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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 1.122 by root, Mon Nov 23 12:19:57 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, uint32_t type, object *originator)
82{ 47{
83 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
84 materialtype_t *mt; 49 materialtype_t *mt = op->material;
85 50
86 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->materials & mt->material)
90 break;
91 }
92 else
93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
96 return TRUE; 53 return 1;
97 54
98 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
99 56
100 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
107 */ 64 */
108 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 69
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119 70
120 for (number = 0; number < NROFATTACKS; number++) 71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
121 { 77 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++; 78 attacks++;
79
126 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
127 saves++; 81 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 83 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
138 return FALSE; 92 return FALSE;
139 93
140 return TRUE; 94 return TRUE;
141} 95}
142 96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127}
128
143/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 131 * calling cancellation, etc.)
146 */ 132 */
147void 133void
152 object *env = op->env; 138 object *env = op->env;
153 int x = op->x, y = op->y; 139 int x = op->x, y = op->y;
154 maptile *m = op->map; 140 maptile *m = op->map;
155 141
156 op = stop_item (op); 142 op = stop_item (op);
157 if (op == NULL) 143 if (!op)
158 return; 144 return;
159 145
160 /* Hacked the following so that type LIGHTER will work. 146 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 147 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 148 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 149 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this 150 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn. 151 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 152 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 153 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 154 if (type & (AT_FIRE | AT_ELECTRICITY))
169 { 155 {
170 const char *arch = op->other_arch->name; 156 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
171 157 if (op->type == LAMP || op->type == TORCH)
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 { 158 {
179 if (env) 159 apply_lamp (op, true); // turn on a lamp
160 return;
161 }
162 else if (op->flag [FLAG_IS_LIGHTABLE])
163 {
164 if (op->other_arch)
180 { 165 {
181 op->x = env->x, op->y = env->y; 166 const char *arch = op->other_arch->archname;
182 insert_ob_in_ob (op, env); 167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
183 if (env->contr) 173 if (env)
184 esrv_send_item (env, op); 174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
185 } 178 }
179
186 else 180 return;
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 181 }
192
193 return;
194 } 182 }
195 183
196 if (type & AT_CANCELLATION) 184 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 185 { /* Cancellation. */
198 cancellation (op); 186 cancellation (op);
199 fix_stopped_item (op, m, originator); 187 fix_stopped_item (op, m, originator);
188
200 return; 189 return;
201 }
202
203 if (op->nrof > 1)
204 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
206
207 if (op)
208 fix_stopped_item (op, m, originator);
209 }
210 else
211 {
212 if (op->env)
213 {
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy ();
221 } 190 }
222 191
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 192 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 193 if (env)
225 { 194 {
226 op = get_archetype ("burnout"); 195 object *op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 196 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 197 env->insert (op);
229 } 198 }
230 else 199 else
231 replace_insert_ob_in_map ("burnout", originator); 200 replace_insert_ob_in_map (shstr_burnout, originator);
201
202 if (op->nrof > 1)
203 {
204 if (op->decrease (rndm (0, op->nrof - 1)))
205 fix_stopped_item (op, m, originator);
206 }
207 else
208 {
209 // drop everything to the ground, if possible
210 op->insert_at (originator);
211 op->drop_and_destroy ();
212 }
232 213
233 return; 214 return;
234 } 215 }
235 216
236 /* The value of 50 is arbitrary. */ 217 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 218 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
238 { 219 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 220 archetype *at = archetype::find (shstr_icecube);
241 221
242 if (at == NULL) 222 if (at == NULL)
243 return; 223 return;
244 224
245 op = stop_item (op); 225 op = stop_item (op);
246 if (op == NULL) 226 if (op == NULL)
247 return; 227 return;
248 228
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 229 object *tmp = present_arch (at, op->map, op->x, op->y);
230 if (!tmp)
250 { 231 {
251 tmp = arch_to_object (at); 232 tmp = arch_to_object (at);
252 tmp->x = op->x, tmp->y = op->y; 233 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 234 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 235 * icecubes have slow_move set to 1 - don't want
257 tmp->move_slow_penalty = 0; 238 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 239 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 240 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 241 }
261 242
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 243 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 244 return;
267 } 245 }
268} 246}
269 247
270/* Object op is hitting the map. 248/* Object op is hitting the map.
271 * op is going in direction 'dir' 249 * op is going in direction 'dir'
272 * type is the attacktype of the object. 250 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 251 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 252 * returns 1 if it hits something, 0 otherwise.
275 */ 253 */
276
277int 254int
278hit_map (object *op, int dir, int type, int full_hit) 255hit_map (object *op, int dir, uint32_t type, int full_hit)
279{ 256{
280 maptile *map; 257 maptile *map;
281 sint16 x, y; 258 sint16 x, y;
282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 259 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
283 260
287 return 0; 264 return 0;
288 } 265 }
289 266
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 267 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 268 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 269 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 270 return 0;
294 } 271 }
295 272
296 if (!op->map) 273 if (!op->map)
297 { 274 {
300 } 277 }
301 278
302 if (op->head) 279 if (op->head)
303 op = op->head; 280 op = op->head;
304 281
305 map = op->map; 282 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 283 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 284
309 if (!xy_normalise (map, x, y)) 285 if (!pos.normalise ())
310 return 0; 286 return 0;
311 287
312 // elmex: a safe map tile can't be hit! 288 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 289 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 290 mapspace &ms = pos.ms ();
315 291
316 if (ms.flags () & P_SAFE) 292 if (ms.flags () & P_SAFE)
317 return 0; 293 return 0;
318 294
319 /* peterm: a few special cases for special attacktypes --counterspell 295 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 296 * must be out here because it strikes things which are not alive
321 */ 297 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 298 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 299 {
324 if (type & AT_COUNTERSPELL) 300 if (type & AT_COUNTERSPELL)
357 333
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 334 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 335 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used. 336 * This is one of the few cases where on_same_map should not be used.
361 */ 337 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 338 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 339 continue;
364 340
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 341 if (QUERY_FLAG (tmp, FLAG_ALIVE))
366 { 342 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 343 hit_player (tmp, op->stats.dam, op, type, full_hit);
374 * NO_PASS set, it is also immune - you can't destroy walls. Note 350 * NO_PASS set, it is also immune - you can't destroy walls. Note
375 * that weak walls have is_alive set, which prevent objects from 351 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 352 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be 353 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 354 * destroyed right now.
355 * Without the material check the server completely fails to work,
356 * objects detsroy themselves, floors get destroyed etc. etc.
379 */ 357 */
380 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 358 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
381 { 359 {
382 save_throw_object (tmp, type, op); 360 save_throw_object (tmp, type, op);
383 361
384 if (op->destroyed ()) 362 if (op->destroyed ())
385 break; 363 break;
387 } 365 }
388 366
389 return 0; 367 return 0;
390} 368}
391 369
392void 370static void
393attack_message (int dam, int type, object *op, object *hitter) 371attack_message (int dam, int type, object *op, object *hitter)
394{ 372{
395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 373 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
396 int i, found = 0; 374 int i, found = 0;
397 maptile *map; 375 maptile *map;
399 377
400 /* put in a few special messages for some of the common attacktypes 378 /* put in a few special messages for some of the common attacktypes
401 * a player might have. For example, fire, electric, cold, etc 379 * a player might have. For example, fire, electric, cold, etc
402 * [garbled 20010919] 380 * [garbled 20010919]
403 */ 381 */
404
405 if (dam == 9998 && op->type == DOOR) 382 if (dam == 9998 && op->type == DOOR)
406 { 383 {
407 sprintf (buf1, "unlock %s", &op->name); 384 sprintf (buf1, "unlock %s", &op->name);
408 sprintf (buf2, " unlocks"); 385 sprintf (buf2, " unlocks");
409 found++; 386 found++;
410 } 387 }
411 if (dam < 0) 388 else if (dam < 0)
412 { 389 {
413 sprintf (buf1, "hit %s", &op->name); 390 sprintf (buf1, "hit %s", &op->name);
414 sprintf (buf2, " hits"); 391 sprintf (buf2, " hits");
415 found++; 392 found++;
416 } 393 }
538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 515 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539 found++; 516 found++;
540 break; 517 break;
541 } 518 }
542 } 519 }
543 else if (hitter->current_weapon != NULL) 520 else if (hitter->current_weapon)
544 { 521 {
545 int mtype; 522 int mtype;
546 523
547 switch (hitter->current_weapon->weapontype) 524 switch (hitter->current_weapon->weapontype)
548 { 525 {
549 case WEAP_HIT: 526 case WEAP_HIT:
550 mtype = ATM_BASIC; 527 mtype = ATM_BASIC;
551 break; 528 break;
552 case WEAP_SLASH: 529 case WEAP_SLASH:
553 mtype = ATM_SLASH; 530 mtype = ATM_SLASH;
554 break; 531 break;
555 case WEAP_PIERCE: 532 case WEAP_PIERCE:
556 mtype = ATM_PIERCE; 533 mtype = ATM_PIERCE;
557 break; 534 break;
558 case WEAP_CLEAVE: 535 case WEAP_CLEAVE:
559 mtype = ATM_CLEAVE; 536 mtype = ATM_CLEAVE;
560 break; 537 break;
561 case WEAP_SLICE: 538 case WEAP_SLICE:
562 mtype = ATM_SLICE; 539 mtype = ATM_SLICE;
563 break; 540 break;
564 case WEAP_STAB: 541 case WEAP_STAB:
565 mtype = ATM_STAB; 542 mtype = ATM_STAB;
566 break; 543 break;
567 case WEAP_WHIP: 544 case WEAP_WHIP:
568 mtype = ATM_WHIP; 545 mtype = ATM_WHIP;
569 break; 546 break;
570 case WEAP_CRUSH: 547 case WEAP_CRUSH:
571 mtype = ATM_CRUSH; 548 mtype = ATM_CRUSH;
572 break; 549 break;
573 case WEAP_BLUD: 550 case WEAP_BLUD:
574 mtype = ATM_BLUD; 551 mtype = ATM_BLUD;
575 break; 552 break;
576 default: 553 default:
577 mtype = ATM_BASIC; 554 mtype = ATM_BASIC;
578 break; 555 break;
579 } 556 }
557
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 558 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) 559 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 { 560 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 561 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); 562 strcpy (buf2, attack_mess[mtype][i].buf3);
618 if (hitter->owner != NULL) 596 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 597 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 598 else
621 { 599 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 600 sprintf (buf, "%s%s you.", &hitter->name, buf2);
601
623 if (dam != 0) 602 if (dam != 0)
624 { 603 {
625 if (dam < 10) 604 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 606 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 608 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 609 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 610 }
632 } 611 }
612
633 new_draw_info (NDI_BLACK, 0, op, buf); 613 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 614 } /* end of player hitting player */
635 615
636 if (hitter->type == PLAYER) 616 if (hitter->type == PLAYER)
637 { 617 {
638 sprintf (buf, "You %s.", buf1); 618 sprintf (buf, "You %s.", buf1);
619
639 if (dam != 0) 620 if (dam != 0)
640 { 621 {
641 if (dam < 10) 622 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 623 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 624 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 625 op->play_sound (sound_find ("player_hits2"));
645 else 626 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 627 op->play_sound (sound_find ("player_hits3"));
647 } 628 }
629
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 630 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 631 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 632 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 633 {
652 /* look for stacked spells and start reducing the message chances */ 634 /* look for stacked spells and start reducing the message chances */
654 { 636 {
655 i = 4; 637 i = 4;
656 map = hitter->map; 638 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 639 if (out_of_map (map, hitter->x, hitter->y))
658 return; 640 return;
641
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 642 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 643 if (next)
661 while (next) 644 while (next)
662 { 645 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 646 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 647 i *= 3;
648
665 tmp = next; 649 tmp = next;
666 next = tmp->above; 650 next = tmp->above;
667 } 651 }
652
668 if (i < 0) 653 if (i < 0)
669 return; 654 return;
655
670 if (rndm (0, i) != 0) 656 if (rndm (0, i) != 0)
671 return; 657 return;
672 } 658 }
673 else if (rndm (0, 5) != 0) 659 else if (rndm (0, 5) != 0)
674 return; 660 return;
661
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 662 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 663 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 664 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 665 }
679} 666}
680
681 667
682static int 668static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 669get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 670{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 671 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 672 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 673 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 674 return 1;
689 } 675 }
690 if ((*target)->head) 676
691 *target = (*target)->head; 677 *target = (*target)->head_ ();
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head_ ();
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
695 { 684 {
696 *simple_attack = 1; 685 *simple_attack = 1;
697 return 0; 686 return 0;
698 } 687 }
688
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
701 { 693 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 696 return 1;
704 } 697 }
698
705 *simple_attack = 0; 699 *simple_attack = 0;
706 return 0; 700 return 0;
707} 701}
708 702
709static int 703static int
710abort_attack (object *target, object *hitter, int simple_attack) 704abort_attack (object *target, object *hitter, int simple_attack)
711{ 705{
712
713/* Check if target and hitter are still in a relation similar to the one 706 /* 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. 707 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */ 708 */
716 int new_mode; 709 int new_mode;
717 710
718 if (hitter->env == target || target->env == hitter) 711 if (hitter->env == target || target->env == hitter)
719 new_mode = 1; 712 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 713 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
714 || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1; 715 return 1;
722 else 716 else
723 new_mode = 0; 717 new_mode = 0;
718
724 return new_mode != simple_attack; 719 return new_mode != simple_attack;
725} 720}
726 721
722/* thrown_item_effect() - handles any special effects of thrown
723 * items (like attacking living creatures--a potion thrown at a
724 * monster).
725 */
726static void
727static void thrown_item_effect (object *, object *); 727thrown_item_effect (object *hitter, object *victim)
728{
729 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
730 {
731 /* May not need a switch for just 2 types, but this makes it
732 * easier for expansion.
733 */
734 switch (hitter->type)
735 {
736 case POTION:
737 /* should player get a save throw instead of checking magic protection? */
738 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
739 (void) apply_potion (victim, hitter);
740 break;
741
742 case POISON: /* poison drinks */
743 /* As with potions, should monster get a save? */
744 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
745 apply_poison (victim, hitter);
746 break;
747
748 /* Removed case statements that did nothing.
749 * food may be poisonous, but monster must be willing to eat it,
750 * so we don't handle it here.
751 * Containers should perhaps break open, but that code was disabled.
752 */
753 }
754 }
755}
756
757/* determine if the object is an 'aimed' missile */
758static int
759is_aimed_missile (object *op)
760{
761
762 /* I broke what used to be one big if into a few nested
763 * ones so that figuring out the logic is at least possible.
764 */
765 if (op && (op->move_type & MOVE_FLYING))
766 if (op->type == ARROW || op->type == THROWN_OBJ)
767 return 1;
768 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
769 return 1;
770
771 return 0;
772}
773/* adj_attackroll() - adjustments to attacks by various conditions */
774static int
775adj_attackroll (object *hitter, object *target)
776{
777 object *attacker = hitter;
778 int adjust = 0;
779
780 /* safety */
781 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
782 {
783 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
784 return 0;
785 }
786
787 /* aimed missiles use the owning object's sight */
788 if (is_aimed_missile (hitter))
789 {
790 if ((attacker = hitter->owner) == NULL)
791 attacker = hitter;
792 /* A player who saves but hasn't quit still could have objects
793 * owned by him - need to handle that case to avoid crashes.
794 */
795 if (QUERY_FLAG (attacker, FLAG_REMOVED))
796 attacker = hitter;
797 }
798 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
799 return 0;
800
801 /* determine the condtions under which we make an attack.
802 * Add more cases, as the need occurs. */
803
804 if (!can_see_enemy (attacker, target))
805 {
806 /* target is unseen */
807 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
808 adjust -= 10;
809 /* dark map penalty for the hitter (lacks infravision if we got here). */
810 else if (!stand_in_light (target))
811 adjust -= target->map->darklevel ();
812 }
813
814 if (QUERY_FLAG (attacker, FLAG_SCARED))
815 adjust -= 3;
816
817 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
818 adjust += 1;
819
820 if (QUERY_FLAG (target, FLAG_SCARED))
821 adjust += 1;
822
823 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
824 adjust -= 3;
825
826 /* if we attack at a different 'altitude' its harder */
827 if ((attacker->move_type & target->move_type) == 0)
828 adjust -= 2;
829
830#if 0
831 /* slower attacks are less likely to succeed. We should use a
832 * comparison between attacker/target speeds BUT, players have
833 * a generally faster speed, so this will wind up being a HUGE
834 * disadantage for the monsters! Too bad, because missiles which
835 * fly fast should have a better chance of hitting a slower target.
836 */
837 if (hitter->speed < target->speed)
838 adjust += ((float) hitter->speed - target->speed);
839#endif
840
841#if 0
842 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
843#endif
844
845 return adjust;
846}
728 847
729static int 848static int
730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 849attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731{ 850{
732 int simple_attack, roll, dam = 0; 851 int simple_attack, roll, dam = 0;
745 864
746 /* 865 /*
747 * A little check to make it more difficult to dance forward and back 866 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 867 * to avoid ever being hit by monsters.
749 */ 868 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 869 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 870 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 871 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 872 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 873 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 874 * we call process_object, the 'if' statement above will fail.
756 */ 875 */
757 op->speed_left--; 876 --op->speed_left;
758 process_object (op); 877 process_object (op);
759 878
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 879 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 880 goto error;
762 } 881 }
772 /* See if we hit the creature */ 891 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 892 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 893 {
775 int hitdam = base_dam; 894 int hitdam = base_dam;
776 895
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) 896 if (!simple_attack)
795 { 897 {
796 /* If you hit something, the victim should *always* wake up. 898 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 899 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 900 * -b.t. */
803 * for help. */ 905 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 906 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 907 npc_call_help (op);
806 908
807 /* if you were hidden and hit by a creature, you are discovered */ 909 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 910 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 911 {
810 make_visible (op); 912 make_visible (op);
913
811 if (op->type == PLAYER) 914 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 915 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
813 } 916 }
814 917
815 /* thrown items (hitter) will have various effects 918 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 919 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 920 * this sets 'hitter' to the actual dagger, and not the
829 if (hitdam <= 0) 932 if (hitdam <= 0)
830 hitdam = 1; 933 hitdam = 1;
831 934
832 type = hitter->attacktype; 935 type = hitter->attacktype;
833 936
937 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
938 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
939 * This check is important for the most simple monsters out there in the
940 * game content (maps, archs). For example orcs: They would have
941 * no attacktype at all.
942 *
943 * Some time in the future someone should just go into the game data
944 * and fix every monster out there ;-/ Until then we will kill some
945 * more trees in the african rain forests with this check.
946 */
834 if (!type) 947 if (!type)
835 type = AT_PHYSICAL; 948 type = AT_PHYSICAL;
836 949
837 /* Handle monsters that hit back */ 950 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 951 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869} 982}
870 983
871int 984int
872attack_ob (object *op, object *hitter) 985attack_ob (object *op, object *hitter)
873{ 986{
874
875 if (hitter->head)
876 hitter = hitter->head; 987 hitter = hitter->head_ ();
988
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 989 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 990}
879 991
880/* op is the arrow, tmp is what is stopping the arrow. 992/* op is the arrow, tmp is what is stopping the arrow.
881 * 993 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1002 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 1003 * stick around.
892 */ 1004 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1005 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 1006 {
895 if (tmp->head != NULL) 1007 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; 1008 return 1;
905 } 1009 }
906 else 1010 else
907 return 0; 1011 return 0;
908} 1012}
922 /* Disassemble missile */ 1026 /* Disassemble missile */
923 if (op->inv) 1027 if (op->inv)
924 { 1028 {
925 container = op; 1029 container = op;
926 hitter = op->inv; 1030 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1031 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 1032 /* 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 1033 * 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 1034 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 1035 * THROWN_OBJs. */
933 } 1036 }
947 * other places as well!) 1050 * other places as well!)
948 */ 1051 */
949 if (hitter->destroyed () || hitter->env != NULL) 1052 if (hitter->destroyed () || hitter->env != NULL)
950 { 1053 {
951 if (container) 1054 if (container)
952 {
953 container->remove ();
954 container->destroy (); 1055 container->destroy ();
955 }
956 1056
957 return 0; 1057 return 0;
958 } 1058 }
959 1059
960 /* Missile hit victim */ 1060 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 1084 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 1085 * way to handle those otherwise?
986 */ 1086 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 1087 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 1088 {
1089 if (victim->destroyed ())
1090 hitter->destroy ();
1091 else
1092 {
989 hitter->remove (); 1093 hitter->remove ();
990 hitter->x = victim->x; 1094 hitter->x = victim->x;
991 hitter->y = victim->y; 1095 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 1096 insert_ob_in_map (hitter, victim->map, hitter, 0);
1097 }
993 } 1098 }
994 else 1099 else
995 /* Else leave arrow where it is */ 1100 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 1101 merge_ob (hitter, NULL);
997 1102
1009 } 1114 }
1010 1115
1011 return op; 1116 return op;
1012} 1117}
1013 1118
1014 1119static void
1015void
1016tear_down_wall (object *op) 1120tear_down_wall (object *op)
1017{ 1121{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1122 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1123 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1; 1124 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1125 {
1027 /* Object has been called - no animations, so remove it */ 1126 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1127 if (op->stats.hp < 0)
1029 op->destroy (); 1128 op->destroy ();
1030 1129
1031 return; /* no animations, so nothing more to do */ 1130 return; /* no animations, so nothing more to do */
1032 } 1131 }
1033 1132
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1133 // we use frames 1..num-2 as intermediate frames, so
1134 // the last frame is used only when hp < 0.
1135 int perc = clamp (
1136 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1137 0, op->anim_frames () - 1
1138 );
1035 1139
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1140 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); 1141 update_object (op, UP_OBJ_FACE);
1043 1142
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1143 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1144 { /* Reached the last animation */
1046 if (op->face == blank_face) 1145 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1146 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1147 op->destroy ();
1049 else 1148 else
1050 { /* The last face was not blank, leave an image */ 1149 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1150 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1151 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1152 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1153 op->flag [FLAG_ALIVE] = false;
1055 } 1154 }
1056 } 1155 }
1057} 1156}
1058 1157
1059void 1158static void
1060scare_creature (object *target, object *hitter) 1159scare_creature (object *target, object *hitter)
1061{ 1160{
1062 object *owner = hitter->owner; 1161 target->flag [FLAG_SCARED] = true;
1063 1162
1163 if (!target->enemy)
1164 target->enemy = hitter->outer_owner ();
1165}
1166
1167/* GROS: This code comes from hit_player. It has been made external to
1168 * allow script procedures to "kill" objects in a combat-like fashion.
1169 * It was initially used by (kill-object) developed for the Collector's
1170 * Sword. Note that nothing has been changed from the original version
1171 * of the following code.
1172 * op is what is being killed.
1173 * dam is the damage done to it.
1174 * hitter is what is hitting it.
1175 * type is the attacktype.
1176 *
1177 * This function was a bit of a mess with hitter getting changed,
1178 * values being stored away but not used, etc. I've cleaned it up
1179 * a bit - I think it should be functionally equivalant.
1180 * MSW 2002-07-17
1181 */
1182int
1183kill_object (object *op, int dam, object *hitter, int type)
1184{
1185 char buf[MAX_BUF];
1186 shstr skill;
1187 int maxdam = 0;
1188 int battleg = 0; /* true if op standing on battleground */
1189 int pk = 0; /* true if op and what controls hitter are both players */
1190 object *owner = 0;
1191 object *skop = 0;
1192
1193 if (op->stats.hp >= 0)
1194 return -1;
1195
1196 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1197 return 0;
1198
1199 /* maxdam needs to be the amount of damage it took to kill
1200 * this creature. The function(s) that call us have already
1201 * adjusted the creatures HP total, so that is negative.
1202 */
1203 maxdam = dam + op->stats.hp + 1;
1204
1205 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1206 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1207
1208 if (op->type == DOOR)
1209 {
1210 op->set_speed (0.1f);
1211 op->speed_left = -0.05f;
1212 return maxdam;
1213 }
1214
1215 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1216 {
1217 op->drop_and_destroy ();
1218 return maxdam;
1219 }
1220
1221 /* Now lets start dealing with experience we get for killing something */
1222
1223 owner = hitter->outer_owner ();
1064 if (!owner) 1224 if (!owner)
1065 owner = hitter; 1225 owner = hitter;
1066 1226
1227 /* is the victim (op) standing on battleground? */
1228 if (op_on_battleground (op, NULL, NULL))
1229 battleg = 1;
1230
1231 /* is this player killing? */
1232 if (op->type == PLAYER && owner->type == PLAYER)
1233 pk = 1;
1234
1235 /* Player killed something */
1236 if (owner->type == PLAYER)
1237 {
1238 /* Log players killing other players - makes it easier to detect
1239 * and filter out malicious player killers - that is why the
1240 * ip address is included.
1241 */
1242 if (op->type == PLAYER && !battleg)
1243 {
1244 time_t t = time (NULL);
1245 struct tm *tmv;
1246 char buf[256];
1247
1248 tmv = localtime (&t);
1249 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1250
1251 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1252 }
1253
1254 /* try to filter some things out - basically, if you are
1255 * killing a level 1 creature and your level 20, you
1256 * probably don't want to see that.
1257 */
1258 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1259 {
1260 if (owner != hitter)
1261 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1262 else
1263 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1264
1265 /* Only play sounds for melee kills */
1266 if (hitter->type == PLAYER)
1267 owner->play_sound (sound_find ("player_kills"));
1268 }
1269
1270 /* If a player kills another player, not on
1271 * battleground, the "killer" looses 1 luck. Since this is
1272 * not reversible, it's actually quite a pain IMHO. -AV
1273 * Fix bug in that we were changing the luck of the hitter, not
1274 * player that the object belonged to - so if you killed another player
1275 * with spells, pets, whatever, there was no penalty.
1276 * Changed to make luck penalty configurable in settings.
1277 */
1278 if (op->type == PLAYER && owner != op && !battleg)
1279 owner->change_luck (-settings.pk_luck_penalty);
1280
1281 /* This code below deals with finding the appropriate skill
1282 * to credit exp to. This is a bit problematic - we should
1283 * probably never really have to look at current_weapon->skill
1284 */
1285 if (hitter->skill && hitter->type != PLAYER)
1286 skill = hitter->skill;
1287 else if (owner->chosen_skill)
1288 {
1289 skop = owner->chosen_skill;
1290 skill = skop->skill;
1291 }
1292 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1293 skill = owner->current_weapon->skill;
1294 else
1295 {
1296 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1297 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1298 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1299 skill = 0;
1300 }
1301
1302 /* We have the skill we want to credit to - now find the object this goes
1303 * to. Make sure skop is an actual skill, and not a skill tool!
1304 */
1305 skop = owner->contr->find_skill (skill);
1306 } /* Was it a player that hit somethign */
1307 else
1308 skill = 0;
1309
1310 /* These may have been set in the player code section above */
1311 if (!skop)
1312 skop = hitter->chosen_skill;
1313
1314 if (!skill && skop)
1315 skill = skop->skill;
1316
1317 /* If you didn't kill yourself, and your not the wizard */
1318 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1319 {
1320 int exp;
1321
1322 /* Really don't give much experience for killing other players */
1323 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1324 if (battleg)
1325 {
1326 if (op->is_player ())
1327 {
1328 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1329 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1330 }
1331
1332 exp = 0;
1333 }
1334 else if (op->is_player ())
1335 exp = op->stats.exp / 1000;
1336 else
1337 exp = calc_skill_exp (owner, op, skop);
1338
1339 /* Don't know why this is set this way - doesn't make
1340 * sense to just divide everything by two for no reason.
1341 */
1342
1343 if (!settings.simple_exp)
1344 exp = exp / 2;
1345
1346 if (owner->type != PLAYER || owner->contr->party == NULL)
1347 change_exp (owner, exp, skill, 0);
1348 else
1349 {
1350 int shares = 0, count = 0;
1351 partylist *party = owner->contr->party;
1352
1353 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1354
1355 for_all_players (pl)
1356 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1357 {
1358 count++;
1359 shares += (pl->ob->level + 4);
1360 }
1361
1362 if (count == 1 || shares > exp || !shares)
1363 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1364 else
1365 {
1366 int share = exp / shares, given = 0, nexp;
1367
1368 for_all_players (pl)
1369 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1370 {
1371 nexp = (pl->ob->level + 4) * share;
1372 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1373 given += nexp;
1374 }
1375
1376 exp -= given;
1377 /* give any remainder to the player */
1378 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1379 }
1380 } /* else part of a party */
1381 } /* end if person didn't kill himself */
1382
1383 if (op->type != PLAYER)
1384 {
1385 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1386 {
1387 object *owner1 = op->owner;
1388
1389 if (owner1 && owner1->type == PLAYER)
1390 {
1391 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1392 /* Maybe we should include the owner that killed this, maybe not */
1393 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1394 }
1395
1396 remove_friendly_object (op);
1397 }
1398
1399 op->drop_and_destroy ();
1400 }
1401 else
1402 /* Player has been killed! */
1403 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1404
1405 /* This was return -1 - that doesn't seem correct - if we return -1, process
1406 * continues in the calling function.
1407 */
1408 return maxdam;
1409}
1410
1411/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1412 * Returns 0 this is not friendly fire
1413 */
1414int
1415friendly_fire (object *op, object *hitter)
1416{
1417 object *owner;
1418 int friendlyfire;
1419
1420 if (hitter->head)
1421 hitter = hitter->head;
1422
1423 friendlyfire = 0;
1424
1425 if (op->type == PLAYER)
1426 {
1427 if (op_on_battleground (hitter, 0, 0))
1428 return 0;
1429
1430 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1431 return 1;
1432
1433 if ((owner = hitter->owner) != NULL)
1434 {
1435 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1436 friendlyfire = 2;
1437 }
1438
1439 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1440 friendlyfire = 0;
1441 }
1442
1443 return friendlyfire;
1444}
1445
1446/* This isn't used just for players, but in fact most objects.
1447 * op is the object to be hit, dam is the amount of damage, hitter
1448 * is what is hitting the object, type is the attacktype, and
1449 * full_hit is set if monster area does not matter.
1450 * dam is base damage - protections/vulnerabilities/slaying matches can
1451 * modify it.
1452 */
1453/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1454 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1455int
1456hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1457{
1458 int magic = type & AT_MAGIC;
1459 int body_attack = op && op->head; /* Did we hit op's head? */
1460 int maxdam = 0, ndam = 0, attacktype = 1;
1461 int maxattacktype;
1462 int simple_attack;
1463 int rtn_kill = 0;
1464 int friendlyfire;
1465
1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1467 return 0;
1468
1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1471 return 0;
1472
1473 // only allow pk for hostile players
1474 if (op->type == PLAYER)
1475 {
1476 object *owner = hitter->owner;
1477
1478 if (!owner)
1479 owner = hitter;
1480
1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1485 return 0;
1486 }
1487
1488 if (body_attack)
1489 {
1490 /* slow and paralyze must hit the head. But we don't want to just
1491 * return - we still need to process other attacks the spell still
1492 * might have. So just remove the paralyze and slow attacktypes,
1493 * and keep on processing if we have other attacktypes.
1494 * return if only magic or nothing is left - under normal code
1495 * we don't attack with pure magic if there is another attacktype.
1496 * Only do processing if the initial attacktype includes one of those
1497 * attack so we don't cancel out things like magic bullet.
1498 */
1499 if (type & (AT_PARALYZE | AT_SLOW))
1500 {
1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1503 if (!type || type == AT_MAGIC)
1504 return 0;
1505 }
1506 }
1507
1508 if (!simple_attack && op->type == DOOR)
1509 {
1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == RUNE || tmp->type == TRAP)
1512 {
1513 spring_trap (tmp, hitter);
1514
1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1516 return 0;
1517
1518 break;
1519 }
1520 }
1521
1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1523 {
1524 /* FIXME: If a player is killed by a rune in a door, the
1525 * destroyed() check above doesn't return, and might get here.
1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1534 return 0;
1535 }
1536
1537#ifdef ATTACK_DEBUG
1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1539#endif
1540
1541 if (magic)
1542 {
1543 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1546 if (dam >= 100)
1547 dam /= 100;
1548 else
1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1550 }
1551
1552 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1554 */
1555 if (type & AT_CHAOS)
1556 {
1557 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1558 update_object (op, UP_OBJ_FACE);
1559 type &= ~AT_CHAOS;
1560 }
1561
1562 /* Holyword is really an attacktype modifier (like magic is). If
1563 * holyword is part of an attacktype, then make sure the creature is
1564 * a proper match, otherwise no damage.
1565 */
1566 if (type & AT_HOLYWORD)
1567 {
1568 object *god;
1569
1570 if ((!hitter->slaying
1571 || (!(op->race && hitter->slaying.contains (op->race))
1572 && !(op->name && hitter->slaying.contains (op->name))))
1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1574 || (hitter->title
1575 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead))))
1577 return 0;
1578 }
1579
1580 maxattacktype = type; /* initialise this to something */
1581 for_all_bits_sparse_32 (type, attacknum)
1582 {
1583 uint32_t attacktype = 1 << attacknum;
1584
1585 /* Magic isn't really a true attack type - it gets combined with other
1586 * attack types. As such, skip it over. However, if magic is
1587 * the only attacktype in the group, then still attack with it
1588 */
1589 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1590 continue;
1591
1592 /* Go through and hit the player with each attacktype, one by one.
1593 * hit_player_attacktype only figures out the damage, doesn't inflict
1594 * it. It will do the appropriate action for attacktypes with
1595 * effects (slow, paralization, etc.
1596 */
1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1598 /* the >= causes us to prefer messages from special attacks, if
1599 * the damage is equal.
1600 */
1601 if (ndam >= maxdam)
1602 {
1603 maxdam = ndam;
1604 maxattacktype = 1 << attacknum;
1605 }
1606 }
1607
1608 /* if this is friendly fire then do a set % of damage only
1609 * Note - put a check in to make sure this attack is actually
1610 * doing damage - otherwise, the +1 in the code below will make
1611 * an attack do damage before when it otherwise didn't
1612 */
1613 friendlyfire = friendly_fire (op, hitter);
1614 if (friendlyfire && maxdam)
1615 {
1616 maxdam = ((dam * settings.set_friendly_fire) / 100);
1617
1618#ifdef ATTACK_DEBUG
1619 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1620 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1621#endif
1622 }
1623
1624 if (!full_hit)
1625 {
1626 int area;
1627 int remainder;
1628
1629 area = 0;
1630
1631 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1632 area++;
1633
1634 assert (area > 0);
1635
1636 /* basically: maxdam /= area; we try to "simulate" a float
1637 value-effect */
1638 remainder = 100 * (maxdam % area) / area;
1639 maxdam /= area;
1640 if (rndm (100) < remainder)
1641 maxdam++;
1642 }
1643
1644#ifdef ATTACK_DEBUG
1645 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1646#endif
1647
1648 // for now, only do this for active objects, otherwise they
1649 // keep a refcount for a long time and I see no usefulness
1650 // for an non-active objetc to know its enemy.
1651 if (op->active)
1652 if (hitter->owner)
1653 op->enemy = hitter->owner;
1654 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1655 op->enemy = hitter;
1656
1657 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1658 {
1659 /* The unaggressives look after themselves 8) */
1660 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1661 npc_call_help (op);
1662 }
1663
1664 if (magic && did_make_save (op, op->level, 0))
1665 maxdam = maxdam / 2;
1666
1667 attack_message (maxdam, maxattacktype, op, hitter);
1668
1669 op->stats.hp -= maxdam;
1670
1671 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1672 if (op->stats.hp >= 0
1673 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1674 && op->stats.hp < op->run_away * op->stats.maxhp / 100)
1675 {
1676
1677 if (QUERY_FLAG (op, FLAG_MONSTER))
1678 SET_FLAG (op, FLAG_RUN_AWAY);
1679 else
1680 scare_creature (op, hitter);
1681 }
1682
1683 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1684 {
1685 if (maxdam)
1686 tear_down_wall (op);
1687
1688 return maxdam; /* nothing more to do for wall */
1689 }
1690
1691 /* See if the creature has been killed */
1692 rtn_kill = kill_object (op, maxdam, hitter, type);
1693 if (rtn_kill != -1)
1694 return rtn_kill;
1695
1696 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1697 * that before if the player was immune to ghosthit, the monster
1698 * remained - that is no longer the case.
1699 */
1700 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1701 hitter->drop_and_destroy ();
1702 /* Lets handle creatures that are splitting now */
1703 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1704 {
1705 int i;
1706 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1707 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1708 object *owner = op->owner;
1709
1710 if (!op->other_arch)
1711 {
1712 LOG (llevError, "SPLITTING without other_arch error.\n");
1713 return maxdam;
1714 }
1715
1716 op->remove ();
1717
1718 for (i = 0; i < op->stats.food; i++)
1719 { /* This doesn't handle op->more yet */
1720 object *tmp = arch_to_object (op->other_arch);
1721 int j;
1722
1723 tmp->stats.hp = op->stats.hp;
1724
1725 if (friendly)
1726 {
1727 add_friendly_object (tmp);
1728 tmp->attack_movement = PETMOVE;
1729
1730 if (owner)
1731 tmp->set_owner (owner);
1732 }
1733
1734 if (unaggressive)
1735 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1736
1737 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1738
1739 if (j == -1) /* No spot to put this monster */
1740 tmp->destroy ();
1741 else
1742 {
1743 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1744 insert_ob_in_map (tmp, op->map, NULL, 0);
1745 }
1746 }
1747
1748 op->destroy ();
1749 }
1750 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1751 hitter->drop_and_destroy ();
1752
1753 return maxdam;
1754}
1755
1756static void
1757poison_player (object *op, object *hitter, int dam)
1758{
1759 archetype *at = archetype::find (shstr_poisoning);
1760 object *tmp = present_arch_in_ob (at, op);
1761
1762 if (tmp == NULL)
1763 {
1764 if ((tmp = arch_to_object (at)) == NULL)
1765 LOG (llevError, "Failed to clone arch poisoning.\n");
1766 else
1767 {
1768 tmp = insert_ob_in_ob (tmp, op);
1769 /* peterm: give poisoning some teeth. It should
1770 * be able to kill things better than it does:
1771 * damage should be dependent something--I choose to
1772 * do this: if it's a monster, the damage from the
1773 * poisoning goes as the level of the monster/2.
1774 * If anything else, goes as damage.
1775 */
1776
1777 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1778 tmp->stats.dam += hitter->level / 2;
1779 else
1780 tmp->stats.dam = dam;
1781
1782 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1783 if (hitter->skill && hitter->skill != tmp->skill)
1784 {
1785 tmp->skill = hitter->skill;
1786 }
1787
1788 tmp->stats.food += dam; /* more damage, longer poisoning */
1789
1790 if (op->type == PLAYER)
1791 {
1792 /* player looses stats, maximum is -10 of each */
1793 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1794 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1795 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1796 tmp->stats.Int = max (-(dam / 7 ), -10);
1797 SET_FLAG (tmp, FLAG_APPLIED);
1798 op->update_stats ();
1799 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1800 op->play_sound (tmp->sound);
1801 }
1802
1803 if (hitter->type == PLAYER)
1804 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1805 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1806 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1807 }
1808
1809 tmp->speed_left = 0;
1810 }
1811 else
1812 tmp->stats.food++;
1813}
1814
1815static void
1816slow_player (object *op, object *hitter, int dam)
1817{
1818 archetype *at = archetype::find (shstr_slowness);
1819 object *tmp;
1820
1821 if (at == NULL)
1822 LOG (llevError, "Can't find slowness archetype.\n");
1823
1824 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1825 {
1826 tmp = arch_to_object (at);
1827 tmp = insert_ob_in_ob (tmp, op);
1828 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1829 }
1830 else
1831 tmp->stats.food++;
1832
1067 SET_FLAG (target, FLAG_SCARED); 1833 SET_FLAG (tmp, FLAG_APPLIED);
1068 if (!target->enemy) 1834 tmp->speed_left = 0;
1069 target->enemy = owner; 1835 op->update_stats ();
1070} 1836}
1071 1837
1838void
1839confuse_player (object *op, object *hitter, int dam)
1840{
1841 object *tmp;
1842 int maxduration;
1843
1844 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1845 if (!tmp)
1846 {
1847 tmp = get_archetype (FORCE_NAME);
1848 tmp = insert_ob_in_ob (tmp, op);
1849 }
1850
1851 /* Duration added per hit and max. duration of confusion both depend
1852 * on the player's resistance
1853 */
1854 tmp->speed = 0.05;
1855 tmp->subtype = FORCE_CONFUSION;
1856 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1857 tmp->name = shstr_confusion;
1858 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1859
1860 if (tmp->duration > maxduration)
1861 tmp->duration = maxduration;
1862
1863 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1864 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1865
1866 SET_FLAG (op, FLAG_CONFUSED);
1867}
1868
1869void
1870blind_player (object *op, object *hitter, int dam)
1871{
1872 object *tmp, *owner;
1873
1874 /* Save some work if we know it isn't going to affect the player */
1875 if (op->resist[ATNR_BLIND] == 100)
1876 return;
1877
1878 tmp = present_in_ob (BLINDNESS, op);
1879 if (!tmp)
1880 {
1881 tmp = get_archetype (shstr_blindness);
1882 SET_FLAG (tmp, FLAG_BLIND);
1883 SET_FLAG (tmp, FLAG_APPLIED);
1884 /* use floats so we don't lose too much precision due to rounding errors.
1885 * speed is a float anyways.
1886 */
1887 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1888
1889 tmp = insert_ob_in_ob (tmp, op);
1890 change_abil (op, tmp); /* Mostly to display any messages */
1891 op->update_stats (); /* This takes care of some other stuff */
1892
1893 if (hitter->owner)
1894 owner = hitter->owner;
1895 else
1896 owner = hitter;
1897
1898 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1899 }
1900 tmp->stats.food += dam;
1901 if (tmp->stats.food > 10)
1902 tmp->stats.food = 10;
1903}
1904
1905void
1906paralyze_player (object *op, object *hitter, int dam)
1907{
1908 /* This is strange stuff... someone knows for what this is
1909 * written? Well, i think this can and should be removed
1910 */
1911
1912 /*
1913 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1914 tmp=clone_arch(PARAIMAGE);
1915 tmp->x=op->x,tmp->y=op->y;
1916 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1917 }
1918 */
1919
1920 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1921 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1922
1923 op->speed_left -= fabs (op->speed) * effect;
1924 /* tmp->stats.food+=(signed short) effect/op->speed; */
1925
1926 /* max number of ticks to be affected for. */
1927 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1928
1929 if (op->speed_left < -(fabs (op->speed) * max))
1930 op->speed_left = -(fabs (op->speed) * max);
1931
1932/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1933}
1934
1935/* Attempts to kill 'op'. hitter is the attack object, dam is
1936 * the computed damaged.
1937 */
1938static void
1939deathstrike_player (object *op, object *hitter, int *dam)
1940{
1941 /* The intention of a death attack is to kill outright things
1942 ** that are a lot weaker than the attacker, have a chance of killing
1943 ** things somewhat weaker than the caster, and no chance of
1944 ** killing something equal or stronger than the attacker.
1945 ** Also, if a deathstrike attack has a slaying, any monster
1946 ** whose name or race matches a comma-delimited list in the slaying
1947 ** field of the deathstriking object */
1948
1949 int atk_lev, def_lev, kill_lev;
1950
1951 if (hitter->slaying)
1952 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1953 || (op->race && hitter->slaying.contains (op->race))))
1954 return;
1955
1956 def_lev = op->level;
1957 if (def_lev < 1)
1958 {
1959 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1960 def_lev = 1;
1961 }
1962
1963 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1964 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1965 atk_lev, def_lev); */
1966
1967 if (atk_lev >= def_lev)
1968 {
1969 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1970
1971 /* Note that the below effectively means the ratio of the atk vs
1972 * defener level is important - if level 52 character has very little
1973 * chance of killing a level 50 monster. This should probably be
1974 * redone.
1975 */
1976 if (kill_lev >= def_lev)
1977 {
1978 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1979 /* I think this doesn't really do much. Because of
1980 * integer rounding, this only makes any difference if the
1981 * attack level is double the defender level.
1982 */
1983 *dam *= kill_lev / def_lev;
1984 }
1985 }
1986 else
1987 *dam = 0; /* no harm done */
1988}
1072 1989
1073/* This returns the amount of damage hitter does to op with the 1990/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1991 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1992 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1993 * take. However, it will do other effects (paralyzation, slow, etc.)
1088 return 0; 2005 return 0;
1089 } 2006 }
1090 2007
1091 if (dam < 0) 2008 if (dam < 0)
1092 { 2009 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 2010 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2011 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 2012 return 0;
1095 } 2013 }
1096 2014
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 2015 /* 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. */ 2016 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 2017 if (attacknum == ATNR_INTERNAL)
1100 return dam; 2018 return dam;
1101 2019
1102 if (hitter->slaying) 2020 if (hitter->slaying)
1103 { 2021 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 2022 if ((op->race && hitter->slaying.contains (op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 2023 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1106 { 2024 {
1107 doesnt_slay = 0; 2025 doesnt_slay = 0;
1108 dam *= 3; 2026 dam *= 3;
1109 } 2027 }
1110 } 2028 }
1124 /* Special hack. By default, if immune to something, you 2042 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 2043 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 2044 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 2045 * special processing is needed */
1128 2046
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 2047 if (op->resist[attacknum] >= 100
2048 && doesnt_slay
2049 && attacknum != ATNR_ACID)
1130 return 0; 2050 return 0;
1131 2051
1132 /* Keep this in order - makes things easier to find */ 2052 /* Keep this in order - makes things easier to find */
1133 2053
1134 switch (attacknum) 2054 switch (attacknum)
1154 case ATNR_BLIND: 2074 case ATNR_BLIND:
1155 { 2075 {
1156 /* chance for inflicting a special attack depends on the 2076 /* chance for inflicting a special attack depends on the
1157 * difference between attacker's and defender's level 2077 * difference between attacker's and defender's level
1158 */ 2078 */
1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2079 int level_diff = min (110, max (0, op->level - hitter->level));
1160 2080
1161 /* First, only creatures/players with speed can be affected. 2081 /* First, only creatures/players with speed can be affected.
1162 * Second, just getting hit doesn't mean it always affects 2082 * Second, just getting hit doesn't mean it always affects
1163 * you. Third, you still get a saving through against the 2083 * you. Third, you still get a saving through against the
1164 * effect. 2084 * effect.
1165 */ 2085 */
1166 if (op->speed && 2086 if (op->has_active_speed ()
1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2087 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2088 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2089 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169 { 2090 {
1170 2091
1171 /* Player has been hit by something */ 2092 /* Player has been hit by something */
1172 if (attacknum == ATNR_CONFUSION) 2093 if (attacknum == ATNR_CONFUSION)
1173 confuse_player (op, hitter, dam); 2094 confuse_player (op, hitter, dam);
1184 else if (attacknum == ATNR_DEPLETE) 2105 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 2106 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 2107 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 2108 blind_player (op, hitter, dam);
1188 } 2109 }
2110
1189 dam = 0; /* These are all effects and don't do real damage */ 2111 dam = 0; /* These are all effects and don't do real damage */
1190 } 2112 }
1191 break; 2113 break;
1192 2114
1193 case ATNR_ACID: 2115 case ATNR_ACID:
1220 2142
1221 /* High damage acid has better chance of corroding 2143 /* High damage acid has better chance of corroding
1222 objects */ 2144 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 2145 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 { 2146 {
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; 2147 flag = 1;
1230 tmp->magic--; 2148 tmp->magic--;
1231 if (op->type == PLAYER) 2149
1232 esrv_send_item (op, tmp); 2150 if (object *pl = tmp->visible_to ())
2151 {
2152 /* Make this more visible */
2153 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2154 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2155
2156 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2157 }
1233 } 2158 }
1234 } 2159 }
1235 2160
1236 if (flag) 2161 if (flag)
1237 op->update_stats (); /* Something was corroded */ 2162 op->update_stats (); /* Something was corroded */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 2196 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 2197 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 2198 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 2199 * attacks, hence all the != PLAYER checks.
1275 */ 2200 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 2201 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 2202 {
1278 object *owner = hitter->owner; 2203 object *owner = hitter->owner;
1279 2204
1280 if (owner && owner != hitter) 2205 if (owner && owner != hitter)
1281 { 2206 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 2207 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 2208 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 2209 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 2210 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 2211 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 2212 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2213 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 2214
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 2215 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 2216 }
1293 2217
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 2218 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, 2219 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 2231 object *god = find_god (determine_god (owner));
1308 int div = 1; 2232 int div = 1;
1309 2233
1310 /* if undead are not an enemy of your god, you turn them 2234 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 2235 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 2236 if (!god || !god->slaying.contains (shstr_undead))
1313 div = 2; 2237 div = 2;
2238
1314 /* Give a bonus if you resist turn undead */ 2239 /* 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))) 2240 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 2241 scare_creature (op, owner);
1317 } 2242 }
1318 else 2243 else
1324 case ATNR_DEATH: 2249 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 2250 deathstrike_player (op, hitter, &dam);
1326 break; 2251 break;
1327 2252
1328 case ATNR_CHAOS: 2253 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 2254 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 2255 dam = 0;
1331 break; 2256 break;
1332 2257
1333 case ATNR_COUNTERSPELL: 2258 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 2259 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 2260 dam = 0;
1336 /* This should never happen. Counterspell is handled 2261 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 2262 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 2263 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 2264 * does no damage. */
1388 } 2313 }
1389 2314
1390 return dam; 2315 return dam;
1391} 2316}
1392 2317
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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