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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.107 by elmex, Mon Jan 12 00:17:23 2009 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 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
82 if (!op->materialname)
83 {
84 for (mt = materialt; mt; 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;
93 50
94 roll = rndm (1, 20); 51 roll = rndm (1, 20);
95 52
96 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 54 * If the type is only magic, don't adjust type - basically, if
132 89
133 if (saves == 0 || (rndm (1, attacks) > saves)) 90 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE; 91 return FALSE;
135 92
136 return TRUE; 93 return TRUE;
94}
95
96/* cancels object *op. Cancellation basically means an object loses
97 * its magical benefits.
98 */
99void
100cancellation (object *op)
101{
102 if (op->invisible)
103 return;
104
105 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
106 {
107 /* Recurse through the inventory */
108 for (object *tmp = op->inv; tmp; tmp = tmp->below)
109 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
110 cancellation (tmp);
111 }
112 else if (fabs (op->magic) <= rndm (0, 5))
113 {
114 /* Nullify this object. This code could probably be more complete */
115 /* in what abilities it should cancel */
116 op->magic = 0;
117
118 CLEAR_FLAG (op, FLAG_DAMNED);
119 CLEAR_FLAG (op, FLAG_CURSED);
120 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
121 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
122
123 if (object *pl = op->visible_to ())
124 esrv_update_item (UPD_FLAGS, pl, op);
125 }
137} 126}
138 127
139/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 130 * calling cancellation, etc.)
168 )) 157 ))
169 { 158 {
170 switch (op->type) 159 switch (op->type)
171 { 160 {
172 case LAMP: 161 case LAMP:
162 case TORCH:
173 // turn on a lamp 163 // turn on a lamp
174 apply_lamp (op, true); 164 apply_lamp (op, true);
175 break; 165 break;
176 166
177 default: 167 default:
364 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
365 * passing over/through them. We don't care what type of movement 355 * passing over/through them. We don't care what type of movement
366 * the wall blocks - if it blocks any type of movement, can't be 356 * the wall blocks - if it blocks any type of movement, can't be
367 * destroyed right now. 357 * destroyed right now.
368 */ 358 */
369 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 359 else if (op->stats.dam > 0 && !tmp->move_block)
370 { 360 {
371 save_throw_object (tmp, type, op); 361 save_throw_object (tmp, type, op);
372 362
373 if (op->destroyed ()) 363 if (op->destroyed ())
374 break; 364 break;
376 } 366 }
377 367
378 return 0; 368 return 0;
379} 369}
380 370
381void 371static void
382attack_message (int dam, int type, object *op, object *hitter) 372attack_message (int dam, int type, object *op, object *hitter)
383{ 373{
384 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
385 int i, found = 0; 375 int i, found = 0;
386 maptile *map; 376 maptile *map;
388 378
389 /* put in a few special messages for some of the common attacktypes 379 /* put in a few special messages for some of the common attacktypes
390 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
391 * [garbled 20010919] 381 * [garbled 20010919]
392 */ 382 */
393
394 if (dam == 9998 && op->type == DOOR) 383 if (dam == 9998 && op->type == DOOR)
395 { 384 {
396 sprintf (buf1, "unlock %s", &op->name); 385 sprintf (buf1, "unlock %s", &op->name);
397 sprintf (buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
398 found++; 387 found++;
399 } 388 }
400 if (dam < 0) 389 else if (dam < 0)
401 { 390 {
402 sprintf (buf1, "hit %s", &op->name); 391 sprintf (buf1, "hit %s", &op->name);
403 sprintf (buf2, " hits"); 392 sprintf (buf2, " hits");
404 found++; 393 found++;
405 } 394 }
527 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
528 found++; 517 found++;
529 break; 518 break;
530 } 519 }
531 } 520 }
532 else if (hitter->current_weapon != NULL) 521 else if (hitter->current_weapon)
533 { 522 {
534 int mtype; 523 int mtype;
535 524
536 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
537 { 526 {
675 op->play_sound (sound_find ("player_hits4")); 664 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 666 }
678} 667}
679 668
680
681static int 669static int
682get_attack_mode (object **target, object **hitter, int *simple_attack) 670get_attack_mode (object **target, object **hitter, int *simple_attack)
683{ 671{
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 673 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 675 return 1;
688 } 676 }
689 677
690 if ((*target)->head)
691 *target = (*target)->head; 678 *target = (*target)->head_ ();
692
693 if ((*hitter)->head)
694 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
695 680
696 if ((*target)->type == LOCKED_DOOR) 681 if ((*target)->type == LOCKED_DOOR)
697 return 1; // locked doors cannot be hit 682 return 1; // locked doors cannot be hit
698 683
699 if ((*hitter)->env || (*target)->env) 684 if ((*hitter)->env || (*target)->env)
717} 702}
718 703
719static int 704static int
720abort_attack (object *target, object *hitter, int simple_attack) 705abort_attack (object *target, object *hitter, int simple_attack)
721{ 706{
722
723/* Check if target and hitter are still in a relation similar to the one 707 /* Check if target and hitter are still in a relation similar to the one
724 * determined by get_attack_mode(). Returns true if the relation has changed. 708 * determined by get_attack_mode(). Returns true if the relation has changed.
725 */ 709 */
726 int new_mode; 710 int new_mode;
727 711
728 if (hitter->env == target || target->env == hitter) 712 if (hitter->env == target || target->env == hitter)
729 new_mode = 1; 713 new_mode = 1;
730 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
715 || hitter->map == NULL || !on_same_map (hitter, target))
731 return 1; 716 return 1;
732 else 717 else
733 new_mode = 0; 718 new_mode = 0;
719
734 return new_mode != simple_attack; 720 return new_mode != simple_attack;
735} 721}
736 722
723/* thrown_item_effect() - handles any special effects of thrown
724 * items (like attacking living creatures--a potion thrown at a
725 * monster).
726 */
727static void
737static void thrown_item_effect (object *, object *); 728thrown_item_effect (object *hitter, object *victim)
729{
730 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
731 {
732 /* May not need a switch for just 2 types, but this makes it
733 * easier for expansion.
734 */
735 switch (hitter->type)
736 {
737 case POTION:
738 /* should player get a save throw instead of checking magic protection? */
739 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
740 (void) apply_potion (victim, hitter);
741 break;
742
743 case POISON: /* poison drinks */
744 /* As with potions, should monster get a save? */
745 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
746 apply_poison (victim, hitter);
747 break;
748
749 /* Removed case statements that did nothing.
750 * food may be poisonous, but monster must be willing to eat it,
751 * so we don't handle it here.
752 * Containers should perhaps break open, but that code was disabled.
753 */
754 }
755 }
756}
757
758/* determine if the object is an 'aimed' missile */
759static int
760is_aimed_missile (object *op)
761{
762
763 /* I broke what used to be one big if into a few nested
764 * ones so that figuring out the logic is at least possible.
765 */
766 if (op && (op->move_type & MOVE_FLYING))
767 if (op->type == ARROW || op->type == THROWN_OBJ)
768 return 1;
769 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
770 return 1;
771
772 return 0;
773}
774/* adj_attackroll() - adjustments to attacks by various conditions */
775static int
776adj_attackroll (object *hitter, object *target)
777{
778 object *attacker = hitter;
779 int adjust = 0;
780
781 /* safety */
782 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
783 {
784 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
785 return 0;
786 }
787
788 /* aimed missiles use the owning object's sight */
789 if (is_aimed_missile (hitter))
790 {
791 if ((attacker = hitter->owner) == NULL)
792 attacker = hitter;
793 /* A player who saves but hasn't quit still could have objects
794 * owned by him - need to handle that case to avoid crashes.
795 */
796 if (QUERY_FLAG (attacker, FLAG_REMOVED))
797 attacker = hitter;
798 }
799 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
800 return 0;
801
802 /* determine the condtions under which we make an attack.
803 * Add more cases, as the need occurs. */
804
805 if (!can_see_enemy (attacker, target))
806 {
807 /* target is unseen */
808 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
809 adjust -= 10;
810 /* dark map penalty for the hitter (lacks infravision if we got here). */
811 else if (!stand_in_light (target))
812 adjust -= target->map->darklevel ();
813 }
814
815 if (QUERY_FLAG (attacker, FLAG_SCARED))
816 adjust -= 3;
817
818 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
819 adjust += 1;
820
821 if (QUERY_FLAG (target, FLAG_SCARED))
822 adjust += 1;
823
824 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
825 adjust -= 3;
826
827 /* if we attack at a different 'altitude' its harder */
828 if ((attacker->move_type & target->move_type) == 0)
829 adjust -= 2;
830
831#if 0
832 /* slower attacks are less likely to succeed. We should use a
833 * comparison between attacker/target speeds BUT, players have
834 * a generally faster speed, so this will wind up being a HUGE
835 * disadantage for the monsters! Too bad, because missiles which
836 * fly fast should have a better chance of hitting a slower target.
837 */
838 if (hitter->speed < target->speed)
839 adjust += ((float) hitter->speed - target->speed);
840#endif
841
842#if 0
843 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
844#endif
845
846 return adjust;
847}
738 848
739static int 849static int
740attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 850attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
741{ 851{
742 int simple_attack, roll, dam = 0; 852 int simple_attack, roll, dam = 0;
801 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) 911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
802 { 912 {
803 make_visible (op); 913 make_visible (op);
804 914
805 if (op->type == PLAYER) 915 if (op->type == PLAYER)
806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 916 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
807 } 917 }
808 918
809 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
810 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
811 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
823 if (hitdam <= 0) 933 if (hitdam <= 0)
824 hitdam = 1; 934 hitdam = 1;
825 935
826 type = hitter->attacktype; 936 type = hitter->attacktype;
827 937
938 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
939 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
940 * This check is important for the most simple monsters out there in the
941 * game content (maps, archs). For example orcs: They would have
942 * no attacktype at all.
943 *
944 * Some time in the future someone should just go into the game data
945 * and fix every monster out there ;-/ Until then we will kill some
946 * more trees in the african rain forests with this check.
947 */
828 if (!type) 948 if (!type)
829 type = AT_PHYSICAL; 949 type = AT_PHYSICAL;
830 950
831 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
832 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 952 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
995 } 1115 }
996 1116
997 return op; 1117 return op;
998} 1118}
999 1119
1000void 1120static void
1001tear_down_wall (object *op) 1121tear_down_wall (object *op)
1002{ 1122{
1003 int perc = 0;
1004
1005 if (!op->stats.maxhp) 1123 if (!op->stats.maxhp)
1006 {
1007 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1124 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1008 perc = 1; 1125 else if (!op->has_anim ())
1009 }
1010 else if (!GET_ANIM_ID (op))
1011 { 1126 {
1012 /* Object has been called - no animations, so remove it */ 1127 /* Object has been called - no animations, so remove it */
1013 if (op->stats.hp < 0) 1128 if (op->stats.hp < 0)
1014 op->destroy (); 1129 op->destroy ();
1015 1130
1016 return; /* no animations, so nothing more to do */ 1131 return; /* no animations, so nothing more to do */
1017 } 1132 }
1018 1133
1019 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1134 // we use frames 1..num-2 as intermediate frames, so
1135 // the last frame is used only when hp < 0.
1136 int perc = clamp (
1137 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1138 0, op->anim_frames () - 1
1139 );
1020 1140
1021 if (perc >= (int) NUM_ANIMATIONS (op)) 1141 op->set_anim_frame (perc);
1022 perc = NUM_ANIMATIONS (op) - 1;
1023 else if (perc < 1)
1024 perc = 1;
1025
1026 SET_ANIMATION (op, perc);
1027 update_object (op, UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1028 1143
1029 if (perc == NUM_ANIMATIONS (op) - 1) 1144 if (op->stats.hp < 0)
1030 { /* Reached the last animation */ 1145 { /* Reached the last animation */
1031 if (op->face == blank_face) 1146 if (op->face == blank_face)
1032 /* If the last face is blank, remove the ob */ 1147 /* If the last face is blank, remove the ob */
1033 op->destroy (); 1148 op->destroy ();
1034 else 1149 else
1035 { /* The last face was not blank, leave an image */ 1150 { /* The last face was not blank, leave an image */
1036 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1151 op->flag [FLAG_BLOCKSVIEW] = false;
1037 update_all_los (op->map, op->x, op->y); 1152 update_all_los (op->map, op->x, op->y);
1038 op->move_block = 0; 1153 op->move_block = 0;
1039 CLEAR_FLAG (op, FLAG_ALIVE); 1154 op->flag [FLAG_ALIVE] = false;
1040 } 1155 }
1041 } 1156 }
1042} 1157}
1043 1158
1044void 1159static void
1045scare_creature (object *target, object *hitter) 1160scare_creature (object *target, object *hitter)
1046{ 1161{
1047 object *owner = hitter->owner; 1162 target->flag [FLAG_SCARED] = true;
1048 1163
1164 if (!target->enemy)
1165 target->enemy = hitter->outer_owner ();
1166}
1167
1168/* GROS: This code comes from hit_player. It has been made external to
1169 * allow script procedures to "kill" objects in a combat-like fashion.
1170 * It was initially used by (kill-object) developed for the Collector's
1171 * Sword. Note that nothing has been changed from the original version
1172 * of the following code.
1173 * op is what is being killed.
1174 * dam is the damage done to it.
1175 * hitter is what is hitting it.
1176 * type is the attacktype.
1177 *
1178 * This function was a bit of a mess with hitter getting changed,
1179 * values being stored away but not used, etc. I've cleaned it up
1180 * a bit - I think it should be functionally equivalant.
1181 * MSW 2002-07-17
1182 */
1183int
1184kill_object (object *op, int dam, object *hitter, int type)
1185{
1186 char buf[MAX_BUF];
1187 shstr skill;
1188 int maxdam = 0;
1189 int battleg = 0; /* true if op standing on battleground */
1190 int pk = 0; /* true if op and what controls hitter are both players */
1191 object *owner = 0;
1192 object *skop = 0;
1193
1194 if (op->stats.hp >= 0)
1195 return -1;
1196
1197 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1198 return 0;
1199
1200 /* maxdam needs to be the amount of damage it took to kill
1201 * this creature. The function(s) that call us have already
1202 * adjusted the creatures HP total, so that is negative.
1203 */
1204 maxdam = dam + op->stats.hp + 1;
1205
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1207 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1208
1209 if (op->type == DOOR)
1210 {
1211 op->set_speed (0.1f);
1212 op->speed_left = -0.05f;
1213 return maxdam;
1214 }
1215
1216 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1217 {
1218 op->drop_and_destroy ();
1219 return maxdam;
1220 }
1221
1222 /* Now lets start dealing with experience we get for killing something */
1223
1224 owner = hitter->outer_owner ();
1049 if (!owner) 1225 if (!owner)
1050 owner = hitter; 1226 owner = hitter;
1051 1227
1228 /* is the victim (op) standing on battleground? */
1229 if (op_on_battleground (op, NULL, NULL))
1230 battleg = 1;
1231
1232 /* is this player killing? */
1233 if (op->type == PLAYER && owner->type == PLAYER)
1234 pk = 1;
1235
1236 /* Player killed something */
1237 if (owner->type == PLAYER)
1238 {
1239 /* Log players killing other players - makes it easier to detect
1240 * and filter out malicious player killers - that is why the
1241 * ip address is included.
1242 */
1243 if (op->type == PLAYER && !battleg)
1244 {
1245 time_t t = time (NULL);
1246 struct tm *tmv;
1247 char buf[256];
1248
1249 tmv = localtime (&t);
1250 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1251
1252 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1253 }
1254
1255 /* try to filter some things out - basically, if you are
1256 * killing a level 1 creature and your level 20, you
1257 * probably don't want to see that.
1258 */
1259 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1260 {
1261 if (owner != hitter)
1262 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1263 else
1264 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1265
1266 /* Only play sounds for melee kills */
1267 if (hitter->type == PLAYER)
1268 owner->play_sound (sound_find ("player_kills"));
1269 }
1270
1271 /* If a player kills another player, not on
1272 * battleground, the "killer" looses 1 luck. Since this is
1273 * not reversible, it's actually quite a pain IMHO. -AV
1274 * Fix bug in that we were changing the luck of the hitter, not
1275 * player that the object belonged to - so if you killed another player
1276 * with spells, pets, whatever, there was no penalty.
1277 * Changed to make luck penalty configurable in settings.
1278 */
1279 if (op->type == PLAYER && owner != op && !battleg)
1280 owner->change_luck (-settings.pk_luck_penalty);
1281
1282 /* This code below deals with finding the appropriate skill
1283 * to credit exp to. This is a bit problematic - we should
1284 * probably never really have to look at current_weapon->skill
1285 */
1286 if (hitter->skill && hitter->type != PLAYER)
1287 skill = hitter->skill;
1288 else if (owner->chosen_skill)
1289 {
1290 skop = owner->chosen_skill;
1291 skill = skop->skill;
1292 }
1293 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1294 skill = owner->current_weapon->skill;
1295 else
1296 {
1297 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1298 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1299 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1300 skill = 0;
1301 }
1302
1303 /* We have the skill we want to credit to - now find the object this goes
1304 * to. Make sure skop is an actual skill, and not a skill tool!
1305 */
1306 skop = owner->contr->find_skill (skill);
1307 } /* Was it a player that hit somethign */
1308 else
1309 skill = 0;
1310
1311 /* These may have been set in the player code section above */
1312 if (!skop)
1313 skop = hitter->chosen_skill;
1314
1315 if (!skill && skop)
1316 skill = skop->skill;
1317
1318 /* If you didn't kill yourself, and your not the wizard */
1319 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1320 {
1321 int exp;
1322
1323 /* Really don't give much experience for killing other players */
1324 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1325 if (battleg)
1326 {
1327 if (op->is_player ())
1328 {
1329 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1330 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1331 }
1332
1333 exp = 0;
1334 }
1335 else if (op->is_player ())
1336 exp = op->stats.exp / 1000;
1337 else
1338 exp = calc_skill_exp (owner, op, skop);
1339
1340 /* Don't know why this is set this way - doesn't make
1341 * sense to just divide everything by two for no reason.
1342 */
1343
1344 if (!settings.simple_exp)
1345 exp = exp / 2;
1346
1347 if (owner->type != PLAYER || owner->contr->party == NULL)
1348 change_exp (owner, exp, skill, 0);
1349 else
1350 {
1351 int shares = 0, count = 0;
1352 partylist *party = owner->contr->party;
1353
1354 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1355
1356 for_all_players (pl)
1357 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1358 {
1359 count++;
1360 shares += (pl->ob->level + 4);
1361 }
1362
1363 if (count == 1 || shares > exp || !shares)
1364 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1365 else
1366 {
1367 int share = exp / shares, given = 0, nexp;
1368
1369 for_all_players (pl)
1370 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1371 {
1372 nexp = (pl->ob->level + 4) * share;
1373 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1374 given += nexp;
1375 }
1376
1377 exp -= given;
1378 /* give any remainder to the player */
1379 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1380 }
1381 } /* else part of a party */
1382 } /* end if person didn't kill himself */
1383
1384 if (op->type != PLAYER)
1385 {
1386 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1387 {
1388 object *owner1 = op->owner;
1389
1390 if (owner1 && owner1->type == PLAYER)
1391 {
1392 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1393 /* Maybe we should include the owner that killed this, maybe not */
1394 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1395 }
1396
1397 remove_friendly_object (op);
1398 }
1399
1400 op->drop_and_destroy ();
1401 }
1402 else
1403 /* Player has been killed! */
1404 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1405
1406 /* This was return -1 - that doesn't seem correct - if we return -1, process
1407 * continues in the calling function.
1408 */
1409 return maxdam;
1410}
1411
1412/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1413 * Returns 0 this is not friendly fire
1414 */
1415int
1416friendly_fire (object *op, object *hitter)
1417{
1418 object *owner;
1419 int friendlyfire;
1420
1421 if (hitter->head)
1422 hitter = hitter->head;
1423
1424 friendlyfire = 0;
1425
1426 if (op->type == PLAYER)
1427 {
1428 if (op_on_battleground (hitter, 0, 0))
1429 return 0;
1430
1431 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1432 return 1;
1433
1434 if ((owner = hitter->owner) != NULL)
1435 {
1436 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1437 friendlyfire = 2;
1438 }
1439
1440 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1441 friendlyfire = 0;
1442 }
1443
1444 return friendlyfire;
1445}
1446
1447/* This isn't used just for players, but in fact most objects.
1448 * op is the object to be hit, dam is the amount of damage, hitter
1449 * is what is hitting the object, type is the attacktype, and
1450 * full_hit is set if monster area does not matter.
1451 * dam is base damage - protections/vulnerabilities/slaying matches can
1452 * modify it.
1453 */
1454/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1455 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1456int
1457hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1458{
1459 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1460 int maxattacktype, attacknum;
1461 int body_attack = op && op->head; /* Did we hit op's head? */
1462 int simple_attack;
1463 int rtn_kill = 0;
1464 int friendlyfire;
1465
1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1467 return 0;
1468
1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1471 return 0;
1472
1473 // only allow pk for hostile players
1474 if (op->type == PLAYER)
1475 {
1476 object *owner = hitter->owner;
1477
1478 if (!owner)
1479 owner = hitter;
1480
1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1485 return 0;
1486 }
1487
1488 if (body_attack)
1489 {
1490 /* slow and paralyze must hit the head. But we don't want to just
1491 * return - we still need to process other attacks the spell still
1492 * might have. So just remove the paralyze and slow attacktypes,
1493 * and keep on processing if we have other attacktypes.
1494 * return if only magic or nothing is left - under normal code
1495 * we don't attack with pure magic if there is another attacktype.
1496 * Only do processing if the initial attacktype includes one of those
1497 * attack so we don't cancel out things like magic bullet.
1498 */
1499 if (type & (AT_PARALYZE | AT_SLOW))
1500 {
1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1503 if (!type || type == AT_MAGIC)
1504 return 0;
1505 }
1506 }
1507
1508 if (!simple_attack && op->type == DOOR)
1509 {
1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == RUNE || tmp->type == TRAP)
1512 {
1513 spring_trap (tmp, hitter);
1514
1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1516 return 0;
1517
1518 break;
1519 }
1520 }
1521
1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1523 {
1524 /* FIXME: If a player is killed by a rune in a door, the
1525 * destroyed() check above doesn't return, and might get here.
1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1534 return 0;
1535 }
1536
1537#ifdef ATTACK_DEBUG
1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1539#endif
1540
1541 if (magic)
1542 {
1543 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1546 if (dam >= 100)
1547 dam /= 100;
1548 else
1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1550 }
1551
1552 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1554 */
1555 if (type & AT_CHAOS)
1556 {
1557 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1558 update_object (op, UP_OBJ_FACE);
1559 type &= ~AT_CHAOS;
1560 }
1561
1562 /* Holyword is really an attacktype modifier (like magic is). If
1563 * holyword is part of an attacktype, then make sure the creature is
1564 * a proper match, otherwise no damage.
1565 */
1566 if (type & AT_HOLYWORD)
1567 {
1568 object *god;
1569
1570 if ((!hitter->slaying
1571 || (!(op->race && hitter->slaying.contains (op->race))
1572 && !(op->name && hitter->slaying.contains (op->name))))
1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1574 || (hitter->title
1575 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead))))
1577 return 0;
1578 }
1579
1580 maxattacktype = type; /* initialise this to something */
1581 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1582 {
1583 /* Magic isn't really a true attack type - it gets combined with other
1584 * attack types. As such, skip it over. However, if magic is
1585 * the only attacktype in the group, then still attack with it
1586 */
1587 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1588 continue;
1589
1590 /* Go through and hit the player with each attacktype, one by one.
1591 * hit_player_attacktype only figures out the damage, doesn't inflict
1592 * it. It will do the appropriate action for attacktypes with
1593 * effects (slow, paralization, etc.
1594 */
1595 if (type & attacktype)
1596 {
1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1598 /* the >= causes us to prefer messages from special attacks, if
1599 * the damage is equal.
1600 */
1601 if (ndam >= maxdam)
1602 {
1603 maxdam = ndam;
1604 maxattacktype = 1 << attacknum;
1605 }
1606 }
1607 }
1608
1609 /* if this is friendly fire then do a set % of damage only
1610 * Note - put a check in to make sure this attack is actually
1611 * doing damage - otherwise, the +1 in the code below will make
1612 * an attack do damage before when it otherwise didn't
1613 */
1614 friendlyfire = friendly_fire (op, hitter);
1615 if (friendlyfire && maxdam)
1616 {
1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1618
1619#ifdef ATTACK_DEBUG
1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1622#endif
1623 }
1624
1625 if (!full_hit)
1626 {
1627 int area;
1628 int remainder;
1629
1630 area = 0;
1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1633 area++;
1634
1635 assert (area > 0);
1636
1637 /* basically: maxdam /= area; we try to "simulate" a float
1638 value-effect */
1639 remainder = 100 * (maxdam % area) / area;
1640 maxdam /= area;
1641 if (rndm (100) < remainder)
1642 maxdam++;
1643 }
1644
1645#ifdef ATTACK_DEBUG
1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1647#endif
1648
1649 // for now, only do this for active objects, otherwise they
1650 // keep a refcount for a long time and I see no usefulness
1651 // for an non-active objetc to know its enemy.
1652 if (op->active)
1653 if (hitter->owner)
1654 op->enemy = hitter->owner;
1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1656 op->enemy = hitter;
1657
1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1659 {
1660 /* The unaggressives look after themselves 8) */
1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1662 npc_call_help (op);
1663 }
1664
1665 if (magic && did_make_save (op, op->level, 0))
1666 maxdam = maxdam / 2;
1667
1668 attack_message (maxdam, maxattacktype, op, hitter);
1669
1670 op->stats.hp -= maxdam;
1671
1672 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1673 if ((op->stats.hp >= 0) &&
1674 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1675 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1676 {
1677
1678 if (QUERY_FLAG (op, FLAG_MONSTER))
1679 SET_FLAG (op, FLAG_RUN_AWAY);
1680 else
1681 scare_creature (op, hitter);
1682 }
1683
1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1685 {
1686 if (maxdam)
1687 tear_down_wall (op);
1688
1689 return maxdam; /* nothing more to do for wall */
1690 }
1691
1692 /* See if the creature has been killed */
1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1694 if (rtn_kill != -1)
1695 return rtn_kill;
1696
1697 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1698 * that before if the player was immune to ghosthit, the monster
1699 * remained - that is no longer the case.
1700 */
1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1702 hitter->drop_and_destroy ();
1703 /* Lets handle creatures that are splitting now */
1704 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1705 {
1706 int i;
1707 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1708 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1709 object *owner = op->owner;
1710
1711 if (!op->other_arch)
1712 {
1713 LOG (llevError, "SPLITTING without other_arch error.\n");
1714 return maxdam;
1715 }
1716
1717 op->remove ();
1718
1719 for (i = 0; i < op->stats.food; i++)
1720 { /* This doesn't handle op->more yet */
1721 object *tmp = arch_to_object (op->other_arch);
1722 int j;
1723
1724 tmp->stats.hp = op->stats.hp;
1725
1726 if (friendly)
1727 {
1728 add_friendly_object (tmp);
1729 tmp->attack_movement = PETMOVE;
1730
1731 if (owner)
1732 tmp->set_owner (owner);
1733 }
1734
1735 if (unaggressive)
1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1737
1738 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1739
1740 if (j == -1) /* No spot to put this monster */
1741 tmp->destroy ();
1742 else
1743 {
1744 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1745 insert_ob_in_map (tmp, op->map, NULL, 0);
1746 }
1747 }
1748
1749 op->destroy ();
1750 }
1751 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1752 hitter->drop_and_destroy ();
1753
1754 return maxdam;
1755}
1756
1757static void
1758poison_player (object *op, object *hitter, int dam)
1759{
1760 archetype *at = archetype::find (shstr_poisoning);
1761 object *tmp = present_arch_in_ob (at, op);
1762
1763 if (tmp == NULL)
1764 {
1765 if ((tmp = arch_to_object (at)) == NULL)
1766 LOG (llevError, "Failed to clone arch poisoning.\n");
1767 else
1768 {
1769 tmp = insert_ob_in_ob (tmp, op);
1770 /* peterm: give poisoning some teeth. It should
1771 * be able to kill things better than it does:
1772 * damage should be dependent something--I choose to
1773 * do this: if it's a monster, the damage from the
1774 * poisoning goes as the level of the monster/2.
1775 * If anything else, goes as damage.
1776 */
1777
1778 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1779 tmp->stats.dam += hitter->level / 2;
1780 else
1781 tmp->stats.dam = dam;
1782
1783 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1784 if (hitter->skill && hitter->skill != tmp->skill)
1785 {
1786 tmp->skill = hitter->skill;
1787 }
1788
1789 tmp->stats.food += dam; /* more damage, longer poisoning */
1790
1791 if (op->type == PLAYER)
1792 {
1793 /* player looses stats, maximum is -10 of each */
1794 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1795 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1796 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1797 tmp->stats.Int = max (-(dam / 7 ), -10);
1798 SET_FLAG (tmp, FLAG_APPLIED);
1799 op->update_stats ();
1800 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1801 op->play_sound (tmp->sound);
1802 }
1803
1804 if (hitter->type == PLAYER)
1805 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1806 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1807 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1808 }
1809
1810 tmp->speed_left = 0;
1811 }
1812 else
1813 tmp->stats.food++;
1814}
1815
1816static void
1817slow_player (object *op, object *hitter, int dam)
1818{
1819 archetype *at = archetype::find (shstr_slowness);
1820 object *tmp;
1821
1822 if (at == NULL)
1823 LOG (llevError, "Can't find slowness archetype.\n");
1824
1825 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1826 {
1827 tmp = arch_to_object (at);
1828 tmp = insert_ob_in_ob (tmp, op);
1829 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1830 }
1831 else
1832 tmp->stats.food++;
1833
1052 SET_FLAG (target, FLAG_SCARED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
1053 if (!target->enemy) 1835 tmp->speed_left = 0;
1054 target->enemy = owner; 1836 op->update_stats ();
1837}
1838
1839void
1840confuse_player (object *op, object *hitter, int dam)
1841{
1842 object *tmp;
1843 int maxduration;
1844
1845 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1846 if (!tmp)
1847 {
1848 tmp = get_archetype (FORCE_NAME);
1849 tmp = insert_ob_in_ob (tmp, op);
1850 }
1851
1852 /* Duration added per hit and max. duration of confusion both depend
1853 * on the player's resistance
1854 */
1855 tmp->speed = 0.05;
1856 tmp->subtype = FORCE_CONFUSION;
1857 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1858 tmp->name = shstr_confusion;
1859 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860
1861 if (tmp->duration > maxduration)
1862 tmp->duration = maxduration;
1863
1864 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1865 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1866
1867 SET_FLAG (op, FLAG_CONFUSED);
1868}
1869
1870void
1871blind_player (object *op, object *hitter, int dam)
1872{
1873 object *tmp, *owner;
1874
1875 /* Save some work if we know it isn't going to affect the player */
1876 if (op->resist[ATNR_BLIND] == 100)
1877 return;
1878
1879 tmp = present_in_ob (BLINDNESS, op);
1880 if (!tmp)
1881 {
1882 tmp = get_archetype (shstr_blindness);
1883 SET_FLAG (tmp, FLAG_BLIND);
1884 SET_FLAG (tmp, FLAG_APPLIED);
1885 /* use floats so we don't lose too much precision due to rounding errors.
1886 * speed is a float anyways.
1887 */
1888 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1889
1890 tmp = insert_ob_in_ob (tmp, op);
1891 change_abil (op, tmp); /* Mostly to display any messages */
1892 op->update_stats (); /* This takes care of some other stuff */
1893
1894 if (hitter->owner)
1895 owner = hitter->owner;
1896 else
1897 owner = hitter;
1898
1899 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1900 }
1901 tmp->stats.food += dam;
1902 if (tmp->stats.food > 10)
1903 tmp->stats.food = 10;
1904}
1905
1906void
1907paralyze_player (object *op, object *hitter, int dam)
1908{
1909 /* This is strange stuff... someone knows for what this is
1910 * written? Well, i think this can and should be removed
1911 */
1912
1913 /*
1914 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1915 tmp=clone_arch(PARAIMAGE);
1916 tmp->x=op->x,tmp->y=op->y;
1917 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1918 }
1919 */
1920
1921 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1922 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1923
1924 op->speed_left -= fabs (op->speed) * effect;
1925 /* tmp->stats.food+=(signed short) effect/op->speed; */
1926
1927 /* max number of ticks to be affected for. */
1928 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929
1930 if (op->speed_left < -(fabs (op->speed) * max))
1931 op->speed_left = -(fabs (op->speed) * max);
1932
1933/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1934}
1935
1936/* Attempts to kill 'op'. hitter is the attack object, dam is
1937 * the computed damaged.
1938 */
1939static void
1940deathstrike_player (object *op, object *hitter, int *dam)
1941{
1942 /* The intention of a death attack is to kill outright things
1943 ** that are a lot weaker than the attacker, have a chance of killing
1944 ** things somewhat weaker than the caster, and no chance of
1945 ** killing something equal or stronger than the attacker.
1946 ** Also, if a deathstrike attack has a slaying, any monster
1947 ** whose name or race matches a comma-delimited list in the slaying
1948 ** field of the deathstriking object */
1949
1950 int atk_lev, def_lev, kill_lev;
1951
1952 if (hitter->slaying)
1953 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1954 || (op->race && hitter->slaying.contains (op->race))))
1955 return;
1956
1957 def_lev = op->level;
1958 if (def_lev < 1)
1959 {
1960 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1961 def_lev = 1;
1962 }
1963
1964 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1965 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1966 atk_lev, def_lev); */
1967
1968 if (atk_lev >= def_lev)
1969 {
1970 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1971
1972 /* Note that the below effectively means the ratio of the atk vs
1973 * defener level is important - if level 52 character has very little
1974 * chance of killing a level 50 monster. This should probably be
1975 * redone.
1976 */
1977 if (kill_lev >= def_lev)
1978 {
1979 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1980 /* I think this doesn't really do much. Because of
1981 * integer rounding, this only makes any difference if the
1982 * attack level is double the defender level.
1983 */
1984 *dam *= kill_lev / def_lev;
1985 }
1986 }
1987 else
1988 *dam = 0; /* no harm done */
1055} 1989}
1056 1990
1057/* This returns the amount of damage hitter does to op with the 1991/* This returns the amount of damage hitter does to op with the
1058 * appropriate attacktype. Only 1 attacktype should be set at a time. 1992 * appropriate attacktype. Only 1 attacktype should be set at a time.
1059 * This doesn't damage the player, but returns how much it should 1993 * This doesn't damage the player, but returns how much it should
1141 case ATNR_BLIND: 2075 case ATNR_BLIND:
1142 { 2076 {
1143 /* chance for inflicting a special attack depends on the 2077 /* chance for inflicting a special attack depends on the
1144 * difference between attacker's and defender's level 2078 * difference between attacker's and defender's level
1145 */ 2079 */
1146 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2080 int level_diff = min (110, max (0, op->level - hitter->level));
1147 2081
1148 /* First, only creatures/players with speed can be affected. 2082 /* First, only creatures/players with speed can be affected.
1149 * Second, just getting hit doesn't mean it always affects 2083 * Second, just getting hit doesn't mean it always affects
1150 * you. Third, you still get a saving through against the 2084 * you. Third, you still get a saving through against the
1151 * effect. 2085 * effect.
1152 */ 2086 */
1153 if (op->speed && 2087 if (op->has_active_speed ()
1154 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2088 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2089 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
1155 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2090 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1156 { 2091 {
1157 2092
1158 /* Player has been hit by something */ 2093 /* Player has been hit by something */
1159 if (attacknum == ATNR_CONFUSION) 2094 if (attacknum == ATNR_CONFUSION)
1160 confuse_player (op, hitter, dam); 2095 confuse_player (op, hitter, dam);
1379 } 2314 }
1380 2315
1381 return dam; 2316 return dam;
1382} 2317}
1383 2318
1384/* GROS: This code comes from hit_player. It has been made external to
1385 * allow script procedures to "kill" objects in a combat-like fashion.
1386 * It was initially used by (kill-object) developed for the Collector's
1387 * Sword. Note that nothing has been changed from the original version
1388 * of the following code.
1389 * op is what is being killed.
1390 * dam is the damage done to it.
1391 * hitter is what is hitting it.
1392 * type is the attacktype.
1393 *
1394 * This function was a bit of a mess with hitter getting changed,
1395 * values being stored away but not used, etc. I've cleaned it up
1396 * a bit - I think it should be functionally equivalant.
1397 * MSW 2002-07-17
1398 */
1399int
1400kill_object (object *op, int dam, object *hitter, int type)
1401{
1402 char buf[MAX_BUF];
1403 shstr skill;
1404 int maxdam = 0;
1405 int battleg = 0; /* true if op standing on battleground */
1406 int pk = 0; /* true if op and what controls hitter are both players */
1407 object *owner = 0;
1408 object *skop = 0;
1409
1410 if (op->stats.hp >= 0)
1411 return -1;
1412
1413 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1414 return 0;
1415
1416 /* maxdam needs to be the amount of damage it took to kill
1417 * this creature. The function(s) that call us have already
1418 * adjusted the creatures HP total, so that is negative.
1419 */
1420 maxdam = dam + op->stats.hp + 1;
1421
1422 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1423 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1424
1425 if (op->type == DOOR)
1426 {
1427 op->set_speed (0.1f);
1428 op->speed_left = -0.05f;
1429 return maxdam;
1430 }
1431
1432 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1433 {
1434 op->drop_and_destroy ();
1435 return maxdam;
1436 }
1437
1438 /* Now lets start dealing with experience we get for killing something */
1439
1440 owner = hitter->outer_owner ();
1441 if (!owner)
1442 owner = hitter;
1443
1444 /* is the victim (op) standing on battleground? */
1445 if (op_on_battleground (op, NULL, NULL))
1446 battleg = 1;
1447
1448 /* is this player killing? */
1449 if (op->type == PLAYER && owner->type == PLAYER)
1450 pk = 1;
1451
1452 /* Player killed something */
1453 if (owner->type == PLAYER)
1454 {
1455 /* Log players killing other players - makes it easier to detect
1456 * and filter out malicious player killers - that is why the
1457 * ip address is included.
1458 */
1459 if (op->type == PLAYER && !battleg)
1460 {
1461 time_t t = time (NULL);
1462 struct tm *tmv;
1463 char buf[256];
1464
1465 tmv = localtime (&t);
1466 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1467
1468 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1469 }
1470
1471 /* try to filter some things out - basically, if you are
1472 * killing a level 1 creature and your level 20, you
1473 * probably don't want to see that.
1474 */
1475 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1476 {
1477 if (owner != hitter)
1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1479 else
1480 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1481
1482 /* Only play sounds for melee kills */
1483 if (hitter->type == PLAYER)
1484 owner->play_sound (sound_find ("player_kills"));
1485 }
1486
1487 /* If a player kills another player, not on
1488 * battleground, the "killer" looses 1 luck. Since this is
1489 * not reversible, it's actually quite a pain IMHO. -AV
1490 * Fix bug in that we were changing the luck of the hitter, not
1491 * player that the object belonged to - so if you killed another player
1492 * with spells, pets, whatever, there was no penalty.
1493 * Changed to make luck penalty configurable in settings.
1494 */
1495 if (op->type == PLAYER && owner != op && !battleg)
1496 owner->change_luck (-settings.pk_luck_penalty);
1497
1498 /* This code below deals with finding the appropriate skill
1499 * to credit exp to. This is a bit problematic - we should
1500 * probably never really have to look at current_weapon->skill
1501 */
1502 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill;
1504 else if (owner->chosen_skill)
1505 {
1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1508 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1510 skill = owner->current_weapon->skill;
1511 else
1512 {
1513 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1514 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1515 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1516 skill = 0;
1517 }
1518
1519 /* We have the skill we want to credit to - now find the object this goes
1520 * to. Make sure skop is an actual skill, and not a skill tool!
1521 */
1522 skop = owner->contr->find_skill (skill);
1523 } /* Was it a player that hit somethign */
1524 else
1525 skill = 0;
1526
1527 /* These may have been set in the player code section above */
1528 if (!skop)
1529 skop = hitter->chosen_skill;
1530
1531 if (!skill && skop)
1532 skill = skop->skill;
1533
1534 /* If you didn't kill yourself, and your not the wizard */
1535 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1536 {
1537 int exp;
1538
1539 /* Really don't give much experience for killing other players */
1540 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1541 if (op->type == PLAYER)
1542 {
1543 if (battleg)
1544 {
1545 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1546 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1547 }
1548 else
1549 exp = op->stats.exp / 1000;
1550 }
1551 else
1552 exp = calc_skill_exp (owner, op, skop);
1553
1554 /* if op is standing on "battleground" (arena), no way to gain
1555 * exp by killing him
1556 */
1557 if (battleg)
1558 exp = 0;
1559
1560 /* Don't know why this is set this way - doesn't make
1561 * sense to just divide everything by two for no reason.
1562 */
1563
1564 if (!settings.simple_exp)
1565 exp = exp / 2;
1566
1567 if (owner->type != PLAYER || owner->contr->party == NULL)
1568 change_exp (owner, exp, skill, 0);
1569 else
1570 {
1571 int shares = 0, count = 0;
1572 partylist *party = owner->contr->party;
1573
1574 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1575
1576 for_all_players (pl)
1577 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1578 {
1579 count++;
1580 shares += (pl->ob->level + 4);
1581 }
1582
1583 if (count == 1 || shares > exp || !shares)
1584 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1585 else
1586 {
1587 int share = exp / shares, given = 0, nexp;
1588
1589 for_all_players (pl)
1590 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1591 {
1592 nexp = (pl->ob->level + 4) * share;
1593 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1594 given += nexp;
1595 }
1596
1597 exp -= given;
1598 /* give any remainder to the player */
1599 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1600 }
1601 } /* else part of a party */
1602 } /* end if person didn't kill himself */
1603
1604 if (op->type != PLAYER)
1605 {
1606 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1607 {
1608 object *owner1 = op->owner;
1609
1610 if (owner1 && owner1->type == PLAYER)
1611 {
1612 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1613 /* Maybe we should include the owner that killed this, maybe not */
1614 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1615 }
1616
1617 remove_friendly_object (op);
1618 }
1619
1620 op->drop_and_destroy ();
1621 }
1622 else
1623 /* Player has been killed! */
1624 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1625
1626 /* This was return -1 - that doesn't seem correct - if we return -1, process
1627 * continues in the calling function.
1628 */
1629 return maxdam;
1630}
1631
1632/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1633 * Returns 0 this is not friendly fire
1634 */
1635int
1636friendly_fire (object *op, object *hitter)
1637{
1638 object *owner;
1639 int friendlyfire;
1640
1641 if (hitter->head)
1642 hitter = hitter->head;
1643
1644 friendlyfire = 0;
1645
1646 if (op->type == PLAYER)
1647 {
1648 if (op_on_battleground (hitter, 0, 0))
1649 return 0;
1650
1651 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1652 return 1;
1653
1654 if ((owner = hitter->owner) != NULL)
1655 {
1656 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1657 friendlyfire = 2;
1658 }
1659
1660 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1661 friendlyfire = 0;
1662 }
1663
1664 return friendlyfire;
1665}
1666
1667/* This isn't used just for players, but in fact most objects.
1668 * op is the object to be hit, dam is the amount of damage, hitter
1669 * is what is hitting the object, type is the attacktype, and
1670 * full_hit is set if monster area does not matter.
1671 * dam is base damage - protections/vulnerabilities/slaying matches can
1672 * modify it.
1673 */
1674/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1675 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1676int
1677hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1678{
1679 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1680 int maxattacktype, attacknum;
1681 int body_attack = op && op->head; /* Did we hit op's head? */
1682 int simple_attack;
1683 int rtn_kill = 0;
1684 int friendlyfire;
1685
1686 if (get_attack_mode (&op, &hitter, &simple_attack))
1687 return 0;
1688
1689 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1690 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1691 return 0;
1692
1693 // only allow pk for hostile players
1694 if (op->type == PLAYER)
1695 {
1696 object *owner = hitter->owner;
1697
1698 if (!owner)
1699 owner = hitter;
1700
1701 if (owner->type == PLAYER
1702 && (!op_on_battleground (op, 0, 0)
1703 && (op->contr->peaceful || owner->contr->peaceful))
1704 && op != owner)
1705 return 0;
1706 }
1707
1708 if (body_attack)
1709 {
1710 /* slow and paralyze must hit the head. But we don't want to just
1711 * return - we still need to process other attacks the spell still
1712 * might have. So just remove the paralyze and slow attacktypes,
1713 * and keep on processing if we have other attacktypes.
1714 * return if only magic or nothing is left - under normal code
1715 * we don't attack with pure magic if there is another attacktype.
1716 * Only do processing if the initial attacktype includes one of those
1717 * attack so we don't cancel out things like magic bullet.
1718 */
1719 if (type & (AT_PARALYZE | AT_SLOW))
1720 {
1721 type &= ~(AT_PARALYZE | AT_SLOW);
1722
1723 if (!type || type == AT_MAGIC)
1724 return 0;
1725 }
1726 }
1727
1728 if (!simple_attack && op->type == DOOR)
1729 {
1730 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1731 if (tmp->type == RUNE || tmp->type == TRAP)
1732 {
1733 spring_trap (tmp, hitter);
1734
1735 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1736 return 0;
1737
1738 break;
1739 }
1740 }
1741
1742 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1743 {
1744 /* FIXME: If a player is killed by a rune in a door, the
1745 * destroyed() check above doesn't return, and might get here.
1746 */
1747
1748 /* FIXME: This for example happens when a dead door is on a mover and
1749 gets it's speed_left raised on each mover-tick.
1750 Doors are removed in a kinda funny way by giving them speed and speed_left
1751 and waiting for that to run out.
1752 */
1753 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1754 return 0;
1755 }
1756
1757#ifdef ATTACK_DEBUG
1758 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1759#endif
1760
1761 if (magic)
1762 {
1763 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1764 * in case 0>dam>1, we try to "simulate" a float value-effect */
1765 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1766 if (dam >= 100)
1767 dam /= 100;
1768 else
1769 dam = (dam > rndm (0, 99)) ? 1 : 0;
1770 }
1771
1772 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1773 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1774 */
1775 if (type & AT_CHAOS)
1776 {
1777 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1778 update_object (op, UP_OBJ_FACE);
1779 type &= ~AT_CHAOS;
1780 }
1781
1782 /* Holyword is really an attacktype modifier (like magic is). If
1783 * holyword is part of an attacktype, then make sure the creature is
1784 * a proper match, otherwise no damage.
1785 */
1786 if (type & AT_HOLYWORD)
1787 {
1788 object *god;
1789
1790 if ((!hitter->slaying
1791 || (!(op->race && hitter->slaying.contains (op->race))
1792 && !(op->name && hitter->slaying.contains (op->name))))
1793 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1794 || (hitter->title
1795 && (god = find_god (determine_god (hitter))) != NULL
1796 && god->race.contains (shstr_undead))))
1797 return 0;
1798 }
1799
1800 maxattacktype = type; /* initialise this to something */
1801 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1802 {
1803 /* Magic isn't really a true attack type - it gets combined with other
1804 * attack types. As such, skip it over. However, if magic is
1805 * the only attacktype in the group, then still attack with it
1806 */
1807 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1808 continue;
1809
1810 /* Go through and hit the player with each attacktype, one by one.
1811 * hit_player_attacktype only figures out the damage, doesn't inflict
1812 * it. It will do the appropriate action for attacktypes with
1813 * effects (slow, paralization, etc.
1814 */
1815 if (type & attacktype)
1816 {
1817 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1818 /* the >= causes us to prefer messages from special attacks, if
1819 * the damage is equal.
1820 */
1821 if (ndam >= maxdam)
1822 {
1823 maxdam = ndam;
1824 maxattacktype = 1 << attacknum;
1825 }
1826 }
1827 }
1828
1829 /* if this is friendly fire then do a set % of damage only
1830 * Note - put a check in to make sure this attack is actually
1831 * doing damage - otherwise, the +1 in the code below will make
1832 * an attack do damage before when it otherwise didn't
1833 */
1834 friendlyfire = friendly_fire (op, hitter);
1835 if (friendlyfire && maxdam)
1836 {
1837 maxdam = ((dam * settings.set_friendly_fire) / 100);
1838
1839#ifdef ATTACK_DEBUG
1840 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1841 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1842#endif
1843 }
1844
1845 if (!full_hit)
1846 {
1847 int area;
1848 int remainder;
1849
1850 area = 0;
1851
1852 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1853 area++;
1854
1855 assert (area > 0);
1856
1857 /* basically: maxdam /= area; we try to "simulate" a float
1858 value-effect */
1859 remainder = 100 * (maxdam % area) / area;
1860 maxdam /= area;
1861 if (rndm (100) < remainder)
1862 maxdam++;
1863 }
1864
1865#ifdef ATTACK_DEBUG
1866 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1867#endif
1868
1869 // for now, only do this for active objects, otherwise they
1870 // keep a refcount for a long time and I see no usefulness
1871 // for an non-active objetc to know its enemy.
1872 if (op->active)
1873 if (hitter->owner)
1874 op->enemy = hitter->owner;
1875 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1876 op->enemy = hitter;
1877
1878 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1879 {
1880 /* The unaggressives look after themselves 8) */
1881 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1882 npc_call_help (op);
1883 }
1884
1885 if (magic && did_make_save (op, op->level, 0))
1886 maxdam = maxdam / 2;
1887
1888 attack_message (maxdam, maxattacktype, op, hitter);
1889
1890 op->stats.hp -= maxdam;
1891
1892 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1893 if ((op->stats.hp >= 0) &&
1894 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1895 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1896 {
1897
1898 if (QUERY_FLAG (op, FLAG_MONSTER))
1899 SET_FLAG (op, FLAG_RUN_AWAY);
1900 else
1901 scare_creature (op, hitter);
1902 }
1903
1904 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1905 {
1906 if (maxdam)
1907 tear_down_wall (op);
1908
1909 return maxdam; /* nothing more to do for wall */
1910 }
1911
1912 /* See if the creature has been killed */
1913 rtn_kill = kill_object (op, maxdam, hitter, type);
1914 if (rtn_kill != -1)
1915 return rtn_kill;
1916
1917 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1918 * that before if the player was immune to ghosthit, the monster
1919 * remained - that is no longer the case.
1920 */
1921 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1922 hitter->drop_and_destroy ();
1923 /* Lets handle creatures that are splitting now */
1924 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1925 {
1926 int i;
1927 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1928 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1929 object *owner = op->owner;
1930
1931 if (!op->other_arch)
1932 {
1933 LOG (llevError, "SPLITTING without other_arch error.\n");
1934 return maxdam;
1935 }
1936
1937 op->remove ();
1938
1939 for (i = 0; i < op->stats.food; i++)
1940 { /* This doesn't handle op->more yet */
1941 object *tmp = arch_to_object (op->other_arch);
1942 int j;
1943
1944 tmp->stats.hp = op->stats.hp;
1945
1946 if (friendly)
1947 {
1948 add_friendly_object (tmp);
1949 tmp->attack_movement = PETMOVE;
1950
1951 if (owner)
1952 tmp->set_owner (owner);
1953 }
1954
1955 if (unaggressive)
1956 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1957
1958 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1959
1960 if (j == -1) /* No spot to put this monster */
1961 tmp->destroy ();
1962 else
1963 {
1964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1965 insert_ob_in_map (tmp, op->map, NULL, 0);
1966 }
1967 }
1968
1969 op->destroy ();
1970 }
1971 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1972 hitter->drop_and_destroy ();
1973
1974 return maxdam;
1975}
1976
1977void
1978poison_player (object *op, object *hitter, int dam)
1979{
1980 archetype *at = archetype::find ("poisoning");
1981 object *tmp = present_arch_in_ob (at, op);
1982
1983 if (tmp == NULL)
1984 {
1985 if ((tmp = arch_to_object (at)) == NULL)
1986 LOG (llevError, "Failed to clone arch poisoning.\n");
1987 else
1988 {
1989 tmp = insert_ob_in_ob (tmp, op);
1990 /* peterm: give poisoning some teeth. It should
1991 * be able to kill things better than it does:
1992 * damage should be dependent something--I choose to
1993 * do this: if it's a monster, the damage from the
1994 * poisoning goes as the level of the monster/2.
1995 * If anything else, goes as damage.
1996 */
1997
1998 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1999 tmp->stats.dam += hitter->level / 2;
2000 else
2001 tmp->stats.dam = dam;
2002
2003 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2004 if (hitter->skill && hitter->skill != tmp->skill)
2005 {
2006 tmp->skill = hitter->skill;
2007 }
2008
2009 tmp->stats.food += dam; /* more damage, longer poisoning */
2010
2011 if (op->type == PLAYER)
2012 {
2013 /* player looses stats, maximum is -10 of each */
2014 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2015 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2016 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2017 tmp->stats.Int = MAX (-dam / 7, -10);
2018 SET_FLAG (tmp, FLAG_APPLIED);
2019 op->update_stats ();
2020 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2021 op->play_sound (tmp->sound);
2022 }
2023
2024 if (hitter->type == PLAYER)
2025 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2026 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2027 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2028 }
2029
2030 tmp->speed_left = 0;
2031 }
2032 else
2033 tmp->stats.food++;
2034}
2035
2036void
2037slow_player (object *op, object *hitter, int dam)
2038{
2039 archetype *at = archetype::find ("slowness");
2040 object *tmp;
2041
2042 if (at == NULL)
2043 LOG (llevError, "Can't find slowness archetype.\n");
2044
2045 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2046 {
2047 tmp = arch_to_object (at);
2048 tmp = insert_ob_in_ob (tmp, op);
2049 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2050 }
2051 else
2052 tmp->stats.food++;
2053
2054 SET_FLAG (tmp, FLAG_APPLIED);
2055 tmp->speed_left = 0;
2056 op->update_stats ();
2057}
2058
2059void
2060confuse_player (object *op, object *hitter, int dam)
2061{
2062 object *tmp;
2063 int maxduration;
2064
2065 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2066 if (!tmp)
2067 {
2068 tmp = get_archetype (FORCE_NAME);
2069 tmp = insert_ob_in_ob (tmp, op);
2070 }
2071
2072 /* Duration added per hit and max. duration of confusion both depend
2073 * on the player's resistance
2074 */
2075 tmp->speed = 0.05;
2076 tmp->subtype = FORCE_CONFUSION;
2077 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2078 tmp->name = "confusion";
2079 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2080
2081 if (tmp->duration > maxduration)
2082 tmp->duration = maxduration;
2083
2084 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2085 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2086
2087 SET_FLAG (op, FLAG_CONFUSED);
2088}
2089
2090void
2091blind_player (object *op, object *hitter, int dam)
2092{
2093 object *tmp, *owner;
2094
2095 /* Save some work if we know it isn't going to affect the player */
2096 if (op->resist[ATNR_BLIND] == 100)
2097 return;
2098
2099 tmp = present_in_ob (BLINDNESS, op);
2100 if (!tmp)
2101 {
2102 tmp = get_archetype ("blindness");
2103 SET_FLAG (tmp, FLAG_BLIND);
2104 SET_FLAG (tmp, FLAG_APPLIED);
2105 /* use floats so we don't lose too much precision due to rounding errors.
2106 * speed is a float anyways.
2107 */
2108 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2109
2110 tmp = insert_ob_in_ob (tmp, op);
2111 change_abil (op, tmp); /* Mostly to display any messages */
2112 op->update_stats (); /* This takes care of some other stuff */
2113
2114 if (hitter->owner)
2115 owner = hitter->owner;
2116 else
2117 owner = hitter;
2118
2119 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2120 }
2121 tmp->stats.food += dam;
2122 if (tmp->stats.food > 10)
2123 tmp->stats.food = 10;
2124}
2125
2126void
2127paralyze_player (object *op, object *hitter, int dam)
2128{
2129 float effect, max;
2130
2131 /* object *tmp; */
2132
2133 /* This is strange stuff... someone knows for what this is
2134 * written? Well, i think this can and should be removed
2135 */
2136
2137 /*
2138 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2139 tmp=clone_arch(PARAIMAGE);
2140 tmp->x=op->x,tmp->y=op->y;
2141 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2142 }
2143 */
2144
2145 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2146 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2147
2148 if (effect == 0)
2149 return;
2150
2151 op->speed_left -= FABS (op->speed) * effect;
2152 /* tmp->stats.food+=(signed short) effect/op->speed; */
2153
2154 /* max number of ticks to be affected for. */
2155 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2156 if (op->speed_left < -(FABS (op->speed) * max))
2157 op->speed_left = (float) -(FABS (op->speed) * max);
2158
2159/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2160}
2161
2162/* Attempts to kill 'op'. hitter is the attack object, dam is
2163 * the computed damaged.
2164 */
2165void
2166deathstrike_player (object *op, object *hitter, int *dam)
2167{
2168 /* The intention of a death attack is to kill outright things
2169 ** that are a lot weaker than the attacker, have a chance of killing
2170 ** things somewhat weaker than the caster, and no chance of
2171 ** killing something equal or stronger than the attacker.
2172 ** Also, if a deathstrike attack has a slaying, any monster
2173 ** whose name or race matches a comma-delimited list in the slaying
2174 ** field of the deathstriking object */
2175
2176 int atk_lev, def_lev, kill_lev;
2177
2178 if (hitter->slaying)
2179 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2180 || (op->race && hitter->slaying.contains (op->race))))
2181 return;
2182
2183 def_lev = op->level;
2184 if (def_lev < 1)
2185 {
2186 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2187 def_lev = 1;
2188 }
2189
2190 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2191 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2192 atk_lev, def_lev); */
2193
2194 if (atk_lev >= def_lev)
2195 {
2196 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2197
2198 /* Note that the below effectively means the ratio of the atk vs
2199 * defener level is important - if level 52 character has very little
2200 * chance of killing a level 50 monster. This should probably be
2201 * redone.
2202 */
2203 if (kill_lev >= def_lev)
2204 {
2205 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2206 /* I think this doesn't really do much. Because of
2207 * integer rounding, this only makes any difference if the
2208 * attack level is double the defender level.
2209 */
2210 *dam *= kill_lev / def_lev;
2211 }
2212 }
2213 else
2214 *dam = 0; /* no harm done */
2215}
2216
2217/* thrown_item_effect() - handles any special effects of thrown
2218 * items (like attacking living creatures--a potion thrown at a
2219 * monster).
2220 */
2221static void
2222thrown_item_effect (object *hitter, object *victim)
2223{
2224 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2225 {
2226 /* May not need a switch for just 2 types, but this makes it
2227 * easier for expansion.
2228 */
2229 switch (hitter->type)
2230 {
2231 case POTION:
2232 /* should player get a save throw instead of checking magic protection? */
2233 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2234 (void) apply_potion (victim, hitter);
2235 break;
2236
2237 case POISON: /* poison drinks */
2238 /* As with potions, should monster get a save? */
2239 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2240 apply_poison (victim, hitter);
2241 break;
2242
2243 /* Removed case statements that did nothing.
2244 * food may be poisonous, but monster must be willing to eat it,
2245 * so we don't handle it here.
2246 * Containers should perhaps break open, but that code was disabled.
2247 */
2248 }
2249 }
2250}
2251
2252/* adj_attackroll() - adjustments to attacks by various conditions */
2253int
2254adj_attackroll (object *hitter, object *target)
2255{
2256 object *attacker = hitter;
2257 int adjust = 0;
2258
2259 /* safety */
2260 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2261 {
2262 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2263 return 0;
2264 }
2265
2266 /* aimed missiles use the owning object's sight */
2267 if (is_aimed_missile (hitter))
2268 {
2269 if ((attacker = hitter->owner) == NULL)
2270 attacker = hitter;
2271 /* A player who saves but hasn't quit still could have objects
2272 * owned by him - need to handle that case to avoid crashes.
2273 */
2274 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2275 attacker = hitter;
2276 }
2277 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2278 return 0;
2279
2280 /* determine the condtions under which we make an attack.
2281 * Add more cases, as the need occurs. */
2282
2283 if (!can_see_enemy (attacker, target))
2284 {
2285 /* target is unseen */
2286 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2287 adjust -= 10;
2288 /* dark map penalty for the hitter (lacks infravision if we got here). */
2289 else if (!stand_in_light (target))
2290 adjust -= target->map->darklevel ();
2291 }
2292
2293 if (QUERY_FLAG (attacker, FLAG_SCARED))
2294 adjust -= 3;
2295
2296 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2297 adjust += 1;
2298
2299 if (QUERY_FLAG (target, FLAG_SCARED))
2300 adjust += 1;
2301
2302 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2303 adjust -= 3;
2304
2305 /* if we attack at a different 'altitude' its harder */
2306 if ((attacker->move_type & target->move_type) == 0)
2307 adjust -= 2;
2308
2309#if 0
2310 /* slower attacks are less likely to succeed. We should use a
2311 * comparison between attacker/target speeds BUT, players have
2312 * a generally faster speed, so this will wind up being a HUGE
2313 * disadantage for the monsters! Too bad, because missiles which
2314 * fly fast should have a better chance of hitting a slower target.
2315 */
2316 if (hitter->speed < target->speed)
2317 adjust += ((float) hitter->speed - target->speed);
2318#endif
2319
2320#if 0
2321 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2322#endif
2323
2324 return adjust;
2325}
2326
2327/* determine if the object is an 'aimed' missile */
2328int
2329is_aimed_missile (object *op)
2330{
2331
2332 /* I broke what used to be one big if into a few nested
2333 * ones so that figuring out the logic is at least possible.
2334 */
2335 if (op && (op->move_type & MOVE_FLYING))
2336 if (op->type == ARROW || op->type == THROWN_OBJ)
2337 return 1;
2338 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2339 return 1;
2340
2341 return 0;
2342}

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