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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC vs.
Revision 1.142 by root, Mon May 17 21:08:08 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (!op->materialname) 51 // destroying objects without material has many bad effects
83 { 52 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE; 53 return 1;
93 54
94 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
103 */ 64 */
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
70
109 if (type == 0) return TRUE; 71 if (type == 0) return TRUE;
110 72
111 if (roll == 20) return TRUE; 73 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE; 74 if (roll == 1) return FALSE;
113 75
114 for (number = 0; number < NROFATTACKS; number++) 76 for_all_bits_sparse_32 (type, number)
115 { 77 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
121 attacks++; 78 attacks++;
79
122 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
123 saves++; 81 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 83 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 92 return FALSE;
135 93
136 return TRUE; 94 return TRUE;
137} 95}
138 96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127}
128
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143void 133void
144save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
136 op = op->head_ ();
137
146 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
147 { 139 {
148 object *env = op->env; 140 object *env = op->env;
149 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
150 maptile *m = op->map; 142 maptile *m = op->map;
151 143
152 op = stop_item (op); 144 op = stop_item (op);
153 if (op == NULL) 145 if (!op)
154 return; 146 return;
155 147
156 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potential "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 155 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 157 {
166 const char *arch = op->other_arch->archname; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 159 if (op->type == LAMP || op->type == TORCH)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 { 160 {
173 if (env) 161 apply_lamp (op, true); // turn on a lamp
174 env->insert (op);
175 else 162 return;
176 m->insert (op, x, y, originator);
177 } 163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
167 {
168 const char *arch = op->other_arch->archname;
178 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
175 if (env)
176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
180 }
181
179 return; 182 return;
183 }
180 } 184 }
181 185
182 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 187 { /* Cancellation. */
184 cancellation (op); 188 cancellation (op);
185 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
186 return; 191 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 while (op->inv)
198 op->inv->insert_at (originator);
199
200 op->destroy ();
201 } 192 }
202 193
203 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env) 195 if (env)
205 { 196 {
206 op = archetype::get (shstr_burnout); 197 object *op = archetype::get (shstr_burnout);
207 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
208 env->insert (op); 199 env->insert (op);
209 } 200 }
210 else 201 else
211 replace_insert_ob_in_map (shstr_burnout, originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
212 203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
215
213 return; 216 return;
214 } 217 }
215 218
216 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
218 { 221 {
219 archetype *at = archetype::find (shstr_icecube); 222 archetype *at = archetype::find (shstr_icecube);
220 223
221 if (at == NULL) 224 if (at == NULL)
222 return; 225 return;
226 return; 229 return;
227 230
228 object *tmp = present_arch (at, op->map, op->x, op->y); 231 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp) 232 if (!tmp)
230 { 233 {
231 tmp = arch_to_object (at); 234 tmp = at->instance ();
232 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
233 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
234 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
235 * that for ones we create. 238 * that for ones we create.
236 */ 239 */
249 * type is the attacktype of the object. 252 * type is the attacktype of the object.
250 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
251 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
252 */ 255 */
253int 256int
254hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
255{ 258{
256 maptile *map; 259 maptile *map;
257 sint16 x, y; 260 sint16 x, y;
258 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
259 262
260 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (op->flag [FLAG_FREED])
261 { 264 {
262 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
263 return 0; 266 return 0;
264 } 267 }
265 268
266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
267 { 270 {
268 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
269 return 0; 272 return 0;
270 } 273 }
271 274
335 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
336 */ 339 */
337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
338 continue; 341 continue;
339 342
340 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
341 { 344 {
342 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
343 retflag |= 1; 346 retflag |= 1;
344 347
345 if (op->destroyed ()) 348 if (op->destroyed ())
349 * NO_PASS set, it is also immune - you can't destroy walls. Note 352 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from 353 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement 354 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be 355 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
354 */ 359 */
355 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
356 { 361 {
357 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
358 363
359 if (op->destroyed ()) 364 if (op->destroyed ())
360 break; 365 break;
362 } 367 }
363 368
364 return 0; 369 return 0;
365} 370}
366 371
367void 372static void
368attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
369{ 374{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found = 0; 376 int i, found = 0;
372 maptile *map; 377 maptile *map;
374 379
375 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 382 * [garbled 20010919]
378 */ 383 */
379
380 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
381 { 385 {
382 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
383 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
384 found++; 388 found++;
385 } 389 }
386 if (dam < 0) 390 else if (dam < 0)
387 { 391 {
388 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
389 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
390 found++; 394 found++;
391 } 395 }
513 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
514 found++; 518 found++;
515 break; 519 break;
516 } 520 }
517 } 521 }
518 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
519 { 523 {
520 int mtype; 524 int mtype;
521 525
522 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
523 { 527 {
524 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
525 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
526 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
527 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
528 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
529 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
530 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
531 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
532 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
533 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
534 mtype = ATM_CLEAVE;
535 break;
536 case WEAP_SLICE:
537 mtype = ATM_SLICE;
538 break;
539 case WEAP_STAB:
540 mtype = ATM_STAB;
541 break;
542 case WEAP_WHIP:
543 mtype = ATM_WHIP;
544 break;
545 case WEAP_CRUSH:
546 mtype = ATM_CRUSH;
547 break;
548 case WEAP_BLUD:
549 mtype = ATM_BLUD;
550 break;
551 default:
552 mtype = ATM_BASIC;
553 break;
554 } 538 }
555 539
556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
558 { 542 {
661 op->play_sound (sound_find ("player_hits4")); 645 op->play_sound (sound_find ("player_hits4"));
662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
663 } 647 }
664} 648}
665 649
666
667static int 650static int
668get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
669{ 652{
670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
671 { 654 {
672 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
673 return 1; 656 return 1;
674 } 657 }
675 658
676 if ((*target)->head)
677 *target = (*target)->head; 659 *target = (*target)->head_ ();
678
679 if ((*hitter)->head)
680 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
681 661
682 if ((*target)->type == LOCKED_DOOR) 662 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit 663 return 1; // locked doors cannot be hit
684 664
685 if ((*hitter)->env || (*target)->env) 665 if ((*hitter)->env || (*target)->env)
686 { 666 {
687 *simple_attack = 1; 667 *simple_attack = 1;
688 return 0; 668 return 0;
689 } 669 }
690 670
691 if (QUERY_FLAG (*target, FLAG_REMOVED) 671 if ((*target)->flag [FLAG_REMOVED]
692 || QUERY_FLAG (*hitter, FLAG_REMOVED) 672 || (*hitter)->flag [FLAG_REMOVED]
693 || !(*hitter)->map 673 || !(*hitter)->map
694 || !on_same_map (*hitter, *target)) 674 || !on_same_map (*hitter, *target))
695 { 675 {
696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ()); 677 (*hitter)->debug_desc (), (*target)->debug_desc ());
703} 683}
704 684
705static int 685static int
706abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
707{ 687{
708
709/* Check if target and hitter are still in a relation similar to the one 688 /* Check if target and hitter are still in a relation similar to the one
710 * determined by get_attack_mode(). Returns true if the relation has changed. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
711 */ 690 */
712 int new_mode; 691 int new_mode;
713 692
714 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
715 new_mode = 1; 694 new_mode = 1;
716 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
717 return 1; 697 return 1;
718 else 698 else
719 new_mode = 0; 699 new_mode = 0;
700
720 return new_mode != simple_attack; 701 return new_mode != simple_attack;
721} 702}
722 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
723static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
821
822#if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824#endif
825
826 return adjust;
827}
724 828
725static int 829static int
726attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
727{ 831{
728 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
741 845
742 /* 846 /*
743 * A little check to make it more difficult to dance forward and back 847 * A little check to make it more difficult to dance forward and back
744 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
745 */ 849 */
746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
747 { 851 {
748 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
749 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
750 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
751 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
773 if (!simple_attack) 877 if (!simple_attack)
774 { 878 {
775 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
776 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
777 * -b.t. */ 881 * -b.t. */
778 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
779 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
780 884
781 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
782 * for help. */ 886 * for help. */
783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
784 npc_call_help (op); 888 npc_call_help (op);
785 889
786 /* if you were hidden and hit by a creature, you are discovered */ 890 /* if you were hidden and hit by a creature, you are discovered */
787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
788 { 892 {
789 make_visible (op); 893 make_visible (op);
790 894
791 if (op->type == PLAYER) 895 if (op->type == PLAYER)
792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
793 } 897 }
794 898
795 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
796 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
797 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
804 } 908 }
805 909
806 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
807 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
808 */ 912 */
809 if (hitdam <= 0) 913 max_it (hitdam, 1);
810 hitdam = 1;
811 914
812 type = hitter->attacktype; 915 type = hitter->attacktype;
813 916
917 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
918 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
919 * This check is important for the most simple monsters out there in the
920 * game content (maps, archs). For example orcs: They would have
921 * no attacktype at all.
922 *
923 * Some time in the future someone should just go into the game data
924 * and fix every monster out there ;-/ Until then we will kill some
925 * more trees in the african rain forests with this check.
926 */
814 if (!type) 927 if (!type)
815 type = AT_PHYSICAL; 928 type = AT_PHYSICAL;
816 929
817 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
818 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 931 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
819 { 932 {
820 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
821 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 934 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
822 935
823 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 936 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
849} 962}
850 963
851int 964int
852attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
853{ 966{
854 hitter = hitter->head_ ();
855
856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 967 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
857} 968}
858 969
859/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
860 * 971 *
861 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 972 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
893 /* Disassemble missile */ 1004 /* Disassemble missile */
894 if (op->inv) 1005 if (op->inv)
895 { 1006 {
896 container = op; 1007 container = op;
897 hitter = op->inv; 1008 hitter = op->inv;
898 hitter->remove ();
899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1009 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
900 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1010 /* Note that we now have an empty THROWN_OBJ on the map. Code that
901 * might be called until this THROWN_OBJ is either reassembled or 1011 * might be called until this THROWN_OBJ is either reassembled or
902 * removed at the end of this function must be able to deal with empty 1012 * removed at the end of this function must be able to deal with empty
903 * THROWN_OBJs. */ 1013 * THROWN_OBJs. */
904 } 1014 }
918 * other places as well!) 1028 * other places as well!)
919 */ 1029 */
920 if (hitter->destroyed () || hitter->env != NULL) 1030 if (hitter->destroyed () || hitter->env != NULL)
921 { 1031 {
922 if (container) 1032 if (container)
923 {
924 container->remove ();
925 container->destroy (); 1033 container->destroy ();
926 }
927 1034
928 return 0; 1035 return 0;
929 } 1036 }
930 1037
931 /* Missile hit victim */ 1038 /* Missile hit victim */
955 * can fly over but not otherwise move over. What is the correct 1062 * can fly over but not otherwise move over. What is the correct
956 * way to handle those otherwise? 1063 * way to handle those otherwise?
957 */ 1064 */
958 if (victim->x != hitter->x || victim->y != hitter->y) 1065 if (victim->x != hitter->x || victim->y != hitter->y)
959 { 1066 {
1067 if (victim->destroyed ())
1068 hitter->destroy ();
1069 else
1070 {
960 hitter->remove (); 1071 hitter->remove ();
961 hitter->x = victim->x; 1072 hitter->x = victim->x;
962 hitter->y = victim->y; 1073 hitter->y = victim->y;
963 insert_ob_in_map (hitter, victim->map, hitter, 0); 1074 insert_ob_in_map (hitter, victim->map, hitter, 0);
1075 }
964 } 1076 }
965 else 1077 else
966 /* Else leave arrow where it is */ 1078 /* Else leave arrow where it is */
967 merge_ob (hitter, NULL); 1079 merge_ob (hitter, NULL);
968 1080
969 return 0; 1081 return 0;
970 } 1082 }
971 1083
972 if (hit_something && op->speed >= 10.0) 1084 if (hit_something && op->speed >= 10.0)
973 op->speed -= 1.0; 1085 op->set_speed (op->speed - 1.f);
974 1086
975 /* Missile missed victim - reassemble missile */ 1087 /* Missile missed victim - reassemble missile */
976 if (container) 1088 if (container)
977 { 1089 {
978 hitter->remove (); 1090 hitter->remove ();
980 } 1092 }
981 1093
982 return op; 1094 return op;
983} 1095}
984 1096
985void 1097static void
986tear_down_wall (object *op) 1098tear_down_wall (object *op)
987{ 1099{
988 int perc = 0;
989
990 if (!op->stats.maxhp) 1100 if (!op->stats.maxhp)
991 {
992 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1101 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
993 perc = 1; 1102 else if (!op->has_anim ())
994 }
995 else if (!GET_ANIM_ID (op))
996 { 1103 {
997 /* Object has been called - no animations, so remove it */ 1104 /* Object has been called - no animations, so remove it */
998 if (op->stats.hp < 0) 1105 if (op->stats.hp < 0)
999 op->destroy (); 1106 op->destroy ();
1000 1107
1001 return; /* no animations, so nothing more to do */ 1108 return; /* no animations, so nothing more to do */
1002 } 1109 }
1003 1110
1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1111 // we use frames 1..num-2 as intermediate frames, so
1112 // the last frame is used only when hp < 0.
1113 int perc = clamp (
1114 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1115 0, op->anim_frames () - 1
1116 );
1005 1117
1006 if (perc >= (int) NUM_ANIMATIONS (op)) 1118 op->set_anim_frame (perc);
1007 perc = NUM_ANIMATIONS (op) - 1;
1008 else if (perc < 1)
1009 perc = 1;
1010
1011 SET_ANIMATION (op, perc);
1012 update_object (op, UP_OBJ_FACE); 1119 update_object (op, UP_OBJ_FACE);
1013 1120
1014 if (perc == NUM_ANIMATIONS (op) - 1) 1121 if (op->stats.hp < 0)
1015 { /* Reached the last animation */ 1122 { /* Reached the last animation */
1016 if (op->face == blank_face) 1123 if (op->face == blank_face)
1017 /* If the last face is blank, remove the ob */ 1124 /* If the last face is blank, remove the ob */
1018 op->destroy (); 1125 op->destroy ();
1019 else 1126 else
1020 { /* The last face was not blank, leave an image */ 1127 { /* The last face was not blank, leave an image */
1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1128 op->flag [FLAG_BLOCKSVIEW] = false;
1022 update_all_los (op->map, op->x, op->y); 1129 update_all_los (op->map, op->x, op->y);
1023 op->move_block = 0; 1130 op->move_block = 0;
1024 CLEAR_FLAG (op, FLAG_ALIVE); 1131 op->flag [FLAG_ALIVE] = false;
1025 } 1132 }
1026 } 1133 }
1027} 1134}
1028 1135
1029void 1136static void
1030scare_creature (object *target, object *hitter) 1137scare_creature (object *target, object *hitter)
1031{ 1138{
1032 object *owner = hitter->owner; 1139 target->flag [FLAG_SCARED] = true;
1033 1140
1034 if (!owner)
1035 owner = hitter;
1036
1037 SET_FLAG (target, FLAG_SCARED);
1038 if (!target->enemy) 1141 if (!target->enemy)
1039 target->enemy = owner; 1142 target->enemy = hitter->outer_owner ();
1040}
1041
1042/* This returns the amount of damage hitter does to op with the
1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1044 * This doesn't damage the player, but returns how much it should
1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1046 * Note - changed for PR code - we now pass the attack number and not
1047 * the attacktype. Makes it easier for the PR code. */
1048int
1049hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1050{
1051 int doesnt_slay = 1;
1052
1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1054 if (attacknum >= NROFATTACKS)
1055 {
1056 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1057 return 0;
1058 }
1059
1060 if (dam < 0)
1061 {
1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1064 return 0;
1065 }
1066
1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1068 * people can't mess with that or it otherwise get confused. */
1069 if (attacknum == ATNR_INTERNAL)
1070 return dam;
1071
1072 if (hitter->slaying)
1073 {
1074 if ((op->race && strstr (hitter->slaying, op->race))
1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1076 {
1077 doesnt_slay = 0;
1078 dam *= 3;
1079 }
1080 }
1081
1082 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1083 if (op->resist[attacknum])
1084 {
1085 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1086 * in case 0>dam>1, we try to "simulate" a float value-effect */
1087 dam *= (100 - op->resist[attacknum]);
1088 if (dam >= 100)
1089 dam /= 100;
1090 else
1091 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1092 }
1093
1094 /* Special hack. By default, if immune to something, you
1095 * shouldn't need to worry. However, acid is an exception, since
1096 * it can still damage your items. Only include attacktypes if
1097 * special processing is needed */
1098
1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1102 return 0;
1103
1104 /* Keep this in order - makes things easier to find */
1105
1106 switch (attacknum)
1107 {
1108 case ATNR_PHYSICAL:
1109 /* here also check for diseases */
1110 check_physically_infect (op, hitter);
1111 break;
1112
1113 /* Don't need to do anything for:
1114 magic,
1115 fire,
1116 electricity,
1117 cold */
1118
1119 case ATNR_CONFUSION:
1120 case ATNR_POISON:
1121 case ATNR_SLOW:
1122 case ATNR_PARALYZE:
1123 case ATNR_FEAR:
1124 case ATNR_CANCELLATION:
1125 case ATNR_DEPLETE:
1126 case ATNR_BLIND:
1127 {
1128 /* chance for inflicting a special attack depends on the
1129 * difference between attacker's and defender's level
1130 */
1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1132
1133 /* First, only creatures/players with speed can be affected.
1134 * Second, just getting hit doesn't mean it always affects
1135 * you. Third, you still get a saving through against the
1136 * effect.
1137 */
1138 if (op->speed &&
1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1141 {
1142
1143 /* Player has been hit by something */
1144 if (attacknum == ATNR_CONFUSION)
1145 confuse_player (op, hitter, dam);
1146 else if (attacknum == ATNR_POISON)
1147 poison_player (op, hitter, dam);
1148 else if (attacknum == ATNR_SLOW)
1149 slow_player (op, hitter, dam);
1150 else if (attacknum == ATNR_PARALYZE)
1151 paralyze_player (op, hitter, dam);
1152 else if (attacknum == ATNR_FEAR)
1153 scare_creature (op, hitter);
1154 else if (attacknum == ATNR_CANCELLATION)
1155 cancellation (op);
1156 else if (attacknum == ATNR_DEPLETE)
1157 op->drain_stat ();
1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1159 blind_player (op, hitter, dam);
1160 }
1161
1162 dam = 0; /* These are all effects and don't do real damage */
1163 }
1164 break;
1165
1166 case ATNR_ACID:
1167 {
1168 int flag = 0;
1169
1170 /* Items only get corroded if you're not on a battleground and
1171 * if your acid resistance is below 50%. */
1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1173 {
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 {
1176 if (tmp->invisible)
1177 continue;
1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1179 /* >= 10% acid res. on items will protect these */
1180 continue;
1181 if (!(tmp->materials & M_IRON))
1182 continue;
1183 if (tmp->magic < -4) /* Let's stop at -5 */
1184 continue;
1185 if (tmp->type == RING
1186 /* removed boots and gloves from exclusion list in PR */
1187 || tmp->type == GIRDLE
1188 || tmp->type == AMULET
1189 || tmp->type == WAND
1190 || tmp->type == ROD
1191 || tmp->type == HORN)
1192 continue; /* To avoid some strange effects */
1193
1194 /* High damage acid has better chance of corroding
1195 objects */
1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1209 }
1210 }
1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1214 }
1215 }
1216 break;
1217
1218 case ATNR_DRAIN:
1219 {
1220 /* rate is the proportion of exp drained. High rate means
1221 * not much is drained, low rate means a lot is drained.
1222 */
1223 int rate;
1224
1225 if (op->resist[ATNR_DRAIN] >= 0)
1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1227 else
1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1229
1230 if (op->stats.exp <= rate)
1231 {
1232 if (op->type == GOLEM)
1233 dam = 999; /* Its force is "sucked" away. 8) */
1234 else
1235 /* If we can't drain, lets try to do physical damage */
1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1237 }
1238 else
1239 {
1240 /* Randomly give the hitter some hp */
1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1243 hitter->stats.hp++;
1244
1245 /* Can't do drains on battleground spaces.
1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1248 * nothing happens.
1249 * Try to credit the owner. We try to display player -> player drain
1250 * attacks, hence all the != PLAYER checks.
1251 */
1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1253 {
1254 object *owner = hitter->owner;
1255
1256 if (owner && owner != hitter)
1257 {
1258 if (op->type != PLAYER || owner->type != PLAYER)
1259 change_exp (owner, op->stats.exp / (rate * 2),
1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1261 }
1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1263 change_exp (hitter, op->stats.exp / (rate * 2),
1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1265
1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1267 }
1268
1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1270 * drain attack, you won't know that you are actually sucking out EXP,
1271 * as the messages will say you missed
1272 */
1273 }
1274 }
1275 break;
1276
1277 case ATNR_TURN_UNDEAD:
1278 {
1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1280 {
1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1282 object *god = find_god (determine_god (owner));
1283 int div = 1;
1284
1285 /* if undead are not an enemy of your god, you turn them
1286 * at half strength */
1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1288 div = 2;
1289
1290 /* Give a bonus if you resist turn undead */
1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1292 scare_creature (op, owner);
1293 }
1294 else
1295 dam = 0; /* don't damage non undead - should we damage
1296 undead? */
1297 }
1298 break;
1299
1300 case ATNR_DEATH:
1301 deathstrike_player (op, hitter, &dam);
1302 break;
1303
1304 case ATNR_CHAOS:
1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1306 dam = 0;
1307 break;
1308
1309 case ATNR_COUNTERSPELL:
1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1311 dam = 0;
1312 /* This should never happen. Counterspell is handled
1313 * seperately and filtered out. If this does happen,
1314 * Counterspell has no effect on anything but spells, so it
1315 * does no damage. */
1316 break;
1317
1318 case ATNR_HOLYWORD:
1319 {
1320 /* This has already been handled by hit_player,
1321 * no need to check twice -- DAMN */
1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1323
1324 /* As with turn undead above, give a bonus on the saving throw */
1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1326 scare_creature (op, owner);
1327 }
1328 break;
1329
1330 case ATNR_LIFE_STEALING:
1331 {
1332 int new_hp;
1333
1334 /* this is replacement to drain for players, instead of taking
1335 * exp it takes hp. It is geared for players, probably not
1336 * much use giving it to monsters
1337 *
1338 * life stealing doesn't do a lot of damage, but it gives the
1339 * damage it does do to the player. Given that,
1340 * it only does 1/10'th normal damage (hence the divide by
1341 * 1000).
1342 */
1343 /* You can't steal life from something undead */
1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1345 return 0;
1346
1347 /* If drain protection is higher than life stealing, use that */
1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1350 else
1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1353 /* You die at -1 hp, not zero. */
1354 if (dam > (op->stats.hp + 1))
1355 dam = op->stats.hp + 1;
1356
1357 new_hp = hitter->stats.hp + dam;
1358 if (new_hp > hitter->stats.maxhp)
1359 new_hp = hitter->stats.maxhp;
1360
1361 if (new_hp > hitter->stats.hp)
1362 hitter->stats.hp = new_hp;
1363 }
1364 }
1365
1366 return dam;
1367} 1143}
1368 1144
1369/* GROS: This code comes from hit_player. It has been made external to 1145/* GROS: This code comes from hit_player. It has been made external to
1370 * allow script procedures to "kill" objects in a combat-like fashion. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1371 * It was initially used by (kill-object) developed for the Collector's 1147 * It was initially used by (kill-object) developed for the Collector's
1383 */ 1159 */
1384int 1160int
1385kill_object (object *op, int dam, object *hitter, int type) 1161kill_object (object *op, int dam, object *hitter, int type)
1386{ 1162{
1387 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1388 const char *skill; 1164 shstr skill;
1389 int maxdam = 0; 1165 int maxdam = 0;
1390 int battleg = 0; /* true if op standing on battleground */ 1166 int battleg = 0; /* true if op standing on battleground */
1391 int pk = 0; /* true if op and what controls hitter are both players */ 1167 int pk = 0; /* true if op and what controls hitter are both players */
1392 object *owner = 0; 1168 object *owner = 0;
1393 object *skop = 0; 1169 object *skop = 0;
1402 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1403 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1404 */ 1180 */
1405 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1406 1182
1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1184 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1409 1185
1410 if (op->type == DOOR) 1186 if (op->type == DOOR)
1411 { 1187 {
1412 op->set_speed (0.1f); 1188 op->set_speed (0.1f);
1413 op->speed_left = -0.05f; 1189 op->speed_left = -0.05f;
1414 return maxdam; 1190 return maxdam;
1415 } 1191 }
1416 1192
1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1418 { 1194 {
1419 op->destroy (); 1195 op->drop_and_destroy ();
1420 return maxdam; 1196 return maxdam;
1421 } 1197 }
1422 1198
1423 /* Now lets start dealing with experience we get for killing something */ 1199 /* Now lets start dealing with experience we get for killing something */
1424 1200
1425 owner = hitter->owner; 1201 owner = hitter->outer_owner ();
1426 if (!owner) 1202 if (!owner)
1427 owner = hitter; 1203 owner = hitter;
1428 1204
1429 /* is the victim (op) standing on battleground? */ 1205 /* is the victim (op) standing on battleground? */
1430 if (op_on_battleground (op, NULL, NULL)) 1206 if (op_on_battleground (op, NULL, NULL))
1482 1258
1483 /* This code below deals with finding the appropriate skill 1259 /* This code below deals with finding the appropriate skill
1484 * to credit exp to. This is a bit problematic - we should 1260 * to credit exp to. This is a bit problematic - we should
1485 * probably never really have to look at current_weapon->skill 1261 * probably never really have to look at current_weapon->skill
1486 */ 1262 */
1487 skill = 0;
1488
1489 if (hitter->skill && hitter->type != PLAYER) 1263 if (hitter->skill && hitter->type != PLAYER)
1490 skill = hitter->skill; 1264 skill = hitter->skill;
1491 else if (owner->chosen_skill) 1265 else if (owner->chosen_skill)
1492 { 1266 {
1493 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1494 skill = skop->skill; 1268 skill = skop->skill;
1495 } 1269 }
1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1497 skill = owner->current_weapon->skill; 1271 skill = owner->current_weapon->skill;
1498 else 1272 else
1273 {
1274 LOG (llevError | logBacktrace,
1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1275 "BUG: kill_object - unable to find skill that killed monster\n"
1276 "op: %s\n" "hitter: %s\n" "op: %s\n",
1277 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1278 skill = 0;
1279 }
1500 1280
1501 /* We have the skill we want to credit to - now find the object this goes 1281 /* We have the skill we want to credit to - now find the object this goes
1502 * to. Make sure skop is an actual skill, and not a skill tool! 1282 * to. Make sure skop is an actual skill, and not a skill tool!
1503 */ 1283 */
1504 if ((!skop || skop->type != SKILL) && skill) 1284 skop = owner->contr->find_skill (skill);
1505 {
1506 int i;
1507
1508 for (i = 0; i < NUM_SKILLS; i++)
1509 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1510 {
1511 skop = owner->contr->last_skill_ob[i];
1512 break;
1513 }
1514 }
1515 } /* Was it a player that hit somethign */ 1285 } /* Was it a player that hit somethign */
1516 else 1286 else
1517 skill = 0; 1287 skill = 0;
1518 1288
1519 /* Pet (or spell) killed something. */
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 /* These may have been set in the player code section above */ 1289 /* These may have been set in the player code section above */
1529 if (!skop) 1290 if (!skop)
1530 skop = hitter->chosen_skill; 1291 skop = hitter->chosen_skill;
1531 1292
1532 if (!skill && skop) 1293 if (!skill && skop)
1533 skill = skop->skill; 1294 skill = skop->skill;
1534 1295
1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536
1537 /* If you didn't kill yourself, and your not the wizard */ 1296 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1297 if (owner != op && !op->flag [FLAG_WIZ])
1539 { 1298 {
1540 int exp; 1299 int exp;
1541 1300
1542 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1544 if (op->type == PLAYER)
1545 {
1546 if (battleg) 1303 if (battleg)
1304 {
1305 if (op->is_player ())
1547 { 1306 {
1548 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1549 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1550 } 1309 }
1551 else 1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1552 exp = op->stats.exp / 1000; 1314 exp = op->stats.exp / 1000;
1553 }
1554 else 1315 else
1555 exp = calc_skill_exp (owner, op, skop); 1316 exp = calc_skill_exp (owner, op, skop);
1556
1557 /* if op is standing on "battleground" (arena), no way to gain
1558 * exp by killing him
1559 */
1560 if (battleg)
1561 exp = 0;
1562 1317
1563 /* Don't know why this is set this way - doesn't make 1318 /* Don't know why this is set this way - doesn't make
1564 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1565 */ 1320 */
1566 1321
1604 } /* else part of a party */ 1359 } /* else part of a party */
1605 } /* end if person didn't kill himself */ 1360 } /* end if person didn't kill himself */
1606 1361
1607 if (op->type != PLAYER) 1362 if (op->type != PLAYER)
1608 { 1363 {
1609 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1364 if (op->flag [FLAG_FRIENDLY])
1610 { 1365 {
1611 object *owner1 = op->owner; 1366 object *owner1 = op->owner;
1612 1367
1613 if (owner1 && owner1->type == PLAYER) 1368 if (owner1 && owner1->type == PLAYER)
1614 { 1369 {
1615 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1370 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 /* Maybe we should include the owner that killed this, maybe not */ 1371 /* Maybe we should include the owner that killed this, maybe not */
1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1372 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1618 } 1373 }
1619 1374
1620 remove_friendly_object (op); 1375 remove_friendly_object (op);
1621 } 1376 }
1622 1377
1623 op->destroy (); 1378 op->drop_and_destroy ();
1624 } 1379 }
1625 else 1380 else
1626 /* Player has been killed! */ 1381 /* Player has been killed! */
1627 op->contr->killer = owner->type == PLAYER ? owner : hitter; 1382 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628 1383
1675 * modify it. 1430 * modify it.
1676 */ 1431 */
1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1679int 1434int
1680hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1435hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1681{ 1436{
1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1437 int magic = type & AT_MAGIC;
1683 int maxattacktype, attacknum;
1684 int body_attack = op && op->head; /* Did we hit op's head? */ 1438 int body_attack = op && op->head; /* Did we hit op's head? */
1439 int maxdam = 0, ndam = 0, attacktype = 1;
1440 int maxattacktype;
1685 int simple_attack; 1441 int simple_attack;
1686 int rtn_kill = 0; 1442 int rtn_kill = 0;
1687 int friendlyfire; 1443 int friendlyfire;
1688 1444
1689 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1690 return 0; 1446 return 0;
1691 1447
1692 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1448 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1694 return 0; 1450 return 0;
1695 1451
1696 // only allow pk for hostile players 1452 // only allow pk for hostile players
1697 if (op->type == PLAYER) 1453 if (op->type == PLAYER)
1698 { 1454 {
1740 1496
1741 break; 1497 break;
1742 } 1498 }
1743 } 1499 }
1744 1500
1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1746 { 1502 {
1747 /* FIXME: If a player is killed by a rune in a door, the 1503 /* FIXME: If a player is killed by a rune in a door, the
1748 * destroyed() check above doesn't return, and might get here. 1504 * destroyed() check above doesn't return, and might get here.
1749 */ 1505 */
1750 1506
1788 */ 1544 */
1789 if (type & AT_HOLYWORD) 1545 if (type & AT_HOLYWORD)
1790 { 1546 {
1791 object *god; 1547 object *god;
1792 1548
1793 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1794 (!(op->race && strstr (hitter->slaying, op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1795 !(op->name && strstr (hitter->slaying, op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1796 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1797 (hitter->title != NULL 1553 || (hitter->title
1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1554 && (god = find_god (determine_god (hitter))) != NULL
1555 && god->race.contains (shstr_undead))))
1799 return 0; 1556 return 0;
1800 } 1557 }
1801 1558
1802 maxattacktype = type; /* initialise this to something */ 1559 maxattacktype = type; /* initialise this to something */
1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1560 for_all_bits_sparse_32 (type, attacknum)
1804 { 1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1805 /* Magic isn't really a true attack type - it gets combined with other 1564 /* Magic isn't really a true attack type - it gets combined with other
1806 * attack types. As such, skip it over. However, if magic is 1565 * attack types. As such, skip it over. However, if magic is
1807 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1808 */ 1567 */
1809 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1812 /* Go through and hit the player with each attacktype, one by one. 1571 /* Go through and hit the player with each attacktype, one by one.
1813 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1814 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1815 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1816 */ 1575 */
1817 if (type & attacktype)
1818 {
1819 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1820 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1821 * the damage is equal. 1579 * the damage is equal.
1822 */ 1580 */
1823 if (ndam >= maxdam) 1581 if (ndam >= maxdam)
1824 { 1582 {
1825 maxdam = ndam; 1583 maxdam = ndam;
1826 maxattacktype = 1 << attacknum; 1584 maxattacktype = 1 << attacknum;
1827 }
1828 } 1585 }
1829 } 1586 }
1830 1587
1831 /* if this is friendly fire then do a set % of damage only 1588 /* if this is friendly fire then do a set % of damage only
1832 * Note - put a check in to make sure this attack is actually 1589 * Note - put a check in to make sure this attack is actually
1872 // keep a refcount for a long time and I see no usefulness 1629 // keep a refcount for a long time and I see no usefulness
1873 // for an non-active objetc to know its enemy. 1630 // for an non-active objetc to know its enemy.
1874 if (op->active) 1631 if (op->active)
1875 if (hitter->owner) 1632 if (hitter->owner)
1876 op->enemy = hitter->owner; 1633 op->enemy = hitter->owner;
1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1878 op->enemy = hitter; 1635 op->enemy = hitter;
1879 1636
1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1881 { 1638 {
1882 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1884 npc_call_help (op); 1641 npc_call_help (op);
1885 } 1642 }
1886 1643
1887 if (magic && did_make_save (op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1888 maxdam = maxdam / 2; 1645 maxdam = maxdam / 2;
1890 attack_message (maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1891 1648
1892 op->stats.hp -= maxdam; 1649 op->stats.hp -= maxdam;
1893 1650
1894 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1895 if ((op->stats.hp >= 0) && 1652 if (op->stats.hp >= 0
1896 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1897 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1654 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1898 { 1655 {
1899 1656
1900 if (QUERY_FLAG (op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1901 SET_FLAG (op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1902 else 1659 else
1903 scare_creature (op, hitter); 1660 scare_creature (op, hitter);
1904 } 1661 }
1905 1662
1906 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1663 if (op->flag [FLAG_TEAR_DOWN])
1907 { 1664 {
1908 if (maxdam) 1665 if (maxdam)
1909 tear_down_wall (op); 1666 tear_down_wall (op);
1910 1667
1911 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1914 /* See if the creature has been killed */ 1671 /* See if the creature has been killed */
1915 rtn_kill = kill_object (op, maxdam, hitter, type); 1672 rtn_kill = kill_object (op, maxdam, hitter, type);
1916 if (rtn_kill != -1) 1673 if (rtn_kill != -1)
1917 return rtn_kill; 1674 return rtn_kill;
1918 1675
1919
1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1676 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1921 * that before if the player was immune to ghosthit, the monster 1677 * that before if the player was immune to ghosthit, the monster
1922 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1923 */ 1679 */
1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1680 if (hitter->flag [FLAG_ONE_HIT])
1925 hitter->destroy (); 1681 hitter->drop_and_destroy ();
1926
1927 /* Lets handle creatures that are splitting now */ 1682 /* Lets handle creatures that are splitting now */
1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1683 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1929 { 1684 {
1930 int i;
1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1932 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1933 object *owner = op->owner; 1687 object *owner = op->owner;
1934 1688
1935 if (!op->other_arch) 1689 if (!op->other_arch)
1936 { 1690 {
1937 LOG (llevError, "SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1938 return maxdam; 1692 return maxdam;
1939 } 1693 }
1940 1694
1941 op->remove (); 1695 op->remove ();
1942 1696
1943 for (i = 0; i < op->stats.food; i++) 1697 for (int i = 0; i < op->stats.food; i++)
1944 { /* This doesn't handle op->more yet */ 1698 { /* This doesn't handle op->more yet */
1945 object *tmp = arch_to_object (op->other_arch); 1699 object *tmp = op->other_arch->instance ();
1946 int j;
1947 1700
1948 tmp->stats.hp = op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1949 1702
1950 if (friendly) 1703 if (friendly)
1951 { 1704 {
1955 if (owner) 1708 if (owner)
1956 tmp->set_owner (owner); 1709 tmp->set_owner (owner);
1957 } 1710 }
1958 1711
1959 if (unaggressive) 1712 if (unaggressive)
1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1961 1714
1962 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1715 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1963 1716
1964 if (j == -1) /* No spot to put this monster */ 1717 if (j == -1) /* No spot to put this monster */
1965 tmp->destroy (); 1718 tmp->destroy ();
1966 else 1719 else
1967 { 1720 {
1971 } 1724 }
1972 1725
1973 op->destroy (); 1726 op->destroy ();
1974 } 1727 }
1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1728 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1976 hitter->destroy (); 1729 hitter->drop_and_destroy ();
1977 1730
1978 return maxdam; 1731 return maxdam;
1979} 1732}
1980 1733
1981void 1734static void
1982poison_player (object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
1983{ 1736{
1984 archetype *at = archetype::find ("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
1985 object *tmp = present_arch_in_ob (at, op); 1738 object *tmp = present_arch_in_ob (at, op);
1986 1739
1987 if (tmp == NULL) 1740 if (!tmp)
1988 { 1741 {
1989 if ((tmp = arch_to_object (at)) == NULL) 1742 tmp = insert_ob_in_ob (at->instance (), op);
1990 LOG (llevError, "Failed to clone arch poisoning.\n"); 1743 /* peterm: give poisoning some teeth. It should
1744 * be able to kill things better than it does:
1745 * damage should be dependent something--I choose to
1746 * do this: if it's a monster, the damage from the
1747 * poisoning goes as the level of the monster/2.
1748 * If anything else, goes as damage.
1749 */
1750
1751 if (hitter->flag [FLAG_ALIVE])
1752 tmp->stats.dam += hitter->level / 2;
1991 else 1753 else
1992 {
1993 tmp = insert_ob_in_ob (tmp, op);
1994 /* peterm: give poisoning some teeth. It should
1995 * be able to kill things better than it does:
1996 * damage should be dependent something--I choose to
1997 * do this: if it's a monster, the damage from the
1998 * poisoning goes as the level of the monster/2.
1999 * If anything else, goes as damage.
2000 */
2001
2002 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2003 tmp->stats.dam += hitter->level / 2;
2004 else
2005 tmp->stats.dam = dam; 1754 tmp->stats.dam = dam;
2006 1755
2007 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2008 if (hitter->skill && hitter->skill != tmp->skill) 1757 if (hitter->skill && hitter->skill != tmp->skill)
2009 {
2010 tmp->skill = hitter->skill; 1758 tmp->skill = hitter->skill;
2011 }
2012 1759
2013 tmp->stats.food += dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
2014 1761
2015 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
2016 { 1763 {
2017 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2021 tmp->stats.Int = MAX (-dam / 7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
2022 SET_FLAG (tmp, FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
2023 op->update_stats (); 1770 op->update_stats ();
2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound); 1772 op->play_sound (tmp->sound);
2026 } 1773 }
2027 1774
2028 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1777 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2032 }
2033 1779
2034 tmp->speed_left = 0; 1780 tmp->speed_left = 0;
2035 } 1781 }
2036 else 1782 else
2037 tmp->stats.food++; 1783 tmp->stats.food++;
2038} 1784}
2039 1785
2040void 1786static void
2041slow_player (object *op, object *hitter, int dam) 1787slow_player (object *op, object *hitter, int dam)
2042{ 1788{
2043 archetype *at = archetype::find ("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
2044 object *tmp; 1790 object *tmp;
2045 1791
2046 if (at == NULL) 1792 if (!at)
2047 LOG (llevError, "Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
2048 1794
2049 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2050 { 1796 {
2051 tmp = arch_to_object (at); 1797 tmp = at->instance ();
2052 tmp = insert_ob_in_ob (tmp, op); 1798 tmp = insert_ob_in_ob (tmp, op);
2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2054 } 1800 }
2055 else 1801 else
2056 tmp->stats.food++; 1802 tmp->stats.food++;
2057 1803
2058 SET_FLAG (tmp, FLAG_APPLIED); 1804 tmp->set_flag (FLAG_APPLIED);
2059 tmp->speed_left = 0; 1805 tmp->speed_left = 0;
2060 op->update_stats (); 1806 op->update_stats ();
2061} 1807}
2062 1808
2063void 1809void
2064confuse_player (object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
2065{ 1811{
2066 object *tmp; 1812 object *tmp;
2067 int maxduration; 1813 int maxduration;
2068 1814
2069 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2070 if (!tmp) 1816 if (!tmp)
2071 { 1817 {
2072 tmp = get_archetype (FORCE_NAME); 1818 tmp = get_archetype (FORCE_NAME);
2073 tmp = insert_ob_in_ob (tmp, op); 1819 tmp = insert_ob_in_ob (tmp, op);
2074 } 1820 }
2075 1821
2076 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
2077 * on the player's resistance 1823 * on the player's resistance
2078 */ 1824 */
2079 tmp->speed = 0.05; 1825 tmp->set_speed (0.05);
2080 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1827 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2082 tmp->name = "confusion"; 1828 tmp->name = shstr_confusion;
2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084 1830
2085 if (tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
2086 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
2087 1833
2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090 1836
2091 SET_FLAG (op, FLAG_CONFUSED); 1837 op->set_flag (FLAG_CONFUSED);
2092} 1838}
2093 1839
2094void 1840void
2095blind_player (object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
2096{ 1842{
2097 object *tmp, *owner;
2098
2099 /* Save some work if we know it isn't going to affect the player */ 1843 /* Save some work if we know it isn't going to affect the player */
2100 if (op->resist[ATNR_BLIND] == 100) 1844 if (op->resist[ATNR_BLIND] == 100)
2101 return; 1845 return;
2102 1846
2103 tmp = present_in_ob (BLINDNESS, op); 1847 object *tmp = present_in_ob (BLINDNESS, op);
2104 if (!tmp) 1848 if (!tmp)
2105 { 1849 {
2106 tmp = get_archetype ("blindness"); 1850 tmp = get_archetype (shstr_blindness);
2107 SET_FLAG (tmp, FLAG_BLIND); 1851 tmp->set_flag (FLAG_BLIND);
2108 SET_FLAG (tmp, FLAG_APPLIED); 1852 tmp->set_flag (FLAG_APPLIED);
2109 /* use floats so we don't lose too much precision due to rounding errors. 1853 // use floats so we don't lose too much precision due to rounding errors.
2110 * speed is a float anyways. 1854 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2111 */
2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2113 1855
2114 tmp = insert_ob_in_ob (tmp, op); 1856 tmp = insert_ob_in_ob (tmp, op);
2115 change_abil (op, tmp); /* Mostly to display any messages */ 1857 change_abil (op, tmp); /* Mostly to display any messages */
2116 op->update_stats (); /* This takes care of some other stuff */ 1858 op->update_stats (); /* This takes care of some other stuff */
2117 1859
2118 if (hitter->owner)
2119 owner = hitter->owner;
2120 else
2121 owner = hitter;
2122
2123 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1860 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2124 } 1861 }
1862
2125 tmp->stats.food += dam; 1863 tmp->stats.food += dam;
2126 if (tmp->stats.food > 10) 1864 min_it (tmp->stats.food, 10);
2127 tmp->stats.food = 10;
2128} 1865}
2129 1866
2130void 1867void
2131paralyze_player (object *op, object *hitter, int dam) 1868paralyze_player (object *op, object *hitter, int dam)
2132{ 1869{
2133 float effect, max;
2134
2135 /* object *tmp; */
2136
2137 /* This is strange stuff... someone knows for what this is 1870 /* This is strange stuff... someone knows for what this is
2138 * written? Well, i think this can and should be removed 1871 * written? Well, i think this can and should be removed
2139 */ 1872 */
2140 1873
2141 /* 1874 /*
2145 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1878 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2146 } 1879 }
2147 */ 1880 */
2148 1881
2149 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1882 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2150 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1883 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2151 1884
2152 if (effect == 0)
2153 return;
2154
2155 op->speed_left -= FABS (op->speed) * effect; 1885 op->speed_left -= op->speed * effect;
2156 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1886 /* tmp->stats.food+=(signed short) effect/op->speed; */
2157 1887
2158 /* max number of ticks to be affected for. */ 1888 /* max number of ticks to be affected for. */
2159 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1889 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1890
2160 if (op->speed_left < -(FABS (op->speed) * max)) 1891 max_it (op->speed_left, -op->speed * max);
2161 op->speed_left = (float) -(FABS (op->speed) * max);
2162 1892
2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1893/* tmp->stats.food = (signed short) (max / op->speed); */
2164} 1894}
2165 1895
2166/* Attempts to kill 'op'. hitter is the attack object, dam is 1896/* Attempts to kill 'op'. hitter is the attack object, dam is
2167 * the computed damaged. 1897 * the computed damaged.
2168 */ 1898 */
2169void 1899static void
2170deathstrike_player (object *op, object *hitter, int *dam) 1900deathstrike_player (object *op, object *hitter, int *dam)
2171{ 1901{
2172 /* The intention of a death attack is to kill outright things 1902 /* The intention of a death attack is to kill outright things
2173 ** that are a lot weaker than the attacker, have a chance of killing 1903 ** that are a lot weaker than the attacker, have a chance of killing
2174 ** things somewhat weaker than the caster, and no chance of 1904 ** things somewhat weaker than the caster, and no chance of
2178 ** field of the deathstriking object */ 1908 ** field of the deathstriking object */
2179 1909
2180 int atk_lev, def_lev, kill_lev; 1910 int atk_lev, def_lev, kill_lev;
2181 1911
2182 if (hitter->slaying) 1912 if (hitter->slaying)
2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1913 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1914 || (op->race && hitter->slaying.contains (op->race))))
2184 return; 1915 return;
2185 1916
2186 def_lev = op->level; 1917 def_lev = op->level;
2187 if (def_lev < 1) 1918 if (def_lev < 1)
2188 { 1919 {
2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1920 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2190 def_lev = 1; 1921 def_lev = 1;
2191 } 1922 }
2192 1923
2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1924 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1925 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2215 } 1946 }
2216 else 1947 else
2217 *dam = 0; /* no harm done */ 1948 *dam = 0; /* no harm done */
2218} 1949}
2219 1950
2220/* thrown_item_effect() - handles any special effects of thrown 1951/* This returns the amount of damage hitter does to op with the
2221 * items (like attacking living creatures--a potion thrown at a 1952 * appropriate attacktype. Only 1 attacktype should be set at a time.
2222 * monster). 1953 * This doesn't damage the player, but returns how much it should
2223 */ 1954 * take. However, it will do other effects (paralyzation, slow, etc.)
2224static void 1955 * Note - changed for PR code - we now pass the attack number and not
2225thrown_item_effect (object *hitter, object *victim) 1956 * the attacktype. Makes it easier for the PR code. */
1957int
1958hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2226{ 1959{
2227 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1960 int doesnt_slay = 1;
1961
1962 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1963 if (attacknum >= NROFATTACKS)
1964 {
1965 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1966 return 0;
2228 { 1967 }
2229 /* May not need a switch for just 2 types, but this makes it 1968
2230 * easier for expansion. 1969 if (dam < 0)
1970 {
1971 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1972 dam, hitter->debug_desc (), op->debug_desc ());
1973 return 0;
1974 }
1975
1976 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1977 * people can't mess with that or it otherwise get confused. */
1978 if (attacknum == ATNR_INTERNAL)
1979 return dam;
1980
1981 if (hitter->slaying)
1982 {
1983 if ((op->race && hitter->slaying.contains (op->race))
1984 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2231 */ 1985 {
2232 switch (hitter->type) 1986 doesnt_slay = 0;
1987 dam *= 3;
2233 { 1988 }
2234 case POTION: 1989 }
2235 /* should player get a save throw instead of checking magic protection? */ 1990
2236 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1991 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2237 (void) apply_potion (victim, hitter); 1992 if (op->resist[attacknum])
1993 {
1994 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1995 * in case 0>dam>1, we try to "simulate" a float value-effect */
1996 dam *= (100 - op->resist[attacknum]);
1997 if (dam >= 100)
1998 dam /= 100;
1999 else
2000 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2001 }
2002
2003 /* Special hack. By default, if immune to something, you
2004 * shouldn't need to worry. However, acid is an exception, since
2005 * it can still damage your items. Only include attacktypes if
2006 * special processing is needed */
2007
2008 if (op->resist[attacknum] >= 100
2009 && doesnt_slay
2010 && attacknum != ATNR_ACID)
2011 return 0;
2012
2013 /* Keep this in order - makes things easier to find */
2014
2015 switch (attacknum)
2016 {
2017 case ATNR_PHYSICAL:
2018 /* here also check for diseases */
2019 check_physically_infect (op, hitter);
2238 break; 2020 break;
2239 2021
2240 case POISON: /* poison drinks */ 2022 /* Don't need to do anything for:
2241 /* As with potions, should monster get a save? */ 2023 magic,
2242 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2024 fire,
2243 apply_poison (victim, hitter); 2025 electricity,
2026 cold */
2027
2028 case ATNR_CONFUSION:
2029 case ATNR_POISON:
2030 case ATNR_SLOW:
2031 case ATNR_PARALYZE:
2032 case ATNR_FEAR:
2033 case ATNR_CANCELLATION:
2034 case ATNR_DEPLETE:
2035 case ATNR_BLIND:
2036 {
2037 /* chance for inflicting a special attack depends on the
2038 * difference between attacker's and defender's level
2039 */
2040 int level_diff = min (110, max (0, op->level - hitter->level));
2041
2042 /* First, only creatures/players with speed can be affected.
2043 * Second, just getting hit doesn't mean it always affects
2044 * you. Third, you still get a saving through against the
2045 * effect.
2046 */
2047 if (op->has_active_speed ()
2048 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2049 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2050 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2051 {
2052
2053 /* Player has been hit by something */
2054 if (attacknum == ATNR_CONFUSION)
2055 confuse_player (op, hitter, dam);
2056 else if (attacknum == ATNR_POISON)
2057 poison_player (op, hitter, dam);
2058 else if (attacknum == ATNR_SLOW)
2059 slow_player (op, hitter, dam);
2060 else if (attacknum == ATNR_PARALYZE)
2061 paralyze_player (op, hitter, dam);
2062 else if (attacknum == ATNR_FEAR)
2063 scare_creature (op, hitter);
2064 else if (attacknum == ATNR_CANCELLATION)
2065 cancellation (op);
2066 else if (attacknum == ATNR_DEPLETE)
2067 op->drain_stat ();
2068 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2069 blind_player (op, hitter, dam);
2070 }
2071
2072 dam = 0; /* These are all effects and don't do real damage */
2073 }
2244 break; 2074 break;
2245 2075
2246 /* Removed case statements that did nothing. 2076 case ATNR_ACID:
2247 * food may be poisonous, but monster must be willing to eat it, 2077 {
2248 * so we don't handle it here. 2078 int flag = 0;
2249 * Containers should perhaps break open, but that code was disabled. 2079
2080 /* Items only get corroded if you're not on a battleground and
2081 * if your acid resistance is below 50%. */
2082 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2083 {
2084 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2085 {
2086 if (tmp->invisible)
2087 continue;
2088 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2089 /* >= 10% acid res. on items will protect these */
2090 continue;
2091 if (!(tmp->materials & M_IRON))
2092 continue;
2093 if (tmp->magic < -4) /* Let's stop at -5 */
2094 continue;
2095 if (tmp->type == RING
2096 /* removed boots and gloves from exclusion list in PR */
2097 || tmp->type == GIRDLE
2098 || tmp->type == AMULET
2099 || tmp->type == WAND
2100 || tmp->type == ROD
2101 || tmp->type == HORN)
2102 continue; /* To avoid some strange effects */
2103
2104 /* High damage acid has better chance of corroding
2105 objects */
2106 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2107 {
2108 flag = 1;
2109 tmp->magic--;
2110
2111 if (object *pl = tmp->visible_to ())
2112 {
2113 /* Make this more visible */
2114 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2115 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2116
2117 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2118 }
2119 }
2120 }
2121
2122 if (flag)
2123 op->update_stats (); /* Something was corroded */
2124 }
2125 }
2126 break;
2127
2128 case ATNR_DRAIN:
2129 {
2130 /* rate is the proportion of exp drained. High rate means
2131 * not much is drained, low rate means a lot is drained.
2132 */
2133 int rate;
2134
2135 if (op->resist[ATNR_DRAIN] >= 0)
2136 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2137 else
2138 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2139
2140 if (op->stats.exp <= rate)
2141 {
2142 if (op->type == GOLEM)
2143 dam = 9998; /* Its force is "sucked" away. 8) */
2144 else
2145 /* If we can't drain, lets try to do physical damage */
2146 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2147 }
2148 else
2149 {
2150 /* Randomly give the hitter some hp */
2151 if (hitter->stats.hp < hitter->stats.maxhp &&
2152 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2153 hitter->stats.hp++;
2154
2155 /* Can't do drains on battleground spaces.
2156 * Move the wiz check up here - before, the hitter wouldn't gain exp
2157 * exp, but the wiz would still lose exp! If drainee is a wiz,
2158 * nothing happens.
2159 * Try to credit the owner. We try to display player -> player drain
2160 * attacks, hence all the != PLAYER checks.
2250 */ 2161 */
2162 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2163 {
2164 object *owner = hitter->owner;
2165
2166 if (owner && owner != hitter)
2167 {
2168 if (op->type != PLAYER || owner->type != PLAYER)
2169 change_exp (owner, op->stats.exp / (rate * 2),
2170 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2171 }
2172 else if (op->type != PLAYER || hitter->type != PLAYER)
2173 change_exp (hitter, op->stats.exp / (rate * 2),
2174 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2175
2176 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2177 }
2178
2179 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2180 * drain attack, you won't know that you are actually sucking out EXP,
2181 * as the messages will say you missed
2182 */
2183 }
2184 }
2185 break;
2186
2187 case ATNR_TURN_UNDEAD:
2251 } 2188 {
2252 } 2189 if (op->flag [FLAG_UNDEAD])
2253} 2190 {
2191 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2192 object *god = find_god (determine_god (owner));
2193 int div = 1;
2254 2194
2255/* adj_attackroll() - adjustments to attacks by various conditions */ 2195 /* if undead are not an enemy of your god, you turn them
2256int 2196 * at half strength */
2257adj_attackroll (object *hitter, object *target) 2197 if (!god || !god->slaying.contains (shstr_undead))
2258{ 2198 div = 2;
2259 object *attacker = hitter;
2260 int adjust = 0;
2261 2199
2262 /* safety */ 2200 /* Give a bonus if you resist turn undead */
2263 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2201 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2264 { 2202 scare_creature (op, owner);
2265 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2203 }
2204 else
2205 dam = 0; /* don't damage non undead - should we damage
2206 undead? */
2207 }
2208 break;
2209
2210 case ATNR_DEATH:
2211 deathstrike_player (op, hitter, &dam);
2212 break;
2213
2214 case ATNR_CHAOS:
2215 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2216 dam = 0;
2217 break;
2218
2219 case ATNR_COUNTERSPELL:
2220 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2221 dam = 0;
2222 /* This should never happen. Counterspell is handled
2223 * seperately and filtered out. If this does happen,
2224 * Counterspell has no effect on anything but spells, so it
2225 * does no damage. */
2226 break;
2227
2228 case ATNR_HOLYWORD:
2229 {
2230 /* This has already been handled by hit_player,
2231 * no need to check twice -- DAMN */
2232 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2233
2234 /* As with turn undead above, give a bonus on the saving throw */
2235 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2236 scare_creature (op, owner);
2237 }
2238 break;
2239
2240 case ATNR_LIFE_STEALING:
2241 {
2242 int new_hp;
2243
2244 /* this is replacement to drain for players, instead of taking
2245 * exp it takes hp. It is geared for players, probably not
2246 * much use giving it to monsters
2247 *
2248 * life stealing doesn't do a lot of damage, but it gives the
2249 * damage it does do to the player. Given that,
2250 * it only does 1/10'th normal damage (hence the divide by
2251 * 1000).
2252 */
2253 /* You can't steal life from something undead */
2254 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2266 return 0; 2255 return 0;
2267 }
2268 2256
2269 /* aimed missiles use the owning object's sight */ 2257 /* If drain protection is higher than life stealing, use that */
2270 if (is_aimed_missile (hitter)) 2258 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2259 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2260 else
2261 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2262
2263 /* You die at -1 hp, not zero. */
2264 if (dam > (op->stats.hp + 1))
2265 dam = op->stats.hp + 1;
2266
2267 new_hp = hitter->stats.hp + dam;
2268 if (new_hp > hitter->stats.maxhp)
2269 new_hp = hitter->stats.maxhp;
2270
2271 if (new_hp > hitter->stats.hp)
2272 hitter->stats.hp = new_hp;
2273 }
2271 { 2274 }
2272 if ((attacker = hitter->owner) == NULL)
2273 attacker = hitter;
2274 /* A player who saves but hasn't quit still could have objects
2275 * owned by him - need to handle that case to avoid crashes.
2276 */
2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2278 attacker = hitter;
2279 }
2280 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2281 return 0;
2282 2275
2283 /* determine the condtions under which we make an attack.
2284 * Add more cases, as the need occurs. */
2285
2286 if (!can_see_enemy (attacker, target))
2287 {
2288 /* target is unseen */
2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2290 adjust -= 10;
2291 /* dark map penalty for the hitter (lacks infravision if we got here). */
2292 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2293 adjust -= target->map->darkness;
2294 }
2295
2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2297 adjust -= 3;
2298
2299 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2300 adjust += 1;
2301
2302 if (QUERY_FLAG (target, FLAG_SCARED))
2303 adjust += 1;
2304
2305 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2306 adjust -= 3;
2307
2308 /* if we attack at a different 'altitude' its harder */
2309 if ((attacker->move_type & target->move_type) == 0)
2310 adjust -= 2;
2311
2312#if 0
2313 /* slower attacks are less likely to succeed. We should use a
2314 * comparison between attacker/target speeds BUT, players have
2315 * a generally faster speed, so this will wind up being a HUGE
2316 * disadantage for the monsters! Too bad, because missiles which
2317 * fly fast should have a better chance of hitting a slower target.
2318 */
2319 if (hitter->speed < target->speed)
2320 adjust += ((float) hitter->speed - target->speed);
2321#endif
2322
2323#if 0
2324 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2325#endif
2326
2327 return adjust;
2328}
2329
2330/* determine if the object is an 'aimed' missile */
2331int
2332is_aimed_missile (object *op)
2333{
2334
2335 /* I broke what used to be one big if into a few nested
2336 * ones so that figuring out the logic is at least possible.
2337 */
2338 if (op && (op->move_type & MOVE_FLYING))
2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2340 return 1;
2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2342 return 1;
2343
2344 return 0; 2276 return dam;
2345} 2277}
2278

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