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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.119 by root, Tue Nov 10 16:02:07 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
83 { 52 if (mt == &material_null)
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE; 53 return 1;
93 54
94 roll = rndm (1, 20); 55 roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
109 if (type == 0) 70 if (type == 0) return TRUE;
110 return TRUE; 71
111 if (roll == 20) 72 if (roll == 20) return TRUE;
112 return TRUE; 73 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 74
116 for (number = 0; number < NROFATTACKS; number++) 75 for (number = 0; number < NROFATTACKS; number++)
117 { 76 {
118 i = 1 << number; 77 i = 1 << number;
78
119 if (!(i & type)) 79 if (!(i & type))
120 continue; 80 continue;
81
121 attacks++; 82 attacks++;
122 if (op->resist[number] == 100) 83 if (op->resist[number] == 100)
123 saves++; 84 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 85 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 86 saves++;
134 return FALSE; 95 return FALSE;
135 96
136 return TRUE; 97 return TRUE;
137} 98}
138 99
100/* cancels object *op. Cancellation basically means an object loses
101 * its magical benefits.
102 */
103void
104cancellation (object *op)
105{
106 if (op->invisible)
107 return;
108
109 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
110 {
111 /* Recurse through the inventory */
112 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
114 cancellation (tmp);
115 }
116 else if (fabs (op->magic) <= rndm (0, 5))
117 {
118 /* Nullify this object. This code could probably be more complete */
119 /* in what abilities it should cancel */
120 op->magic = 0;
121
122 CLEAR_FLAG (op, FLAG_DAMNED);
123 CLEAR_FLAG (op, FLAG_CURSED);
124 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
125 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
126
127 if (object *pl = op->visible_to ())
128 esrv_update_item (UPD_FLAGS, pl, op);
129 }
130}
131
139/* This function calls did_make_save_item. It then performs the 132/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 133 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 134 * calling cancellation, etc.)
142 */ 135 */
143void 136void
148 object *env = op->env; 141 object *env = op->env;
149 int x = op->x, y = op->y; 142 int x = op->x, y = op->y;
150 maptile *m = op->map; 143 maptile *m = op->map;
151 144
152 op = stop_item (op); 145 op = stop_item (op);
153 if (op == NULL) 146 if (!op)
154 return; 147 return;
155 148
156 /* Hacked the following so that type LIGHTER will work. 149 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 150 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 151 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 152 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 153 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 154 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 155 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 156 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 157 if (type & (AT_FIRE | AT_ELECTRICITY)
158 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
159 || op->type == LAMP
160 || op->type == TORCH
165 { 161 ))
166 const char *arch = op->other_arch->archname; 162 {
167 163 switch (op->type)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = get_archetype (arch)))
172 { 164 {
173 if (env) 165 case LAMP:
166 case TORCH:
167 // turn on a lamp
168 apply_lamp (op, true);
169 break;
170
171 default:
172 // for instance icecubes:
173 if (op->other_arch)
174 { 174 {
175 op->x = env->x, op->y = env->y; 175 const char *arch = op->other_arch->archname;
176 insert_ob_in_ob (op, env); 176
177 if (op->decrease ())
178 fix_stopped_item (op, m, originator);
179
180 if ((op = archetype::get (arch)))
181 {
177 if (env->contr) 182 if (env)
178 esrv_send_item (env, op); 183 env->insert (op);
184 else
185 m->insert (op, x, y, originator);
186 }
179 } 187 }
180 else
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 } 188 }
186 189
187 return; 190 return;
188 } 191 }
189 192
190 if (type & AT_CANCELLATION) 193 if (type & AT_CANCELLATION)
191 { /* Cancellation. */ 194 { /* Cancellation. */
192 cancellation (op); 195 cancellation (op);
193 fix_stopped_item (op, m, originator); 196 fix_stopped_item (op, m, originator);
197
194 return; 198 return;
195 } 199 }
196
197 if (op->nrof > 1)
198 {
199 if (op->decrease (rndm (0, op->nrof - 1)))
200 fix_stopped_item (op, m, originator);
201 }
202 else
203 op->destroy ();
204 200
205 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env) 202 if (env)
207 { 203 {
208 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
209 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env); 206 env->insert (op);
211 } 207 }
212 else 208 else
213 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
210
211 if (op->nrof > 1)
212 {
213 if (op->decrease (rndm (0, op->nrof - 1)))
214 fix_stopped_item (op, m, originator);
215 }
216 else
217 {
218 // drop everything to the ground, if possible
219 op->insert_at (originator);
220 op->drop_and_destroy ();
221 }
214 222
215 return; 223 return;
216 } 224 }
217 225
218 /* The value of 50 is arbitrary. */ 226 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 227 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
220 { 228 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube"); 229 archetype *at = archetype::find (shstr_icecube);
223 230
224 if (at == NULL) 231 if (at == NULL)
225 return; 232 return;
226 233
227 op = stop_item (op); 234 op = stop_item (op);
228 if (op == NULL) 235 if (op == NULL)
229 return; 236 return;
230 237
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 238 object *tmp = present_arch (at, op->map, op->x, op->y);
239 if (!tmp)
232 { 240 {
233 tmp = arch_to_object (at); 241 tmp = arch_to_object (at);
234 tmp->x = op->x, tmp->y = op->y; 242 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) - 243 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want 244 * icecubes have slow_move set to 1 - don't want
239 tmp->move_slow_penalty = 0; 247 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0; 248 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0); 249 insert_ob_in_map (tmp, op->map, originator, 0);
242 } 250 }
243 251
244 if (!QUERY_FLAG (op, FLAG_REMOVED)) 252 tmp->insert (op);
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return; 253 return;
249 } 254 }
250} 255}
251 256
252/* Object op is hitting the map. 257/* Object op is hitting the map.
281 } 286 }
282 287
283 if (op->head) 288 if (op->head)
284 op = op->head; 289 op = op->head;
285 290
286 map = op->map; 291 mapxy pos (op);
287 x = op->x + freearr_x[dir]; 292 pos.move (dir);
288 y = op->y + freearr_y[dir];
289 293
290 if (!xy_normalise (map, x, y)) 294 if (!pos.normalise ())
291 return 0; 295 return 0;
292 296
293 // elmex: a safe map tile can't be hit! 297 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there. 298 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y); 299 mapspace &ms = pos.ms ();
296 300
297 if (ms.flags () & P_SAFE) 301 if (ms.flags () & P_SAFE)
298 return 0; 302 return 0;
299 303
300 /* peterm: a few special cases for special attacktypes --counterspell 304 /* peterm: a few special cases for special attacktypes --counterspell
338 342
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 343 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube. 344 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used. 345 * This is one of the few cases where on_same_map should not be used.
342 */ 346 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y) 347 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
344 continue; 348 continue;
345 349
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (QUERY_FLAG (tmp, FLAG_ALIVE))
347 { 351 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit); 352 hit_player (tmp, op->stats.dam, op, type, full_hit);
355 * NO_PASS set, it is also immune - you can't destroy walls. Note 359 * NO_PASS set, it is also immune - you can't destroy walls. Note
356 * that weak walls have is_alive set, which prevent objects from 360 * that weak walls have is_alive set, which prevent objects from
357 * passing over/through them. We don't care what type of movement 361 * passing over/through them. We don't care what type of movement
358 * the wall blocks - if it blocks any type of movement, can't be 362 * the wall blocks - if it blocks any type of movement, can't be
359 * destroyed right now. 363 * destroyed right now.
364 * Without the material check the server completely fails to work,
365 * objects detsroy themselves, floors get destroyed etc. etc.
360 */ 366 */
361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 367 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != &material_null)
362 { 368 {
363 save_throw_object (tmp, type, op); 369 save_throw_object (tmp, type, op);
364 370
365 if (op->destroyed ()) 371 if (op->destroyed ())
366 break; 372 break;
368 } 374 }
369 375
370 return 0; 376 return 0;
371} 377}
372 378
373void 379static void
374attack_message (int dam, int type, object *op, object *hitter) 380attack_message (int dam, int type, object *op, object *hitter)
375{ 381{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 382 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found = 0; 383 int i, found = 0;
378 maptile *map; 384 maptile *map;
380 386
381 /* put in a few special messages for some of the common attacktypes 387 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 388 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 389 * [garbled 20010919]
384 */ 390 */
385
386 if (dam == 9998 && op->type == DOOR) 391 if (dam == 9998 && op->type == DOOR)
387 { 392 {
388 sprintf (buf1, "unlock %s", &op->name); 393 sprintf (buf1, "unlock %s", &op->name);
389 sprintf (buf2, " unlocks"); 394 sprintf (buf2, " unlocks");
390 found++; 395 found++;
391 } 396 }
392 if (dam < 0) 397 else if (dam < 0)
393 { 398 {
394 sprintf (buf1, "hit %s", &op->name); 399 sprintf (buf1, "hit %s", &op->name);
395 sprintf (buf2, " hits"); 400 sprintf (buf2, " hits");
396 found++; 401 found++;
397 } 402 }
519 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 524 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
520 found++; 525 found++;
521 break; 526 break;
522 } 527 }
523 } 528 }
524 else if (hitter->current_weapon != NULL) 529 else if (hitter->current_weapon)
525 { 530 {
526 int mtype; 531 int mtype;
527 532
528 switch (hitter->current_weapon->weapontype) 533 switch (hitter->current_weapon->weapontype)
529 { 534 {
530 case WEAP_HIT: 535 case WEAP_HIT:
531 mtype = ATM_BASIC; 536 mtype = ATM_BASIC;
532 break; 537 break;
533 case WEAP_SLASH: 538 case WEAP_SLASH:
534 mtype = ATM_SLASH; 539 mtype = ATM_SLASH;
535 break; 540 break;
536 case WEAP_PIERCE: 541 case WEAP_PIERCE:
537 mtype = ATM_PIERCE; 542 mtype = ATM_PIERCE;
538 break; 543 break;
539 case WEAP_CLEAVE: 544 case WEAP_CLEAVE:
540 mtype = ATM_CLEAVE; 545 mtype = ATM_CLEAVE;
541 break; 546 break;
542 case WEAP_SLICE: 547 case WEAP_SLICE:
543 mtype = ATM_SLICE; 548 mtype = ATM_SLICE;
544 break; 549 break;
545 case WEAP_STAB: 550 case WEAP_STAB:
546 mtype = ATM_STAB; 551 mtype = ATM_STAB;
547 break; 552 break;
548 case WEAP_WHIP: 553 case WEAP_WHIP:
549 mtype = ATM_WHIP; 554 mtype = ATM_WHIP;
550 break; 555 break;
551 case WEAP_CRUSH: 556 case WEAP_CRUSH:
552 mtype = ATM_CRUSH; 557 mtype = ATM_CRUSH;
553 break; 558 break;
554 case WEAP_BLUD: 559 case WEAP_BLUD:
555 mtype = ATM_BLUD; 560 mtype = ATM_BLUD;
556 break; 561 break;
557 default: 562 default:
558 mtype = ATM_BASIC; 563 mtype = ATM_BASIC;
559 break; 564 break;
560 } 565 }
566
561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 567 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
562 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 568 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563 { 569 {
564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 570 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
565 strcpy (buf2, attack_mess[mtype][i].buf3); 571 strcpy (buf2, attack_mess[mtype][i].buf3);
666 op->play_sound (sound_find ("player_hits4")); 672 op->play_sound (sound_find ("player_hits4"));
667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 673 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
668 } 674 }
669} 675}
670 676
671
672static int 677static int
673get_attack_mode (object **target, object **hitter, int *simple_attack) 678get_attack_mode (object **target, object **hitter, int *simple_attack)
674{ 679{
675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
676 { 681 {
677 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 682 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
678 return 1; 683 return 1;
679 } 684 }
680 685
681 if ((*target)->head)
682 *target = (*target)->head; 686 *target = (*target)->head_ ();
683
684 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 687 *hitter = (*hitter)->head_ ();
686 688
689 if ((*target)->type == LOCKED_DOOR)
690 return 1; // locked doors cannot be hit
691
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 692 if ((*hitter)->env || (*target)->env)
688 { 693 {
689 *simple_attack = 1; 694 *simple_attack = 1;
690 return 0; 695 return 0;
691 } 696 }
692 697
705} 710}
706 711
707static int 712static int
708abort_attack (object *target, object *hitter, int simple_attack) 713abort_attack (object *target, object *hitter, int simple_attack)
709{ 714{
710
711/* Check if target and hitter are still in a relation similar to the one 715 /* Check if target and hitter are still in a relation similar to the one
712 * determined by get_attack_mode(). Returns true if the relation has changed. 716 * determined by get_attack_mode(). Returns true if the relation has changed.
713 */ 717 */
714 int new_mode; 718 int new_mode;
715 719
716 if (hitter->env == target || target->env == hitter) 720 if (hitter->env == target || target->env == hitter)
717 new_mode = 1; 721 new_mode = 1;
718 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 722 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
723 || hitter->map == NULL || !on_same_map (hitter, target))
719 return 1; 724 return 1;
720 else 725 else
721 new_mode = 0; 726 new_mode = 0;
727
722 return new_mode != simple_attack; 728 return new_mode != simple_attack;
723} 729}
724 730
731/* thrown_item_effect() - handles any special effects of thrown
732 * items (like attacking living creatures--a potion thrown at a
733 * monster).
734 */
735static void
725static void thrown_item_effect (object *, object *); 736thrown_item_effect (object *hitter, object *victim)
737{
738 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
739 {
740 /* May not need a switch for just 2 types, but this makes it
741 * easier for expansion.
742 */
743 switch (hitter->type)
744 {
745 case POTION:
746 /* should player get a save throw instead of checking magic protection? */
747 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
748 (void) apply_potion (victim, hitter);
749 break;
750
751 case POISON: /* poison drinks */
752 /* As with potions, should monster get a save? */
753 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
754 apply_poison (victim, hitter);
755 break;
756
757 /* Removed case statements that did nothing.
758 * food may be poisonous, but monster must be willing to eat it,
759 * so we don't handle it here.
760 * Containers should perhaps break open, but that code was disabled.
761 */
762 }
763 }
764}
765
766/* determine if the object is an 'aimed' missile */
767static int
768is_aimed_missile (object *op)
769{
770
771 /* I broke what used to be one big if into a few nested
772 * ones so that figuring out the logic is at least possible.
773 */
774 if (op && (op->move_type & MOVE_FLYING))
775 if (op->type == ARROW || op->type == THROWN_OBJ)
776 return 1;
777 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
778 return 1;
779
780 return 0;
781}
782/* adj_attackroll() - adjustments to attacks by various conditions */
783static int
784adj_attackroll (object *hitter, object *target)
785{
786 object *attacker = hitter;
787 int adjust = 0;
788
789 /* safety */
790 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
791 {
792 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
793 return 0;
794 }
795
796 /* aimed missiles use the owning object's sight */
797 if (is_aimed_missile (hitter))
798 {
799 if ((attacker = hitter->owner) == NULL)
800 attacker = hitter;
801 /* A player who saves but hasn't quit still could have objects
802 * owned by him - need to handle that case to avoid crashes.
803 */
804 if (QUERY_FLAG (attacker, FLAG_REMOVED))
805 attacker = hitter;
806 }
807 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
808 return 0;
809
810 /* determine the condtions under which we make an attack.
811 * Add more cases, as the need occurs. */
812
813 if (!can_see_enemy (attacker, target))
814 {
815 /* target is unseen */
816 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
817 adjust -= 10;
818 /* dark map penalty for the hitter (lacks infravision if we got here). */
819 else if (!stand_in_light (target))
820 adjust -= target->map->darklevel ();
821 }
822
823 if (QUERY_FLAG (attacker, FLAG_SCARED))
824 adjust -= 3;
825
826 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
827 adjust += 1;
828
829 if (QUERY_FLAG (target, FLAG_SCARED))
830 adjust += 1;
831
832 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
833 adjust -= 3;
834
835 /* if we attack at a different 'altitude' its harder */
836 if ((attacker->move_type & target->move_type) == 0)
837 adjust -= 2;
838
839#if 0
840 /* slower attacks are less likely to succeed. We should use a
841 * comparison between attacker/target speeds BUT, players have
842 * a generally faster speed, so this will wind up being a HUGE
843 * disadantage for the monsters! Too bad, because missiles which
844 * fly fast should have a better chance of hitting a slower target.
845 */
846 if (hitter->speed < target->speed)
847 adjust += ((float) hitter->speed - target->speed);
848#endif
849
850#if 0
851 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
852#endif
853
854 return adjust;
855}
726 856
727static int 857static int
728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 858attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729{ 859{
730 int simple_attack, roll, dam = 0; 860 int simple_attack, roll, dam = 0;
784 * for help. */ 914 * for help. */
785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 915 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 npc_call_help (op); 916 npc_call_help (op);
787 917
788 /* if you were hidden and hit by a creature, you are discovered */ 918 /* if you were hidden and hit by a creature, you are discovered */
789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 919 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
790 { 920 {
791 make_visible (op); 921 make_visible (op);
792 922
793 if (op->type == PLAYER) 923 if (op->type == PLAYER)
794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 924 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
795 } 925 }
796 926
797 /* thrown items (hitter) will have various effects 927 /* thrown items (hitter) will have various effects
798 * when they hit the victim. For things like thrown daggers, 928 * when they hit the victim. For things like thrown daggers,
799 * this sets 'hitter' to the actual dagger, and not the 929 * this sets 'hitter' to the actual dagger, and not the
811 if (hitdam <= 0) 941 if (hitdam <= 0)
812 hitdam = 1; 942 hitdam = 1;
813 943
814 type = hitter->attacktype; 944 type = hitter->attacktype;
815 945
946 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
947 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
948 * This check is important for the most simple monsters out there in the
949 * game content (maps, archs). For example orcs: They would have
950 * no attacktype at all.
951 *
952 * Some time in the future someone should just go into the game data
953 * and fix every monster out there ;-/ Until then we will kill some
954 * more trees in the african rain forests with this check.
955 */
816 if (!type) 956 if (!type)
817 type = AT_PHYSICAL; 957 type = AT_PHYSICAL;
818 958
819 /* Handle monsters that hit back */ 959 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 960 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1011 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around. 1012 * stick around.
873 */ 1013 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1014 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 { 1015 {
876 tmp = tmp->head_ (); 1016 tmp->head_ ()->insert (op);
877
878 op->remove ();
879 op = insert_ob_in_ob (op, tmp);
880
881 if (tmp->type == PLAYER)
882 esrv_send_item (tmp, op);
883
884 return 1; 1017 return 1;
885 } 1018 }
886 else 1019 else
887 return 0; 1020 return 0;
888} 1021}
902 /* Disassemble missile */ 1035 /* Disassemble missile */
903 if (op->inv) 1036 if (op->inv)
904 { 1037 {
905 container = op; 1038 container = op;
906 hitter = op->inv; 1039 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1040 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
909 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1041 /* Note that we now have an empty THROWN_OBJ on the map. Code that
910 * might be called until this THROWN_OBJ is either reassembled or 1042 * might be called until this THROWN_OBJ is either reassembled or
911 * removed at the end of this function must be able to deal with empty 1043 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */ 1044 * THROWN_OBJs. */
913 } 1045 }
927 * other places as well!) 1059 * other places as well!)
928 */ 1060 */
929 if (hitter->destroyed () || hitter->env != NULL) 1061 if (hitter->destroyed () || hitter->env != NULL)
930 { 1062 {
931 if (container) 1063 if (container)
932 {
933 container->remove ();
934 container->destroy (); 1064 container->destroy ();
935 }
936 1065
937 return 0; 1066 return 0;
938 } 1067 }
939 1068
940 /* Missile hit victim */ 1069 /* Missile hit victim */
964 * can fly over but not otherwise move over. What is the correct 1093 * can fly over but not otherwise move over. What is the correct
965 * way to handle those otherwise? 1094 * way to handle those otherwise?
966 */ 1095 */
967 if (victim->x != hitter->x || victim->y != hitter->y) 1096 if (victim->x != hitter->x || victim->y != hitter->y)
968 { 1097 {
1098 if (victim->destroyed ())
1099 hitter->destroy ();
1100 else
1101 {
969 hitter->remove (); 1102 hitter->remove ();
970 hitter->x = victim->x; 1103 hitter->x = victim->x;
971 hitter->y = victim->y; 1104 hitter->y = victim->y;
972 insert_ob_in_map (hitter, victim->map, hitter, 0); 1105 insert_ob_in_map (hitter, victim->map, hitter, 0);
1106 }
973 } 1107 }
974 else 1108 else
975 /* Else leave arrow where it is */ 1109 /* Else leave arrow where it is */
976 merge_ob (hitter, NULL); 1110 merge_ob (hitter, NULL);
977 1111
989 } 1123 }
990 1124
991 return op; 1125 return op;
992} 1126}
993 1127
994void 1128static void
995tear_down_wall (object *op) 1129tear_down_wall (object *op)
996{ 1130{
997 int perc = 0;
998
999 if (!op->stats.maxhp) 1131 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1132 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1; 1133 else if (!op->has_anim ())
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 { 1134 {
1006 /* Object has been called - no animations, so remove it */ 1135 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0) 1136 if (op->stats.hp < 0)
1008 op->destroy (); 1137 op->destroy ();
1009 1138
1010 return; /* no animations, so nothing more to do */ 1139 return; /* no animations, so nothing more to do */
1011 } 1140 }
1012 1141
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1142 // we use frames 1..num-2 as intermediate frames, so
1143 // the last frame is used only when hp < 0.
1144 int perc = clamp (
1145 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1146 0, op->anim_frames () - 1
1147 );
1014 1148
1015 if (perc >= (int) NUM_ANIMATIONS (op)) 1149 op->set_anim_frame (perc);
1016 perc = NUM_ANIMATIONS (op) - 1;
1017 else if (perc < 1)
1018 perc = 1;
1019
1020 SET_ANIMATION (op, perc);
1021 update_object (op, UP_OBJ_FACE); 1150 update_object (op, UP_OBJ_FACE);
1022 1151
1023 if (perc == NUM_ANIMATIONS (op) - 1) 1152 if (op->stats.hp < 0)
1024 { /* Reached the last animation */ 1153 { /* Reached the last animation */
1025 if (op->face == blank_face) 1154 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */ 1155 /* If the last face is blank, remove the ob */
1027 op->destroy (); 1156 op->destroy ();
1028 else 1157 else
1029 { /* The last face was not blank, leave an image */ 1158 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1159 op->flag [FLAG_BLOCKSVIEW] = false;
1031 update_all_los (op->map, op->x, op->y); 1160 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0; 1161 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE); 1162 op->flag [FLAG_ALIVE] = false;
1034 } 1163 }
1035 } 1164 }
1036} 1165}
1037 1166
1038void 1167static void
1039scare_creature (object *target, object *hitter) 1168scare_creature (object *target, object *hitter)
1040{ 1169{
1041 object *owner = hitter->owner; 1170 target->flag [FLAG_SCARED] = true;
1042 1171
1172 if (!target->enemy)
1173 target->enemy = hitter->outer_owner ();
1174}
1175
1176/* GROS: This code comes from hit_player. It has been made external to
1177 * allow script procedures to "kill" objects in a combat-like fashion.
1178 * It was initially used by (kill-object) developed for the Collector's
1179 * Sword. Note that nothing has been changed from the original version
1180 * of the following code.
1181 * op is what is being killed.
1182 * dam is the damage done to it.
1183 * hitter is what is hitting it.
1184 * type is the attacktype.
1185 *
1186 * This function was a bit of a mess with hitter getting changed,
1187 * values being stored away but not used, etc. I've cleaned it up
1188 * a bit - I think it should be functionally equivalant.
1189 * MSW 2002-07-17
1190 */
1191int
1192kill_object (object *op, int dam, object *hitter, int type)
1193{
1194 char buf[MAX_BUF];
1195 shstr skill;
1196 int maxdam = 0;
1197 int battleg = 0; /* true if op standing on battleground */
1198 int pk = 0; /* true if op and what controls hitter are both players */
1199 object *owner = 0;
1200 object *skop = 0;
1201
1202 if (op->stats.hp >= 0)
1203 return -1;
1204
1205 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1206 return 0;
1207
1208 /* maxdam needs to be the amount of damage it took to kill
1209 * this creature. The function(s) that call us have already
1210 * adjusted the creatures HP total, so that is negative.
1211 */
1212 maxdam = dam + op->stats.hp + 1;
1213
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1215 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1216
1217 if (op->type == DOOR)
1218 {
1219 op->set_speed (0.1f);
1220 op->speed_left = -0.05f;
1221 return maxdam;
1222 }
1223
1224 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1225 {
1226 op->drop_and_destroy ();
1227 return maxdam;
1228 }
1229
1230 /* Now lets start dealing with experience we get for killing something */
1231
1232 owner = hitter->outer_owner ();
1043 if (!owner) 1233 if (!owner)
1044 owner = hitter; 1234 owner = hitter;
1045 1235
1236 /* is the victim (op) standing on battleground? */
1237 if (op_on_battleground (op, NULL, NULL))
1238 battleg = 1;
1239
1240 /* is this player killing? */
1241 if (op->type == PLAYER && owner->type == PLAYER)
1242 pk = 1;
1243
1244 /* Player killed something */
1245 if (owner->type == PLAYER)
1246 {
1247 /* Log players killing other players - makes it easier to detect
1248 * and filter out malicious player killers - that is why the
1249 * ip address is included.
1250 */
1251 if (op->type == PLAYER && !battleg)
1252 {
1253 time_t t = time (NULL);
1254 struct tm *tmv;
1255 char buf[256];
1256
1257 tmv = localtime (&t);
1258 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1259
1260 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1261 }
1262
1263 /* try to filter some things out - basically, if you are
1264 * killing a level 1 creature and your level 20, you
1265 * probably don't want to see that.
1266 */
1267 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1268 {
1269 if (owner != hitter)
1270 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1271 else
1272 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1273
1274 /* Only play sounds for melee kills */
1275 if (hitter->type == PLAYER)
1276 owner->play_sound (sound_find ("player_kills"));
1277 }
1278
1279 /* If a player kills another player, not on
1280 * battleground, the "killer" looses 1 luck. Since this is
1281 * not reversible, it's actually quite a pain IMHO. -AV
1282 * Fix bug in that we were changing the luck of the hitter, not
1283 * player that the object belonged to - so if you killed another player
1284 * with spells, pets, whatever, there was no penalty.
1285 * Changed to make luck penalty configurable in settings.
1286 */
1287 if (op->type == PLAYER && owner != op && !battleg)
1288 owner->change_luck (-settings.pk_luck_penalty);
1289
1290 /* This code below deals with finding the appropriate skill
1291 * to credit exp to. This is a bit problematic - we should
1292 * probably never really have to look at current_weapon->skill
1293 */
1294 if (hitter->skill && hitter->type != PLAYER)
1295 skill = hitter->skill;
1296 else if (owner->chosen_skill)
1297 {
1298 skop = owner->chosen_skill;
1299 skill = skop->skill;
1300 }
1301 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1302 skill = owner->current_weapon->skill;
1303 else
1304 {
1305 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1306 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1307 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1308 skill = 0;
1309 }
1310
1311 /* We have the skill we want to credit to - now find the object this goes
1312 * to. Make sure skop is an actual skill, and not a skill tool!
1313 */
1314 skop = owner->contr->find_skill (skill);
1315 } /* Was it a player that hit somethign */
1316 else
1317 skill = 0;
1318
1319 /* These may have been set in the player code section above */
1320 if (!skop)
1321 skop = hitter->chosen_skill;
1322
1323 if (!skill && skop)
1324 skill = skop->skill;
1325
1326 /* If you didn't kill yourself, and your not the wizard */
1327 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1328 {
1329 int exp;
1330
1331 /* Really don't give much experience for killing other players */
1332 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1333 if (battleg)
1334 {
1335 if (op->is_player ())
1336 {
1337 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1338 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1339 }
1340
1341 exp = 0;
1342 }
1343 else if (op->is_player ())
1344 exp = op->stats.exp / 1000;
1345 else
1346 exp = calc_skill_exp (owner, op, skop);
1347
1348 /* Don't know why this is set this way - doesn't make
1349 * sense to just divide everything by two for no reason.
1350 */
1351
1352 if (!settings.simple_exp)
1353 exp = exp / 2;
1354
1355 if (owner->type != PLAYER || owner->contr->party == NULL)
1356 change_exp (owner, exp, skill, 0);
1357 else
1358 {
1359 int shares = 0, count = 0;
1360 partylist *party = owner->contr->party;
1361
1362 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1363
1364 for_all_players (pl)
1365 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1366 {
1367 count++;
1368 shares += (pl->ob->level + 4);
1369 }
1370
1371 if (count == 1 || shares > exp || !shares)
1372 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1373 else
1374 {
1375 int share = exp / shares, given = 0, nexp;
1376
1377 for_all_players (pl)
1378 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1379 {
1380 nexp = (pl->ob->level + 4) * share;
1381 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1382 given += nexp;
1383 }
1384
1385 exp -= given;
1386 /* give any remainder to the player */
1387 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1388 }
1389 } /* else part of a party */
1390 } /* end if person didn't kill himself */
1391
1392 if (op->type != PLAYER)
1393 {
1394 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1395 {
1396 object *owner1 = op->owner;
1397
1398 if (owner1 && owner1->type == PLAYER)
1399 {
1400 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1401 /* Maybe we should include the owner that killed this, maybe not */
1402 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1403 }
1404
1405 remove_friendly_object (op);
1406 }
1407
1408 op->drop_and_destroy ();
1409 }
1410 else
1411 /* Player has been killed! */
1412 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1413
1414 /* This was return -1 - that doesn't seem correct - if we return -1, process
1415 * continues in the calling function.
1416 */
1417 return maxdam;
1418}
1419
1420/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1421 * Returns 0 this is not friendly fire
1422 */
1423int
1424friendly_fire (object *op, object *hitter)
1425{
1426 object *owner;
1427 int friendlyfire;
1428
1429 if (hitter->head)
1430 hitter = hitter->head;
1431
1432 friendlyfire = 0;
1433
1434 if (op->type == PLAYER)
1435 {
1436 if (op_on_battleground (hitter, 0, 0))
1437 return 0;
1438
1439 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1440 return 1;
1441
1442 if ((owner = hitter->owner) != NULL)
1443 {
1444 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1445 friendlyfire = 2;
1446 }
1447
1448 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1449 friendlyfire = 0;
1450 }
1451
1452 return friendlyfire;
1453}
1454
1455/* This isn't used just for players, but in fact most objects.
1456 * op is the object to be hit, dam is the amount of damage, hitter
1457 * is what is hitting the object, type is the attacktype, and
1458 * full_hit is set if monster area does not matter.
1459 * dam is base damage - protections/vulnerabilities/slaying matches can
1460 * modify it.
1461 */
1462/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1463 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1464int
1465hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1466{
1467 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1468 int maxattacktype, attacknum;
1469 int body_attack = op && op->head; /* Did we hit op's head? */
1470 int simple_attack;
1471 int rtn_kill = 0;
1472 int friendlyfire;
1473
1474 if (get_attack_mode (&op, &hitter, &simple_attack))
1475 return 0;
1476
1477 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1478 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1479 return 0;
1480
1481 // only allow pk for hostile players
1482 if (op->type == PLAYER)
1483 {
1484 object *owner = hitter->owner;
1485
1486 if (!owner)
1487 owner = hitter;
1488
1489 if (owner->type == PLAYER
1490 && (!op_on_battleground (op, 0, 0)
1491 && (op->contr->peaceful || owner->contr->peaceful))
1492 && op != owner)
1493 return 0;
1494 }
1495
1496 if (body_attack)
1497 {
1498 /* slow and paralyze must hit the head. But we don't want to just
1499 * return - we still need to process other attacks the spell still
1500 * might have. So just remove the paralyze and slow attacktypes,
1501 * and keep on processing if we have other attacktypes.
1502 * return if only magic or nothing is left - under normal code
1503 * we don't attack with pure magic if there is another attacktype.
1504 * Only do processing if the initial attacktype includes one of those
1505 * attack so we don't cancel out things like magic bullet.
1506 */
1507 if (type & (AT_PARALYZE | AT_SLOW))
1508 {
1509 type &= ~(AT_PARALYZE | AT_SLOW);
1510
1511 if (!type || type == AT_MAGIC)
1512 return 0;
1513 }
1514 }
1515
1516 if (!simple_attack && op->type == DOOR)
1517 {
1518 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1519 if (tmp->type == RUNE || tmp->type == TRAP)
1520 {
1521 spring_trap (tmp, hitter);
1522
1523 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1524 return 0;
1525
1526 break;
1527 }
1528 }
1529
1530 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1531 {
1532 /* FIXME: If a player is killed by a rune in a door, the
1533 * destroyed() check above doesn't return, and might get here.
1534 */
1535
1536 /* FIXME: This for example happens when a dead door is on a mover and
1537 gets it's speed_left raised on each mover-tick.
1538 Doors are removed in a kinda funny way by giving them speed and speed_left
1539 and waiting for that to run out.
1540 */
1541 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1542 return 0;
1543 }
1544
1545#ifdef ATTACK_DEBUG
1546 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1547#endif
1548
1549 if (magic)
1550 {
1551 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1552 * in case 0>dam>1, we try to "simulate" a float value-effect */
1553 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1554 if (dam >= 100)
1555 dam /= 100;
1556 else
1557 dam = (dam > rndm (0, 99)) ? 1 : 0;
1558 }
1559
1560 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1561 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1562 */
1563 if (type & AT_CHAOS)
1564 {
1565 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1566 update_object (op, UP_OBJ_FACE);
1567 type &= ~AT_CHAOS;
1568 }
1569
1570 /* Holyword is really an attacktype modifier (like magic is). If
1571 * holyword is part of an attacktype, then make sure the creature is
1572 * a proper match, otherwise no damage.
1573 */
1574 if (type & AT_HOLYWORD)
1575 {
1576 object *god;
1577
1578 if ((!hitter->slaying
1579 || (!(op->race && hitter->slaying.contains (op->race))
1580 && !(op->name && hitter->slaying.contains (op->name))))
1581 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1582 || (hitter->title
1583 && (god = find_god (determine_god (hitter))) != NULL
1584 && god->race.contains (shstr_undead))))
1585 return 0;
1586 }
1587
1588 maxattacktype = type; /* initialise this to something */
1589 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1590 {
1591 /* Magic isn't really a true attack type - it gets combined with other
1592 * attack types. As such, skip it over. However, if magic is
1593 * the only attacktype in the group, then still attack with it
1594 */
1595 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1596 continue;
1597
1598 /* Go through and hit the player with each attacktype, one by one.
1599 * hit_player_attacktype only figures out the damage, doesn't inflict
1600 * it. It will do the appropriate action for attacktypes with
1601 * effects (slow, paralization, etc.
1602 */
1603 if (type & attacktype)
1604 {
1605 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1606 /* the >= causes us to prefer messages from special attacks, if
1607 * the damage is equal.
1608 */
1609 if (ndam >= maxdam)
1610 {
1611 maxdam = ndam;
1612 maxattacktype = 1 << attacknum;
1613 }
1614 }
1615 }
1616
1617 /* if this is friendly fire then do a set % of damage only
1618 * Note - put a check in to make sure this attack is actually
1619 * doing damage - otherwise, the +1 in the code below will make
1620 * an attack do damage before when it otherwise didn't
1621 */
1622 friendlyfire = friendly_fire (op, hitter);
1623 if (friendlyfire && maxdam)
1624 {
1625 maxdam = ((dam * settings.set_friendly_fire) / 100);
1626
1627#ifdef ATTACK_DEBUG
1628 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1629 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1630#endif
1631 }
1632
1633 if (!full_hit)
1634 {
1635 int area;
1636 int remainder;
1637
1638 area = 0;
1639
1640 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1641 area++;
1642
1643 assert (area > 0);
1644
1645 /* basically: maxdam /= area; we try to "simulate" a float
1646 value-effect */
1647 remainder = 100 * (maxdam % area) / area;
1648 maxdam /= area;
1649 if (rndm (100) < remainder)
1650 maxdam++;
1651 }
1652
1653#ifdef ATTACK_DEBUG
1654 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1655#endif
1656
1657 // for now, only do this for active objects, otherwise they
1658 // keep a refcount for a long time and I see no usefulness
1659 // for an non-active objetc to know its enemy.
1660 if (op->active)
1661 if (hitter->owner)
1662 op->enemy = hitter->owner;
1663 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1664 op->enemy = hitter;
1665
1666 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1667 {
1668 /* The unaggressives look after themselves 8) */
1669 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1670 npc_call_help (op);
1671 }
1672
1673 if (magic && did_make_save (op, op->level, 0))
1674 maxdam = maxdam / 2;
1675
1676 attack_message (maxdam, maxattacktype, op, hitter);
1677
1678 op->stats.hp -= maxdam;
1679
1680 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1681 if ((op->stats.hp >= 0) &&
1682 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1683 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1684 {
1685
1686 if (QUERY_FLAG (op, FLAG_MONSTER))
1687 SET_FLAG (op, FLAG_RUN_AWAY);
1688 else
1689 scare_creature (op, hitter);
1690 }
1691
1692 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1693 {
1694 if (maxdam)
1695 tear_down_wall (op);
1696
1697 return maxdam; /* nothing more to do for wall */
1698 }
1699
1700 /* See if the creature has been killed */
1701 rtn_kill = kill_object (op, maxdam, hitter, type);
1702 if (rtn_kill != -1)
1703 return rtn_kill;
1704
1705 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1706 * that before if the player was immune to ghosthit, the monster
1707 * remained - that is no longer the case.
1708 */
1709 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1710 hitter->drop_and_destroy ();
1711 /* Lets handle creatures that are splitting now */
1712 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1713 {
1714 int i;
1715 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1716 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1717 object *owner = op->owner;
1718
1719 if (!op->other_arch)
1720 {
1721 LOG (llevError, "SPLITTING without other_arch error.\n");
1722 return maxdam;
1723 }
1724
1725 op->remove ();
1726
1727 for (i = 0; i < op->stats.food; i++)
1728 { /* This doesn't handle op->more yet */
1729 object *tmp = arch_to_object (op->other_arch);
1730 int j;
1731
1732 tmp->stats.hp = op->stats.hp;
1733
1734 if (friendly)
1735 {
1736 add_friendly_object (tmp);
1737 tmp->attack_movement = PETMOVE;
1738
1739 if (owner)
1740 tmp->set_owner (owner);
1741 }
1742
1743 if (unaggressive)
1744 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1745
1746 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1747
1748 if (j == -1) /* No spot to put this monster */
1749 tmp->destroy ();
1750 else
1751 {
1752 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1753 insert_ob_in_map (tmp, op->map, NULL, 0);
1754 }
1755 }
1756
1757 op->destroy ();
1758 }
1759 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1760 hitter->drop_and_destroy ();
1761
1762 return maxdam;
1763}
1764
1765static void
1766poison_player (object *op, object *hitter, int dam)
1767{
1768 archetype *at = archetype::find (shstr_poisoning);
1769 object *tmp = present_arch_in_ob (at, op);
1770
1771 if (tmp == NULL)
1772 {
1773 if ((tmp = arch_to_object (at)) == NULL)
1774 LOG (llevError, "Failed to clone arch poisoning.\n");
1775 else
1776 {
1777 tmp = insert_ob_in_ob (tmp, op);
1778 /* peterm: give poisoning some teeth. It should
1779 * be able to kill things better than it does:
1780 * damage should be dependent something--I choose to
1781 * do this: if it's a monster, the damage from the
1782 * poisoning goes as the level of the monster/2.
1783 * If anything else, goes as damage.
1784 */
1785
1786 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1787 tmp->stats.dam += hitter->level / 2;
1788 else
1789 tmp->stats.dam = dam;
1790
1791 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1792 if (hitter->skill && hitter->skill != tmp->skill)
1793 {
1794 tmp->skill = hitter->skill;
1795 }
1796
1797 tmp->stats.food += dam; /* more damage, longer poisoning */
1798
1799 if (op->type == PLAYER)
1800 {
1801 /* player looses stats, maximum is -10 of each */
1802 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1803 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1804 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1805 tmp->stats.Int = max (-(dam / 7 ), -10);
1806 SET_FLAG (tmp, FLAG_APPLIED);
1807 op->update_stats ();
1808 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1809 op->play_sound (tmp->sound);
1810 }
1811
1812 if (hitter->type == PLAYER)
1813 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1814 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1815 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1816 }
1817
1818 tmp->speed_left = 0;
1819 }
1820 else
1821 tmp->stats.food++;
1822}
1823
1824static void
1825slow_player (object *op, object *hitter, int dam)
1826{
1827 archetype *at = archetype::find (shstr_slowness);
1828 object *tmp;
1829
1830 if (at == NULL)
1831 LOG (llevError, "Can't find slowness archetype.\n");
1832
1833 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1834 {
1835 tmp = arch_to_object (at);
1836 tmp = insert_ob_in_ob (tmp, op);
1837 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1838 }
1839 else
1840 tmp->stats.food++;
1841
1046 SET_FLAG (target, FLAG_SCARED); 1842 SET_FLAG (tmp, FLAG_APPLIED);
1047 if (!target->enemy) 1843 tmp->speed_left = 0;
1048 target->enemy = owner; 1844 op->update_stats ();
1845}
1846
1847void
1848confuse_player (object *op, object *hitter, int dam)
1849{
1850 object *tmp;
1851 int maxduration;
1852
1853 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1854 if (!tmp)
1855 {
1856 tmp = get_archetype (FORCE_NAME);
1857 tmp = insert_ob_in_ob (tmp, op);
1858 }
1859
1860 /* Duration added per hit and max. duration of confusion both depend
1861 * on the player's resistance
1862 */
1863 tmp->speed = 0.05;
1864 tmp->subtype = FORCE_CONFUSION;
1865 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1866 tmp->name = shstr_confusion;
1867 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1868
1869 if (tmp->duration > maxduration)
1870 tmp->duration = maxduration;
1871
1872 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1873 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1874
1875 SET_FLAG (op, FLAG_CONFUSED);
1876}
1877
1878void
1879blind_player (object *op, object *hitter, int dam)
1880{
1881 object *tmp, *owner;
1882
1883 /* Save some work if we know it isn't going to affect the player */
1884 if (op->resist[ATNR_BLIND] == 100)
1885 return;
1886
1887 tmp = present_in_ob (BLINDNESS, op);
1888 if (!tmp)
1889 {
1890 tmp = get_archetype (shstr_blindness);
1891 SET_FLAG (tmp, FLAG_BLIND);
1892 SET_FLAG (tmp, FLAG_APPLIED);
1893 /* use floats so we don't lose too much precision due to rounding errors.
1894 * speed is a float anyways.
1895 */
1896 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1897
1898 tmp = insert_ob_in_ob (tmp, op);
1899 change_abil (op, tmp); /* Mostly to display any messages */
1900 op->update_stats (); /* This takes care of some other stuff */
1901
1902 if (hitter->owner)
1903 owner = hitter->owner;
1904 else
1905 owner = hitter;
1906
1907 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1908 }
1909 tmp->stats.food += dam;
1910 if (tmp->stats.food > 10)
1911 tmp->stats.food = 10;
1912}
1913
1914void
1915paralyze_player (object *op, object *hitter, int dam)
1916{
1917 /* This is strange stuff... someone knows for what this is
1918 * written? Well, i think this can and should be removed
1919 */
1920
1921 /*
1922 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1923 tmp=clone_arch(PARAIMAGE);
1924 tmp->x=op->x,tmp->y=op->y;
1925 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1926 }
1927 */
1928
1929 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1930 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1931
1932 op->speed_left -= fabs (op->speed) * effect;
1933 /* tmp->stats.food+=(signed short) effect/op->speed; */
1934
1935 /* max number of ticks to be affected for. */
1936 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1937
1938 if (op->speed_left < -(fabs (op->speed) * max))
1939 op->speed_left = -(fabs (op->speed) * max);
1940
1941/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1942}
1943
1944/* Attempts to kill 'op'. hitter is the attack object, dam is
1945 * the computed damaged.
1946 */
1947static void
1948deathstrike_player (object *op, object *hitter, int *dam)
1949{
1950 /* The intention of a death attack is to kill outright things
1951 ** that are a lot weaker than the attacker, have a chance of killing
1952 ** things somewhat weaker than the caster, and no chance of
1953 ** killing something equal or stronger than the attacker.
1954 ** Also, if a deathstrike attack has a slaying, any monster
1955 ** whose name or race matches a comma-delimited list in the slaying
1956 ** field of the deathstriking object */
1957
1958 int atk_lev, def_lev, kill_lev;
1959
1960 if (hitter->slaying)
1961 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1962 || (op->race && hitter->slaying.contains (op->race))))
1963 return;
1964
1965 def_lev = op->level;
1966 if (def_lev < 1)
1967 {
1968 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1969 def_lev = 1;
1970 }
1971
1972 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1973 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1974 atk_lev, def_lev); */
1975
1976 if (atk_lev >= def_lev)
1977 {
1978 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1979
1980 /* Note that the below effectively means the ratio of the atk vs
1981 * defener level is important - if level 52 character has very little
1982 * chance of killing a level 50 monster. This should probably be
1983 * redone.
1984 */
1985 if (kill_lev >= def_lev)
1986 {
1987 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1988 /* I think this doesn't really do much. Because of
1989 * integer rounding, this only makes any difference if the
1990 * attack level is double the defender level.
1991 */
1992 *dam *= kill_lev / def_lev;
1993 }
1994 }
1995 else
1996 *dam = 0; /* no harm done */
1049} 1997}
1050 1998
1051/* This returns the amount of damage hitter does to op with the 1999/* This returns the amount of damage hitter does to op with the
1052 * appropriate attacktype. Only 1 attacktype should be set at a time. 2000 * appropriate attacktype. Only 1 attacktype should be set at a time.
1053 * This doesn't damage the player, but returns how much it should 2001 * This doesn't damage the player, but returns how much it should
1078 if (attacknum == ATNR_INTERNAL) 2026 if (attacknum == ATNR_INTERNAL)
1079 return dam; 2027 return dam;
1080 2028
1081 if (hitter->slaying) 2029 if (hitter->slaying)
1082 { 2030 {
1083 if ((op->race && strstr (hitter->slaying, op->race)) 2031 if ((op->race && hitter->slaying.contains (op->race))
1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 2032 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1085 { 2033 {
1086 doesnt_slay = 0; 2034 doesnt_slay = 0;
1087 dam *= 3; 2035 dam *= 3;
1088 } 2036 }
1089 } 2037 }
1135 case ATNR_BLIND: 2083 case ATNR_BLIND:
1136 { 2084 {
1137 /* chance for inflicting a special attack depends on the 2085 /* chance for inflicting a special attack depends on the
1138 * difference between attacker's and defender's level 2086 * difference between attacker's and defender's level
1139 */ 2087 */
1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2088 int level_diff = min (110, max (0, op->level - hitter->level));
1141 2089
1142 /* First, only creatures/players with speed can be affected. 2090 /* First, only creatures/players with speed can be affected.
1143 * Second, just getting hit doesn't mean it always affects 2091 * Second, just getting hit doesn't mean it always affects
1144 * you. Third, you still get a saving through against the 2092 * you. Third, you still get a saving through against the
1145 * effect. 2093 * effect.
1146 */ 2094 */
1147 if (op->speed && 2095 if (op->has_active_speed ()
1148 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2096 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2097 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
1149 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2098 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1150 { 2099 {
1151 2100
1152 /* Player has been hit by something */ 2101 /* Player has been hit by something */
1153 if (attacknum == ATNR_CONFUSION) 2102 if (attacknum == ATNR_CONFUSION)
1154 confuse_player (op, hitter, dam); 2103 confuse_player (op, hitter, dam);
1202 2151
1203 /* High damage acid has better chance of corroding 2152 /* High damage acid has better chance of corroding
1204 objects */ 2153 objects */
1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 2154 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1206 { 2155 {
1207 if (op->type == PLAYER)
1208 /* Make this more visible */
1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1210 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1211 flag = 1; 2156 flag = 1;
1212 tmp->magic--; 2157 tmp->magic--;
1213 if (op->type == PLAYER) 2158
1214 esrv_send_item (op, tmp); 2159 if (object *pl = tmp->visible_to ())
2160 {
2161 /* Make this more visible */
2162 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2163 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2164
2165 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2166 }
1215 } 2167 }
1216 } 2168 }
1217 2169
1218 if (flag) 2170 if (flag)
1219 op->update_stats (); /* Something was corroded */ 2171 op->update_stats (); /* Something was corroded */
1288 object *god = find_god (determine_god (owner)); 2240 object *god = find_god (determine_god (owner));
1289 int div = 1; 2241 int div = 1;
1290 2242
1291 /* if undead are not an enemy of your god, you turn them 2243 /* if undead are not an enemy of your god, you turn them
1292 * at half strength */ 2244 * at half strength */
1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 2245 if (!god || !god->slaying.contains (shstr_undead))
1294 div = 2; 2246 div = 2;
1295 2247
1296 /* Give a bonus if you resist turn undead */ 2248 /* Give a bonus if you resist turn undead */
1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 2249 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298 scare_creature (op, owner); 2250 scare_creature (op, owner);
1370 } 2322 }
1371 2323
1372 return dam; 2324 return dam;
1373} 2325}
1374 2326
1375/* GROS: This code comes from hit_player. It has been made external to
1376 * allow script procedures to "kill" objects in a combat-like fashion.
1377 * It was initially used by (kill-object) developed for the Collector's
1378 * Sword. Note that nothing has been changed from the original version
1379 * of the following code.
1380 * op is what is being killed.
1381 * dam is the damage done to it.
1382 * hitter is what is hitting it.
1383 * type is the attacktype.
1384 *
1385 * This function was a bit of a mess with hitter getting changed,
1386 * values being stored away but not used, etc. I've cleaned it up
1387 * a bit - I think it should be functionally equivalant.
1388 * MSW 2002-07-17
1389 */
1390int
1391kill_object (object *op, int dam, object *hitter, int type)
1392{
1393 char buf[MAX_BUF];
1394 const char *skill;
1395 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0;
1399 object *skop = 0;
1400
1401 if (op->stats.hp >= 0)
1402 return -1;
1403
1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1405 return 0;
1406
1407 /* maxdam needs to be the amount of damage it took to kill
1408 * this creature. The function(s) that call us have already
1409 * adjusted the creatures HP total, so that is negative.
1410 */
1411 maxdam = dam + op->stats.hp + 1;
1412
1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415
1416 if (op->type == DOOR)
1417 {
1418 op->set_speed (0.1f);
1419 op->speed_left = -0.05f;
1420 return maxdam;
1421 }
1422
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1424 {
1425 op->destroy ();
1426 return maxdam;
1427 }
1428
1429 /* Now lets start dealing with experience we get for killing something */
1430
1431 owner = hitter->owner;
1432 if (!owner)
1433 owner = hitter;
1434
1435 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL))
1437 battleg = 1;
1438
1439 /* is this player killing? */
1440 if (op->type == PLAYER && owner->type == PLAYER)
1441 pk = 1;
1442
1443 /* Player killed something */
1444 if (owner->type == PLAYER)
1445 {
1446 Log_Kill (owner->name,
1447 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1448
1449 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the
1451 * ip address is included.
1452 */
1453 if (op->type == PLAYER && !battleg)
1454 {
1455 time_t t = time (NULL);
1456 struct tm *tmv;
1457 char buf[256];
1458
1459 tmv = localtime (&t);
1460 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1461
1462 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1463 }
1464
1465 /* try to filter some things out - basically, if you are
1466 * killing a level 1 creature and your level 20, you
1467 * probably don't want to see that.
1468 */
1469 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1470 {
1471 if (owner != hitter)
1472 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1473 else
1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1475
1476 /* Only play sounds for melee kills */
1477 if (hitter->type == PLAYER)
1478 owner->play_sound (sound_find ("player_kills"));
1479 }
1480
1481 /* If a player kills another player, not on
1482 * battleground, the "killer" looses 1 luck. Since this is
1483 * not reversible, it's actually quite a pain IMHO. -AV
1484 * Fix bug in that we were changing the luck of the hitter, not
1485 * player that the object belonged to - so if you killed another player
1486 * with spells, pets, whatever, there was no penalty.
1487 * Changed to make luck penalty configurable in settings.
1488 */
1489 if (op->type == PLAYER && owner != op && !battleg)
1490 owner->change_luck (-settings.pk_luck_penalty);
1491
1492 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill
1495 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill;
1500 else if (owner->chosen_skill)
1501 {
1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1504 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1506 skill = owner->current_weapon->skill;
1507 else
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1509
1510 /* We have the skill we want to credit to - now find the object this goes
1511 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */
1513 if ((!skop || skop->type != SKILL) && skill)
1514 {
1515 int i;
1516
1517 for (i = 0; i < NUM_SKILLS; i++)
1518 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1519 {
1520 skop = owner->contr->last_skill_ob[i];
1521 break;
1522 }
1523 }
1524 } /* Was it a player that hit somethign */
1525 else
1526 skill = 0;
1527
1528 /* Pet (or spell) killed something. */
1529 if (owner != hitter)
1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1532 else
1533 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536
1537 /* These may have been set in the player code section above */
1538 if (!skop)
1539 skop = hitter->chosen_skill;
1540
1541 if (!skill && skop)
1542 skill = skop->skill;
1543
1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1545
1546 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1548 {
1549 int exp;
1550
1551 /* Really don't give much experience for killing other players */
1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1553 if (op->type == PLAYER)
1554 {
1555 if (battleg)
1556 {
1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 }
1560 else
1561 exp = op->stats.exp / 1000;
1562 }
1563 else
1564 exp = calc_skill_exp (owner, op, skop);
1565
1566 /* if op is standing on "battleground" (arena), no way to gain
1567 * exp by killing him
1568 */
1569 if (battleg)
1570 exp = 0;
1571
1572 /* Don't know why this is set this way - doesn't make
1573 * sense to just divide everything by two for no reason.
1574 */
1575
1576 if (!settings.simple_exp)
1577 exp = exp / 2;
1578
1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1580 change_exp (owner, exp, skill, 0);
1581 else
1582 {
1583 int shares = 0, count = 0;
1584 partylist *party = owner->contr->party;
1585
1586 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1587
1588 for_all_players (pl)
1589 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1590 {
1591 count++;
1592 shares += (pl->ob->level + 4);
1593 }
1594
1595 if (count == 1 || shares > exp || !shares)
1596 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1597 else
1598 {
1599 int share = exp / shares, given = 0, nexp;
1600
1601 for_all_players (pl)
1602 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1603 {
1604 nexp = (pl->ob->level + 4) * share;
1605 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1606 given += nexp;
1607 }
1608
1609 exp -= given;
1610 /* give any remainder to the player */
1611 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1612 }
1613 } /* else part of a party */
1614 } /* end if person didn't kill himself */
1615
1616 if (op->type != PLAYER)
1617 {
1618 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1619 {
1620 object *owner1 = op->owner;
1621
1622 if (owner1 && owner1->type == PLAYER)
1623 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */
1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1627 }
1628
1629 remove_friendly_object (op);
1630 }
1631
1632 op->destroy ();
1633 }
1634 else
1635 {
1636 /* Player has been killed! */
1637 if (owner->type == PLAYER)
1638 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1639 else
1640 assign (op->contr->killer, hitter->name);
1641 }
1642
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function.
1645 */
1646 return maxdam;
1647}
1648
1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1650 * Returns 0 this is not friendly fire
1651 */
1652int
1653friendly_fire (object *op, object *hitter)
1654{
1655 object *owner;
1656 int friendlyfire;
1657
1658 if (hitter->head)
1659 hitter = hitter->head;
1660
1661 friendlyfire = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 if (op_on_battleground (hitter, 0, 0))
1666 return 0;
1667
1668 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1669 return 1;
1670
1671 if ((owner = hitter->owner) != NULL)
1672 {
1673 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1674 friendlyfire = 2;
1675 }
1676
1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1678 friendlyfire = 0;
1679 }
1680
1681 return friendlyfire;
1682}
1683
1684/* This isn't used just for players, but in fact most objects.
1685 * op is the object to be hit, dam is the amount of damage, hitter
1686 * is what is hitting the object, type is the attacktype, and
1687 * full_hit is set if monster area does not matter.
1688 * dam is base damage - protections/vulnerabilities/slaying matches can
1689 * modify it.
1690 */
1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1693int
1694hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1695{
1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1697 int maxattacktype, attacknum;
1698 int body_attack = op && op->head; /* Did we hit op's head? */
1699 int simple_attack;
1700 int rtn_kill = 0;
1701 int friendlyfire;
1702
1703 if (get_attack_mode (&op, &hitter, &simple_attack))
1704 return 0;
1705
1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1708 return 0;
1709
1710 // only allow pk for hostile players
1711 if (op->type == PLAYER)
1712 {
1713 object *owner = hitter->owner;
1714
1715 if (!owner)
1716 owner = hitter;
1717
1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1722 return 0;
1723 }
1724
1725 if (body_attack)
1726 {
1727 /* slow and paralyze must hit the head. But we don't want to just
1728 * return - we still need to process other attacks the spell still
1729 * might have. So just remove the paralyze and slow attacktypes,
1730 * and keep on processing if we have other attacktypes.
1731 * return if only magic or nothing is left - under normal code
1732 * we don't attack with pure magic if there is another attacktype.
1733 * Only do processing if the initial attacktype includes one of those
1734 * attack so we don't cancel out things like magic bullet.
1735 */
1736 if (type & (AT_PARALYZE | AT_SLOW))
1737 {
1738 type &= ~(AT_PARALYZE | AT_SLOW);
1739
1740 if (!type || type == AT_MAGIC)
1741 return 0;
1742 }
1743 }
1744
1745 if (!simple_attack && op->type == DOOR)
1746 {
1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1748 if (tmp->type == RUNE || tmp->type == TRAP)
1749 {
1750 spring_trap (tmp, hitter);
1751
1752 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1753 return 0;
1754
1755 break;
1756 }
1757 }
1758
1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1760 {
1761 /* FIXME: If a player is killed by a rune in a door, the
1762 * destroyed() check above doesn't return, and might get here.
1763 */
1764
1765 /* FIXME: This for example happens when a dead door is on a mover and
1766 gets it's speed_left raised on each mover-tick.
1767 Doors are removed in a kinda funny way by giving them speed and speed_left
1768 and waiting for that to run out.
1769 */
1770 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1771 return 0;
1772 }
1773
1774#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1776#endif
1777
1778 if (magic)
1779 {
1780 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1781 * in case 0>dam>1, we try to "simulate" a float value-effect */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100)
1784 dam /= 100;
1785 else
1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 }
1788
1789 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1790 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1791 */
1792 if (type & AT_CHAOS)
1793 {
1794 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1795 update_object (op, UP_OBJ_FACE);
1796 type &= ~AT_CHAOS;
1797 }
1798
1799 /* Holyword is really an attacktype modifier (like magic is). If
1800 * holyword is part of an attacktype, then make sure the creature is
1801 * a proper match, otherwise no damage.
1802 */
1803 if (type & AT_HOLYWORD)
1804 {
1805 object *god;
1806
1807 if ((!hitter->slaying ||
1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811 (hitter->title != NULL
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1813 return 0;
1814 }
1815
1816 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1818 {
1819 /* Magic isn't really a true attack type - it gets combined with other
1820 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it
1822 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1824 continue;
1825
1826 /* Go through and hit the player with each attacktype, one by one.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc.
1830 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1834 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal.
1836 */
1837 if (ndam >= maxdam)
1838 {
1839 maxdam = ndam;
1840 maxattacktype = 1 << attacknum;
1841 }
1842 }
1843 }
1844
1845 /* if this is friendly fire then do a set % of damage only
1846 * Note - put a check in to make sure this attack is actually
1847 * doing damage - otherwise, the +1 in the code below will make
1848 * an attack do damage before when it otherwise didn't
1849 */
1850 friendlyfire = friendly_fire (op, hitter);
1851 if (friendlyfire && maxdam)
1852 {
1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1854
1855#ifdef ATTACK_DEBUG
1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1858#endif
1859 }
1860
1861 if (!full_hit)
1862 {
1863 int area;
1864 int remainder;
1865
1866 area = 0;
1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1869 area++;
1870
1871 assert (area > 0);
1872
1873 /* basically: maxdam /= area; we try to "simulate" a float
1874 value-effect */
1875 remainder = 100 * (maxdam % area) / area;
1876 maxdam /= area;
1877 if (rndm (100) < remainder)
1878 maxdam++;
1879 }
1880
1881#ifdef ATTACK_DEBUG
1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1883#endif
1884
1885 // for now, only do this for active objects, otherwise they
1886 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy.
1888 if (op->active)
1889 if (hitter->owner)
1890 op->enemy = hitter->owner;
1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1892 op->enemy = hitter;
1893
1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1895 {
1896 /* The unaggressives look after themselves 8) */
1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1898 npc_call_help (op);
1899 }
1900
1901 if (magic && did_make_save (op, op->level, 0))
1902 maxdam = maxdam / 2;
1903
1904 attack_message (maxdam, maxattacktype, op, hitter);
1905
1906 op->stats.hp -= maxdam;
1907
1908 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1909 if ((op->stats.hp >= 0) &&
1910 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1911 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1912 {
1913
1914 if (QUERY_FLAG (op, FLAG_MONSTER))
1915 SET_FLAG (op, FLAG_RUN_AWAY);
1916 else
1917 scare_creature (op, hitter);
1918 }
1919
1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1921 {
1922 if (maxdam)
1923 tear_down_wall (op);
1924
1925 return maxdam; /* nothing more to do for wall */
1926 }
1927
1928 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1)
1931 return rtn_kill;
1932
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1935 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case.
1937 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1939 hitter->destroy ();
1940
1941 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1943 {
1944 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1947 object *owner = op->owner;
1948
1949 if (!op->other_arch)
1950 {
1951 LOG (llevError, "SPLITTING without other_arch error.\n");
1952 return maxdam;
1953 }
1954
1955 op->remove ();
1956
1957 for (i = 0; i < op->stats.food; i++)
1958 { /* This doesn't handle op->more yet */
1959 object *tmp = arch_to_object (op->other_arch);
1960 int j;
1961
1962 tmp->stats.hp = op->stats.hp;
1963
1964 if (friendly)
1965 {
1966 add_friendly_object (tmp);
1967 tmp->attack_movement = PETMOVE;
1968
1969 if (owner)
1970 tmp->set_owner (owner);
1971 }
1972
1973 if (unaggressive)
1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1975
1976 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977
1978 if (j == -1) /* No spot to put this monster */
1979 tmp->destroy ();
1980 else
1981 {
1982 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1983 insert_ob_in_map (tmp, op->map, NULL, 0);
1984 }
1985 }
1986
1987 op->destroy ();
1988 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy ();
1991
1992 return maxdam;
1993}
1994
1995void
1996poison_player (object *op, object *hitter, int dam)
1997{
1998 archetype *at = archetype::find ("poisoning");
1999 object *tmp = present_arch_in_ob (at, op);
2000
2001 if (tmp == NULL)
2002 {
2003 if ((tmp = arch_to_object (at)) == NULL)
2004 LOG (llevError, "Failed to clone arch poisoning.\n");
2005 else
2006 {
2007 tmp = insert_ob_in_ob (tmp, op);
2008 /* peterm: give poisoning some teeth. It should
2009 * be able to kill things better than it does:
2010 * damage should be dependent something--I choose to
2011 * do this: if it's a monster, the damage from the
2012 * poisoning goes as the level of the monster/2.
2013 * If anything else, goes as damage.
2014 */
2015
2016 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2017 tmp->stats.dam += hitter->level / 2;
2018 else
2019 tmp->stats.dam = dam;
2020
2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2022 if (hitter->skill && hitter->skill != tmp->skill)
2023 {
2024 tmp->skill = hitter->skill;
2025 }
2026
2027 tmp->stats.food += dam; /* more damage, longer poisoning */
2028
2029 if (op->type == PLAYER)
2030 {
2031 /* player looses stats, maximum is -10 of each */
2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2035 tmp->stats.Int = MAX (-dam / 7, -10);
2036 SET_FLAG (tmp, FLAG_APPLIED);
2037 op->update_stats ();
2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
2040 }
2041
2042 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 }
2047
2048 tmp->speed_left = 0;
2049 }
2050 else
2051 tmp->stats.food++;
2052}
2053
2054void
2055slow_player (object *op, object *hitter, int dam)
2056{
2057 archetype *at = archetype::find ("slowness");
2058 object *tmp;
2059
2060 if (at == NULL)
2061 LOG (llevError, "Can't find slowness archetype.\n");
2062
2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064 {
2065 tmp = arch_to_object (at);
2066 tmp = insert_ob_in_ob (tmp, op);
2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068 }
2069 else
2070 tmp->stats.food++;
2071
2072 SET_FLAG (tmp, FLAG_APPLIED);
2073 tmp->speed_left = 0;
2074 op->update_stats ();
2075}
2076
2077void
2078confuse_player (object *op, object *hitter, int dam)
2079{
2080 object *tmp;
2081 int maxduration;
2082
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2084 if (!tmp)
2085 {
2086 tmp = get_archetype (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op);
2088 }
2089
2090 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance
2092 */
2093 tmp->speed = 0.05;
2094 tmp->subtype = FORCE_CONFUSION;
2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096 tmp->name = "confusion";
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2099 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration;
2101
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2105 SET_FLAG (op, FLAG_CONFUSED);
2106}
2107
2108void
2109blind_player (object *op, object *hitter, int dam)
2110{
2111 object *tmp, *owner;
2112
2113 /* Save some work if we know it isn't going to affect the player */
2114 if (op->resist[ATNR_BLIND] == 100)
2115 return;
2116
2117 tmp = present_in_ob (BLINDNESS, op);
2118 if (!tmp)
2119 {
2120 tmp = get_archetype ("blindness");
2121 SET_FLAG (tmp, FLAG_BLIND);
2122 SET_FLAG (tmp, FLAG_APPLIED);
2123 /* use floats so we don't lose too much precision due to rounding errors.
2124 * speed is a float anyways.
2125 */
2126 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2127
2128 tmp = insert_ob_in_ob (tmp, op);
2129 change_abil (op, tmp); /* Mostly to display any messages */
2130 op->update_stats (); /* This takes care of some other stuff */
2131
2132 if (hitter->owner)
2133 owner = hitter->owner;
2134 else
2135 owner = hitter;
2136
2137 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2138 }
2139 tmp->stats.food += dam;
2140 if (tmp->stats.food > 10)
2141 tmp->stats.food = 10;
2142}
2143
2144void
2145paralyze_player (object *op, object *hitter, int dam)
2146{
2147 float effect, max;
2148
2149 /* object *tmp; */
2150
2151 /* This is strange stuff... someone knows for what this is
2152 * written? Well, i think this can and should be removed
2153 */
2154
2155 /*
2156 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2157 tmp=clone_arch(PARAIMAGE);
2158 tmp->x=op->x,tmp->y=op->y;
2159 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160 }
2161 */
2162
2163 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2164 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2165
2166 if (effect == 0)
2167 return;
2168
2169 op->speed_left -= FABS (op->speed) * effect;
2170 /* tmp->stats.food+=(signed short) effect/op->speed; */
2171
2172 /* max number of ticks to be affected for. */
2173 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2174 if (op->speed_left < -(FABS (op->speed) * max))
2175 op->speed_left = (float) -(FABS (op->speed) * max);
2176
2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2178}
2179
2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged.
2182 */
2183void
2184deathstrike_player (object *op, object *hitter, int *dam)
2185{
2186 /* The intention of a death attack is to kill outright things
2187 ** that are a lot weaker than the attacker, have a chance of killing
2188 ** things somewhat weaker than the caster, and no chance of
2189 ** killing something equal or stronger than the attacker.
2190 ** Also, if a deathstrike attack has a slaying, any monster
2191 ** whose name or race matches a comma-delimited list in the slaying
2192 ** field of the deathstriking object */
2193
2194 int atk_lev, def_lev, kill_lev;
2195
2196 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2198 return;
2199
2200 def_lev = op->level;
2201 if (def_lev < 1)
2202 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2204 def_lev = 1;
2205 }
2206
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2209 atk_lev, def_lev); */
2210
2211 if (atk_lev >= def_lev)
2212 {
2213 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2214
2215 /* Note that the below effectively means the ratio of the atk vs
2216 * defener level is important - if level 52 character has very little
2217 * chance of killing a level 50 monster. This should probably be
2218 * redone.
2219 */
2220 if (kill_lev >= def_lev)
2221 {
2222 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2223 /* I think this doesn't really do much. Because of
2224 * integer rounding, this only makes any difference if the
2225 * attack level is double the defender level.
2226 */
2227 *dam *= kill_lev / def_lev;
2228 }
2229 }
2230 else
2231 *dam = 0; /* no harm done */
2232}
2233
2234/* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a
2236 * monster).
2237 */
2238static void
2239thrown_item_effect (object *hitter, object *victim)
2240{
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242 {
2243 /* May not need a switch for just 2 types, but this makes it
2244 * easier for expansion.
2245 */
2246 switch (hitter->type)
2247 {
2248 case POTION:
2249 /* should player get a save throw instead of checking magic protection? */
2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2251 (void) apply_potion (victim, hitter);
2252 break;
2253
2254 case POISON: /* poison drinks */
2255 /* As with potions, should monster get a save? */
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2257 apply_poison (victim, hitter);
2258 break;
2259
2260 /* Removed case statements that did nothing.
2261 * food may be poisonous, but monster must be willing to eat it,
2262 * so we don't handle it here.
2263 * Containers should perhaps break open, but that code was disabled.
2264 */
2265 }
2266 }
2267}
2268
2269/* adj_attackroll() - adjustments to attacks by various conditions */
2270int
2271adj_attackroll (object *hitter, object *target)
2272{
2273 object *attacker = hitter;
2274 int adjust = 0;
2275
2276 /* safety */
2277 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2278 {
2279 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2280 return 0;
2281 }
2282
2283 /* aimed missiles use the owning object's sight */
2284 if (is_aimed_missile (hitter))
2285 {
2286 if ((attacker = hitter->owner) == NULL)
2287 attacker = hitter;
2288 /* A player who saves but hasn't quit still could have objects
2289 * owned by him - need to handle that case to avoid crashes.
2290 */
2291 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2292 attacker = hitter;
2293 }
2294 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2295 return 0;
2296
2297 /* determine the condtions under which we make an attack.
2298 * Add more cases, as the need occurs. */
2299
2300 if (!can_see_enemy (attacker, target))
2301 {
2302 /* target is unseen */
2303 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2304 adjust -= 10;
2305 /* dark map penalty for the hitter (lacks infravision if we got here). */
2306 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2307 adjust -= target->map->darkness;
2308 }
2309
2310 if (QUERY_FLAG (attacker, FLAG_SCARED))
2311 adjust -= 3;
2312
2313 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2314 adjust += 1;
2315
2316 if (QUERY_FLAG (target, FLAG_SCARED))
2317 adjust += 1;
2318
2319 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2320 adjust -= 3;
2321
2322 /* if we attack at a different 'altitude' its harder */
2323 if ((attacker->move_type & target->move_type) == 0)
2324 adjust -= 2;
2325
2326#if 0
2327 /* slower attacks are less likely to succeed. We should use a
2328 * comparison between attacker/target speeds BUT, players have
2329 * a generally faster speed, so this will wind up being a HUGE
2330 * disadantage for the monsters! Too bad, because missiles which
2331 * fly fast should have a better chance of hitting a slower target.
2332 */
2333 if (hitter->speed < target->speed)
2334 adjust += ((float) hitter->speed - target->speed);
2335#endif
2336
2337#if 0
2338 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2339#endif
2340
2341 return adjust;
2342}
2343
2344/* determine if the object is an 'aimed' missile */
2345int
2346is_aimed_missile (object *op)
2347{
2348
2349 /* I broke what used to be one big if into a few nested
2350 * ones so that figuring out the logic is at least possible.
2351 */
2352 if (op && (op->move_type & MOVE_FLYING))
2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2354 return 1;
2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2356 return 1;
2357
2358 return 0;
2359}

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