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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 1.132 by root, Fri Mar 26 01:04:44 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 (QUERY_FLAG (op, 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 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, 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;
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 op->insert_at (originator);
198 op->drop_and_destroy ();
199 } 192 }
200 193
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 195 if (env)
203 { 196 {
204 op = archetype::get (shstr_burnout); 197 object *op = archetype::get (shstr_burnout);
205 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
206 env->insert (op); 199 env->insert (op);
207 } 200 }
208 else 201 else
209 replace_insert_ob_in_map (shstr_burnout, originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
210 203
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
211 return; 216 return;
212 } 217 }
213 218
214 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
224 return; 229 return;
225 230
226 object *tmp = present_arch (at, op->map, op->x, op->y); 231 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp) 232 if (!tmp)
228 { 233 {
229 tmp = arch_to_object (at); 234 tmp = at->instance ();
230 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
231 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
232 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
233 * that for ones we create. 238 * that for ones we create.
234 */ 239 */
247 * type is the attacktype of the object. 252 * type is the attacktype of the object.
248 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
249 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
250 */ 255 */
251int 256int
252hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
253{ 258{
254 maptile *map; 259 maptile *map;
255 sint16 x, y; 260 sint16 x, y;
256 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 */
257 262
347 * 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
348 * that weak walls have is_alive set, which prevent objects from 353 * that weak walls have is_alive set, which prevent objects from
349 * 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
350 * 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
351 * 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.
352 */ 359 */
353 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)
354 { 361 {
355 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
356 363
357 if (op->destroyed ()) 364 if (op->destroyed ())
358 break; 365 break;
360 } 367 }
361 368
362 return 0; 369 return 0;
363} 370}
364 371
365void 372static void
366attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
367{ 374{
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0; 376 int i, found = 0;
370 maptile *map; 377 maptile *map;
372 379
373 /* 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
374 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919] 382 * [garbled 20010919]
376 */ 383 */
377
378 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
379 { 385 {
380 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
382 found++; 388 found++;
383 } 389 }
384 if (dam < 0) 390 else if (dam < 0)
385 { 391 {
386 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
388 found++; 394 found++;
389 } 395 }
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 518 found++;
513 break; 519 break;
514 } 520 }
515 } 521 }
516 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
517 { 523 {
518 int mtype; 524 int mtype;
519 525
520 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
521 { 527 {
522 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
523 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
524 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
525 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
526 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
527 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
528 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
529 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
530 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
531 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
532 mtype = ATM_CLEAVE;
533 break;
534 case WEAP_SLICE:
535 mtype = ATM_SLICE;
536 break;
537 case WEAP_STAB:
538 mtype = ATM_STAB;
539 break;
540 case WEAP_WHIP:
541 mtype = ATM_WHIP;
542 break;
543 case WEAP_CRUSH:
544 mtype = ATM_CRUSH;
545 break;
546 case WEAP_BLUD:
547 mtype = ATM_BLUD;
548 break;
549 default:
550 mtype = ATM_BASIC;
551 break;
552 } 538 }
553 539
554 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++)
555 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)
556 { 542 {
659 op->play_sound (sound_find ("player_hits4")); 645 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 } 647 }
662} 648}
663 649
664
665static int 650static int
666get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
667{ 652{
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
669 { 654 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1; 656 return 1;
672 } 657 }
673 658
674 if ((*target)->head)
675 *target = (*target)->head; 659 *target = (*target)->head_ ();
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
679 661
680 if ((*target)->type == LOCKED_DOOR) 662 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit 663 return 1; // locked doors cannot be hit
682 664
683 if ((*hitter)->env || (*target)->env) 665 if ((*hitter)->env || (*target)->env)
701} 683}
702 684
703static int 685static int
704abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
705{ 687{
706
707/* 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
708 * 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.
709 */ 690 */
710 int new_mode; 691 int new_mode;
711 692
712 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
713 new_mode = 1; 694 new_mode = 1;
714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
696 || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1; 697 return 1;
716 else 698 else
717 new_mode = 0; 699 new_mode = 0;
700
718 return new_mode != simple_attack; 701 return new_mode != simple_attack;
719} 702}
720 703
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
721static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!QUERY_FLAG (hitter, 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 (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, 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 (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, 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
744 /* I broke what used to be one big if into a few nested
745 * ones so that figuring out the logic is at least possible.
746 */
747 if (op && (op->move_type & MOVE_FLYING))
748 if (op->type == ARROW || op->type == THROWN_OBJ)
749 return 1;
750 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
751 return 1;
752
753 return 0;
754}
755/* adj_attackroll() - adjustments to attacks by various conditions */
756static int
757adj_attackroll (object *hitter, object *target)
758{
759 object *attacker = hitter;
760 int adjust = 0;
761
762 /* safety */
763 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
764 {
765 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
766 return 0;
767 }
768
769 /* aimed missiles use the owning object's sight */
770 if (is_aimed_missile (hitter))
771 {
772 if ((attacker = hitter->owner) == NULL)
773 attacker = hitter;
774 /* A player who saves but hasn't quit still could have objects
775 * owned by him - need to handle that case to avoid crashes.
776 */
777 if (QUERY_FLAG (attacker, FLAG_REMOVED))
778 attacker = hitter;
779 }
780 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
781 return 0;
782
783 /* determine the condtions under which we make an attack.
784 * Add more cases, as the need occurs. */
785
786 if (!can_see_enemy (attacker, target))
787 {
788 /* target is unseen */
789 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
790 adjust -= 10;
791 /* dark map penalty for the hitter (lacks infravision if we got here). */
792 else if (!stand_in_light (target))
793 adjust -= target->map->darklevel ();
794 }
795
796 if (QUERY_FLAG (attacker, FLAG_SCARED))
797 adjust -= 3;
798
799 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
800 adjust += 1;
801
802 if (QUERY_FLAG (target, FLAG_SCARED))
803 adjust += 1;
804
805 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
806 adjust -= 3;
807
808 /* if we attack at a different 'altitude' its harder */
809 if ((attacker->move_type & target->move_type) == 0)
810 adjust -= 2;
811
812#if 0
813 /* slower attacks are less likely to succeed. We should use a
814 * comparison between attacker/target speeds BUT, players have
815 * a generally faster speed, so this will wind up being a HUGE
816 * disadantage for the monsters! Too bad, because missiles which
817 * fly fast should have a better chance of hitting a slower target.
818 */
819 if (hitter->speed < target->speed)
820 adjust += ((float) hitter->speed - target->speed);
821#endif
822
823#if 0
824 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
825#endif
826
827 return adjust;
828}
722 829
723static int 830static int
724attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 831attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
725{ 832{
726 int simple_attack, roll, dam = 0; 833 int simple_attack, roll, dam = 0;
739 846
740 /* 847 /*
741 * A little check to make it more difficult to dance forward and back 848 * A little check to make it more difficult to dance forward and back
742 * to avoid ever being hit by monsters. 849 * to avoid ever being hit by monsters.
743 */ 850 */
744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 851 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f)
745 { 852 {
746 /* Decrease speed BEFORE calling process_object. Otherwise, an 853 /* Decrease speed BEFORE calling process_object. Otherwise, an
747 * infinite loop occurs, with process_object calling move_monster, 854 * infinite loop occurs, with process_object calling move_monster,
748 * which then gets here again. By decreasing the speed before 855 * which then gets here again. By decreasing the speed before
749 * we call process_object, the 'if' statement above will fail. 856 * we call process_object, the 'if' statement above will fail.
785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) 892 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 893 {
787 make_visible (op); 894 make_visible (op);
788 895
789 if (op->type == PLAYER) 896 if (op->type == PLAYER)
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 897 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
791 } 898 }
792 899
793 /* thrown items (hitter) will have various effects 900 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers, 901 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the 902 * this sets 'hitter' to the actual dagger, and not the
807 if (hitdam <= 0) 914 if (hitdam <= 0)
808 hitdam = 1; 915 hitdam = 1;
809 916
810 type = hitter->attacktype; 917 type = hitter->attacktype;
811 918
919 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
920 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
921 * This check is important for the most simple monsters out there in the
922 * game content (maps, archs). For example orcs: They would have
923 * no attacktype at all.
924 *
925 * Some time in the future someone should just go into the game data
926 * and fix every monster out there ;-/ Until then we will kill some
927 * more trees in the african rain forests with this check.
928 */
812 if (!type) 929 if (!type)
813 type = AT_PHYSICAL; 930 type = AT_PHYSICAL;
814 931
815 /* Handle monsters that hit back */ 932 /* Handle monsters that hit back */
816 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 933 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
979 } 1096 }
980 1097
981 return op; 1098 return op;
982} 1099}
983 1100
984void 1101static void
985tear_down_wall (object *op) 1102tear_down_wall (object *op)
986{ 1103{
987 int perc = 0;
988
989 if (!op->stats.maxhp) 1104 if (!op->stats.maxhp)
990 {
991 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1105 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
992 perc = 1; 1106 else if (!op->has_anim ())
993 }
994 else if (!GET_ANIM_ID (op))
995 { 1107 {
996 /* Object has been called - no animations, so remove it */ 1108 /* Object has been called - no animations, so remove it */
997 if (op->stats.hp < 0) 1109 if (op->stats.hp < 0)
998 op->destroy (); 1110 op->destroy ();
999 1111
1000 return; /* no animations, so nothing more to do */ 1112 return; /* no animations, so nothing more to do */
1001 } 1113 }
1002 1114
1003 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1115 // we use frames 1..num-2 as intermediate frames, so
1116 // the last frame is used only when hp < 0.
1117 int perc = clamp (
1118 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1119 0, op->anim_frames () - 1
1120 );
1004 1121
1005 if (perc >= (int) NUM_ANIMATIONS (op)) 1122 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); 1123 update_object (op, UP_OBJ_FACE);
1012 1124
1013 if (perc == NUM_ANIMATIONS (op) - 1) 1125 if (op->stats.hp < 0)
1014 { /* Reached the last animation */ 1126 { /* Reached the last animation */
1015 if (op->face == blank_face) 1127 if (op->face == blank_face)
1016 /* If the last face is blank, remove the ob */ 1128 /* If the last face is blank, remove the ob */
1017 op->destroy (); 1129 op->destroy ();
1018 else 1130 else
1019 { /* The last face was not blank, leave an image */ 1131 { /* The last face was not blank, leave an image */
1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1132 op->flag [FLAG_BLOCKSVIEW] = false;
1021 update_all_los (op->map, op->x, op->y); 1133 update_all_los (op->map, op->x, op->y);
1022 op->move_block = 0; 1134 op->move_block = 0;
1023 CLEAR_FLAG (op, FLAG_ALIVE); 1135 op->flag [FLAG_ALIVE] = false;
1024 } 1136 }
1025 } 1137 }
1026} 1138}
1027 1139
1028void 1140static void
1029scare_creature (object *target, object *hitter) 1141scare_creature (object *target, object *hitter)
1030{ 1142{
1031 object *owner = hitter->owner; 1143 target->flag [FLAG_SCARED] = true;
1032 1144
1145 if (!target->enemy)
1146 target->enemy = hitter->outer_owner ();
1147}
1148
1149/* GROS: This code comes from hit_player. It has been made external to
1150 * allow script procedures to "kill" objects in a combat-like fashion.
1151 * It was initially used by (kill-object) developed for the Collector's
1152 * Sword. Note that nothing has been changed from the original version
1153 * of the following code.
1154 * op is what is being killed.
1155 * dam is the damage done to it.
1156 * hitter is what is hitting it.
1157 * type is the attacktype.
1158 *
1159 * This function was a bit of a mess with hitter getting changed,
1160 * values being stored away but not used, etc. I've cleaned it up
1161 * a bit - I think it should be functionally equivalant.
1162 * MSW 2002-07-17
1163 */
1164int
1165kill_object (object *op, int dam, object *hitter, int type)
1166{
1167 char buf[MAX_BUF];
1168 shstr skill;
1169 int maxdam = 0;
1170 int battleg = 0; /* true if op standing on battleground */
1171 int pk = 0; /* true if op and what controls hitter are both players */
1172 object *owner = 0;
1173 object *skop = 0;
1174
1175 if (op->stats.hp >= 0)
1176 return -1;
1177
1178 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1179 return 0;
1180
1181 /* maxdam needs to be the amount of damage it took to kill
1182 * this creature. The function(s) that call us have already
1183 * adjusted the creatures HP total, so that is negative.
1184 */
1185 maxdam = dam + op->stats.hp + 1;
1186
1187 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1188 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1189
1190 if (op->type == DOOR)
1191 {
1192 op->set_speed (0.1f);
1193 op->speed_left = -0.05f;
1194 return maxdam;
1195 }
1196
1197 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1198 {
1199 op->drop_and_destroy ();
1200 return maxdam;
1201 }
1202
1203 /* Now lets start dealing with experience we get for killing something */
1204
1205 owner = hitter->outer_owner ();
1033 if (!owner) 1206 if (!owner)
1034 owner = hitter; 1207 owner = hitter;
1035 1208
1209 /* is the victim (op) standing on battleground? */
1210 if (op_on_battleground (op, NULL, NULL))
1211 battleg = 1;
1212
1213 /* is this player killing? */
1214 if (op->type == PLAYER && owner->type == PLAYER)
1215 pk = 1;
1216
1217 /* Player killed something */
1218 if (owner->type == PLAYER)
1219 {
1220 /* Log players killing other players - makes it easier to detect
1221 * and filter out malicious player killers - that is why the
1222 * ip address is included.
1223 */
1224 if (op->type == PLAYER && !battleg)
1225 {
1226 time_t t = time (NULL);
1227 struct tm *tmv;
1228 char buf[256];
1229
1230 tmv = localtime (&t);
1231 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1232
1233 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1234 }
1235
1236 /* try to filter some things out - basically, if you are
1237 * killing a level 1 creature and your level 20, you
1238 * probably don't want to see that.
1239 */
1240 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1241 {
1242 if (owner != hitter)
1243 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1244 else
1245 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1246
1247 /* Only play sounds for melee kills */
1248 if (hitter->type == PLAYER)
1249 owner->play_sound (sound_find ("player_kills"));
1250 }
1251
1252 /* If a player kills another player, not on
1253 * battleground, the "killer" looses 1 luck. Since this is
1254 * not reversible, it's actually quite a pain IMHO. -AV
1255 * Fix bug in that we were changing the luck of the hitter, not
1256 * player that the object belonged to - so if you killed another player
1257 * with spells, pets, whatever, there was no penalty.
1258 * Changed to make luck penalty configurable in settings.
1259 */
1260 if (op->type == PLAYER && owner != op && !battleg)
1261 owner->change_luck (-settings.pk_luck_penalty);
1262
1263 /* This code below deals with finding the appropriate skill
1264 * to credit exp to. This is a bit problematic - we should
1265 * probably never really have to look at current_weapon->skill
1266 */
1267 if (hitter->skill && hitter->type != PLAYER)
1268 skill = hitter->skill;
1269 else if (owner->chosen_skill)
1270 {
1271 skop = owner->chosen_skill;
1272 skill = skop->skill;
1273 }
1274 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1275 skill = owner->current_weapon->skill;
1276 else
1277 {
1278 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1279 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1280 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1281 skill = 0;
1282 }
1283
1284 /* We have the skill we want to credit to - now find the object this goes
1285 * to. Make sure skop is an actual skill, and not a skill tool!
1286 */
1287 skop = owner->contr->find_skill (skill);
1288 } /* Was it a player that hit somethign */
1289 else
1290 skill = 0;
1291
1292 /* These may have been set in the player code section above */
1293 if (!skop)
1294 skop = hitter->chosen_skill;
1295
1296 if (!skill && skop)
1297 skill = skop->skill;
1298
1299 /* If you didn't kill yourself, and your not the wizard */
1300 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1301 {
1302 int exp;
1303
1304 /* Really don't give much experience for killing other players */
1305 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1306 if (battleg)
1307 {
1308 if (op->is_player ())
1309 {
1310 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1311 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1312 }
1313
1314 exp = 0;
1315 }
1316 else if (op->is_player ())
1317 exp = op->stats.exp / 1000;
1318 else
1319 exp = calc_skill_exp (owner, op, skop);
1320
1321 /* Don't know why this is set this way - doesn't make
1322 * sense to just divide everything by two for no reason.
1323 */
1324
1325 if (!settings.simple_exp)
1326 exp = exp / 2;
1327
1328 if (owner->type != PLAYER || owner->contr->party == NULL)
1329 change_exp (owner, exp, skill, 0);
1330 else
1331 {
1332 int shares = 0, count = 0;
1333 partylist *party = owner->contr->party;
1334
1335 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1336
1337 for_all_players (pl)
1338 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1339 {
1340 count++;
1341 shares += (pl->ob->level + 4);
1342 }
1343
1344 if (count == 1 || shares > exp || !shares)
1345 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1346 else
1347 {
1348 int share = exp / shares, given = 0, nexp;
1349
1350 for_all_players (pl)
1351 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1352 {
1353 nexp = (pl->ob->level + 4) * share;
1354 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1355 given += nexp;
1356 }
1357
1358 exp -= given;
1359 /* give any remainder to the player */
1360 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1361 }
1362 } /* else part of a party */
1363 } /* end if person didn't kill himself */
1364
1365 if (op->type != PLAYER)
1366 {
1367 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1368 {
1369 object *owner1 = op->owner;
1370
1371 if (owner1 && owner1->type == PLAYER)
1372 {
1373 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1374 /* Maybe we should include the owner that killed this, maybe not */
1375 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1376 }
1377
1378 remove_friendly_object (op);
1379 }
1380
1381 op->drop_and_destroy ();
1382 }
1383 else
1384 /* Player has been killed! */
1385 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1386
1387 /* This was return -1 - that doesn't seem correct - if we return -1, process
1388 * continues in the calling function.
1389 */
1390 return maxdam;
1391}
1392
1393/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1394 * Returns 0 this is not friendly fire
1395 */
1396int
1397friendly_fire (object *op, object *hitter)
1398{
1399 object *owner;
1400 int friendlyfire;
1401
1402 if (hitter->head)
1403 hitter = hitter->head;
1404
1405 friendlyfire = 0;
1406
1407 if (op->type == PLAYER)
1408 {
1409 if (op_on_battleground (hitter, 0, 0))
1410 return 0;
1411
1412 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1413 return 1;
1414
1415 if ((owner = hitter->owner) != NULL)
1416 {
1417 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1418 friendlyfire = 2;
1419 }
1420
1421 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1422 friendlyfire = 0;
1423 }
1424
1425 return friendlyfire;
1426}
1427
1428/* This isn't used just for players, but in fact most objects.
1429 * op is the object to be hit, dam is the amount of damage, hitter
1430 * is what is hitting the object, type is the attacktype, and
1431 * full_hit is set if monster area does not matter.
1432 * dam is base damage - protections/vulnerabilities/slaying matches can
1433 * modify it.
1434 */
1435/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1436 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1437int
1438hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1439{
1440 int magic = type & AT_MAGIC;
1441 int body_attack = op && op->head; /* Did we hit op's head? */
1442 int maxdam = 0, ndam = 0, attacktype = 1;
1443 int maxattacktype;
1444 int simple_attack;
1445 int rtn_kill = 0;
1446 int friendlyfire;
1447
1448 if (get_attack_mode (&op, &hitter, &simple_attack))
1449 return 0;
1450
1451 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1452 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1453 return 0;
1454
1455 // only allow pk for hostile players
1456 if (op->type == PLAYER)
1457 {
1458 object *owner = hitter->owner;
1459
1460 if (!owner)
1461 owner = hitter;
1462
1463 if (owner->type == PLAYER
1464 && (!op_on_battleground (op, 0, 0)
1465 && (op->contr->peaceful || owner->contr->peaceful))
1466 && op != owner)
1467 return 0;
1468 }
1469
1470 if (body_attack)
1471 {
1472 /* slow and paralyze must hit the head. But we don't want to just
1473 * return - we still need to process other attacks the spell still
1474 * might have. So just remove the paralyze and slow attacktypes,
1475 * and keep on processing if we have other attacktypes.
1476 * return if only magic or nothing is left - under normal code
1477 * we don't attack with pure magic if there is another attacktype.
1478 * Only do processing if the initial attacktype includes one of those
1479 * attack so we don't cancel out things like magic bullet.
1480 */
1481 if (type & (AT_PARALYZE | AT_SLOW))
1482 {
1483 type &= ~(AT_PARALYZE | AT_SLOW);
1484
1485 if (!type || type == AT_MAGIC)
1486 return 0;
1487 }
1488 }
1489
1490 if (!simple_attack && op->type == DOOR)
1491 {
1492 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1493 if (tmp->type == RUNE || tmp->type == TRAP)
1494 {
1495 spring_trap (tmp, hitter);
1496
1497 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1498 return 0;
1499
1500 break;
1501 }
1502 }
1503
1504 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1505 {
1506 /* FIXME: If a player is killed by a rune in a door, the
1507 * destroyed() check above doesn't return, and might get here.
1508 */
1509
1510 /* FIXME: This for example happens when a dead door is on a mover and
1511 gets it's speed_left raised on each mover-tick.
1512 Doors are removed in a kinda funny way by giving them speed and speed_left
1513 and waiting for that to run out.
1514 */
1515 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1516 return 0;
1517 }
1518
1519#ifdef ATTACK_DEBUG
1520 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1521#endif
1522
1523 if (magic)
1524 {
1525 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1526 * in case 0>dam>1, we try to "simulate" a float value-effect */
1527 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1528 if (dam >= 100)
1529 dam /= 100;
1530 else
1531 dam = (dam > rndm (0, 99)) ? 1 : 0;
1532 }
1533
1534 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1535 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1536 */
1537 if (type & AT_CHAOS)
1538 {
1539 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1540 update_object (op, UP_OBJ_FACE);
1541 type &= ~AT_CHAOS;
1542 }
1543
1544 /* Holyword is really an attacktype modifier (like magic is). If
1545 * holyword is part of an attacktype, then make sure the creature is
1546 * a proper match, otherwise no damage.
1547 */
1548 if (type & AT_HOLYWORD)
1549 {
1550 object *god;
1551
1552 if ((!hitter->slaying
1553 || (!(op->race && hitter->slaying.contains (op->race))
1554 && !(op->name && hitter->slaying.contains (op->name))))
1555 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1556 || (hitter->title
1557 && (god = find_god (determine_god (hitter))) != NULL
1558 && god->race.contains (shstr_undead))))
1559 return 0;
1560 }
1561
1562 maxattacktype = type; /* initialise this to something */
1563 for_all_bits_sparse_32 (type, attacknum)
1564 {
1565 uint32_t attacktype = 1 << attacknum;
1566
1567 /* Magic isn't really a true attack type - it gets combined with other
1568 * attack types. As such, skip it over. However, if magic is
1569 * the only attacktype in the group, then still attack with it
1570 */
1571 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1572 continue;
1573
1574 /* Go through and hit the player with each attacktype, one by one.
1575 * hit_player_attacktype only figures out the damage, doesn't inflict
1576 * it. It will do the appropriate action for attacktypes with
1577 * effects (slow, paralization, etc.
1578 */
1579 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1580
1581 /* the >= causes us to prefer messages from special attacks, if
1582 * the damage is equal.
1583 */
1584 if (ndam >= maxdam)
1585 {
1586 maxdam = ndam;
1587 maxattacktype = 1 << attacknum;
1588 }
1589 }
1590
1591 /* if this is friendly fire then do a set % of damage only
1592 * Note - put a check in to make sure this attack is actually
1593 * doing damage - otherwise, the +1 in the code below will make
1594 * an attack do damage before when it otherwise didn't
1595 */
1596 friendlyfire = friendly_fire (op, hitter);
1597 if (friendlyfire && maxdam)
1598 {
1599 maxdam = ((dam * settings.set_friendly_fire) / 100);
1600
1601#ifdef ATTACK_DEBUG
1602 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1603 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1604#endif
1605 }
1606
1607 if (!full_hit)
1608 {
1609 int area;
1610 int remainder;
1611
1612 area = 0;
1613
1614 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1615 area++;
1616
1617 assert (area > 0);
1618
1619 /* basically: maxdam /= area; we try to "simulate" a float
1620 value-effect */
1621 remainder = 100 * (maxdam % area) / area;
1622 maxdam /= area;
1623 if (rndm (100) < remainder)
1624 maxdam++;
1625 }
1626
1627#ifdef ATTACK_DEBUG
1628 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1629#endif
1630
1631 // for now, only do this for active objects, otherwise they
1632 // keep a refcount for a long time and I see no usefulness
1633 // for an non-active objetc to know its enemy.
1634 if (op->active)
1635 if (hitter->owner)
1636 op->enemy = hitter->owner;
1637 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1638 op->enemy = hitter;
1639
1640 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1641 {
1642 /* The unaggressives look after themselves 8) */
1643 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1644 npc_call_help (op);
1645 }
1646
1647 if (magic && did_make_save (op, op->level, 0))
1648 maxdam = maxdam / 2;
1649
1650 attack_message (maxdam, maxattacktype, op, hitter);
1651
1652 op->stats.hp -= maxdam;
1653
1654 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1655 if (op->stats.hp >= 0
1656 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1657 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1658 {
1659
1660 if (QUERY_FLAG (op, FLAG_MONSTER))
1661 SET_FLAG (op, FLAG_RUN_AWAY);
1662 else
1663 scare_creature (op, hitter);
1664 }
1665
1666 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1667 {
1668 if (maxdam)
1669 tear_down_wall (op);
1670
1671 return maxdam; /* nothing more to do for wall */
1672 }
1673
1674 /* See if the creature has been killed */
1675 rtn_kill = kill_object (op, maxdam, hitter, type);
1676 if (rtn_kill != -1)
1677 return rtn_kill;
1678
1679 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1680 * that before if the player was immune to ghosthit, the monster
1681 * remained - that is no longer the case.
1682 */
1683 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1684 hitter->drop_and_destroy ();
1685 /* Lets handle creatures that are splitting now */
1686 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1687 {
1688 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1689 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1690 object *owner = op->owner;
1691
1692 if (!op->other_arch)
1693 {
1694 LOG (llevError, "SPLITTING without other_arch error.\n");
1695 return maxdam;
1696 }
1697
1698 op->remove ();
1699
1700 for (int i = 0; i < op->stats.food; i++)
1701 { /* This doesn't handle op->more yet */
1702 object *tmp = op->other_arch->instance ();
1703
1704 tmp->stats.hp = op->stats.hp;
1705
1706 if (friendly)
1707 {
1708 add_friendly_object (tmp);
1709 tmp->attack_movement = PETMOVE;
1710
1711 if (owner)
1712 tmp->set_owner (owner);
1713 }
1714
1715 if (unaggressive)
1716 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1717
1718 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1719
1720 if (j == -1) /* No spot to put this monster */
1721 tmp->destroy ();
1722 else
1723 {
1724 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1725 insert_ob_in_map (tmp, op->map, NULL, 0);
1726 }
1727 }
1728
1729 op->destroy ();
1730 }
1731 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1732 hitter->drop_and_destroy ();
1733
1734 return maxdam;
1735}
1736
1737static void
1738poison_player (object *op, object *hitter, int dam)
1739{
1740 archetype *at = archetype::find (shstr_poisoning);
1741 object *tmp = present_arch_in_ob (at, op);
1742
1743 if (tmp == NULL)
1744 {
1745 tmp = insert_ob_in_ob (at->instance (), op);
1746 /* peterm: give poisoning some teeth. It should
1747 * be able to kill things better than it does:
1748 * damage should be dependent something--I choose to
1749 * do this: if it's a monster, the damage from the
1750 * poisoning goes as the level of the monster/2.
1751 * If anything else, goes as damage.
1752 */
1753
1754 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1755 tmp->stats.dam += hitter->level / 2;
1756 else
1757 tmp->stats.dam = dam;
1758
1759 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1760 if (hitter->skill && hitter->skill != tmp->skill)
1761 tmp->skill = hitter->skill;
1762
1763 tmp->stats.food += dam; /* more damage, longer poisoning */
1764
1765 if (op->type == PLAYER)
1766 {
1767 /* player looses stats, maximum is -10 of each */
1768 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1769 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1770 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1771 tmp->stats.Int = max (-(dam / 7 ), -10);
1772 SET_FLAG (tmp, FLAG_APPLIED);
1773 op->update_stats ();
1774 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1775 op->play_sound (tmp->sound);
1776 }
1777
1778 if (hitter->type == PLAYER)
1779 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1780 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1781 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1782
1783 tmp->speed_left = 0;
1784 }
1785 else
1786 tmp->stats.food++;
1787}
1788
1789static void
1790slow_player (object *op, object *hitter, int dam)
1791{
1792 archetype *at = archetype::find (shstr_slowness);
1793 object *tmp;
1794
1795 if (at == NULL)
1796 LOG (llevError, "Can't find slowness archetype.\n");
1797
1798 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1799 {
1800 tmp = at->instance ();
1801 tmp = insert_ob_in_ob (tmp, op);
1802 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1803 }
1804 else
1805 tmp->stats.food++;
1806
1036 SET_FLAG (target, FLAG_SCARED); 1807 SET_FLAG (tmp, FLAG_APPLIED);
1037 if (!target->enemy) 1808 tmp->speed_left = 0;
1038 target->enemy = owner; 1809 op->update_stats ();
1810}
1811
1812void
1813confuse_player (object *op, object *hitter, int dam)
1814{
1815 object *tmp;
1816 int maxduration;
1817
1818 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1819 if (!tmp)
1820 {
1821 tmp = get_archetype (FORCE_NAME);
1822 tmp = insert_ob_in_ob (tmp, op);
1823 }
1824
1825 /* Duration added per hit and max. duration of confusion both depend
1826 * on the player's resistance
1827 */
1828 tmp->speed = 0.05;
1829 tmp->subtype = FORCE_CONFUSION;
1830 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1831 tmp->name = shstr_confusion;
1832 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1833
1834 if (tmp->duration > maxduration)
1835 tmp->duration = maxduration;
1836
1837 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1838 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1839
1840 SET_FLAG (op, FLAG_CONFUSED);
1841}
1842
1843void
1844blind_player (object *op, object *hitter, int dam)
1845{
1846 object *tmp, *owner;
1847
1848 /* Save some work if we know it isn't going to affect the player */
1849 if (op->resist[ATNR_BLIND] == 100)
1850 return;
1851
1852 tmp = present_in_ob (BLINDNESS, op);
1853 if (!tmp)
1854 {
1855 tmp = get_archetype (shstr_blindness);
1856 SET_FLAG (tmp, FLAG_BLIND);
1857 SET_FLAG (tmp, FLAG_APPLIED);
1858 /* use floats so we don't lose too much precision due to rounding errors.
1859 * speed is a float anyways.
1860 */
1861 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1862
1863 tmp = insert_ob_in_ob (tmp, op);
1864 change_abil (op, tmp); /* Mostly to display any messages */
1865 op->update_stats (); /* This takes care of some other stuff */
1866
1867 if (hitter->owner)
1868 owner = hitter->owner;
1869 else
1870 owner = hitter;
1871
1872 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1873 }
1874 tmp->stats.food += dam;
1875 if (tmp->stats.food > 10)
1876 tmp->stats.food = 10;
1877}
1878
1879void
1880paralyze_player (object *op, object *hitter, int dam)
1881{
1882 /* This is strange stuff... someone knows for what this is
1883 * written? Well, i think this can and should be removed
1884 */
1885
1886 /*
1887 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1888 tmp=clone_arch(PARAIMAGE);
1889 tmp->x=op->x,tmp->y=op->y;
1890 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1891 }
1892 */
1893
1894 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1895 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1896
1897 op->speed_left -= op->speed * effect;
1898 /* tmp->stats.food+=(signed short) effect/op->speed; */
1899
1900 /* max number of ticks to be affected for. */
1901 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1902
1903 max_it (op->speed_left, -op->speed * max);
1904
1905/* tmp->stats.food = (signed short) (max / op->speed); */
1906}
1907
1908/* Attempts to kill 'op'. hitter is the attack object, dam is
1909 * the computed damaged.
1910 */
1911static void
1912deathstrike_player (object *op, object *hitter, int *dam)
1913{
1914 /* The intention of a death attack is to kill outright things
1915 ** that are a lot weaker than the attacker, have a chance of killing
1916 ** things somewhat weaker than the caster, and no chance of
1917 ** killing something equal or stronger than the attacker.
1918 ** Also, if a deathstrike attack has a slaying, any monster
1919 ** whose name or race matches a comma-delimited list in the slaying
1920 ** field of the deathstriking object */
1921
1922 int atk_lev, def_lev, kill_lev;
1923
1924 if (hitter->slaying)
1925 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1926 || (op->race && hitter->slaying.contains (op->race))))
1927 return;
1928
1929 def_lev = op->level;
1930 if (def_lev < 1)
1931 {
1932 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1933 def_lev = 1;
1934 }
1935
1936 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1937 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1938 atk_lev, def_lev); */
1939
1940 if (atk_lev >= def_lev)
1941 {
1942 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1943
1944 /* Note that the below effectively means the ratio of the atk vs
1945 * defener level is important - if level 52 character has very little
1946 * chance of killing a level 50 monster. This should probably be
1947 * redone.
1948 */
1949 if (kill_lev >= def_lev)
1950 {
1951 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1952 /* I think this doesn't really do much. Because of
1953 * integer rounding, this only makes any difference if the
1954 * attack level is double the defender level.
1955 */
1956 *dam *= kill_lev / def_lev;
1957 }
1958 }
1959 else
1960 *dam = 0; /* no harm done */
1039} 1961}
1040 1962
1041/* This returns the amount of damage hitter does to op with the 1963/* This returns the amount of damage hitter does to op with the
1042 * appropriate attacktype. Only 1 attacktype should be set at a time. 1964 * appropriate attacktype. Only 1 attacktype should be set at a time.
1043 * This doesn't damage the player, but returns how much it should 1965 * This doesn't damage the player, but returns how much it should
1068 if (attacknum == ATNR_INTERNAL) 1990 if (attacknum == ATNR_INTERNAL)
1069 return dam; 1991 return dam;
1070 1992
1071 if (hitter->slaying) 1993 if (hitter->slaying)
1072 { 1994 {
1073 if ((op->race && strstr (hitter->slaying, op->race)) 1995 if ((op->race && hitter->slaying.contains (op->race))
1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 1996 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1075 { 1997 {
1076 doesnt_slay = 0; 1998 doesnt_slay = 0;
1077 dam *= 3; 1999 dam *= 3;
1078 } 2000 }
1079 } 2001 }
1125 case ATNR_BLIND: 2047 case ATNR_BLIND:
1126 { 2048 {
1127 /* chance for inflicting a special attack depends on the 2049 /* chance for inflicting a special attack depends on the
1128 * difference between attacker's and defender's level 2050 * difference between attacker's and defender's level
1129 */ 2051 */
1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2052 int level_diff = min (110, max (0, op->level - hitter->level));
1131 2053
1132 /* First, only creatures/players with speed can be affected. 2054 /* First, only creatures/players with speed can be affected.
1133 * Second, just getting hit doesn't mean it always affects 2055 * Second, just getting hit doesn't mean it always affects
1134 * you. Third, you still get a saving through against the 2056 * you. Third, you still get a saving through against the
1135 * effect. 2057 * effect.
1136 */ 2058 */
1137 if (op->speed && 2059 if (op->has_active_speed ()
1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2060 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2061 && !(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)) 2062 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1140 { 2063 {
1141 2064
1142 /* Player has been hit by something */ 2065 /* Player has been hit by something */
1143 if (attacknum == ATNR_CONFUSION) 2066 if (attacknum == ATNR_CONFUSION)
1144 confuse_player (op, hitter, dam); 2067 confuse_player (op, hitter, dam);
1281 object *god = find_god (determine_god (owner)); 2204 object *god = find_god (determine_god (owner));
1282 int div = 1; 2205 int div = 1;
1283 2206
1284 /* if undead are not an enemy of your god, you turn them 2207 /* if undead are not an enemy of your god, you turn them
1285 * at half strength */ 2208 * at half strength */
1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 2209 if (!god || !god->slaying.contains (shstr_undead))
1287 div = 2; 2210 div = 2;
1288 2211
1289 /* Give a bonus if you resist turn undead */ 2212 /* 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))) 2213 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1291 scare_creature (op, owner); 2214 scare_creature (op, owner);
1363 } 2286 }
1364 2287
1365 return dam; 2288 return dam;
1366} 2289}
1367 2290
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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