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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.149 by root, Wed Nov 16 23:18:54 2016 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 25#include <assert.h>
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <material.h> 28#include <material.h>
31#include <skills.h> 29#include <skills.h>
32 30#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36
37#include <sounds.h>
38
39typedef struct att_msg_str {
40 char *msg1;
41 char *msg2;
42} att_msg;
43 32
44/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
45
46/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49void cancellation(object *op)
50{
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp);
61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
74}
75
76
77 34
78/* did_make_save_item just checks to make sure the item actually 35/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 36 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 37 * any further action (like destroying the item).
81 */ 38 */
82 39static int
83int did_make_save_item(object *op, int type, object *originator) { 40did_make_save_item (object *op, uint32_t type, object *originator)
84 int i, roll, saves=0, attacks=0, number; 41{
85 materialtype_t *mt; 42 int saves = 0, attacks = 0;
43 materialtype_t *mt = op->material;
86 44
87 if (op->materialname == NULL) { 45 // destroying objects without material has many bad effects
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
95 return TRUE; 47 return 1;
48
96 roll = rndm(1, 20); 49 int roll = rndm (1, 20);
97 50
98 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 52 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it 53 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
105 */ 58 */
106 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
110 AT_MAGIC);
111 63
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118 64
119 for (number=0; number < NROFATTACKS; number++) { 65 if (type == 0) return TRUE;
120 i = 1<<number; 66
121 if (!(i&type)) 67 if (roll == 20) return TRUE;
122 continue; 68 if (roll == 1) return FALSE;
69
70 for_all_bits_sparse_32 (type, number)
71 {
123 attacks++; 72 attacks++;
73
124 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
125 saves++; 75 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 76 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
127 saves++; 77 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
129 saves++; 79 saves++;
130 } 80 }
131 81
132 if (saves==attacks || attacks==0) 82 if (saves == attacks || attacks == 0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 83 return TRUE;
84
85 if (saves == 0 || (rndm (1, attacks) > saves))
86 return FALSE;
87
88 return TRUE;
89}
90
91/* cancels object *op. Cancellation basically means an object loses
92 * its magical benefits.
93 */
94void
95cancellation (object *op)
96{
97 if (op->invisible)
98 return;
99
100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
101 {
102 /* Recurse through the inventory */
103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
105 cancellation (tmp);
106 }
107 else if (fabs (op->magic) <= rndm (0, 5))
108 {
109 /* Nullify this object. This code could probably be more complete */
110 /* in what abilities it should cancel */
111 op->magic = 0;
112
113 op->clr_flag (FLAG_DAMNED);
114 op->clr_flag (FLAG_CURSED);
115 op->clr_flag (FLAG_KNOWN_MAGICAL);
116 op->clr_flag (FLAG_KNOWN_CURSED);
117
118 if (object *pl = op->visible_to ())
119 esrv_update_item (UPD_FLAGS, pl, op);
120 }
137} 121}
138 122
139/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 125 * calling cancellation, etc.)
142 */ 126 */
143 127void
144void save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
145{ 129{
130 op = op->head_ ();
131
146 if ( ! did_make_save_item (op, type,originator)) 132 if (!did_make_save_item (op, type, originator))
147 { 133 {
148 object *env=op->env; 134 object *env = op->env;
149 int x=op->x,y=op->y; 135 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 136 maptile *m = op->map;
151 137
152 op = stop_item (op); 138 op = stop_item (op);
153 if (op == NULL) 139 if (!op)
154 return; 140 return;
155 141
156 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 146 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 149 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 151 {
152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
153 if (op->type == LAMP || op->type == TORCH)
154 {
155 apply_lamp (op, true); // turn on a lamp
156 return;
157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
161 {
166 const char *arch=op->other_arch->name; 162 const char *arch = op->other_arch->archname;
167 163
168 op = decrease_ob_nr (op, 1);
169 if (op) 164 if (op->decrease ())
170 fix_stopped_item (op, m, originator); 165 fix_stopped_item (op, m, originator);
166
171 if((op = get_archetype(arch))!=NULL) { 167 if ((op = archetype::get (arch)))
172 if(env) { 168 {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr) 169 if (env)
176 esrv_send_item(env, op); 170 env->insert (op);
177 } else { 171 else
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 172 m->insert (op, x, y, originator);
180 } 173 }
181 } 174 }
175
182 return; 176 return;
183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 } 177 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 178 }
202 remove_ob(op); 179
203 free_object(op); 180 if (type & AT_CANCELLATION)
181 { /* Cancellation. */
182 cancellation (op);
183 fix_stopped_item (op, m, originator);
184
185 return;
186 }
187
188 if (type & (AT_FIRE | AT_ELECTRICITY))
189 if (env)
190 {
191 object *op = archetype::get (shstr_burnout);
192 op->x = env->x, op->y = env->y;
193 env->insert (op);
204 } 194 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 195 else
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
212 } 197
198 if (op->nrof > 1)
213 } 199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
209
210 return;
211 }
212
213 /* The value of 50 is arbitrary. */
214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
215 {
216 archetype *at = archetype::find (shstr_icecube);
217
218 if (at == NULL)
214 return; 219 return;
215 } 220
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return;
223 op = stop_item (op); 221 op = stop_item (op);
224 if (op == NULL) 222 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return; 223 return;
224
225 object *tmp = present_arch (at, op->map, op->x, op->y);
226 if (!tmp)
227 {
228 tmp = at->instance ();
229 tmp->x = op->x, tmp->y = op->y;
230 /* This was in the old (pre new movement code) -
231 * icecubes have slow_move set to 1 - don't want
232 * that for ones we create.
233 */
234 tmp->move_slow_penalty = 0;
235 tmp->move_slow = 0;
236 insert_ob_in_map (tmp, op->map, originator, 0);
237 }
238
239 tmp->insert (op);
240 return;
241 } 241 }
242} 242}
243 243
244/* Object op is hitting the map. 244/* Object op is hitting the map.
245 * op is going in direction 'dir' 245 * op is going in direction 'dir'
246 * type is the attacktype of the object. 246 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
249 */ 249 */
250 250int
251int hit_map(object *op, int dir, int type, int full_hit) { 251hit_map (object *op, int dir, uint32_t type, int full_hit)
252 object *tmp, *next; 252{
253 mapstruct *map;
254 sint16 x, y; 253 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 254 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 255
257 tag_t op_tag, next_tag=0; 256 if (op->flag [FLAG_FREED])
258 257 {
259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 259 return 0;
260 }
261
262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
262 } 263 {
263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
266 &op->arch->name, &op->name);
267 return 0; 265 return 0;
268 } 266 }
269 267
270 if ( ! op->map) { 268 if (!op->map)
269 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name); 270 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 271 return 0;
273 } 272 }
274 273
275 if (op->head) op=op->head; 274 if (op->head)
276
277 op_tag = op->count;
278
279 map = op->map; 275 op = op->head;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 276
283 int mflags = get_map_flags(map, &map, x, y, &x, &y); 277 mapxy pos (op);
278 pos.move (dir);
279
280 if (!pos.normalise ())
281 return 0;
282
284 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 285 mapspace &ms = pos.ms ();
286
287 if (ms.flags () & P_SAFE)
287 return 0; 288 return 0;
288 289
289 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive 291 * must be out here because it strikes things which are not alive
291 */ 292 */
292 293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 {
293 if (type & AT_COUNTERSPELL) { 295 if (type & AT_COUNTERSPELL)
296 {
294 counterspell(op,dir); /* see spell_effect.c */ 297 counterspell (op, dir); /* see spell_effect.c */
295 298
296 /* If the only attacktype is counterspell or magic, don't need 299 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing. 300 * to do any further processing.
298 */ 301 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 302 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
300 return 0; 303 return 0;
301 } 304
302 type &= ~AT_COUNTERSPELL; 305 type &= ~AT_COUNTERSPELL;
303 } 306 }
304 307
305 if(type & AT_CHAOS){ 308 if (type & AT_CHAOS)
309 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 310 shuffle_attack (op, 1); /* flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 312 type &= ~AT_CHAOS;
313 }
309 } 314 }
310 315
311 next = get_map_ob (map, x, y);
312 if (next)
313 next_tag = next->count;
314
315 while (next) {
316 if (was_destroyed (next, next_tag)) {
317 /* There may still be objects that were above 'next', but there is no 316 /* There may still be objects that were above 'next', but there is no
318 * simple way to find out short of copying all object references and 317 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first 318 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort. 319 * object. That's why we just abort on destroy.
321 * 320 *
322 * This happens whenever attack spells (like fire) hit a pile 321 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage 322 * of objects. This is not a bug - nor an error.
324 * below was spamming the logs for absolutely no reason. 323 */
324 for (object *next = ms.bot; next && !next->destroyed (); )
325 {
326 object *tmp = next;
327 next = tmp->above;
328
329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
330 * For example, 'tmp' was put in an icecube.
331 * This is one of the few cases where on_same_map should not be used.
325 */ 332 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
334 continue;
335
336 if (tmp->flag [FLAG_ALIVE])
337 {
338 hit_player (tmp, op->stats.dam, op, type, full_hit);
339 retflag |= 1;
340
341 if (op->destroyed ())
327 break; 342 break;
328 } 343 }
329 tmp = next; 344 /* Here we are potentially destroying an object. If the object has
330 next = tmp->above; 345 * NO_PASS set, it is also immune - you can't destroy walls. Note
331 if (next) 346 * that weak walls have is_alive set, which prevent objects from
332 next_tag = next->count; 347 * passing over/through them. We don't care what type of movement
348 * the wall blocks - if it blocks any type of movement, can't be
349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
352 */
353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
354 {
355 save_throw_object (tmp, type, op);
333 356
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 357 if (op->destroyed ())
335 LOG (llevError, "BUG: hit_map(): found freed object\n");
336 break; 358 break;
337 } 359 }
338
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used.
342 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y)
344 continue;
345
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
347 hit_player(tmp,op->stats.dam,op,type,full_hit);
348 retflag |=1;
349 if (was_destroyed (op, op_tag))
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
360 !tmp->move_block) {
361 save_throw_object(tmp,type,op);
362 if (was_destroyed (op, op_tag))
363 break;
364 }
365 } 360 }
366 return 0;
367}
368 361
362 return retflag;
363}
364
365static void
369void attack_message(int dam, int type, object *op, object *hitter) { 366attack_message (int dam, int type, object *op, object *hitter)
367{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 369 int i, found = 0;
372 mapstruct *map; 370 maptile *map;
373 object *next, *tmp; 371 object *next, *tmp;
374 372
375 /* put in a few special messages for some of the common attacktypes 373 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 375 * [garbled 20010919]
378 */ 376 */
379
380 if (dam == 9998 && op->type == DOOR) { 377 if (dam == 9998 && op->type == DOOR)
378 {
381 sprintf(buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
383 found++; 381 found++;
382 }
383 else if (dam < 0)
384 } 384 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 386 sprintf (buf2, " hits");
388 found++; 387 found++;
388 }
389 } else if(dam==0) { 389 else if (dam == 0)
390 {
390 sprintf(buf1, "missed %s", &op->name); 391 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 392 sprintf (buf2, " misses");
392 found++; 393 found++;
394 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 395 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 396 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 397 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 398 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 399 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
398 if (dam < attack_mess[ATM_SUFFER][i].level 400 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 401 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
401 &op->name, attack_mess[ATM_SUFFER][i].buf2);
402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
403 found++;
404 break;
405 }
406 }
407 else if (op->type == DOOR && !found)
408 {
409 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
410 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
411 {
412 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
414 found++;
415 break;
416 }
417 }
418 else if (hitter->type == PLAYER && op->is_alive ())
419 {
420 if (USING_SKILL (hitter, SK_KARATE))
421 {
422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
423 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
424 {
425 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
426 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 427 found++;
404 break; 428 break;
405 } 429 }
406 } else if (op->type == DOOR && !found) { 430 }
431 else if (USING_SKILL (hitter, SK_CLAWING))
432 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 433 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
434 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 435 {
409 if (dam < attack_mess[ATM_DOOR][i].level 436 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
410 || attack_mess[ATM_DOOR][i+1].level == -1) {
411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
412 &op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 437 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 438 found++;
415 break; 439 break;
416 }
417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
418 if (USING_SKILL(hitter, SK_KARATE)) {
419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
420 i++)
421 if (dam < attack_mess[ATM_KARATE][i].level
422 || attack_mess[ATM_KARATE][i+1].level == -1) {
423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
424 &op->name, attack_mess[ATM_KARATE][i].buf2);
425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
426 found++;
427 break;
428 } 440 }
429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
431 i++)
432 if (dam < attack_mess[ATM_CLAW][i].level
433 || attack_mess[ATM_CLAW][i+1].level == -1) {
434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
435 &op->name, attack_mess[ATM_CLAW][i].buf2);
436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
437 found++;
438 break;
439 } 441 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 442 else if (USING_SKILL (hitter, SK_PUNCHING))
443 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 444 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
445 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 446 {
443 if (dam < attack_mess[ATM_PUNCH][i].level
444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 447 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
446 &op->name, attack_mess[ATM_PUNCH][i].buf2);
447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 448 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
448 found++;
449 break;
450 }
451 }
452 }
453 if (found) {
454 /* done */
455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
456 sprintf(buf1, "hit"); /* just in case */
457 for (i=0; i < MAXATTACKMESS; i++)
458 if (dam < attack_mess[ATM_ARROW][i].level
459 || attack_mess[ATM_ARROW][i+1].level == -1) {
460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
461 found++; 449 found++;
462 break; 450 break;
451 }
452 }
453 }
454
455 if (found)
456 {
457 /* done */
458 }
459 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
460 {
461 sprintf (buf1, "hit"); /* just in case */
462 for (i = 0; i < MAXATTACKMESS; i++)
463 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
464 {
465 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
466 found++;
467 break;
468 }
469 }
470 else if (type & AT_DRAIN && op->is_alive ())
471 {
472 /* drain is first, because some items have multiple attypes */
473 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
474 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
475 {
476 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
477 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
478 found++;
479 break;
480 }
481 }
482 else if (type & AT_ELECTRICITY && op->is_alive ())
483 {
484 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
485 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
486 {
487 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
488 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_COLD && op->is_alive ())
494 {
495 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
496 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
497 {
498 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
499 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
500 found++;
501 break;
502 }
503 }
504 else if (type & AT_FIRE)
505 {
506 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
507 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
508 {
509 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
511 found++;
512 break;
513 }
514 }
515 else if (hitter->current_weapon)
516 {
517 int mtype;
518
519 switch (hitter->current_weapon->weapontype)
520 {
521 case WEAP_HIT: mtype = ATM_BASIC; break;
522 case WEAP_SLASH: mtype = ATM_SLASH; break;
523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
525 case WEAP_SLICE: mtype = ATM_SLICE; break;
526 case WEAP_STAB: mtype = ATM_STAB; break;
527 case WEAP_WHIP: mtype = ATM_WHIP; break;
528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
529 case WEAP_BLUD: mtype = ATM_BLUD; break;
530 default: mtype = ATM_BASIC; break;
531 }
532
533 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
534 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
535 {
536 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
537 strcpy (buf2, attack_mess[mtype][i].buf3);
538 found++;
539 break;
540 }
541 }
542 else
543 {
544 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
545 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
546 {
547 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
548 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
549 found++;
550 break;
551 }
552 }
553
554 if (!found)
555 {
556 strcpy (buf1, "hit");
557 strcpy (buf2, " hits");
558 }
559
560 /* bail out if a monster is casting spells */
561 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
562 return;
563
564 /* scale down magic considerably. */
565 if (type & AT_MAGIC && rndm (0, 5))
566 return;
567
568 /* Did a player hurt another player? Inform both! */
569 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
570 {
571 if (hitter->owner != NULL)
572 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
573 else
574 {
575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
577 if (dam != 0)
578 {
579 if (dam < 10)
580 op->contr->play_sound (sound_find ("player_is_hit1"));
581 else if (dam < 20)
582 op->contr->play_sound (sound_find ("player_is_hit2"));
583 else
584 op->contr->play_sound (sound_find ("player_is_hit3"));
463 } 585 }
464 } else if (type & AT_DRAIN && IS_LIVE(op)) { 586 }
465 /* drain is first, because some items have multiple attypes */ 587
466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 588 new_draw_info (NDI_BLACK, 0, op, buf);
589 } /* end of player hitting player */
590
591 if (hitter->type == PLAYER)
592 {
593 sprintf (buf, "You %s.", buf1);
594
595 if (dam != 0)
596 {
597 if (dam < 10)
598 op->play_sound (sound_find ("player_hits1"));
599 else if (dam < 20)
600 op->play_sound (sound_find ("player_hits2"));
601 else
602 op->play_sound (sound_find ("player_hits3"));
603 }
604
605 new_draw_info (NDI_BLACK, 0, hitter, buf);
606 }
607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
608 {
609 /* look for stacked spells and start reducing the message chances */
610 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
611 {
612 i = 4;
613 map = hitter->map;
614 if (out_of_map (map, hitter->x, hitter->y))
615 return;
616
617 next = GET_MAP_OB (map, hitter->x, hitter->y);
618 if (next)
619 while (next)
467 i++) 620 {
468 if (dam < attack_mess[ATM_DRAIN][i].level 621 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
469 || attack_mess[ATM_DRAIN][i+1].level == -1) { 622 i *= 3;
470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, 623
471 &op->name, attack_mess[ATM_DRAIN][i].buf2); 624 tmp = next;
472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 625 next = tmp->above;
473 found++; 626 }
627
628 if (i < 0)
629 return;
630
631 if (rndm (0, i) != 0)
632 return;
633 }
634 else if (rndm (0, 5) != 0)
635 return;
636
637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
638 op->play_sound (sound_find ("player_hits4"));
639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
640 }
641}
642
643static int
644get_attack_mode (object **target, object **hitter, int *simple_attack)
645{
646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
647 {
648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
649 return 1;
650 }
651
652 *target = (*target)->head_ ();
653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
658 if ((*hitter)->env || (*target)->env)
659 {
660 *simple_attack = 1;
661 return 0;
662 }
663
664 if ((*target)->flag [FLAG_REMOVED]
665 || (*hitter)->flag [FLAG_REMOVED]
666 || !(*hitter)->map
667 || !on_same_map (*hitter, *target))
668 {
669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670 (*hitter)->debug_desc (), (*target)->debug_desc ());
671 return 1;
672 }
673
674 *simple_attack = 0;
675 return 0;
676}
677
678static int
679abort_attack (object *target, object *hitter, int simple_attack)
680{
681 /* Check if target and hitter are still in a relation similar to the one
682 * determined by get_attack_mode(). Returns true if the relation has changed.
683 */
684 int new_mode;
685
686 if (hitter->env == target || target->env == hitter)
687 new_mode = 1;
688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
689 || hitter->map == NULL || !on_same_map (hitter, target))
690 return 1;
691 else
692 new_mode = 0;
693
694 return new_mode != simple_attack;
695}
696
697/* thrown_item_effect() - handles any special effects of thrown
698 * items (like attacking living creatures--a potion thrown at a
699 * monster).
700 */
701static void
702thrown_item_effect (object *hitter, object *victim)
703{
704 if (!hitter->flag [FLAG_ALIVE])
705 {
706 /* May not need a switch for just 2 types, but this makes it
707 * easier for expansion.
708 */
709 switch (hitter->type)
710 {
711 case POTION:
712 /* should player get a save throw instead of checking magic protection? */
713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
714 apply_potion (victim, hitter);
474 break; 715 break;
716
717 case POISON: /* poison drinks */
718 /* As with potions, should monster get a save? */
719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
720 apply_poison (victim, hitter);
721 break;
722
723 /* Removed case statements that did nothing.
724 * food may be poisonous, but monster must be willing to eat it,
725 * so we don't handle it here.
726 * Containers should perhaps break open, but that code was disabled.
727 */
728 }
729 }
730}
731
732/* determine if the object is an 'aimed' missile */
733static int
734is_aimed_missile (object *op)
735{
736 /* I broke what used to be one big if into a few nested
737 * ones so that figuring out the logic is at least possible.
738 */
739 if (op && (op->move_type & MOVE_FLYING))
740 if (op->type == ARROW || op->type == THROWN_OBJ)
741 return 1;
742 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
743 return 1;
744
745 return 0;
746}
747/* adj_attackroll() - adjustments to attacks by various conditions */
748static int
749adj_attackroll (object *hitter, object *target)
750{
751 object *attacker = hitter;
752 int adjust = 0;
753
754 /* safety */
755 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
756 {
757 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
758 return 0;
759 }
760
761 /* aimed missiles use the owning object's sight */
762 if (is_aimed_missile (hitter))
763 {
764 if ((attacker = hitter->owner) == NULL)
765 attacker = hitter;
766 /* A player who saves but hasn't quit still could have objects
767 * owned by him - need to handle that case to avoid crashes.
768 */
769 if (attacker->flag [FLAG_REMOVED])
770 attacker = hitter;
771 }
772 else if (!hitter->flag [FLAG_ALIVE])
773 return 0;
774
775 /* determine the condtions under which we make an attack.
776 * Add more cases, as the need occurs. */
777
778 if (!can_see_enemy (attacker, target))
779 {
780 /* target is unseen */
781 if (target->invisible || attacker->flag [FLAG_BLIND])
782 adjust -= 10;
783 /* dark map penalty for the hitter (lacks infravision if we got here). */
784 else if (!stand_in_light (target))
785 adjust -= target->map->darklevel ();
786 }
787
788 if (attacker->flag [FLAG_SCARED])
789 adjust -= 3;
790
791 if (target->flag [FLAG_UNAGGRESSIVE])
792 adjust += 1;
793
794 if (target->flag [FLAG_SCARED])
795 adjust += 1;
796
797 if (attacker->flag [FLAG_CONFUSED])
798 adjust -= 3;
799
800 /* if we attack at a different 'altitude' its harder */
801 if ((attacker->move_type & target->move_type) == 0)
802 adjust -= 2;
803
804#if 0
805 /* slower attacks are less likely to succeed. We should use a
806 * comparison between attacker/target speeds BUT, players have
807 * a generally faster speed, so this will wind up being a HUGE
808 * disadantage for the monsters! Too bad, because missiles which
809 * fly fast should have a better chance of hitting a slower target.
810 */
811 if (hitter->speed < target->speed)
812 adjust += ((float) hitter->speed - target->speed);
813#endif
814
815#if 0
816 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
817#endif
818
819 return adjust;
820}
821
822static int
823attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
824{
825 int simple_attack, roll, dam = 0;
826 uint32 type;
827 shstr op_name;
828
829 if (get_attack_mode (&op, &hitter, &simple_attack))
830 goto error;
831
832 if (hitter->current_weapon)
833 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
834 return RESULT_INT (0);
835
836 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
837 return RESULT_INT (0);
838
839 /*
840 * A little check to make it more difficult to dance forward and back
841 * to avoid ever being hit by monsters.
842 */
843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
844 {
845 /* Decrease speed BEFORE calling process_object. Otherwise, an
846 * infinite loop occurs, with process_object calling move_monster,
847 * which then gets here again. By decreasing the speed before
848 * we call process_object, the 'if' statement above will fail.
849 */
850 --op->speed_left;
851 process_object (op);
852
853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
854 goto error;
855 }
856
857 op_name = op->name;
858
859 roll = random_roll (1, 20, hitter, PREFER_HIGH);
860
861 /* Adjust roll for various situations. */
862 if (!simple_attack)
863 roll += adj_attackroll (hitter, op);
864
865 /* See if we hit the creature */
866 if (roll == 20 || op->stats.ac >= base_wc - roll)
867 {
868 int hitdam = base_dam;
869
870 if (!simple_attack)
871 {
872 /* If you hit something, the victim should *always* wake up.
873 * Before, invisible hitters could avoid doing this.
874 * -b.t. */
875 if (op->flag [FLAG_SLEEP])
876 op->clr_flag (FLAG_SLEEP);
877
878 /* If the victim can't see the attacker, it may alert others
879 * for help. */
880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
881 npc_call_help (op);
882
883 /* if you were hidden and hit by a creature, you are discovered */
884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
885 {
886 make_visible (op);
887
888 if (op->type == PLAYER)
889 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
475 } 890 }
476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 i++)
479 if (dam < attack_mess[ATM_ELEC][i].level
480 || attack_mess[ATM_ELEC][i+1].level == -1) {
481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482 &op->name, attack_mess[ATM_ELEC][i].buf2);
483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484 found++;
485 break;
486 }
487 } else if (type & AT_COLD && IS_LIVE(op)) {
488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 i++)
490 if (dam < attack_mess[ATM_COLD][i].level
491 || attack_mess[ATM_COLD][i+1].level == -1) {
492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493 &op->name, attack_mess[ATM_COLD][i].buf2);
494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495 found++;
496 break;
497 }
498 } else if (type & AT_FIRE) {
499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 i++)
501 if (dam < attack_mess[ATM_FIRE][i].level
502 || attack_mess[ATM_FIRE][i+1].level == -1) {
503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504 &op->name, attack_mess[ATM_FIRE][i].buf2);
505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506 found++;
507 break;
508 }
509 } else if (hitter->current_weapon != NULL) {
510 int mtype;
511 switch (hitter->current_weapon->weapontype) {
512 case WEAP_HIT: mtype = ATM_BASIC; break;
513 case WEAP_SLASH: mtype = ATM_SLASH; break;
514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516 case WEAP_SLICE: mtype = ATM_SLICE; break;
517 case WEAP_STAB: mtype = ATM_STAB; break;
518 case WEAP_WHIP: mtype = ATM_WHIP; break;
519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520 case WEAP_BLUD: mtype = ATM_BLUD; break;
521 default: mtype = ATM_BASIC; break;
522 }
523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 i++)
525 if (dam < attack_mess[mtype][i].level
526 || attack_mess[mtype][i+1].level == -1) {
527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528 &op->name, attack_mess[mtype][i].buf2);
529 strcpy (buf2, attack_mess[mtype][i].buf3);
530 found++;
531 break;
532 }
533 } else {
534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 i++)
536 if (dam < attack_mess[ATM_BASIC][i].level
537 || attack_mess[ATM_BASIC][i+1].level == -1) {
538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539 &op->name, attack_mess[ATM_BASIC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541 found++;
542 break;
543 }
544 }
545 891
546 if (!found) {
547 strcpy (buf1, "hit");
548 strcpy (buf2, " hits");
549 }
550
551 /* bail out if a monster is casting spells */
552 if (!(hitter->type == PLAYER ||
553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 return;
555
556 /* scale down magic considerably. */
557 if (type & AT_MAGIC && rndm(0, 5))
558 return;
559
560 /* Did a player hurt another player? Inform both! */
561 if(op->type==PLAYER &&
562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 if(get_owner(hitter)!=NULL)
564 sprintf(buf,"%s's %s%s you.",
565 &hitter->owner->name, &hitter->name, buf2);
566 else {
567 sprintf(buf,"%s%s you.", &hitter->name, buf2);
568 if (dam != 0) {
569 if (dam < 10)
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571 else if (dam < 20)
572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573 else
574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575 }
576 }
577 new_draw_info(NDI_BLACK, 0,op,buf);
578 } /* end of player hitting player */
579
580 if(hitter->type==PLAYER) {
581 sprintf(buf,"You %s.",buf1);
582 if (dam != 0) {
583 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
585 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
587 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
589 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf);
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
592 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT &&
594 (hitter->subtype == SP_EXPLOSION ||
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4;
598 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y))
600 return;
601 next = get_map_ob(map, hitter->x, hitter->y);
602 if (next)
603 while(next) {
604 if (next->type == SPELL_EFFECT &&
605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
606 next->subtype == SP_CONE))
607 i*=3;
608 tmp = next;
609 next = tmp->above;
610 }
611 if (i < 0)
612 return;
613 if (rndm(0, i) != 0)
614 return;
615 } else if (rndm(0, 5) != 0)
616 return;
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
620 }
621}
622
623
624static int get_attack_mode (object **target, object **hitter,
625 int *simple_attack)
626{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1;
630 }
631 if ((*target)->head)
632 *target = (*target)->head;
633 if ((*hitter)->head)
634 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) {
636 *simple_attack = 1;
637 return 0;
638 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
642 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
644 "target\n", &(*hitter)->arch->name, &(*hitter)->name);
645 return 1;
646 }
647 *simple_attack = 0;
648 return 0;
649}
650
651static int abort_attack (object *target, object *hitter, int simple_attack)
652{
653/* Check if target and hitter are still in a relation similar to the one
654 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */
656 int new_mode;
657
658 if (hitter->env == target || target->env == hitter)
659 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED)
661 || QUERY_FLAG (target, FLAG_REMOVED)
662 || hitter->map == NULL || !on_same_map(hitter, target))
663 return 1;
664 else
665 new_mode = 0;
666 return new_mode != simple_attack;
667}
668
669static void thrown_item_effect (object *, object *);
670
671static int attack_ob_simple (object *op, object *hitter, int base_dam,
672 int base_wc)
673{
674 int simple_attack, roll, dam=0;
675 uint32 type;
676 shstr op_name;
677 tag_t op_tag, hitter_tag;
678
679 if (get_attack_mode (&op, &hitter, &simple_attack))
680 goto error;
681
682 if (hitter->current_weapon)
683 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684 return RESULT_INT (0);
685
686 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
687 return RESULT_INT (0);
688
689 op_tag = op->count;
690 hitter_tag = hitter->count;
691
692 /*
693 * A little check to make it more difficult to dance forward and back
694 * to avoid ever being hit by monsters.
695 */
696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
697 && op->speed_left > -(FABS(op->speed))*0.3)
698 {
699 /* Decrease speed BEFORE calling process_object. Otherwise, an
700 * infinite loop occurs, with process_object calling move_monster,
701 * which then gets here again. By decreasing the speed before
702 * we call process_object, the 'if' statement above will fail.
703 */
704 op->speed_left--;
705 process_object(op);
706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
707 || abort_attack (op, hitter, simple_attack))
708 goto error;
709 }
710
711 op_name = op->name;
712
713 roll=random_roll(1, 20, hitter, PREFER_HIGH);
714
715 /* Adjust roll for various situations. */
716 if ( ! simple_attack)
717 roll += adj_attackroll(hitter,op);
718
719 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) {
721 int hitdam = base_dam;
722 if (settings.casting_time == TRUE) {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
724 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
726 "your spell!");
727 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){
729 op->casting_time = -1;
730 if (op->type == PLAYER) {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
732 "your spell!");
733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734 "%s was hit by %s and lost a spell.",
735 &op_name,&hitter->name);
736 }
737 }
738 }
739 if ( ! simple_attack)
740 {
741 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this.
743 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP);
746
747 /* If the victim can't see the attacker, it may alert others
748 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op);
752
753 /* if you were hidden and hit by a creature, you are discovered*/
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
755 make_visible (op);
756 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op,
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 }
761
762 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 895 * wrapper object.
766 */ 896 */
767 thrown_item_effect (hitter, op); 897 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag)
769 || was_destroyed (op, op_tag)
770 || abort_attack (op, hitter, simple_attack))
771 goto leave;
772 }
773 898
774 /* Need to do at least 1 damage, otherwise there is no point 899 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
775 * to go further and it will cause FPE's below.
776 */
777 if (hitdam<=0) hitdam=1;
778
779 type=hitter->attacktype;
780 if(!type) type=AT_PHYSICAL;
781 /* Handle monsters that hit back */
782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
783 && QUERY_FLAG (hitter, FLAG_ALIVE))
784 {
785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
788 PREFER_LOW),op, op->attacktype, 1);
789 if (was_destroyed (op, op_tag)
790 || was_destroyed (hitter, hitter_tag)
791 || abort_attack (op, hitter, simple_attack))
792 goto leave;
793 }
794
795 /* In the new attack code, it should handle multiple attack
796 * types in its area, so remove it from here.
797 */
798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
799 hitter, type, 1);
800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
801 || abort_attack (op, hitter, simple_attack))
802 goto leave; 900 goto leave;
803 } /* end of if hitter hit op */ 901 }
902
903 /* Need to do at least 1 damage, otherwise there is no point
904 * to go further and it will cause FPE's below.
905 */
906 max_it (hitdam, 1);
907
908 type = hitter->attacktype;
909
910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
912 * This check is important for the most simple monsters out there in the
913 * game content (maps, archs). For example orcs: They would have
914 * no attacktype at all.
915 *
916 * Some time in the future someone should just go into the game data
917 * and fix every monster out there ;-/ Until then we will kill some
918 * more trees in the african rain forests with this check.
919 */
920 if (!type)
921 type = AT_PHYSICAL;
922
923 /* Handle monsters that hit back */
924 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
925 {
926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
927 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
928
929 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
930
931 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
932 goto leave;
933 }
934
935 /* In the new attack code, it should handle multiple attack
936 * types in its area, so remove it from here.
937 */
938 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
939
940 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
941 goto leave;
942 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 943 /* if we missed, dam=0 */
805 944
806 /*attack_message(dam, type, op, hitter);*/ 945 /*attack_message(dam, type, op, hitter); */
807 946
808 goto leave; 947 goto leave;
809 948
810 error: 949error:
811 dam = 1; 950 dam = 1;
812 951
813 leave: 952leave:
814 953
815 return dam; 954 return dam;
816} 955}
817 956
957int
818int attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
819{ 959{
820
821 if (hitter->head)
822 hitter = hitter->head;
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 960 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
824} 961}
825 962
826/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
827 * 964 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 965 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 966 */
967static int
830static int stick_arrow (object *op, object *tmp) 968stick_arrow (object *op, object *tmp)
831{ 969{
832 /* If the missile hit a player, we insert it in their inventory. 970 /* If the missile hit a player, we insert it in their inventory.
833 * However, if the missile is heavy, we don't do so (assume it falls 971 * However, if the missile is heavy, we don't do so (assume it falls
834 * to the ground after a hit). What a good value for this is up to 972 * to the ground after a hit). What a good value for this is up to
835 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 973 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 974 * stick around.
837 */ 975 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
839 if(tmp->head != NULL) 977 {
840 tmp = tmp->head; 978 tmp->head_ ()->insert (op);
841 remove_ob (op);
842 op = insert_ob_in_ob(op,tmp);
843 if (tmp->type== PLAYER)
844 esrv_send_item (tmp, op);
845 return 1; 979 return 1;
980 }
846 } else 981 else
847 return 0; 982 return 0;
848} 983}
849 984
850/* hit_with_arrow() disassembles the missile, attacks the victim and 985/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 986 * reassembles the missile.
852 * 987 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 988 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 989 * isn't available anymore.
855 */ 990 */
991object *
856object *hit_with_arrow (object *op, object *victim) 992hit_with_arrow (object *op, object *victim)
857{ 993{
858 object *container, *hitter; 994 object *container, *hitter;
859 int hit_something = 0; 995 int hit_something = 0;
860 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y;
862 996
863 /* Disassemble missile */ 997 /* Disassemble missile */
864 if (op->inv) { 998 if (op->inv)
999 {
865 container = op; 1000 container = op;
866 hitter = op->inv; 1001 hitter = op->inv;
867 remove_ob (hitter);
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 1002 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
869 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1003 /* Note that we now have an empty THROWN_OBJ on the map. Code that
870 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
871 * removed at the end of this function must be able to deal with empty 1005 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
873 } else { 1007 }
1008 else
1009 {
874 container = NULL; 1010 container = 0;
875 hitter = op; 1011 hitter = op;
876 } 1012 }
877 1013
878 /* Try to hit victim */ 1014 /* Try to hit victim */
879 victim_x = victim->x;
880 victim_y = victim->y;
881 victim_tag = victim->count;
882 hitter_tag = hitter->count;
883
884 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1015 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 1016
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1017 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 1019 * attack_ob_simple() returns, and we've got an arrow that still exists
889 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1020 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 1021 * other places as well!)
891 */ 1022 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 1023 if (hitter->destroyed () || hitter->env)
1024 {
893 if (container) { 1025 if (container)
894 remove_ob (container); 1026 container->destroy ();
895 free_object (container); 1027
896 }
897 return NULL; 1028 return 0;
898 } 1029 }
899 1030
900 /* Missile hit victim */ 1031 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1032 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
902 * through the target 1033 * through the target
903 */ 1034 */
904 if (hit_something && op->speed <= 10.0) 1035 if (hit_something)
1036 if (op->speed < 10.0)
905 { 1037 {
906 /* Stop arrow */ 1038 /* Stop arrow */
907 if (container == NULL) { 1039 if (!container)
1040 {
908 hitter = fix_stopped_arrow (hitter); 1041 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL) 1042 if (!hitter)
910 return NULL; 1043 return 0;
911 } else {
912 remove_ob (container);
913 free_object (container);
914 } 1044 }
1045 else
1046 container->destroy ();
915 1047
916 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag) 1049 if (!victim->destroyed () && stick_arrow (hitter, victim))
918 && stick_arrow (hitter, victim))
919 return NULL; 1050 return 0;
920 1051
921 /* Else try to put arrow on victim's map square 1052 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 1053 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 1054 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 1055 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 1056 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 1057 * way to handle those otherwise?
927 */ 1058 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 1059 if (victim->x != hitter->x || victim->y != hitter->y)
929 remove_ob (hitter); 1060 {
1061 if (victim->destroyed ())
1062 hitter->destroy ();
1063 else
1064 {
1065 hitter->remove ();
930 hitter->x = victim_x; 1066 hitter->x = victim->x;
931 hitter->y = victim_y; 1067 hitter->y = victim->y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 1068 insert_ob_in_map (hitter, victim->map, hitter, 0);
1069 }
1070 }
933 } else { 1071 else
934 /* Else leave arrow where it is */ 1072 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 1073 merge_ob (hitter, NULL);
936 }
937 return NULL;
938 }
939 1074
940 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0;
942
943 /* Missile missed victim - reassemble missile */
944 if (container) {
945 remove_ob (hitter);
946 insert_ob_in_ob (hitter, container);
947 }
948 return op;
949}
950
951
952void tear_down_wall(object *op)
953{
954 int perc=0;
955
956 if (!op->stats.maxhp) {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1;
959 } else if(!GET_ANIM_ID(op)) {
960 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) {
962 remove_ob(op); /* Should update LOS */
963 free_object(op);
964 /* Don't know why this is here - remove_ob should do it for us */
965 /*update_position(m, x, y);*/
966 }
967 return; /* no animations, so nothing more to do */
968 }
969 perc = NUM_ANIMATIONS(op)
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
971 if (perc >= (int) NUM_ANIMATIONS(op))
972 perc = NUM_ANIMATIONS(op)-1;
973 else if (perc < 1)
974 perc = 1;
975 SET_ANIMATION(op, perc);
976 update_object(op,UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
978 if(op->face==blank_face) {
979 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */
981 free_object(op);
982
983 /* remove_ob should call update_position for us */
984 /*update_position(m, x, y);*/
985
986 } else { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y);
989 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE);
991 }
992 }
993}
994
995void scare_creature(object *target, object *hitter)
996{
997 object *owner = get_owner(hitter);
998
999 if (!owner) owner=hitter;
1000
1001 SET_FLAG(target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner;
1003}
1004
1005
1006/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */
1012
1013int hit_player_attacktype(object *op, object *hitter, int dam,
1014 uint32 attacknum, int magic) {
1015
1016 int doesnt_slay = 1;
1017
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1075 return 0;
1022 }
1023
1024 if (dam < 0) {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1026 return 0;
1027 }
1028
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1030 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam;
1032
1033 if (hitter->slaying) {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1035 (op->arch && (op->arch->name != NULL) &&
1036 strstr(op->arch->name, hitter->slaying))
1037 ){
1038 doesnt_slay = 0;
1039 dam *= 3;
1040 } 1076 }
1077 else
1078 op->set_speed (op->speed - 1.f);
1079
1080 /* Missile missed victim - reassemble missile */
1081 if (container)
1041 } 1082 {
1083 hitter->remove ();
1084 insert_ob_in_ob (hitter, container);
1085 }
1042 1086
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1087 return op;
1044 if (op->resist[attacknum]) { 1088}
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1089
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1090static void
1047 dam *= (100-op->resist[attacknum]); 1091tear_down_wall (object *op)
1048 if (dam >= 100) dam /= 100; 1092{
1093 if (!op->stats.maxhp)
1094 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1095 else if (!op->has_anim ())
1096 {
1097 /* Object has been called - no animations, so remove it */
1098 if (op->stats.hp < 0)
1099 op->destroy ();
1100
1101 return; /* no animations, so nothing more to do */
1102 }
1103
1104 // we use frames 1..num-2 as intermediate frames, so
1105 // the last frame is used only when hp < 0.
1106 int perc = clamp (
1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1108 0, op->anim_frames () - 1
1109 );
1110
1111 op->set_anim_frame (perc);
1112 update_object (op, UP_OBJ_FACE);
1113
1114 if (op->stats.hp < 0)
1115 { /* Reached the last animation */
1116 if (op->face == blank_face)
1117 /* If the last face is blank, remove the ob */
1118 op->destroy ();
1049 else 1119 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1120 { /* The last face was not blank, leave an image */
1051 } 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1052 1122 update_all_los (op->map, op->x, op->y);
1053 /* Special hack. By default, if immune to something, you 1123 op->move_block = 0;
1054 * shouldn't need to worry. However, acid is an exception, since 1124 op->flag [FLAG_ALIVE] = false;
1055 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */
1057
1058 if ((op->resist[attacknum] >= 100) &&
1059 doesnt_slay && (attacknum != ATNR_ACID))
1060 return 0;
1061
1062 /* Keep this in order - makes things easier to find */
1063
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL:
1066 /* here also check for diseases */
1067 check_physically_infect(op, hitter);
1068 break;
1069 1125 }
1070 /* Don't need to do anything for:
1071 magic,
1072 fire,
1073 electricity,
1074 cold */
1075
1076 case ATNR_CONFUSION:
1077 case ATNR_POISON:
1078 case ATNR_SLOW:
1079 case ATNR_PARALYZE:
1080 case ATNR_FEAR:
1081 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE:
1083 case ATNR_BLIND:
1084 {
1085 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level
1087 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1089
1090 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the
1093 * effect.
1094 */
1095 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1098 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1099
1100 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1109 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1110 }
1111 dam = 0; /* These are all effects and don't do real damage */
1112 }
1113 break;
1114 case ATNR_ACID:
1115 {
1116 int flag=0;
1117
1118 /* Items only get corroded if you're not on a battleground and
1119 * if your acid resistance is below 50%. */
1120 if (!op_on_battleground(op, NULL, NULL) &&
1121 (op->resist[ATNR_ACID] < 50))
1122 {
1123 object *tmp;
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1125 if(tmp->invisible)
1126 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1128 (tmp->resist[ATNR_ACID] >= 10))
1129 /* >= 10% acid res. on itmes will protect these */
1130 continue;
1131 if(!(tmp->material & M_IRON))
1132 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */
1134 continue;
1135 if(tmp->type==RING ||
1136 /* removed boots and gloves from exclusion list in
1137 PR */
1138 tmp->type==GIRDLE ||
1139 tmp->type==AMULET ||
1140 tmp->type==WAND ||
1141 tmp->type==ROD ||
1142 tmp->type==HORN)
1143 continue; /* To avoid some strange effects */
1144
1145 /* High damage acid has better chance of corroding
1146 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1149 if(op->type == PLAYER)
1150 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1152 "The %s's acid corrodes your %s!",
1153 query_name(hitter), query_name(tmp));
1154 flag = 1;
1155 tmp->magic--;
1156 if(op->type == PLAYER)
1157 esrv_send_item(op, tmp);
1158 }
1159 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 }
1163 } 1126 }
1164 break;
1165 case ATNR_DRAIN:
1166 {
1167 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained.
1169 */
1170 int rate;
1171
1172 if(op->resist[ATNR_DRAIN] >= 0)
1173 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174 else
1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176
1177 if(op->stats.exp <= rate) {
1178 if(op->type == GOLEM)
1179 dam = 999; /* Its force is "sucked" away. 8) */
1180 else
1181 /* If we can't drain, lets try to do physical damage */
1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1183 } else {
1184 /* Randomly give the hitter some hp */
1185 if(hitter->stats.hp<hitter->stats.maxhp &&
1186 (op->level > hitter->level) &&
1187 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1188 hitter->stats.hp++;
1189
1190 /* Can't do drains on battleground spaces.
1191 * Move the wiz check up here - before, the hitter wouldn't gain exp
1192 * exp, but the wiz would still lose exp! If drainee is a wiz,
1193 * nothing happens.
1194 * Try to credit the owner. We try to display player -> player drain
1195 * attacks, hence all the != PLAYER checks.
1196 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1198 object *owner = get_owner(hitter);
1199
1200 if (owner && owner != hitter) {
1201 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL);
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1205 change_exp(hitter, op->stats.exp/(rate*2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0);
1207 }
1208 change_exp(op,-op->stats.exp/rate, NULL, 0);
1209 }
1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1211 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed
1213 */
1214 }
1215 }
1216 break;
1217 case ATNR_TURN_UNDEAD:
1218 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1221 object *god = find_god (determine_god (owner));
1222 int div = 1;
1223
1224 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL)
1228 div = 2;
1229 /* Give a bonus if you resist turn undead */
1230 if (op->level * div <
1231 (turn_bonus[owner->stats.Wis]+owner->level +
1232 (op->resist[ATNR_TURN_UNDEAD]/100)))
1233 scare_creature(op, owner);
1234 }
1235 else
1236 dam = 0; /* don't damage non undead - should we damage
1237 undead? */
1238 } break;
1239 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam);
1241 break;
1242 case ATNR_CHAOS:
1243 LOG(llevError,
1244 "%s was hit by %s with non-specific chaos.\n",
1245 query_name(op),
1246 query_name(hitter));
1247 dam = 0;
1248 break;
1249 case ATNR_COUNTERSPELL:
1250 LOG(llevError,
1251 "%s was hit by %s with counterspell attack.\n",
1252 query_name(op),
1253 query_name(hitter));
1254 dam = 0;
1255 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */
1259 break;
1260 case ATNR_HOLYWORD:
1261 {
1262 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */
1264
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1266
1267 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1269 owner->level+turn_bonus[owner->stats.Wis])
1270 scare_creature(op, owner);
1271 } break;
1272 case ATNR_LIFE_STEALING:
1273 {
1274 int new_hp;
1275 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters
1278 *
1279 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000).
1283 */
1284 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1286 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1292 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1295 }
1296 }
1297 return dam;
1298} 1127}
1299 1128
1129static void
1130scare_creature (object *target, object *hitter)
1131{
1132 target->flag [FLAG_SCARED] = true;
1133
1134 if (!target->enemy)
1135 target->enemy = hitter->outer_owner ();
1136}
1300 1137
1301/* GROS: This code comes from hit_player. It has been made external to 1138/* GROS: This code comes from hit_player. It has been made external to
1302 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1303 * It was initially used by (kill-object) developed for the Collector's 1140 * It was initially used by (kill-object) developed for the Collector's
1304 * Sword. Note that nothing has been changed from the original version 1141 * Sword. Note that nothing has been changed from the original version
1311 * This function was a bit of a mess with hitter getting changed, 1148 * This function was a bit of a mess with hitter getting changed,
1312 * values being stored away but not used, etc. I've cleaned it up 1149 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1150 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1151 * MSW 2002-07-17
1315 */ 1152 */
1153int
1316int kill_object(object *op,int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1317{ 1155{
1318 char buf[MAX_BUF]; 1156 shstr skill;
1319 const char *skill;
1320 int maxdam=0; 1157 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1159 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1160 object *owner = 0;
1324 object *skop=NULL; 1161 object *skop = 0;
1325 1162
1326 if (op->stats.hp>=0) 1163 if (op->stats.hp >= 0)
1327 return -1; 1164 return -1;
1328 1165
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1167 return 0;
1331 1168
1332 /* maxdam needs to be the amount of damage it took to kill 1169 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1335 */ 1172 */
1336 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1337 1174
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1176 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1177
1341 if(op->type==DOOR) { 1178 if (op->type == DOOR)
1179 {
1342 op->speed = 0.1; 1180 op->set_speed (0.1f);
1343 update_ob_speed(op);
1344 op->speed_left= -0.05; 1181 op->speed_left = -0.05f;
1345 return maxdam;
1346 }
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1348 remove_friendly_object(op);
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1350 op->owner->contr->ranges[range_golem] == op) {
1351 op->owner->contr->ranges[range_golem]=NULL;
1352 op->owner->contr->golem_count=0;
1353 }
1354
1355 remove_ob(op);
1356 free_object(op);
1357 return maxdam; 1182 return maxdam;
1183 }
1184
1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1358 } 1186 {
1187 op->drop_and_destroy ();
1188 return maxdam;
1189 }
1359 1190
1360 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1361 1192
1362 owner=get_owner(hitter); 1193 owner = hitter->outer_owner ();
1363 if(owner==NULL) 1194 if (!owner)
1364 owner=hitter; 1195 owner = hitter;
1365 1196
1366 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1198 if (op_on_battleground (op, NULL, NULL))
1368 1199 battleg = 1;
1200
1369 /* is this player killing?*/ 1201 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1202 if (op->type == PLAYER && owner->type == PLAYER)
1203 pk = 1;
1371 1204
1372 /* Player killed something */ 1205 /* Player killed something */
1373 if(owner->type==PLAYER) { 1206 if (owner->type == PLAYER)
1374 Log_Kill(owner->name, 1207 {
1375 query_name(op),op->type,
1376 (owner!=hitter) ? query_name(hitter) : NULL,
1377 (owner!=hitter) ? hitter->type : 0);
1378
1379 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1210 * ip address is included.
1382 */ 1211 */
1383 if (op->type == PLAYER && !battleg) { 1212 if (op->type == PLAYER && !battleg)
1213 {
1384 time_t t=time(NULL); 1214 time_t t = time (NULL);
1385 struct tm *tmv; 1215 struct tm *tmv;
1386 char buf[256]; 1216 char buf[256];
1387 1217
1388 tmv = localtime(&t); 1218 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1219 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1220
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1221 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1392 buf, &owner->name, owner->contr->socket.host, query_name(op));
1393 } 1222 }
1394 1223
1395 /* try to filter some things out - basically, if you are 1224 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1225 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1226 * probably don't want to see that.
1398 */ 1227 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1228 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1229 {
1400 if(owner!=hitter) { 1230 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1231 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1402 "You killed %s with %s.",query_name(op), 1232 else
1403 query_name(hitter)); 1233 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1234
1235 /* Only play sounds for melee kills */
1236 if (hitter->type == PLAYER)
1237 owner->play_sound (sound_find ("player_kills"));
1238 }
1239
1240 /* If a player kills another player, not on
1241 * battleground, the "killer" looses 1 luck. Since this is
1242 * not reversible, it's actually quite a pain IMHO. -AV
1243 * Fix bug in that we were changing the luck of the hitter, not
1244 * player that the object belonged to - so if you killed another player
1245 * with spells, pets, whatever, there was no penalty.
1246 * Changed to make luck penalty configurable in settings.
1247 */
1248 if (op->type == PLAYER && owner != op && !battleg)
1249 owner->change_luck (-settings.pk_luck_penalty);
1250
1251 /* This code below deals with finding the appropriate skill
1252 * to credit exp to. This is a bit problematic - we should
1253 * probably never really have to look at current_weapon->skill
1254 */
1255 if (hitter->skill && hitter->type != PLAYER)
1256 skill = hitter->skill;
1257 else if (owner->chosen_skill)
1258 {
1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1261 }
1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1263 skill = owner->current_weapon->skill;
1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1267 "BUG: kill_object - unable to find skill that killed monster\n"
1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1270 skill = 0;
1271 }
1272
1273 /* We have the skill we want to credit to - now find the object this goes
1274 * to. Make sure skop is an actual skill, and not a skill tool!
1275 */
1276 skop = owner->contr->find_skill (skill);
1277 } /* Was it a player that hit somethign */
1278 else
1279 skill = 0;
1280
1281 /* These may have been set in the player code section above */
1282 if (!skop)
1283 skop = hitter->chosen_skill;
1284
1285 if (!skill && skop)
1286 skill = skop->skill;
1287
1288 /* If you didn't kill yourself, and your not the wizard */
1289 if (owner != op && !op->flag [FLAG_WIZ])
1290 {
1291 int exp;
1292
1293 /* Really don't give much experience for killing other players */
1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1295 if (battleg)
1296 {
1297 if (op->is_player ())
1298 {
1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1301 }
1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1306 exp = op->stats.exp / 1000;
1307 else
1308 exp = calc_skill_exp (owner, op, skop);
1309
1310 /* Don't know why this is set this way - doesn't make
1311 * sense to just divide everything by two for no reason.
1312 */
1313
1314 if (!settings.simple_exp)
1315 exp = exp / 2;
1316
1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1318 change_exp (owner, exp, skill, 0);
1319 else
1320 {
1321 int shares = 0, count = 0;
1322 partylist *party = owner->contr->party;
1323
1324 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1325
1326 for_all_players (pl)
1327 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1328 {
1329 count++;
1330 shares += (pl->ob->level + 4);
1331 }
1332
1333 if (count == 1 || shares > exp || !shares)
1334 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1405 else { 1335 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1336 {
1407 "You killed %s.",query_name(op)); 1337 int share = exp / shares, given = 0, nexp;
1338
1339 for_all_players (pl)
1340 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1341 {
1342 nexp = (pl->ob->level + 4) * share;
1343 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1344 given += nexp;
1345 }
1346
1347 exp -= given;
1348 /* give any remainder to the player */
1349 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1350 }
1409 /* Only play sounds for melee kills */ 1351 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1352 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1353
1354 if (op->type != PLAYER)
1355 {
1356 if (op->flag [FLAG_FRIENDLY])
1412 } 1357 {
1358 object *owner1 = op->owner;
1413 1359
1414 /* If a player kills another player, not on 1360 if (owner1 && owner1->type == PLAYER)
1415 * battleground, the "killer" looses 1 luck. Since this is
1416 * not reversible, it's actually quite a pain IMHO. -AV
1417 * Fix bug in that we were changing the luck of the hitter, not
1418 * player that the object belonged to - so if you killed another player
1419 * with spells, pets, whatever, there was no penalty.
1420 * Changed to make luck penalty configurable in settings.
1421 */
1422 if(op->type == PLAYER && owner != op && !battleg)
1423 change_luck(owner, -settings.pk_luck_penalty);
1424
1425 /* This code below deals with finding the appropriate skill
1426 * to credit exp to. This is a bit problematic - we should
1427 * probably never really have to look at current_weapon->skill
1428 */
1429 skill = NULL;
1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1431 else if (owner->chosen_skill) {
1432 skill = owner->chosen_skill->skill;
1433 skop = owner->chosen_skill;
1434 }
1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1436 else
1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1438
1439 /* We have the skill we want to credit to - now find the object this goes
1440 * to. Make sure skop is an actual skill, and not a skill tool!
1441 */
1442 if ((!skop || skop->type != SKILL) && skill) {
1443 int i;
1444
1445 for (i=0; i<NUM_SKILLS; i++)
1446 if (owner->contr->last_skill_ob[i] &&
1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1448 skop = owner->contr->last_skill_ob[i];
1449 break;
1450 } 1361 {
1451 } 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1452 } /* Was it a player that hit somethign */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1364 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1454 skill = NULL;
1455 }
1456
1457 /* Pet (or spell) killed something. */
1458 if(owner != hitter ) {
1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name,
1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1461 }
1462 else {
1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name,
1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1466 }
1467 /* These may have been set in the player code section above */
1468 if (!skop) skop = hitter->chosen_skill;
1469 if (!skill && skop) skill=skop->skill;
1470
1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1472
1473
1474 /* If you didn't kill yourself, and your not the wizard */
1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1476 int exp;
1477
1478 /* Really don't give much experience for killing other players */
1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 if (op->type==PLAYER) {
1481 if (battleg) {
1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1484 } 1365 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1366
1491 /* if op is standing on "battleground" (arena), no way to gain
1492 * exp by killing him
1493 */
1494 if (battleg) exp = 0;
1495
1496 /* Don't know why this is set this way - doesn't make
1497 * sense to just divide everything by two for no reason.
1498 */
1499
1500 if (!settings.simple_exp)
1501 exp=exp/2;
1502
1503 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1504 change_exp(owner,exp, skill, 0);
1505 }
1506 else {
1507 int shares=0,count=0;
1508
1509 player *pl;
1510
1511 partylist *party=owner->contr->party;
1512#ifdef PARTY_KILL_LOG
1513 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1514#endif
1515 for(pl=first_player;pl!=NULL;pl=pl->next) {
1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1517 count++;
1518 shares+=(pl->ob->level+4);
1519 }
1520 }
1521 if(count==1 || shares>exp)
1522 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1523 else {
1524 int share=exp/shares,given=0,nexp;
1525 for(pl=first_player;pl!=NULL;pl=pl->next) {
1526 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1527 nexp=(pl->ob->level+4)*share;
1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1529 given+=nexp;
1530 }
1531 }
1532 exp-=given;
1533 /* give any remainder to the player */
1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1535 }
1536 } /* else part of a party */
1537
1538 } /* end if person didn't kill himself */
1539
1540 if(op->type!=PLAYER) {
1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1542 object *owner1 = get_owner(op);
1543
1544 if(owner1!= NULL && owner1->type == PLAYER) {
1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1546 /* Maybe we should include the owner that killed this, maybe not */
1547 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1548 &op->name,&hitter->name);
1549 }
1550 remove_friendly_object(op); 1367 remove_friendly_object (op);
1551 } 1368 }
1552 remove_ob(op); 1369
1553 free_object(op); 1370 op->drop_and_destroy ();
1554 } 1371 }
1372 else
1555 /* Player has been killed! */ 1373 /* Player has been killed! */
1556 else { 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1557 if(owner->type==PLAYER) { 1375
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else {
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 }
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1376 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1377 * continues in the calling function.
1567 */ 1378 */
1568 return maxdam; 1379 return maxdam;
1569} 1380}
1570 1381
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1382/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1573 */ 1384 */
1574 1385int
1575int friendly_fire(object *op, object *hitter){ 1386friendly_fire (object *op, object *hitter)
1387{
1576 object *owner; 1388 object *owner;
1577 int friendlyfire; 1389 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1390
1391 if (hitter->head)
1392 hitter = hitter->head;
1393
1581 friendlyfire = 0; 1394 friendlyfire = 0;
1582 1395
1583 if(op->type == PLAYER) { 1396 if (op->type == PLAYER)
1397 {
1584 if (op_on_battleground (hitter, 0, 0)) 1398 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1399 return 0;
1586 1400
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1401 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1402 return 1;
1589 1403
1590 if((owner = get_owner(hitter))!=NULL) { 1404 if ((owner = hitter->owner) != NULL)
1405 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1406 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1407 friendlyfire = 2;
1593 } 1408 }
1594 1409
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1410 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1411 friendlyfire = 0;
1598 } 1412 }
1413
1599 return friendlyfire; 1414 return friendlyfire;
1600} 1415}
1601
1602 1416
1603/* This isn't used just for players, but in fact most objects. 1417/* This isn't used just for players, but in fact most objects.
1604 * op is the object to be hit, dam is the amount of damage, hitter 1418 * op is the object to be hit, dam is the amount of damage, hitter
1605 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1606 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1607 * dam is base damage - protections/vulnerabilities/slaying matches can 1421 * dam is base damage - protections/vulnerabilities/slaying matches can
1608 * modify it. 1422 * modify it.
1609 */ 1423 */
1610
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1426int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1427hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1428{
1616 int maxattacktype, attacknum; 1429 int magic = type & AT_MAGIC;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1430 int body_attack = op && op->head; /* Did we hit op's head? */
1431 int maxdam = 0, ndam = 0;
1432 int maxattacktype;
1618 int simple_attack; 1433 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1434 int rtn_kill = 0;
1621 int friendlyfire; 1435 int friendlyfire;
1622 1436
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1438 return 0;
1439
1440 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1442 return 0;
1443
1444 // only allow pk for hostile players
1445 if (op->type == PLAYER)
1446 {
1447 object *owner = hitter->owner;
1448
1449 if (!owner)
1450 owner = hitter;
1451
1452 if (owner->type == PLAYER
1453 && (!op_on_battleground (op, 0, 0)
1454 && (op->contr->peaceful || owner->contr->peaceful))
1455 && op != owner)
1624 return 0; 1456 return 0;
1457 }
1625 1458
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1459 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1460 {
1461 /* slow and paralyze must hit the head. But we don't want to just
1462 * return - we still need to process other attacks the spell still
1463 * might have. So just remove the paralyze and slow attacktypes,
1464 * and keep on processing if we have other attacktypes.
1465 * return if only magic or nothing is left - under normal code
1466 * we don't attack with pure magic if there is another attacktype.
1467 * Only do processing if the initial attacktype includes one of those
1468 * attack so we don't cancel out things like magic bullet.
1469 */
1470 if (type & (AT_PARALYZE | AT_SLOW))
1471 {
1472 type &= ~(AT_PARALYZE | AT_SLOW);
1473
1474 if (!type || type == AT_MAGIC)
1628 return 0; 1475 return 0;
1476 }
1477 }
1629 1478
1630#ifdef PROHIBIT_PLAYERKILL 1479 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1480 {
1632 object *owner = get_owner (hitter); 1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!owner) owner = hitter; 1482 if (tmp->type == RUNE || tmp->type == TRAP)
1634 if (owner->type == PLAYER 1483 {
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1484 spring_trap (tmp, hitter);
1636 && op != owner) { 1485
1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1487 return 0;
1488
1489 break;
1638 } 1490 }
1491 }
1492
1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1639 } 1494 {
1495 /* FIXME: If a player is killed by a rune in a door, the
1496 * destroyed() check above doesn't return, and might get here.
1497 */
1498
1499 /* FIXME: This for example happens when a dead door is on a mover and
1500 gets it's speed_left raised on each mover-tick.
1501 Doors are removed in a kinda funny way by giving them speed and speed_left
1502 and waiting for that to run out.
1503 */
1504 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1505 return 0;
1506 }
1507
1508#ifdef ATTACK_DEBUG
1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1510#endif
1641 1511
1642 op_tag = op->count;
1643 hitter_tag = hitter->count;
1644
1645 if (body_attack) {
1646 /* slow and paralyze must hit the head. But we don't want to just
1647 * return - we still need to process other attacks the spell still
1648 * might have. So just remove the paralyze and slow attacktypes,
1649 * and keep on processing if we have other attacktypes.
1650 * return if only magic or nothing is left - under normal code
1651 * we don't attack with pure magic if there is another attacktype.
1652 * Only do processing if the initial attacktype includes one of those
1653 * attack so we don't cancel out things like magic bullet.
1654 */
1655 if (type & (AT_PARALYZE | AT_SLOW)) {
1656 type &= ~(AT_PARALYZE | AT_SLOW);
1657 if (!type || type==AT_MAGIC) return 0;
1658 }
1659 }
1660
1661 if ( ! simple_attack && op->type == DOOR) {
1662 object *tmp;
1663 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1664 if (tmp->type == RUNE || tmp->type == TRAP) {
1665 spring_trap (tmp, hitter);
1666 if (was_destroyed (hitter, hitter_tag)
1667 || was_destroyed (op, op_tag)
1668 || abort_attack (op, hitter, simple_attack))
1669 return 0;
1670 break;
1671 }
1672 }
1673
1674 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1675 /* FIXME: If a player is killed by a rune in a door, the
1676 * was_destroyed() check above doesn't return, and might get here.
1677 */
1678 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1679 "hit_player()\n", &op->arch->name, &op->name);
1680 return 0;
1681 }
1682
1683#ifdef ATTACK_DEBUG
1684 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1685#endif
1686
1687 if (magic) { 1512 if (magic)
1513 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1514 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1515 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1517 if (dam >= 100)
1692 dam /= 100; 1518 dam /= 100;
1693 else 1519 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1695 } 1521 }
1696 1522
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1523 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1698 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1524 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1525 */
1700 if(type & AT_CHAOS){ 1526 if (type & AT_CHAOS)
1527 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1528 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1529 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1530 type &= ~AT_CHAOS;
1704 } 1531 }
1705 1532
1706 /* Holyword is really an attacktype modifier (like magic is). If 1533 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1534 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1535 * a proper match, otherwise no damage.
1709 */ 1536 */
1710 if (type & AT_HOLYWORD) { 1537 if (type & AT_HOLYWORD)
1538 {
1711 object *god; 1539 object *god;
1540
1712 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1716 (hitter->title != NULL 1545 || (hitter->title
1717 && (god = find_god(determine_god(hitter))) != NULL 1546 && (god = find_god (determine_god (hitter))) != NULL
1718 && god->race != NULL 1547 && god->race.contains (shstr_undead))))
1719 && strstr(god->race,undead_name) != NULL)))
1720 return 0; 1548 return 0;
1721 } 1549 }
1722 1550
1723 maxattacktype = type; /* initialize this to something */ 1551 maxattacktype = type; /* initialise this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1552 for_all_bits_sparse_32 (type, attacknum)
1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1725 /* Magic isn't really a true attack type - it gets combined with other 1556 /* Magic isn't really a true attack type - it gets combined with other
1726 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1728 */ 1559 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1561 continue;
1730 1562
1731 /* Go through and hit the player with each attacktype, one by one. 1563 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1735 */ 1567 */
1736 if (type & attacktype) {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1738 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1571 * the damage is equal.
1740 */ 1572 */
1741 if (ndam >= maxdam) { 1573 if (ndam >= maxdam)
1574 {
1742 maxdam = ndam; 1575 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1576 maxattacktype = 1 << attacknum;
1577 }
1578 }
1579
1580 /* if this is friendly fire then do a set % of damage only
1581 * Note - put a check in to make sure this attack is actually
1582 * doing damage - otherwise, the +1 in the code below will make
1583 * an attack do damage before when it otherwise didn't
1584 */
1585 friendlyfire = friendly_fire (op, hitter);
1586 if (friendlyfire && maxdam)
1587 {
1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1589
1590#ifdef ATTACK_DEBUG
1591 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1593#endif
1594 }
1595
1596 if (!full_hit)
1597 {
1598 int area;
1599 int remainder;
1600
1601 area = 0;
1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1604 area++;
1605
1606 assert (area > 0);
1607
1608 /* basically: maxdam /= area; we try to "simulate" a float
1609 value-effect */
1610 remainder = 100 * (maxdam % area) / area;
1611 maxdam /= area;
1612 if (rndm (100) < remainder)
1613 maxdam++;
1614 }
1615
1616#ifdef ATTACK_DEBUG
1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1618#endif
1619
1620 // for now, only do this for active objects, otherwise they
1621 // keep a refcount for a long time and I see no usefulness
1622 // for an non-active objetc to know its enemy.
1623 if (op->active)
1624 if (hitter->owner)
1625 op->enemy = hitter->owner;
1626 else if (hitter->flag [FLAG_ALIVE])
1627 op->enemy = hitter;
1628
1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1630 {
1631 /* The unaggressives look after themselves 8) */
1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1633 npc_call_help (op);
1634 }
1635
1636 if (magic && did_make_save (op, op->level, 0))
1637 maxdam = maxdam / 2;
1638
1639 attack_message (maxdam, maxattacktype, op, hitter);
1640
1641 op->stats.hp -= maxdam;
1642
1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1644 if (op->stats.hp >= 0
1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1647 {
1648
1649 if (op->flag [FLAG_MONSTER])
1650 op->set_flag (FLAG_RUN_AWAY);
1651 else
1652 scare_creature (op, hitter);
1653 }
1654
1655 if (op->flag [FLAG_TEAR_DOWN])
1656 {
1657 if (maxdam)
1658 tear_down_wall (op);
1659
1660 return maxdam; /* nothing more to do for wall */
1661 }
1662
1663 /* See if the creature has been killed */
1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1665 if (rtn_kill != -1)
1666 return rtn_kill;
1667
1668 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1669 * that before if the player was immune to ghosthit, the monster
1670 * remained - that is no longer the case.
1671 */
1672 if (hitter->flag [FLAG_ONE_HIT])
1673 hitter->drop_and_destroy ();
1674 /* Lets handle creatures that are splitting now */
1675 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1676 {
1677 int friendly = op->flag [FLAG_FRIENDLY];
1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1679 object *owner = op->owner;
1680
1681 if (!op->other_arch)
1682 {
1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1684 return maxdam;
1685 }
1686
1687 op->remove ();
1688
1689 for (int i = 0; i < op->stats.food; i++)
1690 { /* This doesn't handle op->more yet */
1691 object *tmp = op->other_arch->instance ();
1692
1693 tmp->stats.hp = op->stats.hp;
1694
1695 if (friendly)
1696 {
1697 add_friendly_object (tmp);
1698 tmp->attack_movement = PETMOVE;
1699
1700 if (owner)
1701 tmp->set_owner (owner);
1744 } 1702 }
1745 }
1746 }
1747
1748 /* if this is friendly fire then do a set % of damage only
1749 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't
1752 */
1753 friendlyfire = friendly_fire(op, hitter);
1754 if (friendlyfire && maxdam){
1755 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER
1757 maxdam++;
1758#endif
1759
1760#ifdef ATTACK_DEBUG
1761 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1762 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1763#endif
1764 }
1765 1703
1766 if (!full_hit) { 1704 if (unaggressive)
1767 archetype *at; 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1768 int area;
1769 int remainder;
1770 1706
1771 area = 0; 1707 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1772 for(at = op->arch; at != NULL; at = at->more)
1773 area++;
1774 assert(area > 0);
1775 1708
1776 /* basically: maxdam /= area; we try to "simulate" a float 1709 if (j == -1) /* No spot to put this monster */
1777 value-effect */ 1710 tmp->destroy ();
1778 remainder = 100*(maxdam%area)/area;
1779 maxdam /= area;
1780 if (RANDOM()%100 < remainder)
1781 maxdam++;
1782 }
1783
1784#ifdef ATTACK_DEBUG
1785 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1786#endif
1787
1788 if(get_owner(hitter))
1789 op->enemy=hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1791 op->enemy=hitter;
1792
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1794 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op);
1797 }
1798
1799 if (magic && did_make_save(op, op->level, 0))
1800 maxdam=maxdam/2;
1801
1802 attack_message(maxdam, maxattacktype, op, hitter);
1803
1804 op->stats.hp-=maxdam;
1805
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1810 (float)op->stats.maxhp)) {
1811
1812 if (QUERY_FLAG(op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY);
1814 else 1711 else
1815 scare_creature(op, hitter);
1816 }
1817
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1819 if (maxdam)
1820 tear_down_wall(op);
1821 return maxdam; /* nothing more to do for wall */
1822 }
1823
1824 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type);
1826 if (rtn_kill != -1)
1827 return rtn_kill;
1828
1829
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1831 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case.
1833 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1836 remove_friendly_object(hitter);
1837 remove_ob(hitter);
1838 free_object(hitter);
1839 }
1840 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1842 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op);
1846
1847 if(!op->other_arch) {
1848 LOG(llevError,"SPLITTING without other_arch error.\n");
1849 return maxdam;
1850 }
1851 remove_ob(op);
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch);
1854 int j; 1712 {
1855 1713 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1856 tmp->stats.hp=op->stats.hp; 1714 insert_ob_in_map (tmp, op->map, NULL, 0);
1857 if (friendly) {
1858 SET_FLAG(tmp, FLAG_FRIENDLY);
1859 add_friendly_object(tmp);
1860 tmp->attack_movement = PETMOVE;
1861 if (owner!=NULL)
1862 set_owner(tmp,owner);
1863 } 1715 }
1864 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1867 if (j==-1) /* No spot to put this monster */
1868 free_object(tmp);
1869 else {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0);
1872 } 1716 }
1873 } 1717
1874 if(friendly) 1718 op->destroy ();
1875 remove_friendly_object(op);
1876 free_object(op);
1877 } 1719 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1879 remove_ob(hitter); 1721 hitter->drop_and_destroy ();
1880 free_object(hitter); 1722
1881 }
1882 return maxdam; 1723 return maxdam;
1883} 1724}
1884 1725
1885 1726static void
1886void poison_player(object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1887{ 1728{
1888 archetype *at = find_archetype("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1889 object *tmp=present_arch_in_ob(at,op); 1730 object *tmp = present_arch_in_ob (at, op);
1890 1731
1891 if(tmp==NULL) { 1732 if (!tmp)
1892 if((tmp=arch_to_object(at))==NULL) 1733 {
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 1734 tmp = insert_ob_in_ob (at->instance (), op);
1894 else {
1895 tmp = insert_ob_in_ob(tmp,op);
1896 /* peterm: give poisoning some teeth. It should 1735 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 1736 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 1737 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 1738 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 1739 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 1740 * If anything else, goes as damage.
1902 */
1903
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2;
1906 else
1907 tmp->stats.dam = dam;
1908
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) {
1911 tmp->skill = hitter->skill;
1912 }
1913
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */
1915
1916 if(op->type==PLAYER) {
1917 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED);
1923 fix_player(op);
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1925 }
1926 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1930 "Your %s poisons %s.", &hitter->name, &op->name);
1931 }
1932 tmp->speed_left=0;
1933 }
1934 else
1935 tmp->stats.food++;
1936}
1937
1938void slow_player(object *op,object *hitter,int dam)
1939{ archetype *at = find_archetype("slowness");
1940 object *tmp;
1941 if(at == NULL) {
1942 LOG(llevError,"Can't find slowness archetype.\n");
1943 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) {
1945 tmp = arch_to_object(at);
1946 tmp = insert_ob_in_ob(tmp,op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1948 } else
1949 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED);
1951 tmp->speed_left=0;
1952 fix_player(op);
1953}
1954
1955void confuse_player(object *op, object *hitter, int dam)
1956{
1957 object *tmp;
1958 int maxduration;
1959
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1961 if(!tmp) {
1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op);
1964 }
1965
1966 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance
1968 */
1969 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1972 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1974 if( tmp->duration > maxduration)
1975 tmp->duration = maxduration;
1976
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1979 SET_FLAG(op, FLAG_CONFUSED);
1980}
1981
1982void blind_player(object *op, object *hitter, int dam)
1983{
1984 object *tmp,*owner;
1985
1986 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return;
1988
1989 tmp = present_in_ob(BLINDNESS,op);
1990 if(!tmp) {
1991 tmp = get_archetype("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways.
1996 */ 1741 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
1998 1742
1743 if (hitter->flag [FLAG_ALIVE])
1744 tmp->stats.dam += hitter->level / 2;
1745 else
1746 tmp->stats.dam = dam;
1747
1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1749 if (hitter->skill && hitter->skill != tmp->skill)
1750 tmp->skill = hitter->skill;
1751
1752 tmp->stats.food += dam; /* more damage, longer poisoning */
1753
1754 if (op->type == PLAYER)
1755 {
1756 /* player looses stats, maximum is -10 of each */
1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1761 tmp->set_flag (FLAG_APPLIED);
1762 op->update_stats ();
1763 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1764 op->play_sound (tmp->sound);
1765 }
1766
1767 if (hitter->type == PLAYER)
1768 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1770 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1771
1772 tmp->speed_left = 0;
1773 }
1774 else
1775 tmp->stats.food++;
1776}
1777
1778static void
1779slow_player (object *op, object *hitter, int dam)
1780{
1781 archetype *at = archetype::find (shstr_slowness);
1782 object *tmp;
1783
1784 if (!at)
1785 LOG (llevError, "Can't find slowness archetype.\n");
1786
1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1788 {
1789 tmp = at->instance ();
1999 tmp = insert_ob_in_ob(tmp,op); 1790 tmp = insert_ob_in_ob (tmp, op);
1791 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1792 }
1793 else
1794 tmp->stats.food++;
1795
1796 tmp->set_flag (FLAG_APPLIED);
1797 tmp->speed_left = 0;
1798 op->update_stats ();
1799}
1800
1801void
1802confuse_player (object *op, object *hitter, int dam)
1803{
1804 object *tmp;
1805 int maxduration;
1806
1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1808 if (!tmp)
1809 {
1810 tmp = archetype::get (FORCE_NAME);
1811 tmp = insert_ob_in_ob (tmp, op);
1812 }
1813
1814 /* Duration added per hit and max. duration of confusion both depend
1815 * on the player's resistance
1816 */
1817 tmp->set_speed (0.05);
1818 tmp->subtype = FORCE_CONFUSION;
1819 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1820 tmp->name = shstr_confusion;
1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
1823 if (tmp->duration > maxduration)
1824 tmp->duration = maxduration;
1825
1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1827 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1828
1829 op->set_flag (FLAG_CONFUSED);
1830}
1831
1832void
1833blind_player (object *op, object *hitter, int dam)
1834{
1835 /* Save some work if we know it isn't going to affect the player */
1836 if (op->resist[ATNR_BLIND] == 100)
1837 return;
1838
1839 object *tmp = present_in_ob (BLINDNESS, op);
1840 if (!tmp)
1841 {
1842 tmp = archetype::get (shstr_blindness);
1843 tmp->set_flag (FLAG_BLIND);
1844 tmp->set_flag (FLAG_APPLIED);
1845 // use floats so we don't lose too much precision due to rounding errors.
1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1847
1848 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2002 1851
2003 if(hitter->owner) owner = get_owner(hitter); 1852 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2004 else owner = hitter;
2005
2006 new_draw_info_format(NDI_UNIQUE,0,owner,
2007 "Your attack blinds %s!",query_name(op));
2008 } 1853 }
1854
2009 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 1856 min_it (tmp->stats.food, 10);
2011} 1857}
2012 1858
1859void
2013void paralyze_player(object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2014{ 1861{
2015 float effect,max;
2016 /* object *tmp; */
2017
2018 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2020 */ 1864 */
2021 1865
2022 /* 1866 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1867 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 1868 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 1869 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1870 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 1871 }
2028 */ 1872 */
2029 1873
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1874 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2031 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2032 1876
2033 if (effect==0) return;
2034
2035 op->speed_left-=FABS(op->speed)*effect; 1877 op->speed_left -= op->speed * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 1879
2038 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2040 if (op->speed_left< -(FABS(op->speed)*max)) 1883 max_it (op->speed_left, -op->speed * max);
2041 op->speed_left = (float) -(FABS(op->speed)*max);
2042 1884
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2044} 1886}
2045
2046 1887
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 1889 * the computed damaged.
2049 */ 1890 */
1891static void
2050void deathstrike_player(object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2051{ 1893{
2052 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2053 ** that are a lot weaker than the attacker, have a chance of killing 1895 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 1897 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 1898 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 1899 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2059 1901
2060 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2061 1903
2062 if(hitter->slaying) 1904 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
2064 (op->race&&strstr(hitter->slaying,op->race)))) return; 1906 || (op->race && hitter->slaying.contains (op->race))))
1907 return;
2065 1908
2066 def_lev = op->level; 1909 def_lev = op->level;
2067 if (def_lev < 1) { 1910 if (def_lev < 1)
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 1911 {
2069 &op->arch->name, &op->name); 1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2070 def_lev = 1; 1913 def_lev = 1;
2071 } 1914 }
1915
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 1916 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2075 1919
2076 if(atk_lev >= def_lev ){ 1920 if (atk_lev >= def_lev)
1921 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 1922 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 1923
2079 /* Note that the below effectively means the ratio of the atk vs 1924 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 1925 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 1926 * chance of killing a level 50 monster. This should probably be
2082 * redone. 1927 * redone.
2083 */ 1928 */
2084 if(kill_lev >= def_lev) { 1929 if (kill_lev >= def_lev)
1930 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 1931 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2086 /* I think this doesn't really do much. Because of 1932 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 1933 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 1934 * attack level is double the defender level.
2089 */ 1935 */
2090 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
1937 }
1938 }
1939 else
1940 *dam = 0; /* no harm done */
1941}
1942
1943/* This returns the amount of damage hitter does to op with the
1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
1945 * This doesn't damage the player, but returns how much it should
1946 * take. However, it will do other effects (paralyzation, slow, etc.)
1947 * Note - changed for PR code - we now pass the attack number and not
1948 * the attacktype. Makes it easier for the PR code. */
1949int
1950hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1951{
1952 int doesnt_slay = 1;
1953
1954 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955 if (attacknum >= NROFATTACKS)
1956 {
1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958 return 0;
1959 }
1960
1961 if (dam < 0)
1962 {
1963 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1964 dam, hitter->debug_desc (), op->debug_desc ());
1965 return 0;
1966 }
1967
1968 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1969 * people can't mess with that or it otherwise get confused. */
1970 if (attacknum == ATNR_INTERNAL)
1971 return dam;
1972
1973 if (hitter->slaying)
1974 {
1975 if ((op->race && hitter->slaying.contains (op->race))
1976 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2091 } 1977 {
1978 doesnt_slay = 0;
1979 dam *= 3;
1980 }
1981 }
1982
1983 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1984 if (op->resist[attacknum])
1985 {
1986 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1987 * in case 0>dam>1, we try to "simulate" a float value-effect */
1988 dam *= (100 - op->resist[attacknum]);
1989 if (dam >= 100)
1990 dam /= 100;
2092 } else { 1991 else
2093 *dam = 0; /* no harm done */ 1992 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2094 } 1993 }
2095}
2096 1994
2097/* thrown_item_effect() - handles any special effects of thrown 1995 /* Special hack. By default, if immune to something, you
2098 * items (like attacking living creatures--a potion thrown at a 1996 * shouldn't need to worry. However, acid is an exception, since
2099 * monster). 1997 * it can still damage your items. Only include attacktypes if
2100 */ 1998 * special processing is needed */
2101static void thrown_item_effect (object *hitter, object *victim)
2102{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2104 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion.
2106 */
2107 switch (hitter->type) {
2108 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2111 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2112 break;
2113 1999
2114 case POISON: /* poison drinks */ 2000 if (op->resist[attacknum] >= 100
2115 /* As with potions, should monster get a save? */ 2001 && doesnt_slay
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2002 && attacknum != ATNR_ACID)
2117 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2118 break;
2119
2120 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled.
2124 */
2125 }
2126 }
2127}
2128
2129/* adj_attackroll() - adjustments to attacks by various conditions */
2130
2131int adj_attackroll (object *hitter, object *target) {
2132 object *attacker = hitter;
2133 int adjust=0;
2134
2135 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2138 "map\n");
2139 return 0; 2003 return 0;
2140 }
2141 2004
2142 /* aimed missiles use the owning object's sight */ 2005 /* Keep this in order - makes things easier to find */
2143 if(is_aimed_missile(hitter)) {
2144 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2145 /* A player who saves but hasn't quit still could have objects
2146 * owned by him - need to handle that case to avoid crashes.
2147 */
2148 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2149 }
2150 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2151 return 0;
2152 2006
2153 /* determine the condtions under which we make an attack. 2007 switch (attacknum)
2154 * Add more cases, as the need occurs. */ 2008 {
2009 case ATNR_PHYSICAL:
2010 /* here also check for diseases */
2011 check_physically_infect (op, hitter);
2012 break;
2155 2013
2156 if(!can_see_enemy(attacker,target)) { 2014 /* Don't need to do anything for:
2157 /* target is unseen */ 2015 magic,
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2016 fire,
2159 adjust -= 10; 2017 electricity,
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2018 cold */
2161 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2162 adjust -= target->map->darkness;
2163 }
2164 2019
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2020 case ATNR_CONFUSION:
2166 adjust -= 3; 2021 case ATNR_POISON:
2022 case ATNR_SLOW:
2023 case ATNR_PARALYZE:
2024 case ATNR_FEAR:
2025 case ATNR_CANCELLATION:
2026 case ATNR_DEPLETE:
2027 case ATNR_BLIND:
2028 {
2029 /* chance for inflicting a special attack depends on the
2030 * difference between attacker's and defender's level
2031 */
2032 int level_diff = min (110, max (0, op->level - hitter->level));
2167 2033
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2034 /* First, only creatures/players with speed can be affected.
2169 adjust += 1; 2035 * Second, just getting hit doesn't mean it always affects
2036 * you. Third, you still get a saving through against the
2037 * effect.
2038 */
2039 if (op->has_active_speed ()
2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2043 {
2170 2044
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2045 /* Player has been hit by something */
2172 adjust += 1; 2046 if (attacknum == ATNR_CONFUSION)
2047 confuse_player (op, hitter, dam);
2048 else if (attacknum == ATNR_POISON)
2049 poison_player (op, hitter, dam);
2050 else if (attacknum == ATNR_SLOW)
2051 slow_player (op, hitter, dam);
2052 else if (attacknum == ATNR_PARALYZE)
2053 paralyze_player (op, hitter, dam);
2054 else if (attacknum == ATNR_FEAR)
2055 scare_creature (op, hitter);
2056 else if (attacknum == ATNR_CANCELLATION)
2057 cancellation (op);
2058 else if (attacknum == ATNR_DEPLETE)
2059 op->drain_stat ();
2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2061 blind_player (op, hitter, dam);
2062 }
2173 2063
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2064 dam = 0; /* These are all effects and don't do real damage */
2175 adjust -= 3; 2065 }
2066 break;
2176 2067
2177 /* if we attack at a different 'altitude' its harder */ 2068 case ATNR_ACID:
2178 if((attacker->move_type & target->move_type)==0) 2069 {
2179 adjust -= 2; 2070 int flag = 0;
2180 2071
2181#if 0 2072 /* Items only get corroded if you're not on a battleground and
2182 /* slower attacks are less likely to succeed. We should use a 2073 * if your acid resistance is below 50%. */
2183 * comparison between attacker/target speeds BUT, players have 2074 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2184 * a generally faster speed, so this will wind up being a HUGE 2075 {
2185 * disadantage for the monsters! Too bad, because missiles which 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2186 * fly fast should have a better chance of hitting a slower target. 2077 {
2187 */ 2078 if (tmp->invisible)
2188 if(hitter->speed<target->speed) 2079 continue;
2189 adjust += ((float) hitter->speed-target->speed); 2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2190#endif 2081 /* >= 10% acid res. on items will protect these */
2082 continue;
2083 if (!(tmp->materials & M_IRON))
2084 continue;
2085 if (tmp->magic < -4) /* Let's stop at -5 */
2086 continue;
2087 if (tmp->type == RING
2088 /* removed boots and gloves from exclusion list in PR */
2089 || tmp->type == GIRDLE
2090 || tmp->type == AMULET
2091 || tmp->type == WAND
2092 || tmp->type == ROD
2093 || tmp->type == HORN)
2094 continue; /* To avoid some strange effects */
2191 2095
2192#if 0 2096 /* High damage acid has better chance of corroding
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2097 objects */
2194#endif 2098 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2099 {
2100 flag = 1;
2101 tmp->magic--;
2195 2102
2196 return adjust; 2103 if (object *pl = tmp->visible_to ())
2197} 2104 {
2105 /* Make this more visible */
2106 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2107 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2198 2108
2109 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2110 }
2111 }
2112 }
2113
2114 if (flag)
2115 op->update_stats (); /* Something was corroded */
2116 }
2117 }
2118 break;
2199 2119
2200/* determine if the object is an 'aimed' missile */ 2120 case ATNR_DRAIN:
2201int is_aimed_missile ( object *op) { 2121 {
2122 /* rate is the proportion of exp drained. High rate means
2123 * not much is drained, low rate means a lot is drained.
2124 */
2125 int rate;
2202 2126
2203 /* I broke what used to be one big if into a few nested 2127 if (op->resist[ATNR_DRAIN] >= 0)
2204 * ones so that figuring out the logic is at least possible. 2128 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2205 */ 2129 else
2206 if (op && (op->move_type & MOVE_FLYING)) { 2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2131
2132 if (op->stats.exp <= rate)
2133 {
2134 if (op->type == GOLEM)
2135 dam = 9998; /* Its force is "sucked" away. 8) */
2136 else
2137 /* If we can't drain, lets try to do physical damage */
2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2139 }
2140 else
2141 {
2142 /* Randomly give the hitter some hp */
2143 if (hitter->stats.hp < hitter->stats.maxhp &&
2144 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2145 hitter->stats.hp++;
2146
2147 /* Can't do drains on battleground spaces.
2148 * Move the wiz check up here - before, the hitter wouldn't gain exp
2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2150 * nothing happens.
2151 * Try to credit the owner. We try to display player -> player drain
2152 * attacks, hence all the != PLAYER checks.
2153 */
2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2155 {
2156 object *owner = hitter->owner;
2157
2158 if (owner && owner != hitter)
2159 {
2160 if (op->type != PLAYER || owner->type != PLAYER)
2161 change_exp (owner, op->stats.exp / (rate * 2),
2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2163 }
2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2165 change_exp (hitter, op->stats.exp / (rate * 2),
2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2167
2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2169 }
2170
2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2172 * drain attack, you won't know that you are actually sucking out EXP,
2173 * as the messages will say you missed
2174 */
2175 }
2176 }
2177 break;
2178
2179 case ATNR_TURN_UNDEAD:
2180 {
2181 if (op->flag [FLAG_UNDEAD])
2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2186
2187 /* if undead are not an enemy of your god, you turn them
2188 * at half strength */
2189 if (!god || !god->slaying.contains (shstr_undead))
2190 div = 2;
2191
2192 /* Give a bonus if you resist turn undead */
2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2194 scare_creature (op, owner);
2195 }
2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2201
2202 case ATNR_DEATH:
2203 deathstrike_player (op, hitter, &dam);
2204 break;
2205
2206 case ATNR_CHAOS:
2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208 dam = 0;
2209 break;
2210
2211 case ATNR_COUNTERSPELL:
2212 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213 dam = 0;
2214 /* This should never happen. Counterspell is handled
2215 * seperately and filtered out. If this does happen,
2216 * Counterspell has no effect on anything but spells, so it
2217 * does no damage. */
2218 break;
2219
2220 case ATNR_HOLYWORD:
2221 {
2222 /* This has already been handled by hit_player,
2223 * no need to check twice -- DAMN */
2224 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225
2226 /* As with turn undead above, give a bonus on the saving throw */
2227 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228 scare_creature (op, owner);
2229 }
2230 break;
2231
2232 case ATNR_LIFE_STEALING:
2233 {
2234 int new_hp;
2235
2236 /* this is replacement to drain for players, instead of taking
2237 * exp it takes hp. It is geared for players, probably not
2238 * much use giving it to monsters
2239 *
2240 * life stealing doesn't do a lot of damage, but it gives the
2241 * damage it does do to the player. Given that,
2242 * it only does 1/10'th normal damage (hence the divide by
2243 * 1000).
2244 */
2245 /* You can't steal life from something undead */
2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2208 return 1; 2247 return 0;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2248
2210 op->subtype == SP_EXPLOSION)) 2249 /* If drain protection is higher than life stealing, use that */
2211 return 1; 2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2252 else
2253 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2254
2255 /* You die at -1 hp, not zero. */
2256 if (dam > (op->stats.hp + 1))
2257 dam = op->stats.hp + 1;
2258
2259 new_hp = hitter->stats.hp + dam;
2260 if (new_hp > hitter->stats.maxhp)
2261 new_hp = hitter->stats.maxhp;
2262
2263 if (new_hp > hitter->stats.hp)
2264 hitter->stats.hp = new_hp;
2265 }
2212 } 2266 }
2267
2213 return 0; 2268 return dam;
2214} 2269}
2215 2270

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