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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC vs.
Revision 1.120 by root, Tue Nov 10 16:29:20 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
35 32
36typedef struct att_msg_str 33typedef struct att_msg_str
37{ 34{
38 char *msg1; 35 char *msg1;
39 char *msg2; 36 char *msg2;
40} att_msg; 37} att_msg;
41 38
42/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
43
44/* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47void
48cancellation (object *op)
49{
50 if (op->invisible)
51 return;
52
53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
55 /* Recurse through the inventory */
56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
58 cancellation (tmp);
59 }
60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
62 /* Nullify this object. This code could probably be more complete */
63 /* in what abilities it should cancel */
64 op->magic = 0;
65
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
71 if (op->env && op->env->type == PLAYER)
72 esrv_send_item (op->env, op);
73 }
74}
75 40
76/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
77 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
78 * any further action (like destroying the item). 43 * any further action (like destroying the item).
79 */ 44 */
80int 45static int
81did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
82{ 47{
83 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
84 materialtype_t *mt; 49 materialtype_t *mt = op->material;
85 50
86 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material)
90 break;
91 }
92 else
93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
96 return TRUE; 53 return 1;
97 54
98 roll = rndm (1, 20); 55 roll = rndm (1, 20);
99 56
100 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
108 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 69
113 if (type == 0) 70 if (type == 0) return TRUE;
114 return TRUE; 71
115 if (roll == 20) 72 if (roll == 20) return TRUE;
116 return TRUE; 73 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 74
120 for (number = 0; number < NROFATTACKS; number++) 75 for (number = 0; number < NROFATTACKS; number++)
121 { 76 {
122 i = 1 << number; 77 i = 1 << number;
78
123 if (!(i & type)) 79 if (!(i & type))
124 continue; 80 continue;
81
125 attacks++; 82 attacks++;
126 if (op->resist[number] == 100) 83 if (op->resist[number] == 100)
127 saves++; 84 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 85 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 86 saves++;
138 return FALSE; 95 return FALSE;
139 96
140 return TRUE; 97 return TRUE;
141} 98}
142 99
100/* cancels object *op. Cancellation basically means an object loses
101 * its magical benefits.
102 */
103void
104cancellation (object *op)
105{
106 if (op->invisible)
107 return;
108
109 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
110 {
111 /* Recurse through the inventory */
112 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
114 cancellation (tmp);
115 }
116 else if (fabs (op->magic) <= rndm (0, 5))
117 {
118 /* Nullify this object. This code could probably be more complete */
119 /* in what abilities it should cancel */
120 op->magic = 0;
121
122 CLEAR_FLAG (op, FLAG_DAMNED);
123 CLEAR_FLAG (op, FLAG_CURSED);
124 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
125 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
126
127 if (object *pl = op->visible_to ())
128 esrv_update_item (UPD_FLAGS, pl, op);
129 }
130}
131
143/* This function calls did_make_save_item. It then performs the 132/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 133 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 134 * calling cancellation, etc.)
146 */ 135 */
147void 136void
152 object *env = op->env; 141 object *env = op->env;
153 int x = op->x, y = op->y; 142 int x = op->x, y = op->y;
154 maptile *m = op->map; 143 maptile *m = op->map;
155 144
156 op = stop_item (op); 145 op = stop_item (op);
157 if (op == NULL) 146 if (!op)
158 return; 147 return;
159 148
160 /* Hacked the following so that type LIGHTER will work. 149 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 150 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 151 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 152 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this 153 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn. 154 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 155 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 156 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 157 if (type & (AT_FIRE | AT_ELECTRICITY)
158 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
159 || op->type == LAMP
160 || op->type == TORCH
169 { 161 ))
170 const char *arch = op->other_arch->name; 162 {
171 163 switch (op->type)
172 op = decrease_ob_nr (op, 1);
173
174 if (op)
175 fix_stopped_item (op, m, originator);
176
177 if ((op = get_archetype (arch)) != NULL)
178 { 164 {
179 if (env) 165 case LAMP:
166 case TORCH:
167 // turn on a lamp
168 apply_lamp (op, true);
169 break;
170
171 default:
172 // for instance icecubes:
173 if (op->other_arch)
180 { 174 {
181 op->x = env->x, op->y = env->y; 175 const char *arch = op->other_arch->archname;
182 insert_ob_in_ob (op, env); 176
177 if (op->decrease ())
178 fix_stopped_item (op, m, originator);
179
180 if ((op = archetype::get (arch)))
181 {
183 if (env->contr) 182 if (env)
184 esrv_send_item (env, op); 183 env->insert (op);
184 else
185 m->insert (op, x, y, originator);
186 }
185 } 187 }
186 else
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 188 }
192 189
193 return; 190 return;
194 } 191 }
195 192
196 if (type & AT_CANCELLATION) 193 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 194 { /* Cancellation. */
198 cancellation (op); 195 cancellation (op);
199 fix_stopped_item (op, m, originator); 196 fix_stopped_item (op, m, originator);
197
200 return; 198 return;
201 }
202
203 if (op->nrof > 1)
204 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
206
207 if (op)
208 fix_stopped_item (op, m, originator);
209 }
210 else
211 {
212 if (op->env)
213 {
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy ();
221 } 199 }
222 200
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 202 if (env)
225 { 203 {
226 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 206 env->insert (op);
229 } 207 }
230 else 208 else
231 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
210
211 if (op->nrof > 1)
212 {
213 if (op->decrease (rndm (0, op->nrof - 1)))
214 fix_stopped_item (op, m, originator);
215 }
216 else
217 {
218 // drop everything to the ground, if possible
219 op->insert_at (originator);
220 op->drop_and_destroy ();
221 }
232 222
233 return; 223 return;
234 } 224 }
235 225
236 /* The value of 50 is arbitrary. */ 226 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 227 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
238 { 228 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 229 archetype *at = archetype::find (shstr_icecube);
241 230
242 if (at == NULL) 231 if (at == NULL)
243 return; 232 return;
244 233
245 op = stop_item (op); 234 op = stop_item (op);
246 if (op == NULL) 235 if (op == NULL)
247 return; 236 return;
248 237
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 238 object *tmp = present_arch (at, op->map, op->x, op->y);
239 if (!tmp)
250 { 240 {
251 tmp = arch_to_object (at); 241 tmp = arch_to_object (at);
252 tmp->x = op->x, tmp->y = op->y; 242 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 243 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 244 * icecubes have slow_move set to 1 - don't want
257 tmp->move_slow_penalty = 0; 247 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 248 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 249 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 250 }
261 251
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 252 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 253 return;
267 } 254 }
268} 255}
269 256
270/* Object op is hitting the map. 257/* Object op is hitting the map.
271 * op is going in direction 'dir' 258 * op is going in direction 'dir'
272 * type is the attacktype of the object. 259 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 260 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 261 * returns 1 if it hits something, 0 otherwise.
275 */ 262 */
276
277int 263int
278hit_map (object *op, int dir, int type, int full_hit) 264hit_map (object *op, int dir, int type, int full_hit)
279{ 265{
280 maptile *map; 266 maptile *map;
281 sint16 x, y; 267 sint16 x, y;
287 return 0; 273 return 0;
288 } 274 }
289 275
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 276 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 277 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 278 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 279 return 0;
294 } 280 }
295 281
296 if (!op->map) 282 if (!op->map)
297 { 283 {
300 } 286 }
301 287
302 if (op->head) 288 if (op->head)
303 op = op->head; 289 op = op->head;
304 290
305 map = op->map; 291 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 292 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 293
309 if (!xy_normalise (map, x, y)) 294 if (!pos.normalise ())
310 return 0; 295 return 0;
311 296
312 // elmex: a safe map tile can't be hit! 297 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 298 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 299 mapspace &ms = pos.ms ();
315 300
316 if (ms.flags () & P_SAFE) 301 if (ms.flags () & P_SAFE)
317 return 0; 302 return 0;
318 303
319 /* peterm: a few special cases for special attacktypes --counterspell 304 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 305 * must be out here because it strikes things which are not alive
321 */ 306 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 307 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 308 {
324 if (type & AT_COUNTERSPELL) 309 if (type & AT_COUNTERSPELL)
357 342
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 343 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 344 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used. 345 * This is one of the few cases where on_same_map should not be used.
361 */ 346 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 347 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 348 continue;
364 349
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (QUERY_FLAG (tmp, FLAG_ALIVE))
366 { 351 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 352 hit_player (tmp, op->stats.dam, op, type, full_hit);
374 * NO_PASS set, it is also immune - you can't destroy walls. Note 359 * NO_PASS set, it is also immune - you can't destroy walls. Note
375 * that weak walls have is_alive set, which prevent objects from 360 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 361 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be 362 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 363 * destroyed right now.
364 * Without the material check the server completely fails to work,
365 * objects detsroy themselves, floors get destroyed etc. etc.
379 */ 366 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 367 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
381 { 368 {
382 save_throw_object (tmp, type, op); 369 save_throw_object (tmp, type, op);
383 370
384 if (op->destroyed ()) 371 if (op->destroyed ())
385 break; 372 break;
387 } 374 }
388 375
389 return 0; 376 return 0;
390} 377}
391 378
392void 379static void
393attack_message (int dam, int type, object *op, object *hitter) 380attack_message (int dam, int type, object *op, object *hitter)
394{ 381{
395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 382 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
396 int i, found = 0; 383 int i, found = 0;
397 maptile *map; 384 maptile *map;
399 386
400 /* put in a few special messages for some of the common attacktypes 387 /* put in a few special messages for some of the common attacktypes
401 * a player might have. For example, fire, electric, cold, etc 388 * a player might have. For example, fire, electric, cold, etc
402 * [garbled 20010919] 389 * [garbled 20010919]
403 */ 390 */
404
405 if (dam == 9998 && op->type == DOOR) 391 if (dam == 9998 && op->type == DOOR)
406 { 392 {
407 sprintf (buf1, "unlock %s", &op->name); 393 sprintf (buf1, "unlock %s", &op->name);
408 sprintf (buf2, " unlocks"); 394 sprintf (buf2, " unlocks");
409 found++; 395 found++;
410 } 396 }
411 if (dam < 0) 397 else if (dam < 0)
412 { 398 {
413 sprintf (buf1, "hit %s", &op->name); 399 sprintf (buf1, "hit %s", &op->name);
414 sprintf (buf2, " hits"); 400 sprintf (buf2, " hits");
415 found++; 401 found++;
416 } 402 }
538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 524 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539 found++; 525 found++;
540 break; 526 break;
541 } 527 }
542 } 528 }
543 else if (hitter->current_weapon != NULL) 529 else if (hitter->current_weapon)
544 { 530 {
545 int mtype; 531 int mtype;
546 532
547 switch (hitter->current_weapon->weapontype) 533 switch (hitter->current_weapon->weapontype)
548 { 534 {
549 case WEAP_HIT: 535 case WEAP_HIT:
550 mtype = ATM_BASIC; 536 mtype = ATM_BASIC;
551 break; 537 break;
552 case WEAP_SLASH: 538 case WEAP_SLASH:
553 mtype = ATM_SLASH; 539 mtype = ATM_SLASH;
554 break; 540 break;
555 case WEAP_PIERCE: 541 case WEAP_PIERCE:
556 mtype = ATM_PIERCE; 542 mtype = ATM_PIERCE;
557 break; 543 break;
558 case WEAP_CLEAVE: 544 case WEAP_CLEAVE:
559 mtype = ATM_CLEAVE; 545 mtype = ATM_CLEAVE;
560 break; 546 break;
561 case WEAP_SLICE: 547 case WEAP_SLICE:
562 mtype = ATM_SLICE; 548 mtype = ATM_SLICE;
563 break; 549 break;
564 case WEAP_STAB: 550 case WEAP_STAB:
565 mtype = ATM_STAB; 551 mtype = ATM_STAB;
566 break; 552 break;
567 case WEAP_WHIP: 553 case WEAP_WHIP:
568 mtype = ATM_WHIP; 554 mtype = ATM_WHIP;
569 break; 555 break;
570 case WEAP_CRUSH: 556 case WEAP_CRUSH:
571 mtype = ATM_CRUSH; 557 mtype = ATM_CRUSH;
572 break; 558 break;
573 case WEAP_BLUD: 559 case WEAP_BLUD:
574 mtype = ATM_BLUD; 560 mtype = ATM_BLUD;
575 break; 561 break;
576 default: 562 default:
577 mtype = ATM_BASIC; 563 mtype = ATM_BASIC;
578 break; 564 break;
579 } 565 }
566
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 567 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
581 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 568 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 { 569 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 570 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
584 strcpy (buf2, attack_mess[mtype][i].buf3); 571 strcpy (buf2, attack_mess[mtype][i].buf3);
618 if (hitter->owner != NULL) 605 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 606 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 607 else
621 { 608 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 609 sprintf (buf, "%s%s you.", &hitter->name, buf2);
610
623 if (dam != 0) 611 if (dam != 0)
624 { 612 {
625 if (dam < 10) 613 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 614 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 615 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 616 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 617 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 619 }
632 } 620 }
621
633 new_draw_info (NDI_BLACK, 0, op, buf); 622 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 623 } /* end of player hitting player */
635 624
636 if (hitter->type == PLAYER) 625 if (hitter->type == PLAYER)
637 { 626 {
638 sprintf (buf, "You %s.", buf1); 627 sprintf (buf, "You %s.", buf1);
628
639 if (dam != 0) 629 if (dam != 0)
640 { 630 {
641 if (dam < 10) 631 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 632 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 633 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 634 op->play_sound (sound_find ("player_hits2"));
645 else 635 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 636 op->play_sound (sound_find ("player_hits3"));
647 } 637 }
638
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 639 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 640 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 641 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 642 {
652 /* look for stacked spells and start reducing the message chances */ 643 /* look for stacked spells and start reducing the message chances */
654 { 645 {
655 i = 4; 646 i = 4;
656 map = hitter->map; 647 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 648 if (out_of_map (map, hitter->x, hitter->y))
658 return; 649 return;
650
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 651 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 652 if (next)
661 while (next) 653 while (next)
662 { 654 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 655 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 656 i *= 3;
657
665 tmp = next; 658 tmp = next;
666 next = tmp->above; 659 next = tmp->above;
667 } 660 }
661
668 if (i < 0) 662 if (i < 0)
669 return; 663 return;
664
670 if (rndm (0, i) != 0) 665 if (rndm (0, i) != 0)
671 return; 666 return;
672 } 667 }
673 else if (rndm (0, 5) != 0) 668 else if (rndm (0, 5) != 0)
674 return; 669 return;
670
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 671 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 672 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 673 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 674 }
679} 675}
680
681 676
682static int 677static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 678get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 679{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 681 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 682 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 683 return 1;
689 } 684 }
690 if ((*target)->head) 685
691 *target = (*target)->head; 686 *target = (*target)->head_ ();
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 687 *hitter = (*hitter)->head_ ();
688
689 if ((*target)->type == LOCKED_DOOR)
690 return 1; // locked doors cannot be hit
691
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 692 if ((*hitter)->env || (*target)->env)
695 { 693 {
696 *simple_attack = 1; 694 *simple_attack = 1;
697 return 0; 695 return 0;
698 } 696 }
697
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 698 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 699 || QUERY_FLAG (*hitter, FLAG_REMOVED)
700 || !(*hitter)->map
701 || !on_same_map (*hitter, *target))
701 { 702 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 703 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
704 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 705 return 1;
704 } 706 }
707
705 *simple_attack = 0; 708 *simple_attack = 0;
706 return 0; 709 return 0;
707} 710}
708 711
709static int 712static int
710abort_attack (object *target, object *hitter, int simple_attack) 713abort_attack (object *target, object *hitter, int simple_attack)
711{ 714{
712
713/* Check if target and hitter are still in a relation similar to the one 715 /* Check if target and hitter are still in a relation similar to the one
714 * determined by get_attack_mode(). Returns true if the relation has changed. 716 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */ 717 */
716 int new_mode; 718 int new_mode;
717 719
718 if (hitter->env == target || target->env == hitter) 720 if (hitter->env == target || target->env == hitter)
719 new_mode = 1; 721 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 722 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
723 || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1; 724 return 1;
722 else 725 else
723 new_mode = 0; 726 new_mode = 0;
727
724 return new_mode != simple_attack; 728 return new_mode != simple_attack;
725} 729}
726 730
731/* thrown_item_effect() - handles any special effects of thrown
732 * items (like attacking living creatures--a potion thrown at a
733 * monster).
734 */
735static void
727static void thrown_item_effect (object *, object *); 736thrown_item_effect (object *hitter, object *victim)
737{
738 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
739 {
740 /* May not need a switch for just 2 types, but this makes it
741 * easier for expansion.
742 */
743 switch (hitter->type)
744 {
745 case POTION:
746 /* should player get a save throw instead of checking magic protection? */
747 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
748 (void) apply_potion (victim, hitter);
749 break;
750
751 case POISON: /* poison drinks */
752 /* As with potions, should monster get a save? */
753 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
754 apply_poison (victim, hitter);
755 break;
756
757 /* Removed case statements that did nothing.
758 * food may be poisonous, but monster must be willing to eat it,
759 * so we don't handle it here.
760 * Containers should perhaps break open, but that code was disabled.
761 */
762 }
763 }
764}
765
766/* determine if the object is an 'aimed' missile */
767static int
768is_aimed_missile (object *op)
769{
770
771 /* I broke what used to be one big if into a few nested
772 * ones so that figuring out the logic is at least possible.
773 */
774 if (op && (op->move_type & MOVE_FLYING))
775 if (op->type == ARROW || op->type == THROWN_OBJ)
776 return 1;
777 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
778 return 1;
779
780 return 0;
781}
782/* adj_attackroll() - adjustments to attacks by various conditions */
783static int
784adj_attackroll (object *hitter, object *target)
785{
786 object *attacker = hitter;
787 int adjust = 0;
788
789 /* safety */
790 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
791 {
792 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
793 return 0;
794 }
795
796 /* aimed missiles use the owning object's sight */
797 if (is_aimed_missile (hitter))
798 {
799 if ((attacker = hitter->owner) == NULL)
800 attacker = hitter;
801 /* A player who saves but hasn't quit still could have objects
802 * owned by him - need to handle that case to avoid crashes.
803 */
804 if (QUERY_FLAG (attacker, FLAG_REMOVED))
805 attacker = hitter;
806 }
807 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
808 return 0;
809
810 /* determine the condtions under which we make an attack.
811 * Add more cases, as the need occurs. */
812
813 if (!can_see_enemy (attacker, target))
814 {
815 /* target is unseen */
816 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
817 adjust -= 10;
818 /* dark map penalty for the hitter (lacks infravision if we got here). */
819 else if (!stand_in_light (target))
820 adjust -= target->map->darklevel ();
821 }
822
823 if (QUERY_FLAG (attacker, FLAG_SCARED))
824 adjust -= 3;
825
826 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
827 adjust += 1;
828
829 if (QUERY_FLAG (target, FLAG_SCARED))
830 adjust += 1;
831
832 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
833 adjust -= 3;
834
835 /* if we attack at a different 'altitude' its harder */
836 if ((attacker->move_type & target->move_type) == 0)
837 adjust -= 2;
838
839#if 0
840 /* slower attacks are less likely to succeed. We should use a
841 * comparison between attacker/target speeds BUT, players have
842 * a generally faster speed, so this will wind up being a HUGE
843 * disadantage for the monsters! Too bad, because missiles which
844 * fly fast should have a better chance of hitting a slower target.
845 */
846 if (hitter->speed < target->speed)
847 adjust += ((float) hitter->speed - target->speed);
848#endif
849
850#if 0
851 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
852#endif
853
854 return adjust;
855}
728 856
729static int 857static int
730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 858attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731{ 859{
732 int simple_attack, roll, dam = 0; 860 int simple_attack, roll, dam = 0;
745 873
746 /* 874 /*
747 * A little check to make it more difficult to dance forward and back 875 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 876 * to avoid ever being hit by monsters.
749 */ 877 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 878 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 879 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 880 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 881 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 882 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 883 * we call process_object, the 'if' statement above will fail.
756 */ 884 */
757 op->speed_left--; 885 --op->speed_left;
758 process_object (op); 886 process_object (op);
759 887
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 888 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 889 goto error;
762 } 890 }
772 /* See if we hit the creature */ 900 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 901 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 902 {
775 int hitdam = base_dam; 903 int hitdam = base_dam;
776 904
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack) 905 if (!simple_attack)
795 { 906 {
796 /* If you hit something, the victim should *always* wake up. 907 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 908 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 909 * -b.t. */
803 * for help. */ 914 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 915 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 916 npc_call_help (op);
806 917
807 /* if you were hidden and hit by a creature, you are discovered */ 918 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 919 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 920 {
810 make_visible (op); 921 make_visible (op);
922
811 if (op->type == PLAYER) 923 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 924 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
813 } 925 }
814 926
815 /* thrown items (hitter) will have various effects 927 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 928 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 929 * this sets 'hitter' to the actual dagger, and not the
829 if (hitdam <= 0) 941 if (hitdam <= 0)
830 hitdam = 1; 942 hitdam = 1;
831 943
832 type = hitter->attacktype; 944 type = hitter->attacktype;
833 945
946 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
947 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
948 * This check is important for the most simple monsters out there in the
949 * game content (maps, archs). For example orcs: They would have
950 * no attacktype at all.
951 *
952 * Some time in the future someone should just go into the game data
953 * and fix every monster out there ;-/ Until then we will kill some
954 * more trees in the african rain forests with this check.
955 */
834 if (!type) 956 if (!type)
835 type = AT_PHYSICAL; 957 type = AT_PHYSICAL;
836 958
837 /* Handle monsters that hit back */ 959 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 960 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869} 991}
870 992
871int 993int
872attack_ob (object *op, object *hitter) 994attack_ob (object *op, object *hitter)
873{ 995{
874
875 if (hitter->head)
876 hitter = hitter->head; 996 hitter = hitter->head_ ();
997
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 998 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 999}
879 1000
880/* op is the arrow, tmp is what is stopping the arrow. 1001/* op is the arrow, tmp is what is stopping the arrow.
881 * 1002 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1011 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 1012 * stick around.
892 */ 1013 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1014 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 1015 {
895 if (tmp->head != NULL) 1016 tmp->head_ ()->insert (op);
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 1017 return 1;
905 } 1018 }
906 else 1019 else
907 return 0; 1020 return 0;
908} 1021}
922 /* Disassemble missile */ 1035 /* Disassemble missile */
923 if (op->inv) 1036 if (op->inv)
924 { 1037 {
925 container = op; 1038 container = op;
926 hitter = op->inv; 1039 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1040 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1041 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or 1042 * might be called until this THROWN_OBJ is either reassembled or
931 * removed at the end of this function must be able to deal with empty 1043 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 1044 * THROWN_OBJs. */
933 } 1045 }
947 * other places as well!) 1059 * other places as well!)
948 */ 1060 */
949 if (hitter->destroyed () || hitter->env != NULL) 1061 if (hitter->destroyed () || hitter->env != NULL)
950 { 1062 {
951 if (container) 1063 if (container)
952 {
953 container->remove ();
954 container->destroy (); 1064 container->destroy ();
955 }
956 1065
957 return 0; 1066 return 0;
958 } 1067 }
959 1068
960 /* Missile hit victim */ 1069 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 1093 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 1094 * way to handle those otherwise?
986 */ 1095 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 1096 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 1097 {
1098 if (victim->destroyed ())
1099 hitter->destroy ();
1100 else
1101 {
989 hitter->remove (); 1102 hitter->remove ();
990 hitter->x = victim->x; 1103 hitter->x = victim->x;
991 hitter->y = victim->y; 1104 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 1105 insert_ob_in_map (hitter, victim->map, hitter, 0);
1106 }
993 } 1107 }
994 else 1108 else
995 /* Else leave arrow where it is */ 1109 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 1110 merge_ob (hitter, NULL);
997 1111
1009 } 1123 }
1010 1124
1011 return op; 1125 return op;
1012} 1126}
1013 1127
1014 1128static void
1015void
1016tear_down_wall (object *op) 1129tear_down_wall (object *op)
1017{ 1130{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1131 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1132 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1; 1133 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1134 {
1027 /* Object has been called - no animations, so remove it */ 1135 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1136 if (op->stats.hp < 0)
1029 op->destroy (); 1137 op->destroy ();
1030 1138
1031 return; /* no animations, so nothing more to do */ 1139 return; /* no animations, so nothing more to do */
1032 } 1140 }
1033 1141
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1142 // we use frames 1..num-2 as intermediate frames, so
1143 // the last frame is used only when hp < 0.
1144 int perc = clamp (
1145 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1146 0, op->anim_frames () - 1
1147 );
1035 1148
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1149 op->set_anim_frame (perc);
1037 perc = NUM_ANIMATIONS (op) - 1;
1038 else if (perc < 1)
1039 perc = 1;
1040
1041 SET_ANIMATION (op, perc);
1042 update_object (op, UP_OBJ_FACE); 1150 update_object (op, UP_OBJ_FACE);
1043 1151
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1152 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1153 { /* Reached the last animation */
1046 if (op->face == blank_face) 1154 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1155 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1156 op->destroy ();
1049 else 1157 else
1050 { /* The last face was not blank, leave an image */ 1158 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1159 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1160 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1161 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1162 op->flag [FLAG_ALIVE] = false;
1055 } 1163 }
1056 } 1164 }
1057} 1165}
1058 1166
1059void 1167static void
1060scare_creature (object *target, object *hitter) 1168scare_creature (object *target, object *hitter)
1061{ 1169{
1062 object *owner = hitter->owner; 1170 target->flag [FLAG_SCARED] = true;
1063 1171
1172 if (!target->enemy)
1173 target->enemy = hitter->outer_owner ();
1174}
1175
1176/* GROS: This code comes from hit_player. It has been made external to
1177 * allow script procedures to "kill" objects in a combat-like fashion.
1178 * It was initially used by (kill-object) developed for the Collector's
1179 * Sword. Note that nothing has been changed from the original version
1180 * of the following code.
1181 * op is what is being killed.
1182 * dam is the damage done to it.
1183 * hitter is what is hitting it.
1184 * type is the attacktype.
1185 *
1186 * This function was a bit of a mess with hitter getting changed,
1187 * values being stored away but not used, etc. I've cleaned it up
1188 * a bit - I think it should be functionally equivalant.
1189 * MSW 2002-07-17
1190 */
1191int
1192kill_object (object *op, int dam, object *hitter, int type)
1193{
1194 char buf[MAX_BUF];
1195 shstr skill;
1196 int maxdam = 0;
1197 int battleg = 0; /* true if op standing on battleground */
1198 int pk = 0; /* true if op and what controls hitter are both players */
1199 object *owner = 0;
1200 object *skop = 0;
1201
1202 if (op->stats.hp >= 0)
1203 return -1;
1204
1205 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1206 return 0;
1207
1208 /* maxdam needs to be the amount of damage it took to kill
1209 * this creature. The function(s) that call us have already
1210 * adjusted the creatures HP total, so that is negative.
1211 */
1212 maxdam = dam + op->stats.hp + 1;
1213
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1215 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1216
1217 if (op->type == DOOR)
1218 {
1219 op->set_speed (0.1f);
1220 op->speed_left = -0.05f;
1221 return maxdam;
1222 }
1223
1224 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1225 {
1226 op->drop_and_destroy ();
1227 return maxdam;
1228 }
1229
1230 /* Now lets start dealing with experience we get for killing something */
1231
1232 owner = hitter->outer_owner ();
1064 if (!owner) 1233 if (!owner)
1065 owner = hitter; 1234 owner = hitter;
1066 1235
1236 /* is the victim (op) standing on battleground? */
1237 if (op_on_battleground (op, NULL, NULL))
1238 battleg = 1;
1239
1240 /* is this player killing? */
1241 if (op->type == PLAYER && owner->type == PLAYER)
1242 pk = 1;
1243
1244 /* Player killed something */
1245 if (owner->type == PLAYER)
1246 {
1247 /* Log players killing other players - makes it easier to detect
1248 * and filter out malicious player killers - that is why the
1249 * ip address is included.
1250 */
1251 if (op->type == PLAYER && !battleg)
1252 {
1253 time_t t = time (NULL);
1254 struct tm *tmv;
1255 char buf[256];
1256
1257 tmv = localtime (&t);
1258 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1259
1260 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1261 }
1262
1263 /* try to filter some things out - basically, if you are
1264 * killing a level 1 creature and your level 20, you
1265 * probably don't want to see that.
1266 */
1267 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1268 {
1269 if (owner != hitter)
1270 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1271 else
1272 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1273
1274 /* Only play sounds for melee kills */
1275 if (hitter->type == PLAYER)
1276 owner->play_sound (sound_find ("player_kills"));
1277 }
1278
1279 /* If a player kills another player, not on
1280 * battleground, the "killer" looses 1 luck. Since this is
1281 * not reversible, it's actually quite a pain IMHO. -AV
1282 * Fix bug in that we were changing the luck of the hitter, not
1283 * player that the object belonged to - so if you killed another player
1284 * with spells, pets, whatever, there was no penalty.
1285 * Changed to make luck penalty configurable in settings.
1286 */
1287 if (op->type == PLAYER && owner != op && !battleg)
1288 owner->change_luck (-settings.pk_luck_penalty);
1289
1290 /* This code below deals with finding the appropriate skill
1291 * to credit exp to. This is a bit problematic - we should
1292 * probably never really have to look at current_weapon->skill
1293 */
1294 if (hitter->skill && hitter->type != PLAYER)
1295 skill = hitter->skill;
1296 else if (owner->chosen_skill)
1297 {
1298 skop = owner->chosen_skill;
1299 skill = skop->skill;
1300 }
1301 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1302 skill = owner->current_weapon->skill;
1303 else
1304 {
1305 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1306 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1307 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1308 skill = 0;
1309 }
1310
1311 /* We have the skill we want to credit to - now find the object this goes
1312 * to. Make sure skop is an actual skill, and not a skill tool!
1313 */
1314 skop = owner->contr->find_skill (skill);
1315 } /* Was it a player that hit somethign */
1316 else
1317 skill = 0;
1318
1319 /* These may have been set in the player code section above */
1320 if (!skop)
1321 skop = hitter->chosen_skill;
1322
1323 if (!skill && skop)
1324 skill = skop->skill;
1325
1326 /* If you didn't kill yourself, and your not the wizard */
1327 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1328 {
1329 int exp;
1330
1331 /* Really don't give much experience for killing other players */
1332 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1333 if (battleg)
1334 {
1335 if (op->is_player ())
1336 {
1337 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1338 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1339 }
1340
1341 exp = 0;
1342 }
1343 else if (op->is_player ())
1344 exp = op->stats.exp / 1000;
1345 else
1346 exp = calc_skill_exp (owner, op, skop);
1347
1348 /* Don't know why this is set this way - doesn't make
1349 * sense to just divide everything by two for no reason.
1350 */
1351
1352 if (!settings.simple_exp)
1353 exp = exp / 2;
1354
1355 if (owner->type != PLAYER || owner->contr->party == NULL)
1356 change_exp (owner, exp, skill, 0);
1357 else
1358 {
1359 int shares = 0, count = 0;
1360 partylist *party = owner->contr->party;
1361
1362 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1363
1364 for_all_players (pl)
1365 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1366 {
1367 count++;
1368 shares += (pl->ob->level + 4);
1369 }
1370
1371 if (count == 1 || shares > exp || !shares)
1372 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1373 else
1374 {
1375 int share = exp / shares, given = 0, nexp;
1376
1377 for_all_players (pl)
1378 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1379 {
1380 nexp = (pl->ob->level + 4) * share;
1381 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1382 given += nexp;
1383 }
1384
1385 exp -= given;
1386 /* give any remainder to the player */
1387 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1388 }
1389 } /* else part of a party */
1390 } /* end if person didn't kill himself */
1391
1392 if (op->type != PLAYER)
1393 {
1394 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1395 {
1396 object *owner1 = op->owner;
1397
1398 if (owner1 && owner1->type == PLAYER)
1399 {
1400 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1401 /* Maybe we should include the owner that killed this, maybe not */
1402 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1403 }
1404
1405 remove_friendly_object (op);
1406 }
1407
1408 op->drop_and_destroy ();
1409 }
1410 else
1411 /* Player has been killed! */
1412 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1413
1414 /* This was return -1 - that doesn't seem correct - if we return -1, process
1415 * continues in the calling function.
1416 */
1417 return maxdam;
1418}
1419
1420/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1421 * Returns 0 this is not friendly fire
1422 */
1423int
1424friendly_fire (object *op, object *hitter)
1425{
1426 object *owner;
1427 int friendlyfire;
1428
1429 if (hitter->head)
1430 hitter = hitter->head;
1431
1432 friendlyfire = 0;
1433
1434 if (op->type == PLAYER)
1435 {
1436 if (op_on_battleground (hitter, 0, 0))
1437 return 0;
1438
1439 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1440 return 1;
1441
1442 if ((owner = hitter->owner) != NULL)
1443 {
1444 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1445 friendlyfire = 2;
1446 }
1447
1448 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1449 friendlyfire = 0;
1450 }
1451
1452 return friendlyfire;
1453}
1454
1455/* This isn't used just for players, but in fact most objects.
1456 * op is the object to be hit, dam is the amount of damage, hitter
1457 * is what is hitting the object, type is the attacktype, and
1458 * full_hit is set if monster area does not matter.
1459 * dam is base damage - protections/vulnerabilities/slaying matches can
1460 * modify it.
1461 */
1462/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1463 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1464int
1465hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1466{
1467 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1468 int maxattacktype, attacknum;
1469 int body_attack = op && op->head; /* Did we hit op's head? */
1470 int simple_attack;
1471 int rtn_kill = 0;
1472 int friendlyfire;
1473
1474 if (get_attack_mode (&op, &hitter, &simple_attack))
1475 return 0;
1476
1477 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1478 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1479 return 0;
1480
1481 // only allow pk for hostile players
1482 if (op->type == PLAYER)
1483 {
1484 object *owner = hitter->owner;
1485
1486 if (!owner)
1487 owner = hitter;
1488
1489 if (owner->type == PLAYER
1490 && (!op_on_battleground (op, 0, 0)
1491 && (op->contr->peaceful || owner->contr->peaceful))
1492 && op != owner)
1493 return 0;
1494 }
1495
1496 if (body_attack)
1497 {
1498 /* slow and paralyze must hit the head. But we don't want to just
1499 * return - we still need to process other attacks the spell still
1500 * might have. So just remove the paralyze and slow attacktypes,
1501 * and keep on processing if we have other attacktypes.
1502 * return if only magic or nothing is left - under normal code
1503 * we don't attack with pure magic if there is another attacktype.
1504 * Only do processing if the initial attacktype includes one of those
1505 * attack so we don't cancel out things like magic bullet.
1506 */
1507 if (type & (AT_PARALYZE | AT_SLOW))
1508 {
1509 type &= ~(AT_PARALYZE | AT_SLOW);
1510
1511 if (!type || type == AT_MAGIC)
1512 return 0;
1513 }
1514 }
1515
1516 if (!simple_attack && op->type == DOOR)
1517 {
1518 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1519 if (tmp->type == RUNE || tmp->type == TRAP)
1520 {
1521 spring_trap (tmp, hitter);
1522
1523 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1524 return 0;
1525
1526 break;
1527 }
1528 }
1529
1530 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1531 {
1532 /* FIXME: If a player is killed by a rune in a door, the
1533 * destroyed() check above doesn't return, and might get here.
1534 */
1535
1536 /* FIXME: This for example happens when a dead door is on a mover and
1537 gets it's speed_left raised on each mover-tick.
1538 Doors are removed in a kinda funny way by giving them speed and speed_left
1539 and waiting for that to run out.
1540 */
1541 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1542 return 0;
1543 }
1544
1545#ifdef ATTACK_DEBUG
1546 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1547#endif
1548
1549 if (magic)
1550 {
1551 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1552 * in case 0>dam>1, we try to "simulate" a float value-effect */
1553 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1554 if (dam >= 100)
1555 dam /= 100;
1556 else
1557 dam = (dam > rndm (0, 99)) ? 1 : 0;
1558 }
1559
1560 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1561 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1562 */
1563 if (type & AT_CHAOS)
1564 {
1565 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1566 update_object (op, UP_OBJ_FACE);
1567 type &= ~AT_CHAOS;
1568 }
1569
1570 /* Holyword is really an attacktype modifier (like magic is). If
1571 * holyword is part of an attacktype, then make sure the creature is
1572 * a proper match, otherwise no damage.
1573 */
1574 if (type & AT_HOLYWORD)
1575 {
1576 object *god;
1577
1578 if ((!hitter->slaying
1579 || (!(op->race && hitter->slaying.contains (op->race))
1580 && !(op->name && hitter->slaying.contains (op->name))))
1581 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1582 || (hitter->title
1583 && (god = find_god (determine_god (hitter))) != NULL
1584 && god->race.contains (shstr_undead))))
1585 return 0;
1586 }
1587
1588 maxattacktype = type; /* initialise this to something */
1589 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1590 {
1591 /* Magic isn't really a true attack type - it gets combined with other
1592 * attack types. As such, skip it over. However, if magic is
1593 * the only attacktype in the group, then still attack with it
1594 */
1595 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1596 continue;
1597
1598 /* Go through and hit the player with each attacktype, one by one.
1599 * hit_player_attacktype only figures out the damage, doesn't inflict
1600 * it. It will do the appropriate action for attacktypes with
1601 * effects (slow, paralization, etc.
1602 */
1603 if (type & attacktype)
1604 {
1605 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1606 /* the >= causes us to prefer messages from special attacks, if
1607 * the damage is equal.
1608 */
1609 if (ndam >= maxdam)
1610 {
1611 maxdam = ndam;
1612 maxattacktype = 1 << attacknum;
1613 }
1614 }
1615 }
1616
1617 /* if this is friendly fire then do a set % of damage only
1618 * Note - put a check in to make sure this attack is actually
1619 * doing damage - otherwise, the +1 in the code below will make
1620 * an attack do damage before when it otherwise didn't
1621 */
1622 friendlyfire = friendly_fire (op, hitter);
1623 if (friendlyfire && maxdam)
1624 {
1625 maxdam = ((dam * settings.set_friendly_fire) / 100);
1626
1627#ifdef ATTACK_DEBUG
1628 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1629 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1630#endif
1631 }
1632
1633 if (!full_hit)
1634 {
1635 int area;
1636 int remainder;
1637
1638 area = 0;
1639
1640 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1641 area++;
1642
1643 assert (area > 0);
1644
1645 /* basically: maxdam /= area; we try to "simulate" a float
1646 value-effect */
1647 remainder = 100 * (maxdam % area) / area;
1648 maxdam /= area;
1649 if (rndm (100) < remainder)
1650 maxdam++;
1651 }
1652
1653#ifdef ATTACK_DEBUG
1654 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1655#endif
1656
1657 // for now, only do this for active objects, otherwise they
1658 // keep a refcount for a long time and I see no usefulness
1659 // for an non-active objetc to know its enemy.
1660 if (op->active)
1661 if (hitter->owner)
1662 op->enemy = hitter->owner;
1663 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1664 op->enemy = hitter;
1665
1666 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1667 {
1668 /* The unaggressives look after themselves 8) */
1669 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1670 npc_call_help (op);
1671 }
1672
1673 if (magic && did_make_save (op, op->level, 0))
1674 maxdam = maxdam / 2;
1675
1676 attack_message (maxdam, maxattacktype, op, hitter);
1677
1678 op->stats.hp -= maxdam;
1679
1680 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1681 if ((op->stats.hp >= 0) &&
1682 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1683 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1684 {
1685
1686 if (QUERY_FLAG (op, FLAG_MONSTER))
1687 SET_FLAG (op, FLAG_RUN_AWAY);
1688 else
1689 scare_creature (op, hitter);
1690 }
1691
1692 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1693 {
1694 if (maxdam)
1695 tear_down_wall (op);
1696
1697 return maxdam; /* nothing more to do for wall */
1698 }
1699
1700 /* See if the creature has been killed */
1701 rtn_kill = kill_object (op, maxdam, hitter, type);
1702 if (rtn_kill != -1)
1703 return rtn_kill;
1704
1705 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1706 * that before if the player was immune to ghosthit, the monster
1707 * remained - that is no longer the case.
1708 */
1709 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1710 hitter->drop_and_destroy ();
1711 /* Lets handle creatures that are splitting now */
1712 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1713 {
1714 int i;
1715 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1716 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1717 object *owner = op->owner;
1718
1719 if (!op->other_arch)
1720 {
1721 LOG (llevError, "SPLITTING without other_arch error.\n");
1722 return maxdam;
1723 }
1724
1725 op->remove ();
1726
1727 for (i = 0; i < op->stats.food; i++)
1728 { /* This doesn't handle op->more yet */
1729 object *tmp = arch_to_object (op->other_arch);
1730 int j;
1731
1732 tmp->stats.hp = op->stats.hp;
1733
1734 if (friendly)
1735 {
1736 add_friendly_object (tmp);
1737 tmp->attack_movement = PETMOVE;
1738
1739 if (owner)
1740 tmp->set_owner (owner);
1741 }
1742
1743 if (unaggressive)
1744 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1745
1746 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1747
1748 if (j == -1) /* No spot to put this monster */
1749 tmp->destroy ();
1750 else
1751 {
1752 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1753 insert_ob_in_map (tmp, op->map, NULL, 0);
1754 }
1755 }
1756
1757 op->destroy ();
1758 }
1759 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1760 hitter->drop_and_destroy ();
1761
1762 return maxdam;
1763}
1764
1765static void
1766poison_player (object *op, object *hitter, int dam)
1767{
1768 archetype *at = archetype::find (shstr_poisoning);
1769 object *tmp = present_arch_in_ob (at, op);
1770
1771 if (tmp == NULL)
1772 {
1773 if ((tmp = arch_to_object (at)) == NULL)
1774 LOG (llevError, "Failed to clone arch poisoning.\n");
1775 else
1776 {
1777 tmp = insert_ob_in_ob (tmp, op);
1778 /* peterm: give poisoning some teeth. It should
1779 * be able to kill things better than it does:
1780 * damage should be dependent something--I choose to
1781 * do this: if it's a monster, the damage from the
1782 * poisoning goes as the level of the monster/2.
1783 * If anything else, goes as damage.
1784 */
1785
1786 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1787 tmp->stats.dam += hitter->level / 2;
1788 else
1789 tmp->stats.dam = dam;
1790
1791 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1792 if (hitter->skill && hitter->skill != tmp->skill)
1793 {
1794 tmp->skill = hitter->skill;
1795 }
1796
1797 tmp->stats.food += dam; /* more damage, longer poisoning */
1798
1799 if (op->type == PLAYER)
1800 {
1801 /* player looses stats, maximum is -10 of each */
1802 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1803 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1804 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1805 tmp->stats.Int = max (-(dam / 7 ), -10);
1806 SET_FLAG (tmp, FLAG_APPLIED);
1807 op->update_stats ();
1808 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1809 op->play_sound (tmp->sound);
1810 }
1811
1812 if (hitter->type == PLAYER)
1813 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1814 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1815 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1816 }
1817
1818 tmp->speed_left = 0;
1819 }
1820 else
1821 tmp->stats.food++;
1822}
1823
1824static void
1825slow_player (object *op, object *hitter, int dam)
1826{
1827 archetype *at = archetype::find (shstr_slowness);
1828 object *tmp;
1829
1830 if (at == NULL)
1831 LOG (llevError, "Can't find slowness archetype.\n");
1832
1833 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1834 {
1835 tmp = arch_to_object (at);
1836 tmp = insert_ob_in_ob (tmp, op);
1837 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1838 }
1839 else
1840 tmp->stats.food++;
1841
1067 SET_FLAG (target, FLAG_SCARED); 1842 SET_FLAG (tmp, FLAG_APPLIED);
1068 if (!target->enemy) 1843 tmp->speed_left = 0;
1069 target->enemy = owner; 1844 op->update_stats ();
1070} 1845}
1071 1846
1847void
1848confuse_player (object *op, object *hitter, int dam)
1849{
1850 object *tmp;
1851 int maxduration;
1852
1853 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1854 if (!tmp)
1855 {
1856 tmp = get_archetype (FORCE_NAME);
1857 tmp = insert_ob_in_ob (tmp, op);
1858 }
1859
1860 /* Duration added per hit and max. duration of confusion both depend
1861 * on the player's resistance
1862 */
1863 tmp->speed = 0.05;
1864 tmp->subtype = FORCE_CONFUSION;
1865 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1866 tmp->name = shstr_confusion;
1867 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1868
1869 if (tmp->duration > maxduration)
1870 tmp->duration = maxduration;
1871
1872 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1873 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1874
1875 SET_FLAG (op, FLAG_CONFUSED);
1876}
1877
1878void
1879blind_player (object *op, object *hitter, int dam)
1880{
1881 object *tmp, *owner;
1882
1883 /* Save some work if we know it isn't going to affect the player */
1884 if (op->resist[ATNR_BLIND] == 100)
1885 return;
1886
1887 tmp = present_in_ob (BLINDNESS, op);
1888 if (!tmp)
1889 {
1890 tmp = get_archetype (shstr_blindness);
1891 SET_FLAG (tmp, FLAG_BLIND);
1892 SET_FLAG (tmp, FLAG_APPLIED);
1893 /* use floats so we don't lose too much precision due to rounding errors.
1894 * speed is a float anyways.
1895 */
1896 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1897
1898 tmp = insert_ob_in_ob (tmp, op);
1899 change_abil (op, tmp); /* Mostly to display any messages */
1900 op->update_stats (); /* This takes care of some other stuff */
1901
1902 if (hitter->owner)
1903 owner = hitter->owner;
1904 else
1905 owner = hitter;
1906
1907 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1908 }
1909 tmp->stats.food += dam;
1910 if (tmp->stats.food > 10)
1911 tmp->stats.food = 10;
1912}
1913
1914void
1915paralyze_player (object *op, object *hitter, int dam)
1916{
1917 /* This is strange stuff... someone knows for what this is
1918 * written? Well, i think this can and should be removed
1919 */
1920
1921 /*
1922 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1923 tmp=clone_arch(PARAIMAGE);
1924 tmp->x=op->x,tmp->y=op->y;
1925 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1926 }
1927 */
1928
1929 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1930 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1931
1932 op->speed_left -= fabs (op->speed) * effect;
1933 /* tmp->stats.food+=(signed short) effect/op->speed; */
1934
1935 /* max number of ticks to be affected for. */
1936 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1937
1938 if (op->speed_left < -(fabs (op->speed) * max))
1939 op->speed_left = -(fabs (op->speed) * max);
1940
1941/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1942}
1943
1944/* Attempts to kill 'op'. hitter is the attack object, dam is
1945 * the computed damaged.
1946 */
1947static void
1948deathstrike_player (object *op, object *hitter, int *dam)
1949{
1950 /* The intention of a death attack is to kill outright things
1951 ** that are a lot weaker than the attacker, have a chance of killing
1952 ** things somewhat weaker than the caster, and no chance of
1953 ** killing something equal or stronger than the attacker.
1954 ** Also, if a deathstrike attack has a slaying, any monster
1955 ** whose name or race matches a comma-delimited list in the slaying
1956 ** field of the deathstriking object */
1957
1958 int atk_lev, def_lev, kill_lev;
1959
1960 if (hitter->slaying)
1961 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1962 || (op->race && hitter->slaying.contains (op->race))))
1963 return;
1964
1965 def_lev = op->level;
1966 if (def_lev < 1)
1967 {
1968 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1969 def_lev = 1;
1970 }
1971
1972 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1973 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1974 atk_lev, def_lev); */
1975
1976 if (atk_lev >= def_lev)
1977 {
1978 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1979
1980 /* Note that the below effectively means the ratio of the atk vs
1981 * defener level is important - if level 52 character has very little
1982 * chance of killing a level 50 monster. This should probably be
1983 * redone.
1984 */
1985 if (kill_lev >= def_lev)
1986 {
1987 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1988 /* I think this doesn't really do much. Because of
1989 * integer rounding, this only makes any difference if the
1990 * attack level is double the defender level.
1991 */
1992 *dam *= kill_lev / def_lev;
1993 }
1994 }
1995 else
1996 *dam = 0; /* no harm done */
1997}
1072 1998
1073/* This returns the amount of damage hitter does to op with the 1999/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 2000 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 2001 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 2002 * take. However, it will do other effects (paralyzation, slow, etc.)
1088 return 0; 2014 return 0;
1089 } 2015 }
1090 2016
1091 if (dam < 0) 2017 if (dam < 0)
1092 { 2018 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 2019 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2020 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 2021 return 0;
1095 } 2022 }
1096 2023
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 2024 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */ 2025 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 2026 if (attacknum == ATNR_INTERNAL)
1100 return dam; 2027 return dam;
1101 2028
1102 if (hitter->slaying) 2029 if (hitter->slaying)
1103 { 2030 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 2031 if ((op->race && hitter->slaying.contains (op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 2032 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1106 { 2033 {
1107 doesnt_slay = 0; 2034 doesnt_slay = 0;
1108 dam *= 3; 2035 dam *= 3;
1109 } 2036 }
1110 } 2037 }
1124 /* Special hack. By default, if immune to something, you 2051 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 2052 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 2053 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 2054 * special processing is needed */
1128 2055
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 2056 if (op->resist[attacknum] >= 100
2057 && doesnt_slay
2058 && attacknum != ATNR_ACID)
1130 return 0; 2059 return 0;
1131 2060
1132 /* Keep this in order - makes things easier to find */ 2061 /* Keep this in order - makes things easier to find */
1133 2062
1134 switch (attacknum) 2063 switch (attacknum)
1154 case ATNR_BLIND: 2083 case ATNR_BLIND:
1155 { 2084 {
1156 /* chance for inflicting a special attack depends on the 2085 /* chance for inflicting a special attack depends on the
1157 * difference between attacker's and defender's level 2086 * difference between attacker's and defender's level
1158 */ 2087 */
1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2088 int level_diff = min (110, max (0, op->level - hitter->level));
1160 2089
1161 /* First, only creatures/players with speed can be affected. 2090 /* First, only creatures/players with speed can be affected.
1162 * Second, just getting hit doesn't mean it always affects 2091 * Second, just getting hit doesn't mean it always affects
1163 * you. Third, you still get a saving through against the 2092 * you. Third, you still get a saving through against the
1164 * effect. 2093 * effect.
1165 */ 2094 */
1166 if (op->speed && 2095 if (op->has_active_speed ()
1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2096 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2097 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2098 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169 { 2099 {
1170 2100
1171 /* Player has been hit by something */ 2101 /* Player has been hit by something */
1172 if (attacknum == ATNR_CONFUSION) 2102 if (attacknum == ATNR_CONFUSION)
1173 confuse_player (op, hitter, dam); 2103 confuse_player (op, hitter, dam);
1184 else if (attacknum == ATNR_DEPLETE) 2114 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 2115 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 2116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 2117 blind_player (op, hitter, dam);
1188 } 2118 }
2119
1189 dam = 0; /* These are all effects and don't do real damage */ 2120 dam = 0; /* These are all effects and don't do real damage */
1190 } 2121 }
1191 break; 2122 break;
1192 2123
1193 case ATNR_ACID: 2124 case ATNR_ACID:
1203 if (tmp->invisible) 2134 if (tmp->invisible)
1204 continue; 2135 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 2136 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */ 2137 /* >= 10% acid res. on items will protect these */
1207 continue; 2138 continue;
1208 if (!(tmp->material & M_IRON)) 2139 if (!(tmp->materials & M_IRON))
1209 continue; 2140 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */ 2141 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue; 2142 continue;
1212 if (tmp->type == RING 2143 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */ 2144 /* removed boots and gloves from exclusion list in PR */
1220 2151
1221 /* High damage acid has better chance of corroding 2152 /* High damage acid has better chance of corroding
1222 objects */ 2153 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 2154 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 { 2155 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1; 2156 flag = 1;
1230 tmp->magic--; 2157 tmp->magic--;
1231 if (op->type == PLAYER) 2158
1232 esrv_send_item (op, tmp); 2159 if (object *pl = tmp->visible_to ())
2160 {
2161 /* Make this more visible */
2162 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2163 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2164
2165 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2166 }
1233 } 2167 }
1234 } 2168 }
1235 2169
1236 if (flag) 2170 if (flag)
1237 op->update_stats (); /* Something was corroded */ 2171 op->update_stats (); /* Something was corroded */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 2205 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 2206 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 2207 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 2208 * attacks, hence all the != PLAYER checks.
1275 */ 2209 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 2210 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 2211 {
1278 object *owner = hitter->owner; 2212 object *owner = hitter->owner;
1279 2213
1280 if (owner && owner != hitter) 2214 if (owner && owner != hitter)
1281 { 2215 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 2216 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 2217 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 2218 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 2219 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 2220 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 2221 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2222 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 2223
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 2224 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 2225 }
1293 2226
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 2227 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP, 2228 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 2240 object *god = find_god (determine_god (owner));
1308 int div = 1; 2241 int div = 1;
1309 2242
1310 /* if undead are not an enemy of your god, you turn them 2243 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 2244 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 2245 if (!god || !god->slaying.contains (shstr_undead))
1313 div = 2; 2246 div = 2;
2247
1314 /* Give a bonus if you resist turn undead */ 2248 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 2249 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 2250 scare_creature (op, owner);
1317 } 2251 }
1318 else 2252 else
1324 case ATNR_DEATH: 2258 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 2259 deathstrike_player (op, hitter, &dam);
1326 break; 2260 break;
1327 2261
1328 case ATNR_CHAOS: 2262 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 2263 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 2264 dam = 0;
1331 break; 2265 break;
1332 2266
1333 case ATNR_COUNTERSPELL: 2267 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 2268 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 2269 dam = 0;
1336 /* This should never happen. Counterspell is handled 2270 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 2271 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 2272 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 2273 * does no damage. */
1388 } 2322 }
1389 2323
1390 return dam; 2324 return dam;
1391} 2325}
1392 2326
1393/* GROS: This code comes from hit_player. It has been made external to
1394 * allow script procedures to "kill" objects in a combat-like fashion.
1395 * It was initially used by (kill-object) developed for the Collector's
1396 * Sword. Note that nothing has been changed from the original version
1397 * of the following code.
1398 * op is what is being killed.
1399 * dam is the damage done to it.
1400 * hitter is what is hitting it.
1401 * type is the attacktype.
1402 *
1403 * This function was a bit of a mess with hitter getting changed,
1404 * values being stored away but not used, etc. I've cleaned it up
1405 * a bit - I think it should be functionally equivalant.
1406 * MSW 2002-07-17
1407 */
1408int
1409kill_object (object *op, int dam, object *hitter, int type)
1410{
1411 char buf[MAX_BUF];
1412 const char *skill;
1413 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL;
1417 object *skop = NULL;
1418
1419 if (op->stats.hp >= 0)
1420 return -1;
1421
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1423 return 0;
1424
1425 /* maxdam needs to be the amount of damage it took to kill
1426 * this creature. The function(s) that call us have already
1427 * adjusted the creatures HP total, so that is negative.
1428 */
1429 maxdam = dam + op->stats.hp + 1;
1430
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433
1434 if (op->type == DOOR)
1435 {
1436 op->set_speed (0.1);
1437 op->speed_left = -0.05;
1438 return maxdam;
1439 }
1440
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy ();
1449 return maxdam;
1450 }
1451
1452 /* Now lets start dealing with experience we get for killing something */
1453
1454 owner = hitter->owner;
1455 if (!owner)
1456 owner = hitter;
1457
1458 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL))
1460 battleg = 1;
1461
1462 /* is this player killing? */
1463 if (op->type == PLAYER && owner->type == PLAYER)
1464 pk = 1;
1465
1466 /* Player killed something */
1467 if (owner->type == PLAYER)
1468 {
1469 Log_Kill (owner->name,
1470 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1471
1472 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the
1474 * ip address is included.
1475 */
1476 if (op->type == PLAYER && !battleg)
1477 {
1478 time_t t = time (NULL);
1479 struct tm *tmv;
1480 char buf[256];
1481
1482 tmv = localtime (&t);
1483 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1484
1485 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1486 }
1487
1488 /* try to filter some things out - basically, if you are
1489 * killing a level 1 creature and your level 20, you
1490 * probably don't want to see that.
1491 */
1492 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1493 {
1494 if (owner != hitter)
1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1496 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498
1499 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1502 }
1503
1504 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV
1507 * Fix bug in that we were changing the luck of the hitter, not
1508 * player that the object belonged to - so if you killed another player
1509 * with spells, pets, whatever, there was no penalty.
1510 * Changed to make luck penalty configurable in settings.
1511 */
1512 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty);
1514
1515 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill
1518 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill;
1523 else if (owner->chosen_skill)
1524 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill;
1527 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill;
1530 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532
1533 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */
1536 if ((!skop || skop->type != SKILL) && skill)
1537 {
1538 int i;
1539
1540 for (i = 0; i < NUM_SKILLS; i++)
1541 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542 {
1543 skop = owner->contr->last_skill_ob[i];
1544 break;
1545 }
1546 }
1547 } /* Was it a player that hit somethign */
1548 else
1549 skill = 0;
1550
1551 /* Pet (or spell) killed something. */
1552 if (owner != hitter)
1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555 else
1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1559
1560 /* These may have been set in the player code section above */
1561 if (!skop)
1562 skop = hitter->chosen_skill;
1563
1564 if (!skill && skop)
1565 skill = skop->skill;
1566
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568
1569 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1571 {
1572 int exp;
1573
1574 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1576 if (op->type == PLAYER)
1577 {
1578 if (battleg)
1579 {
1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1581 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1582 }
1583 else
1584 exp = op->stats.exp / 1000;
1585 }
1586 else
1587 exp = calc_skill_exp (owner, op, skop);
1588
1589 /* if op is standing on "battleground" (arena), no way to gain
1590 * exp by killing him
1591 */
1592 if (battleg)
1593 exp = 0;
1594
1595 /* Don't know why this is set this way - doesn't make
1596 * sense to just divide everything by two for no reason.
1597 */
1598
1599 if (!settings.simple_exp)
1600 exp = exp / 2;
1601
1602 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0);
1604 else
1605 {
1606 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party;
1609
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611
1612 for_all_players (pl)
1613 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1614 {
1615 count++;
1616 shares += (pl->ob->level + 4);
1617 }
1618
1619 if (count == 1 || shares > exp || !shares)
1620 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1621 else
1622 {
1623 int share = exp / shares, given = 0, nexp;
1624
1625 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 {
1628 nexp = (pl->ob->level + 4) * share;
1629 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1630 given += nexp;
1631 }
1632
1633 exp -= given;
1634 /* give any remainder to the player */
1635 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1636 }
1637 } /* else part of a party */
1638 } /* end if person didn't kill himself */
1639
1640 if (op->type != PLAYER)
1641 {
1642 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1643 {
1644 object *owner1 = op->owner;
1645
1646 if (owner1 && owner1->type == PLAYER)
1647 {
1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1649 /* Maybe we should include the owner that killed this, maybe not */
1650 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1651 }
1652
1653 remove_friendly_object (op);
1654 }
1655
1656 op->destroy ();
1657 }
1658 else
1659 {
1660 /* Player has been killed! */
1661 if (owner->type == PLAYER)
1662 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1663 else
1664 assign (op->contr->killer, hitter->name);
1665 }
1666
1667 /* This was return -1 - that doesn't seem correct - if we return -1, process
1668 * continues in the calling function.
1669 */
1670 return maxdam;
1671}
1672
1673/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674 * Returns 0 this is not friendly fire
1675 */
1676
1677int
1678friendly_fire (object *op, object *hitter)
1679{
1680 object *owner;
1681 int friendlyfire;
1682
1683 if (hitter->head)
1684 hitter = hitter->head;
1685
1686 friendlyfire = 0;
1687
1688 if (op->type == PLAYER)
1689 {
1690 if (op_on_battleground (hitter, 0, 0))
1691 return 0;
1692
1693 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1694 return 1;
1695
1696 if ((owner = hitter->owner) != NULL)
1697 {
1698 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1699 friendlyfire = 2;
1700 }
1701
1702 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1703 friendlyfire = 0;
1704 }
1705 return friendlyfire;
1706}
1707
1708
1709/* This isn't used just for players, but in fact most objects.
1710 * op is the object to be hit, dam is the amount of damage, hitter
1711 * is what is hitting the object, type is the attacktype, and
1712 * full_hit is set if monster area does not matter.
1713 * dam is base damage - protections/vulnerabilities/slaying matches can
1714 * modify it.
1715 */
1716/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1718int
1719hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1720{
1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1722 int maxattacktype, attacknum;
1723 int body_attack = op && op->head; /* Did we hit op's head? */
1724 int simple_attack;
1725 int rtn_kill = 0;
1726 int friendlyfire;
1727
1728 if (get_attack_mode (&op, &hitter, &simple_attack))
1729 return 0;
1730
1731 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1732 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1733 return 0;
1734
1735#ifdef PROHIBIT_PLAYERKILL
1736 if (op->type == PLAYER)
1737 {
1738 object *owner = hitter->owner;
1739
1740 if (!owner)
1741 owner = hitter;
1742
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1744 return 0;
1745 }
1746#endif
1747
1748 if (body_attack)
1749 {
1750 /* slow and paralyze must hit the head. But we don't want to just
1751 * return - we still need to process other attacks the spell still
1752 * might have. So just remove the paralyze and slow attacktypes,
1753 * and keep on processing if we have other attacktypes.
1754 * return if only magic or nothing is left - under normal code
1755 * we don't attack with pure magic if there is another attacktype.
1756 * Only do processing if the initial attacktype includes one of those
1757 * attack so we don't cancel out things like magic bullet.
1758 */
1759 if (type & (AT_PARALYZE | AT_SLOW))
1760 {
1761 type &= ~(AT_PARALYZE | AT_SLOW);
1762
1763 if (!type || type == AT_MAGIC)
1764 return 0;
1765 }
1766 }
1767
1768 if (!simple_attack && op->type == DOOR)
1769 {
1770 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (tmp->type == RUNE || tmp->type == TRAP)
1772 {
1773 spring_trap (tmp, hitter);
1774
1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1776 return 0;
1777
1778 break;
1779 }
1780 }
1781
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 {
1784 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here.
1786 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1788 return 0;
1789 }
1790
1791#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1793#endif
1794
1795 if (magic)
1796 {
1797 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100)
1801 dam /= 100;
1802 else
1803 dam = (dam > rndm (0, 99)) ? 1 : 0;
1804 }
1805
1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808 */
1809 if (type & AT_CHAOS)
1810 {
1811 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1812 update_object (op, UP_OBJ_FACE);
1813 type &= ~AT_CHAOS;
1814 }
1815
1816 /* Holyword is really an attacktype modifier (like magic is). If
1817 * holyword is part of an attacktype, then make sure the creature is
1818 * a proper match, otherwise no damage.
1819 */
1820 if (type & AT_HOLYWORD)
1821 {
1822 object *god;
1823
1824 if ((!hitter->slaying ||
1825 (!(op->race && strstr (hitter->slaying, op->race)) &&
1826 !(op->name && strstr (hitter->slaying, op->name)))) &&
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1828 (hitter->title != NULL
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1830 return 0;
1831 }
1832
1833 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835 {
1836 /* Magic isn't really a true attack type - it gets combined with other
1837 * attack types. As such, skip it over. However, if magic is
1838 * the only attacktype in the group, then still attack with it
1839 */
1840 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1841 continue;
1842
1843 /* Go through and hit the player with each attacktype, one by one.
1844 * hit_player_attacktype only figures out the damage, doesn't inflict
1845 * it. It will do the appropriate action for attacktypes with
1846 * effects (slow, paralization, etc.
1847 */
1848 if (type & attacktype)
1849 {
1850 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1851 /* the >= causes us to prefer messages from special attacks, if
1852 * the damage is equal.
1853 */
1854 if (ndam >= maxdam)
1855 {
1856 maxdam = ndam;
1857 maxattacktype = 1 << attacknum;
1858 }
1859 }
1860 }
1861
1862 /* if this is friendly fire then do a set % of damage only
1863 * Note - put a check in to make sure this attack is actually
1864 * doing damage - otherwise, the +1 in the code below will make
1865 * an attack do damage before when it otherwise didn't
1866 */
1867 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam)
1869 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874
1875#ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif
1879 }
1880
1881 if (!full_hit)
1882 {
1883 archetype *at;
1884 int area;
1885 int remainder;
1886
1887 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more)
1889 area++;
1890 assert (area > 0);
1891
1892 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */
1894 remainder = 100 * (maxdam % area) / area;
1895 maxdam /= area;
1896 if (rndm (100) < remainder)
1897 maxdam++;
1898 }
1899
1900#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif
1903
1904 if (hitter->owner)
1905 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter;
1908
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 {
1911 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1913 npc_call_help (op);
1914 }
1915
1916 if (magic && did_make_save (op, op->level, 0))
1917 maxdam = maxdam / 2;
1918
1919 attack_message (maxdam, maxattacktype, op, hitter);
1920
1921 op->stats.hp -= maxdam;
1922
1923 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1924 if ((op->stats.hp >= 0) &&
1925 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1926 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1927 {
1928
1929 if (QUERY_FLAG (op, FLAG_MONSTER))
1930 SET_FLAG (op, FLAG_RUN_AWAY);
1931 else
1932 scare_creature (op, hitter);
1933 }
1934
1935 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1936 {
1937 if (maxdam)
1938 tear_down_wall (op);
1939
1940 return maxdam; /* nothing more to do for wall */
1941 }
1942
1943 /* See if the creature has been killed */
1944 rtn_kill = kill_object (op, maxdam, hitter, type);
1945 if (rtn_kill != -1)
1946 return rtn_kill;
1947
1948
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case.
1952 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy ();
1959 }
1960 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 {
1963 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1966 object *owner = op->owner;
1967
1968 if (!op->other_arch)
1969 {
1970 LOG (llevError, "SPLITTING without other_arch error.\n");
1971 return maxdam;
1972 }
1973
1974 op->remove ();
1975
1976 for (i = 0; i < NROFNEWOBJS (op); i++)
1977 { /* This doesn't handle op->more yet */
1978 object *tmp = arch_to_object (op->other_arch);
1979 int j;
1980
1981 tmp->stats.hp = op->stats.hp;
1982
1983 if (friendly)
1984 {
1985 add_friendly_object (tmp);
1986 tmp->attack_movement = PETMOVE;
1987
1988 if (owner)
1989 tmp->set_owner (owner);
1990 }
1991
1992 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994
1995 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996
1997 if (j == -1) /* No spot to put this monster */
1998 tmp->destroy ();
1999 else
2000 {
2001 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2002 insert_ob_in_map (tmp, op->map, NULL, 0);
2003 }
2004 }
2005
2006 op->destroy ();
2007 }
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy ();
2010
2011 return maxdam;
2012}
2013
2014
2015void
2016poison_player (object *op, object *hitter, int dam)
2017{
2018 archetype *at = archetype::find ("poisoning");
2019 object *tmp = present_arch_in_ob (at, op);
2020
2021 if (tmp == NULL)
2022 {
2023 if ((tmp = arch_to_object (at)) == NULL)
2024 LOG (llevError, "Failed to clone arch poisoning.\n");
2025 else
2026 {
2027 tmp = insert_ob_in_ob (tmp, op);
2028 /* peterm: give poisoning some teeth. It should
2029 * be able to kill things better than it does:
2030 * damage should be dependent something--I choose to
2031 * do this: if it's a monster, the damage from the
2032 * poisoning goes as the level of the monster/2.
2033 * If anything else, goes as damage.
2034 */
2035
2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2037 tmp->stats.dam += hitter->level / 2;
2038 else
2039 tmp->stats.dam = dam;
2040
2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2042 if (hitter->skill && hitter->skill != tmp->skill)
2043 {
2044 tmp->skill = hitter->skill;
2045 }
2046
2047 tmp->stats.food += dam; /* more damage, longer poisoning */
2048
2049 if (op->type == PLAYER)
2050 {
2051 /* player looses stats, maximum is -10 of each */
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED);
2057 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059 }
2060 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 }
2065 tmp->speed_left = 0;
2066 }
2067 else
2068 tmp->stats.food++;
2069}
2070
2071void
2072slow_player (object *op, object *hitter, int dam)
2073{
2074 archetype *at = archetype::find ("slowness");
2075 object *tmp;
2076
2077 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n");
2080 }
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 {
2083 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op);
2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 }
2087 else
2088 tmp->stats.food++;
2089 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0;
2091 op->update_stats ();
2092}
2093
2094void
2095confuse_player (object *op, object *hitter, int dam)
2096{
2097 object *tmp;
2098 int maxduration;
2099
2100 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2101 if (!tmp)
2102 {
2103 tmp = get_archetype (FORCE_NAME);
2104 tmp = insert_ob_in_ob (tmp, op);
2105 }
2106
2107 /* Duration added per hit and max. duration of confusion both depend
2108 * on the player's resistance
2109 */
2110 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION;
2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2115 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration;
2117
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2120 SET_FLAG (op, FLAG_CONFUSED);
2121}
2122
2123void
2124blind_player (object *op, object *hitter, int dam)
2125{
2126 object *tmp, *owner;
2127
2128 /* Save some work if we know it isn't going to affect the player */
2129 if (op->resist[ATNR_BLIND] == 100)
2130 return;
2131
2132 tmp = present_in_ob (BLINDNESS, op);
2133 if (!tmp)
2134 {
2135 tmp = get_archetype ("blindness");
2136 SET_FLAG (tmp, FLAG_BLIND);
2137 SET_FLAG (tmp, FLAG_APPLIED);
2138 /* use floats so we don't lose too much precision due to rounding errors.
2139 * speed is a float anyways.
2140 */
2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142
2143 tmp = insert_ob_in_ob (tmp, op);
2144 change_abil (op, tmp); /* Mostly to display any messages */
2145 op->update_stats (); /* This takes care of some other stuff */
2146
2147 if (hitter->owner)
2148 owner = hitter->owner;
2149 else
2150 owner = hitter;
2151
2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2153 }
2154 tmp->stats.food += dam;
2155 if (tmp->stats.food > 10)
2156 tmp->stats.food = 10;
2157}
2158
2159void
2160paralyze_player (object *op, object *hitter, int dam)
2161{
2162 float effect, max;
2163
2164 /* object *tmp; */
2165
2166 /* This is strange stuff... someone knows for what this is
2167 * written? Well, i think this can and should be removed
2168 */
2169
2170 /*
2171 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2172 tmp=clone_arch(PARAIMAGE);
2173 tmp->x=op->x,tmp->y=op->y;
2174 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2175 }
2176 */
2177
2178 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2179 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2180
2181 if (effect == 0)
2182 return;
2183
2184 op->speed_left -= FABS (op->speed) * effect;
2185 /* tmp->stats.food+=(signed short) effect/op->speed; */
2186
2187 /* max number of ticks to be affected for. */
2188 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2189 if (op->speed_left < -(FABS (op->speed) * max))
2190 op->speed_left = (float) -(FABS (op->speed) * max);
2191
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193}
2194
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged.
2198 */
2199void
2200deathstrike_player (object *op, object *hitter, int *dam)
2201{
2202 /* The intention of a death attack is to kill outright things
2203 ** that are a lot weaker than the attacker, have a chance of killing
2204 ** things somewhat weaker than the caster, and no chance of
2205 ** killing something equal or stronger than the attacker.
2206 ** Also, if a deathstrike attack has a slaying, any monster
2207 ** whose name or race matches a comma-delimited list in the slaying
2208 ** field of the deathstriking object */
2209
2210 int atk_lev, def_lev, kill_lev;
2211
2212 if (hitter->slaying)
2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2214 return;
2215
2216 def_lev = op->level;
2217 if (def_lev < 1)
2218 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220 def_lev = 1;
2221 }
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */
2225
2226 if (atk_lev >= def_lev)
2227 {
2228 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2229
2230 /* Note that the below effectively means the ratio of the atk vs
2231 * defener level is important - if level 52 character has very little
2232 * chance of killing a level 50 monster. This should probably be
2233 * redone.
2234 */
2235 if (kill_lev >= def_lev)
2236 {
2237 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2238 /* I think this doesn't really do much. Because of
2239 * integer rounding, this only makes any difference if the
2240 * attack level is double the defender level.
2241 */
2242 *dam *= kill_lev / def_lev;
2243 }
2244 }
2245 else
2246 {
2247 *dam = 0; /* no harm done */
2248 }
2249}
2250
2251/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a
2253 * monster).
2254 */
2255static void
2256thrown_item_effect (object *hitter, object *victim)
2257{
2258 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259 {
2260 /* May not need a switch for just 2 types, but this makes it
2261 * easier for expansion.
2262 */
2263 switch (hitter->type)
2264 {
2265 case POTION:
2266 /* should player get a save throw instead of checking magic protection? */
2267 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2268 (void) apply_potion (victim, hitter);
2269 break;
2270
2271 case POISON: /* poison drinks */
2272 /* As with potions, should monster get a save? */
2273 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2274 apply_poison (victim, hitter);
2275 break;
2276
2277 /* Removed case statements that did nothing.
2278 * food may be poisonous, but monster must be willing to eat it,
2279 * so we don't handle it here.
2280 * Containers should perhaps break open, but that code was disabled.
2281 */
2282 }
2283 }
2284}
2285
2286/* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288int
2289adj_attackroll (object *hitter, object *target)
2290{
2291 object *attacker = hitter;
2292 int adjust = 0;
2293
2294 /* safety */
2295 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2296 {
2297 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2298 return 0;
2299 }
2300
2301 /* aimed missiles use the owning object's sight */
2302 if (is_aimed_missile (hitter))
2303 {
2304 if ((attacker = hitter->owner) == NULL)
2305 attacker = hitter;
2306 /* A player who saves but hasn't quit still could have objects
2307 * owned by him - need to handle that case to avoid crashes.
2308 */
2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2310 attacker = hitter;
2311 }
2312 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2313 return 0;
2314
2315 /* determine the condtions under which we make an attack.
2316 * Add more cases, as the need occurs. */
2317
2318 if (!can_see_enemy (attacker, target))
2319 {
2320 /* target is unseen */
2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322 adjust -= 10;
2323 /* dark map penalty for the hitter (lacks infravision if we got here). */
2324 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2325 adjust -= target->map->darkness;
2326 }
2327
2328 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 adjust -= 3;
2330
2331 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2332 adjust += 1;
2333
2334 if (QUERY_FLAG (target, FLAG_SCARED))
2335 adjust += 1;
2336
2337 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2338 adjust -= 3;
2339
2340 /* if we attack at a different 'altitude' its harder */
2341 if ((attacker->move_type & target->move_type) == 0)
2342 adjust -= 2;
2343
2344#if 0
2345 /* slower attacks are less likely to succeed. We should use a
2346 * comparison between attacker/target speeds BUT, players have
2347 * a generally faster speed, so this will wind up being a HUGE
2348 * disadantage for the monsters! Too bad, because missiles which
2349 * fly fast should have a better chance of hitting a slower target.
2350 */
2351 if (hitter->speed < target->speed)
2352 adjust += ((float) hitter->speed - target->speed);
2353#endif
2354
2355#if 0
2356 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2357#endif
2358
2359 return adjust;
2360}
2361
2362
2363/* determine if the object is an 'aimed' missile */
2364int
2365is_aimed_missile (object *op)
2366{
2367
2368 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible.
2370 */
2371 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1;
2377 }
2378 return 0;
2379}

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