ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.80 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81
82 if (op->materialname == NULL)
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE;
93 50
94 roll = rndm (1, 20); 51 roll = rndm (1, 20);
95 52
96 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 54 * If the type is only magic, don't adjust type - basically, if
104 if (type != AT_MAGIC) 61 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 62 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 63 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 64 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 65
109 if (type == 0) 66 if (type == 0) return TRUE;
110 return TRUE; 67
111 if (roll == 20) 68 if (roll == 20) return TRUE;
112 return TRUE; 69 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 70
116 for (number = 0; number < NROFATTACKS; number++) 71 for (number = 0; number < NROFATTACKS; number++)
117 { 72 {
118 i = 1 << number; 73 i = 1 << number;
74
119 if (!(i & type)) 75 if (!(i & type))
120 continue; 76 continue;
77
121 attacks++; 78 attacks++;
122 if (op->resist[number] == 100) 79 if (op->resist[number] == 100)
123 saves++; 80 saves++;
124 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)
125 saves++; 82 saves++;
134 return FALSE; 91 return FALSE;
135 92
136 return TRUE; 93 return TRUE;
137} 94}
138 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 }
126}
127
139/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 130 * calling cancellation, etc.)
142 */ 131 */
143void 132void
148 object *env = op->env; 137 object *env = op->env;
149 int x = op->x, y = op->y; 138 int x = op->x, y = op->y;
150 maptile *m = op->map; 139 maptile *m = op->map;
151 140
152 op = stop_item (op); 141 op = stop_item (op);
153 if (op == NULL) 142 if (!op)
154 return; 143 return;
155 144
156 /* Hacked the following so that type LIGHTER will work. 145 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 146 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 147 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 148 * object with +/- glow_radius and an "other_arch" to change to.
160 * (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
161 * function if the object doesnt contain a material that can burn. 150 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 151 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 152 */
164 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
165 { 157 ))
166 const char *arch = op->other_arch->archname; 158 {
167 159 switch (op->type)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = get_archetype (arch)))
172 { 160 {
173 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)
174 { 170 {
175 op->x = env->x, op->y = env->y; 171 const char *arch = op->other_arch->archname;
176 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 {
177 if (env->contr) 178 if (env)
178 esrv_send_item (env, op); 179 env->insert (op);
180 else
181 m->insert (op, x, y, originator);
182 }
179 } 183 }
180 else
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 } 184 }
186
187 return; 185 return;
188 } 186 }
189 187
190 if (type & AT_CANCELLATION) 188 if (type & AT_CANCELLATION)
191 { /* Cancellation. */ 189 { /* Cancellation. */
199 if (op->decrease (rndm (0, op->nrof - 1))) 197 if (op->decrease (rndm (0, op->nrof - 1)))
200 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
201 } 199 }
202 else 200 else
203 { 201 {
204 if (op->env) 202 // drop everything to the ground, if possible
205 { 203 op->insert_at (originator);
206 object *tmp = op->in_player ();
207
208 if (tmp)
209 esrv_del_item (tmp->contr, op->count);
210 }
211
212 op->destroy (); 204 op->drop_and_destroy ();
213 } 205 }
214 206
215 if (type & (AT_FIRE | AT_ELECTRICITY)) 207 if (type & (AT_FIRE | AT_ELECTRICITY))
216 if (env) 208 if (env)
217 { 209 {
218 op = get_archetype ("burnout"); 210 op = archetype::get (shstr_burnout);
219 op->x = env->x, op->y = env->y; 211 op->x = env->x, op->y = env->y;
220 insert_ob_in_ob (op, env); 212 env->insert (op);
221 } 213 }
222 else 214 else
223 replace_insert_ob_in_map ("burnout", originator); 215 replace_insert_ob_in_map (shstr_burnout, originator);
224 216
225 return; 217 return;
226 } 218 }
227 219
228 /* The value of 50 is arbitrary. */ 220 /* The value of 50 is arbitrary. */
229 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))
230 { 222 {
231 object *tmp;
232 archetype *at = archetype::find ("icecube"); 223 archetype *at = archetype::find (shstr_icecube);
233 224
234 if (at == NULL) 225 if (at == NULL)
235 return; 226 return;
236 227
237 op = stop_item (op); 228 op = stop_item (op);
238 if (op == NULL) 229 if (op == NULL)
239 return; 230 return;
240 231
241 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)
242 { 234 {
243 tmp = arch_to_object (at); 235 tmp = arch_to_object (at);
244 tmp->x = op->x, tmp->y = op->y; 236 tmp->x = op->x, tmp->y = op->y;
245 /* This was in the old (pre new movement code) - 237 /* This was in the old (pre new movement code) -
246 * icecubes have slow_move set to 1 - don't want 238 * icecubes have slow_move set to 1 - don't want
249 tmp->move_slow_penalty = 0; 241 tmp->move_slow_penalty = 0;
250 tmp->move_slow = 0; 242 tmp->move_slow = 0;
251 insert_ob_in_map (tmp, op->map, originator, 0); 243 insert_ob_in_map (tmp, op->map, originator, 0);
252 } 244 }
253 245
254 if (!QUERY_FLAG (op, FLAG_REMOVED)) 246 tmp->insert (op);
255 op->remove ();
256
257 insert_ob_in_ob (op, tmp);
258 return; 247 return;
259 } 248 }
260} 249}
261 250
262/* Object op is hitting the map. 251/* Object op is hitting the map.
291 } 280 }
292 281
293 if (op->head) 282 if (op->head)
294 op = op->head; 283 op = op->head;
295 284
296 map = op->map; 285 mapxy pos (op);
297 x = op->x + freearr_x[dir]; 286 pos.move (dir);
298 y = op->y + freearr_y[dir];
299 287
300 if (!xy_normalise (map, x, y)) 288 if (!pos.normalise ())
301 return 0; 289 return 0;
302 290
303 // elmex: a safe map tile can't be hit! 291 // elmex: a safe map tile can't be hit!
304 // this should prevent most harmful effects on items and players there. 292 // this should prevent most harmful effects on items and players there.
305 mapspace &ms = map->at (x, y); 293 mapspace &ms = pos.ms ();
306 294
307 if (ms.flags () & P_SAFE) 295 if (ms.flags () & P_SAFE)
308 return 0; 296 return 0;
309 297
310 /* peterm: a few special cases for special attacktypes --counterspell 298 /* peterm: a few special cases for special attacktypes --counterspell
348 336
349 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
350 * For example, 'tmp' was put in an icecube. 338 * For example, 'tmp' was put in an icecube.
351 * 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.
352 */ 340 */
353 if (tmp->map != map || tmp->x != x || tmp->y != y) 341 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
354 continue; 342 continue;
355 343
356 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
357 { 345 {
358 hit_player (tmp, op->stats.dam, op, type, full_hit); 346 hit_player (tmp, op->stats.dam, op, type, full_hit);
366 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
367 * 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
368 * 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
369 * destroyed right now. 357 * destroyed right now.
370 */ 358 */
371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 359 else if (op->stats.dam > 0 && !tmp->move_block)
372 { 360 {
373 save_throw_object (tmp, type, op); 361 save_throw_object (tmp, type, op);
374 362
375 if (op->destroyed ()) 363 if (op->destroyed ())
376 break; 364 break;
378 } 366 }
379 367
380 return 0; 368 return 0;
381} 369}
382 370
383void 371static void
384attack_message (int dam, int type, object *op, object *hitter) 372attack_message (int dam, int type, object *op, object *hitter)
385{ 373{
386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
387 int i, found = 0; 375 int i, found = 0;
388 maptile *map; 376 maptile *map;
390 378
391 /* 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
392 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
393 * [garbled 20010919] 381 * [garbled 20010919]
394 */ 382 */
395
396 if (dam == 9998 && op->type == DOOR) 383 if (dam == 9998 && op->type == DOOR)
397 { 384 {
398 sprintf (buf1, "unlock %s", &op->name); 385 sprintf (buf1, "unlock %s", &op->name);
399 sprintf (buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
400 found++; 387 found++;
401 } 388 }
402 if (dam < 0) 389 else if (dam < 0)
403 { 390 {
404 sprintf (buf1, "hit %s", &op->name); 391 sprintf (buf1, "hit %s", &op->name);
405 sprintf (buf2, " hits"); 392 sprintf (buf2, " hits");
406 found++; 393 found++;
407 } 394 }
529 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
530 found++; 517 found++;
531 break; 518 break;
532 } 519 }
533 } 520 }
534 else if (hitter->current_weapon != NULL) 521 else if (hitter->current_weapon)
535 { 522 {
536 int mtype; 523 int mtype;
537 524
538 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
539 { 526 {
540 case WEAP_HIT: 527 case WEAP_HIT:
541 mtype = ATM_BASIC; 528 mtype = ATM_BASIC;
542 break; 529 break;
543 case WEAP_SLASH: 530 case WEAP_SLASH:
544 mtype = ATM_SLASH; 531 mtype = ATM_SLASH;
545 break; 532 break;
546 case WEAP_PIERCE: 533 case WEAP_PIERCE:
547 mtype = ATM_PIERCE; 534 mtype = ATM_PIERCE;
548 break; 535 break;
549 case WEAP_CLEAVE: 536 case WEAP_CLEAVE:
550 mtype = ATM_CLEAVE; 537 mtype = ATM_CLEAVE;
551 break; 538 break;
552 case WEAP_SLICE: 539 case WEAP_SLICE:
553 mtype = ATM_SLICE; 540 mtype = ATM_SLICE;
554 break; 541 break;
555 case WEAP_STAB: 542 case WEAP_STAB:
556 mtype = ATM_STAB; 543 mtype = ATM_STAB;
557 break; 544 break;
558 case WEAP_WHIP: 545 case WEAP_WHIP:
559 mtype = ATM_WHIP; 546 mtype = ATM_WHIP;
560 break; 547 break;
561 case WEAP_CRUSH: 548 case WEAP_CRUSH:
562 mtype = ATM_CRUSH; 549 mtype = ATM_CRUSH;
563 break; 550 break;
564 case WEAP_BLUD: 551 case WEAP_BLUD:
565 mtype = ATM_BLUD; 552 mtype = ATM_BLUD;
566 break; 553 break;
567 default: 554 default:
568 mtype = ATM_BASIC; 555 mtype = ATM_BASIC;
569 break; 556 break;
570 } 557 }
558
571 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++)
572 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)
573 { 561 {
574 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);
575 strcpy (buf2, attack_mess[mtype][i].buf3); 563 strcpy (buf2, attack_mess[mtype][i].buf3);
676 op->play_sound (sound_find ("player_hits4")); 664 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 666 }
679} 667}
680 668
681
682static int 669static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 670get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 671{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 673 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 675 return 1;
689 } 676 }
690 677
691 if ((*target)->head)
692 *target = (*target)->head; 678 *target = (*target)->head_ ();
693
694 if ((*hitter)->head)
695 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
696 680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
697 if ((*hitter)->env != NULL || (*target)->env != NULL) 684 if ((*hitter)->env || (*target)->env)
698 { 685 {
699 *simple_attack = 1; 686 *simple_attack = 1;
700 return 0; 687 return 0;
701 } 688 }
702 689
715} 702}
716 703
717static int 704static int
718abort_attack (object *target, object *hitter, int simple_attack) 705abort_attack (object *target, object *hitter, int simple_attack)
719{ 706{
720
721/* 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
722 * 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.
723 */ 709 */
724 int new_mode; 710 int new_mode;
725 711
726 if (hitter->env == target || target->env == hitter) 712 if (hitter->env == target || target->env == hitter)
727 new_mode = 1; 713 new_mode = 1;
728 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))
729 return 1; 716 return 1;
730 else 717 else
731 new_mode = 0; 718 new_mode = 0;
719
732 return new_mode != simple_attack; 720 return new_mode != simple_attack;
733} 721}
734 722
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
735static 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}
736 848
737static int 849static int
738attack_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)
739{ 851{
740 int simple_attack, roll, dam = 0; 852 int simple_attack, roll, dam = 0;
794 * for help. */ 906 * for help. */
795 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))
796 npc_call_help (op); 908 npc_call_help (op);
797 909
798 /* 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 */
799 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
800 { 912 {
801 make_visible (op); 913 make_visible (op);
802 914
803 if (op->type == PLAYER) 915 if (op->type == PLAYER)
804 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!");
805 } 917 }
806 918
807 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
808 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
809 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
821 if (hitdam <= 0) 933 if (hitdam <= 0)
822 hitdam = 1; 934 hitdam = 1;
823 935
824 type = hitter->attacktype; 936 type = hitter->attacktype;
825 937
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 */
826 if (!type) 948 if (!type)
827 type = AT_PHYSICAL; 949 type = AT_PHYSICAL;
828 950
829 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
830 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))
881 * 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
882 * stick around. 1004 * stick around.
883 */ 1005 */
884 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1006 if (op->weight <= 5000 && tmp->stats.hp >= 0)
885 { 1007 {
886 tmp = tmp->head_ (); 1008 tmp->head_ ()->insert (op);
887
888 op->remove ();
889 op = insert_ob_in_ob (op, tmp);
890
891 if (tmp->type == PLAYER)
892 esrv_send_item (tmp, op);
893
894 return 1; 1009 return 1;
895 } 1010 }
896 else 1011 else
897 return 0; 1012 return 0;
898} 1013}
912 /* Disassemble missile */ 1027 /* Disassemble missile */
913 if (op->inv) 1028 if (op->inv)
914 { 1029 {
915 container = op; 1030 container = op;
916 hitter = op->inv; 1031 hitter = op->inv;
917 hitter->remove ();
918 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);
919 /* 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
920 * might be called until this THROWN_OBJ is either reassembled or 1034 * might be called until this THROWN_OBJ is either reassembled or
921 * 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
922 * THROWN_OBJs. */ 1036 * THROWN_OBJs. */
923 } 1037 }
937 * other places as well!) 1051 * other places as well!)
938 */ 1052 */
939 if (hitter->destroyed () || hitter->env != NULL) 1053 if (hitter->destroyed () || hitter->env != NULL)
940 { 1054 {
941 if (container) 1055 if (container)
942 {
943 container->remove ();
944 container->destroy (); 1056 container->destroy ();
945 }
946 1057
947 return 0; 1058 return 0;
948 } 1059 }
949 1060
950 /* Missile hit victim */ 1061 /* Missile hit victim */
974 * 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
975 * way to handle those otherwise? 1086 * way to handle those otherwise?
976 */ 1087 */
977 if (victim->x != hitter->x || victim->y != hitter->y) 1088 if (victim->x != hitter->x || victim->y != hitter->y)
978 { 1089 {
1090 if (victim->destroyed ())
1091 hitter->destroy ();
1092 else
1093 {
979 hitter->remove (); 1094 hitter->remove ();
980 hitter->x = victim->x; 1095 hitter->x = victim->x;
981 hitter->y = victim->y; 1096 hitter->y = victim->y;
982 insert_ob_in_map (hitter, victim->map, hitter, 0); 1097 insert_ob_in_map (hitter, victim->map, hitter, 0);
1098 }
983 } 1099 }
984 else 1100 else
985 /* Else leave arrow where it is */ 1101 /* Else leave arrow where it is */
986 merge_ob (hitter, NULL); 1102 merge_ob (hitter, NULL);
987 1103
999 } 1115 }
1000 1116
1001 return op; 1117 return op;
1002} 1118}
1003 1119
1004void 1120static void
1005tear_down_wall (object *op) 1121tear_down_wall (object *op)
1006{ 1122{
1007 int perc = 0;
1008
1009 if (!op->stats.maxhp) 1123 if (!op->stats.maxhp)
1010 {
1011 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);
1012 perc = 1; 1125 else if (!op->has_anim ())
1013 }
1014 else if (!GET_ANIM_ID (op))
1015 { 1126 {
1016 /* Object has been called - no animations, so remove it */ 1127 /* Object has been called - no animations, so remove it */
1017 if (op->stats.hp < 0) 1128 if (op->stats.hp < 0)
1018 op->destroy (); 1129 op->destroy ();
1019 1130
1020 return; /* no animations, so nothing more to do */ 1131 return; /* no animations, so nothing more to do */
1021 } 1132 }
1022 1133
1023 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 );
1024 1140
1025 if (perc >= (int) NUM_ANIMATIONS (op)) 1141 op->set_anim_frame (perc);
1026 perc = NUM_ANIMATIONS (op) - 1;
1027 else if (perc < 1)
1028 perc = 1;
1029
1030 SET_ANIMATION (op, perc);
1031 update_object (op, UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1032 1143
1033 if (perc == NUM_ANIMATIONS (op) - 1) 1144 if (op->stats.hp < 0)
1034 { /* Reached the last animation */ 1145 { /* Reached the last animation */
1035 if (op->face == blank_face) 1146 if (op->face == blank_face)
1036 /* If the last face is blank, remove the ob */ 1147 /* If the last face is blank, remove the ob */
1037 op->destroy (); 1148 op->destroy ();
1038 else 1149 else
1039 { /* The last face was not blank, leave an image */ 1150 { /* The last face was not blank, leave an image */
1040 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1151 op->flag [FLAG_BLOCKSVIEW] = false;
1041 update_all_los (op->map, op->x, op->y); 1152 update_all_los (op->map, op->x, op->y);
1042 op->move_block = 0; 1153 op->move_block = 0;
1043 CLEAR_FLAG (op, FLAG_ALIVE); 1154 op->flag [FLAG_ALIVE] = false;
1044 } 1155 }
1045 } 1156 }
1046} 1157}
1047 1158
1048void 1159static void
1049scare_creature (object *target, object *hitter) 1160scare_creature (object *target, object *hitter)
1050{ 1161{
1051 object *owner = hitter->owner; 1162 target->flag [FLAG_SCARED] = true;
1052 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 ();
1053 if (!owner) 1225 if (!owner)
1054 owner = hitter; 1226 owner = hitter;
1055 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
1056 SET_FLAG (target, FLAG_SCARED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
1057 if (!target->enemy) 1835 tmp->speed_left = 0;
1058 target->enemy = owner; 1836 op->update_stats ();
1837}
1838
1839void
1840confuse_player (object *op, object *hitter, int dam)
1841{
1842 object *tmp;
1843 int maxduration;
1844
1845 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1846 if (!tmp)
1847 {
1848 tmp = get_archetype (FORCE_NAME);
1849 tmp = insert_ob_in_ob (tmp, op);
1850 }
1851
1852 /* Duration added per hit and max. duration of confusion both depend
1853 * on the player's resistance
1854 */
1855 tmp->speed = 0.05;
1856 tmp->subtype = FORCE_CONFUSION;
1857 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1858 tmp->name = shstr_confusion;
1859 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860
1861 if (tmp->duration > maxduration)
1862 tmp->duration = maxduration;
1863
1864 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1865 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1866
1867 SET_FLAG (op, FLAG_CONFUSED);
1868}
1869
1870void
1871blind_player (object *op, object *hitter, int dam)
1872{
1873 object *tmp, *owner;
1874
1875 /* Save some work if we know it isn't going to affect the player */
1876 if (op->resist[ATNR_BLIND] == 100)
1877 return;
1878
1879 tmp = present_in_ob (BLINDNESS, op);
1880 if (!tmp)
1881 {
1882 tmp = get_archetype (shstr_blindness);
1883 SET_FLAG (tmp, FLAG_BLIND);
1884 SET_FLAG (tmp, FLAG_APPLIED);
1885 /* use floats so we don't lose too much precision due to rounding errors.
1886 * speed is a float anyways.
1887 */
1888 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1889
1890 tmp = insert_ob_in_ob (tmp, op);
1891 change_abil (op, tmp); /* Mostly to display any messages */
1892 op->update_stats (); /* This takes care of some other stuff */
1893
1894 if (hitter->owner)
1895 owner = hitter->owner;
1896 else
1897 owner = hitter;
1898
1899 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1900 }
1901 tmp->stats.food += dam;
1902 if (tmp->stats.food > 10)
1903 tmp->stats.food = 10;
1904}
1905
1906void
1907paralyze_player (object *op, object *hitter, int dam)
1908{
1909 /* This is strange stuff... someone knows for what this is
1910 * written? Well, i think this can and should be removed
1911 */
1912
1913 /*
1914 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1915 tmp=clone_arch(PARAIMAGE);
1916 tmp->x=op->x,tmp->y=op->y;
1917 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1918 }
1919 */
1920
1921 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1922 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1923
1924 op->speed_left -= fabs (op->speed) * effect;
1925 /* tmp->stats.food+=(signed short) effect/op->speed; */
1926
1927 /* max number of ticks to be affected for. */
1928 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929
1930 if (op->speed_left < -(fabs (op->speed) * max))
1931 op->speed_left = -(fabs (op->speed) * max);
1932
1933/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1934}
1935
1936/* Attempts to kill 'op'. hitter is the attack object, dam is
1937 * the computed damaged.
1938 */
1939static void
1940deathstrike_player (object *op, object *hitter, int *dam)
1941{
1942 /* The intention of a death attack is to kill outright things
1943 ** that are a lot weaker than the attacker, have a chance of killing
1944 ** things somewhat weaker than the caster, and no chance of
1945 ** killing something equal or stronger than the attacker.
1946 ** Also, if a deathstrike attack has a slaying, any monster
1947 ** whose name or race matches a comma-delimited list in the slaying
1948 ** field of the deathstriking object */
1949
1950 int atk_lev, def_lev, kill_lev;
1951
1952 if (hitter->slaying)
1953 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1954 || (op->race && hitter->slaying.contains (op->race))))
1955 return;
1956
1957 def_lev = op->level;
1958 if (def_lev < 1)
1959 {
1960 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1961 def_lev = 1;
1962 }
1963
1964 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1965 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1966 atk_lev, def_lev); */
1967
1968 if (atk_lev >= def_lev)
1969 {
1970 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1971
1972 /* Note that the below effectively means the ratio of the atk vs
1973 * defener level is important - if level 52 character has very little
1974 * chance of killing a level 50 monster. This should probably be
1975 * redone.
1976 */
1977 if (kill_lev >= def_lev)
1978 {
1979 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1980 /* I think this doesn't really do much. Because of
1981 * integer rounding, this only makes any difference if the
1982 * attack level is double the defender level.
1983 */
1984 *dam *= kill_lev / def_lev;
1985 }
1986 }
1987 else
1988 *dam = 0; /* no harm done */
1059} 1989}
1060 1990
1061/* 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
1062 * appropriate attacktype. Only 1 attacktype should be set at a time. 1992 * appropriate attacktype. Only 1 attacktype should be set at a time.
1063 * 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
1088 if (attacknum == ATNR_INTERNAL) 2018 if (attacknum == ATNR_INTERNAL)
1089 return dam; 2019 return dam;
1090 2020
1091 if (hitter->slaying) 2021 if (hitter->slaying)
1092 { 2022 {
1093 if ((op->race && strstr (hitter->slaying, op->race)) 2023 if ((op->race && hitter->slaying.contains (op->race))
1094 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 2024 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1095 { 2025 {
1096 doesnt_slay = 0; 2026 doesnt_slay = 0;
1097 dam *= 3; 2027 dam *= 3;
1098 } 2028 }
1099 } 2029 }
1145 case ATNR_BLIND: 2075 case ATNR_BLIND:
1146 { 2076 {
1147 /* chance for inflicting a special attack depends on the 2077 /* chance for inflicting a special attack depends on the
1148 * difference between attacker's and defender's level 2078 * difference between attacker's and defender's level
1149 */ 2079 */
1150 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2080 int level_diff = min (110, max (0, op->level - hitter->level));
1151 2081
1152 /* First, only creatures/players with speed can be affected. 2082 /* First, only creatures/players with speed can be affected.
1153 * Second, just getting hit doesn't mean it always affects 2083 * Second, just getting hit doesn't mean it always affects
1154 * you. Third, you still get a saving through against the 2084 * you. Third, you still get a saving through against the
1155 * effect. 2085 * effect.
1156 */ 2086 */
1157 if (op->speed && 2087 if (op->has_active_speed ()
1158 (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))
1159 !(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))
1160 { 2091 {
1161 2092
1162 /* Player has been hit by something */ 2093 /* Player has been hit by something */
1163 if (attacknum == ATNR_CONFUSION) 2094 if (attacknum == ATNR_CONFUSION)
1164 confuse_player (op, hitter, dam); 2095 confuse_player (op, hitter, dam);
1212 2143
1213 /* High damage acid has better chance of corroding 2144 /* High damage acid has better chance of corroding
1214 objects */ 2145 objects */
1215 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)
1216 { 2147 {
1217 if (op->type == PLAYER)
1218 /* Make this more visible */
1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1220 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1221 flag = 1; 2148 flag = 1;
1222 tmp->magic--; 2149 tmp->magic--;
1223 if (op->type == PLAYER) 2150
1224 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 }
1225 } 2159 }
1226 } 2160 }
1227 2161
1228 if (flag) 2162 if (flag)
1229 op->update_stats (); /* Something was corroded */ 2163 op->update_stats (); /* Something was corroded */
1298 object *god = find_god (determine_god (owner)); 2232 object *god = find_god (determine_god (owner));
1299 int div = 1; 2233 int div = 1;
1300 2234
1301 /* 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
1302 * at half strength */ 2236 * at half strength */
1303 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 2237 if (!god || !god->slaying.contains (shstr_undead))
1304 div = 2; 2238 div = 2;
1305 2239
1306 /* Give a bonus if you resist turn undead */ 2240 /* Give a bonus if you resist turn undead */
1307 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)))
1308 scare_creature (op, owner); 2242 scare_creature (op, owner);
1380 } 2314 }
1381 2315
1382 return dam; 2316 return dam;
1383} 2317}
1384 2318
1385/* GROS: This code comes from hit_player. It has been made external to
1386 * allow script procedures to "kill" objects in a combat-like fashion.
1387 * It was initially used by (kill-object) developed for the Collector's
1388 * Sword. Note that nothing has been changed from the original version
1389 * of the following code.
1390 * op is what is being killed.
1391 * dam is the damage done to it.
1392 * hitter is what is hitting it.
1393 * type is the attacktype.
1394 *
1395 * This function was a bit of a mess with hitter getting changed,
1396 * values being stored away but not used, etc. I've cleaned it up
1397 * a bit - I think it should be functionally equivalant.
1398 * MSW 2002-07-17
1399 */
1400int
1401kill_object (object *op, int dam, object *hitter, int type)
1402{
1403 char buf[MAX_BUF];
1404 const char *skill;
1405 int maxdam = 0;
1406 int battleg = 0; /* true if op standing on battleground */
1407 int pk = 0; /* true if op and what controls hitter are both players */
1408 object *owner = 0;
1409 object *skop = 0;
1410
1411 if (op->stats.hp >= 0)
1412 return -1;
1413
1414 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1415 return 0;
1416
1417 /* maxdam needs to be the amount of damage it took to kill
1418 * this creature. The function(s) that call us have already
1419 * adjusted the creatures HP total, so that is negative.
1420 */
1421 maxdam = dam + op->stats.hp + 1;
1422
1423 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1424 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1425
1426 if (op->type == DOOR)
1427 {
1428 op->set_speed (0.1f);
1429 op->speed_left = -0.05f;
1430 return maxdam;
1431 }
1432
1433 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1434 {
1435 op->destroy ();
1436 return maxdam;
1437 }
1438
1439 /* Now lets start dealing with experience we get for killing something */
1440
1441 owner = hitter->owner;
1442 if (!owner)
1443 owner = hitter;
1444
1445 /* is the victim (op) standing on battleground? */
1446 if (op_on_battleground (op, NULL, NULL))
1447 battleg = 1;
1448
1449 /* is this player killing? */
1450 if (op->type == PLAYER && owner->type == PLAYER)
1451 pk = 1;
1452
1453 /* Player killed something */
1454 if (owner->type == PLAYER)
1455 {
1456 Log_Kill (owner->name,
1457 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1458
1459 /* Log players killing other players - makes it easier to detect
1460 * and filter out malicious player killers - that is why the
1461 * ip address is included.
1462 */
1463 if (op->type == PLAYER && !battleg)
1464 {
1465 time_t t = time (NULL);
1466 struct tm *tmv;
1467 char buf[256];
1468
1469 tmv = localtime (&t);
1470 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1471
1472 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1473 }
1474
1475 /* try to filter some things out - basically, if you are
1476 * killing a level 1 creature and your level 20, you
1477 * probably don't want to see that.
1478 */
1479 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1480 {
1481 if (owner != hitter)
1482 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1483 else
1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1485
1486 /* Only play sounds for melee kills */
1487 if (hitter->type == PLAYER)
1488 owner->play_sound (sound_find ("player_kills"));
1489 }
1490
1491 /* If a player kills another player, not on
1492 * battleground, the "killer" looses 1 luck. Since this is
1493 * not reversible, it's actually quite a pain IMHO. -AV
1494 * Fix bug in that we were changing the luck of the hitter, not
1495 * player that the object belonged to - so if you killed another player
1496 * with spells, pets, whatever, there was no penalty.
1497 * Changed to make luck penalty configurable in settings.
1498 */
1499 if (op->type == PLAYER && owner != op && !battleg)
1500 owner->change_luck (-settings.pk_luck_penalty);
1501
1502 /* This code below deals with finding the appropriate skill
1503 * to credit exp to. This is a bit problematic - we should
1504 * probably never really have to look at current_weapon->skill
1505 */
1506 skill = 0;
1507
1508 if (hitter->skill && hitter->type != PLAYER)
1509 skill = hitter->skill;
1510 else if (owner->chosen_skill)
1511 {
1512 skop = owner->chosen_skill;
1513 skill = skop->skill;
1514 }
1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516 skill = owner->current_weapon->skill;
1517 else
1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519
1520 /* We have the skill we want to credit to - now find the object this goes
1521 * to. Make sure skop is an actual skill, and not a skill tool!
1522 */
1523 if ((!skop || skop->type != SKILL) && skill)
1524 {
1525 int i;
1526
1527 for (i = 0; i < NUM_SKILLS; i++)
1528 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1529 {
1530 skop = owner->contr->last_skill_ob[i];
1531 break;
1532 }
1533 }
1534 } /* Was it a player that hit somethign */
1535 else
1536 skill = 0;
1537
1538 /* Pet (or spell) killed something. */
1539 if (owner != hitter)
1540 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1541 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542 else
1543 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1544 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1545 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546
1547 /* These may have been set in the player code section above */
1548 if (!skop)
1549 skop = hitter->chosen_skill;
1550
1551 if (!skill && skop)
1552 skill = skop->skill;
1553
1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555
1556 /* If you didn't kill yourself, and your not the wizard */
1557 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1558 {
1559 int exp;
1560
1561 /* Really don't give much experience for killing other players */
1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1563 if (op->type == PLAYER)
1564 {
1565 if (battleg)
1566 {
1567 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1568 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1569 }
1570 else
1571 exp = op->stats.exp / 1000;
1572 }
1573 else
1574 exp = calc_skill_exp (owner, op, skop);
1575
1576 /* if op is standing on "battleground" (arena), no way to gain
1577 * exp by killing him
1578 */
1579 if (battleg)
1580 exp = 0;
1581
1582 /* Don't know why this is set this way - doesn't make
1583 * sense to just divide everything by two for no reason.
1584 */
1585
1586 if (!settings.simple_exp)
1587 exp = exp / 2;
1588
1589 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 change_exp (owner, exp, skill, 0);
1591 else
1592 {
1593 int shares = 0, count = 0;
1594 partylist *party = owner->contr->party;
1595
1596 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1597
1598 for_all_players (pl)
1599 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1600 {
1601 count++;
1602 shares += (pl->ob->level + 4);
1603 }
1604
1605 if (count == 1 || shares > exp || !shares)
1606 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1607 else
1608 {
1609 int share = exp / shares, given = 0, nexp;
1610
1611 for_all_players (pl)
1612 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1613 {
1614 nexp = (pl->ob->level + 4) * share;
1615 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1616 given += nexp;
1617 }
1618
1619 exp -= given;
1620 /* give any remainder to the player */
1621 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1622 }
1623 } /* else part of a party */
1624 } /* end if person didn't kill himself */
1625
1626 if (op->type != PLAYER)
1627 {
1628 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1629 {
1630 object *owner1 = op->owner;
1631
1632 if (owner1 && owner1->type == PLAYER)
1633 {
1634 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1635 /* Maybe we should include the owner that killed this, maybe not */
1636 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1637 }
1638
1639 remove_friendly_object (op);
1640 }
1641
1642 op->destroy ();
1643 }
1644 else
1645 {
1646 /* Player has been killed! */
1647 if (owner->type == PLAYER)
1648 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1649 else
1650 assign (op->contr->killer, hitter->name);
1651 }
1652
1653 /* This was return -1 - that doesn't seem correct - if we return -1, process
1654 * continues in the calling function.
1655 */
1656 return maxdam;
1657}
1658
1659/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1660 * Returns 0 this is not friendly fire
1661 */
1662int
1663friendly_fire (object *op, object *hitter)
1664{
1665 object *owner;
1666 int friendlyfire;
1667
1668 if (hitter->head)
1669 hitter = hitter->head;
1670
1671 friendlyfire = 0;
1672
1673 if (op->type == PLAYER)
1674 {
1675 if (op_on_battleground (hitter, 0, 0))
1676 return 0;
1677
1678 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1679 return 1;
1680
1681 if ((owner = hitter->owner) != NULL)
1682 {
1683 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1684 friendlyfire = 2;
1685 }
1686
1687 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1688 friendlyfire = 0;
1689 }
1690
1691 return friendlyfire;
1692}
1693
1694/* This isn't used just for players, but in fact most objects.
1695 * op is the object to be hit, dam is the amount of damage, hitter
1696 * is what is hitting the object, type is the attacktype, and
1697 * full_hit is set if monster area does not matter.
1698 * dam is base damage - protections/vulnerabilities/slaying matches can
1699 * modify it.
1700 */
1701/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1702 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1703int
1704hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1705{
1706 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1707 int maxattacktype, attacknum;
1708 int body_attack = op && op->head; /* Did we hit op's head? */
1709 int simple_attack;
1710 int rtn_kill = 0;
1711 int friendlyfire;
1712
1713 if (get_attack_mode (&op, &hitter, &simple_attack))
1714 return 0;
1715
1716 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1717 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1718 return 0;
1719
1720 // only allow pk for hostile players
1721 if (op->type == PLAYER)
1722 {
1723 object *owner = hitter->owner;
1724
1725 if (!owner)
1726 owner = hitter;
1727
1728 if (owner->type == PLAYER
1729 && (!op_on_battleground (op, 0, 0)
1730 && (op->contr->peaceful || owner->contr->peaceful))
1731 && op != owner)
1732 return 0;
1733 }
1734
1735 if (body_attack)
1736 {
1737 /* slow and paralyze must hit the head. But we don't want to just
1738 * return - we still need to process other attacks the spell still
1739 * might have. So just remove the paralyze and slow attacktypes,
1740 * and keep on processing if we have other attacktypes.
1741 * return if only magic or nothing is left - under normal code
1742 * we don't attack with pure magic if there is another attacktype.
1743 * Only do processing if the initial attacktype includes one of those
1744 * attack so we don't cancel out things like magic bullet.
1745 */
1746 if (type & (AT_PARALYZE | AT_SLOW))
1747 {
1748 type &= ~(AT_PARALYZE | AT_SLOW);
1749
1750 if (!type || type == AT_MAGIC)
1751 return 0;
1752 }
1753 }
1754
1755 if (!simple_attack && op->type == DOOR)
1756 {
1757 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1758 if (tmp->type == RUNE || tmp->type == TRAP)
1759 {
1760 spring_trap (tmp, hitter);
1761
1762 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1763 return 0;
1764
1765 break;
1766 }
1767 }
1768
1769 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1770 {
1771 /* FIXME: If a player is killed by a rune in a door, the
1772 * destroyed() check above doesn't return, and might get here.
1773 */
1774
1775 /* FIXME: This for example happens when a dead door is on a mover and
1776 gets it's speed_left raised on each mover-tick.
1777 Doors are removed in a kinda funny way by giving them speed and speed_left
1778 and waiting for that to run out.
1779 */
1780 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1781 return 0;
1782 }
1783
1784#ifdef ATTACK_DEBUG
1785 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1786#endif
1787
1788 if (magic)
1789 {
1790 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1791 * in case 0>dam>1, we try to "simulate" a float value-effect */
1792 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1793 if (dam >= 100)
1794 dam /= 100;
1795 else
1796 dam = (dam > rndm (0, 99)) ? 1 : 0;
1797 }
1798
1799 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1800 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1801 */
1802 if (type & AT_CHAOS)
1803 {
1804 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1805 update_object (op, UP_OBJ_FACE);
1806 type &= ~AT_CHAOS;
1807 }
1808
1809 /* Holyword is really an attacktype modifier (like magic is). If
1810 * holyword is part of an attacktype, then make sure the creature is
1811 * a proper match, otherwise no damage.
1812 */
1813 if (type & AT_HOLYWORD)
1814 {
1815 object *god;
1816
1817 if ((!hitter->slaying ||
1818 (!(op->race && strstr (hitter->slaying, op->race)) &&
1819 !(op->name && strstr (hitter->slaying, op->name)))) &&
1820 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1821 (hitter->title != NULL
1822 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1823 return 0;
1824 }
1825
1826 maxattacktype = type; /* initialise this to something */
1827 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1828 {
1829 /* Magic isn't really a true attack type - it gets combined with other
1830 * attack types. As such, skip it over. However, if magic is
1831 * the only attacktype in the group, then still attack with it
1832 */
1833 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1834 continue;
1835
1836 /* Go through and hit the player with each attacktype, one by one.
1837 * hit_player_attacktype only figures out the damage, doesn't inflict
1838 * it. It will do the appropriate action for attacktypes with
1839 * effects (slow, paralization, etc.
1840 */
1841 if (type & attacktype)
1842 {
1843 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1844 /* the >= causes us to prefer messages from special attacks, if
1845 * the damage is equal.
1846 */
1847 if (ndam >= maxdam)
1848 {
1849 maxdam = ndam;
1850 maxattacktype = 1 << attacknum;
1851 }
1852 }
1853 }
1854
1855 /* if this is friendly fire then do a set % of damage only
1856 * Note - put a check in to make sure this attack is actually
1857 * doing damage - otherwise, the +1 in the code below will make
1858 * an attack do damage before when it otherwise didn't
1859 */
1860 friendlyfire = friendly_fire (op, hitter);
1861 if (friendlyfire && maxdam)
1862 {
1863 maxdam = ((dam * settings.set_friendly_fire) / 100);
1864
1865#ifdef ATTACK_DEBUG
1866 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1867 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1868#endif
1869 }
1870
1871 if (!full_hit)
1872 {
1873 int area;
1874 int remainder;
1875
1876 area = 0;
1877
1878 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1879 area++;
1880
1881 assert (area > 0);
1882
1883 /* basically: maxdam /= area; we try to "simulate" a float
1884 value-effect */
1885 remainder = 100 * (maxdam % area) / area;
1886 maxdam /= area;
1887 if (rndm (100) < remainder)
1888 maxdam++;
1889 }
1890
1891#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1893#endif
1894
1895 // for now, only do this for active objects, otherwise they
1896 // keep a refcount for a long time and I see no usefulness
1897 // for an non-active objetc to know its enemy.
1898 if (op->active)
1899 if (hitter->owner)
1900 op->enemy = hitter->owner;
1901 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1902 op->enemy = hitter;
1903
1904 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1905 {
1906 /* The unaggressives look after themselves 8) */
1907 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1908 npc_call_help (op);
1909 }
1910
1911 if (magic && did_make_save (op, op->level, 0))
1912 maxdam = maxdam / 2;
1913
1914 attack_message (maxdam, maxattacktype, op, hitter);
1915
1916 op->stats.hp -= maxdam;
1917
1918 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1919 if ((op->stats.hp >= 0) &&
1920 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1921 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1922 {
1923
1924 if (QUERY_FLAG (op, FLAG_MONSTER))
1925 SET_FLAG (op, FLAG_RUN_AWAY);
1926 else
1927 scare_creature (op, hitter);
1928 }
1929
1930 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1931 {
1932 if (maxdam)
1933 tear_down_wall (op);
1934
1935 return maxdam; /* nothing more to do for wall */
1936 }
1937
1938 /* See if the creature has been killed */
1939 rtn_kill = kill_object (op, maxdam, hitter, type);
1940 if (rtn_kill != -1)
1941 return rtn_kill;
1942
1943
1944 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1945 * that before if the player was immune to ghosthit, the monster
1946 * remained - that is no longer the case.
1947 */
1948 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1949 hitter->destroy ();
1950
1951 /* Lets handle creatures that are splitting now */
1952 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1953 {
1954 int i;
1955 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1956 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1957 object *owner = op->owner;
1958
1959 if (!op->other_arch)
1960 {
1961 LOG (llevError, "SPLITTING without other_arch error.\n");
1962 return maxdam;
1963 }
1964
1965 op->remove ();
1966
1967 for (i = 0; i < op->stats.food; i++)
1968 { /* This doesn't handle op->more yet */
1969 object *tmp = arch_to_object (op->other_arch);
1970 int j;
1971
1972 tmp->stats.hp = op->stats.hp;
1973
1974 if (friendly)
1975 {
1976 add_friendly_object (tmp);
1977 tmp->attack_movement = PETMOVE;
1978
1979 if (owner)
1980 tmp->set_owner (owner);
1981 }
1982
1983 if (unaggressive)
1984 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1985
1986 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1987
1988 if (j == -1) /* No spot to put this monster */
1989 tmp->destroy ();
1990 else
1991 {
1992 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1993 insert_ob_in_map (tmp, op->map, NULL, 0);
1994 }
1995 }
1996
1997 op->destroy ();
1998 }
1999 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2000 hitter->destroy ();
2001
2002 return maxdam;
2003}
2004
2005void
2006poison_player (object *op, object *hitter, int dam)
2007{
2008 archetype *at = archetype::find ("poisoning");
2009 object *tmp = present_arch_in_ob (at, op);
2010
2011 if (tmp == NULL)
2012 {
2013 if ((tmp = arch_to_object (at)) == NULL)
2014 LOG (llevError, "Failed to clone arch poisoning.\n");
2015 else
2016 {
2017 tmp = insert_ob_in_ob (tmp, op);
2018 /* peterm: give poisoning some teeth. It should
2019 * be able to kill things better than it does:
2020 * damage should be dependent something--I choose to
2021 * do this: if it's a monster, the damage from the
2022 * poisoning goes as the level of the monster/2.
2023 * If anything else, goes as damage.
2024 */
2025
2026 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2027 tmp->stats.dam += hitter->level / 2;
2028 else
2029 tmp->stats.dam = dam;
2030
2031 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2032 if (hitter->skill && hitter->skill != tmp->skill)
2033 {
2034 tmp->skill = hitter->skill;
2035 }
2036
2037 tmp->stats.food += dam; /* more damage, longer poisoning */
2038
2039 if (op->type == PLAYER)
2040 {
2041 /* player looses stats, maximum is -10 of each */
2042 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2043 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2044 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2045 tmp->stats.Int = MAX (-dam / 7, -10);
2046 SET_FLAG (tmp, FLAG_APPLIED);
2047 op->update_stats ();
2048 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2049 op->play_sound (tmp->sound);
2050 }
2051
2052 if (hitter->type == PLAYER)
2053 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2054 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2055 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2056 }
2057
2058 tmp->speed_left = 0;
2059 }
2060 else
2061 tmp->stats.food++;
2062}
2063
2064void
2065slow_player (object *op, object *hitter, int dam)
2066{
2067 archetype *at = archetype::find ("slowness");
2068 object *tmp;
2069
2070 if (at == NULL)
2071 LOG (llevError, "Can't find slowness archetype.\n");
2072
2073 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2074 {
2075 tmp = arch_to_object (at);
2076 tmp = insert_ob_in_ob (tmp, op);
2077 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2078 }
2079 else
2080 tmp->stats.food++;
2081
2082 SET_FLAG (tmp, FLAG_APPLIED);
2083 tmp->speed_left = 0;
2084 op->update_stats ();
2085}
2086
2087void
2088confuse_player (object *op, object *hitter, int dam)
2089{
2090 object *tmp;
2091 int maxduration;
2092
2093 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2094 if (!tmp)
2095 {
2096 tmp = get_archetype (FORCE_NAME);
2097 tmp = insert_ob_in_ob (tmp, op);
2098 }
2099
2100 /* Duration added per hit and max. duration of confusion both depend
2101 * on the player's resistance
2102 */
2103 tmp->speed = 0.05;
2104 tmp->subtype = FORCE_CONFUSION;
2105 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2106 tmp->name = "confusion";
2107 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2108
2109 if (tmp->duration > maxduration)
2110 tmp->duration = maxduration;
2111
2112 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2113 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2114
2115 SET_FLAG (op, FLAG_CONFUSED);
2116}
2117
2118void
2119blind_player (object *op, object *hitter, int dam)
2120{
2121 object *tmp, *owner;
2122
2123 /* Save some work if we know it isn't going to affect the player */
2124 if (op->resist[ATNR_BLIND] == 100)
2125 return;
2126
2127 tmp = present_in_ob (BLINDNESS, op);
2128 if (!tmp)
2129 {
2130 tmp = get_archetype ("blindness");
2131 SET_FLAG (tmp, FLAG_BLIND);
2132 SET_FLAG (tmp, FLAG_APPLIED);
2133 /* use floats so we don't lose too much precision due to rounding errors.
2134 * speed is a float anyways.
2135 */
2136 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2137
2138 tmp = insert_ob_in_ob (tmp, op);
2139 change_abil (op, tmp); /* Mostly to display any messages */
2140 op->update_stats (); /* This takes care of some other stuff */
2141
2142 if (hitter->owner)
2143 owner = hitter->owner;
2144 else
2145 owner = hitter;
2146
2147 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2148 }
2149 tmp->stats.food += dam;
2150 if (tmp->stats.food > 10)
2151 tmp->stats.food = 10;
2152}
2153
2154void
2155paralyze_player (object *op, object *hitter, int dam)
2156{
2157 float effect, max;
2158
2159 /* object *tmp; */
2160
2161 /* This is strange stuff... someone knows for what this is
2162 * written? Well, i think this can and should be removed
2163 */
2164
2165 /*
2166 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2167 tmp=clone_arch(PARAIMAGE);
2168 tmp->x=op->x,tmp->y=op->y;
2169 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2170 }
2171 */
2172
2173 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2174 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2175
2176 if (effect == 0)
2177 return;
2178
2179 op->speed_left -= FABS (op->speed) * effect;
2180 /* tmp->stats.food+=(signed short) effect/op->speed; */
2181
2182 /* max number of ticks to be affected for. */
2183 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2184 if (op->speed_left < -(FABS (op->speed) * max))
2185 op->speed_left = (float) -(FABS (op->speed) * max);
2186
2187/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2188}
2189
2190/* Attempts to kill 'op'. hitter is the attack object, dam is
2191 * the computed damaged.
2192 */
2193void
2194deathstrike_player (object *op, object *hitter, int *dam)
2195{
2196 /* The intention of a death attack is to kill outright things
2197 ** that are a lot weaker than the attacker, have a chance of killing
2198 ** things somewhat weaker than the caster, and no chance of
2199 ** killing something equal or stronger than the attacker.
2200 ** Also, if a deathstrike attack has a slaying, any monster
2201 ** whose name or race matches a comma-delimited list in the slaying
2202 ** field of the deathstriking object */
2203
2204 int atk_lev, def_lev, kill_lev;
2205
2206 if (hitter->slaying)
2207 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2208 return;
2209
2210 def_lev = op->level;
2211 if (def_lev < 1)
2212 {
2213 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2214 def_lev = 1;
2215 }
2216
2217 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2218 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2219 atk_lev, def_lev); */
2220
2221 if (atk_lev >= def_lev)
2222 {
2223 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2224
2225 /* Note that the below effectively means the ratio of the atk vs
2226 * defener level is important - if level 52 character has very little
2227 * chance of killing a level 50 monster. This should probably be
2228 * redone.
2229 */
2230 if (kill_lev >= def_lev)
2231 {
2232 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2233 /* I think this doesn't really do much. Because of
2234 * integer rounding, this only makes any difference if the
2235 * attack level is double the defender level.
2236 */
2237 *dam *= kill_lev / def_lev;
2238 }
2239 }
2240 else
2241 *dam = 0; /* no harm done */
2242}
2243
2244/* thrown_item_effect() - handles any special effects of thrown
2245 * items (like attacking living creatures--a potion thrown at a
2246 * monster).
2247 */
2248static void
2249thrown_item_effect (object *hitter, object *victim)
2250{
2251 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2252 {
2253 /* May not need a switch for just 2 types, but this makes it
2254 * easier for expansion.
2255 */
2256 switch (hitter->type)
2257 {
2258 case POTION:
2259 /* should player get a save throw instead of checking magic protection? */
2260 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2261 (void) apply_potion (victim, hitter);
2262 break;
2263
2264 case POISON: /* poison drinks */
2265 /* As with potions, should monster get a save? */
2266 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2267 apply_poison (victim, hitter);
2268 break;
2269
2270 /* Removed case statements that did nothing.
2271 * food may be poisonous, but monster must be willing to eat it,
2272 * so we don't handle it here.
2273 * Containers should perhaps break open, but that code was disabled.
2274 */
2275 }
2276 }
2277}
2278
2279/* adj_attackroll() - adjustments to attacks by various conditions */
2280int
2281adj_attackroll (object *hitter, object *target)
2282{
2283 object *attacker = hitter;
2284 int adjust = 0;
2285
2286 /* safety */
2287 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2288 {
2289 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2290 return 0;
2291 }
2292
2293 /* aimed missiles use the owning object's sight */
2294 if (is_aimed_missile (hitter))
2295 {
2296 if ((attacker = hitter->owner) == NULL)
2297 attacker = hitter;
2298 /* A player who saves but hasn't quit still could have objects
2299 * owned by him - need to handle that case to avoid crashes.
2300 */
2301 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2302 attacker = hitter;
2303 }
2304 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2305 return 0;
2306
2307 /* determine the condtions under which we make an attack.
2308 * Add more cases, as the need occurs. */
2309
2310 if (!can_see_enemy (attacker, target))
2311 {
2312 /* target is unseen */
2313 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2314 adjust -= 10;
2315 /* dark map penalty for the hitter (lacks infravision if we got here). */
2316 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2317 adjust -= target->map->darkness;
2318 }
2319
2320 if (QUERY_FLAG (attacker, FLAG_SCARED))
2321 adjust -= 3;
2322
2323 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2324 adjust += 1;
2325
2326 if (QUERY_FLAG (target, FLAG_SCARED))
2327 adjust += 1;
2328
2329 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2330 adjust -= 3;
2331
2332 /* if we attack at a different 'altitude' its harder */
2333 if ((attacker->move_type & target->move_type) == 0)
2334 adjust -= 2;
2335
2336#if 0
2337 /* slower attacks are less likely to succeed. We should use a
2338 * comparison between attacker/target speeds BUT, players have
2339 * a generally faster speed, so this will wind up being a HUGE
2340 * disadantage for the monsters! Too bad, because missiles which
2341 * fly fast should have a better chance of hitting a slower target.
2342 */
2343 if (hitter->speed < target->speed)
2344 adjust += ((float) hitter->speed - target->speed);
2345#endif
2346
2347#if 0
2348 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2349#endif
2350
2351 return adjust;
2352}
2353
2354/* determine if the object is an 'aimed' missile */
2355int
2356is_aimed_missile (object *op)
2357{
2358
2359 /* I broke what used to be one big if into a few nested
2360 * ones so that figuring out the logic is at least possible.
2361 */
2362 if (op && (op->move_type & MOVE_FLYING))
2363 if (op->type == ARROW || op->type == THROWN_OBJ)
2364 return 1;
2365 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2366 return 1;
2367
2368 return 0;
2369}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines