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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.101 by root, Fri Dec 26 13:33:22 2008 UTC vs.
Revision 1.120 by root, Tue Nov 10 16:29:20 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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, int type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
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 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
134 return FALSE; 95 return FALSE;
135 96
136 return TRUE; 97 return TRUE;
137} 98}
138 99
100/* cancels object *op. Cancellation basically means an object loses
101 * its magical benefits.
102 */
103void
104cancellation (object *op)
105{
106 if (op->invisible)
107 return;
108
109 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
110 {
111 /* Recurse through the inventory */
112 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
114 cancellation (tmp);
115 }
116 else if (fabs (op->magic) <= rndm (0, 5))
117 {
118 /* Nullify this object. This code could probably be more complete */
119 /* in what abilities it should cancel */
120 op->magic = 0;
121
122 CLEAR_FLAG (op, FLAG_DAMNED);
123 CLEAR_FLAG (op, FLAG_CURSED);
124 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
125 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
126
127 if (object *pl = op->visible_to ())
128 esrv_update_item (UPD_FLAGS, pl, op);
129 }
130}
131
139/* This function calls did_make_save_item. It then performs the 132/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 133 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 134 * calling cancellation, etc.)
142 */ 135 */
143void 136void
159 * object with +/- glow_radius and an "other_arch" to change to. 152 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 153 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 154 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 155 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 156 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 157 if (type & (AT_FIRE | AT_ELECTRICITY)
158 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
159 || op->type == LAMP
160 || op->type == TORCH
165 { 161 ))
166 const char *arch = op->other_arch->archname; 162 {
167 163 switch (op->type)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 { 164 {
165 case LAMP:
166 case TORCH:
167 // turn on a lamp
168 apply_lamp (op, true);
169 break;
170
171 default:
172 // for instance icecubes:
173 if (op->other_arch)
174 {
175 const char *arch = op->other_arch->archname;
176
177 if (op->decrease ())
178 fix_stopped_item (op, m, originator);
179
180 if ((op = archetype::get (arch)))
181 {
173 if (env) 182 if (env)
174 env->insert (op); 183 env->insert (op);
175 else 184 else
176 m->insert (op, x, y, originator); 185 m->insert (op, x, y, originator);
186 }
187 }
177 } 188 }
178 189
179 return; 190 return;
180 } 191 }
181 192
182 if (type & AT_CANCELLATION) 193 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 194 { /* Cancellation. */
184 cancellation (op); 195 cancellation (op);
185 fix_stopped_item (op, m, originator); 196 fix_stopped_item (op, m, originator);
197
186 return; 198 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 op->insert_at (originator);
198 op->drop_and_destroy ();
199 } 199 }
200 200
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 202 if (env)
203 { 203 {
206 env->insert (op); 206 env->insert (op);
207 } 207 }
208 else 208 else
209 replace_insert_ob_in_map (shstr_burnout, originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
210 210
211 if (op->nrof > 1)
212 {
213 if (op->decrease (rndm (0, op->nrof - 1)))
214 fix_stopped_item (op, m, originator);
215 }
216 else
217 {
218 // drop everything to the ground, if possible
219 op->insert_at (originator);
220 op->drop_and_destroy ();
221 }
222
211 return; 223 return;
212 } 224 }
213 225
214 /* The value of 50 is arbitrary. */ 226 /* The value of 50 is arbitrary. */
215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 227 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
347 * NO_PASS set, it is also immune - you can't destroy walls. Note 359 * NO_PASS set, it is also immune - you can't destroy walls. Note
348 * that weak walls have is_alive set, which prevent objects from 360 * that weak walls have is_alive set, which prevent objects from
349 * passing over/through them. We don't care what type of movement 361 * passing over/through them. We don't care what type of movement
350 * the wall blocks - if it blocks any type of movement, can't be 362 * the wall blocks - if it blocks any type of movement, can't be
351 * destroyed right now. 363 * destroyed right now.
364 * Without the material check the server completely fails to work,
365 * objects detsroy themselves, floors get destroyed etc. etc.
352 */ 366 */
353 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 367 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
354 { 368 {
355 save_throw_object (tmp, type, op); 369 save_throw_object (tmp, type, op);
356 370
357 if (op->destroyed ()) 371 if (op->destroyed ())
358 break; 372 break;
360 } 374 }
361 375
362 return 0; 376 return 0;
363} 377}
364 378
365void 379static void
366attack_message (int dam, int type, object *op, object *hitter) 380attack_message (int dam, int type, object *op, object *hitter)
367{ 381{
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 382 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0; 383 int i, found = 0;
370 maptile *map; 384 maptile *map;
372 386
373 /* put in a few special messages for some of the common attacktypes 387 /* put in a few special messages for some of the common attacktypes
374 * a player might have. For example, fire, electric, cold, etc 388 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919] 389 * [garbled 20010919]
376 */ 390 */
377
378 if (dam == 9998 && op->type == DOOR) 391 if (dam == 9998 && op->type == DOOR)
379 { 392 {
380 sprintf (buf1, "unlock %s", &op->name); 393 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks"); 394 sprintf (buf2, " unlocks");
382 found++; 395 found++;
383 } 396 }
384 if (dam < 0) 397 else if (dam < 0)
385 { 398 {
386 sprintf (buf1, "hit %s", &op->name); 399 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits"); 400 sprintf (buf2, " hits");
388 found++; 401 found++;
389 } 402 }
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 524 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 525 found++;
513 break; 526 break;
514 } 527 }
515 } 528 }
516 else if (hitter->current_weapon != NULL) 529 else if (hitter->current_weapon)
517 { 530 {
518 int mtype; 531 int mtype;
519 532
520 switch (hitter->current_weapon->weapontype) 533 switch (hitter->current_weapon->weapontype)
521 { 534 {
659 op->play_sound (sound_find ("player_hits4")); 672 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 673 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 } 674 }
662} 675}
663 676
664
665static int 677static int
666get_attack_mode (object **target, object **hitter, int *simple_attack) 678get_attack_mode (object **target, object **hitter, int *simple_attack)
667{ 679{
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
669 { 681 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 682 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1; 683 return 1;
672 } 684 }
673 685
674 if ((*target)->head)
675 *target = (*target)->head; 686 *target = (*target)->head_ ();
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head; 687 *hitter = (*hitter)->head_ ();
679 688
680 if ((*target)->type == LOCKED_DOOR) 689 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit 690 return 1; // locked doors cannot be hit
682 691
683 if ((*hitter)->env || (*target)->env) 692 if ((*hitter)->env || (*target)->env)
701} 710}
702 711
703static int 712static int
704abort_attack (object *target, object *hitter, int simple_attack) 713abort_attack (object *target, object *hitter, int simple_attack)
705{ 714{
706
707/* Check if target and hitter are still in a relation similar to the one 715 /* Check if target and hitter are still in a relation similar to the one
708 * determined by get_attack_mode(). Returns true if the relation has changed. 716 * determined by get_attack_mode(). Returns true if the relation has changed.
709 */ 717 */
710 int new_mode; 718 int new_mode;
711 719
712 if (hitter->env == target || target->env == hitter) 720 if (hitter->env == target || target->env == hitter)
713 new_mode = 1; 721 new_mode = 1;
714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 722 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
723 || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1; 724 return 1;
716 else 725 else
717 new_mode = 0; 726 new_mode = 0;
727
718 return new_mode != simple_attack; 728 return new_mode != simple_attack;
719} 729}
720 730
731/* thrown_item_effect() - handles any special effects of thrown
732 * items (like attacking living creatures--a potion thrown at a
733 * monster).
734 */
735static void
721static void thrown_item_effect (object *, object *); 736thrown_item_effect (object *hitter, object *victim)
737{
738 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
739 {
740 /* May not need a switch for just 2 types, but this makes it
741 * easier for expansion.
742 */
743 switch (hitter->type)
744 {
745 case POTION:
746 /* should player get a save throw instead of checking magic protection? */
747 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
748 (void) apply_potion (victim, hitter);
749 break;
750
751 case POISON: /* poison drinks */
752 /* As with potions, should monster get a save? */
753 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
754 apply_poison (victim, hitter);
755 break;
756
757 /* Removed case statements that did nothing.
758 * food may be poisonous, but monster must be willing to eat it,
759 * so we don't handle it here.
760 * Containers should perhaps break open, but that code was disabled.
761 */
762 }
763 }
764}
765
766/* determine if the object is an 'aimed' missile */
767static int
768is_aimed_missile (object *op)
769{
770
771 /* I broke what used to be one big if into a few nested
772 * ones so that figuring out the logic is at least possible.
773 */
774 if (op && (op->move_type & MOVE_FLYING))
775 if (op->type == ARROW || op->type == THROWN_OBJ)
776 return 1;
777 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
778 return 1;
779
780 return 0;
781}
782/* adj_attackroll() - adjustments to attacks by various conditions */
783static int
784adj_attackroll (object *hitter, object *target)
785{
786 object *attacker = hitter;
787 int adjust = 0;
788
789 /* safety */
790 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
791 {
792 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
793 return 0;
794 }
795
796 /* aimed missiles use the owning object's sight */
797 if (is_aimed_missile (hitter))
798 {
799 if ((attacker = hitter->owner) == NULL)
800 attacker = hitter;
801 /* A player who saves but hasn't quit still could have objects
802 * owned by him - need to handle that case to avoid crashes.
803 */
804 if (QUERY_FLAG (attacker, FLAG_REMOVED))
805 attacker = hitter;
806 }
807 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
808 return 0;
809
810 /* determine the condtions under which we make an attack.
811 * Add more cases, as the need occurs. */
812
813 if (!can_see_enemy (attacker, target))
814 {
815 /* target is unseen */
816 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
817 adjust -= 10;
818 /* dark map penalty for the hitter (lacks infravision if we got here). */
819 else if (!stand_in_light (target))
820 adjust -= target->map->darklevel ();
821 }
822
823 if (QUERY_FLAG (attacker, FLAG_SCARED))
824 adjust -= 3;
825
826 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
827 adjust += 1;
828
829 if (QUERY_FLAG (target, FLAG_SCARED))
830 adjust += 1;
831
832 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
833 adjust -= 3;
834
835 /* if we attack at a different 'altitude' its harder */
836 if ((attacker->move_type & target->move_type) == 0)
837 adjust -= 2;
838
839#if 0
840 /* slower attacks are less likely to succeed. We should use a
841 * comparison between attacker/target speeds BUT, players have
842 * a generally faster speed, so this will wind up being a HUGE
843 * disadantage for the monsters! Too bad, because missiles which
844 * fly fast should have a better chance of hitting a slower target.
845 */
846 if (hitter->speed < target->speed)
847 adjust += ((float) hitter->speed - target->speed);
848#endif
849
850#if 0
851 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
852#endif
853
854 return adjust;
855}
722 856
723static int 857static int
724attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 858attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
725{ 859{
726 int simple_attack, roll, dam = 0; 860 int simple_attack, roll, dam = 0;
785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) 919 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 920 {
787 make_visible (op); 921 make_visible (op);
788 922
789 if (op->type == PLAYER) 923 if (op->type == PLAYER)
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 924 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
791 } 925 }
792 926
793 /* thrown items (hitter) will have various effects 927 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers, 928 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the 929 * this sets 'hitter' to the actual dagger, and not the
807 if (hitdam <= 0) 941 if (hitdam <= 0)
808 hitdam = 1; 942 hitdam = 1;
809 943
810 type = hitter->attacktype; 944 type = hitter->attacktype;
811 945
946 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
947 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
948 * This check is important for the most simple monsters out there in the
949 * game content (maps, archs). For example orcs: They would have
950 * no attacktype at all.
951 *
952 * Some time in the future someone should just go into the game data
953 * and fix every monster out there ;-/ Until then we will kill some
954 * more trees in the african rain forests with this check.
955 */
812 if (!type) 956 if (!type)
813 type = AT_PHYSICAL; 957 type = AT_PHYSICAL;
814 958
815 /* Handle monsters that hit back */ 959 /* Handle monsters that hit back */
816 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 960 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
979 } 1123 }
980 1124
981 return op; 1125 return op;
982} 1126}
983 1127
984void 1128static void
985tear_down_wall (object *op) 1129tear_down_wall (object *op)
986{ 1130{
987 int perc = 0;
988
989 if (!op->stats.maxhp) 1131 if (!op->stats.maxhp)
990 {
991 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1132 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
992 perc = 1; 1133 else if (!op->has_anim ())
993 }
994 else if (!GET_ANIM_ID (op))
995 { 1134 {
996 /* Object has been called - no animations, so remove it */ 1135 /* Object has been called - no animations, so remove it */
997 if (op->stats.hp < 0) 1136 if (op->stats.hp < 0)
998 op->destroy (); 1137 op->destroy ();
999 1138
1000 return; /* no animations, so nothing more to do */ 1139 return; /* no animations, so nothing more to do */
1001 } 1140 }
1002 1141
1003 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1142 // we use frames 1..num-2 as intermediate frames, so
1143 // the last frame is used only when hp < 0.
1144 int perc = clamp (
1145 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1146 0, op->anim_frames () - 1
1147 );
1004 1148
1005 if (perc >= (int) NUM_ANIMATIONS (op)) 1149 op->set_anim_frame (perc);
1006 perc = NUM_ANIMATIONS (op) - 1;
1007 else if (perc < 1)
1008 perc = 1;
1009
1010 SET_ANIMATION (op, perc);
1011 update_object (op, UP_OBJ_FACE); 1150 update_object (op, UP_OBJ_FACE);
1012 1151
1013 if (perc == NUM_ANIMATIONS (op) - 1) 1152 if (op->stats.hp < 0)
1014 { /* Reached the last animation */ 1153 { /* Reached the last animation */
1015 if (op->face == blank_face) 1154 if (op->face == blank_face)
1016 /* If the last face is blank, remove the ob */ 1155 /* If the last face is blank, remove the ob */
1017 op->destroy (); 1156 op->destroy ();
1018 else 1157 else
1019 { /* The last face was not blank, leave an image */ 1158 { /* The last face was not blank, leave an image */
1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1159 op->flag [FLAG_BLOCKSVIEW] = false;
1021 update_all_los (op->map, op->x, op->y); 1160 update_all_los (op->map, op->x, op->y);
1022 op->move_block = 0; 1161 op->move_block = 0;
1023 CLEAR_FLAG (op, FLAG_ALIVE); 1162 op->flag [FLAG_ALIVE] = false;
1024 } 1163 }
1025 } 1164 }
1026} 1165}
1027 1166
1028void 1167static void
1029scare_creature (object *target, object *hitter) 1168scare_creature (object *target, object *hitter)
1030{ 1169{
1031 object *owner = hitter->owner; 1170 target->flag [FLAG_SCARED] = true;
1032 1171
1172 if (!target->enemy)
1173 target->enemy = hitter->outer_owner ();
1174}
1175
1176/* GROS: This code comes from hit_player. It has been made external to
1177 * allow script procedures to "kill" objects in a combat-like fashion.
1178 * It was initially used by (kill-object) developed for the Collector's
1179 * Sword. Note that nothing has been changed from the original version
1180 * of the following code.
1181 * op is what is being killed.
1182 * dam is the damage done to it.
1183 * hitter is what is hitting it.
1184 * type is the attacktype.
1185 *
1186 * This function was a bit of a mess with hitter getting changed,
1187 * values being stored away but not used, etc. I've cleaned it up
1188 * a bit - I think it should be functionally equivalant.
1189 * MSW 2002-07-17
1190 */
1191int
1192kill_object (object *op, int dam, object *hitter, int type)
1193{
1194 char buf[MAX_BUF];
1195 shstr skill;
1196 int maxdam = 0;
1197 int battleg = 0; /* true if op standing on battleground */
1198 int pk = 0; /* true if op and what controls hitter are both players */
1199 object *owner = 0;
1200 object *skop = 0;
1201
1202 if (op->stats.hp >= 0)
1203 return -1;
1204
1205 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1206 return 0;
1207
1208 /* maxdam needs to be the amount of damage it took to kill
1209 * this creature. The function(s) that call us have already
1210 * adjusted the creatures HP total, so that is negative.
1211 */
1212 maxdam = dam + op->stats.hp + 1;
1213
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1215 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1216
1217 if (op->type == DOOR)
1218 {
1219 op->set_speed (0.1f);
1220 op->speed_left = -0.05f;
1221 return maxdam;
1222 }
1223
1224 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1225 {
1226 op->drop_and_destroy ();
1227 return maxdam;
1228 }
1229
1230 /* Now lets start dealing with experience we get for killing something */
1231
1232 owner = hitter->outer_owner ();
1033 if (!owner) 1233 if (!owner)
1034 owner = hitter; 1234 owner = hitter;
1035 1235
1236 /* is the victim (op) standing on battleground? */
1237 if (op_on_battleground (op, NULL, NULL))
1238 battleg = 1;
1239
1240 /* is this player killing? */
1241 if (op->type == PLAYER && owner->type == PLAYER)
1242 pk = 1;
1243
1244 /* Player killed something */
1245 if (owner->type == PLAYER)
1246 {
1247 /* Log players killing other players - makes it easier to detect
1248 * and filter out malicious player killers - that is why the
1249 * ip address is included.
1250 */
1251 if (op->type == PLAYER && !battleg)
1252 {
1253 time_t t = time (NULL);
1254 struct tm *tmv;
1255 char buf[256];
1256
1257 tmv = localtime (&t);
1258 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1259
1260 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1261 }
1262
1263 /* try to filter some things out - basically, if you are
1264 * killing a level 1 creature and your level 20, you
1265 * probably don't want to see that.
1266 */
1267 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1268 {
1269 if (owner != hitter)
1270 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1271 else
1272 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1273
1274 /* Only play sounds for melee kills */
1275 if (hitter->type == PLAYER)
1276 owner->play_sound (sound_find ("player_kills"));
1277 }
1278
1279 /* If a player kills another player, not on
1280 * battleground, the "killer" looses 1 luck. Since this is
1281 * not reversible, it's actually quite a pain IMHO. -AV
1282 * Fix bug in that we were changing the luck of the hitter, not
1283 * player that the object belonged to - so if you killed another player
1284 * with spells, pets, whatever, there was no penalty.
1285 * Changed to make luck penalty configurable in settings.
1286 */
1287 if (op->type == PLAYER && owner != op && !battleg)
1288 owner->change_luck (-settings.pk_luck_penalty);
1289
1290 /* This code below deals with finding the appropriate skill
1291 * to credit exp to. This is a bit problematic - we should
1292 * probably never really have to look at current_weapon->skill
1293 */
1294 if (hitter->skill && hitter->type != PLAYER)
1295 skill = hitter->skill;
1296 else if (owner->chosen_skill)
1297 {
1298 skop = owner->chosen_skill;
1299 skill = skop->skill;
1300 }
1301 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1302 skill = owner->current_weapon->skill;
1303 else
1304 {
1305 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1306 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1307 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1308 skill = 0;
1309 }
1310
1311 /* We have the skill we want to credit to - now find the object this goes
1312 * to. Make sure skop is an actual skill, and not a skill tool!
1313 */
1314 skop = owner->contr->find_skill (skill);
1315 } /* Was it a player that hit somethign */
1316 else
1317 skill = 0;
1318
1319 /* These may have been set in the player code section above */
1320 if (!skop)
1321 skop = hitter->chosen_skill;
1322
1323 if (!skill && skop)
1324 skill = skop->skill;
1325
1326 /* If you didn't kill yourself, and your not the wizard */
1327 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1328 {
1329 int exp;
1330
1331 /* Really don't give much experience for killing other players */
1332 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1333 if (battleg)
1334 {
1335 if (op->is_player ())
1336 {
1337 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1338 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1339 }
1340
1341 exp = 0;
1342 }
1343 else if (op->is_player ())
1344 exp = op->stats.exp / 1000;
1345 else
1346 exp = calc_skill_exp (owner, op, skop);
1347
1348 /* Don't know why this is set this way - doesn't make
1349 * sense to just divide everything by two for no reason.
1350 */
1351
1352 if (!settings.simple_exp)
1353 exp = exp / 2;
1354
1355 if (owner->type != PLAYER || owner->contr->party == NULL)
1356 change_exp (owner, exp, skill, 0);
1357 else
1358 {
1359 int shares = 0, count = 0;
1360 partylist *party = owner->contr->party;
1361
1362 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1363
1364 for_all_players (pl)
1365 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1366 {
1367 count++;
1368 shares += (pl->ob->level + 4);
1369 }
1370
1371 if (count == 1 || shares > exp || !shares)
1372 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1373 else
1374 {
1375 int share = exp / shares, given = 0, nexp;
1376
1377 for_all_players (pl)
1378 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1379 {
1380 nexp = (pl->ob->level + 4) * share;
1381 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1382 given += nexp;
1383 }
1384
1385 exp -= given;
1386 /* give any remainder to the player */
1387 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1388 }
1389 } /* else part of a party */
1390 } /* end if person didn't kill himself */
1391
1392 if (op->type != PLAYER)
1393 {
1394 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1395 {
1396 object *owner1 = op->owner;
1397
1398 if (owner1 && owner1->type == PLAYER)
1399 {
1400 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1401 /* Maybe we should include the owner that killed this, maybe not */
1402 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1403 }
1404
1405 remove_friendly_object (op);
1406 }
1407
1408 op->drop_and_destroy ();
1409 }
1410 else
1411 /* Player has been killed! */
1412 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1413
1414 /* This was return -1 - that doesn't seem correct - if we return -1, process
1415 * continues in the calling function.
1416 */
1417 return maxdam;
1418}
1419
1420/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1421 * Returns 0 this is not friendly fire
1422 */
1423int
1424friendly_fire (object *op, object *hitter)
1425{
1426 object *owner;
1427 int friendlyfire;
1428
1429 if (hitter->head)
1430 hitter = hitter->head;
1431
1432 friendlyfire = 0;
1433
1434 if (op->type == PLAYER)
1435 {
1436 if (op_on_battleground (hitter, 0, 0))
1437 return 0;
1438
1439 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1440 return 1;
1441
1442 if ((owner = hitter->owner) != NULL)
1443 {
1444 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1445 friendlyfire = 2;
1446 }
1447
1448 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1449 friendlyfire = 0;
1450 }
1451
1452 return friendlyfire;
1453}
1454
1455/* This isn't used just for players, but in fact most objects.
1456 * op is the object to be hit, dam is the amount of damage, hitter
1457 * is what is hitting the object, type is the attacktype, and
1458 * full_hit is set if monster area does not matter.
1459 * dam is base damage - protections/vulnerabilities/slaying matches can
1460 * modify it.
1461 */
1462/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1463 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1464int
1465hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1466{
1467 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1468 int maxattacktype, attacknum;
1469 int body_attack = op && op->head; /* Did we hit op's head? */
1470 int simple_attack;
1471 int rtn_kill = 0;
1472 int friendlyfire;
1473
1474 if (get_attack_mode (&op, &hitter, &simple_attack))
1475 return 0;
1476
1477 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1478 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1479 return 0;
1480
1481 // only allow pk for hostile players
1482 if (op->type == PLAYER)
1483 {
1484 object *owner = hitter->owner;
1485
1486 if (!owner)
1487 owner = hitter;
1488
1489 if (owner->type == PLAYER
1490 && (!op_on_battleground (op, 0, 0)
1491 && (op->contr->peaceful || owner->contr->peaceful))
1492 && op != owner)
1493 return 0;
1494 }
1495
1496 if (body_attack)
1497 {
1498 /* slow and paralyze must hit the head. But we don't want to just
1499 * return - we still need to process other attacks the spell still
1500 * might have. So just remove the paralyze and slow attacktypes,
1501 * and keep on processing if we have other attacktypes.
1502 * return if only magic or nothing is left - under normal code
1503 * we don't attack with pure magic if there is another attacktype.
1504 * Only do processing if the initial attacktype includes one of those
1505 * attack so we don't cancel out things like magic bullet.
1506 */
1507 if (type & (AT_PARALYZE | AT_SLOW))
1508 {
1509 type &= ~(AT_PARALYZE | AT_SLOW);
1510
1511 if (!type || type == AT_MAGIC)
1512 return 0;
1513 }
1514 }
1515
1516 if (!simple_attack && op->type == DOOR)
1517 {
1518 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1519 if (tmp->type == RUNE || tmp->type == TRAP)
1520 {
1521 spring_trap (tmp, hitter);
1522
1523 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1524 return 0;
1525
1526 break;
1527 }
1528 }
1529
1530 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1531 {
1532 /* FIXME: If a player is killed by a rune in a door, the
1533 * destroyed() check above doesn't return, and might get here.
1534 */
1535
1536 /* FIXME: This for example happens when a dead door is on a mover and
1537 gets it's speed_left raised on each mover-tick.
1538 Doors are removed in a kinda funny way by giving them speed and speed_left
1539 and waiting for that to run out.
1540 */
1541 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1542 return 0;
1543 }
1544
1545#ifdef ATTACK_DEBUG
1546 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1547#endif
1548
1549 if (magic)
1550 {
1551 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1552 * in case 0>dam>1, we try to "simulate" a float value-effect */
1553 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1554 if (dam >= 100)
1555 dam /= 100;
1556 else
1557 dam = (dam > rndm (0, 99)) ? 1 : 0;
1558 }
1559
1560 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1561 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1562 */
1563 if (type & AT_CHAOS)
1564 {
1565 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1566 update_object (op, UP_OBJ_FACE);
1567 type &= ~AT_CHAOS;
1568 }
1569
1570 /* Holyword is really an attacktype modifier (like magic is). If
1571 * holyword is part of an attacktype, then make sure the creature is
1572 * a proper match, otherwise no damage.
1573 */
1574 if (type & AT_HOLYWORD)
1575 {
1576 object *god;
1577
1578 if ((!hitter->slaying
1579 || (!(op->race && hitter->slaying.contains (op->race))
1580 && !(op->name && hitter->slaying.contains (op->name))))
1581 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1582 || (hitter->title
1583 && (god = find_god (determine_god (hitter))) != NULL
1584 && god->race.contains (shstr_undead))))
1585 return 0;
1586 }
1587
1588 maxattacktype = type; /* initialise this to something */
1589 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1590 {
1591 /* Magic isn't really a true attack type - it gets combined with other
1592 * attack types. As such, skip it over. However, if magic is
1593 * the only attacktype in the group, then still attack with it
1594 */
1595 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1596 continue;
1597
1598 /* Go through and hit the player with each attacktype, one by one.
1599 * hit_player_attacktype only figures out the damage, doesn't inflict
1600 * it. It will do the appropriate action for attacktypes with
1601 * effects (slow, paralization, etc.
1602 */
1603 if (type & attacktype)
1604 {
1605 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1606 /* the >= causes us to prefer messages from special attacks, if
1607 * the damage is equal.
1608 */
1609 if (ndam >= maxdam)
1610 {
1611 maxdam = ndam;
1612 maxattacktype = 1 << attacknum;
1613 }
1614 }
1615 }
1616
1617 /* if this is friendly fire then do a set % of damage only
1618 * Note - put a check in to make sure this attack is actually
1619 * doing damage - otherwise, the +1 in the code below will make
1620 * an attack do damage before when it otherwise didn't
1621 */
1622 friendlyfire = friendly_fire (op, hitter);
1623 if (friendlyfire && maxdam)
1624 {
1625 maxdam = ((dam * settings.set_friendly_fire) / 100);
1626
1627#ifdef ATTACK_DEBUG
1628 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1629 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1630#endif
1631 }
1632
1633 if (!full_hit)
1634 {
1635 int area;
1636 int remainder;
1637
1638 area = 0;
1639
1640 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1641 area++;
1642
1643 assert (area > 0);
1644
1645 /* basically: maxdam /= area; we try to "simulate" a float
1646 value-effect */
1647 remainder = 100 * (maxdam % area) / area;
1648 maxdam /= area;
1649 if (rndm (100) < remainder)
1650 maxdam++;
1651 }
1652
1653#ifdef ATTACK_DEBUG
1654 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1655#endif
1656
1657 // for now, only do this for active objects, otherwise they
1658 // keep a refcount for a long time and I see no usefulness
1659 // for an non-active objetc to know its enemy.
1660 if (op->active)
1661 if (hitter->owner)
1662 op->enemy = hitter->owner;
1663 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1664 op->enemy = hitter;
1665
1666 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1667 {
1668 /* The unaggressives look after themselves 8) */
1669 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1670 npc_call_help (op);
1671 }
1672
1673 if (magic && did_make_save (op, op->level, 0))
1674 maxdam = maxdam / 2;
1675
1676 attack_message (maxdam, maxattacktype, op, hitter);
1677
1678 op->stats.hp -= maxdam;
1679
1680 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1681 if ((op->stats.hp >= 0) &&
1682 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1683 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1684 {
1685
1686 if (QUERY_FLAG (op, FLAG_MONSTER))
1687 SET_FLAG (op, FLAG_RUN_AWAY);
1688 else
1689 scare_creature (op, hitter);
1690 }
1691
1692 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1693 {
1694 if (maxdam)
1695 tear_down_wall (op);
1696
1697 return maxdam; /* nothing more to do for wall */
1698 }
1699
1700 /* See if the creature has been killed */
1701 rtn_kill = kill_object (op, maxdam, hitter, type);
1702 if (rtn_kill != -1)
1703 return rtn_kill;
1704
1705 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1706 * that before if the player was immune to ghosthit, the monster
1707 * remained - that is no longer the case.
1708 */
1709 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1710 hitter->drop_and_destroy ();
1711 /* Lets handle creatures that are splitting now */
1712 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1713 {
1714 int i;
1715 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1716 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1717 object *owner = op->owner;
1718
1719 if (!op->other_arch)
1720 {
1721 LOG (llevError, "SPLITTING without other_arch error.\n");
1722 return maxdam;
1723 }
1724
1725 op->remove ();
1726
1727 for (i = 0; i < op->stats.food; i++)
1728 { /* This doesn't handle op->more yet */
1729 object *tmp = arch_to_object (op->other_arch);
1730 int j;
1731
1732 tmp->stats.hp = op->stats.hp;
1733
1734 if (friendly)
1735 {
1736 add_friendly_object (tmp);
1737 tmp->attack_movement = PETMOVE;
1738
1739 if (owner)
1740 tmp->set_owner (owner);
1741 }
1742
1743 if (unaggressive)
1744 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1745
1746 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1747
1748 if (j == -1) /* No spot to put this monster */
1749 tmp->destroy ();
1750 else
1751 {
1752 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1753 insert_ob_in_map (tmp, op->map, NULL, 0);
1754 }
1755 }
1756
1757 op->destroy ();
1758 }
1759 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1760 hitter->drop_and_destroy ();
1761
1762 return maxdam;
1763}
1764
1765static void
1766poison_player (object *op, object *hitter, int dam)
1767{
1768 archetype *at = archetype::find (shstr_poisoning);
1769 object *tmp = present_arch_in_ob (at, op);
1770
1771 if (tmp == NULL)
1772 {
1773 if ((tmp = arch_to_object (at)) == NULL)
1774 LOG (llevError, "Failed to clone arch poisoning.\n");
1775 else
1776 {
1777 tmp = insert_ob_in_ob (tmp, op);
1778 /* peterm: give poisoning some teeth. It should
1779 * be able to kill things better than it does:
1780 * damage should be dependent something--I choose to
1781 * do this: if it's a monster, the damage from the
1782 * poisoning goes as the level of the monster/2.
1783 * If anything else, goes as damage.
1784 */
1785
1786 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1787 tmp->stats.dam += hitter->level / 2;
1788 else
1789 tmp->stats.dam = dam;
1790
1791 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1792 if (hitter->skill && hitter->skill != tmp->skill)
1793 {
1794 tmp->skill = hitter->skill;
1795 }
1796
1797 tmp->stats.food += dam; /* more damage, longer poisoning */
1798
1799 if (op->type == PLAYER)
1800 {
1801 /* player looses stats, maximum is -10 of each */
1802 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1803 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1804 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1805 tmp->stats.Int = max (-(dam / 7 ), -10);
1806 SET_FLAG (tmp, FLAG_APPLIED);
1807 op->update_stats ();
1808 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1809 op->play_sound (tmp->sound);
1810 }
1811
1812 if (hitter->type == PLAYER)
1813 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1814 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1815 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1816 }
1817
1818 tmp->speed_left = 0;
1819 }
1820 else
1821 tmp->stats.food++;
1822}
1823
1824static void
1825slow_player (object *op, object *hitter, int dam)
1826{
1827 archetype *at = archetype::find (shstr_slowness);
1828 object *tmp;
1829
1830 if (at == NULL)
1831 LOG (llevError, "Can't find slowness archetype.\n");
1832
1833 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1834 {
1835 tmp = arch_to_object (at);
1836 tmp = insert_ob_in_ob (tmp, op);
1837 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1838 }
1839 else
1840 tmp->stats.food++;
1841
1036 SET_FLAG (target, FLAG_SCARED); 1842 SET_FLAG (tmp, FLAG_APPLIED);
1037 if (!target->enemy) 1843 tmp->speed_left = 0;
1038 target->enemy = owner; 1844 op->update_stats ();
1845}
1846
1847void
1848confuse_player (object *op, object *hitter, int dam)
1849{
1850 object *tmp;
1851 int maxduration;
1852
1853 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1854 if (!tmp)
1855 {
1856 tmp = get_archetype (FORCE_NAME);
1857 tmp = insert_ob_in_ob (tmp, op);
1858 }
1859
1860 /* Duration added per hit and max. duration of confusion both depend
1861 * on the player's resistance
1862 */
1863 tmp->speed = 0.05;
1864 tmp->subtype = FORCE_CONFUSION;
1865 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1866 tmp->name = shstr_confusion;
1867 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1868
1869 if (tmp->duration > maxduration)
1870 tmp->duration = maxduration;
1871
1872 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1873 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1874
1875 SET_FLAG (op, FLAG_CONFUSED);
1876}
1877
1878void
1879blind_player (object *op, object *hitter, int dam)
1880{
1881 object *tmp, *owner;
1882
1883 /* Save some work if we know it isn't going to affect the player */
1884 if (op->resist[ATNR_BLIND] == 100)
1885 return;
1886
1887 tmp = present_in_ob (BLINDNESS, op);
1888 if (!tmp)
1889 {
1890 tmp = get_archetype (shstr_blindness);
1891 SET_FLAG (tmp, FLAG_BLIND);
1892 SET_FLAG (tmp, FLAG_APPLIED);
1893 /* use floats so we don't lose too much precision due to rounding errors.
1894 * speed is a float anyways.
1895 */
1896 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1897
1898 tmp = insert_ob_in_ob (tmp, op);
1899 change_abil (op, tmp); /* Mostly to display any messages */
1900 op->update_stats (); /* This takes care of some other stuff */
1901
1902 if (hitter->owner)
1903 owner = hitter->owner;
1904 else
1905 owner = hitter;
1906
1907 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1908 }
1909 tmp->stats.food += dam;
1910 if (tmp->stats.food > 10)
1911 tmp->stats.food = 10;
1912}
1913
1914void
1915paralyze_player (object *op, object *hitter, int dam)
1916{
1917 /* This is strange stuff... someone knows for what this is
1918 * written? Well, i think this can and should be removed
1919 */
1920
1921 /*
1922 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1923 tmp=clone_arch(PARAIMAGE);
1924 tmp->x=op->x,tmp->y=op->y;
1925 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1926 }
1927 */
1928
1929 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1930 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1931
1932 op->speed_left -= fabs (op->speed) * effect;
1933 /* tmp->stats.food+=(signed short) effect/op->speed; */
1934
1935 /* max number of ticks to be affected for. */
1936 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1937
1938 if (op->speed_left < -(fabs (op->speed) * max))
1939 op->speed_left = -(fabs (op->speed) * max);
1940
1941/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1942}
1943
1944/* Attempts to kill 'op'. hitter is the attack object, dam is
1945 * the computed damaged.
1946 */
1947static void
1948deathstrike_player (object *op, object *hitter, int *dam)
1949{
1950 /* The intention of a death attack is to kill outright things
1951 ** that are a lot weaker than the attacker, have a chance of killing
1952 ** things somewhat weaker than the caster, and no chance of
1953 ** killing something equal or stronger than the attacker.
1954 ** Also, if a deathstrike attack has a slaying, any monster
1955 ** whose name or race matches a comma-delimited list in the slaying
1956 ** field of the deathstriking object */
1957
1958 int atk_lev, def_lev, kill_lev;
1959
1960 if (hitter->slaying)
1961 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1962 || (op->race && hitter->slaying.contains (op->race))))
1963 return;
1964
1965 def_lev = op->level;
1966 if (def_lev < 1)
1967 {
1968 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1969 def_lev = 1;
1970 }
1971
1972 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1973 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1974 atk_lev, def_lev); */
1975
1976 if (atk_lev >= def_lev)
1977 {
1978 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1979
1980 /* Note that the below effectively means the ratio of the atk vs
1981 * defener level is important - if level 52 character has very little
1982 * chance of killing a level 50 monster. This should probably be
1983 * redone.
1984 */
1985 if (kill_lev >= def_lev)
1986 {
1987 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1988 /* I think this doesn't really do much. Because of
1989 * integer rounding, this only makes any difference if the
1990 * attack level is double the defender level.
1991 */
1992 *dam *= kill_lev / def_lev;
1993 }
1994 }
1995 else
1996 *dam = 0; /* no harm done */
1039} 1997}
1040 1998
1041/* This returns the amount of damage hitter does to op with the 1999/* This returns the amount of damage hitter does to op with the
1042 * appropriate attacktype. Only 1 attacktype should be set at a time. 2000 * appropriate attacktype. Only 1 attacktype should be set at a time.
1043 * This doesn't damage the player, but returns how much it should 2001 * This doesn't damage the player, but returns how much it should
1068 if (attacknum == ATNR_INTERNAL) 2026 if (attacknum == ATNR_INTERNAL)
1069 return dam; 2027 return dam;
1070 2028
1071 if (hitter->slaying) 2029 if (hitter->slaying)
1072 { 2030 {
1073 if ((op->race && strstr (hitter->slaying, op->race)) 2031 if ((op->race && hitter->slaying.contains (op->race))
1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 2032 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1075 { 2033 {
1076 doesnt_slay = 0; 2034 doesnt_slay = 0;
1077 dam *= 3; 2035 dam *= 3;
1078 } 2036 }
1079 } 2037 }
1125 case ATNR_BLIND: 2083 case ATNR_BLIND:
1126 { 2084 {
1127 /* chance for inflicting a special attack depends on the 2085 /* chance for inflicting a special attack depends on the
1128 * difference between attacker's and defender's level 2086 * difference between attacker's and defender's level
1129 */ 2087 */
1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2088 int level_diff = min (110, max (0, op->level - hitter->level));
1131 2089
1132 /* First, only creatures/players with speed can be affected. 2090 /* First, only creatures/players with speed can be affected.
1133 * Second, just getting hit doesn't mean it always affects 2091 * Second, just getting hit doesn't mean it always affects
1134 * you. Third, you still get a saving through against the 2092 * you. Third, you still get a saving through against the
1135 * effect. 2093 * effect.
1136 */ 2094 */
1137 if (op->speed && 2095 if (op->has_active_speed ()
1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2096 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2097 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
1139 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2098 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1140 { 2099 {
1141 2100
1142 /* Player has been hit by something */ 2101 /* Player has been hit by something */
1143 if (attacknum == ATNR_CONFUSION) 2102 if (attacknum == ATNR_CONFUSION)
1144 confuse_player (op, hitter, dam); 2103 confuse_player (op, hitter, dam);
1281 object *god = find_god (determine_god (owner)); 2240 object *god = find_god (determine_god (owner));
1282 int div = 1; 2241 int div = 1;
1283 2242
1284 /* if undead are not an enemy of your god, you turn them 2243 /* if undead are not an enemy of your god, you turn them
1285 * at half strength */ 2244 * at half strength */
1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 2245 if (!god || !god->slaying.contains (shstr_undead))
1287 div = 2; 2246 div = 2;
1288 2247
1289 /* Give a bonus if you resist turn undead */ 2248 /* Give a bonus if you resist turn undead */
1290 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 2249 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1291 scare_creature (op, owner); 2250 scare_creature (op, owner);
1363 } 2322 }
1364 2323
1365 return dam; 2324 return dam;
1366} 2325}
1367 2326
1368/* GROS: This code comes from hit_player. It has been made external to
1369 * allow script procedures to "kill" objects in a combat-like fashion.
1370 * It was initially used by (kill-object) developed for the Collector's
1371 * Sword. Note that nothing has been changed from the original version
1372 * of the following code.
1373 * op is what is being killed.
1374 * dam is the damage done to it.
1375 * hitter is what is hitting it.
1376 * type is the attacktype.
1377 *
1378 * This function was a bit of a mess with hitter getting changed,
1379 * values being stored away but not used, etc. I've cleaned it up
1380 * a bit - I think it should be functionally equivalant.
1381 * MSW 2002-07-17
1382 */
1383int
1384kill_object (object *op, int dam, object *hitter, int type)
1385{
1386 char buf[MAX_BUF];
1387 shstr skill;
1388 int maxdam = 0;
1389 int battleg = 0; /* true if op standing on battleground */
1390 int pk = 0; /* true if op and what controls hitter are both players */
1391 object *owner = 0;
1392 object *skop = 0;
1393
1394 if (op->stats.hp >= 0)
1395 return -1;
1396
1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1398 return 0;
1399
1400 /* maxdam needs to be the amount of damage it took to kill
1401 * this creature. The function(s) that call us have already
1402 * adjusted the creatures HP total, so that is negative.
1403 */
1404 maxdam = dam + op->stats.hp + 1;
1405
1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1407 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1408
1409 if (op->type == DOOR)
1410 {
1411 op->set_speed (0.1f);
1412 op->speed_left = -0.05f;
1413 return maxdam;
1414 }
1415
1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1417 {
1418 op->drop_and_destroy ();
1419 return maxdam;
1420 }
1421
1422 /* Now lets start dealing with experience we get for killing something */
1423
1424 owner = hitter->outer_owner ();
1425 if (!owner)
1426 owner = hitter;
1427
1428 /* is the victim (op) standing on battleground? */
1429 if (op_on_battleground (op, NULL, NULL))
1430 battleg = 1;
1431
1432 /* is this player killing? */
1433 if (op->type == PLAYER && owner->type == PLAYER)
1434 pk = 1;
1435
1436 /* Player killed something */
1437 if (owner->type == PLAYER)
1438 {
1439 /* Log players killing other players - makes it easier to detect
1440 * and filter out malicious player killers - that is why the
1441 * ip address is included.
1442 */
1443 if (op->type == PLAYER && !battleg)
1444 {
1445 time_t t = time (NULL);
1446 struct tm *tmv;
1447 char buf[256];
1448
1449 tmv = localtime (&t);
1450 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1451
1452 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1453 }
1454
1455 /* try to filter some things out - basically, if you are
1456 * killing a level 1 creature and your level 20, you
1457 * probably don't want to see that.
1458 */
1459 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1460 {
1461 if (owner != hitter)
1462 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1463 else
1464 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1465
1466 /* Only play sounds for melee kills */
1467 if (hitter->type == PLAYER)
1468 owner->play_sound (sound_find ("player_kills"));
1469 }
1470
1471 /* If a player kills another player, not on
1472 * battleground, the "killer" looses 1 luck. Since this is
1473 * not reversible, it's actually quite a pain IMHO. -AV
1474 * Fix bug in that we were changing the luck of the hitter, not
1475 * player that the object belonged to - so if you killed another player
1476 * with spells, pets, whatever, there was no penalty.
1477 * Changed to make luck penalty configurable in settings.
1478 */
1479 if (op->type == PLAYER && owner != op && !battleg)
1480 owner->change_luck (-settings.pk_luck_penalty);
1481
1482 /* This code below deals with finding the appropriate skill
1483 * to credit exp to. This is a bit problematic - we should
1484 * probably never really have to look at current_weapon->skill
1485 */
1486 if (hitter->skill && hitter->type != PLAYER)
1487 skill = hitter->skill;
1488 else if (owner->chosen_skill)
1489 {
1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1492 }
1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1494 skill = owner->current_weapon->skill;
1495 else
1496 {
1497 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1498 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1499 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1500 skill = 0;
1501 }
1502
1503 /* We have the skill we want to credit to - now find the object this goes
1504 * to. Make sure skop is an actual skill, and not a skill tool!
1505 */
1506 skop = owner->contr->find_skill (skill);
1507 } /* Was it a player that hit somethign */
1508 else
1509 skill = 0;
1510
1511 /* These may have been set in the player code section above */
1512 if (!skop)
1513 skop = hitter->chosen_skill;
1514
1515 if (!skill && skop)
1516 skill = skop->skill;
1517
1518 /* If you didn't kill yourself, and your not the wizard */
1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1520 {
1521 int exp;
1522
1523 /* Really don't give much experience for killing other players */
1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1525 if (op->type == PLAYER)
1526 {
1527 if (battleg)
1528 {
1529 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1530 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1531 }
1532 else
1533 exp = op->stats.exp / 1000;
1534 }
1535 else
1536 exp = calc_skill_exp (owner, op, skop);
1537
1538 /* if op is standing on "battleground" (arena), no way to gain
1539 * exp by killing him
1540 */
1541 if (battleg)
1542 exp = 0;
1543
1544 /* Don't know why this is set this way - doesn't make
1545 * sense to just divide everything by two for no reason.
1546 */
1547
1548 if (!settings.simple_exp)
1549 exp = exp / 2;
1550
1551 if (owner->type != PLAYER || owner->contr->party == NULL)
1552 change_exp (owner, exp, skill, 0);
1553 else
1554 {
1555 int shares = 0, count = 0;
1556 partylist *party = owner->contr->party;
1557
1558 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1559
1560 for_all_players (pl)
1561 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1562 {
1563 count++;
1564 shares += (pl->ob->level + 4);
1565 }
1566
1567 if (count == 1 || shares > exp || !shares)
1568 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1569 else
1570 {
1571 int share = exp / shares, given = 0, nexp;
1572
1573 for_all_players (pl)
1574 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1575 {
1576 nexp = (pl->ob->level + 4) * share;
1577 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1578 given += nexp;
1579 }
1580
1581 exp -= given;
1582 /* give any remainder to the player */
1583 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1584 }
1585 } /* else part of a party */
1586 } /* end if person didn't kill himself */
1587
1588 if (op->type != PLAYER)
1589 {
1590 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1591 {
1592 object *owner1 = op->owner;
1593
1594 if (owner1 && owner1->type == PLAYER)
1595 {
1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1597 /* Maybe we should include the owner that killed this, maybe not */
1598 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1599 }
1600
1601 remove_friendly_object (op);
1602 }
1603
1604 op->drop_and_destroy ();
1605 }
1606 else
1607 /* Player has been killed! */
1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1609
1610 /* This was return -1 - that doesn't seem correct - if we return -1, process
1611 * continues in the calling function.
1612 */
1613 return maxdam;
1614}
1615
1616/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1617 * Returns 0 this is not friendly fire
1618 */
1619int
1620friendly_fire (object *op, object *hitter)
1621{
1622 object *owner;
1623 int friendlyfire;
1624
1625 if (hitter->head)
1626 hitter = hitter->head;
1627
1628 friendlyfire = 0;
1629
1630 if (op->type == PLAYER)
1631 {
1632 if (op_on_battleground (hitter, 0, 0))
1633 return 0;
1634
1635 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1636 return 1;
1637
1638 if ((owner = hitter->owner) != NULL)
1639 {
1640 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1641 friendlyfire = 2;
1642 }
1643
1644 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1645 friendlyfire = 0;
1646 }
1647
1648 return friendlyfire;
1649}
1650
1651/* This isn't used just for players, but in fact most objects.
1652 * op is the object to be hit, dam is the amount of damage, hitter
1653 * is what is hitting the object, type is the attacktype, and
1654 * full_hit is set if monster area does not matter.
1655 * dam is base damage - protections/vulnerabilities/slaying matches can
1656 * modify it.
1657 */
1658/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1660int
1661hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1662{
1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1664 int maxattacktype, attacknum;
1665 int body_attack = op && op->head; /* Did we hit op's head? */
1666 int simple_attack;
1667 int rtn_kill = 0;
1668 int friendlyfire;
1669
1670 if (get_attack_mode (&op, &hitter, &simple_attack))
1671 return 0;
1672
1673 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1674 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1675 return 0;
1676
1677 // only allow pk for hostile players
1678 if (op->type == PLAYER)
1679 {
1680 object *owner = hitter->owner;
1681
1682 if (!owner)
1683 owner = hitter;
1684
1685 if (owner->type == PLAYER
1686 && (!op_on_battleground (op, 0, 0)
1687 && (op->contr->peaceful || owner->contr->peaceful))
1688 && op != owner)
1689 return 0;
1690 }
1691
1692 if (body_attack)
1693 {
1694 /* slow and paralyze must hit the head. But we don't want to just
1695 * return - we still need to process other attacks the spell still
1696 * might have. So just remove the paralyze and slow attacktypes,
1697 * and keep on processing if we have other attacktypes.
1698 * return if only magic or nothing is left - under normal code
1699 * we don't attack with pure magic if there is another attacktype.
1700 * Only do processing if the initial attacktype includes one of those
1701 * attack so we don't cancel out things like magic bullet.
1702 */
1703 if (type & (AT_PARALYZE | AT_SLOW))
1704 {
1705 type &= ~(AT_PARALYZE | AT_SLOW);
1706
1707 if (!type || type == AT_MAGIC)
1708 return 0;
1709 }
1710 }
1711
1712 if (!simple_attack && op->type == DOOR)
1713 {
1714 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1715 if (tmp->type == RUNE || tmp->type == TRAP)
1716 {
1717 spring_trap (tmp, hitter);
1718
1719 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1720 return 0;
1721
1722 break;
1723 }
1724 }
1725
1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1727 {
1728 /* FIXME: If a player is killed by a rune in a door, the
1729 * destroyed() check above doesn't return, and might get here.
1730 */
1731
1732 /* FIXME: This for example happens when a dead door is on a mover and
1733 gets it's speed_left raised on each mover-tick.
1734 Doors are removed in a kinda funny way by giving them speed and speed_left
1735 and waiting for that to run out.
1736 */
1737 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1738 return 0;
1739 }
1740
1741#ifdef ATTACK_DEBUG
1742 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1743#endif
1744
1745 if (magic)
1746 {
1747 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1748 * in case 0>dam>1, we try to "simulate" a float value-effect */
1749 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1750 if (dam >= 100)
1751 dam /= 100;
1752 else
1753 dam = (dam > rndm (0, 99)) ? 1 : 0;
1754 }
1755
1756 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1757 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1758 */
1759 if (type & AT_CHAOS)
1760 {
1761 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1762 update_object (op, UP_OBJ_FACE);
1763 type &= ~AT_CHAOS;
1764 }
1765
1766 /* Holyword is really an attacktype modifier (like magic is). If
1767 * holyword is part of an attacktype, then make sure the creature is
1768 * a proper match, otherwise no damage.
1769 */
1770 if (type & AT_HOLYWORD)
1771 {
1772 object *god;
1773
1774 if ((!hitter->slaying ||
1775 (!(op->race && strstr (hitter->slaying, op->race)) &&
1776 !(op->name && strstr (hitter->slaying, op->name)))) &&
1777 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1778 (hitter->title != NULL
1779 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1780 return 0;
1781 }
1782
1783 maxattacktype = type; /* initialise this to something */
1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1785 {
1786 /* Magic isn't really a true attack type - it gets combined with other
1787 * attack types. As such, skip it over. However, if magic is
1788 * the only attacktype in the group, then still attack with it
1789 */
1790 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1791 continue;
1792
1793 /* Go through and hit the player with each attacktype, one by one.
1794 * hit_player_attacktype only figures out the damage, doesn't inflict
1795 * it. It will do the appropriate action for attacktypes with
1796 * effects (slow, paralization, etc.
1797 */
1798 if (type & attacktype)
1799 {
1800 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1801 /* the >= causes us to prefer messages from special attacks, if
1802 * the damage is equal.
1803 */
1804 if (ndam >= maxdam)
1805 {
1806 maxdam = ndam;
1807 maxattacktype = 1 << attacknum;
1808 }
1809 }
1810 }
1811
1812 /* if this is friendly fire then do a set % of damage only
1813 * Note - put a check in to make sure this attack is actually
1814 * doing damage - otherwise, the +1 in the code below will make
1815 * an attack do damage before when it otherwise didn't
1816 */
1817 friendlyfire = friendly_fire (op, hitter);
1818 if (friendlyfire && maxdam)
1819 {
1820 maxdam = ((dam * settings.set_friendly_fire) / 100);
1821
1822#ifdef ATTACK_DEBUG
1823 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1824 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1825#endif
1826 }
1827
1828 if (!full_hit)
1829 {
1830 int area;
1831 int remainder;
1832
1833 area = 0;
1834
1835 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1836 area++;
1837
1838 assert (area > 0);
1839
1840 /* basically: maxdam /= area; we try to "simulate" a float
1841 value-effect */
1842 remainder = 100 * (maxdam % area) / area;
1843 maxdam /= area;
1844 if (rndm (100) < remainder)
1845 maxdam++;
1846 }
1847
1848#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1850#endif
1851
1852 // for now, only do this for active objects, otherwise they
1853 // keep a refcount for a long time and I see no usefulness
1854 // for an non-active objetc to know its enemy.
1855 if (op->active)
1856 if (hitter->owner)
1857 op->enemy = hitter->owner;
1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1859 op->enemy = hitter;
1860
1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1862 {
1863 /* The unaggressives look after themselves 8) */
1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1865 npc_call_help (op);
1866 }
1867
1868 if (magic && did_make_save (op, op->level, 0))
1869 maxdam = maxdam / 2;
1870
1871 attack_message (maxdam, maxattacktype, op, hitter);
1872
1873 op->stats.hp -= maxdam;
1874
1875 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1876 if ((op->stats.hp >= 0) &&
1877 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1878 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1879 {
1880
1881 if (QUERY_FLAG (op, FLAG_MONSTER))
1882 SET_FLAG (op, FLAG_RUN_AWAY);
1883 else
1884 scare_creature (op, hitter);
1885 }
1886
1887 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1888 {
1889 if (maxdam)
1890 tear_down_wall (op);
1891
1892 return maxdam; /* nothing more to do for wall */
1893 }
1894
1895 /* See if the creature has been killed */
1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1897 if (rtn_kill != -1)
1898 return rtn_kill;
1899
1900 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1901 * that before if the player was immune to ghosthit, the monster
1902 * remained - that is no longer the case.
1903 */
1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1905 hitter->drop_and_destroy ();
1906 /* Lets handle creatures that are splitting now */
1907 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1908 {
1909 int i;
1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1911 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1912 object *owner = op->owner;
1913
1914 if (!op->other_arch)
1915 {
1916 LOG (llevError, "SPLITTING without other_arch error.\n");
1917 return maxdam;
1918 }
1919
1920 op->remove ();
1921
1922 for (i = 0; i < op->stats.food; i++)
1923 { /* This doesn't handle op->more yet */
1924 object *tmp = arch_to_object (op->other_arch);
1925 int j;
1926
1927 tmp->stats.hp = op->stats.hp;
1928
1929 if (friendly)
1930 {
1931 add_friendly_object (tmp);
1932 tmp->attack_movement = PETMOVE;
1933
1934 if (owner)
1935 tmp->set_owner (owner);
1936 }
1937
1938 if (unaggressive)
1939 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1940
1941 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1942
1943 if (j == -1) /* No spot to put this monster */
1944 tmp->destroy ();
1945 else
1946 {
1947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1948 insert_ob_in_map (tmp, op->map, NULL, 0);
1949 }
1950 }
1951
1952 op->destroy ();
1953 }
1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1955 hitter->drop_and_destroy ();
1956
1957 return maxdam;
1958}
1959
1960void
1961poison_player (object *op, object *hitter, int dam)
1962{
1963 archetype *at = archetype::find ("poisoning");
1964 object *tmp = present_arch_in_ob (at, op);
1965
1966 if (tmp == NULL)
1967 {
1968 if ((tmp = arch_to_object (at)) == NULL)
1969 LOG (llevError, "Failed to clone arch poisoning.\n");
1970 else
1971 {
1972 tmp = insert_ob_in_ob (tmp, op);
1973 /* peterm: give poisoning some teeth. It should
1974 * be able to kill things better than it does:
1975 * damage should be dependent something--I choose to
1976 * do this: if it's a monster, the damage from the
1977 * poisoning goes as the level of the monster/2.
1978 * If anything else, goes as damage.
1979 */
1980
1981 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1982 tmp->stats.dam += hitter->level / 2;
1983 else
1984 tmp->stats.dam = dam;
1985
1986 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1987 if (hitter->skill && hitter->skill != tmp->skill)
1988 {
1989 tmp->skill = hitter->skill;
1990 }
1991
1992 tmp->stats.food += dam; /* more damage, longer poisoning */
1993
1994 if (op->type == PLAYER)
1995 {
1996 /* player looses stats, maximum is -10 of each */
1997 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1998 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2000 tmp->stats.Int = MAX (-dam / 7, -10);
2001 SET_FLAG (tmp, FLAG_APPLIED);
2002 op->update_stats ();
2003 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2004 op->play_sound (tmp->sound);
2005 }
2006
2007 if (hitter->type == PLAYER)
2008 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2010 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2011 }
2012
2013 tmp->speed_left = 0;
2014 }
2015 else
2016 tmp->stats.food++;
2017}
2018
2019void
2020slow_player (object *op, object *hitter, int dam)
2021{
2022 archetype *at = archetype::find ("slowness");
2023 object *tmp;
2024
2025 if (at == NULL)
2026 LOG (llevError, "Can't find slowness archetype.\n");
2027
2028 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2029 {
2030 tmp = arch_to_object (at);
2031 tmp = insert_ob_in_ob (tmp, op);
2032 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2033 }
2034 else
2035 tmp->stats.food++;
2036
2037 SET_FLAG (tmp, FLAG_APPLIED);
2038 tmp->speed_left = 0;
2039 op->update_stats ();
2040}
2041
2042void
2043confuse_player (object *op, object *hitter, int dam)
2044{
2045 object *tmp;
2046 int maxduration;
2047
2048 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2049 if (!tmp)
2050 {
2051 tmp = get_archetype (FORCE_NAME);
2052 tmp = insert_ob_in_ob (tmp, op);
2053 }
2054
2055 /* Duration added per hit and max. duration of confusion both depend
2056 * on the player's resistance
2057 */
2058 tmp->speed = 0.05;
2059 tmp->subtype = FORCE_CONFUSION;
2060 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2061 tmp->name = "confusion";
2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063
2064 if (tmp->duration > maxduration)
2065 tmp->duration = maxduration;
2066
2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2068 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2069
2070 SET_FLAG (op, FLAG_CONFUSED);
2071}
2072
2073void
2074blind_player (object *op, object *hitter, int dam)
2075{
2076 object *tmp, *owner;
2077
2078 /* Save some work if we know it isn't going to affect the player */
2079 if (op->resist[ATNR_BLIND] == 100)
2080 return;
2081
2082 tmp = present_in_ob (BLINDNESS, op);
2083 if (!tmp)
2084 {
2085 tmp = get_archetype ("blindness");
2086 SET_FLAG (tmp, FLAG_BLIND);
2087 SET_FLAG (tmp, FLAG_APPLIED);
2088 /* use floats so we don't lose too much precision due to rounding errors.
2089 * speed is a float anyways.
2090 */
2091 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2092
2093 tmp = insert_ob_in_ob (tmp, op);
2094 change_abil (op, tmp); /* Mostly to display any messages */
2095 op->update_stats (); /* This takes care of some other stuff */
2096
2097 if (hitter->owner)
2098 owner = hitter->owner;
2099 else
2100 owner = hitter;
2101
2102 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2103 }
2104 tmp->stats.food += dam;
2105 if (tmp->stats.food > 10)
2106 tmp->stats.food = 10;
2107}
2108
2109void
2110paralyze_player (object *op, object *hitter, int dam)
2111{
2112 float effect, max;
2113
2114 /* object *tmp; */
2115
2116 /* This is strange stuff... someone knows for what this is
2117 * written? Well, i think this can and should be removed
2118 */
2119
2120 /*
2121 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2122 tmp=clone_arch(PARAIMAGE);
2123 tmp->x=op->x,tmp->y=op->y;
2124 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2125 }
2126 */
2127
2128 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2129 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2130
2131 if (effect == 0)
2132 return;
2133
2134 op->speed_left -= FABS (op->speed) * effect;
2135 /* tmp->stats.food+=(signed short) effect/op->speed; */
2136
2137 /* max number of ticks to be affected for. */
2138 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2139 if (op->speed_left < -(FABS (op->speed) * max))
2140 op->speed_left = (float) -(FABS (op->speed) * max);
2141
2142/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2143}
2144
2145/* Attempts to kill 'op'. hitter is the attack object, dam is
2146 * the computed damaged.
2147 */
2148void
2149deathstrike_player (object *op, object *hitter, int *dam)
2150{
2151 /* The intention of a death attack is to kill outright things
2152 ** that are a lot weaker than the attacker, have a chance of killing
2153 ** things somewhat weaker than the caster, and no chance of
2154 ** killing something equal or stronger than the attacker.
2155 ** Also, if a deathstrike attack has a slaying, any monster
2156 ** whose name or race matches a comma-delimited list in the slaying
2157 ** field of the deathstriking object */
2158
2159 int atk_lev, def_lev, kill_lev;
2160
2161 if (hitter->slaying)
2162 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2163 return;
2164
2165 def_lev = op->level;
2166 if (def_lev < 1)
2167 {
2168 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2169 def_lev = 1;
2170 }
2171
2172 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2174 atk_lev, def_lev); */
2175
2176 if (atk_lev >= def_lev)
2177 {
2178 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2179
2180 /* Note that the below effectively means the ratio of the atk vs
2181 * defener level is important - if level 52 character has very little
2182 * chance of killing a level 50 monster. This should probably be
2183 * redone.
2184 */
2185 if (kill_lev >= def_lev)
2186 {
2187 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2188 /* I think this doesn't really do much. Because of
2189 * integer rounding, this only makes any difference if the
2190 * attack level is double the defender level.
2191 */
2192 *dam *= kill_lev / def_lev;
2193 }
2194 }
2195 else
2196 *dam = 0; /* no harm done */
2197}
2198
2199/* thrown_item_effect() - handles any special effects of thrown
2200 * items (like attacking living creatures--a potion thrown at a
2201 * monster).
2202 */
2203static void
2204thrown_item_effect (object *hitter, object *victim)
2205{
2206 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2207 {
2208 /* May not need a switch for just 2 types, but this makes it
2209 * easier for expansion.
2210 */
2211 switch (hitter->type)
2212 {
2213 case POTION:
2214 /* should player get a save throw instead of checking magic protection? */
2215 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2216 (void) apply_potion (victim, hitter);
2217 break;
2218
2219 case POISON: /* poison drinks */
2220 /* As with potions, should monster get a save? */
2221 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2222 apply_poison (victim, hitter);
2223 break;
2224
2225 /* Removed case statements that did nothing.
2226 * food may be poisonous, but monster must be willing to eat it,
2227 * so we don't handle it here.
2228 * Containers should perhaps break open, but that code was disabled.
2229 */
2230 }
2231 }
2232}
2233
2234/* adj_attackroll() - adjustments to attacks by various conditions */
2235int
2236adj_attackroll (object *hitter, object *target)
2237{
2238 object *attacker = hitter;
2239 int adjust = 0;
2240
2241 /* safety */
2242 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2243 {
2244 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2245 return 0;
2246 }
2247
2248 /* aimed missiles use the owning object's sight */
2249 if (is_aimed_missile (hitter))
2250 {
2251 if ((attacker = hitter->owner) == NULL)
2252 attacker = hitter;
2253 /* A player who saves but hasn't quit still could have objects
2254 * owned by him - need to handle that case to avoid crashes.
2255 */
2256 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2257 attacker = hitter;
2258 }
2259 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2260 return 0;
2261
2262 /* determine the condtions under which we make an attack.
2263 * Add more cases, as the need occurs. */
2264
2265 if (!can_see_enemy (attacker, target))
2266 {
2267 /* target is unseen */
2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2269 adjust -= 10;
2270 /* dark map penalty for the hitter (lacks infravision if we got here). */
2271 else if (target->map && target->map->darklevel () > 0 && !stand_in_light (target))
2272 adjust -= target->map->darklevel ();
2273 }
2274
2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2276 adjust -= 3;
2277
2278 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2279 adjust += 1;
2280
2281 if (QUERY_FLAG (target, FLAG_SCARED))
2282 adjust += 1;
2283
2284 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2285 adjust -= 3;
2286
2287 /* if we attack at a different 'altitude' its harder */
2288 if ((attacker->move_type & target->move_type) == 0)
2289 adjust -= 2;
2290
2291#if 0
2292 /* slower attacks are less likely to succeed. We should use a
2293 * comparison between attacker/target speeds BUT, players have
2294 * a generally faster speed, so this will wind up being a HUGE
2295 * disadantage for the monsters! Too bad, because missiles which
2296 * fly fast should have a better chance of hitting a slower target.
2297 */
2298 if (hitter->speed < target->speed)
2299 adjust += ((float) hitter->speed - target->speed);
2300#endif
2301
2302#if 0
2303 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2304#endif
2305
2306 return adjust;
2307}
2308
2309/* determine if the object is an 'aimed' missile */
2310int
2311is_aimed_missile (object *op)
2312{
2313
2314 /* I broke what used to be one big if into a few nested
2315 * ones so that figuring out the logic is at least possible.
2316 */
2317 if (op && (op->move_type & MOVE_FLYING))
2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2319 return 1;
2320 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2321 return 1;
2322
2323 return 0;
2324}

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