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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.50 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.114 by root, Fri Nov 6 12:27:06 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;
85 50
86 if (op->materialname == NULL) 51 if (!op->materialname)
87 { 52 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 53 for (mt = materialt; mt; mt = mt->next)
89 if (op->materials & mt->material) 54 if (op->materials & mt->material)
90 break; 55 break;
91 } 56 }
92 else 57 else
93 mt = name_to_material (op->materialname); 58 mt = name_to_material (op->materialname);
94 59
95 if (mt == NULL) 60 if (!mt)
96 return TRUE; 61 return TRUE;
97 62
98 roll = rndm (1, 20); 63 roll = rndm (1, 20);
99 64
100 /* the attacktypes have no meaning for object saves 65 /* the attacktypes have no meaning for object saves
108 if (type != AT_MAGIC) 73 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 74 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 75 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 76 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 77
113 if (type == 0) 78 if (type == 0) return TRUE;
114 return TRUE; 79
115 if (roll == 20) 80 if (roll == 20) return TRUE;
116 return TRUE; 81 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 82
120 for (number = 0; number < NROFATTACKS; number++) 83 for (number = 0; number < NROFATTACKS; number++)
121 { 84 {
122 i = 1 << number; 85 i = 1 << number;
86
123 if (!(i & type)) 87 if (!(i & type))
124 continue; 88 continue;
89
125 attacks++; 90 attacks++;
126 if (op->resist[number] == 100) 91 if (op->resist[number] == 100)
127 saves++; 92 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 93 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 94 saves++;
138 return FALSE; 103 return FALSE;
139 104
140 return TRUE; 105 return TRUE;
141} 106}
142 107
108/* cancels object *op. Cancellation basically means an object loses
109 * its magical benefits.
110 */
111void
112cancellation (object *op)
113{
114 if (op->invisible)
115 return;
116
117 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
118 {
119 /* Recurse through the inventory */
120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
121 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
122 cancellation (tmp);
123 }
124 else if (FABS (op->magic) <= rndm (0, 5))
125 {
126 /* Nullify this object. This code could probably be more complete */
127 /* in what abilities it should cancel */
128 op->magic = 0;
129
130 CLEAR_FLAG (op, FLAG_DAMNED);
131 CLEAR_FLAG (op, FLAG_CURSED);
132 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
133 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
134
135 if (object *pl = op->visible_to ())
136 esrv_update_item (UPD_FLAGS, pl, op);
137 }
138}
139
143/* This function calls did_make_save_item. It then performs the 140/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 141 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 142 * calling cancellation, etc.)
146 */ 143 */
147void 144void
152 object *env = op->env; 149 object *env = op->env;
153 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
154 maptile *m = op->map; 151 maptile *m = op->map;
155 152
156 op = stop_item (op); 153 op = stop_item (op);
157 if (op == NULL) 154 if (!op)
158 return; 155 return;
159 156
160 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 164 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
169 { 169 ))
170 const char *arch = op->other_arch->name; 170 {
171 171 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 { 172 {
179 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
180 { 182 {
181 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
182 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
183 if (env->contr) 190 if (env)
184 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
185 } 195 }
186 else
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 196 }
192
193 return; 197 return;
194 } 198 }
195 199
196 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 201 { /* Cancellation. */
200 return; 204 return;
201 } 205 }
202 206
203 if (op->nrof > 1) 207 if (op->nrof > 1)
204 { 208 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 209 if (op->decrease (rndm (0, op->nrof - 1)))
206
207 if (op)
208 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
209 } 211 }
210 else 212 else
211 { 213 {
212 if (op->env) 214 // drop everything to the ground, if possible
213 { 215 op->insert_at (originator);
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy (); 216 op->drop_and_destroy ();
221 } 217 }
222 218
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 220 if (env)
225 { 221 {
226 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 224 env->insert (op);
229 } 225 }
230 else 226 else
231 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
232 228
233 return; 229 return;
234 } 230 }
235 231
236 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
238 { 234 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
241 236
242 if (at == NULL) 237 if (at == NULL)
243 return; 238 return;
244 239
245 op = stop_item (op); 240 op = stop_item (op);
246 if (op == NULL) 241 if (op == NULL)
247 return; 242 return;
248 243
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
250 { 246 {
251 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
252 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
257 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 254 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 256 }
261 257
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 259 return;
267 } 260 }
268} 261}
269 262
270/* Object op is hitting the map. 263/* Object op is hitting the map.
271 * op is going in direction 'dir' 264 * op is going in direction 'dir'
272 * type is the attacktype of the object. 265 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 266 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 267 * returns 1 if it hits something, 0 otherwise.
275 */ 268 */
276
277int 269int
278hit_map (object *op, int dir, int type, int full_hit) 270hit_map (object *op, int dir, int type, int full_hit)
279{ 271{
280 maptile *map; 272 maptile *map;
281 sint16 x, y; 273 sint16 x, y;
287 return 0; 279 return 0;
288 } 280 }
289 281
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 283 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 285 return 0;
294 } 286 }
295 287
296 if (!op->map) 288 if (!op->map)
297 { 289 {
300 } 292 }
301 293
302 if (op->head) 294 if (op->head)
303 op = op->head; 295 op = op->head;
304 296
305 map = op->map; 297 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 298 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 299
309 if (!xy_normalise (map, x, y)) 300 if (!pos.normalise ())
310 return 0; 301 return 0;
311 302
312 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 305 mapspace &ms = pos.ms ();
315 306
316 if (ms.flags () & P_SAFE) 307 if (ms.flags () & P_SAFE)
317 return 0; 308 return 0;
318 309
319 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
321 */ 312 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 314 {
324 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
357 348
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
361 */ 352 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 354 continue;
364 355
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
366 { 357 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
399 390
400 /* put in a few special messages for some of the common attacktypes 391 /* put in a few special messages for some of the common attacktypes
401 * a player might have. For example, fire, electric, cold, etc 392 * a player might have. For example, fire, electric, cold, etc
402 * [garbled 20010919] 393 * [garbled 20010919]
403 */ 394 */
404
405 if (dam == 9998 && op->type == DOOR) 395 if (dam == 9998 && op->type == DOOR)
406 { 396 {
407 sprintf (buf1, "unlock %s", &op->name); 397 sprintf (buf1, "unlock %s", &op->name);
408 sprintf (buf2, " unlocks"); 398 sprintf (buf2, " unlocks");
409 found++; 399 found++;
410 } 400 }
411 if (dam < 0) 401 else if (dam < 0)
412 { 402 {
413 sprintf (buf1, "hit %s", &op->name); 403 sprintf (buf1, "hit %s", &op->name);
414 sprintf (buf2, " hits"); 404 sprintf (buf2, " hits");
415 found++; 405 found++;
416 } 406 }
538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539 found++; 529 found++;
540 break; 530 break;
541 } 531 }
542 } 532 }
543 else if (hitter->current_weapon != NULL) 533 else if (hitter->current_weapon)
544 { 534 {
545 int mtype; 535 int mtype;
546 536
547 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
548 { 538 {
549 case WEAP_HIT: 539 case WEAP_HIT:
550 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
551 break; 541 break;
552 case WEAP_SLASH: 542 case WEAP_SLASH:
553 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
554 break; 544 break;
555 case WEAP_PIERCE: 545 case WEAP_PIERCE:
556 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
557 break; 547 break;
558 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
559 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
560 break; 550 break;
561 case WEAP_SLICE: 551 case WEAP_SLICE:
562 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
563 break; 553 break;
564 case WEAP_STAB: 554 case WEAP_STAB:
565 mtype = ATM_STAB; 555 mtype = ATM_STAB;
566 break; 556 break;
567 case WEAP_WHIP: 557 case WEAP_WHIP:
568 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
569 break; 559 break;
570 case WEAP_CRUSH: 560 case WEAP_CRUSH:
571 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
572 break; 562 break;
573 case WEAP_BLUD: 563 case WEAP_BLUD:
574 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
575 break; 565 break;
576 default: 566 default:
577 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
578 break; 568 break;
579 } 569 }
570
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 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) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 { 573 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 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); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
618 if (hitter->owner != NULL) 609 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 611 else
621 { 612 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
623 if (dam != 0) 615 if (dam != 0)
624 { 616 {
625 if (dam < 10) 617 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 619 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 621 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 623 }
632 } 624 }
625
633 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 627 } /* end of player hitting player */
635 628
636 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
637 { 630 {
638 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
639 if (dam != 0) 633 if (dam != 0)
640 { 634 {
641 if (dam < 10) 635 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 637 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
645 else 639 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
647 } 641 }
642
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 644 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 646 {
652 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
654 { 649 {
655 i = 4; 650 i = 4;
656 map = hitter->map; 651 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
658 return; 653 return;
654
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 656 if (next)
661 while (next) 657 while (next)
662 { 658 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 660 i *= 3;
661
665 tmp = next; 662 tmp = next;
666 next = tmp->above; 663 next = tmp->above;
667 } 664 }
665
668 if (i < 0) 666 if (i < 0)
669 return; 667 return;
668
670 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
671 return; 670 return;
672 } 671 }
673 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
674 return; 673 return;
674
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 678 }
679} 679}
680
681 680
682static int 681static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 682get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 683{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 685 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 687 return 1;
689 } 688 }
690 if ((*target)->head) 689
691 *target = (*target)->head; 690 *target = (*target)->head_ ();
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head_ ();
692
693 if ((*target)->type == LOCKED_DOOR)
694 return 1; // locked doors cannot be hit
695
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 696 if ((*hitter)->env || (*target)->env)
695 { 697 {
696 *simple_attack = 1; 698 *simple_attack = 1;
697 return 0; 699 return 0;
698 } 700 }
701
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 702 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 703 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704 || !(*hitter)->map
705 || !on_same_map (*hitter, *target))
701 { 706 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 709 return 1;
704 } 710 }
711
705 *simple_attack = 0; 712 *simple_attack = 0;
706 return 0; 713 return 0;
707} 714}
708 715
709static int 716static int
710abort_attack (object *target, object *hitter, int simple_attack) 717abort_attack (object *target, object *hitter, int simple_attack)
711{ 718{
712
713/* Check if target and hitter are still in a relation similar to the one 719 /* 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. 720 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */ 721 */
716 int new_mode; 722 int new_mode;
717 723
718 if (hitter->env == target || target->env == hitter) 724 if (hitter->env == target || target->env == hitter)
719 new_mode = 1; 725 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1; 728 return 1;
722 else 729 else
723 new_mode = 0; 730 new_mode = 0;
731
724 return new_mode != simple_attack; 732 return new_mode != simple_attack;
725} 733}
726 734
735/* thrown_item_effect() - handles any special effects of thrown
736 * items (like attacking living creatures--a potion thrown at a
737 * monster).
738 */
739static void
727static void thrown_item_effect (object *, object *); 740thrown_item_effect (object *hitter, object *victim)
741{
742 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
743 {
744 /* May not need a switch for just 2 types, but this makes it
745 * easier for expansion.
746 */
747 switch (hitter->type)
748 {
749 case POTION:
750 /* should player get a save throw instead of checking magic protection? */
751 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
752 (void) apply_potion (victim, hitter);
753 break;
754
755 case POISON: /* poison drinks */
756 /* As with potions, should monster get a save? */
757 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
758 apply_poison (victim, hitter);
759 break;
760
761 /* Removed case statements that did nothing.
762 * food may be poisonous, but monster must be willing to eat it,
763 * so we don't handle it here.
764 * Containers should perhaps break open, but that code was disabled.
765 */
766 }
767 }
768}
769
770/* determine if the object is an 'aimed' missile */
771static int
772is_aimed_missile (object *op)
773{
774
775 /* I broke what used to be one big if into a few nested
776 * ones so that figuring out the logic is at least possible.
777 */
778 if (op && (op->move_type & MOVE_FLYING))
779 if (op->type == ARROW || op->type == THROWN_OBJ)
780 return 1;
781 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
782 return 1;
783
784 return 0;
785}
786/* adj_attackroll() - adjustments to attacks by various conditions */
787static int
788adj_attackroll (object *hitter, object *target)
789{
790 object *attacker = hitter;
791 int adjust = 0;
792
793 /* safety */
794 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
795 {
796 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
797 return 0;
798 }
799
800 /* aimed missiles use the owning object's sight */
801 if (is_aimed_missile (hitter))
802 {
803 if ((attacker = hitter->owner) == NULL)
804 attacker = hitter;
805 /* A player who saves but hasn't quit still could have objects
806 * owned by him - need to handle that case to avoid crashes.
807 */
808 if (QUERY_FLAG (attacker, FLAG_REMOVED))
809 attacker = hitter;
810 }
811 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
812 return 0;
813
814 /* determine the condtions under which we make an attack.
815 * Add more cases, as the need occurs. */
816
817 if (!can_see_enemy (attacker, target))
818 {
819 /* target is unseen */
820 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
821 adjust -= 10;
822 /* dark map penalty for the hitter (lacks infravision if we got here). */
823 else if (!stand_in_light (target))
824 adjust -= target->map->darklevel ();
825 }
826
827 if (QUERY_FLAG (attacker, FLAG_SCARED))
828 adjust -= 3;
829
830 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
831 adjust += 1;
832
833 if (QUERY_FLAG (target, FLAG_SCARED))
834 adjust += 1;
835
836 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
837 adjust -= 3;
838
839 /* if we attack at a different 'altitude' its harder */
840 if ((attacker->move_type & target->move_type) == 0)
841 adjust -= 2;
842
843#if 0
844 /* slower attacks are less likely to succeed. We should use a
845 * comparison between attacker/target speeds BUT, players have
846 * a generally faster speed, so this will wind up being a HUGE
847 * disadantage for the monsters! Too bad, because missiles which
848 * fly fast should have a better chance of hitting a slower target.
849 */
850 if (hitter->speed < target->speed)
851 adjust += ((float) hitter->speed - target->speed);
852#endif
853
854#if 0
855 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
856#endif
857
858 return adjust;
859}
728 860
729static int 861static int
730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 862attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731{ 863{
732 int simple_attack, roll, dam = 0; 864 int simple_attack, roll, dam = 0;
745 877
746 /* 878 /*
747 * A little check to make it more difficult to dance forward and back 879 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 880 * to avoid ever being hit by monsters.
749 */ 881 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 882 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 883 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 884 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 885 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 886 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 887 * we call process_object, the 'if' statement above will fail.
756 */ 888 */
757 op->speed_left--; 889 --op->speed_left;
758 process_object (op); 890 process_object (op);
759 891
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 892 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 893 goto error;
762 } 894 }
772 /* See if we hit the creature */ 904 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 905 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 906 {
775 int hitdam = base_dam; 907 int hitdam = base_dam;
776 908
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) 909 if (!simple_attack)
795 { 910 {
796 /* If you hit something, the victim should *always* wake up. 911 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 912 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 913 * -b.t. */
803 * for help. */ 918 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 919 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 920 npc_call_help (op);
806 921
807 /* if you were hidden and hit by a creature, you are discovered */ 922 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 923 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 924 {
810 make_visible (op); 925 make_visible (op);
926
811 if (op->type == PLAYER) 927 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
813 } 929 }
814 930
815 /* thrown items (hitter) will have various effects 931 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 932 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 933 * this sets 'hitter' to the actual dagger, and not the
829 if (hitdam <= 0) 945 if (hitdam <= 0)
830 hitdam = 1; 946 hitdam = 1;
831 947
832 type = hitter->attacktype; 948 type = hitter->attacktype;
833 949
950 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
951 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
952 * This check is important for the most simple monsters out there in the
953 * game content (maps, archs). For example orcs: They would have
954 * no attacktype at all.
955 *
956 * Some time in the future someone should just go into the game data
957 * and fix every monster out there ;-/ Until then we will kill some
958 * more trees in the african rain forests with this check.
959 */
834 if (!type) 960 if (!type)
835 type = AT_PHYSICAL; 961 type = AT_PHYSICAL;
836 962
837 /* Handle monsters that hit back */ 963 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 964 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869} 995}
870 996
871int 997int
872attack_ob (object *op, object *hitter) 998attack_ob (object *op, object *hitter)
873{ 999{
874
875 if (hitter->head)
876 hitter = hitter->head; 1000 hitter = hitter->head_ ();
1001
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 1002 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 1003}
879 1004
880/* op is the arrow, tmp is what is stopping the arrow. 1005/* op is the arrow, tmp is what is stopping the arrow.
881 * 1006 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1015 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 1016 * stick around.
892 */ 1017 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1018 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 1019 {
895 if (tmp->head != NULL) 1020 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; 1021 return 1;
905 } 1022 }
906 else 1023 else
907 return 0; 1024 return 0;
908} 1025}
922 /* Disassemble missile */ 1039 /* Disassemble missile */
923 if (op->inv) 1040 if (op->inv)
924 { 1041 {
925 container = op; 1042 container = op;
926 hitter = op->inv; 1043 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1044 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 1045 /* 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 1046 * 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 1047 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 1048 * THROWN_OBJs. */
933 } 1049 }
947 * other places as well!) 1063 * other places as well!)
948 */ 1064 */
949 if (hitter->destroyed () || hitter->env != NULL) 1065 if (hitter->destroyed () || hitter->env != NULL)
950 { 1066 {
951 if (container) 1067 if (container)
952 {
953 container->remove ();
954 container->destroy (); 1068 container->destroy ();
955 }
956 1069
957 return 0; 1070 return 0;
958 } 1071 }
959 1072
960 /* Missile hit victim */ 1073 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 1097 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 1098 * way to handle those otherwise?
986 */ 1099 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 1100 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 1101 {
1102 if (victim->destroyed ())
1103 hitter->destroy ();
1104 else
1105 {
989 hitter->remove (); 1106 hitter->remove ();
990 hitter->x = victim->x; 1107 hitter->x = victim->x;
991 hitter->y = victim->y; 1108 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 1109 insert_ob_in_map (hitter, victim->map, hitter, 0);
1110 }
993 } 1111 }
994 else 1112 else
995 /* Else leave arrow where it is */ 1113 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 1114 merge_ob (hitter, NULL);
997 1115
1009 } 1127 }
1010 1128
1011 return op; 1129 return op;
1012} 1130}
1013 1131
1014
1015void 1132void
1016tear_down_wall (object *op) 1133tear_down_wall (object *op)
1017{ 1134{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1135 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1136 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1; 1137 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1138 {
1027 /* Object has been called - no animations, so remove it */ 1139 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1140 if (op->stats.hp < 0)
1029 op->destroy (); 1141 op->destroy ();
1030 1142
1031 return; /* no animations, so nothing more to do */ 1143 return; /* no animations, so nothing more to do */
1032 } 1144 }
1033 1145
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1146 // we use frames 1..num-2 as intermediate frames, so
1147 // the last frame is used only when hp < 0.
1148 int perc = clamp (
1149 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1150 0, op->anim_frames () - 1
1151 );
1035 1152
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1153 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); 1154 update_object (op, UP_OBJ_FACE);
1043 1155
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1156 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1157 { /* Reached the last animation */
1046 if (op->face == blank_face) 1158 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1159 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1160 op->destroy ();
1049 else 1161 else
1050 { /* The last face was not blank, leave an image */ 1162 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1163 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1164 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1165 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1166 op->flag [FLAG_ALIVE] = false;
1055 } 1167 }
1056 } 1168 }
1057} 1169}
1058 1170
1059void 1171void
1060scare_creature (object *target, object *hitter) 1172scare_creature (object *target, object *hitter)
1061{ 1173{
1062 object *owner = hitter->owner; 1174 target->flag [FLAG_SCARED] = true;
1063 1175
1176 if (!target->enemy)
1177 target->enemy = hitter->outer_owner ();
1178}
1179
1180/* GROS: This code comes from hit_player. It has been made external to
1181 * allow script procedures to "kill" objects in a combat-like fashion.
1182 * It was initially used by (kill-object) developed for the Collector's
1183 * Sword. Note that nothing has been changed from the original version
1184 * of the following code.
1185 * op is what is being killed.
1186 * dam is the damage done to it.
1187 * hitter is what is hitting it.
1188 * type is the attacktype.
1189 *
1190 * This function was a bit of a mess with hitter getting changed,
1191 * values being stored away but not used, etc. I've cleaned it up
1192 * a bit - I think it should be functionally equivalant.
1193 * MSW 2002-07-17
1194 */
1195int
1196kill_object (object *op, int dam, object *hitter, int type)
1197{
1198 char buf[MAX_BUF];
1199 shstr skill;
1200 int maxdam = 0;
1201 int battleg = 0; /* true if op standing on battleground */
1202 int pk = 0; /* true if op and what controls hitter are both players */
1203 object *owner = 0;
1204 object *skop = 0;
1205
1206 if (op->stats.hp >= 0)
1207 return -1;
1208
1209 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1210 return 0;
1211
1212 /* maxdam needs to be the amount of damage it took to kill
1213 * this creature. The function(s) that call us have already
1214 * adjusted the creatures HP total, so that is negative.
1215 */
1216 maxdam = dam + op->stats.hp + 1;
1217
1218 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1219 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1220
1221 if (op->type == DOOR)
1222 {
1223 op->set_speed (0.1f);
1224 op->speed_left = -0.05f;
1225 return maxdam;
1226 }
1227
1228 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1229 {
1230 op->drop_and_destroy ();
1231 return maxdam;
1232 }
1233
1234 /* Now lets start dealing with experience we get for killing something */
1235
1236 owner = hitter->outer_owner ();
1064 if (!owner) 1237 if (!owner)
1065 owner = hitter; 1238 owner = hitter;
1066 1239
1240 /* is the victim (op) standing on battleground? */
1241 if (op_on_battleground (op, NULL, NULL))
1242 battleg = 1;
1243
1244 /* is this player killing? */
1245 if (op->type == PLAYER && owner->type == PLAYER)
1246 pk = 1;
1247
1248 /* Player killed something */
1249 if (owner->type == PLAYER)
1250 {
1251 /* Log players killing other players - makes it easier to detect
1252 * and filter out malicious player killers - that is why the
1253 * ip address is included.
1254 */
1255 if (op->type == PLAYER && !battleg)
1256 {
1257 time_t t = time (NULL);
1258 struct tm *tmv;
1259 char buf[256];
1260
1261 tmv = localtime (&t);
1262 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1263
1264 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1265 }
1266
1267 /* try to filter some things out - basically, if you are
1268 * killing a level 1 creature and your level 20, you
1269 * probably don't want to see that.
1270 */
1271 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1272 {
1273 if (owner != hitter)
1274 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1275 else
1276 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1277
1278 /* Only play sounds for melee kills */
1279 if (hitter->type == PLAYER)
1280 owner->play_sound (sound_find ("player_kills"));
1281 }
1282
1283 /* If a player kills another player, not on
1284 * battleground, the "killer" looses 1 luck. Since this is
1285 * not reversible, it's actually quite a pain IMHO. -AV
1286 * Fix bug in that we were changing the luck of the hitter, not
1287 * player that the object belonged to - so if you killed another player
1288 * with spells, pets, whatever, there was no penalty.
1289 * Changed to make luck penalty configurable in settings.
1290 */
1291 if (op->type == PLAYER && owner != op && !battleg)
1292 owner->change_luck (-settings.pk_luck_penalty);
1293
1294 /* This code below deals with finding the appropriate skill
1295 * to credit exp to. This is a bit problematic - we should
1296 * probably never really have to look at current_weapon->skill
1297 */
1298 if (hitter->skill && hitter->type != PLAYER)
1299 skill = hitter->skill;
1300 else if (owner->chosen_skill)
1301 {
1302 skop = owner->chosen_skill;
1303 skill = skop->skill;
1304 }
1305 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1306 skill = owner->current_weapon->skill;
1307 else
1308 {
1309 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1310 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1311 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1312 skill = 0;
1313 }
1314
1315 /* We have the skill we want to credit to - now find the object this goes
1316 * to. Make sure skop is an actual skill, and not a skill tool!
1317 */
1318 skop = owner->contr->find_skill (skill);
1319 } /* Was it a player that hit somethign */
1320 else
1321 skill = 0;
1322
1323 /* These may have been set in the player code section above */
1324 if (!skop)
1325 skop = hitter->chosen_skill;
1326
1327 if (!skill && skop)
1328 skill = skop->skill;
1329
1330 /* If you didn't kill yourself, and your not the wizard */
1331 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1332 {
1333 int exp;
1334
1335 /* Really don't give much experience for killing other players */
1336 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1337 if (op->type == PLAYER)
1338 {
1339 if (battleg)
1340 {
1341 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1342 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1343 }
1344 else
1345 exp = op->stats.exp / 1000;
1346 }
1347 else
1348 exp = calc_skill_exp (owner, op, skop);
1349
1350 /* if op is standing on "battleground" (arena), no way to gain
1351 * exp by killing him
1352 */
1353 if (battleg)
1354 exp = 0;
1355
1356 /* Don't know why this is set this way - doesn't make
1357 * sense to just divide everything by two for no reason.
1358 */
1359
1360 if (!settings.simple_exp)
1361 exp = exp / 2;
1362
1363 if (owner->type != PLAYER || owner->contr->party == NULL)
1364 change_exp (owner, exp, skill, 0);
1365 else
1366 {
1367 int shares = 0, count = 0;
1368 partylist *party = owner->contr->party;
1369
1370 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1371
1372 for_all_players (pl)
1373 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1374 {
1375 count++;
1376 shares += (pl->ob->level + 4);
1377 }
1378
1379 if (count == 1 || shares > exp || !shares)
1380 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1381 else
1382 {
1383 int share = exp / shares, given = 0, nexp;
1384
1385 for_all_players (pl)
1386 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1387 {
1388 nexp = (pl->ob->level + 4) * share;
1389 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1390 given += nexp;
1391 }
1392
1393 exp -= given;
1394 /* give any remainder to the player */
1395 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1396 }
1397 } /* else part of a party */
1398 } /* end if person didn't kill himself */
1399
1400 if (op->type != PLAYER)
1401 {
1402 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1403 {
1404 object *owner1 = op->owner;
1405
1406 if (owner1 && owner1->type == PLAYER)
1407 {
1408 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1409 /* Maybe we should include the owner that killed this, maybe not */
1410 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1411 }
1412
1413 remove_friendly_object (op);
1414 }
1415
1416 op->drop_and_destroy ();
1417 }
1418 else
1419 /* Player has been killed! */
1420 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1421
1422 /* This was return -1 - that doesn't seem correct - if we return -1, process
1423 * continues in the calling function.
1424 */
1425 return maxdam;
1426}
1427
1428/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1429 * Returns 0 this is not friendly fire
1430 */
1431int
1432friendly_fire (object *op, object *hitter)
1433{
1434 object *owner;
1435 int friendlyfire;
1436
1437 if (hitter->head)
1438 hitter = hitter->head;
1439
1440 friendlyfire = 0;
1441
1442 if (op->type == PLAYER)
1443 {
1444 if (op_on_battleground (hitter, 0, 0))
1445 return 0;
1446
1447 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1448 return 1;
1449
1450 if ((owner = hitter->owner) != NULL)
1451 {
1452 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1453 friendlyfire = 2;
1454 }
1455
1456 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1457 friendlyfire = 0;
1458 }
1459
1460 return friendlyfire;
1461}
1462
1463/* This isn't used just for players, but in fact most objects.
1464 * op is the object to be hit, dam is the amount of damage, hitter
1465 * is what is hitting the object, type is the attacktype, and
1466 * full_hit is set if monster area does not matter.
1467 * dam is base damage - protections/vulnerabilities/slaying matches can
1468 * modify it.
1469 */
1470/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1471 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1472int
1473hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1474{
1475 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1476 int maxattacktype, attacknum;
1477 int body_attack = op && op->head; /* Did we hit op's head? */
1478 int simple_attack;
1479 int rtn_kill = 0;
1480 int friendlyfire;
1481
1482 if (get_attack_mode (&op, &hitter, &simple_attack))
1483 return 0;
1484
1485 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1486 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1487 return 0;
1488
1489 // only allow pk for hostile players
1490 if (op->type == PLAYER)
1491 {
1492 object *owner = hitter->owner;
1493
1494 if (!owner)
1495 owner = hitter;
1496
1497 if (owner->type == PLAYER
1498 && (!op_on_battleground (op, 0, 0)
1499 && (op->contr->peaceful || owner->contr->peaceful))
1500 && op != owner)
1501 return 0;
1502 }
1503
1504 if (body_attack)
1505 {
1506 /* slow and paralyze must hit the head. But we don't want to just
1507 * return - we still need to process other attacks the spell still
1508 * might have. So just remove the paralyze and slow attacktypes,
1509 * and keep on processing if we have other attacktypes.
1510 * return if only magic or nothing is left - under normal code
1511 * we don't attack with pure magic if there is another attacktype.
1512 * Only do processing if the initial attacktype includes one of those
1513 * attack so we don't cancel out things like magic bullet.
1514 */
1515 if (type & (AT_PARALYZE | AT_SLOW))
1516 {
1517 type &= ~(AT_PARALYZE | AT_SLOW);
1518
1519 if (!type || type == AT_MAGIC)
1520 return 0;
1521 }
1522 }
1523
1524 if (!simple_attack && op->type == DOOR)
1525 {
1526 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1527 if (tmp->type == RUNE || tmp->type == TRAP)
1528 {
1529 spring_trap (tmp, hitter);
1530
1531 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1532 return 0;
1533
1534 break;
1535 }
1536 }
1537
1538 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1539 {
1540 /* FIXME: If a player is killed by a rune in a door, the
1541 * destroyed() check above doesn't return, and might get here.
1542 */
1543
1544 /* FIXME: This for example happens when a dead door is on a mover and
1545 gets it's speed_left raised on each mover-tick.
1546 Doors are removed in a kinda funny way by giving them speed and speed_left
1547 and waiting for that to run out.
1548 */
1549 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1550 return 0;
1551 }
1552
1553#ifdef ATTACK_DEBUG
1554 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1555#endif
1556
1557 if (magic)
1558 {
1559 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1560 * in case 0>dam>1, we try to "simulate" a float value-effect */
1561 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1562 if (dam >= 100)
1563 dam /= 100;
1564 else
1565 dam = (dam > rndm (0, 99)) ? 1 : 0;
1566 }
1567
1568 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1569 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1570 */
1571 if (type & AT_CHAOS)
1572 {
1573 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1574 update_object (op, UP_OBJ_FACE);
1575 type &= ~AT_CHAOS;
1576 }
1577
1578 /* Holyword is really an attacktype modifier (like magic is). If
1579 * holyword is part of an attacktype, then make sure the creature is
1580 * a proper match, otherwise no damage.
1581 */
1582 if (type & AT_HOLYWORD)
1583 {
1584 object *god;
1585
1586 if ((!hitter->slaying
1587 || (!(op->race && hitter->slaying.contains (op->race))
1588 && !(op->name && hitter->slaying.contains (op->name))))
1589 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1590 || (hitter->title
1591 && (god = find_god (determine_god (hitter))) != NULL
1592 && god->race.contains (shstr_undead))))
1593 return 0;
1594 }
1595
1596 maxattacktype = type; /* initialise this to something */
1597 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1598 {
1599 /* Magic isn't really a true attack type - it gets combined with other
1600 * attack types. As such, skip it over. However, if magic is
1601 * the only attacktype in the group, then still attack with it
1602 */
1603 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1604 continue;
1605
1606 /* Go through and hit the player with each attacktype, one by one.
1607 * hit_player_attacktype only figures out the damage, doesn't inflict
1608 * it. It will do the appropriate action for attacktypes with
1609 * effects (slow, paralization, etc.
1610 */
1611 if (type & attacktype)
1612 {
1613 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1614 /* the >= causes us to prefer messages from special attacks, if
1615 * the damage is equal.
1616 */
1617 if (ndam >= maxdam)
1618 {
1619 maxdam = ndam;
1620 maxattacktype = 1 << attacknum;
1621 }
1622 }
1623 }
1624
1625 /* if this is friendly fire then do a set % of damage only
1626 * Note - put a check in to make sure this attack is actually
1627 * doing damage - otherwise, the +1 in the code below will make
1628 * an attack do damage before when it otherwise didn't
1629 */
1630 friendlyfire = friendly_fire (op, hitter);
1631 if (friendlyfire && maxdam)
1632 {
1633 maxdam = ((dam * settings.set_friendly_fire) / 100);
1634
1635#ifdef ATTACK_DEBUG
1636 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1637 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1638#endif
1639 }
1640
1641 if (!full_hit)
1642 {
1643 int area;
1644 int remainder;
1645
1646 area = 0;
1647
1648 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1649 area++;
1650
1651 assert (area > 0);
1652
1653 /* basically: maxdam /= area; we try to "simulate" a float
1654 value-effect */
1655 remainder = 100 * (maxdam % area) / area;
1656 maxdam /= area;
1657 if (rndm (100) < remainder)
1658 maxdam++;
1659 }
1660
1661#ifdef ATTACK_DEBUG
1662 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1663#endif
1664
1665 // for now, only do this for active objects, otherwise they
1666 // keep a refcount for a long time and I see no usefulness
1667 // for an non-active objetc to know its enemy.
1668 if (op->active)
1669 if (hitter->owner)
1670 op->enemy = hitter->owner;
1671 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1672 op->enemy = hitter;
1673
1674 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1675 {
1676 /* The unaggressives look after themselves 8) */
1677 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1678 npc_call_help (op);
1679 }
1680
1681 if (magic && did_make_save (op, op->level, 0))
1682 maxdam = maxdam / 2;
1683
1684 attack_message (maxdam, maxattacktype, op, hitter);
1685
1686 op->stats.hp -= maxdam;
1687
1688 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1689 if ((op->stats.hp >= 0) &&
1690 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1691 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1692 {
1693
1694 if (QUERY_FLAG (op, FLAG_MONSTER))
1695 SET_FLAG (op, FLAG_RUN_AWAY);
1696 else
1697 scare_creature (op, hitter);
1698 }
1699
1700 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1701 {
1702 if (maxdam)
1703 tear_down_wall (op);
1704
1705 return maxdam; /* nothing more to do for wall */
1706 }
1707
1708 /* See if the creature has been killed */
1709 rtn_kill = kill_object (op, maxdam, hitter, type);
1710 if (rtn_kill != -1)
1711 return rtn_kill;
1712
1713 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1714 * that before if the player was immune to ghosthit, the monster
1715 * remained - that is no longer the case.
1716 */
1717 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1718 hitter->drop_and_destroy ();
1719 /* Lets handle creatures that are splitting now */
1720 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1721 {
1722 int i;
1723 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1724 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1725 object *owner = op->owner;
1726
1727 if (!op->other_arch)
1728 {
1729 LOG (llevError, "SPLITTING without other_arch error.\n");
1730 return maxdam;
1731 }
1732
1733 op->remove ();
1734
1735 for (i = 0; i < op->stats.food; i++)
1736 { /* This doesn't handle op->more yet */
1737 object *tmp = arch_to_object (op->other_arch);
1738 int j;
1739
1740 tmp->stats.hp = op->stats.hp;
1741
1742 if (friendly)
1743 {
1744 add_friendly_object (tmp);
1745 tmp->attack_movement = PETMOVE;
1746
1747 if (owner)
1748 tmp->set_owner (owner);
1749 }
1750
1751 if (unaggressive)
1752 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1753
1754 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1755
1756 if (j == -1) /* No spot to put this monster */
1757 tmp->destroy ();
1758 else
1759 {
1760 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1761 insert_ob_in_map (tmp, op->map, NULL, 0);
1762 }
1763 }
1764
1765 op->destroy ();
1766 }
1767 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1768 hitter->drop_and_destroy ();
1769
1770 return maxdam;
1771}
1772
1773void
1774poison_player (object *op, object *hitter, int dam)
1775{
1776 archetype *at = archetype::find ("poisoning");
1777 object *tmp = present_arch_in_ob (at, op);
1778
1779 if (tmp == NULL)
1780 {
1781 if ((tmp = arch_to_object (at)) == NULL)
1782 LOG (llevError, "Failed to clone arch poisoning.\n");
1783 else
1784 {
1785 tmp = insert_ob_in_ob (tmp, op);
1786 /* peterm: give poisoning some teeth. It should
1787 * be able to kill things better than it does:
1788 * damage should be dependent something--I choose to
1789 * do this: if it's a monster, the damage from the
1790 * poisoning goes as the level of the monster/2.
1791 * If anything else, goes as damage.
1792 */
1793
1794 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1795 tmp->stats.dam += hitter->level / 2;
1796 else
1797 tmp->stats.dam = dam;
1798
1799 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1800 if (hitter->skill && hitter->skill != tmp->skill)
1801 {
1802 tmp->skill = hitter->skill;
1803 }
1804
1805 tmp->stats.food += dam; /* more damage, longer poisoning */
1806
1807 if (op->type == PLAYER)
1808 {
1809 /* player looses stats, maximum is -10 of each */
1810 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1811 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1812 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1813 tmp->stats.Int = MAX (-dam / 7, -10);
1814 SET_FLAG (tmp, FLAG_APPLIED);
1815 op->update_stats ();
1816 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1817 op->play_sound (tmp->sound);
1818 }
1819
1820 if (hitter->type == PLAYER)
1821 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1822 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1823 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1824 }
1825
1826 tmp->speed_left = 0;
1827 }
1828 else
1829 tmp->stats.food++;
1830}
1831
1832void
1833slow_player (object *op, object *hitter, int dam)
1834{
1835 archetype *at = archetype::find ("slowness");
1836 object *tmp;
1837
1838 if (at == NULL)
1839 LOG (llevError, "Can't find slowness archetype.\n");
1840
1841 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1842 {
1843 tmp = arch_to_object (at);
1844 tmp = insert_ob_in_ob (tmp, op);
1845 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1846 }
1847 else
1848 tmp->stats.food++;
1849
1067 SET_FLAG (target, FLAG_SCARED); 1850 SET_FLAG (tmp, FLAG_APPLIED);
1068 if (!target->enemy) 1851 tmp->speed_left = 0;
1069 target->enemy = owner; 1852 op->update_stats ();
1070} 1853}
1071 1854
1855void
1856confuse_player (object *op, object *hitter, int dam)
1857{
1858 object *tmp;
1859 int maxduration;
1860
1861 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1862 if (!tmp)
1863 {
1864 tmp = get_archetype (FORCE_NAME);
1865 tmp = insert_ob_in_ob (tmp, op);
1866 }
1867
1868 /* Duration added per hit and max. duration of confusion both depend
1869 * on the player's resistance
1870 */
1871 tmp->speed = 0.05;
1872 tmp->subtype = FORCE_CONFUSION;
1873 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1874 tmp->name = "confusion";
1875 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1876
1877 if (tmp->duration > maxduration)
1878 tmp->duration = maxduration;
1879
1880 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1881 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1882
1883 SET_FLAG (op, FLAG_CONFUSED);
1884}
1885
1886void
1887blind_player (object *op, object *hitter, int dam)
1888{
1889 object *tmp, *owner;
1890
1891 /* Save some work if we know it isn't going to affect the player */
1892 if (op->resist[ATNR_BLIND] == 100)
1893 return;
1894
1895 tmp = present_in_ob (BLINDNESS, op);
1896 if (!tmp)
1897 {
1898 tmp = get_archetype ("blindness");
1899 SET_FLAG (tmp, FLAG_BLIND);
1900 SET_FLAG (tmp, FLAG_APPLIED);
1901 /* use floats so we don't lose too much precision due to rounding errors.
1902 * speed is a float anyways.
1903 */
1904 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1905
1906 tmp = insert_ob_in_ob (tmp, op);
1907 change_abil (op, tmp); /* Mostly to display any messages */
1908 op->update_stats (); /* This takes care of some other stuff */
1909
1910 if (hitter->owner)
1911 owner = hitter->owner;
1912 else
1913 owner = hitter;
1914
1915 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1916 }
1917 tmp->stats.food += dam;
1918 if (tmp->stats.food > 10)
1919 tmp->stats.food = 10;
1920}
1921
1922void
1923paralyze_player (object *op, object *hitter, int dam)
1924{
1925 float effect, max;
1926
1927 /* object *tmp; */
1928
1929 /* This is strange stuff... someone knows for what this is
1930 * written? Well, i think this can and should be removed
1931 */
1932
1933 /*
1934 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1935 tmp=clone_arch(PARAIMAGE);
1936 tmp->x=op->x,tmp->y=op->y;
1937 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1938 }
1939 */
1940
1941 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1942 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
1943
1944 if (effect == 0)
1945 return;
1946
1947 op->speed_left -= FABS (op->speed) * effect;
1948 /* tmp->stats.food+=(signed short) effect/op->speed; */
1949
1950 /* max number of ticks to be affected for. */
1951 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1952 if (op->speed_left < -(FABS (op->speed) * max))
1953 op->speed_left = (float) -(FABS (op->speed) * max);
1954
1955/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
1956}
1957
1958/* Attempts to kill 'op'. hitter is the attack object, dam is
1959 * the computed damaged.
1960 */
1961void
1962deathstrike_player (object *op, object *hitter, int *dam)
1963{
1964 /* The intention of a death attack is to kill outright things
1965 ** that are a lot weaker than the attacker, have a chance of killing
1966 ** things somewhat weaker than the caster, and no chance of
1967 ** killing something equal or stronger than the attacker.
1968 ** Also, if a deathstrike attack has a slaying, any monster
1969 ** whose name or race matches a comma-delimited list in the slaying
1970 ** field of the deathstriking object */
1971
1972 int atk_lev, def_lev, kill_lev;
1973
1974 if (hitter->slaying)
1975 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1976 || (op->race && hitter->slaying.contains (op->race))))
1977 return;
1978
1979 def_lev = op->level;
1980 if (def_lev < 1)
1981 {
1982 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1983 def_lev = 1;
1984 }
1985
1986 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1987 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1988 atk_lev, def_lev); */
1989
1990 if (atk_lev >= def_lev)
1991 {
1992 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1993
1994 /* Note that the below effectively means the ratio of the atk vs
1995 * defener level is important - if level 52 character has very little
1996 * chance of killing a level 50 monster. This should probably be
1997 * redone.
1998 */
1999 if (kill_lev >= def_lev)
2000 {
2001 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2002 /* I think this doesn't really do much. Because of
2003 * integer rounding, this only makes any difference if the
2004 * attack level is double the defender level.
2005 */
2006 *dam *= kill_lev / def_lev;
2007 }
2008 }
2009 else
2010 *dam = 0; /* no harm done */
2011}
1072 2012
1073/* This returns the amount of damage hitter does to op with the 2013/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 2014 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 2015 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 2016 * take. However, it will do other effects (paralyzation, slow, etc.)
1088 return 0; 2028 return 0;
1089 } 2029 }
1090 2030
1091 if (dam < 0) 2031 if (dam < 0)
1092 { 2032 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 2033 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2034 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 2035 return 0;
1095 } 2036 }
1096 2037
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 2038 /* 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. */ 2039 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 2040 if (attacknum == ATNR_INTERNAL)
1100 return dam; 2041 return dam;
1101 2042
1102 if (hitter->slaying) 2043 if (hitter->slaying)
1103 { 2044 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 2045 if ((op->race && hitter->slaying.contains (op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 2046 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1106 { 2047 {
1107 doesnt_slay = 0; 2048 doesnt_slay = 0;
1108 dam *= 3; 2049 dam *= 3;
1109 } 2050 }
1110 } 2051 }
1124 /* Special hack. By default, if immune to something, you 2065 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 2066 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 2067 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 2068 * special processing is needed */
1128 2069
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 2070 if (op->resist[attacknum] >= 100
2071 && doesnt_slay
2072 && attacknum != ATNR_ACID)
1130 return 0; 2073 return 0;
1131 2074
1132 /* Keep this in order - makes things easier to find */ 2075 /* Keep this in order - makes things easier to find */
1133 2076
1134 switch (attacknum) 2077 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 2127 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 2128 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 2129 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 2130 blind_player (op, hitter, dam);
1188 } 2131 }
2132
1189 dam = 0; /* These are all effects and don't do real damage */ 2133 dam = 0; /* These are all effects and don't do real damage */
1190 } 2134 }
1191 break; 2135 break;
1192 2136
1193 case ATNR_ACID: 2137 case ATNR_ACID:
1220 2164
1221 /* High damage acid has better chance of corroding 2165 /* High damage acid has better chance of corroding
1222 objects */ 2166 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 2167 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 { 2168 {
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; 2169 flag = 1;
1230 tmp->magic--; 2170 tmp->magic--;
1231 if (op->type == PLAYER) 2171
1232 esrv_send_item (op, tmp); 2172 if (object *pl = tmp->visible_to ())
2173 {
2174 /* Make this more visible */
2175 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2176 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2177
2178 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2179 }
1233 } 2180 }
1234 } 2181 }
1235 2182
1236 if (flag) 2183 if (flag)
1237 op->update_stats (); /* Something was corroded */ 2184 op->update_stats (); /* Something was corroded */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 2218 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 2219 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 2220 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 2221 * attacks, hence all the != PLAYER checks.
1275 */ 2222 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 2223 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 2224 {
1278 object *owner = hitter->owner; 2225 object *owner = hitter->owner;
1279 2226
1280 if (owner && owner != hitter) 2227 if (owner && owner != hitter)
1281 { 2228 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 2229 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 2230 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 2231 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 2232 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 2233 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 2234 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2235 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 2236
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 2237 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 2238 }
1293 2239
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 2240 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, 2241 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 2253 object *god = find_god (determine_god (owner));
1308 int div = 1; 2254 int div = 1;
1309 2255
1310 /* if undead are not an enemy of your god, you turn them 2256 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 2257 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 2258 if (!god || !god->slaying.contains (shstr_undead))
1313 div = 2; 2259 div = 2;
2260
1314 /* Give a bonus if you resist turn undead */ 2261 /* 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))) 2262 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 2263 scare_creature (op, owner);
1317 } 2264 }
1318 else 2265 else
1324 case ATNR_DEATH: 2271 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 2272 deathstrike_player (op, hitter, &dam);
1326 break; 2273 break;
1327 2274
1328 case ATNR_CHAOS: 2275 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 2276 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 2277 dam = 0;
1331 break; 2278 break;
1332 2279
1333 case ATNR_COUNTERSPELL: 2280 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 2281 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 2282 dam = 0;
1336 /* This should never happen. Counterspell is handled 2283 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 2284 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 2285 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 2286 * does no damage. */
1388 } 2335 }
1389 2336
1390 return dam; 2337 return dam;
1391} 2338}
1392 2339
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 partylist *party = owner->contr->party;
1608
1609 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1610
1611 for_all_players (pl)
1612 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1613 {
1614 count++;
1615 shares += (pl->ob->level + 4);
1616 }
1617
1618 if (count == 1 || shares > exp || !shares)
1619 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1620 else
1621 {
1622 int share = exp / shares, given = 0, nexp;
1623
1624 for_all_players (pl)
1625 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1626 {
1627 nexp = (pl->ob->level + 4) * share;
1628 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1629 given += nexp;
1630 }
1631
1632 exp -= given;
1633 /* give any remainder to the player */
1634 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1635 }
1636 } /* else part of a party */
1637 } /* end if person didn't kill himself */
1638
1639 if (op->type != PLAYER)
1640 {
1641 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1642 {
1643 object *owner1 = op->owner;
1644
1645 if (owner1 && owner1->type == PLAYER)
1646 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1648 /* Maybe we should include the owner that killed this, maybe not */
1649 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1650 }
1651
1652 remove_friendly_object (op);
1653 }
1654
1655 op->destroy ();
1656 }
1657 else
1658 {
1659 /* Player has been killed! */
1660 if (owner->type == PLAYER)
1661 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1662 else
1663 assign (op->contr->killer, hitter->name);
1664 }
1665
1666 /* This was return -1 - that doesn't seem correct - if we return -1, process
1667 * continues in the calling function.
1668 */
1669 return maxdam;
1670}
1671
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire
1674 */
1675
1676int
1677friendly_fire (object *op, object *hitter)
1678{
1679 object *owner;
1680 int friendlyfire;
1681
1682 if (hitter->head)
1683 hitter = hitter->head;
1684
1685 friendlyfire = 0;
1686
1687 if (op->type == PLAYER)
1688 {
1689 if (op_on_battleground (hitter, 0, 0))
1690 return 0;
1691
1692 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1693 return 1;
1694
1695 if ((owner = hitter->owner) != NULL)
1696 {
1697 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1698 friendlyfire = 2;
1699 }
1700
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0;
1703 }
1704 return friendlyfire;
1705}
1706
1707
1708/* This isn't used just for players, but in fact most objects.
1709 * op is the object to be hit, dam is the amount of damage, hitter
1710 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter.
1712 * dam is base damage - protections/vulnerabilities/slaying matches can
1713 * modify it.
1714 */
1715/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1716 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1717int
1718hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1719{
1720 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1721 int maxattacktype, attacknum;
1722 int body_attack = op && op->head; /* Did we hit op's head? */
1723 int simple_attack;
1724 int rtn_kill = 0;
1725 int friendlyfire;
1726
1727 if (get_attack_mode (&op, &hitter, &simple_attack))
1728 return 0;
1729
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1731 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0;
1733
1734#ifdef PROHIBIT_PLAYERKILL
1735 if (op->type == PLAYER)
1736 {
1737 object *owner = hitter->owner;
1738
1739 if (!owner)
1740 owner = hitter;
1741
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1743 return 0;
1744 }
1745#endif
1746
1747 if (body_attack)
1748 {
1749 /* slow and paralyze must hit the head. But we don't want to just
1750 * return - we still need to process other attacks the spell still
1751 * might have. So just remove the paralyze and slow attacktypes,
1752 * and keep on processing if we have other attacktypes.
1753 * return if only magic or nothing is left - under normal code
1754 * we don't attack with pure magic if there is another attacktype.
1755 * Only do processing if the initial attacktype includes one of those
1756 * attack so we don't cancel out things like magic bullet.
1757 */
1758 if (type & (AT_PARALYZE | AT_SLOW))
1759 {
1760 type &= ~(AT_PARALYZE | AT_SLOW);
1761
1762 if (!type || type == AT_MAGIC)
1763 return 0;
1764 }
1765 }
1766
1767 if (!simple_attack && op->type == DOOR)
1768 {
1769 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1770 if (tmp->type == RUNE || tmp->type == TRAP)
1771 {
1772 spring_trap (tmp, hitter);
1773
1774 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1775 return 0;
1776
1777 break;
1778 }
1779 }
1780
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782 {
1783 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here.
1785 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1787 return 0;
1788 }
1789
1790#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1792#endif
1793
1794 if (magic)
1795 {
1796 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1797 * in case 0>dam>1, we try to "simulate" a float value-effect */
1798 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1799 if (dam >= 100)
1800 dam /= 100;
1801 else
1802 dam = (dam > rndm (0, 99)) ? 1 : 0;
1803 }
1804
1805 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1806 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1807 */
1808 if (type & AT_CHAOS)
1809 {
1810 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1811 update_object (op, UP_OBJ_FACE);
1812 type &= ~AT_CHAOS;
1813 }
1814
1815 /* Holyword is really an attacktype modifier (like magic is). If
1816 * holyword is part of an attacktype, then make sure the creature is
1817 * a proper match, otherwise no damage.
1818 */
1819 if (type & AT_HOLYWORD)
1820 {
1821 object *god;
1822
1823 if ((!hitter->slaying ||
1824 (!(op->race && strstr (hitter->slaying, op->race)) &&
1825 !(op->name && strstr (hitter->slaying, op->name)))) &&
1826 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1827 (hitter->title != NULL
1828 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1829 return 0;
1830 }
1831
1832 maxattacktype = type; /* initialise this to something */
1833 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1834 {
1835 /* Magic isn't really a true attack type - it gets combined with other
1836 * attack types. As such, skip it over. However, if magic is
1837 * the only attacktype in the group, then still attack with it
1838 */
1839 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1840 continue;
1841
1842 /* Go through and hit the player with each attacktype, one by one.
1843 * hit_player_attacktype only figures out the damage, doesn't inflict
1844 * it. It will do the appropriate action for attacktypes with
1845 * effects (slow, paralization, etc.
1846 */
1847 if (type & attacktype)
1848 {
1849 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1850 /* the >= causes us to prefer messages from special attacks, if
1851 * the damage is equal.
1852 */
1853 if (ndam >= maxdam)
1854 {
1855 maxdam = ndam;
1856 maxattacktype = 1 << attacknum;
1857 }
1858 }
1859 }
1860
1861 /* if this is friendly fire then do a set % of damage only
1862 * Note - put a check in to make sure this attack is actually
1863 * doing damage - otherwise, the +1 in the code below will make
1864 * an attack do damage before when it otherwise didn't
1865 */
1866 friendlyfire = friendly_fire (op, hitter);
1867 if (friendlyfire && maxdam)
1868 {
1869 maxdam = ((dam * settings.set_friendly_fire) / 100);
1870#ifndef COZY_SERVER
1871 maxdam++;
1872#endif
1873
1874#ifdef ATTACK_DEBUG
1875 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1876 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877#endif
1878 }
1879
1880 if (!full_hit)
1881 {
1882 archetype *at;
1883 int area;
1884 int remainder;
1885
1886 area = 0;
1887 for (at = op->arch; at != NULL; at = at->more)
1888 area++;
1889 assert (area > 0);
1890
1891 /* basically: maxdam /= area; we try to "simulate" a float
1892 value-effect */
1893 remainder = 100 * (maxdam % area) / area;
1894 maxdam /= area;
1895 if (rndm (100) < remainder)
1896 maxdam++;
1897 }
1898
1899#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif
1902
1903 if (hitter->owner)
1904 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906 op->enemy = hitter;
1907
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 {
1910 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1912 npc_call_help (op);
1913 }
1914
1915 if (magic && did_make_save (op, op->level, 0))
1916 maxdam = maxdam / 2;
1917
1918 attack_message (maxdam, maxattacktype, op, hitter);
1919
1920 op->stats.hp -= maxdam;
1921
1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923 if ((op->stats.hp >= 0) &&
1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1925 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1926 {
1927
1928 if (QUERY_FLAG (op, FLAG_MONSTER))
1929 SET_FLAG (op, FLAG_RUN_AWAY);
1930 else
1931 scare_creature (op, hitter);
1932 }
1933
1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1935 {
1936 if (maxdam)
1937 tear_down_wall (op);
1938
1939 return maxdam; /* nothing more to do for wall */
1940 }
1941
1942 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1)
1945 return rtn_kill;
1946
1947
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case.
1951 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy ();
1958 }
1959 /* Lets handle creatures that are splitting now */
1960 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1961 {
1962 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1964 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1965 object *owner = op->owner;
1966
1967 if (!op->other_arch)
1968 {
1969 LOG (llevError, "SPLITTING without other_arch error.\n");
1970 return maxdam;
1971 }
1972
1973 op->remove ();
1974
1975 for (i = 0; i < NROFNEWOBJS (op); i++)
1976 { /* This doesn't handle op->more yet */
1977 object *tmp = arch_to_object (op->other_arch);
1978 int j;
1979
1980 tmp->stats.hp = op->stats.hp;
1981
1982 if (friendly)
1983 {
1984 add_friendly_object (tmp);
1985 tmp->attack_movement = PETMOVE;
1986
1987 if (owner)
1988 tmp->set_owner (owner);
1989 }
1990
1991 if (unaggressive)
1992 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1993
1994 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1995
1996 if (j == -1) /* No spot to put this monster */
1997 tmp->destroy ();
1998 else
1999 {
2000 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2001 insert_ob_in_map (tmp, op->map, NULL, 0);
2002 }
2003 }
2004
2005 op->destroy ();
2006 }
2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 hitter->destroy ();
2009
2010 return maxdam;
2011}
2012
2013
2014void
2015poison_player (object *op, object *hitter, int dam)
2016{
2017 archetype *at = archetype::find ("poisoning");
2018 object *tmp = present_arch_in_ob (at, op);
2019
2020 if (tmp == NULL)
2021 {
2022 if ((tmp = arch_to_object (at)) == NULL)
2023 LOG (llevError, "Failed to clone arch poisoning.\n");
2024 else
2025 {
2026 tmp = insert_ob_in_ob (tmp, op);
2027 /* peterm: give poisoning some teeth. It should
2028 * be able to kill things better than it does:
2029 * damage should be dependent something--I choose to
2030 * do this: if it's a monster, the damage from the
2031 * poisoning goes as the level of the monster/2.
2032 * If anything else, goes as damage.
2033 */
2034
2035 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2036 tmp->stats.dam += hitter->level / 2;
2037 else
2038 tmp->stats.dam = dam;
2039
2040 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2041 if (hitter->skill && hitter->skill != tmp->skill)
2042 {
2043 tmp->skill = hitter->skill;
2044 }
2045
2046 tmp->stats.food += dam; /* more damage, longer poisoning */
2047
2048 if (op->type == PLAYER)
2049 {
2050 /* player looses stats, maximum is -10 of each */
2051 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2052 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2053 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2054 tmp->stats.Int = MAX (-dam / 7, -10);
2055 SET_FLAG (tmp, FLAG_APPLIED);
2056 op->update_stats ();
2057 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2058 }
2059 if (hitter->type == PLAYER)
2060 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2062 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2063 }
2064 tmp->speed_left = 0;
2065 }
2066 else
2067 tmp->stats.food++;
2068}
2069
2070void
2071slow_player (object *op, object *hitter, int dam)
2072{
2073 archetype *at = archetype::find ("slowness");
2074 object *tmp;
2075
2076 if (at == NULL)
2077 {
2078 LOG (llevError, "Can't find slowness archetype.\n");
2079 }
2080 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081 {
2082 tmp = arch_to_object (at);
2083 tmp = insert_ob_in_ob (tmp, op);
2084 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2085 }
2086 else
2087 tmp->stats.food++;
2088 SET_FLAG (tmp, FLAG_APPLIED);
2089 tmp->speed_left = 0;
2090 op->update_stats ();
2091}
2092
2093void
2094confuse_player (object *op, object *hitter, int dam)
2095{
2096 object *tmp;
2097 int maxduration;
2098
2099 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2100 if (!tmp)
2101 {
2102 tmp = get_archetype (FORCE_NAME);
2103 tmp = insert_ob_in_ob (tmp, op);
2104 }
2105
2106 /* Duration added per hit and max. duration of confusion both depend
2107 * on the player's resistance
2108 */
2109 tmp->speed = 0.05;
2110 tmp->subtype = FORCE_CONFUSION;
2111 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 tmp->name = "confusion";
2113 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2114 if (tmp->duration > maxduration)
2115 tmp->duration = maxduration;
2116
2117 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2118 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2119 SET_FLAG (op, FLAG_CONFUSED);
2120}
2121
2122void
2123blind_player (object *op, object *hitter, int dam)
2124{
2125 object *tmp, *owner;
2126
2127 /* Save some work if we know it isn't going to affect the player */
2128 if (op->resist[ATNR_BLIND] == 100)
2129 return;
2130
2131 tmp = present_in_ob (BLINDNESS, op);
2132 if (!tmp)
2133 {
2134 tmp = get_archetype ("blindness");
2135 SET_FLAG (tmp, FLAG_BLIND);
2136 SET_FLAG (tmp, FLAG_APPLIED);
2137 /* use floats so we don't lose too much precision due to rounding errors.
2138 * speed is a float anyways.
2139 */
2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141
2142 tmp = insert_ob_in_ob (tmp, op);
2143 change_abil (op, tmp); /* Mostly to display any messages */
2144 op->update_stats (); /* This takes care of some other stuff */
2145
2146 if (hitter->owner)
2147 owner = hitter->owner;
2148 else
2149 owner = hitter;
2150
2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2152 }
2153 tmp->stats.food += dam;
2154 if (tmp->stats.food > 10)
2155 tmp->stats.food = 10;
2156}
2157
2158void
2159paralyze_player (object *op, object *hitter, int dam)
2160{
2161 float effect, max;
2162
2163 /* object *tmp; */
2164
2165 /* This is strange stuff... someone knows for what this is
2166 * written? Well, i think this can and should be removed
2167 */
2168
2169 /*
2170 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2171 tmp=clone_arch(PARAIMAGE);
2172 tmp->x=op->x,tmp->y=op->y;
2173 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2174 }
2175 */
2176
2177 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2178 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2179
2180 if (effect == 0)
2181 return;
2182
2183 op->speed_left -= FABS (op->speed) * effect;
2184 /* tmp->stats.food+=(signed short) effect/op->speed; */
2185
2186 /* max number of ticks to be affected for. */
2187 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2188 if (op->speed_left < -(FABS (op->speed) * max))
2189 op->speed_left = (float) -(FABS (op->speed) * max);
2190
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192}
2193
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged.
2197 */
2198void
2199deathstrike_player (object *op, object *hitter, int *dam)
2200{
2201 /* The intention of a death attack is to kill outright things
2202 ** that are a lot weaker than the attacker, have a chance of killing
2203 ** things somewhat weaker than the caster, and no chance of
2204 ** killing something equal or stronger than the attacker.
2205 ** Also, if a deathstrike attack has a slaying, any monster
2206 ** whose name or race matches a comma-delimited list in the slaying
2207 ** field of the deathstriking object */
2208
2209 int atk_lev, def_lev, kill_lev;
2210
2211 if (hitter->slaying)
2212 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2213 return;
2214
2215 def_lev = op->level;
2216 if (def_lev < 1)
2217 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2219 def_lev = 1;
2220 }
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */
2224
2225 if (atk_lev >= def_lev)
2226 {
2227 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2228
2229 /* Note that the below effectively means the ratio of the atk vs
2230 * defener level is important - if level 52 character has very little
2231 * chance of killing a level 50 monster. This should probably be
2232 * redone.
2233 */
2234 if (kill_lev >= def_lev)
2235 {
2236 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2237 /* I think this doesn't really do much. Because of
2238 * integer rounding, this only makes any difference if the
2239 * attack level is double the defender level.
2240 */
2241 *dam *= kill_lev / def_lev;
2242 }
2243 }
2244 else
2245 {
2246 *dam = 0; /* no harm done */
2247 }
2248}
2249
2250/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a
2252 * monster).
2253 */
2254static void
2255thrown_item_effect (object *hitter, object *victim)
2256{
2257 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2258 {
2259 /* May not need a switch for just 2 types, but this makes it
2260 * easier for expansion.
2261 */
2262 switch (hitter->type)
2263 {
2264 case POTION:
2265 /* should player get a save throw instead of checking magic protection? */
2266 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2267 (void) apply_potion (victim, hitter);
2268 break;
2269
2270 case POISON: /* poison drinks */
2271 /* As with potions, should monster get a save? */
2272 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2273 apply_poison (victim, hitter);
2274 break;
2275
2276 /* Removed case statements that did nothing.
2277 * food may be poisonous, but monster must be willing to eat it,
2278 * so we don't handle it here.
2279 * Containers should perhaps break open, but that code was disabled.
2280 */
2281 }
2282 }
2283}
2284
2285/* adj_attackroll() - adjustments to attacks by various conditions */
2286
2287int
2288adj_attackroll (object *hitter, object *target)
2289{
2290 object *attacker = hitter;
2291 int adjust = 0;
2292
2293 /* safety */
2294 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2295 {
2296 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2297 return 0;
2298 }
2299
2300 /* aimed missiles use the owning object's sight */
2301 if (is_aimed_missile (hitter))
2302 {
2303 if ((attacker = hitter->owner) == NULL)
2304 attacker = hitter;
2305 /* A player who saves but hasn't quit still could have objects
2306 * owned by him - need to handle that case to avoid crashes.
2307 */
2308 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2309 attacker = hitter;
2310 }
2311 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312 return 0;
2313
2314 /* determine the condtions under which we make an attack.
2315 * Add more cases, as the need occurs. */
2316
2317 if (!can_see_enemy (attacker, target))
2318 {
2319 /* target is unseen */
2320 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2321 adjust -= 10;
2322 /* dark map penalty for the hitter (lacks infravision if we got here). */
2323 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2324 adjust -= target->map->darkness;
2325 }
2326
2327 if (QUERY_FLAG (attacker, FLAG_SCARED))
2328 adjust -= 3;
2329
2330 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2331 adjust += 1;
2332
2333 if (QUERY_FLAG (target, FLAG_SCARED))
2334 adjust += 1;
2335
2336 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2337 adjust -= 3;
2338
2339 /* if we attack at a different 'altitude' its harder */
2340 if ((attacker->move_type & target->move_type) == 0)
2341 adjust -= 2;
2342
2343#if 0
2344 /* slower attacks are less likely to succeed. We should use a
2345 * comparison between attacker/target speeds BUT, players have
2346 * a generally faster speed, so this will wind up being a HUGE
2347 * disadantage for the monsters! Too bad, because missiles which
2348 * fly fast should have a better chance of hitting a slower target.
2349 */
2350 if (hitter->speed < target->speed)
2351 adjust += ((float) hitter->speed - target->speed);
2352#endif
2353
2354#if 0
2355 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2356#endif
2357
2358 return adjust;
2359}
2360
2361
2362/* determine if the object is an 'aimed' missile */
2363int
2364is_aimed_missile (object *op)
2365{
2366
2367 /* I broke what used to be one big if into a few nested
2368 * ones so that figuring out the logic is at least possible.
2369 */
2370 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1;
2376 }
2377 return 0;
2378}

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