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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.44 by root, Mon Jan 15 15:41:09 2007 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
35 32
36typedef struct att_msg_str 33typedef struct att_msg_str
37{ 34{
38 char *msg1; 35 char *msg1;
39 char *msg2; 36 char *msg2;
40} att_msg; 37} att_msg;
41 38
42/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
43
44/* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47void
48cancellation (object *op)
49{
50 if (op->invisible)
51 return;
52
53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
55 /* Recurse through the inventory */
56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
58 cancellation (tmp);
59 }
60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
62 /* Nullify this object. This code could probably be more complete */
63 /* in what abilities it should cancel */
64 op->magic = 0;
65
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
71 if (op->env && op->env->type == PLAYER)
72 esrv_send_item (op->env, op);
73 }
74}
75 40
76/* 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
77 * 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
78 * any further action (like destroying the item). 43 * any further action (like destroying the item).
79 */ 44 */
80int 45static int
81did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
82{ 47{
83 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
84 materialtype_t *mt; 49 materialtype_t *mt = op->material;
85
86 if (op->materialname == NULL)
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material)
90 break;
91 }
92 else
93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL)
96 return TRUE;
97 50
98 roll = rndm (1, 20); 51 roll = rndm (1, 20);
99 52
100 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
101 * 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
108 if (type != AT_MAGIC) 61 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 62 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 63 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 64 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 65
113 if (type == 0) 66 if (type == 0) return TRUE;
114 return TRUE; 67
115 if (roll == 20) 68 if (roll == 20) return TRUE;
116 return TRUE; 69 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 70
120 for (number = 0; number < NROFATTACKS; number++) 71 for (number = 0; number < NROFATTACKS; number++)
121 { 72 {
122 i = 1 << number; 73 i = 1 << number;
74
123 if (!(i & type)) 75 if (!(i & type))
124 continue; 76 continue;
77
125 attacks++; 78 attacks++;
126 if (op->resist[number] == 100) 79 if (op->resist[number] == 100)
127 saves++; 80 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 81 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 82 saves++;
131 saves++; 84 saves++;
132 } 85 }
133 86
134 if (saves == attacks || attacks == 0) 87 if (saves == attacks || attacks == 0)
135 return TRUE; 88 return TRUE;
89
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 90 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 91 return FALSE;
92
138 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 }
139} 126}
140 127
141/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
143 * calling cancellation, etc.) 130 * calling cancellation, etc.)
150 object *env = op->env; 137 object *env = op->env;
151 int x = op->x, y = op->y; 138 int x = op->x, y = op->y;
152 maptile *m = op->map; 139 maptile *m = op->map;
153 140
154 op = stop_item (op); 141 op = stop_item (op);
155 if (op == NULL) 142 if (!op)
156 return; 143 return;
157 144
158 /* Hacked the following so that type LIGHTER will work. 145 /* Hacked the following so that type LIGHTER will work.
159 * Also, objects which are potenital "lights" that are hit by 146 * Also, objects which are potential "lights" that are hit by
160 * flame/elect attacks will be set to glow. "lights" are any 147 * flame/elect attacks will be set to glow. "lights" are any
161 * object with +/- glow_radius and an "other_arch" to change to. 148 * object with +/- glow_radius and an "other_arch" to change to.
162 * (and please note that we cant fail our save and reach this 149 * (and please note that we cant fail our save and reach this
163 * function if the object doesnt contain a material that can burn. 150 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t. 151 * So forget lighting magical swords on fire with this!) -b.t.
165 */ 152 */
166 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 153 if (type & (AT_FIRE | AT_ELECTRICITY)
154 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
155 || op->type == LAMP
156 || op->type == TORCH
167 { 157 ))
168 const char *arch = op->other_arch->name; 158 {
169 159 switch (op->type)
170 op = decrease_ob_nr (op, 1);
171
172 if (op)
173 fix_stopped_item (op, m, originator);
174
175 if ((op = get_archetype (arch)) != NULL)
176 { 160 {
177 if (env) 161 case LAMP:
162 case TORCH:
163 // turn on a lamp
164 apply_lamp (op, true);
165 break;
166
167 default:
168 // for instance icecubes:
169 if (op->other_arch)
178 { 170 {
179 op->x = env->x, op->y = env->y; 171 const char *arch = op->other_arch->archname;
180 insert_ob_in_ob (op, env); 172
173 if (op->decrease ())
174 fix_stopped_item (op, m, originator);
175
176 if ((op = archetype::get (arch)))
177 {
181 if (env->contr) 178 if (env)
182 esrv_send_item (env, op); 179 env->insert (op);
180 else
181 m->insert (op, x, y, originator);
182 }
183 } 183 }
184 else
185 {
186 op->x = x, op->y = y;
187 insert_ob_in_map (op, m, originator, 0);
188 }
189 } 184 }
190
191 return; 185 return;
192 } 186 }
193 187
194 if (type & AT_CANCELLATION) 188 if (type & AT_CANCELLATION)
195 { /* Cancellation. */ 189 { /* Cancellation. */
198 return; 192 return;
199 } 193 }
200 194
201 if (op->nrof > 1) 195 if (op->nrof > 1)
202 { 196 {
203 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 197 if (op->decrease (rndm (0, op->nrof - 1)))
204
205 if (op)
206 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
207 } 199 }
208 else 200 else
209 { 201 {
210 if (op->env) 202 // drop everything to the ground, if possible
211 { 203 op->insert_at (originator);
212 object *tmp = op->in_player ();
213
214 if (tmp)
215 esrv_del_item (tmp->contr, op->count);
216 }
217
218 op->destroy (); 204 op->drop_and_destroy ();
219 } 205 }
220 206
221 if (type & (AT_FIRE | AT_ELECTRICITY)) 207 if (type & (AT_FIRE | AT_ELECTRICITY))
222 if (env) 208 if (env)
223 { 209 {
224 op = get_archetype ("burnout"); 210 op = archetype::get (shstr_burnout);
225 op->x = env->x, op->y = env->y; 211 op->x = env->x, op->y = env->y;
226 insert_ob_in_ob (op, env); 212 env->insert (op);
227 } 213 }
228 else 214 else
229 replace_insert_ob_in_map ("burnout", originator); 215 replace_insert_ob_in_map (shstr_burnout, originator);
230 216
231 return; 217 return;
232 } 218 }
233 219
234 /* The value of 50 is arbitrary. */ 220 /* The value of 50 is arbitrary. */
235 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 221 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
236 { 222 {
237 object *tmp;
238 archetype *at = archetype::find ("icecube"); 223 archetype *at = archetype::find (shstr_icecube);
239 224
240 if (at == NULL) 225 if (at == NULL)
241 return; 226 return;
242 227
243 op = stop_item (op); 228 op = stop_item (op);
244 if (op == NULL) 229 if (op == NULL)
245 return; 230 return;
246 231
247 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 232 object *tmp = present_arch (at, op->map, op->x, op->y);
233 if (!tmp)
248 { 234 {
249 tmp = arch_to_object (at); 235 tmp = arch_to_object (at);
250 tmp->x = op->x, tmp->y = op->y; 236 tmp->x = op->x, tmp->y = op->y;
251 /* This was in the old (pre new movement code) - 237 /* This was in the old (pre new movement code) -
252 * icecubes have slow_move set to 1 - don't want 238 * icecubes have slow_move set to 1 - don't want
255 tmp->move_slow_penalty = 0; 241 tmp->move_slow_penalty = 0;
256 tmp->move_slow = 0; 242 tmp->move_slow = 0;
257 insert_ob_in_map (tmp, op->map, originator, 0); 243 insert_ob_in_map (tmp, op->map, originator, 0);
258 } 244 }
259 245
260 if (!QUERY_FLAG (op, FLAG_REMOVED)) 246 tmp->insert (op);
261 op->remove ();
262
263 insert_ob_in_ob (op, tmp);
264 return; 247 return;
265 } 248 }
266} 249}
267 250
268/* Object op is hitting the map. 251/* Object op is hitting the map.
269 * op is going in direction 'dir' 252 * op is going in direction 'dir'
270 * type is the attacktype of the object. 253 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 254 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 255 * returns 1 if it hits something, 0 otherwise.
273 */ 256 */
274
275int 257int
276hit_map (object *op, int dir, int type, int full_hit) 258hit_map (object *op, int dir, int type, int full_hit)
277{ 259{
278 maptile *map; 260 maptile *map;
279 sint16 x, y; 261 sint16 x, y;
285 return 0; 267 return 0;
286 } 268 }
287 269
288 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 270 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
289 { 271 {
290 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 272 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
291 return 0; 273 return 0;
292 } 274 }
293 275
294 if (!op->map) 276 if (!op->map)
295 { 277 {
298 } 280 }
299 281
300 if (op->head) 282 if (op->head)
301 op = op->head; 283 op = op->head;
302 284
303 map = op->map; 285 mapxy pos (op);
304 x = op->x + freearr_x[dir]; 286 pos.move (dir);
305 y = op->y + freearr_y[dir];
306 287
307 if (!xy_normalise (map, x, y)) 288 if (!pos.normalise ())
308 return 0; 289 return 0;
309 290
310 // elmex: a safe map tile can't be hit! 291 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 292 // this should prevent most harmful effects on items and players there.
312 mapspace &ms = map->at (x, y); 293 mapspace &ms = pos.ms ();
313 294
314 if (ms.flags () & P_SAFE) 295 if (ms.flags () & P_SAFE)
315 return 0; 296 return 0;
316 297
317 /* peterm: a few special cases for special attacktypes --counterspell 298 /* peterm: a few special cases for special attacktypes --counterspell
318 * must be out here because it strikes things which are not alive 299 * must be out here because it strikes things which are not alive
319 */ 300 */
320 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
321 { 302 {
322 if (type & AT_COUNTERSPELL) 303 if (type & AT_COUNTERSPELL)
355 336
356 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
357 * For example, 'tmp' was put in an icecube. 338 * For example, 'tmp' was put in an icecube.
358 * This is one of the few cases where on_same_map should not be used. 339 * This is one of the few cases where on_same_map should not be used.
359 */ 340 */
360 if (tmp->map != map || tmp->x != x || tmp->y != y) 341 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
361 continue; 342 continue;
362 343
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 { 345 {
365 hit_player (tmp, op->stats.dam, op, type, full_hit); 346 hit_player (tmp, op->stats.dam, op, type, full_hit);
373 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
374 * 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
375 * 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
376 * destroyed right now. 357 * destroyed right now.
377 */ 358 */
378 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 359 else if (op->stats.dam > 0 && !tmp->move_block)
379 { 360 {
380 save_throw_object (tmp, type, op); 361 save_throw_object (tmp, type, op);
381 362
382 if (op->destroyed ()) 363 if (op->destroyed ())
383 break; 364 break;
385 } 366 }
386 367
387 return 0; 368 return 0;
388} 369}
389 370
390void 371static void
391attack_message (int dam, int type, object *op, object *hitter) 372attack_message (int dam, int type, object *op, object *hitter)
392{ 373{
393 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
394 int i, found = 0; 375 int i, found = 0;
395 maptile *map; 376 maptile *map;
397 378
398 /* 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
399 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
400 * [garbled 20010919] 381 * [garbled 20010919]
401 */ 382 */
402
403 if (dam == 9998 && op->type == DOOR) 383 if (dam == 9998 && op->type == DOOR)
404 { 384 {
405 sprintf (buf1, "unlock %s", &op->name); 385 sprintf (buf1, "unlock %s", &op->name);
406 sprintf (buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
407 found++; 387 found++;
408 } 388 }
409 if (dam < 0) 389 else if (dam < 0)
410 { 390 {
411 sprintf (buf1, "hit %s", &op->name); 391 sprintf (buf1, "hit %s", &op->name);
412 sprintf (buf2, " hits"); 392 sprintf (buf2, " hits");
413 found++; 393 found++;
414 } 394 }
536 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
537 found++; 517 found++;
538 break; 518 break;
539 } 519 }
540 } 520 }
541 else if (hitter->current_weapon != NULL) 521 else if (hitter->current_weapon)
542 { 522 {
543 int mtype; 523 int mtype;
544 524
545 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
546 { 526 {
547 case WEAP_HIT: 527 case WEAP_HIT:
548 mtype = ATM_BASIC; 528 mtype = ATM_BASIC;
549 break; 529 break;
550 case WEAP_SLASH: 530 case WEAP_SLASH:
551 mtype = ATM_SLASH; 531 mtype = ATM_SLASH;
552 break; 532 break;
553 case WEAP_PIERCE: 533 case WEAP_PIERCE:
554 mtype = ATM_PIERCE; 534 mtype = ATM_PIERCE;
555 break; 535 break;
556 case WEAP_CLEAVE: 536 case WEAP_CLEAVE:
557 mtype = ATM_CLEAVE; 537 mtype = ATM_CLEAVE;
558 break; 538 break;
559 case WEAP_SLICE: 539 case WEAP_SLICE:
560 mtype = ATM_SLICE; 540 mtype = ATM_SLICE;
561 break; 541 break;
562 case WEAP_STAB: 542 case WEAP_STAB:
563 mtype = ATM_STAB; 543 mtype = ATM_STAB;
564 break; 544 break;
565 case WEAP_WHIP: 545 case WEAP_WHIP:
566 mtype = ATM_WHIP; 546 mtype = ATM_WHIP;
567 break; 547 break;
568 case WEAP_CRUSH: 548 case WEAP_CRUSH:
569 mtype = ATM_CRUSH; 549 mtype = ATM_CRUSH;
570 break; 550 break;
571 case WEAP_BLUD: 551 case WEAP_BLUD:
572 mtype = ATM_BLUD; 552 mtype = ATM_BLUD;
573 break; 553 break;
574 default: 554 default:
575 mtype = ATM_BASIC; 555 mtype = ATM_BASIC;
576 break; 556 break;
577 } 557 }
558
578 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
579 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
580 { 561 {
581 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
582 strcpy (buf2, attack_mess[mtype][i].buf3); 563 strcpy (buf2, attack_mess[mtype][i].buf3);
616 if (hitter->owner != NULL) 597 if (hitter->owner != NULL)
617 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
618 else 599 else
619 { 600 {
620 sprintf (buf, "%s%s you.", &hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
621 if (dam != 0) 603 if (dam != 0)
622 { 604 {
623 if (dam < 10) 605 if (dam < 10)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 606 op->contr->play_sound (sound_find ("player_is_hit1"));
625 else if (dam < 20) 607 else if (dam < 20)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit2"));
627 else 609 else
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit3"));
629 } 611 }
630 } 612 }
613
631 new_draw_info (NDI_BLACK, 0, op, buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
632 } /* end of player hitting player */ 615 } /* end of player hitting player */
633 616
634 if (hitter->type == PLAYER) 617 if (hitter->type == PLAYER)
635 { 618 {
636 sprintf (buf, "You %s.", buf1); 619 sprintf (buf, "You %s.", buf1);
620
637 if (dam != 0) 621 if (dam != 0)
638 { 622 {
639 if (dam < 10) 623 if (dam < 10)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 624 op->play_sound (sound_find ("player_hits1"));
641 else if (dam < 20) 625 else if (dam < 20)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 626 op->play_sound (sound_find ("player_hits2"));
643 else 627 else
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 628 op->play_sound (sound_find ("player_hits3"));
645 } 629 }
630
646 new_draw_info (NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
647 } 632 }
648 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
649 { 634 {
650 /* look for stacked spells and start reducing the message chances */ 635 /* look for stacked spells and start reducing the message chances */
652 { 637 {
653 i = 4; 638 i = 4;
654 map = hitter->map; 639 map = hitter->map;
655 if (out_of_map (map, hitter->x, hitter->y)) 640 if (out_of_map (map, hitter->x, hitter->y))
656 return; 641 return;
642
657 next = GET_MAP_OB (map, hitter->x, hitter->y); 643 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 if (next) 644 if (next)
659 while (next) 645 while (next)
660 { 646 {
661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
662 i *= 3; 648 i *= 3;
649
663 tmp = next; 650 tmp = next;
664 next = tmp->above; 651 next = tmp->above;
665 } 652 }
653
666 if (i < 0) 654 if (i < 0)
667 return; 655 return;
656
668 if (rndm (0, i) != 0) 657 if (rndm (0, i) != 0)
669 return; 658 return;
670 } 659 }
671 else if (rndm (0, 5) != 0) 660 else if (rndm (0, 5) != 0)
672 return; 661 return;
662
673 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
674 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
675 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
676 } 666 }
677} 667}
678
679 668
680static int 669static int
681get_attack_mode (object **target, object **hitter, int *simple_attack) 670get_attack_mode (object **target, object **hitter, int *simple_attack)
682{ 671{
683 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
684 { 673 {
685 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
686 return 1; 675 return 1;
687 } 676 }
688 if ((*target)->head) 677
689 *target = (*target)->head; 678 *target = (*target)->head_ ();
690 if ((*hitter)->head)
691 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
692 if ((*hitter)->env != NULL || (*target)->env != NULL) 684 if ((*hitter)->env || (*target)->env)
693 { 685 {
694 *simple_attack = 1; 686 *simple_attack = 1;
695 return 0; 687 return 0;
696 } 688 }
689
697 if (QUERY_FLAG (*target, FLAG_REMOVED) 690 if (QUERY_FLAG (*target, FLAG_REMOVED)
698 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 691 || QUERY_FLAG (*hitter, FLAG_REMOVED)
692 || !(*hitter)->map
693 || !on_same_map (*hitter, *target))
699 { 694 {
700 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 695 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
696 (*hitter)->debug_desc (), (*target)->debug_desc ());
701 return 1; 697 return 1;
702 } 698 }
699
703 *simple_attack = 0; 700 *simple_attack = 0;
704 return 0; 701 return 0;
705} 702}
706 703
707static int 704static int
708abort_attack (object *target, object *hitter, int simple_attack) 705abort_attack (object *target, object *hitter, int simple_attack)
709{ 706{
710
711/* 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
712 * 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.
713 */ 709 */
714 int new_mode; 710 int new_mode;
715 711
716 if (hitter->env == target || target->env == hitter) 712 if (hitter->env == target || target->env == hitter)
717 new_mode = 1; 713 new_mode = 1;
718 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))
719 return 1; 716 return 1;
720 else 717 else
721 new_mode = 0; 718 new_mode = 0;
719
722 return new_mode != simple_attack; 720 return new_mode != simple_attack;
723} 721}
724 722
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
725static 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}
726 848
727static int 849static int
728attack_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)
729{ 851{
730 int simple_attack, roll, dam = 0; 852 int simple_attack, roll, dam = 0;
743 865
744 /* 866 /*
745 * A little check to make it more difficult to dance forward and back 867 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters. 868 * to avoid ever being hit by monsters.
747 */ 869 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 870 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
749 { 871 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an 872 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster, 873 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before 874 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail. 875 * we call process_object, the 'if' statement above will fail.
754 */ 876 */
755 op->speed_left--; 877 --op->speed_left;
756 process_object (op); 878 process_object (op);
757 879
758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 880 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
759 goto error; 881 goto error;
760 } 882 }
770 /* See if we hit the creature */ 892 /* See if we hit the creature */
771 if (roll == 20 || op->stats.ac >= base_wc - roll) 893 if (roll == 20 || op->stats.ac >= base_wc - roll)
772 { 894 {
773 int hitdam = base_dam; 895 int hitdam = base_dam;
774 896
775 if (settings.casting_time == TRUE)
776 {
777 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
778 {
779 hitter->casting_time = -1;
780 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
781 }
782 if ((op->casting_time > -1) && (hitdam > 0))
783 {
784 op->casting_time = -1;
785 if (op->type == PLAYER)
786 {
787 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
788 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
789 }
790 }
791 }
792 if (!simple_attack) 897 if (!simple_attack)
793 { 898 {
794 /* If you hit something, the victim should *always* wake up. 899 /* If you hit something, the victim should *always* wake up.
795 * Before, invisible hitters could avoid doing this. 900 * Before, invisible hitters could avoid doing this.
796 * -b.t. */ 901 * -b.t. */
801 * for help. */ 906 * for help. */
802 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 907 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
803 npc_call_help (op); 908 npc_call_help (op);
804 909
805 /* if you were hidden and hit by a creature, you are discovered */ 910 /* if you were hidden and hit by a creature, you are discovered */
806 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
807 { 912 {
808 make_visible (op); 913 make_visible (op);
914
809 if (op->type == PLAYER) 915 if (op->type == PLAYER)
810 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!");
811 } 917 }
812 918
813 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
814 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
815 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
827 if (hitdam <= 0) 933 if (hitdam <= 0)
828 hitdam = 1; 934 hitdam = 1;
829 935
830 type = hitter->attacktype; 936 type = hitter->attacktype;
831 937
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 */
832 if (!type) 948 if (!type)
833 type = AT_PHYSICAL; 949 type = AT_PHYSICAL;
834 950
835 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
836 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))
867} 983}
868 984
869int 985int
870attack_ob (object *op, object *hitter) 986attack_ob (object *op, object *hitter)
871{ 987{
872
873 if (hitter->head)
874 hitter = hitter->head; 988 hitter = hitter->head_ ();
989
875 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 990 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
876} 991}
877 992
878/* op is the arrow, tmp is what is stopping the arrow. 993/* op is the arrow, tmp is what is stopping the arrow.
879 * 994 *
888 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1003 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
889 * stick around. 1004 * stick around.
890 */ 1005 */
891 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1006 if (op->weight <= 5000 && tmp->stats.hp >= 0)
892 { 1007 {
893 if (tmp->head != NULL) 1008 tmp->head_ ()->insert (op);
894 tmp = tmp->head;
895
896 op->remove ();
897 op = insert_ob_in_ob (op, tmp);
898
899 if (tmp->type == PLAYER)
900 esrv_send_item (tmp, op);
901
902 return 1; 1009 return 1;
903 } 1010 }
904 else 1011 else
905 return 0; 1012 return 0;
906} 1013}
920 /* Disassemble missile */ 1027 /* Disassemble missile */
921 if (op->inv) 1028 if (op->inv)
922 { 1029 {
923 container = op; 1030 container = op;
924 hitter = op->inv; 1031 hitter = op->inv;
925 hitter->remove ();
926 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1032 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
927 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1033 /* Note that we now have an empty THROWN_OBJ on the map. Code that
928 * might be called until this THROWN_OBJ is either reassembled or 1034 * might be called until this THROWN_OBJ is either reassembled or
929 * removed at the end of this function must be able to deal with empty 1035 * removed at the end of this function must be able to deal with empty
930 * THROWN_OBJs. */ 1036 * THROWN_OBJs. */
931 } 1037 }
945 * other places as well!) 1051 * other places as well!)
946 */ 1052 */
947 if (hitter->destroyed () || hitter->env != NULL) 1053 if (hitter->destroyed () || hitter->env != NULL)
948 { 1054 {
949 if (container) 1055 if (container)
950 {
951 container->remove ();
952 container->destroy (); 1056 container->destroy ();
953 }
954 1057
955 return 0; 1058 return 0;
956 } 1059 }
957 1060
958 /* Missile hit victim */ 1061 /* Missile hit victim */
982 * can fly over but not otherwise move over. What is the correct 1085 * can fly over but not otherwise move over. What is the correct
983 * way to handle those otherwise? 1086 * way to handle those otherwise?
984 */ 1087 */
985 if (victim->x != hitter->x || victim->y != hitter->y) 1088 if (victim->x != hitter->x || victim->y != hitter->y)
986 { 1089 {
1090 if (victim->destroyed ())
1091 hitter->destroy ();
1092 else
1093 {
987 hitter->remove (); 1094 hitter->remove ();
988 hitter->x = victim->x; 1095 hitter->x = victim->x;
989 hitter->y = victim->y; 1096 hitter->y = victim->y;
990 insert_ob_in_map (hitter, victim->map, hitter, 0); 1097 insert_ob_in_map (hitter, victim->map, hitter, 0);
1098 }
991 } 1099 }
992 else 1100 else
993 /* Else leave arrow where it is */ 1101 /* Else leave arrow where it is */
994 merge_ob (hitter, NULL); 1102 merge_ob (hitter, NULL);
995 1103
1007 } 1115 }
1008 1116
1009 return op; 1117 return op;
1010} 1118}
1011 1119
1012 1120static void
1013void
1014tear_down_wall (object *op) 1121tear_down_wall (object *op)
1015{ 1122{
1016 int perc = 0;
1017
1018 if (!op->stats.maxhp) 1123 if (!op->stats.maxhp)
1019 {
1020 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);
1021 perc = 1; 1125 else if (!op->has_anim ())
1022 }
1023 else if (!GET_ANIM_ID (op))
1024 { 1126 {
1025 /* Object has been called - no animations, so remove it */ 1127 /* Object has been called - no animations, so remove it */
1026 if (op->stats.hp < 0) 1128 if (op->stats.hp < 0)
1027 op->destroy (); 1129 op->destroy ();
1028 1130
1029 return; /* no animations, so nothing more to do */ 1131 return; /* no animations, so nothing more to do */
1030 } 1132 }
1031 1133
1032 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 );
1033 1140
1034 if (perc >= (int) NUM_ANIMATIONS (op)) 1141 op->set_anim_frame (perc);
1035 perc = NUM_ANIMATIONS (op) - 1;
1036 else if (perc < 1)
1037 perc = 1;
1038
1039 SET_ANIMATION (op, perc);
1040 update_object (op, UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1041 1143
1042 if (perc == NUM_ANIMATIONS (op) - 1) 1144 if (op->stats.hp < 0)
1043 { /* Reached the last animation */ 1145 { /* Reached the last animation */
1044 if (op->face == blank_face) 1146 if (op->face == blank_face)
1045 /* If the last face is blank, remove the ob */ 1147 /* If the last face is blank, remove the ob */
1046 op->destroy (); 1148 op->destroy ();
1047 else 1149 else
1048 { /* The last face was not blank, leave an image */ 1150 { /* The last face was not blank, leave an image */
1049 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1151 op->flag [FLAG_BLOCKSVIEW] = false;
1050 update_all_los (op->map, op->x, op->y); 1152 update_all_los (op->map, op->x, op->y);
1051 op->move_block = 0; 1153 op->move_block = 0;
1052 CLEAR_FLAG (op, FLAG_ALIVE); 1154 op->flag [FLAG_ALIVE] = false;
1053 } 1155 }
1054 } 1156 }
1055} 1157}
1056 1158
1057void 1159static void
1058scare_creature (object *target, object *hitter) 1160scare_creature (object *target, object *hitter)
1059{ 1161{
1060 object *owner = hitter->owner; 1162 target->flag [FLAG_SCARED] = true;
1061 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 ();
1062 if (!owner) 1225 if (!owner)
1063 owner = hitter; 1226 owner = hitter;
1064 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
1065 SET_FLAG (target, FLAG_SCARED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
1066 if (!target->enemy) 1835 tmp->speed_left = 0;
1067 target->enemy = owner; 1836 op->update_stats ();
1068} 1837}
1069 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 */
1989}
1070 1990
1071/* 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
1072 * appropriate attacktype. Only 1 attacktype should be set at a time. 1992 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * 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
1074 * take. However, it will do other effects (paralyzation, slow, etc.) 1994 * take. However, it will do other effects (paralyzation, slow, etc.)
1086 return 0; 2006 return 0;
1087 } 2007 }
1088 2008
1089 if (dam < 0) 2009 if (dam < 0)
1090 { 2010 {
1091 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 2011 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2012 dam, hitter->debug_desc (), op->debug_desc ());
1092 return 0; 2013 return 0;
1093 } 2014 }
1094 2015
1095 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 2016 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1096 * people can't mess with that or it otherwise get confused. */ 2017 * people can't mess with that or it otherwise get confused. */
1097 if (attacknum == ATNR_INTERNAL) 2018 if (attacknum == ATNR_INTERNAL)
1098 return dam; 2019 return dam;
1099 2020
1100 if (hitter->slaying) 2021 if (hitter->slaying)
1101 { 2022 {
1102 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 2023 if ((op->race && hitter->slaying.contains (op->race))
1103 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 2024 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1104 { 2025 {
1105 doesnt_slay = 0; 2026 doesnt_slay = 0;
1106 dam *= 3; 2027 dam *= 3;
1107 } 2028 }
1108 } 2029 }
1122 /* Special hack. By default, if immune to something, you 2043 /* Special hack. By default, if immune to something, you
1123 * shouldn't need to worry. However, acid is an exception, since 2044 * shouldn't need to worry. However, acid is an exception, since
1124 * it can still damage your items. Only include attacktypes if 2045 * it can still damage your items. Only include attacktypes if
1125 * special processing is needed */ 2046 * special processing is needed */
1126 2047
1127 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 2048 if (op->resist[attacknum] >= 100
2049 && doesnt_slay
2050 && attacknum != ATNR_ACID)
1128 return 0; 2051 return 0;
1129 2052
1130 /* Keep this in order - makes things easier to find */ 2053 /* Keep this in order - makes things easier to find */
1131 2054
1132 switch (attacknum) 2055 switch (attacknum)
1152 case ATNR_BLIND: 2075 case ATNR_BLIND:
1153 { 2076 {
1154 /* chance for inflicting a special attack depends on the 2077 /* chance for inflicting a special attack depends on the
1155 * difference between attacker's and defender's level 2078 * difference between attacker's and defender's level
1156 */ 2079 */
1157 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2080 int level_diff = min (110, max (0, op->level - hitter->level));
1158 2081
1159 /* First, only creatures/players with speed can be affected. 2082 /* First, only creatures/players with speed can be affected.
1160 * Second, just getting hit doesn't mean it always affects 2083 * Second, just getting hit doesn't mean it always affects
1161 * you. Third, you still get a saving through against the 2084 * you. Third, you still get a saving through against the
1162 * effect. 2085 * effect.
1163 */ 2086 */
1164 if (op->speed && 2087 if (op->has_active_speed ()
1165 (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))
1166 !(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))
1167 { 2091 {
1168 2092
1169 /* Player has been hit by something */ 2093 /* Player has been hit by something */
1170 if (attacknum == ATNR_CONFUSION) 2094 if (attacknum == ATNR_CONFUSION)
1171 confuse_player (op, hitter, dam); 2095 confuse_player (op, hitter, dam);
1182 else if (attacknum == ATNR_DEPLETE) 2106 else if (attacknum == ATNR_DEPLETE)
1183 op->drain_stat (); 2107 op->drain_stat ();
1184 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 2108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1185 blind_player (op, hitter, dam); 2109 blind_player (op, hitter, dam);
1186 } 2110 }
2111
1187 dam = 0; /* These are all effects and don't do real damage */ 2112 dam = 0; /* These are all effects and don't do real damage */
1188 } 2113 }
1189 break; 2114 break;
1190 2115
1191 case ATNR_ACID: 2116 case ATNR_ACID:
1201 if (tmp->invisible) 2126 if (tmp->invisible)
1202 continue; 2127 continue;
1203 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 2128 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1204 /* >= 10% acid res. on items will protect these */ 2129 /* >= 10% acid res. on items will protect these */
1205 continue; 2130 continue;
1206 if (!(tmp->material & M_IRON)) 2131 if (!(tmp->materials & M_IRON))
1207 continue; 2132 continue;
1208 if (tmp->magic < -4) /* Let's stop at -5 */ 2133 if (tmp->magic < -4) /* Let's stop at -5 */
1209 continue; 2134 continue;
1210 if (tmp->type == RING 2135 if (tmp->type == RING
1211 /* removed boots and gloves from exclusion list in PR */ 2136 /* removed boots and gloves from exclusion list in PR */
1218 2143
1219 /* High damage acid has better chance of corroding 2144 /* High damage acid has better chance of corroding
1220 objects */ 2145 objects */
1221 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 2146 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1222 { 2147 {
1223 if (op->type == PLAYER)
1224 /* Make this more visible */
1225 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1226 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1227 flag = 1; 2148 flag = 1;
1228 tmp->magic--; 2149 tmp->magic--;
1229 if (op->type == PLAYER) 2150
1230 esrv_send_item (op, tmp); 2151 if (object *pl = tmp->visible_to ())
2152 {
2153 /* Make this more visible */
2154 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2155 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2156
2157 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2158 }
1231 } 2159 }
1232 } 2160 }
1233 2161
1234 if (flag) 2162 if (flag)
1235 op->update_stats (); /* Something was corroded */ 2163 op->update_stats (); /* Something was corroded */
1269 * exp, but the wiz would still lose exp! If drainee is a wiz, 2197 * exp, but the wiz would still lose exp! If drainee is a wiz,
1270 * nothing happens. 2198 * nothing happens.
1271 * Try to credit the owner. We try to display player -> player drain 2199 * Try to credit the owner. We try to display player -> player drain
1272 * attacks, hence all the != PLAYER checks. 2200 * attacks, hence all the != PLAYER checks.
1273 */ 2201 */
1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 2202 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1275 { 2203 {
1276 object *owner = hitter->owner; 2204 object *owner = hitter->owner;
1277 2205
1278 if (owner && owner != hitter) 2206 if (owner && owner != hitter)
1279 { 2207 {
1280 if (op->type != PLAYER || owner->type != PLAYER) 2208 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2), 2209 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 2210 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 } 2211 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER) 2212 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2), 2213 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2214 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 } 2215
1289 change_exp (op, -op->stats.exp / rate, NULL, 0); 2216 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 } 2217 }
1291 2218
1292 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 2219 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1293 * drain attack, you won't know that you are actually sucking out EXP, 2220 * drain attack, you won't know that you are actually sucking out EXP,
1305 object *god = find_god (determine_god (owner)); 2232 object *god = find_god (determine_god (owner));
1306 int div = 1; 2233 int div = 1;
1307 2234
1308 /* if undead are not an enemy of your god, you turn them 2235 /* if undead are not an enemy of your god, you turn them
1309 * at half strength */ 2236 * at half strength */
1310 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 2237 if (!god || !god->slaying.contains (shstr_undead))
1311 div = 2; 2238 div = 2;
2239
1312 /* Give a bonus if you resist turn undead */ 2240 /* Give a bonus if you resist turn undead */
1313 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 2241 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1314 scare_creature (op, owner); 2242 scare_creature (op, owner);
1315 } 2243 }
1316 else 2244 else
1322 case ATNR_DEATH: 2250 case ATNR_DEATH:
1323 deathstrike_player (op, hitter, &dam); 2251 deathstrike_player (op, hitter, &dam);
1324 break; 2252 break;
1325 2253
1326 case ATNR_CHAOS: 2254 case ATNR_CHAOS:
1327 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 2255 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1328 dam = 0; 2256 dam = 0;
1329 break; 2257 break;
1330 2258
1331 case ATNR_COUNTERSPELL: 2259 case ATNR_COUNTERSPELL:
1332 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 2260 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1333 dam = 0; 2261 dam = 0;
1334 /* This should never happen. Counterspell is handled 2262 /* This should never happen. Counterspell is handled
1335 * seperately and filtered out. If this does happen, 2263 * seperately and filtered out. If this does happen,
1336 * Counterspell has no effect on anything but spells, so it 2264 * Counterspell has no effect on anything but spells, so it
1337 * does no damage. */ 2265 * does no damage. */
1386 } 2314 }
1387 2315
1388 return dam; 2316 return dam;
1389} 2317}
1390 2318
1391/* GROS: This code comes from hit_player. It has been made external to
1392 * allow script procedures to "kill" objects in a combat-like fashion.
1393 * It was initially used by (kill-object) developed for the Collector's
1394 * Sword. Note that nothing has been changed from the original version
1395 * of the following code.
1396 * op is what is being killed.
1397 * dam is the damage done to it.
1398 * hitter is what is hitting it.
1399 * type is the attacktype.
1400 *
1401 * This function was a bit of a mess with hitter getting changed,
1402 * values being stored away but not used, etc. I've cleaned it up
1403 * a bit - I think it should be functionally equivalant.
1404 * MSW 2002-07-17
1405 */
1406int
1407kill_object (object *op, int dam, object *hitter, int type)
1408{
1409 char buf[MAX_BUF];
1410 const char *skill;
1411 int maxdam = 0;
1412 int battleg = 0; /* true if op standing on battleground */
1413 int pk = 0; /* true if op and what controls hitter are both players */
1414 object *owner = NULL;
1415 object *skop = NULL;
1416
1417 if (op->stats.hp >= 0)
1418 return -1;
1419
1420 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1421 return 0;
1422
1423 /* maxdam needs to be the amount of damage it took to kill
1424 * this creature. The function(s) that call us have already
1425 * adjusted the creatures HP total, so that is negative.
1426 */
1427 maxdam = dam + op->stats.hp + 1;
1428
1429 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1430 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1431
1432 if (op->type == DOOR)
1433 {
1434 op->set_speed (0.1);
1435 op->speed_left = -0.05;
1436 return maxdam;
1437 }
1438
1439 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1440 {
1441 remove_friendly_object (op);
1442
1443 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1444 op->owner->contr->ranges[range_golem] = 0;
1445
1446 op->destroy ();
1447 return maxdam;
1448 }
1449
1450 /* Now lets start dealing with experience we get for killing something */
1451
1452 owner = hitter->owner;
1453 if (!owner)
1454 owner = hitter;
1455
1456 /* is the victim (op) standing on battleground? */
1457 if (op_on_battleground (op, NULL, NULL))
1458 battleg = 1;
1459
1460 /* is this player killing? */
1461 if (op->type == PLAYER && owner->type == PLAYER)
1462 pk = 1;
1463
1464 /* Player killed something */
1465 if (owner->type == PLAYER)
1466 {
1467 Log_Kill (owner->name,
1468 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1469
1470 /* Log players killing other players - makes it easier to detect
1471 * and filter out malicious player killers - that is why the
1472 * ip address is included.
1473 */
1474 if (op->type == PLAYER && !battleg)
1475 {
1476 time_t t = time (NULL);
1477 struct tm *tmv;
1478 char buf[256];
1479
1480 tmv = localtime (&t);
1481 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1482
1483 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1484 }
1485
1486 /* try to filter some things out - basically, if you are
1487 * killing a level 1 creature and your level 20, you
1488 * probably don't want to see that.
1489 */
1490 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1491 {
1492 if (owner != hitter)
1493 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1494 else
1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1496
1497 /* Only play sounds for melee kills */
1498 if (hitter->type == PLAYER)
1499 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1500 }
1501
1502 /* If a player kills another player, not on
1503 * battleground, the "killer" looses 1 luck. Since this is
1504 * not reversible, it's actually quite a pain IMHO. -AV
1505 * Fix bug in that we were changing the luck of the hitter, not
1506 * player that the object belonged to - so if you killed another player
1507 * with spells, pets, whatever, there was no penalty.
1508 * Changed to make luck penalty configurable in settings.
1509 */
1510 if (op->type == PLAYER && owner != op && !battleg)
1511 owner->change_luck (-settings.pk_luck_penalty);
1512
1513 /* This code below deals with finding the appropriate skill
1514 * to credit exp to. This is a bit problematic - we should
1515 * probably never really have to look at current_weapon->skill
1516 */
1517 skill = 0;
1518
1519 if (hitter->skill && hitter->type != PLAYER)
1520 skill = hitter->skill;
1521 else if (owner->chosen_skill)
1522 {
1523 skill = owner->chosen_skill->skill;
1524 skop = owner->chosen_skill;
1525 }
1526 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1527 skill = owner->current_weapon->skill;
1528 else
1529 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1530
1531 /* We have the skill we want to credit to - now find the object this goes
1532 * to. Make sure skop is an actual skill, and not a skill tool!
1533 */
1534 if ((!skop || skop->type != SKILL) && skill)
1535 {
1536 int i;
1537
1538 for (i = 0; i < NUM_SKILLS; i++)
1539 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1540 {
1541 skop = owner->contr->last_skill_ob[i];
1542 break;
1543 }
1544 }
1545 } /* Was it a player that hit somethign */
1546 else
1547 skill = 0;
1548
1549 /* Pet (or spell) killed something. */
1550 if (owner != hitter)
1551 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1552 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1553 else
1554 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1555 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1556 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1557
1558 /* These may have been set in the player code section above */
1559 if (!skop)
1560 skop = hitter->chosen_skill;
1561
1562 if (!skill && skop)
1563 skill = skop->skill;
1564
1565 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1566
1567 /* If you didn't kill yourself, and your not the wizard */
1568 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1569 {
1570 int exp;
1571
1572 /* Really don't give much experience for killing other players */
1573 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1574 if (op->type == PLAYER)
1575 {
1576 if (battleg)
1577 {
1578 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1579 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1580 }
1581 else
1582 exp = op->stats.exp / 1000;
1583 }
1584 else
1585 exp = calc_skill_exp (owner, op, skop);
1586
1587 /* if op is standing on "battleground" (arena), no way to gain
1588 * exp by killing him
1589 */
1590 if (battleg)
1591 exp = 0;
1592
1593 /* Don't know why this is set this way - doesn't make
1594 * sense to just divide everything by two for no reason.
1595 */
1596
1597 if (!settings.simple_exp)
1598 exp = exp / 2;
1599
1600 if (owner->type != PLAYER || owner->contr->party == NULL)
1601 change_exp (owner, exp, skill, 0);
1602 else
1603 {
1604 int shares = 0, count = 0;
1605 player *pl;
1606 partylist *party = owner->contr->party;
1607
1608 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1609
1610 for_all_players (pl)
1611 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1612 {
1613 count++;
1614 shares += (pl->ob->level + 4);
1615 }
1616
1617 if (count == 1 || shares > exp || !shares)
1618 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1619 else
1620 {
1621 int share = exp / shares, given = 0, nexp;
1622
1623 for_all_players (pl)
1624 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1625 {
1626 nexp = (pl->ob->level + 4) * share;
1627 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1628 given += nexp;
1629 }
1630
1631 exp -= given;
1632 /* give any remainder to the player */
1633 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1634 }
1635 } /* else part of a party */
1636 } /* end if person didn't kill himself */
1637
1638 if (op->type != PLAYER)
1639 {
1640 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1641 {
1642 object *owner1 = op->owner;
1643
1644 if (owner1 && owner1->type == PLAYER)
1645 {
1646 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1647 /* Maybe we should include the owner that killed this, maybe not */
1648 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1649 }
1650
1651 remove_friendly_object (op);
1652 }
1653
1654 op->destroy ();
1655 }
1656 else
1657 {
1658 /* Player has been killed! */
1659 if (owner->type == PLAYER)
1660 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1661 else
1662 assign (op->contr->killer, hitter->name);
1663 }
1664
1665 /* This was return -1 - that doesn't seem correct - if we return -1, process
1666 * continues in the calling function.
1667 */
1668 return maxdam;
1669}
1670
1671/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1672 * Returns 0 this is not friendly fire
1673 */
1674
1675int
1676friendly_fire (object *op, object *hitter)
1677{
1678 object *owner;
1679 int friendlyfire;
1680
1681 if (hitter->head)
1682 hitter = hitter->head;
1683
1684 friendlyfire = 0;
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (op_on_battleground (hitter, 0, 0))
1689 return 0;
1690
1691 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1692 return 1;
1693
1694 if ((owner = hitter->owner) != NULL)
1695 {
1696 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1697 friendlyfire = 2;
1698 }
1699
1700 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1701 friendlyfire = 0;
1702 }
1703 return friendlyfire;
1704}
1705
1706
1707/* This isn't used just for players, but in fact most objects.
1708 * op is the object to be hit, dam is the amount of damage, hitter
1709 * is what is hitting the object, type is the attacktype, and
1710 * full_hit is set if monster area does not matter.
1711 * dam is base damage - protections/vulnerabilities/slaying matches can
1712 * modify it.
1713 */
1714/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1715 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1716int
1717hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1718{
1719 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1720 int maxattacktype, attacknum;
1721 int body_attack = op && op->head; /* Did we hit op's head? */
1722 int simple_attack;
1723 int rtn_kill = 0;
1724 int friendlyfire;
1725
1726 if (get_attack_mode (&op, &hitter, &simple_attack))
1727 return 0;
1728
1729 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1730 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1731 return 0;
1732
1733#ifdef PROHIBIT_PLAYERKILL
1734 if (op->type == PLAYER)
1735 {
1736 object *owner = hitter->owner;
1737
1738 if (!owner)
1739 owner = hitter;
1740
1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1742 return 0;
1743 }
1744#endif
1745
1746 if (body_attack)
1747 {
1748 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still
1750 * might have. So just remove the paralyze and slow attacktypes,
1751 * and keep on processing if we have other attacktypes.
1752 * return if only magic or nothing is left - under normal code
1753 * we don't attack with pure magic if there is another attacktype.
1754 * Only do processing if the initial attacktype includes one of those
1755 * attack so we don't cancel out things like magic bullet.
1756 */
1757 if (type & (AT_PARALYZE | AT_SLOW))
1758 {
1759 type &= ~(AT_PARALYZE | AT_SLOW);
1760
1761 if (!type || type == AT_MAGIC)
1762 return 0;
1763 }
1764 }
1765
1766 if (!simple_attack && op->type == DOOR)
1767 {
1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1769 if (tmp->type == RUNE || tmp->type == TRAP)
1770 {
1771 spring_trap (tmp, hitter);
1772
1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1774 return 0;
1775
1776 break;
1777 }
1778 }
1779
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1781 {
1782 /* FIXME: If a player is killed by a rune in a door, the
1783 * destroyed() check above doesn't return, and might get here.
1784 */
1785 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1786 return 0;
1787 }
1788
1789#ifdef ATTACK_DEBUG
1790 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1791#endif
1792
1793 if (magic)
1794 {
1795 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1796 * in case 0>dam>1, we try to "simulate" a float value-effect */
1797 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1798 if (dam >= 100)
1799 dam /= 100;
1800 else
1801 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1802 }
1803
1804 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1805 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1806 */
1807 if (type & AT_CHAOS)
1808 {
1809 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1810 update_object (op, UP_OBJ_FACE);
1811 type &= ~AT_CHAOS;
1812 }
1813
1814 /* Holyword is really an attacktype modifier (like magic is). If
1815 * holyword is part of an attacktype, then make sure the creature is
1816 * a proper match, otherwise no damage.
1817 */
1818 if (type & AT_HOLYWORD)
1819 {
1820 object *god;
1821
1822 if ((!hitter->slaying ||
1823 (!(op->race && strstr (hitter->slaying, op->race)) &&
1824 !(op->name && strstr (hitter->slaying, op->name)))) &&
1825 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1826 (hitter->title != NULL
1827 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1828 return 0;
1829 }
1830
1831 maxattacktype = type; /* initialise this to something */
1832 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1833 {
1834 /* Magic isn't really a true attack type - it gets combined with other
1835 * attack types. As such, skip it over. However, if magic is
1836 * the only attacktype in the group, then still attack with it
1837 */
1838 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1839 continue;
1840
1841 /* Go through and hit the player with each attacktype, one by one.
1842 * hit_player_attacktype only figures out the damage, doesn't inflict
1843 * it. It will do the appropriate action for attacktypes with
1844 * effects (slow, paralization, etc.
1845 */
1846 if (type & attacktype)
1847 {
1848 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1849 /* the >= causes us to prefer messages from special attacks, if
1850 * the damage is equal.
1851 */
1852 if (ndam >= maxdam)
1853 {
1854 maxdam = ndam;
1855 maxattacktype = 1 << attacknum;
1856 }
1857 }
1858 }
1859
1860 /* if this is friendly fire then do a set % of damage only
1861 * Note - put a check in to make sure this attack is actually
1862 * doing damage - otherwise, the +1 in the code below will make
1863 * an attack do damage before when it otherwise didn't
1864 */
1865 friendlyfire = friendly_fire (op, hitter);
1866 if (friendlyfire && maxdam)
1867 {
1868 maxdam = ((dam * settings.set_friendly_fire) / 100);
1869#ifndef COZY_SERVER
1870 maxdam++;
1871#endif
1872
1873#ifdef ATTACK_DEBUG
1874 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1875 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1876#endif
1877 }
1878
1879 if (!full_hit)
1880 {
1881 archetype *at;
1882 int area;
1883 int remainder;
1884
1885 area = 0;
1886 for (at = op->arch; at != NULL; at = at->more)
1887 area++;
1888 assert (area > 0);
1889
1890 /* basically: maxdam /= area; we try to "simulate" a float
1891 value-effect */
1892 remainder = 100 * (maxdam % area) / area;
1893 maxdam /= area;
1894 if (RANDOM () % 100 < remainder)
1895 maxdam++;
1896 }
1897
1898#ifdef ATTACK_DEBUG
1899 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1900#endif
1901
1902 if (hitter->owner)
1903 op->enemy = hitter->owner;
1904 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 op->enemy = hitter;
1906
1907 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1908 {
1909 /* The unaggressives look after themselves 8) */
1910 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1911 npc_call_help (op);
1912 }
1913
1914 if (magic && did_make_save (op, op->level, 0))
1915 maxdam = maxdam / 2;
1916
1917 attack_message (maxdam, maxattacktype, op, hitter);
1918
1919 op->stats.hp -= maxdam;
1920
1921 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1922 if ((op->stats.hp >= 0) &&
1923 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1924 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1925 {
1926
1927 if (QUERY_FLAG (op, FLAG_MONSTER))
1928 SET_FLAG (op, FLAG_RUN_AWAY);
1929 else
1930 scare_creature (op, hitter);
1931 }
1932
1933 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1934 {
1935 if (maxdam)
1936 tear_down_wall (op);
1937
1938 return maxdam; /* nothing more to do for wall */
1939 }
1940
1941 /* See if the creature has been killed */
1942 rtn_kill = kill_object (op, maxdam, hitter, type);
1943 if (rtn_kill != -1)
1944 return rtn_kill;
1945
1946
1947 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1948 * that before if the player was immune to ghosthit, the monster
1949 * remained - that is no longer the case.
1950 */
1951 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1952 {
1953 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1954 remove_friendly_object (hitter);
1955
1956 hitter->destroy ();
1957 }
1958 /* Lets handle creatures that are splitting now */
1959 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1960 {
1961 int i;
1962 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1963 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1964 object *owner = op->owner;
1965
1966 if (!op->other_arch)
1967 {
1968 LOG (llevError, "SPLITTING without other_arch error.\n");
1969 return maxdam;
1970 }
1971
1972 op->remove ();
1973
1974 for (i = 0; i < NROFNEWOBJS (op); i++)
1975 { /* This doesn't handle op->more yet */
1976 object *tmp = arch_to_object (op->other_arch);
1977 int j;
1978
1979 tmp->stats.hp = op->stats.hp;
1980
1981 if (friendly)
1982 {
1983 add_friendly_object (tmp);
1984 tmp->attack_movement = PETMOVE;
1985
1986 if (owner)
1987 tmp->set_owner (owner);
1988 }
1989
1990 if (unaggressive)
1991 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1992
1993 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1994
1995 if (j == -1) /* No spot to put this monster */
1996 tmp->destroy ();
1997 else
1998 {
1999 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2000 insert_ob_in_map (tmp, op->map, NULL, 0);
2001 }
2002 }
2003
2004 op->destroy ();
2005 }
2006 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2007 hitter->destroy ();
2008
2009 return maxdam;
2010}
2011
2012
2013void
2014poison_player (object *op, object *hitter, int dam)
2015{
2016 archetype *at = archetype::find ("poisoning");
2017 object *tmp = present_arch_in_ob (at, op);
2018
2019 if (tmp == NULL)
2020 {
2021 if ((tmp = arch_to_object (at)) == NULL)
2022 LOG (llevError, "Failed to clone arch poisoning.\n");
2023 else
2024 {
2025 tmp = insert_ob_in_ob (tmp, op);
2026 /* peterm: give poisoning some teeth. It should
2027 * be able to kill things better than it does:
2028 * damage should be dependent something--I choose to
2029 * do this: if it's a monster, the damage from the
2030 * poisoning goes as the level of the monster/2.
2031 * If anything else, goes as damage.
2032 */
2033
2034 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2035 tmp->stats.dam += hitter->level / 2;
2036 else
2037 tmp->stats.dam = dam;
2038
2039 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2040 if (hitter->skill && hitter->skill != tmp->skill)
2041 {
2042 tmp->skill = hitter->skill;
2043 }
2044
2045 tmp->stats.food += dam; /* more damage, longer poisoning */
2046
2047 if (op->type == PLAYER)
2048 {
2049 /* player looses stats, maximum is -10 of each */
2050 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2051 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2052 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2053 tmp->stats.Int = MAX (-dam / 7, -10);
2054 SET_FLAG (tmp, FLAG_APPLIED);
2055 op->update_stats ();
2056 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2057 }
2058 if (hitter->type == PLAYER)
2059 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2060 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2062 }
2063 tmp->speed_left = 0;
2064 }
2065 else
2066 tmp->stats.food++;
2067}
2068
2069void
2070slow_player (object *op, object *hitter, int dam)
2071{
2072 archetype *at = archetype::find ("slowness");
2073 object *tmp;
2074
2075 if (at == NULL)
2076 {
2077 LOG (llevError, "Can't find slowness archetype.\n");
2078 }
2079 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2080 {
2081 tmp = arch_to_object (at);
2082 tmp = insert_ob_in_ob (tmp, op);
2083 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2084 }
2085 else
2086 tmp->stats.food++;
2087 SET_FLAG (tmp, FLAG_APPLIED);
2088 tmp->speed_left = 0;
2089 op->update_stats ();
2090}
2091
2092void
2093confuse_player (object *op, object *hitter, int dam)
2094{
2095 object *tmp;
2096 int maxduration;
2097
2098 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2099 if (!tmp)
2100 {
2101 tmp = get_archetype (FORCE_NAME);
2102 tmp = insert_ob_in_ob (tmp, op);
2103 }
2104
2105 /* Duration added per hit and max. duration of confusion both depend
2106 * on the player's resistance
2107 */
2108 tmp->speed = 0.05;
2109 tmp->subtype = FORCE_CONFUSION;
2110 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2111 tmp->name = "confusion";
2112 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 if (tmp->duration > maxduration)
2114 tmp->duration = maxduration;
2115
2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118 SET_FLAG (op, FLAG_CONFUSED);
2119}
2120
2121void
2122blind_player (object *op, object *hitter, int dam)
2123{
2124 object *tmp, *owner;
2125
2126 /* Save some work if we know it isn't going to affect the player */
2127 if (op->resist[ATNR_BLIND] == 100)
2128 return;
2129
2130 tmp = present_in_ob (BLINDNESS, op);
2131 if (!tmp)
2132 {
2133 tmp = get_archetype ("blindness");
2134 SET_FLAG (tmp, FLAG_BLIND);
2135 SET_FLAG (tmp, FLAG_APPLIED);
2136 /* use floats so we don't lose too much precision due to rounding errors.
2137 * speed is a float anyways.
2138 */
2139 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2140
2141 tmp = insert_ob_in_ob (tmp, op);
2142 change_abil (op, tmp); /* Mostly to display any messages */
2143 op->update_stats (); /* This takes care of some other stuff */
2144
2145 if (hitter->owner)
2146 owner = hitter->owner;
2147 else
2148 owner = hitter;
2149
2150 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2151 }
2152 tmp->stats.food += dam;
2153 if (tmp->stats.food > 10)
2154 tmp->stats.food = 10;
2155}
2156
2157void
2158paralyze_player (object *op, object *hitter, int dam)
2159{
2160 float effect, max;
2161
2162 /* object *tmp; */
2163
2164 /* This is strange stuff... someone knows for what this is
2165 * written? Well, i think this can and should be removed
2166 */
2167
2168 /*
2169 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2170 tmp=clone_arch(PARAIMAGE);
2171 tmp->x=op->x,tmp->y=op->y;
2172 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2173 }
2174 */
2175
2176 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2177 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2178
2179 if (effect == 0)
2180 return;
2181
2182 op->speed_left -= FABS (op->speed) * effect;
2183 /* tmp->stats.food+=(signed short) effect/op->speed; */
2184
2185 /* max number of ticks to be affected for. */
2186 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2187 if (op->speed_left < -(FABS (op->speed) * max))
2188 op->speed_left = (float) -(FABS (op->speed) * max);
2189
2190/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2191}
2192
2193
2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2195 * the computed damaged.
2196 */
2197void
2198deathstrike_player (object *op, object *hitter, int *dam)
2199{
2200 /* The intention of a death attack is to kill outright things
2201 ** that are a lot weaker than the attacker, have a chance of killing
2202 ** things somewhat weaker than the caster, and no chance of
2203 ** killing something equal or stronger than the attacker.
2204 ** Also, if a deathstrike attack has a slaying, any monster
2205 ** whose name or race matches a comma-delimited list in the slaying
2206 ** field of the deathstriking object */
2207
2208 int atk_lev, def_lev, kill_lev;
2209
2210 if (hitter->slaying)
2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2212 return;
2213
2214 def_lev = op->level;
2215 if (def_lev < 1)
2216 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2218 def_lev = 1;
2219 }
2220 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2221 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2222 atk_lev, def_lev); */
2223
2224 if (atk_lev >= def_lev)
2225 {
2226 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2227
2228 /* Note that the below effectively means the ratio of the atk vs
2229 * defener level is important - if level 52 character has very little
2230 * chance of killing a level 50 monster. This should probably be
2231 * redone.
2232 */
2233 if (kill_lev >= def_lev)
2234 {
2235 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2236 /* I think this doesn't really do much. Because of
2237 * integer rounding, this only makes any difference if the
2238 * attack level is double the defender level.
2239 */
2240 *dam *= kill_lev / def_lev;
2241 }
2242 }
2243 else
2244 {
2245 *dam = 0; /* no harm done */
2246 }
2247}
2248
2249/* thrown_item_effect() - handles any special effects of thrown
2250 * items (like attacking living creatures--a potion thrown at a
2251 * monster).
2252 */
2253static void
2254thrown_item_effect (object *hitter, object *victim)
2255{
2256 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2257 {
2258 /* May not need a switch for just 2 types, but this makes it
2259 * easier for expansion.
2260 */
2261 switch (hitter->type)
2262 {
2263 case POTION:
2264 /* should player get a save throw instead of checking magic protection? */
2265 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2266 (void) apply_potion (victim, hitter);
2267 break;
2268
2269 case POISON: /* poison drinks */
2270 /* As with potions, should monster get a save? */
2271 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2272 apply_poison (victim, hitter);
2273 break;
2274
2275 /* Removed case statements that did nothing.
2276 * food may be poisonous, but monster must be willing to eat it,
2277 * so we don't handle it here.
2278 * Containers should perhaps break open, but that code was disabled.
2279 */
2280 }
2281 }
2282}
2283
2284/* adj_attackroll() - adjustments to attacks by various conditions */
2285
2286int
2287adj_attackroll (object *hitter, object *target)
2288{
2289 object *attacker = hitter;
2290 int adjust = 0;
2291
2292 /* safety */
2293 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2294 {
2295 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2296 return 0;
2297 }
2298
2299 /* aimed missiles use the owning object's sight */
2300 if (is_aimed_missile (hitter))
2301 {
2302 if ((attacker = hitter->owner) == NULL)
2303 attacker = hitter;
2304 /* A player who saves but hasn't quit still could have objects
2305 * owned by him - need to handle that case to avoid crashes.
2306 */
2307 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2308 attacker = hitter;
2309 }
2310 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2311 return 0;
2312
2313 /* determine the condtions under which we make an attack.
2314 * Add more cases, as the need occurs. */
2315
2316 if (!can_see_enemy (attacker, target))
2317 {
2318 /* target is unseen */
2319 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2320 adjust -= 10;
2321 /* dark map penalty for the hitter (lacks infravision if we got here). */
2322 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2323 adjust -= target->map->darkness;
2324 }
2325
2326 if (QUERY_FLAG (attacker, FLAG_SCARED))
2327 adjust -= 3;
2328
2329 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2330 adjust += 1;
2331
2332 if (QUERY_FLAG (target, FLAG_SCARED))
2333 adjust += 1;
2334
2335 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2336 adjust -= 3;
2337
2338 /* if we attack at a different 'altitude' its harder */
2339 if ((attacker->move_type & target->move_type) == 0)
2340 adjust -= 2;
2341
2342#if 0
2343 /* slower attacks are less likely to succeed. We should use a
2344 * comparison between attacker/target speeds BUT, players have
2345 * a generally faster speed, so this will wind up being a HUGE
2346 * disadantage for the monsters! Too bad, because missiles which
2347 * fly fast should have a better chance of hitting a slower target.
2348 */
2349 if (hitter->speed < target->speed)
2350 adjust += ((float) hitter->speed - target->speed);
2351#endif
2352
2353#if 0
2354 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2355#endif
2356
2357 return adjust;
2358}
2359
2360
2361/* determine if the object is an 'aimed' missile */
2362int
2363is_aimed_missile (object *op)
2364{
2365
2366 /* I broke what used to be one big if into a few nested
2367 * ones so that figuring out the logic is at least possible.
2368 */
2369 if (op && (op->move_type & MOVE_FLYING))
2370 {
2371 if (op->type == ARROW || op->type == THROWN_OBJ)
2372 return 1;
2373 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2374 return 1;
2375 }
2376 return 0;
2377}

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