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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.99 by root, Sun Nov 16 03:52:13 2008 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81
82 if (!op->materialname)
83 {
84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE;
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
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
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 = archetype::get (arch)))
172 { 160 {
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)
170 {
171 const char *arch = op->other_arch->archname;
172
173 if (op->decrease ())
174 fix_stopped_item (op, m, originator);
175
176 if ((op = archetype::get (arch)))
177 {
173 if (env) 178 if (env)
174 env->insert (op); 179 env->insert (op);
175 else 180 else
176 m->insert (op, x, y, originator); 181 m->insert (op, x, y, originator);
182 }
183 }
177 } 184 }
178
179 return; 185 return;
180 } 186 }
181 187
182 if (type & AT_CANCELLATION) 188 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 189 { /* Cancellation. */
348 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
349 * 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
350 * 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
351 * destroyed right now. 357 * destroyed right now.
352 */ 358 */
353 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 359 else if (op->stats.dam > 0 && !tmp->move_block)
354 { 360 {
355 save_throw_object (tmp, type, op); 361 save_throw_object (tmp, type, op);
356 362
357 if (op->destroyed ()) 363 if (op->destroyed ())
358 break; 364 break;
360 } 366 }
361 367
362 return 0; 368 return 0;
363} 369}
364 370
365void 371static void
366attack_message (int dam, int type, object *op, object *hitter) 372attack_message (int dam, int type, object *op, object *hitter)
367{ 373{
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0; 375 int i, found = 0;
370 maptile *map; 376 maptile *map;
372 378
373 /* 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
374 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919] 381 * [garbled 20010919]
376 */ 382 */
377
378 if (dam == 9998 && op->type == DOOR) 383 if (dam == 9998 && op->type == DOOR)
379 { 384 {
380 sprintf (buf1, "unlock %s", &op->name); 385 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
382 found++; 387 found++;
383 } 388 }
384 if (dam < 0) 389 else if (dam < 0)
385 { 390 {
386 sprintf (buf1, "hit %s", &op->name); 391 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits"); 392 sprintf (buf2, " hits");
388 found++; 393 found++;
389 } 394 }
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 517 found++;
513 break; 518 break;
514 } 519 }
515 } 520 }
516 else if (hitter->current_weapon != NULL) 521 else if (hitter->current_weapon)
517 { 522 {
518 int mtype; 523 int mtype;
519 524
520 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
521 { 526 {
659 op->play_sound (sound_find ("player_hits4")); 664 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 } 666 }
662} 667}
663 668
664
665static int 669static int
666get_attack_mode (object **target, object **hitter, int *simple_attack) 670get_attack_mode (object **target, object **hitter, int *simple_attack)
667{ 671{
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
669 { 673 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1; 675 return 1;
672 } 676 }
673 677
674 if ((*target)->head)
675 *target = (*target)->head; 678 *target = (*target)->head_ ();
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
679 680
680 if ((*target)->type == LOCKED_DOOR) 681 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit 682 return 1; // locked doors cannot be hit
682 683
683 if ((*hitter)->env || (*target)->env) 684 if ((*hitter)->env || (*target)->env)
701} 702}
702 703
703static int 704static int
704abort_attack (object *target, object *hitter, int simple_attack) 705abort_attack (object *target, object *hitter, int simple_attack)
705{ 706{
706
707/* 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
708 * 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.
709 */ 709 */
710 int new_mode; 710 int new_mode;
711 711
712 if (hitter->env == target || target->env == hitter) 712 if (hitter->env == target || target->env == hitter)
713 new_mode = 1; 713 new_mode = 1;
714 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))
715 return 1; 716 return 1;
716 else 717 else
717 new_mode = 0; 718 new_mode = 0;
719
718 return new_mode != simple_attack; 720 return new_mode != simple_attack;
719} 721}
720 722
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
721static 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}
722 848
723static int 849static int
724attack_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)
725{ 851{
726 int simple_attack, roll, dam = 0; 852 int simple_attack, roll, dam = 0;
785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) 911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 912 {
787 make_visible (op); 913 make_visible (op);
788 914
789 if (op->type == PLAYER) 915 if (op->type == PLAYER)
790 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!");
791 } 917 }
792 918
793 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
807 if (hitdam <= 0) 933 if (hitdam <= 0)
808 hitdam = 1; 934 hitdam = 1;
809 935
810 type = hitter->attacktype; 936 type = hitter->attacktype;
811 937
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 */
812 if (!type) 948 if (!type)
813 type = AT_PHYSICAL; 949 type = AT_PHYSICAL;
814 950
815 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
816 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))
979 } 1115 }
980 1116
981 return op; 1117 return op;
982} 1118}
983 1119
984void 1120static void
985tear_down_wall (object *op) 1121tear_down_wall (object *op)
986{ 1122{
987 int perc = 0;
988
989 if (!op->stats.maxhp) 1123 if (!op->stats.maxhp)
990 {
991 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);
992 perc = 1; 1125 else if (!op->has_anim ())
993 }
994 else if (!GET_ANIM_ID (op))
995 { 1126 {
996 /* Object has been called - no animations, so remove it */ 1127 /* Object has been called - no animations, so remove it */
997 if (op->stats.hp < 0) 1128 if (op->stats.hp < 0)
998 op->destroy (); 1129 op->destroy ();
999 1130
1000 return; /* no animations, so nothing more to do */ 1131 return; /* no animations, so nothing more to do */
1001 } 1132 }
1002 1133
1003 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 );
1004 1140
1005 if (perc >= (int) NUM_ANIMATIONS (op)) 1141 op->set_anim_frame (perc);
1006 perc = NUM_ANIMATIONS (op) - 1;
1007 else if (perc < 1)
1008 perc = 1;
1009
1010 SET_ANIMATION (op, perc);
1011 update_object (op, UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1012 1143
1013 if (perc == NUM_ANIMATIONS (op) - 1) 1144 if (op->stats.hp < 0)
1014 { /* Reached the last animation */ 1145 { /* Reached the last animation */
1015 if (op->face == blank_face) 1146 if (op->face == blank_face)
1016 /* If the last face is blank, remove the ob */ 1147 /* If the last face is blank, remove the ob */
1017 op->destroy (); 1148 op->destroy ();
1018 else 1149 else
1019 { /* The last face was not blank, leave an image */ 1150 { /* The last face was not blank, leave an image */
1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1151 op->flag [FLAG_BLOCKSVIEW] = false;
1021 update_all_los (op->map, op->x, op->y); 1152 update_all_los (op->map, op->x, op->y);
1022 op->move_block = 0; 1153 op->move_block = 0;
1023 CLEAR_FLAG (op, FLAG_ALIVE); 1154 op->flag [FLAG_ALIVE] = false;
1024 } 1155 }
1025 } 1156 }
1026} 1157}
1027 1158
1028void 1159static void
1029scare_creature (object *target, object *hitter) 1160scare_creature (object *target, object *hitter)
1030{ 1161{
1031 object *owner = hitter->owner; 1162 target->flag [FLAG_SCARED] = true;
1032 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 ();
1033 if (!owner) 1225 if (!owner)
1034 owner = hitter; 1226 owner = hitter;
1035 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
1036 SET_FLAG (target, FLAG_SCARED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
1037 if (!target->enemy) 1835 tmp->speed_left = 0;
1038 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 */
1039} 1989}
1040 1990
1041/* 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
1042 * appropriate attacktype. Only 1 attacktype should be set at a time. 1992 * appropriate attacktype. Only 1 attacktype should be set at a time.
1043 * 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
1068 if (attacknum == ATNR_INTERNAL) 2018 if (attacknum == ATNR_INTERNAL)
1069 return dam; 2019 return dam;
1070 2020
1071 if (hitter->slaying) 2021 if (hitter->slaying)
1072 { 2022 {
1073 if ((op->race && strstr (hitter->slaying, op->race)) 2023 if ((op->race && hitter->slaying.contains (op->race))
1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 2024 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1075 { 2025 {
1076 doesnt_slay = 0; 2026 doesnt_slay = 0;
1077 dam *= 3; 2027 dam *= 3;
1078 } 2028 }
1079 } 2029 }
1125 case ATNR_BLIND: 2075 case ATNR_BLIND:
1126 { 2076 {
1127 /* chance for inflicting a special attack depends on the 2077 /* chance for inflicting a special attack depends on the
1128 * difference between attacker's and defender's level 2078 * difference between attacker's and defender's level
1129 */ 2079 */
1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2080 int level_diff = min (110, max (0, op->level - hitter->level));
1131 2081
1132 /* First, only creatures/players with speed can be affected. 2082 /* First, only creatures/players with speed can be affected.
1133 * Second, just getting hit doesn't mean it always affects 2083 * Second, just getting hit doesn't mean it always affects
1134 * you. Third, you still get a saving through against the 2084 * you. Third, you still get a saving through against the
1135 * effect. 2085 * effect.
1136 */ 2086 */
1137 if (op->speed && 2087 if (op->has_active_speed ()
1138 (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))
1139 !(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))
1140 { 2091 {
1141 2092
1142 /* Player has been hit by something */ 2093 /* Player has been hit by something */
1143 if (attacknum == ATNR_CONFUSION) 2094 if (attacknum == ATNR_CONFUSION)
1144 confuse_player (op, hitter, dam); 2095 confuse_player (op, hitter, dam);
1281 object *god = find_god (determine_god (owner)); 2232 object *god = find_god (determine_god (owner));
1282 int div = 1; 2233 int div = 1;
1283 2234
1284 /* 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
1285 * at half strength */ 2236 * at half strength */
1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 2237 if (!god || !god->slaying.contains (shstr_undead))
1287 div = 2; 2238 div = 2;
1288 2239
1289 /* Give a bonus if you resist turn undead */ 2240 /* Give a bonus if you resist turn undead */
1290 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 2241 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1291 scare_creature (op, owner); 2242 scare_creature (op, owner);
1363 } 2314 }
1364 2315
1365 return dam; 2316 return dam;
1366} 2317}
1367 2318
1368/* GROS: This code comes from hit_player. It has been made external to
1369 * allow script procedures to "kill" objects in a combat-like fashion.
1370 * It was initially used by (kill-object) developed for the Collector's
1371 * Sword. Note that nothing has been changed from the original version
1372 * of the following code.
1373 * op is what is being killed.
1374 * dam is the damage done to it.
1375 * hitter is what is hitting it.
1376 * type is the attacktype.
1377 *
1378 * This function was a bit of a mess with hitter getting changed,
1379 * values being stored away but not used, etc. I've cleaned it up
1380 * a bit - I think it should be functionally equivalant.
1381 * MSW 2002-07-17
1382 */
1383int
1384kill_object (object *op, int dam, object *hitter, int type)
1385{
1386 char buf[MAX_BUF];
1387 shstr skill;
1388 int maxdam = 0;
1389 int battleg = 0; /* true if op standing on battleground */
1390 int pk = 0; /* true if op and what controls hitter are both players */
1391 object *owner = 0;
1392 object *skop = 0;
1393
1394 if (op->stats.hp >= 0)
1395 return -1;
1396
1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1398 return 0;
1399
1400 /* maxdam needs to be the amount of damage it took to kill
1401 * this creature. The function(s) that call us have already
1402 * adjusted the creatures HP total, so that is negative.
1403 */
1404 maxdam = dam + op->stats.hp + 1;
1405
1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1407 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1408
1409 if (op->type == DOOR)
1410 {
1411 op->set_speed (0.1f);
1412 op->speed_left = -0.05f;
1413 return maxdam;
1414 }
1415
1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1417 {
1418 op->drop_and_destroy ();
1419 return maxdam;
1420 }
1421
1422 /* Now lets start dealing with experience we get for killing something */
1423
1424 owner = hitter->outer_owner ();
1425 if (!owner)
1426 owner = hitter;
1427
1428 /* is the victim (op) standing on battleground? */
1429 if (op_on_battleground (op, NULL, NULL))
1430 battleg = 1;
1431
1432 /* is this player killing? */
1433 if (op->type == PLAYER && owner->type == PLAYER)
1434 pk = 1;
1435
1436 /* Player killed something */
1437 if (owner->type == PLAYER)
1438 {
1439 /* Log players killing other players - makes it easier to detect
1440 * and filter out malicious player killers - that is why the
1441 * ip address is included.
1442 */
1443 if (op->type == PLAYER && !battleg)
1444 {
1445 time_t t = time (NULL);
1446 struct tm *tmv;
1447 char buf[256];
1448
1449 tmv = localtime (&t);
1450 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1451
1452 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1453 }
1454
1455 /* try to filter some things out - basically, if you are
1456 * killing a level 1 creature and your level 20, you
1457 * probably don't want to see that.
1458 */
1459 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1460 {
1461 if (owner != hitter)
1462 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1463 else
1464 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1465
1466 /* Only play sounds for melee kills */
1467 if (hitter->type == PLAYER)
1468 owner->play_sound (sound_find ("player_kills"));
1469 }
1470
1471 /* If a player kills another player, not on
1472 * battleground, the "killer" looses 1 luck. Since this is
1473 * not reversible, it's actually quite a pain IMHO. -AV
1474 * Fix bug in that we were changing the luck of the hitter, not
1475 * player that the object belonged to - so if you killed another player
1476 * with spells, pets, whatever, there was no penalty.
1477 * Changed to make luck penalty configurable in settings.
1478 */
1479 if (op->type == PLAYER && owner != op && !battleg)
1480 owner->change_luck (-settings.pk_luck_penalty);
1481
1482 /* This code below deals with finding the appropriate skill
1483 * to credit exp to. This is a bit problematic - we should
1484 * probably never really have to look at current_weapon->skill
1485 */
1486 if (hitter->skill && hitter->type != PLAYER)
1487 skill = hitter->skill;
1488 else if (owner->chosen_skill)
1489 {
1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1492 }
1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1494 skill = owner->current_weapon->skill;
1495 else
1496 {
1497 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1498 skill = 0;
1499 }
1500
1501 /* We have the skill we want to credit to - now find the object this goes
1502 * to. Make sure skop is an actual skill, and not a skill tool!
1503 */
1504 skop = owner->contr->find_skill (skill);
1505 } /* Was it a player that hit somethign */
1506 else
1507 skill = 0;
1508
1509 /* These may have been set in the player code section above */
1510 if (!skop)
1511 skop = hitter->chosen_skill;
1512
1513 if (!skill && skop)
1514 skill = skop->skill;
1515
1516 /* If you didn't kill yourself, and your not the wizard */
1517 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1518 {
1519 int exp;
1520
1521 /* Really don't give much experience for killing other players */
1522 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1523 if (op->type == PLAYER)
1524 {
1525 if (battleg)
1526 {
1527 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1528 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1529 }
1530 else
1531 exp = op->stats.exp / 1000;
1532 }
1533 else
1534 exp = calc_skill_exp (owner, op, skop);
1535
1536 /* if op is standing on "battleground" (arena), no way to gain
1537 * exp by killing him
1538 */
1539 if (battleg)
1540 exp = 0;
1541
1542 /* Don't know why this is set this way - doesn't make
1543 * sense to just divide everything by two for no reason.
1544 */
1545
1546 if (!settings.simple_exp)
1547 exp = exp / 2;
1548
1549 if (owner->type != PLAYER || owner->contr->party == NULL)
1550 change_exp (owner, exp, skill, 0);
1551 else
1552 {
1553 int shares = 0, count = 0;
1554 partylist *party = owner->contr->party;
1555
1556 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1557
1558 for_all_players (pl)
1559 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1560 {
1561 count++;
1562 shares += (pl->ob->level + 4);
1563 }
1564
1565 if (count == 1 || shares > exp || !shares)
1566 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1567 else
1568 {
1569 int share = exp / shares, given = 0, nexp;
1570
1571 for_all_players (pl)
1572 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1573 {
1574 nexp = (pl->ob->level + 4) * share;
1575 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1576 given += nexp;
1577 }
1578
1579 exp -= given;
1580 /* give any remainder to the player */
1581 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1582 }
1583 } /* else part of a party */
1584 } /* end if person didn't kill himself */
1585
1586 if (op->type != PLAYER)
1587 {
1588 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1589 {
1590 object *owner1 = op->owner;
1591
1592 if (owner1 && owner1->type == PLAYER)
1593 {
1594 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1595 /* Maybe we should include the owner that killed this, maybe not */
1596 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1597 }
1598
1599 remove_friendly_object (op);
1600 }
1601
1602 op->drop_and_destroy ();
1603 }
1604 else
1605 /* Player has been killed! */
1606 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1607
1608 /* This was return -1 - that doesn't seem correct - if we return -1, process
1609 * continues in the calling function.
1610 */
1611 return maxdam;
1612}
1613
1614/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1615 * Returns 0 this is not friendly fire
1616 */
1617int
1618friendly_fire (object *op, object *hitter)
1619{
1620 object *owner;
1621 int friendlyfire;
1622
1623 if (hitter->head)
1624 hitter = hitter->head;
1625
1626 friendlyfire = 0;
1627
1628 if (op->type == PLAYER)
1629 {
1630 if (op_on_battleground (hitter, 0, 0))
1631 return 0;
1632
1633 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1634 return 1;
1635
1636 if ((owner = hitter->owner) != NULL)
1637 {
1638 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1639 friendlyfire = 2;
1640 }
1641
1642 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1643 friendlyfire = 0;
1644 }
1645
1646 return friendlyfire;
1647}
1648
1649/* This isn't used just for players, but in fact most objects.
1650 * op is the object to be hit, dam is the amount of damage, hitter
1651 * is what is hitting the object, type is the attacktype, and
1652 * full_hit is set if monster area does not matter.
1653 * dam is base damage - protections/vulnerabilities/slaying matches can
1654 * modify it.
1655 */
1656/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1657 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1658int
1659hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1660{
1661 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1662 int maxattacktype, attacknum;
1663 int body_attack = op && op->head; /* Did we hit op's head? */
1664 int simple_attack;
1665 int rtn_kill = 0;
1666 int friendlyfire;
1667
1668 if (get_attack_mode (&op, &hitter, &simple_attack))
1669 return 0;
1670
1671 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1672 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1673 return 0;
1674
1675 // only allow pk for hostile players
1676 if (op->type == PLAYER)
1677 {
1678 object *owner = hitter->owner;
1679
1680 if (!owner)
1681 owner = hitter;
1682
1683 if (owner->type == PLAYER
1684 && (!op_on_battleground (op, 0, 0)
1685 && (op->contr->peaceful || owner->contr->peaceful))
1686 && op != owner)
1687 return 0;
1688 }
1689
1690 if (body_attack)
1691 {
1692 /* slow and paralyze must hit the head. But we don't want to just
1693 * return - we still need to process other attacks the spell still
1694 * might have. So just remove the paralyze and slow attacktypes,
1695 * and keep on processing if we have other attacktypes.
1696 * return if only magic or nothing is left - under normal code
1697 * we don't attack with pure magic if there is another attacktype.
1698 * Only do processing if the initial attacktype includes one of those
1699 * attack so we don't cancel out things like magic bullet.
1700 */
1701 if (type & (AT_PARALYZE | AT_SLOW))
1702 {
1703 type &= ~(AT_PARALYZE | AT_SLOW);
1704
1705 if (!type || type == AT_MAGIC)
1706 return 0;
1707 }
1708 }
1709
1710 if (!simple_attack && op->type == DOOR)
1711 {
1712 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1713 if (tmp->type == RUNE || tmp->type == TRAP)
1714 {
1715 spring_trap (tmp, hitter);
1716
1717 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1718 return 0;
1719
1720 break;
1721 }
1722 }
1723
1724 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1725 {
1726 /* FIXME: If a player is killed by a rune in a door, the
1727 * destroyed() check above doesn't return, and might get here.
1728 */
1729
1730 /* FIXME: This for example happens when a dead door is on a mover and
1731 gets it's speed_left raised on each mover-tick.
1732 Doors are removed in a kinda funny way by giving them speed and speed_left
1733 and waiting for that to run out.
1734 */
1735 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1736 return 0;
1737 }
1738
1739#ifdef ATTACK_DEBUG
1740 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1741#endif
1742
1743 if (magic)
1744 {
1745 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1746 * in case 0>dam>1, we try to "simulate" a float value-effect */
1747 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1748 if (dam >= 100)
1749 dam /= 100;
1750 else
1751 dam = (dam > rndm (0, 99)) ? 1 : 0;
1752 }
1753
1754 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1755 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1756 */
1757 if (type & AT_CHAOS)
1758 {
1759 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1760 update_object (op, UP_OBJ_FACE);
1761 type &= ~AT_CHAOS;
1762 }
1763
1764 /* Holyword is really an attacktype modifier (like magic is). If
1765 * holyword is part of an attacktype, then make sure the creature is
1766 * a proper match, otherwise no damage.
1767 */
1768 if (type & AT_HOLYWORD)
1769 {
1770 object *god;
1771
1772 if ((!hitter->slaying ||
1773 (!(op->race && strstr (hitter->slaying, op->race)) &&
1774 !(op->name && strstr (hitter->slaying, op->name)))) &&
1775 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1776 (hitter->title != NULL
1777 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1778 return 0;
1779 }
1780
1781 maxattacktype = type; /* initialise this to something */
1782 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1783 {
1784 /* Magic isn't really a true attack type - it gets combined with other
1785 * attack types. As such, skip it over. However, if magic is
1786 * the only attacktype in the group, then still attack with it
1787 */
1788 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1789 continue;
1790
1791 /* Go through and hit the player with each attacktype, one by one.
1792 * hit_player_attacktype only figures out the damage, doesn't inflict
1793 * it. It will do the appropriate action for attacktypes with
1794 * effects (slow, paralization, etc.
1795 */
1796 if (type & attacktype)
1797 {
1798 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1799 /* the >= causes us to prefer messages from special attacks, if
1800 * the damage is equal.
1801 */
1802 if (ndam >= maxdam)
1803 {
1804 maxdam = ndam;
1805 maxattacktype = 1 << attacknum;
1806 }
1807 }
1808 }
1809
1810 /* if this is friendly fire then do a set % of damage only
1811 * Note - put a check in to make sure this attack is actually
1812 * doing damage - otherwise, the +1 in the code below will make
1813 * an attack do damage before when it otherwise didn't
1814 */
1815 friendlyfire = friendly_fire (op, hitter);
1816 if (friendlyfire && maxdam)
1817 {
1818 maxdam = ((dam * settings.set_friendly_fire) / 100);
1819
1820#ifdef ATTACK_DEBUG
1821 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1822 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1823#endif
1824 }
1825
1826 if (!full_hit)
1827 {
1828 int area;
1829 int remainder;
1830
1831 area = 0;
1832
1833 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1834 area++;
1835
1836 assert (area > 0);
1837
1838 /* basically: maxdam /= area; we try to "simulate" a float
1839 value-effect */
1840 remainder = 100 * (maxdam % area) / area;
1841 maxdam /= area;
1842 if (rndm (100) < remainder)
1843 maxdam++;
1844 }
1845
1846#ifdef ATTACK_DEBUG
1847 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1848#endif
1849
1850 // for now, only do this for active objects, otherwise they
1851 // keep a refcount for a long time and I see no usefulness
1852 // for an non-active objetc to know its enemy.
1853 if (op->active)
1854 if (hitter->owner)
1855 op->enemy = hitter->owner;
1856 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1857 op->enemy = hitter;
1858
1859 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1860 {
1861 /* The unaggressives look after themselves 8) */
1862 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1863 npc_call_help (op);
1864 }
1865
1866 if (magic && did_make_save (op, op->level, 0))
1867 maxdam = maxdam / 2;
1868
1869 attack_message (maxdam, maxattacktype, op, hitter);
1870
1871 op->stats.hp -= maxdam;
1872
1873 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1874 if ((op->stats.hp >= 0) &&
1875 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1876 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1877 {
1878
1879 if (QUERY_FLAG (op, FLAG_MONSTER))
1880 SET_FLAG (op, FLAG_RUN_AWAY);
1881 else
1882 scare_creature (op, hitter);
1883 }
1884
1885 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1886 {
1887 if (maxdam)
1888 tear_down_wall (op);
1889
1890 return maxdam; /* nothing more to do for wall */
1891 }
1892
1893 /* See if the creature has been killed */
1894 rtn_kill = kill_object (op, maxdam, hitter, type);
1895 if (rtn_kill != -1)
1896 return rtn_kill;
1897
1898 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1899 * that before if the player was immune to ghosthit, the monster
1900 * remained - that is no longer the case.
1901 */
1902 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1903 hitter->drop_and_destroy ();
1904 /* Lets handle creatures that are splitting now */
1905 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1906 {
1907 int i;
1908 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1909 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1910 object *owner = op->owner;
1911
1912 if (!op->other_arch)
1913 {
1914 LOG (llevError, "SPLITTING without other_arch error.\n");
1915 return maxdam;
1916 }
1917
1918 op->remove ();
1919
1920 for (i = 0; i < op->stats.food; i++)
1921 { /* This doesn't handle op->more yet */
1922 object *tmp = arch_to_object (op->other_arch);
1923 int j;
1924
1925 tmp->stats.hp = op->stats.hp;
1926
1927 if (friendly)
1928 {
1929 add_friendly_object (tmp);
1930 tmp->attack_movement = PETMOVE;
1931
1932 if (owner)
1933 tmp->set_owner (owner);
1934 }
1935
1936 if (unaggressive)
1937 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1938
1939 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1940
1941 if (j == -1) /* No spot to put this monster */
1942 tmp->destroy ();
1943 else
1944 {
1945 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1946 insert_ob_in_map (tmp, op->map, NULL, 0);
1947 }
1948 }
1949
1950 op->destroy ();
1951 }
1952 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1953 hitter->drop_and_destroy ();
1954
1955 return maxdam;
1956}
1957
1958void
1959poison_player (object *op, object *hitter, int dam)
1960{
1961 archetype *at = archetype::find ("poisoning");
1962 object *tmp = present_arch_in_ob (at, op);
1963
1964 if (tmp == NULL)
1965 {
1966 if ((tmp = arch_to_object (at)) == NULL)
1967 LOG (llevError, "Failed to clone arch poisoning.\n");
1968 else
1969 {
1970 tmp = insert_ob_in_ob (tmp, op);
1971 /* peterm: give poisoning some teeth. It should
1972 * be able to kill things better than it does:
1973 * damage should be dependent something--I choose to
1974 * do this: if it's a monster, the damage from the
1975 * poisoning goes as the level of the monster/2.
1976 * If anything else, goes as damage.
1977 */
1978
1979 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1980 tmp->stats.dam += hitter->level / 2;
1981 else
1982 tmp->stats.dam = dam;
1983
1984 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1985 if (hitter->skill && hitter->skill != tmp->skill)
1986 {
1987 tmp->skill = hitter->skill;
1988 }
1989
1990 tmp->stats.food += dam; /* more damage, longer poisoning */
1991
1992 if (op->type == PLAYER)
1993 {
1994 /* player looses stats, maximum is -10 of each */
1995 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1996 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1997 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1998 tmp->stats.Int = MAX (-dam / 7, -10);
1999 SET_FLAG (tmp, FLAG_APPLIED);
2000 op->update_stats ();
2001 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2002 op->play_sound (tmp->sound);
2003 }
2004
2005 if (hitter->type == PLAYER)
2006 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2007 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2008 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2009 }
2010
2011 tmp->speed_left = 0;
2012 }
2013 else
2014 tmp->stats.food++;
2015}
2016
2017void
2018slow_player (object *op, object *hitter, int dam)
2019{
2020 archetype *at = archetype::find ("slowness");
2021 object *tmp;
2022
2023 if (at == NULL)
2024 LOG (llevError, "Can't find slowness archetype.\n");
2025
2026 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2027 {
2028 tmp = arch_to_object (at);
2029 tmp = insert_ob_in_ob (tmp, op);
2030 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2031 }
2032 else
2033 tmp->stats.food++;
2034
2035 SET_FLAG (tmp, FLAG_APPLIED);
2036 tmp->speed_left = 0;
2037 op->update_stats ();
2038}
2039
2040void
2041confuse_player (object *op, object *hitter, int dam)
2042{
2043 object *tmp;
2044 int maxduration;
2045
2046 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2047 if (!tmp)
2048 {
2049 tmp = get_archetype (FORCE_NAME);
2050 tmp = insert_ob_in_ob (tmp, op);
2051 }
2052
2053 /* Duration added per hit and max. duration of confusion both depend
2054 * on the player's resistance
2055 */
2056 tmp->speed = 0.05;
2057 tmp->subtype = FORCE_CONFUSION;
2058 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2059 tmp->name = "confusion";
2060 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2061
2062 if (tmp->duration > maxduration)
2063 tmp->duration = maxduration;
2064
2065 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2066 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2067
2068 SET_FLAG (op, FLAG_CONFUSED);
2069}
2070
2071void
2072blind_player (object *op, object *hitter, int dam)
2073{
2074 object *tmp, *owner;
2075
2076 /* Save some work if we know it isn't going to affect the player */
2077 if (op->resist[ATNR_BLIND] == 100)
2078 return;
2079
2080 tmp = present_in_ob (BLINDNESS, op);
2081 if (!tmp)
2082 {
2083 tmp = get_archetype ("blindness");
2084 SET_FLAG (tmp, FLAG_BLIND);
2085 SET_FLAG (tmp, FLAG_APPLIED);
2086 /* use floats so we don't lose too much precision due to rounding errors.
2087 * speed is a float anyways.
2088 */
2089 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2090
2091 tmp = insert_ob_in_ob (tmp, op);
2092 change_abil (op, tmp); /* Mostly to display any messages */
2093 op->update_stats (); /* This takes care of some other stuff */
2094
2095 if (hitter->owner)
2096 owner = hitter->owner;
2097 else
2098 owner = hitter;
2099
2100 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2101 }
2102 tmp->stats.food += dam;
2103 if (tmp->stats.food > 10)
2104 tmp->stats.food = 10;
2105}
2106
2107void
2108paralyze_player (object *op, object *hitter, int dam)
2109{
2110 float effect, max;
2111
2112 /* object *tmp; */
2113
2114 /* This is strange stuff... someone knows for what this is
2115 * written? Well, i think this can and should be removed
2116 */
2117
2118 /*
2119 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2120 tmp=clone_arch(PARAIMAGE);
2121 tmp->x=op->x,tmp->y=op->y;
2122 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2123 }
2124 */
2125
2126 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2127 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2128
2129 if (effect == 0)
2130 return;
2131
2132 op->speed_left -= FABS (op->speed) * effect;
2133 /* tmp->stats.food+=(signed short) effect/op->speed; */
2134
2135 /* max number of ticks to be affected for. */
2136 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2137 if (op->speed_left < -(FABS (op->speed) * max))
2138 op->speed_left = (float) -(FABS (op->speed) * max);
2139
2140/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2141}
2142
2143/* Attempts to kill 'op'. hitter is the attack object, dam is
2144 * the computed damaged.
2145 */
2146void
2147deathstrike_player (object *op, object *hitter, int *dam)
2148{
2149 /* The intention of a death attack is to kill outright things
2150 ** that are a lot weaker than the attacker, have a chance of killing
2151 ** things somewhat weaker than the caster, and no chance of
2152 ** killing something equal or stronger than the attacker.
2153 ** Also, if a deathstrike attack has a slaying, any monster
2154 ** whose name or race matches a comma-delimited list in the slaying
2155 ** field of the deathstriking object */
2156
2157 int atk_lev, def_lev, kill_lev;
2158
2159 if (hitter->slaying)
2160 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2161 return;
2162
2163 def_lev = op->level;
2164 if (def_lev < 1)
2165 {
2166 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2167 def_lev = 1;
2168 }
2169
2170 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2171 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2172 atk_lev, def_lev); */
2173
2174 if (atk_lev >= def_lev)
2175 {
2176 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2177
2178 /* Note that the below effectively means the ratio of the atk vs
2179 * defener level is important - if level 52 character has very little
2180 * chance of killing a level 50 monster. This should probably be
2181 * redone.
2182 */
2183 if (kill_lev >= def_lev)
2184 {
2185 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2186 /* I think this doesn't really do much. Because of
2187 * integer rounding, this only makes any difference if the
2188 * attack level is double the defender level.
2189 */
2190 *dam *= kill_lev / def_lev;
2191 }
2192 }
2193 else
2194 *dam = 0; /* no harm done */
2195}
2196
2197/* thrown_item_effect() - handles any special effects of thrown
2198 * items (like attacking living creatures--a potion thrown at a
2199 * monster).
2200 */
2201static void
2202thrown_item_effect (object *hitter, object *victim)
2203{
2204 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2205 {
2206 /* May not need a switch for just 2 types, but this makes it
2207 * easier for expansion.
2208 */
2209 switch (hitter->type)
2210 {
2211 case POTION:
2212 /* should player get a save throw instead of checking magic protection? */
2213 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2214 (void) apply_potion (victim, hitter);
2215 break;
2216
2217 case POISON: /* poison drinks */
2218 /* As with potions, should monster get a save? */
2219 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2220 apply_poison (victim, hitter);
2221 break;
2222
2223 /* Removed case statements that did nothing.
2224 * food may be poisonous, but monster must be willing to eat it,
2225 * so we don't handle it here.
2226 * Containers should perhaps break open, but that code was disabled.
2227 */
2228 }
2229 }
2230}
2231
2232/* adj_attackroll() - adjustments to attacks by various conditions */
2233int
2234adj_attackroll (object *hitter, object *target)
2235{
2236 object *attacker = hitter;
2237 int adjust = 0;
2238
2239 /* safety */
2240 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2241 {
2242 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2243 return 0;
2244 }
2245
2246 /* aimed missiles use the owning object's sight */
2247 if (is_aimed_missile (hitter))
2248 {
2249 if ((attacker = hitter->owner) == NULL)
2250 attacker = hitter;
2251 /* A player who saves but hasn't quit still could have objects
2252 * owned by him - need to handle that case to avoid crashes.
2253 */
2254 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2255 attacker = hitter;
2256 }
2257 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2258 return 0;
2259
2260 /* determine the condtions under which we make an attack.
2261 * Add more cases, as the need occurs. */
2262
2263 if (!can_see_enemy (attacker, target))
2264 {
2265 /* target is unseen */
2266 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2267 adjust -= 10;
2268 /* dark map penalty for the hitter (lacks infravision if we got here). */
2269 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2270 adjust -= target->map->darkness;
2271 }
2272
2273 if (QUERY_FLAG (attacker, FLAG_SCARED))
2274 adjust -= 3;
2275
2276 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2277 adjust += 1;
2278
2279 if (QUERY_FLAG (target, FLAG_SCARED))
2280 adjust += 1;
2281
2282 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2283 adjust -= 3;
2284
2285 /* if we attack at a different 'altitude' its harder */
2286 if ((attacker->move_type & target->move_type) == 0)
2287 adjust -= 2;
2288
2289#if 0
2290 /* slower attacks are less likely to succeed. We should use a
2291 * comparison between attacker/target speeds BUT, players have
2292 * a generally faster speed, so this will wind up being a HUGE
2293 * disadantage for the monsters! Too bad, because missiles which
2294 * fly fast should have a better chance of hitting a slower target.
2295 */
2296 if (hitter->speed < target->speed)
2297 adjust += ((float) hitter->speed - target->speed);
2298#endif
2299
2300#if 0
2301 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2302#endif
2303
2304 return adjust;
2305}
2306
2307/* determine if the object is an 'aimed' missile */
2308int
2309is_aimed_missile (object *op)
2310{
2311
2312 /* I broke what used to be one big if into a few nested
2313 * ones so that figuring out the logic is at least possible.
2314 */
2315 if (op && (op->move_type & MOVE_FLYING))
2316 if (op->type == ARROW || op->type == THROWN_OBJ)
2317 return 1;
2318 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2319 return 1;
2320
2321 return 0;
2322}

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