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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.126 by root, Sun Nov 29 10:55:18 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
92 return TRUE; 53 return 1;
93 54
94 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * 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
98 * 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
99 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
103 */ 64 */
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 70
116 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)
117 { 77 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 78 attacks++;
79
122 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
123 saves++; 81 saves++;
124 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)
125 saves++; 83 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 92 return FALSE;
135 93
136 return TRUE; 94 return TRUE;
137} 95}
138 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
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143void 133void
148 object *env = op->env; 138 object *env = op->env;
149 int x = op->x, y = op->y; 139 int x = op->x, y = op->y;
150 maptile *m = op->map; 140 maptile *m = op->map;
151 141
152 op = stop_item (op); 142 op = stop_item (op);
153 if (op == NULL) 143 if (!op)
154 return; 144 return;
155 145
156 /* Hacked the following so that type LIGHTER will work. 146 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 147 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 148 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 149 * object with +/- glow_radius and an "other_arch" to change to.
160 * (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
161 * function if the object doesnt contain a material that can burn. 151 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 152 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 153 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 154 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 155 {
166 const char *arch = op->other_arch->name; 156 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 157 if (op->type == LAMP || op->type == TORCH)
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 { 158 {
175 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)
176 { 165 {
177 op->x = env->x, op->y = env->y; 166 const char *arch = op->other_arch->archname;
178 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 {
179 if (env->contr) 173 if (env)
180 esrv_send_item (env, op); 174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
181 } 178 }
179
182 else 180 return;
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 181 }
188
189 return;
190 } 182 }
191 183
192 if (type & AT_CANCELLATION) 184 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 185 { /* Cancellation. */
194 cancellation (op); 186 cancellation (op);
195 fix_stopped_item (op, m, originator); 187 fix_stopped_item (op, m, originator);
188
196 return; 189 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 } 190 }
218 191
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 192 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 193 if (env)
221 { 194 {
222 op = get_archetype ("burnout"); 195 object *op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 196 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 197 env->insert (op);
225 } 198 }
226 else 199 else
227 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 }
228 213
229 return; 214 return;
230 } 215 }
231 216
232 /* The value of 50 is arbitrary. */ 217 /* The value of 50 is arbitrary. */
233 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))
234 { 219 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 220 archetype *at = archetype::find (shstr_icecube);
237 221
238 if (at == NULL) 222 if (at == NULL)
239 return; 223 return;
240 224
241 op = stop_item (op); 225 op = stop_item (op);
242 if (op == NULL) 226 if (op == NULL)
243 return; 227 return;
244 228
245 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)
246 { 231 {
247 tmp = arch_to_object (at); 232 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 233 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 234 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 235 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 238 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 239 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 240 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 241 }
257 242
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 243 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 244 return;
263 } 245 }
264} 246}
265 247
266/* Object op is hitting the map. 248/* Object op is hitting the map.
268 * type is the attacktype of the object. 250 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 251 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 252 * returns 1 if it hits something, 0 otherwise.
271 */ 253 */
272int 254int
273hit_map (object *op, int dir, int type, int full_hit) 255hit_map (object *op, int dir, uint32_t type, int full_hit)
274{ 256{
275 maptile *map; 257 maptile *map;
276 sint16 x, y; 258 sint16 x, y;
277 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 */
278 260
282 return 0; 264 return 0;
283 } 265 }
284 266
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 267 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 268 {
287 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);
288 return 0; 270 return 0;
289 } 271 }
290 272
291 if (!op->map) 273 if (!op->map)
292 { 274 {
295 } 277 }
296 278
297 if (op->head) 279 if (op->head)
298 op = op->head; 280 op = op->head;
299 281
300 map = op->map; 282 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 283 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 284
304 if (!xy_normalise (map, x, y)) 285 if (!pos.normalise ())
305 return 0; 286 return 0;
306 287
307 // elmex: a safe map tile can't be hit! 288 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 289 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 290 mapspace &ms = pos.ms ();
310 291
311 if (ms.flags () & P_SAFE) 292 if (ms.flags () & P_SAFE)
312 return 0; 293 return 0;
313 294
314 /* peterm: a few special cases for special attacktypes --counterspell 295 /* peterm: a few special cases for special attacktypes --counterspell
352 333
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 334 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 335 * For example, 'tmp' was put in an icecube.
355 * 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.
356 */ 337 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 338 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 339 continue;
359 340
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 341 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 { 342 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 343 hit_player (tmp, op->stats.dam, op, type, full_hit);
369 * 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
370 * that weak walls have is_alive set, which prevent objects from 351 * that weak walls have is_alive set, which prevent objects from
371 * 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
372 * 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
373 * 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.
374 */ 357 */
375 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)
376 { 359 {
377 save_throw_object (tmp, type, op); 360 save_throw_object (tmp, type, op);
378 361
379 if (op->destroyed ()) 362 if (op->destroyed ())
380 break; 363 break;
382 } 365 }
383 366
384 return 0; 367 return 0;
385} 368}
386 369
387void 370static void
388attack_message (int dam, int type, object *op, object *hitter) 371attack_message (int dam, int type, object *op, object *hitter)
389{ 372{
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 373 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0; 374 int i, found = 0;
392 maptile *map; 375 maptile *map;
394 377
395 /* 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
396 * a player might have. For example, fire, electric, cold, etc 379 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919] 380 * [garbled 20010919]
398 */ 381 */
399
400 if (dam == 9998 && op->type == DOOR) 382 if (dam == 9998 && op->type == DOOR)
401 { 383 {
402 sprintf (buf1, "unlock %s", &op->name); 384 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks"); 385 sprintf (buf2, " unlocks");
404 found++; 386 found++;
405 } 387 }
406 if (dam < 0) 388 else if (dam < 0)
407 { 389 {
408 sprintf (buf1, "hit %s", &op->name); 390 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits"); 391 sprintf (buf2, " hits");
410 found++; 392 found++;
411 } 393 }
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 515 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++; 516 found++;
535 break; 517 break;
536 } 518 }
537 } 519 }
538 else if (hitter->current_weapon != NULL) 520 else if (hitter->current_weapon)
539 { 521 {
540 int mtype; 522 int mtype;
541 523
542 switch (hitter->current_weapon->weapontype) 524 switch (hitter->current_weapon->weapontype)
543 { 525 {
544 case WEAP_HIT: 526 case WEAP_HIT:
545 mtype = ATM_BASIC; 527 mtype = ATM_BASIC;
546 break; 528 break;
547 case WEAP_SLASH: 529 case WEAP_SLASH:
548 mtype = ATM_SLASH; 530 mtype = ATM_SLASH;
549 break; 531 break;
550 case WEAP_PIERCE: 532 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 533 mtype = ATM_PIERCE;
552 break; 534 break;
553 case WEAP_CLEAVE: 535 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 536 mtype = ATM_CLEAVE;
555 break; 537 break;
556 case WEAP_SLICE: 538 case WEAP_SLICE:
557 mtype = ATM_SLICE; 539 mtype = ATM_SLICE;
558 break; 540 break;
559 case WEAP_STAB: 541 case WEAP_STAB:
560 mtype = ATM_STAB; 542 mtype = ATM_STAB;
561 break; 543 break;
562 case WEAP_WHIP: 544 case WEAP_WHIP:
563 mtype = ATM_WHIP; 545 mtype = ATM_WHIP;
564 break; 546 break;
565 case WEAP_CRUSH: 547 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 548 mtype = ATM_CRUSH;
567 break; 549 break;
568 case WEAP_BLUD: 550 case WEAP_BLUD:
569 mtype = ATM_BLUD; 551 mtype = ATM_BLUD;
570 break; 552 break;
571 default: 553 default:
572 mtype = ATM_BASIC; 554 mtype = ATM_BASIC;
573 break; 555 break;
574 } 556 }
557
575 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++)
576 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)
577 { 560 {
578 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);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 562 strcpy (buf2, attack_mess[mtype][i].buf3);
613 if (hitter->owner != NULL) 596 if (hitter->owner != NULL)
614 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);
615 else 598 else
616 { 599 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 600 sprintf (buf, "%s%s you.", &hitter->name, buf2);
601
618 if (dam != 0) 602 if (dam != 0)
619 { 603 {
620 if (dam < 10) 604 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 606 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 608 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 609 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 610 }
627 } 611 }
612
628 new_draw_info (NDI_BLACK, 0, op, buf); 613 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 614 } /* end of player hitting player */
630 615
631 if (hitter->type == PLAYER) 616 if (hitter->type == PLAYER)
632 { 617 {
633 sprintf (buf, "You %s.", buf1); 618 sprintf (buf, "You %s.", buf1);
619
634 if (dam != 0) 620 if (dam != 0)
635 { 621 {
636 if (dam < 10) 622 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 623 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 624 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 625 op->play_sound (sound_find ("player_hits2"));
640 else 626 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 627 op->play_sound (sound_find ("player_hits3"));
642 } 628 }
629
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 630 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 631 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 632 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 633 {
647 /* look for stacked spells and start reducing the message chances */ 634 /* look for stacked spells and start reducing the message chances */
656 if (next) 643 if (next)
657 while (next) 644 while (next)
658 { 645 {
659 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))
660 i *= 3; 647 i *= 3;
648
661 tmp = next; 649 tmp = next;
662 next = tmp->above; 650 next = tmp->above;
663 } 651 }
664 652
665 if (i < 0) 653 if (i < 0)
670 } 658 }
671 else if (rndm (0, 5) != 0) 659 else if (rndm (0, 5) != 0)
672 return; 660 return;
673 661
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 662 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 663 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 664 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 665 }
678} 666}
679
680 667
681static int 668static int
682get_attack_mode (object **target, object **hitter, int *simple_attack) 669get_attack_mode (object **target, object **hitter, int *simple_attack)
683{ 670{
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 671 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 672 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 673 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 674 return 1;
688 } 675 }
689 if ((*target)->head) 676
690 *target = (*target)->head; 677 *target = (*target)->head_ ();
691 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head_ ();
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
694 { 684 {
695 *simple_attack = 1; 685 *simple_attack = 1;
696 return 0; 686 return 0;
697 } 687 }
688
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || 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))
700 { 693 {
701 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 ());
702 return 1; 696 return 1;
703 } 697 }
698
704 *simple_attack = 0; 699 *simple_attack = 0;
705 return 0; 700 return 0;
706} 701}
707 702
708static int 703static int
709abort_attack (object *target, object *hitter, int simple_attack) 704abort_attack (object *target, object *hitter, int simple_attack)
710{ 705{
711
712/* 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
713 * 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.
714 */ 708 */
715 int new_mode; 709 int new_mode;
716 710
717 if (hitter->env == target || target->env == hitter) 711 if (hitter->env == target || target->env == hitter)
718 new_mode = 1; 712 new_mode = 1;
719 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))
720 return 1; 715 return 1;
721 else 716 else
722 new_mode = 0; 717 new_mode = 0;
718
723 return new_mode != simple_attack; 719 return new_mode != simple_attack;
724} 720}
725 721
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
726static 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 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}
727 847
728static int 848static int
729attack_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)
730{ 850{
731 int simple_attack, roll, dam = 0; 851 int simple_attack, roll, dam = 0;
744 864
745 /* 865 /*
746 * 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
747 * to avoid ever being hit by monsters. 867 * to avoid ever being hit by monsters.
748 */ 868 */
749 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 > op->speed * -0.3f)
750 { 870 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 871 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 872 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 873 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 874 * we call process_object, the 'if' statement above will fail.
755 */ 875 */
756 op->speed_left--; 876 --op->speed_left;
757 process_object (op); 877 process_object (op);
758 878
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 879 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 880 goto error;
761 } 881 }
770 890
771 /* See if we hit the creature */ 891 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 892 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 893 {
774 int hitdam = base_dam; 894 int hitdam = base_dam;
775
776 if (settings.casting_time == TRUE)
777 {
778 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 {
780 hitter->casting_time = -1;
781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
782 }
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 }
794 895
795 if (!simple_attack) 896 if (!simple_attack)
796 { 897 {
797 /* If you hit something, the victim should *always* wake up. 898 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 899 * Before, invisible hitters could avoid doing this.
804 * for help. */ 905 * for help. */
805 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))
806 npc_call_help (op); 907 npc_call_help (op);
807 908
808 /* 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 */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 910 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
810 { 911 {
811 make_visible (op); 912 make_visible (op);
812 913
813 if (op->type == PLAYER) 914 if (op->type == PLAYER)
814 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!");
815 } 916 }
816 917
817 /* thrown items (hitter) will have various effects 918 /* thrown items (hitter) will have various effects
818 * when they hit the victim. For things like thrown daggers, 919 * when they hit the victim. For things like thrown daggers,
819 * this sets 'hitter' to the actual dagger, and not the 920 * this sets 'hitter' to the actual dagger, and not the
831 if (hitdam <= 0) 932 if (hitdam <= 0)
832 hitdam = 1; 933 hitdam = 1;
833 934
834 type = hitter->attacktype; 935 type = hitter->attacktype;
835 936
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 */
836 if (!type) 947 if (!type)
837 type = AT_PHYSICAL; 948 type = AT_PHYSICAL;
838 949
839 /* Handle monsters that hit back */ 950 /* Handle monsters that hit back */
840 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))
891 * 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
892 * stick around. 1003 * stick around.
893 */ 1004 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1005 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 1006 {
896 tmp = tmp->head_ (); 1007 tmp->head_ ()->insert (op);
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
1014void 1119static void
1015tear_down_wall (object *op) 1120tear_down_wall (object *op)
1016{ 1121{
1017 int perc = 0;
1018
1019 if (!op->stats.maxhp) 1122 if (!op->stats.maxhp)
1020 {
1021 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);
1022 perc = 1; 1124 else if (!op->has_anim ())
1023 }
1024 else if (!GET_ANIM_ID (op))
1025 { 1125 {
1026 /* Object has been called - no animations, so remove it */ 1126 /* Object has been called - no animations, so remove it */
1027 if (op->stats.hp < 0) 1127 if (op->stats.hp < 0)
1028 op->destroy (); 1128 op->destroy ();
1029 1129
1030 return; /* no animations, so nothing more to do */ 1130 return; /* no animations, so nothing more to do */
1031 } 1131 }
1032 1132
1033 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 );
1034 1139
1035 if (perc >= (int) NUM_ANIMATIONS (op)) 1140 op->set_anim_frame (perc);
1036 perc = NUM_ANIMATIONS (op) - 1;
1037 else if (perc < 1)
1038 perc = 1;
1039
1040 SET_ANIMATION (op, perc);
1041 update_object (op, UP_OBJ_FACE); 1141 update_object (op, UP_OBJ_FACE);
1042 1142
1043 if (perc == NUM_ANIMATIONS (op) - 1) 1143 if (op->stats.hp < 0)
1044 { /* Reached the last animation */ 1144 { /* Reached the last animation */
1045 if (op->face == blank_face) 1145 if (op->face == blank_face)
1046 /* If the last face is blank, remove the ob */ 1146 /* If the last face is blank, remove the ob */
1047 op->destroy (); 1147 op->destroy ();
1048 else 1148 else
1049 { /* The last face was not blank, leave an image */ 1149 { /* The last face was not blank, leave an image */
1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1150 op->flag [FLAG_BLOCKSVIEW] = false;
1051 update_all_los (op->map, op->x, op->y); 1151 update_all_los (op->map, op->x, op->y);
1052 op->move_block = 0; 1152 op->move_block = 0;
1053 CLEAR_FLAG (op, FLAG_ALIVE); 1153 op->flag [FLAG_ALIVE] = false;
1054 } 1154 }
1055 } 1155 }
1056} 1156}
1057 1157
1058void 1158static void
1059scare_creature (object *target, object *hitter) 1159scare_creature (object *target, object *hitter)
1060{ 1160{
1061 object *owner = hitter->owner; 1161 target->flag [FLAG_SCARED] = true;
1062 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 ();
1063 if (!owner) 1224 if (!owner)
1064 owner = hitter; 1225 owner = hitter;
1065 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
1599 /* the >= causes us to prefer messages from special attacks, if
1600 * the damage is equal.
1601 */
1602 if (ndam >= maxdam)
1603 {
1604 maxdam = ndam;
1605 maxattacktype = 1 << attacknum;
1606 }
1607 }
1608
1609 /* if this is friendly fire then do a set % of damage only
1610 * Note - put a check in to make sure this attack is actually
1611 * doing damage - otherwise, the +1 in the code below will make
1612 * an attack do damage before when it otherwise didn't
1613 */
1614 friendlyfire = friendly_fire (op, hitter);
1615 if (friendlyfire && maxdam)
1616 {
1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1618
1619#ifdef ATTACK_DEBUG
1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1622#endif
1623 }
1624
1625 if (!full_hit)
1626 {
1627 int area;
1628 int remainder;
1629
1630 area = 0;
1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1633 area++;
1634
1635 assert (area > 0);
1636
1637 /* basically: maxdam /= area; we try to "simulate" a float
1638 value-effect */
1639 remainder = 100 * (maxdam % area) / area;
1640 maxdam /= area;
1641 if (rndm (100) < remainder)
1642 maxdam++;
1643 }
1644
1645#ifdef ATTACK_DEBUG
1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1647#endif
1648
1649 // for now, only do this for active objects, otherwise they
1650 // keep a refcount for a long time and I see no usefulness
1651 // for an non-active objetc to know its enemy.
1652 if (op->active)
1653 if (hitter->owner)
1654 op->enemy = hitter->owner;
1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1656 op->enemy = hitter;
1657
1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1659 {
1660 /* The unaggressives look after themselves 8) */
1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1662 npc_call_help (op);
1663 }
1664
1665 if (magic && did_make_save (op, op->level, 0))
1666 maxdam = maxdam / 2;
1667
1668 attack_message (maxdam, maxattacktype, op, hitter);
1669
1670 op->stats.hp -= maxdam;
1671
1672 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1673 if (op->stats.hp >= 0
1674 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1675 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1676 {
1677
1678 if (QUERY_FLAG (op, FLAG_MONSTER))
1679 SET_FLAG (op, FLAG_RUN_AWAY);
1680 else
1681 scare_creature (op, hitter);
1682 }
1683
1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1685 {
1686 if (maxdam)
1687 tear_down_wall (op);
1688
1689 return maxdam; /* nothing more to do for wall */
1690 }
1691
1692 /* See if the creature has been killed */
1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1694 if (rtn_kill != -1)
1695 return rtn_kill;
1696
1697 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1698 * that before if the player was immune to ghosthit, the monster
1699 * remained - that is no longer the case.
1700 */
1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1702 hitter->drop_and_destroy ();
1703 /* Lets handle creatures that are splitting now */
1704 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1705 {
1706 int 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 (int 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
1722 tmp->stats.hp = op->stats.hp;
1723
1724 if (friendly)
1725 {
1726 add_friendly_object (tmp);
1727 tmp->attack_movement = PETMOVE;
1728
1729 if (owner)
1730 tmp->set_owner (owner);
1731 }
1732
1733 if (unaggressive)
1734 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1735
1736 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1737
1738 if (j == -1) /* No spot to put this monster */
1739 tmp->destroy ();
1740 else
1741 {
1742 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1743 insert_ob_in_map (tmp, op->map, NULL, 0);
1744 }
1745 }
1746
1747 op->destroy ();
1748 }
1749 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1750 hitter->drop_and_destroy ();
1751
1752 return maxdam;
1753}
1754
1755static void
1756poison_player (object *op, object *hitter, int dam)
1757{
1758 archetype *at = archetype::find (shstr_poisoning);
1759 object *tmp = present_arch_in_ob (at, op);
1760
1761 if (tmp == NULL)
1762 {
1763 if ((tmp = arch_to_object (at)) == NULL)
1764 LOG (llevError, "Failed to clone arch poisoning.\n");
1765 else
1766 {
1767 tmp = insert_ob_in_ob (tmp, op);
1768 /* peterm: give poisoning some teeth. It should
1769 * be able to kill things better than it does:
1770 * damage should be dependent something--I choose to
1771 * do this: if it's a monster, the damage from the
1772 * poisoning goes as the level of the monster/2.
1773 * If anything else, goes as damage.
1774 */
1775
1776 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1777 tmp->stats.dam += hitter->level / 2;
1778 else
1779 tmp->stats.dam = dam;
1780
1781 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1782 if (hitter->skill && hitter->skill != tmp->skill)
1783 {
1784 tmp->skill = hitter->skill;
1785 }
1786
1787 tmp->stats.food += dam; /* more damage, longer poisoning */
1788
1789 if (op->type == PLAYER)
1790 {
1791 /* player looses stats, maximum is -10 of each */
1792 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1793 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1794 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1795 tmp->stats.Int = max (-(dam / 7 ), -10);
1796 SET_FLAG (tmp, FLAG_APPLIED);
1797 op->update_stats ();
1798 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1799 op->play_sound (tmp->sound);
1800 }
1801
1802 if (hitter->type == PLAYER)
1803 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1804 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1805 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1806 }
1807
1808 tmp->speed_left = 0;
1809 }
1810 else
1811 tmp->stats.food++;
1812}
1813
1814static void
1815slow_player (object *op, object *hitter, int dam)
1816{
1817 archetype *at = archetype::find (shstr_slowness);
1818 object *tmp;
1819
1820 if (at == NULL)
1821 LOG (llevError, "Can't find slowness archetype.\n");
1822
1823 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1824 {
1825 tmp = arch_to_object (at);
1826 tmp = insert_ob_in_ob (tmp, op);
1827 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1828 }
1829 else
1830 tmp->stats.food++;
1831
1066 SET_FLAG (target, FLAG_SCARED); 1832 SET_FLAG (tmp, FLAG_APPLIED);
1067 if (!target->enemy) 1833 tmp->speed_left = 0;
1068 target->enemy = owner; 1834 op->update_stats ();
1835}
1836
1837void
1838confuse_player (object *op, object *hitter, int dam)
1839{
1840 object *tmp;
1841 int maxduration;
1842
1843 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1844 if (!tmp)
1845 {
1846 tmp = get_archetype (FORCE_NAME);
1847 tmp = insert_ob_in_ob (tmp, op);
1848 }
1849
1850 /* Duration added per hit and max. duration of confusion both depend
1851 * on the player's resistance
1852 */
1853 tmp->speed = 0.05;
1854 tmp->subtype = FORCE_CONFUSION;
1855 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1856 tmp->name = shstr_confusion;
1857 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1858
1859 if (tmp->duration > maxduration)
1860 tmp->duration = maxduration;
1861
1862 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1863 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1864
1865 SET_FLAG (op, FLAG_CONFUSED);
1866}
1867
1868void
1869blind_player (object *op, object *hitter, int dam)
1870{
1871 object *tmp, *owner;
1872
1873 /* Save some work if we know it isn't going to affect the player */
1874 if (op->resist[ATNR_BLIND] == 100)
1875 return;
1876
1877 tmp = present_in_ob (BLINDNESS, op);
1878 if (!tmp)
1879 {
1880 tmp = get_archetype (shstr_blindness);
1881 SET_FLAG (tmp, FLAG_BLIND);
1882 SET_FLAG (tmp, FLAG_APPLIED);
1883 /* use floats so we don't lose too much precision due to rounding errors.
1884 * speed is a float anyways.
1885 */
1886 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1887
1888 tmp = insert_ob_in_ob (tmp, op);
1889 change_abil (op, tmp); /* Mostly to display any messages */
1890 op->update_stats (); /* This takes care of some other stuff */
1891
1892 if (hitter->owner)
1893 owner = hitter->owner;
1894 else
1895 owner = hitter;
1896
1897 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1898 }
1899 tmp->stats.food += dam;
1900 if (tmp->stats.food > 10)
1901 tmp->stats.food = 10;
1902}
1903
1904void
1905paralyze_player (object *op, object *hitter, int dam)
1906{
1907 /* This is strange stuff... someone knows for what this is
1908 * written? Well, i think this can and should be removed
1909 */
1910
1911 /*
1912 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1913 tmp=clone_arch(PARAIMAGE);
1914 tmp->x=op->x,tmp->y=op->y;
1915 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1916 }
1917 */
1918
1919 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1920 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1921
1922 op->speed_left -= op->speed * effect;
1923 /* tmp->stats.food+=(signed short) effect/op->speed; */
1924
1925 /* max number of ticks to be affected for. */
1926 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1927
1928 max_it (op->speed_left, -op->speed * max);
1929
1930/* tmp->stats.food = (signed short) (max / op->speed); */
1931}
1932
1933/* Attempts to kill 'op'. hitter is the attack object, dam is
1934 * the computed damaged.
1935 */
1936static void
1937deathstrike_player (object *op, object *hitter, int *dam)
1938{
1939 /* The intention of a death attack is to kill outright things
1940 ** that are a lot weaker than the attacker, have a chance of killing
1941 ** things somewhat weaker than the caster, and no chance of
1942 ** killing something equal or stronger than the attacker.
1943 ** Also, if a deathstrike attack has a slaying, any monster
1944 ** whose name or race matches a comma-delimited list in the slaying
1945 ** field of the deathstriking object */
1946
1947 int atk_lev, def_lev, kill_lev;
1948
1949 if (hitter->slaying)
1950 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1951 || (op->race && hitter->slaying.contains (op->race))))
1952 return;
1953
1954 def_lev = op->level;
1955 if (def_lev < 1)
1956 {
1957 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1958 def_lev = 1;
1959 }
1960
1961 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1962 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1963 atk_lev, def_lev); */
1964
1965 if (atk_lev >= def_lev)
1966 {
1967 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1968
1969 /* Note that the below effectively means the ratio of the atk vs
1970 * defener level is important - if level 52 character has very little
1971 * chance of killing a level 50 monster. This should probably be
1972 * redone.
1973 */
1974 if (kill_lev >= def_lev)
1975 {
1976 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1977 /* I think this doesn't really do much. Because of
1978 * integer rounding, this only makes any difference if the
1979 * attack level is double the defender level.
1980 */
1981 *dam *= kill_lev / def_lev;
1982 }
1983 }
1984 else
1985 *dam = 0; /* no harm done */
1069} 1986}
1070 1987
1071/* This returns the amount of damage hitter does to op with the 1988/* This returns the amount of damage hitter does to op with the
1072 * appropriate attacktype. Only 1 attacktype should be set at a time. 1989 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * This doesn't damage the player, but returns how much it should 1990 * This doesn't damage the player, but returns how much it should
1098 if (attacknum == ATNR_INTERNAL) 2015 if (attacknum == ATNR_INTERNAL)
1099 return dam; 2016 return dam;
1100 2017
1101 if (hitter->slaying) 2018 if (hitter->slaying)
1102 { 2019 {
1103 if ((op->race && strstr (hitter->slaying, op->race)) 2020 if ((op->race && hitter->slaying.contains (op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 2021 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1105 { 2022 {
1106 doesnt_slay = 0; 2023 doesnt_slay = 0;
1107 dam *= 3; 2024 dam *= 3;
1108 } 2025 }
1109 } 2026 }
1155 case ATNR_BLIND: 2072 case ATNR_BLIND:
1156 { 2073 {
1157 /* chance for inflicting a special attack depends on the 2074 /* chance for inflicting a special attack depends on the
1158 * difference between attacker's and defender's level 2075 * difference between attacker's and defender's level
1159 */ 2076 */
1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2077 int level_diff = min (110, max (0, op->level - hitter->level));
1161 2078
1162 /* First, only creatures/players with speed can be affected. 2079 /* First, only creatures/players with speed can be affected.
1163 * Second, just getting hit doesn't mean it always affects 2080 * Second, just getting hit doesn't mean it always affects
1164 * you. Third, you still get a saving through against the 2081 * you. Third, you still get a saving through against the
1165 * effect. 2082 * effect.
1166 */ 2083 */
1167 if (op->speed && 2084 if (op->has_active_speed ()
1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2085 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2086 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
1169 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2087 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1170 { 2088 {
1171 2089
1172 /* Player has been hit by something */ 2090 /* Player has been hit by something */
1173 if (attacknum == ATNR_CONFUSION) 2091 if (attacknum == ATNR_CONFUSION)
1174 confuse_player (op, hitter, dam); 2092 confuse_player (op, hitter, dam);
1222 2140
1223 /* High damage acid has better chance of corroding 2141 /* High damage acid has better chance of corroding
1224 objects */ 2142 objects */
1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 2143 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1226 { 2144 {
1227 if (op->type == PLAYER)
1228 /* Make this more visible */
1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1231 flag = 1; 2145 flag = 1;
1232 tmp->magic--; 2146 tmp->magic--;
1233 if (op->type == PLAYER) 2147
1234 esrv_send_item (op, tmp); 2148 if (object *pl = tmp->visible_to ())
2149 {
2150 /* Make this more visible */
2151 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2152 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2153
2154 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2155 }
1235 } 2156 }
1236 } 2157 }
1237 2158
1238 if (flag) 2159 if (flag)
1239 op->update_stats (); /* Something was corroded */ 2160 op->update_stats (); /* Something was corroded */
1273 * exp, but the wiz would still lose exp! If drainee is a wiz, 2194 * exp, but the wiz would still lose exp! If drainee is a wiz,
1274 * nothing happens. 2195 * nothing happens.
1275 * Try to credit the owner. We try to display player -> player drain 2196 * Try to credit the owner. We try to display player -> player drain
1276 * attacks, hence all the != PLAYER checks. 2197 * attacks, hence all the != PLAYER checks.
1277 */ 2198 */
1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 2199 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1279 { 2200 {
1280 object *owner = hitter->owner; 2201 object *owner = hitter->owner;
1281 2202
1282 if (owner && owner != hitter) 2203 if (owner && owner != hitter)
1283 { 2204 {
1308 object *god = find_god (determine_god (owner)); 2229 object *god = find_god (determine_god (owner));
1309 int div = 1; 2230 int div = 1;
1310 2231
1311 /* if undead are not an enemy of your god, you turn them 2232 /* if undead are not an enemy of your god, you turn them
1312 * at half strength */ 2233 * at half strength */
1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 2234 if (!god || !god->slaying.contains (shstr_undead))
1314 div = 2; 2235 div = 2;
1315 2236
1316 /* Give a bonus if you resist turn undead */ 2237 /* Give a bonus if you resist turn undead */
1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 2238 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1318 scare_creature (op, owner); 2239 scare_creature (op, owner);
1390 } 2311 }
1391 2312
1392 return dam; 2313 return dam;
1393} 2314}
1394 2315
1395/* GROS: This code comes from hit_player. It has been made external to
1396 * allow script procedures to "kill" objects in a combat-like fashion.
1397 * It was initially used by (kill-object) developed for the Collector's
1398 * Sword. Note that nothing has been changed from the original version
1399 * of the following code.
1400 * op is what is being killed.
1401 * dam is the damage done to it.
1402 * hitter is what is hitting it.
1403 * type is the attacktype.
1404 *
1405 * This function was a bit of a mess with hitter getting changed,
1406 * values being stored away but not used, etc. I've cleaned it up
1407 * a bit - I think it should be functionally equivalant.
1408 * MSW 2002-07-17
1409 */
1410int
1411kill_object (object *op, int dam, object *hitter, int type)
1412{
1413 char buf[MAX_BUF];
1414 const char *skill;
1415 int maxdam = 0;
1416 int battleg = 0; /* true if op standing on battleground */
1417 int pk = 0; /* true if op and what controls hitter are both players */
1418 object *owner = 0;
1419 object *skop = 0;
1420
1421 if (op->stats.hp >= 0)
1422 return -1;
1423
1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1425 return 0;
1426
1427 /* maxdam needs to be the amount of damage it took to kill
1428 * this creature. The function(s) that call us have already
1429 * adjusted the creatures HP total, so that is negative.
1430 */
1431 maxdam = dam + op->stats.hp + 1;
1432
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1435
1436 if (op->type == DOOR)
1437 {
1438 op->set_speed (0.1);
1439 op->speed_left = -0.05;
1440 return maxdam;
1441 }
1442
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1444 {
1445 op->destroy ();
1446 return maxdam;
1447 }
1448
1449 /* Now lets start dealing with experience we get for killing something */
1450
1451 owner = hitter->owner;
1452 if (!owner)
1453 owner = hitter;
1454
1455 /* is the victim (op) standing on battleground? */
1456 if (op_on_battleground (op, NULL, NULL))
1457 battleg = 1;
1458
1459 /* is this player killing? */
1460 if (op->type == PLAYER && owner->type == PLAYER)
1461 pk = 1;
1462
1463 /* Player killed something */
1464 if (owner->type == PLAYER)
1465 {
1466 Log_Kill (owner->name,
1467 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1468
1469 /* Log players killing other players - makes it easier to detect
1470 * and filter out malicious player killers - that is why the
1471 * ip address is included.
1472 */
1473 if (op->type == PLAYER && !battleg)
1474 {
1475 time_t t = time (NULL);
1476 struct tm *tmv;
1477 char buf[256];
1478
1479 tmv = localtime (&t);
1480 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1481
1482 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1483 }
1484
1485 /* try to filter some things out - basically, if you are
1486 * killing a level 1 creature and your level 20, you
1487 * probably don't want to see that.
1488 */
1489 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1490 {
1491 if (owner != hitter)
1492 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1493 else
1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1495
1496 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1499 }
1500
1501 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV
1504 * Fix bug in that we were changing the luck of the hitter, not
1505 * player that the object belonged to - so if you killed another player
1506 * with spells, pets, whatever, there was no penalty.
1507 * Changed to make luck penalty configurable in settings.
1508 */
1509 if (op->type == PLAYER && owner != op && !battleg)
1510 owner->change_luck (-settings.pk_luck_penalty);
1511
1512 /* This code below deals with finding the appropriate skill
1513 * to credit exp to. This is a bit problematic - we should
1514 * probably never really have to look at current_weapon->skill
1515 */
1516 skill = 0;
1517
1518 if (hitter->skill && hitter->type != PLAYER)
1519 skill = hitter->skill;
1520 else if (owner->chosen_skill)
1521 {
1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1524 }
1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1526 skill = owner->current_weapon->skill;
1527 else
1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1529
1530 /* We have the skill we want to credit to - now find the object this goes
1531 * to. Make sure skop is an actual skill, and not a skill tool!
1532 */
1533 if ((!skop || skop->type != SKILL) && skill)
1534 {
1535 int i;
1536
1537 for (i = 0; i < NUM_SKILLS; i++)
1538 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1539 {
1540 skop = owner->contr->last_skill_ob[i];
1541 break;
1542 }
1543 }
1544 } /* Was it a player that hit somethign */
1545 else
1546 skill = 0;
1547
1548 /* Pet (or spell) killed something. */
1549 if (owner != hitter)
1550 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1551 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1552 else
1553 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1554 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1555 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1556
1557 /* These may have been set in the player code section above */
1558 if (!skop)
1559 skop = hitter->chosen_skill;
1560
1561 if (!skill && skop)
1562 skill = skop->skill;
1563
1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1565
1566 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1568 {
1569 int exp;
1570
1571 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1573 if (op->type == PLAYER)
1574 {
1575 if (battleg)
1576 {
1577 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1578 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1579 }
1580 else
1581 exp = op->stats.exp / 1000;
1582 }
1583 else
1584 exp = calc_skill_exp (owner, op, skop);
1585
1586 /* if op is standing on "battleground" (arena), no way to gain
1587 * exp by killing him
1588 */
1589 if (battleg)
1590 exp = 0;
1591
1592 /* Don't know why this is set this way - doesn't make
1593 * sense to just divide everything by two for no reason.
1594 */
1595
1596 if (!settings.simple_exp)
1597 exp = exp / 2;
1598
1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1600 change_exp (owner, exp, skill, 0);
1601 else
1602 {
1603 int shares = 0, count = 0;
1604 partylist *party = owner->contr->party;
1605
1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1607
1608 for_all_players (pl)
1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1610 {
1611 count++;
1612 shares += (pl->ob->level + 4);
1613 }
1614
1615 if (count == 1 || shares > exp || !shares)
1616 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617 else
1618 {
1619 int share = exp / shares, given = 0, nexp;
1620
1621 for_all_players (pl)
1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1623 {
1624 nexp = (pl->ob->level + 4) * share;
1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626 given += nexp;
1627 }
1628
1629 exp -= given;
1630 /* give any remainder to the player */
1631 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1632 }
1633 } /* else part of a party */
1634 } /* end if person didn't kill himself */
1635
1636 if (op->type != PLAYER)
1637 {
1638 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1639 {
1640 object *owner1 = op->owner;
1641
1642 if (owner1 && owner1->type == PLAYER)
1643 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1645 /* Maybe we should include the owner that killed this, maybe not */
1646 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1647 }
1648
1649 remove_friendly_object (op);
1650 }
1651
1652 op->destroy ();
1653 }
1654 else
1655 {
1656 /* Player has been killed! */
1657 if (owner->type == PLAYER)
1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1659 else
1660 assign (op->contr->killer, hitter->name);
1661 }
1662
1663 /* This was return -1 - that doesn't seem correct - if we return -1, process
1664 * continues in the calling function.
1665 */
1666 return maxdam;
1667}
1668
1669/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1670 * Returns 0 this is not friendly fire
1671 */
1672int
1673friendly_fire (object *op, object *hitter)
1674{
1675 object *owner;
1676 int friendlyfire;
1677
1678 if (hitter->head)
1679 hitter = hitter->head;
1680
1681 friendlyfire = 0;
1682
1683 if (op->type == PLAYER)
1684 {
1685 if (op_on_battleground (hitter, 0, 0))
1686 return 0;
1687
1688 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1689 return 1;
1690
1691 if ((owner = hitter->owner) != NULL)
1692 {
1693 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1694 friendlyfire = 2;
1695 }
1696
1697 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1698 friendlyfire = 0;
1699 }
1700 return friendlyfire;
1701}
1702
1703
1704/* This isn't used just for players, but in fact most objects.
1705 * op is the object to be hit, dam is the amount of damage, hitter
1706 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter.
1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1709 * modify it.
1710 */
1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1713int
1714hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1715{
1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1717 int maxattacktype, attacknum;
1718 int body_attack = op && op->head; /* Did we hit op's head? */
1719 int simple_attack;
1720 int rtn_kill = 0;
1721 int friendlyfire;
1722
1723 if (get_attack_mode (&op, &hitter, &simple_attack))
1724 return 0;
1725
1726 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1727 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1728 return 0;
1729
1730#ifdef PROHIBIT_PLAYERKILL
1731 if (op->type == PLAYER)
1732 {
1733 object *owner = hitter->owner;
1734
1735 if (!owner)
1736 owner = hitter;
1737
1738 if (owner->type == PLAYER
1739 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner)
1742 return 0;
1743 }
1744#endif
1745
1746 if (body_attack)
1747 {
1748 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still
1750 * might have. So just remove the paralyze and slow attacktypes,
1751 * and keep on processing if we have other attacktypes.
1752 * return if only magic or nothing is left - under normal code
1753 * we don't attack with pure magic if there is another attacktype.
1754 * Only do processing if the initial attacktype includes one of those
1755 * attack so we don't cancel out things like magic bullet.
1756 */
1757 if (type & (AT_PARALYZE | AT_SLOW))
1758 {
1759 type &= ~(AT_PARALYZE | AT_SLOW);
1760
1761 if (!type || type == AT_MAGIC)
1762 return 0;
1763 }
1764 }
1765
1766 if (!simple_attack && op->type == DOOR)
1767 {
1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1769 if (tmp->type == RUNE || tmp->type == TRAP)
1770 {
1771 spring_trap (tmp, hitter);
1772
1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1774 return 0;
1775
1776 break;
1777 }
1778 }
1779
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1781 {
1782 /* FIXME: If a player is killed by a rune in a door, the
1783 * destroyed() check above doesn't return, and might get here.
1784 */
1785
1786 /* FIXME: This for example happens when a dead door is on a mover and
1787 gets it's speed_left raised on each mover-tick.
1788 Doors are removed in a kinda funny way by giving them speed and speed_left
1789 and waiting for that to run out.
1790 */
1791 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1792 return 0;
1793 }
1794
1795#ifdef ATTACK_DEBUG
1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1797#endif
1798
1799 if (magic)
1800 {
1801 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1802 * in case 0>dam>1, we try to "simulate" a float value-effect */
1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1804 if (dam >= 100)
1805 dam /= 100;
1806 else
1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1808 }
1809
1810 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1811 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1812 */
1813 if (type & AT_CHAOS)
1814 {
1815 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1816 update_object (op, UP_OBJ_FACE);
1817 type &= ~AT_CHAOS;
1818 }
1819
1820 /* Holyword is really an attacktype modifier (like magic is). If
1821 * holyword is part of an attacktype, then make sure the creature is
1822 * a proper match, otherwise no damage.
1823 */
1824 if (type & AT_HOLYWORD)
1825 {
1826 object *god;
1827
1828 if ((!hitter->slaying ||
1829 (!(op->race && strstr (hitter->slaying, op->race)) &&
1830 !(op->name && strstr (hitter->slaying, op->name)))) &&
1831 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1832 (hitter->title != NULL
1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1834 return 0;
1835 }
1836
1837 maxattacktype = type; /* initialise this to something */
1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1839 {
1840 /* Magic isn't really a true attack type - it gets combined with other
1841 * attack types. As such, skip it over. However, if magic is
1842 * the only attacktype in the group, then still attack with it
1843 */
1844 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1845 continue;
1846
1847 /* Go through and hit the player with each attacktype, one by one.
1848 * hit_player_attacktype only figures out the damage, doesn't inflict
1849 * it. It will do the appropriate action for attacktypes with
1850 * effects (slow, paralization, etc.
1851 */
1852 if (type & attacktype)
1853 {
1854 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1855 /* the >= causes us to prefer messages from special attacks, if
1856 * the damage is equal.
1857 */
1858 if (ndam >= maxdam)
1859 {
1860 maxdam = ndam;
1861 maxattacktype = 1 << attacknum;
1862 }
1863 }
1864 }
1865
1866 /* if this is friendly fire then do a set % of damage only
1867 * Note - put a check in to make sure this attack is actually
1868 * doing damage - otherwise, the +1 in the code below will make
1869 * an attack do damage before when it otherwise didn't
1870 */
1871 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam)
1873 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875#ifndef COZY_SERVER
1876 maxdam++;
1877#endif
1878
1879#ifdef ATTACK_DEBUG
1880 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882#endif
1883 }
1884
1885 if (!full_hit)
1886 {
1887 archetype *at;
1888 int area;
1889 int remainder;
1890
1891 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more)
1893 area++;
1894 assert (area > 0);
1895
1896 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */
1898 remainder = 100 * (maxdam % area) / area;
1899 maxdam /= area;
1900 if (rndm (100) < remainder)
1901 maxdam++;
1902 }
1903
1904#ifdef ATTACK_DEBUG
1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1906#endif
1907
1908 // for now, only do this for active objects, otherwise they
1909 // keep a refcount for a long time and I see no usefulness
1910 // for an non-active objetc to know its enemy.
1911 if (op->active)
1912 if (hitter->owner)
1913 op->enemy = hitter->owner;
1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1915 op->enemy = hitter;
1916
1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1918 {
1919 /* The unaggressives look after themselves 8) */
1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1921 npc_call_help (op);
1922 }
1923
1924 if (magic && did_make_save (op, op->level, 0))
1925 maxdam = maxdam / 2;
1926
1927 attack_message (maxdam, maxattacktype, op, hitter);
1928
1929 op->stats.hp -= maxdam;
1930
1931 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1932 if ((op->stats.hp >= 0) &&
1933 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1934 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1935 {
1936
1937 if (QUERY_FLAG (op, FLAG_MONSTER))
1938 SET_FLAG (op, FLAG_RUN_AWAY);
1939 else
1940 scare_creature (op, hitter);
1941 }
1942
1943 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1944 {
1945 if (maxdam)
1946 tear_down_wall (op);
1947
1948 return maxdam; /* nothing more to do for wall */
1949 }
1950
1951 /* See if the creature has been killed */
1952 rtn_kill = kill_object (op, maxdam, hitter, type);
1953 if (rtn_kill != -1)
1954 return rtn_kill;
1955
1956
1957 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1958 * that before if the player was immune to ghosthit, the monster
1959 * remained - that is no longer the case.
1960 */
1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1962 hitter->destroy ();
1963
1964 /* Lets handle creatures that are splitting now */
1965 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1966 {
1967 int i;
1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1969 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1970 object *owner = op->owner;
1971
1972 if (!op->other_arch)
1973 {
1974 LOG (llevError, "SPLITTING without other_arch error.\n");
1975 return maxdam;
1976 }
1977
1978 op->remove ();
1979
1980 for (i = 0; i < NROFNEWOBJS (op); i++)
1981 { /* This doesn't handle op->more yet */
1982 object *tmp = arch_to_object (op->other_arch);
1983 int j;
1984
1985 tmp->stats.hp = op->stats.hp;
1986
1987 if (friendly)
1988 {
1989 add_friendly_object (tmp);
1990 tmp->attack_movement = PETMOVE;
1991
1992 if (owner)
1993 tmp->set_owner (owner);
1994 }
1995
1996 if (unaggressive)
1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1998
1999 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2000
2001 if (j == -1) /* No spot to put this monster */
2002 tmp->destroy ();
2003 else
2004 {
2005 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2006 insert_ob_in_map (tmp, op->map, NULL, 0);
2007 }
2008 }
2009
2010 op->destroy ();
2011 }
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy ();
2014
2015 return maxdam;
2016}
2017
2018
2019void
2020poison_player (object *op, object *hitter, int dam)
2021{
2022 archetype *at = archetype::find ("poisoning");
2023 object *tmp = present_arch_in_ob (at, op);
2024
2025 if (tmp == NULL)
2026 {
2027 if ((tmp = arch_to_object (at)) == NULL)
2028 LOG (llevError, "Failed to clone arch poisoning.\n");
2029 else
2030 {
2031 tmp = insert_ob_in_ob (tmp, op);
2032 /* peterm: give poisoning some teeth. It should
2033 * be able to kill things better than it does:
2034 * damage should be dependent something--I choose to
2035 * do this: if it's a monster, the damage from the
2036 * poisoning goes as the level of the monster/2.
2037 * If anything else, goes as damage.
2038 */
2039
2040 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2041 tmp->stats.dam += hitter->level / 2;
2042 else
2043 tmp->stats.dam = dam;
2044
2045 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2046 if (hitter->skill && hitter->skill != tmp->skill)
2047 {
2048 tmp->skill = hitter->skill;
2049 }
2050
2051 tmp->stats.food += dam; /* more damage, longer poisoning */
2052
2053 if (op->type == PLAYER)
2054 {
2055 /* player looses stats, maximum is -10 of each */
2056 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2057 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2059 tmp->stats.Int = MAX (-dam / 7, -10);
2060 SET_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2063 }
2064 if (hitter->type == PLAYER)
2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2067 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2068 }
2069 tmp->speed_left = 0;
2070 }
2071 else
2072 tmp->stats.food++;
2073}
2074
2075void
2076slow_player (object *op, object *hitter, int dam)
2077{
2078 archetype *at = archetype::find ("slowness");
2079 object *tmp;
2080
2081 if (at == NULL)
2082 {
2083 LOG (llevError, "Can't find slowness archetype.\n");
2084 }
2085 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2086 {
2087 tmp = arch_to_object (at);
2088 tmp = insert_ob_in_ob (tmp, op);
2089 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2090 }
2091 else
2092 tmp->stats.food++;
2093 SET_FLAG (tmp, FLAG_APPLIED);
2094 tmp->speed_left = 0;
2095 op->update_stats ();
2096}
2097
2098void
2099confuse_player (object *op, object *hitter, int dam)
2100{
2101 object *tmp;
2102 int maxduration;
2103
2104 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2105 if (!tmp)
2106 {
2107 tmp = get_archetype (FORCE_NAME);
2108 tmp = insert_ob_in_ob (tmp, op);
2109 }
2110
2111 /* Duration added per hit and max. duration of confusion both depend
2112 * on the player's resistance
2113 */
2114 tmp->speed = 0.05;
2115 tmp->subtype = FORCE_CONFUSION;
2116 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2117 tmp->name = "confusion";
2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2119 if (tmp->duration > maxduration)
2120 tmp->duration = maxduration;
2121
2122 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2123 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2124 SET_FLAG (op, FLAG_CONFUSED);
2125}
2126
2127void
2128blind_player (object *op, object *hitter, int dam)
2129{
2130 object *tmp, *owner;
2131
2132 /* Save some work if we know it isn't going to affect the player */
2133 if (op->resist[ATNR_BLIND] == 100)
2134 return;
2135
2136 tmp = present_in_ob (BLINDNESS, op);
2137 if (!tmp)
2138 {
2139 tmp = get_archetype ("blindness");
2140 SET_FLAG (tmp, FLAG_BLIND);
2141 SET_FLAG (tmp, FLAG_APPLIED);
2142 /* use floats so we don't lose too much precision due to rounding errors.
2143 * speed is a float anyways.
2144 */
2145 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2146
2147 tmp = insert_ob_in_ob (tmp, op);
2148 change_abil (op, tmp); /* Mostly to display any messages */
2149 op->update_stats (); /* This takes care of some other stuff */
2150
2151 if (hitter->owner)
2152 owner = hitter->owner;
2153 else
2154 owner = hitter;
2155
2156 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2157 }
2158 tmp->stats.food += dam;
2159 if (tmp->stats.food > 10)
2160 tmp->stats.food = 10;
2161}
2162
2163void
2164paralyze_player (object *op, object *hitter, int dam)
2165{
2166 float effect, max;
2167
2168 /* object *tmp; */
2169
2170 /* This is strange stuff... someone knows for what this is
2171 * written? Well, i think this can and should be removed
2172 */
2173
2174 /*
2175 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2176 tmp=clone_arch(PARAIMAGE);
2177 tmp->x=op->x,tmp->y=op->y;
2178 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2179 }
2180 */
2181
2182 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2183 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2184
2185 if (effect == 0)
2186 return;
2187
2188 op->speed_left -= FABS (op->speed) * effect;
2189 /* tmp->stats.food+=(signed short) effect/op->speed; */
2190
2191 /* max number of ticks to be affected for. */
2192 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2193 if (op->speed_left < -(FABS (op->speed) * max))
2194 op->speed_left = (float) -(FABS (op->speed) * max);
2195
2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2197}
2198
2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2200 * the computed damaged.
2201 */
2202void
2203deathstrike_player (object *op, object *hitter, int *dam)
2204{
2205 /* The intention of a death attack is to kill outright things
2206 ** that are a lot weaker than the attacker, have a chance of killing
2207 ** things somewhat weaker than the caster, and no chance of
2208 ** killing something equal or stronger than the attacker.
2209 ** Also, if a deathstrike attack has a slaying, any monster
2210 ** whose name or race matches a comma-delimited list in the slaying
2211 ** field of the deathstriking object */
2212
2213 int atk_lev, def_lev, kill_lev;
2214
2215 if (hitter->slaying)
2216 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2217 return;
2218
2219 def_lev = op->level;
2220 if (def_lev < 1)
2221 {
2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2223 def_lev = 1;
2224 }
2225
2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2228 atk_lev, def_lev); */
2229
2230 if (atk_lev >= def_lev)
2231 {
2232 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2233
2234 /* Note that the below effectively means the ratio of the atk vs
2235 * defener level is important - if level 52 character has very little
2236 * chance of killing a level 50 monster. This should probably be
2237 * redone.
2238 */
2239 if (kill_lev >= def_lev)
2240 {
2241 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2242 /* I think this doesn't really do much. Because of
2243 * integer rounding, this only makes any difference if the
2244 * attack level is double the defender level.
2245 */
2246 *dam *= kill_lev / def_lev;
2247 }
2248 }
2249 else
2250 *dam = 0; /* no harm done */
2251}
2252
2253/* thrown_item_effect() - handles any special effects of thrown
2254 * items (like attacking living creatures--a potion thrown at a
2255 * monster).
2256 */
2257static void
2258thrown_item_effect (object *hitter, object *victim)
2259{
2260 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2261 {
2262 /* May not need a switch for just 2 types, but this makes it
2263 * easier for expansion.
2264 */
2265 switch (hitter->type)
2266 {
2267 case POTION:
2268 /* should player get a save throw instead of checking magic protection? */
2269 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2270 (void) apply_potion (victim, hitter);
2271 break;
2272
2273 case POISON: /* poison drinks */
2274 /* As with potions, should monster get a save? */
2275 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2276 apply_poison (victim, hitter);
2277 break;
2278
2279 /* Removed case statements that did nothing.
2280 * food may be poisonous, but monster must be willing to eat it,
2281 * so we don't handle it here.
2282 * Containers should perhaps break open, but that code was disabled.
2283 */
2284 }
2285 }
2286}
2287
2288/* adj_attackroll() - adjustments to attacks by various conditions */
2289
2290int
2291adj_attackroll (object *hitter, object *target)
2292{
2293 object *attacker = hitter;
2294 int adjust = 0;
2295
2296 /* safety */
2297 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2298 {
2299 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2300 return 0;
2301 }
2302
2303 /* aimed missiles use the owning object's sight */
2304 if (is_aimed_missile (hitter))
2305 {
2306 if ((attacker = hitter->owner) == NULL)
2307 attacker = hitter;
2308 /* A player who saves but hasn't quit still could have objects
2309 * owned by him - need to handle that case to avoid crashes.
2310 */
2311 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2312 attacker = hitter;
2313 }
2314 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2315 return 0;
2316
2317 /* determine the condtions under which we make an attack.
2318 * Add more cases, as the need occurs. */
2319
2320 if (!can_see_enemy (attacker, target))
2321 {
2322 /* target is unseen */
2323 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2324 adjust -= 10;
2325 /* dark map penalty for the hitter (lacks infravision if we got here). */
2326 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2327 adjust -= target->map->darkness;
2328 }
2329
2330 if (QUERY_FLAG (attacker, FLAG_SCARED))
2331 adjust -= 3;
2332
2333 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2334 adjust += 1;
2335
2336 if (QUERY_FLAG (target, FLAG_SCARED))
2337 adjust += 1;
2338
2339 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2340 adjust -= 3;
2341
2342 /* if we attack at a different 'altitude' its harder */
2343 if ((attacker->move_type & target->move_type) == 0)
2344 adjust -= 2;
2345
2346#if 0
2347 /* slower attacks are less likely to succeed. We should use a
2348 * comparison between attacker/target speeds BUT, players have
2349 * a generally faster speed, so this will wind up being a HUGE
2350 * disadantage for the monsters! Too bad, because missiles which
2351 * fly fast should have a better chance of hitting a slower target.
2352 */
2353 if (hitter->speed < target->speed)
2354 adjust += ((float) hitter->speed - target->speed);
2355#endif
2356
2357#if 0
2358 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2359#endif
2360
2361 return adjust;
2362}
2363
2364/* determine if the object is an 'aimed' missile */
2365int
2366is_aimed_missile (object *op)
2367{
2368
2369 /* I broke what used to be one big if into a few nested
2370 * ones so that figuring out the logic is at least possible.
2371 */
2372 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1;
2378 }
2379
2380 return 0;
2381}

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