1634 { 1623 {
1635 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1636 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* Maybe we should include the owner that killed this, maybe not */
1637 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1638 } 1627 }
1639 1628
1640 remove_friendly_object (op); 1629 remove_friendly_object (op);
1658} 1647}
1659 1648
1660/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1661 * Returns 0 this is not friendly fire 1650 * Returns 0 this is not friendly fire
1662 */ 1651 */
1663
1664int 1652int
1665friendly_fire (object *op, object *hitter) 1653friendly_fire (object *op, object *hitter)
1666{ 1654{
1667 object *owner; 1655 object *owner;
1668 int friendlyfire; 1656 int friendlyfire;
1687 } 1675 }
1688 1676
1689 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1690 friendlyfire = 0; 1678 friendlyfire = 0;
1691 } 1679 }
1680
1692 return friendlyfire; 1681 return friendlyfire;
1693} 1682}
1694
1695 1683
1696/* This isn't used just for players, but in fact most objects. 1684/* This isn't used just for players, but in fact most objects.
1697 * op is the object to be hit, dam is the amount of damage, hitter 1685 * op is the object to be hit, dam is the amount of damage, hitter
1698 * is what is hitting the object, type is the attacktype, and 1686 * is what is hitting the object, type is the attacktype, and
1699 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1717 1705
1718 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1719 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1720 return 0; 1708 return 0;
1721 1709
1722#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1723 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1724 { 1712 {
1725 object *owner = hitter->owner; 1713 object *owner = hitter->owner;
1726 1714
1727 if (!owner) 1715 if (!owner)
1728 owner = hitter; 1716 owner = hitter;
1729 1717
1730 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1731 return 0; 1722 return 0;
1732 } 1723 }
1733#endif
1734 1724
1735 if (body_attack) 1725 if (body_attack)
1736 { 1726 {
1737 /* slow and paralyze must hit the head. But we don't want to just 1727 /* slow and paralyze must hit the head. But we don't want to just
1738 * return - we still need to process other attacks the spell still 1728 * return - we still need to process other attacks the spell still
1752 } 1742 }
1753 } 1743 }
1754 1744
1755 if (!simple_attack && op->type == DOOR) 1745 if (!simple_attack && op->type == DOOR)
1756 { 1746 {
1757 object *tmp;
1758
1759 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1760 if (tmp->type == RUNE || tmp->type == TRAP) 1748 if (tmp->type == RUNE || tmp->type == TRAP)
1761 { 1749 {
1762 spring_trap (tmp, hitter); 1750 spring_trap (tmp, hitter);
1763 1751
1764 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1752 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1771 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1772 { 1760 {
1773 /* FIXME: If a player is killed by a rune in a door, the 1761 /* FIXME: If a player is killed by a rune in a door, the
1774 * destroyed() check above doesn't return, and might get here. 1762 * destroyed() check above doesn't return, and might get here.
1775 */ 1763 */
1764
1765 /* FIXME: This for example happens when a dead door is on a mover and
1766 gets it's speed_left raised on each mover-tick.
1767 Doors are removed in a kinda funny way by giving them speed and speed_left
1768 and waiting for that to run out.
1769 */
1776 LOG (llevDebug, "victim %s already dead in " "hit_player()\n", op->debug_desc ()); 1770 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1777 return 0; 1771 return 0;
1778 } 1772 }
1779 1773
1780#ifdef ATTACK_DEBUG 1774#ifdef ATTACK_DEBUG
1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1787 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1781 * in case 0>dam>1, we try to "simulate" a float value-effect */
1788 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 if (dam >= 100) 1783 if (dam >= 100)
1790 dam /= 100; 1784 dam /= 100;
1791 else 1785 else
1792 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1793 } 1787 }
1794 1788
1795 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1789 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1796 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1790 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1797 */ 1791 */
1813 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1814 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1815 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1816 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1817 (hitter->title != NULL 1811 (hitter->title != NULL
1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1819 return 0; 1813 return 0;
1820 } 1814 }
1821 1815
1822 maxattacktype = type; /* initialise this to something */ 1816 maxattacktype = type; /* initialise this to something */
1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1855 */ 1849 */
1856 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1857 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1858 { 1852 {
1859 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1860#ifndef COZY_SERVER
1861 maxdam++;
1862#endif
1863 1854
1864#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1865 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1866 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1867#endif 1858#endif
1868 } 1859 }
1869 1860
1870 if (!full_hit) 1861 if (!full_hit)
1871 { 1862 {
1872 archetype *at;
1873 int area; 1863 int area;
1874 int remainder; 1864 int remainder;
1875 1865
1876 area = 0; 1866 area = 0;
1877 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1878 area++; 1869 area++;
1870
1879 assert (area > 0); 1871 assert (area > 0);
1880 1872
1881 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1882 value-effect */ 1874 value-effect */
1883 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1884 maxdam /= area; 1876 maxdam /= area;
1885 if (RANDOM () % 100 < remainder) 1877 if (rndm (100) < remainder)
1886 maxdam++; 1878 maxdam++;
1887 } 1879 }
1888 1880
1889#ifdef ATTACK_DEBUG 1881#ifdef ATTACK_DEBUG
1890 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1891#endif 1883#endif
1892 1884
1885 // for now, only do this for active objects, otherwise they
1886 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy.
1888 if (op->active)
1893 if (hitter->owner) 1889 if (hitter->owner)
1894 op->enemy = hitter->owner; 1890 op->enemy = hitter->owner;
1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1896 op->enemy = hitter; 1892 op->enemy = hitter;
1897 1893
1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899 { 1895 {
1900 /* The unaggressives look after themselves 8) */ 1896 /* The unaggressives look after themselves 8) */
1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939 * that before if the player was immune to ghosthit, the monster 1935 * that before if the player was immune to ghosthit, the monster
1940 * remained - that is no longer the case. 1936 * remained - that is no longer the case.
1941 */ 1937 */
1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1943 {
1944 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1945 remove_friendly_object (hitter);
1946
1947 hitter->destroy (); 1939 hitter->destroy ();
1948 } 1940
1949 /* Lets handle creatures that are splitting now */ 1941 /* Lets handle creatures that are splitting now */
1950 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1951 { 1943 {
1952 int i; 1944 int i;
1953 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1960 return maxdam; 1952 return maxdam;
1961 } 1953 }
1962 1954
1963 op->remove (); 1955 op->remove ();
1964 1956
1965 for (i = 0; i < NROFNEWOBJS (op); i++) 1957 for (i = 0; i < op->stats.food; i++)
1966 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
1967 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
1968 int j; 1960 int j;
1969 1961
1970 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
1997 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1998 hitter->destroy (); 1990 hitter->destroy ();
1999 1991
2000 return maxdam; 1992 return maxdam;
2001} 1993}
2002
2003 1994
2004void 1995void
2005poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2006{ 1997{
2007 archetype *at = archetype::find ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2043 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2044 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2045 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2046 op->update_stats (); 2037 op->update_stats ();
2047 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
2048 } 2040 }
2041
2049 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2050 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2051 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2052 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2053 } 2046 }
2047
2054 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2055 } 2049 }
2056 else 2050 else
2057 tmp->stats.food++; 2051 tmp->stats.food++;
2058} 2052}
2062{ 2056{
2063 archetype *at = archetype::find ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2064 object *tmp; 2058 object *tmp;
2065 2059
2066 if (at == NULL) 2060 if (at == NULL)
2067 {
2068 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2069 } 2062
2070 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2071 { 2064 {
2072 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2073 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2074 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2075 } 2068 }
2076 else 2069 else
2077 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2078 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2079 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2080 op->update_stats (); 2074 op->update_stats ();
2081} 2075}
2082 2076
2099 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2100 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2101 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2102 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2103 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2104 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2105 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2106 2101
2107 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2108 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2109 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2110} 2106}
2111 2107
2112void 2108void
2113blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2179 op->speed_left = (float) -(FABS (op->speed) * max); 2175 op->speed_left = (float) -(FABS (op->speed) * max);
2180 2176
2181/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2182} 2178}
2183 2179
2184
2185/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2186 * the computed damaged. 2181 * the computed damaged.
2187 */ 2182 */
2188void 2183void
2189deathstrike_player (object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2197 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2198 2193
2199 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2200 2195
2201 if (hitter->slaying) 2196 if (hitter->slaying)
2202 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2203 return; 2198 return;
2204 2199
2205 def_lev = op->level; 2200 def_lev = op->level;
2206 if (def_lev < 1) 2201 if (def_lev < 1)
2207 { 2202 {
2208 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2209 def_lev = 1; 2204 def_lev = 1;
2210 } 2205 }
2206
2211 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2212 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2213 atk_lev, def_lev); */ 2209 atk_lev, def_lev); */
2214 2210
2215 if (atk_lev >= def_lev) 2211 if (atk_lev >= def_lev)
2230 */ 2226 */
2231 *dam *= kill_lev / def_lev; 2227 *dam *= kill_lev / def_lev;
2232 } 2228 }
2233 } 2229 }
2234 else 2230 else
2235 {
2236 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2237 }
2238} 2232}
2239 2233
2240/* thrown_item_effect() - handles any special effects of thrown 2234/* thrown_item_effect() - handles any special effects of thrown
2241 * items (like attacking living creatures--a potion thrown at a 2235 * items (like attacking living creatures--a potion thrown at a
2242 * monster). 2236 * monster).
2271 } 2265 }
2272 } 2266 }
2273} 2267}
2274 2268
2275/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2276
2277int 2270int
2278adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2279{ 2272{
2280 object *attacker = hitter; 2273 object *attacker = hitter;
2281 int adjust = 0; 2274 int adjust = 0;
2346#endif 2339#endif
2347 2340
2348 return adjust; 2341 return adjust;
2349} 2342}
2350 2343
2351
2352/* determine if the object is an 'aimed' missile */ 2344/* determine if the object is an 'aimed' missile */
2353int 2345int
2354is_aimed_missile (object *op) 2346is_aimed_missile (object *op)
2355{ 2347{
2356 2348
2357 /* I broke what used to be one big if into a few nested 2349 /* I broke what used to be one big if into a few nested
2358 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2359 */ 2351 */
2360 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2361 {
2362 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2363 return 1; 2354 return 1;
2364 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2365 return 1; 2356 return 1;
2366 } 2357
2367 return 0; 2358 return 0;
2368} 2359}

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