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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC vs.
Revision 1.131 by root, Fri Mar 26 00:59:22 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
71
72/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (!op->materialname) 51 // destroying objects without material has many bad effects
83 { 52 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt && mt->next; 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 int roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
103 */ 64 */
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
70
109 if (type == 0) return TRUE; 71 if (type == 0) return TRUE;
110 72
111 if (roll == 20) return TRUE; 73 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE; 74 if (roll == 1) return FALSE;
113 75
114 for (number = 0; number < NROFATTACKS; number++) 76 for_all_bits_sparse_32 (type, number)
115 { 77 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
121 attacks++; 78 attacks++;
79
122 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
123 saves++; 81 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 83 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 92 return FALSE;
135 93
136 return TRUE; 94 return TRUE;
137} 95}
138 96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127}
128
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143void 133void
144save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
136 op = op->head_ ();
137
146 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
147 { 139 {
148 object *env = op->env; 140 object *env = op->env;
149 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
150 maptile *m = op->map; 142 maptile *m = op->map;
151 143
152 op = stop_item (op); 144 op = stop_item (op);
153 if (op == NULL) 145 if (!op)
154 return; 146 return;
155 147
156 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potential "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 155 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 157 {
166 const char *arch = op->other_arch->archname; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 159 if (op->type == LAMP || op->type == TORCH)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 { 160 {
173 if (env) 161 apply_lamp (op, true); // turn on a lamp
174 env->insert (op);
175 else 162 return;
176 m->insert (op, x, y, originator);
177 } 163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
167 {
168 const char *arch = op->other_arch->archname;
178 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
175 if (env)
176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
180 }
181
179 return; 182 return;
183 }
180 } 184 }
181 185
182 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 187 { /* Cancellation. */
184 cancellation (op); 188 cancellation (op);
185 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
186 return; 191 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 while (op->inv)
198 op->inv->insert_at (originator);
199
200 op->destroy ();
201 } 192 }
202 193
203 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env) 195 if (env)
205 { 196 {
206 op = archetype::get (shstr_burnout); 197 object *op = archetype::get (shstr_burnout);
207 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
208 env->insert (op); 199 env->insert (op);
209 } 200 }
210 else 201 else
211 replace_insert_ob_in_map (shstr_burnout, originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
212 203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
215
213 return; 216 return;
214 } 217 }
215 218
216 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
218 { 221 {
219 archetype *at = archetype::find (shstr_icecube); 222 archetype *at = archetype::find (shstr_icecube);
220 223
221 if (at == NULL) 224 if (at == NULL)
222 return; 225 return;
226 return; 229 return;
227 230
228 object *tmp = present_arch (at, op->map, op->x, op->y); 231 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp) 232 if (!tmp)
230 { 233 {
231 tmp = arch_to_object (at); 234 tmp = at->instance ();
232 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
233 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
234 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
235 * that for ones we create. 238 * that for ones we create.
236 */ 239 */
249 * type is the attacktype of the object. 252 * type is the attacktype of the object.
250 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
251 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
252 */ 255 */
253int 256int
254hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
255{ 258{
256 maptile *map; 259 maptile *map;
257 sint16 x, y; 260 sint16 x, y;
258 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
259 262
349 * NO_PASS set, it is also immune - you can't destroy walls. Note 352 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from 353 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement 354 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be 355 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
354 */ 359 */
355 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
356 { 361 {
357 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
358 363
359 if (op->destroyed ()) 364 if (op->destroyed ())
360 break; 365 break;
362 } 367 }
363 368
364 return 0; 369 return 0;
365} 370}
366 371
367void 372static void
368attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
369{ 374{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found = 0; 376 int i, found = 0;
372 maptile *map; 377 maptile *map;
374 379
375 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 382 * [garbled 20010919]
378 */ 383 */
379
380 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
381 { 385 {
382 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
383 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
384 found++; 388 found++;
385 } 389 }
386 if (dam < 0) 390 else if (dam < 0)
387 { 391 {
388 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
389 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
390 found++; 394 found++;
391 } 395 }
513 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
514 found++; 518 found++;
515 break; 519 break;
516 } 520 }
517 } 521 }
518 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
519 { 523 {
520 int mtype; 524 int mtype;
521 525
522 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
523 { 527 {
524 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
525 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
526 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
527 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
528 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
529 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
530 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
531 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
532 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
533 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
534 mtype = ATM_CLEAVE;
535 break;
536 case WEAP_SLICE:
537 mtype = ATM_SLICE;
538 break;
539 case WEAP_STAB:
540 mtype = ATM_STAB;
541 break;
542 case WEAP_WHIP:
543 mtype = ATM_WHIP;
544 break;
545 case WEAP_CRUSH:
546 mtype = ATM_CRUSH;
547 break;
548 case WEAP_BLUD:
549 mtype = ATM_BLUD;
550 break;
551 default:
552 mtype = ATM_BASIC;
553 break;
554 } 538 }
555 539
556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
558 { 542 {
661 op->play_sound (sound_find ("player_hits4")); 645 op->play_sound (sound_find ("player_hits4"));
662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
663 } 647 }
664} 648}
665 649
666
667static int 650static int
668get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
669{ 652{
670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
671 { 654 {
672 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
673 return 1; 656 return 1;
674 } 657 }
675 658
676 if ((*target)->head)
677 *target = (*target)->head; 659 *target = (*target)->head_ ();
678
679 if ((*hitter)->head)
680 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
681 661
682 if ((*target)->type == LOCKED_DOOR) 662 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit 663 return 1; // locked doors cannot be hit
684 664
685 if ((*hitter)->env || (*target)->env) 665 if ((*hitter)->env || (*target)->env)
703} 683}
704 684
705static int 685static int
706abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
707{ 687{
708
709/* Check if target and hitter are still in a relation similar to the one 688 /* Check if target and hitter are still in a relation similar to the one
710 * determined by get_attack_mode(). Returns true if the relation has changed. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
711 */ 690 */
712 int new_mode; 691 int new_mode;
713 692
714 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
715 new_mode = 1; 694 new_mode = 1;
716 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
696 || hitter->map == NULL || !on_same_map (hitter, target))
717 return 1; 697 return 1;
718 else 698 else
719 new_mode = 0; 699 new_mode = 0;
700
720 return new_mode != simple_attack; 701 return new_mode != simple_attack;
721} 702}
722 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
723static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743
744 /* I broke what used to be one big if into a few nested
745 * ones so that figuring out the logic is at least possible.
746 */
747 if (op && (op->move_type & MOVE_FLYING))
748 if (op->type == ARROW || op->type == THROWN_OBJ)
749 return 1;
750 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
751 return 1;
752
753 return 0;
754}
755/* adj_attackroll() - adjustments to attacks by various conditions */
756static int
757adj_attackroll (object *hitter, object *target)
758{
759 object *attacker = hitter;
760 int adjust = 0;
761
762 /* safety */
763 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
764 {
765 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
766 return 0;
767 }
768
769 /* aimed missiles use the owning object's sight */
770 if (is_aimed_missile (hitter))
771 {
772 if ((attacker = hitter->owner) == NULL)
773 attacker = hitter;
774 /* A player who saves but hasn't quit still could have objects
775 * owned by him - need to handle that case to avoid crashes.
776 */
777 if (QUERY_FLAG (attacker, FLAG_REMOVED))
778 attacker = hitter;
779 }
780 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
781 return 0;
782
783 /* determine the condtions under which we make an attack.
784 * Add more cases, as the need occurs. */
785
786 if (!can_see_enemy (attacker, target))
787 {
788 /* target is unseen */
789 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
790 adjust -= 10;
791 /* dark map penalty for the hitter (lacks infravision if we got here). */
792 else if (!stand_in_light (target))
793 adjust -= target->map->darklevel ();
794 }
795
796 if (QUERY_FLAG (attacker, FLAG_SCARED))
797 adjust -= 3;
798
799 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
800 adjust += 1;
801
802 if (QUERY_FLAG (target, FLAG_SCARED))
803 adjust += 1;
804
805 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
806 adjust -= 3;
807
808 /* if we attack at a different 'altitude' its harder */
809 if ((attacker->move_type & target->move_type) == 0)
810 adjust -= 2;
811
812#if 0
813 /* slower attacks are less likely to succeed. We should use a
814 * comparison between attacker/target speeds BUT, players have
815 * a generally faster speed, so this will wind up being a HUGE
816 * disadantage for the monsters! Too bad, because missiles which
817 * fly fast should have a better chance of hitting a slower target.
818 */
819 if (hitter->speed < target->speed)
820 adjust += ((float) hitter->speed - target->speed);
821#endif
822
823#if 0
824 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
825#endif
826
827 return adjust;
828}
724 829
725static int 830static int
726attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 831attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
727{ 832{
728 int simple_attack, roll, dam = 0; 833 int simple_attack, roll, dam = 0;
741 846
742 /* 847 /*
743 * A little check to make it more difficult to dance forward and back 848 * A little check to make it more difficult to dance forward and back
744 * to avoid ever being hit by monsters. 849 * to avoid ever being hit by monsters.
745 */ 850 */
746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 851 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f)
747 { 852 {
748 /* Decrease speed BEFORE calling process_object. Otherwise, an 853 /* Decrease speed BEFORE calling process_object. Otherwise, an
749 * infinite loop occurs, with process_object calling move_monster, 854 * infinite loop occurs, with process_object calling move_monster,
750 * which then gets here again. By decreasing the speed before 855 * which then gets here again. By decreasing the speed before
751 * we call process_object, the 'if' statement above will fail. 856 * we call process_object, the 'if' statement above will fail.
782 * for help. */ 887 * for help. */
783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 888 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
784 npc_call_help (op); 889 npc_call_help (op);
785 890
786 /* if you were hidden and hit by a creature, you are discovered */ 891 /* if you were hidden and hit by a creature, you are discovered */
787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 892 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
788 { 893 {
789 make_visible (op); 894 make_visible (op);
790 895
791 if (op->type == PLAYER) 896 if (op->type == PLAYER)
792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 897 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
793 } 898 }
794 899
795 /* thrown items (hitter) will have various effects 900 /* thrown items (hitter) will have various effects
796 * when they hit the victim. For things like thrown daggers, 901 * when they hit the victim. For things like thrown daggers,
797 * this sets 'hitter' to the actual dagger, and not the 902 * this sets 'hitter' to the actual dagger, and not the
809 if (hitdam <= 0) 914 if (hitdam <= 0)
810 hitdam = 1; 915 hitdam = 1;
811 916
812 type = hitter->attacktype; 917 type = hitter->attacktype;
813 918
919 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
920 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
921 * This check is important for the most simple monsters out there in the
922 * game content (maps, archs). For example orcs: They would have
923 * no attacktype at all.
924 *
925 * Some time in the future someone should just go into the game data
926 * and fix every monster out there ;-/ Until then we will kill some
927 * more trees in the african rain forests with this check.
928 */
814 if (!type) 929 if (!type)
815 type = AT_PHYSICAL; 930 type = AT_PHYSICAL;
816 931
817 /* Handle monsters that hit back */ 932 /* Handle monsters that hit back */
818 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 933 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
893 /* Disassemble missile */ 1008 /* Disassemble missile */
894 if (op->inv) 1009 if (op->inv)
895 { 1010 {
896 container = op; 1011 container = op;
897 hitter = op->inv; 1012 hitter = op->inv;
898 hitter->remove ();
899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1013 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
900 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1014 /* Note that we now have an empty THROWN_OBJ on the map. Code that
901 * might be called until this THROWN_OBJ is either reassembled or 1015 * might be called until this THROWN_OBJ is either reassembled or
902 * removed at the end of this function must be able to deal with empty 1016 * removed at the end of this function must be able to deal with empty
903 * THROWN_OBJs. */ 1017 * THROWN_OBJs. */
904 } 1018 }
918 * other places as well!) 1032 * other places as well!)
919 */ 1033 */
920 if (hitter->destroyed () || hitter->env != NULL) 1034 if (hitter->destroyed () || hitter->env != NULL)
921 { 1035 {
922 if (container) 1036 if (container)
923 {
924 container->remove ();
925 container->destroy (); 1037 container->destroy ();
926 }
927 1038
928 return 0; 1039 return 0;
929 } 1040 }
930 1041
931 /* Missile hit victim */ 1042 /* Missile hit victim */
955 * can fly over but not otherwise move over. What is the correct 1066 * can fly over but not otherwise move over. What is the correct
956 * way to handle those otherwise? 1067 * way to handle those otherwise?
957 */ 1068 */
958 if (victim->x != hitter->x || victim->y != hitter->y) 1069 if (victim->x != hitter->x || victim->y != hitter->y)
959 { 1070 {
1071 if (victim->destroyed ())
1072 hitter->destroy ();
1073 else
1074 {
960 hitter->remove (); 1075 hitter->remove ();
961 hitter->x = victim->x; 1076 hitter->x = victim->x;
962 hitter->y = victim->y; 1077 hitter->y = victim->y;
963 insert_ob_in_map (hitter, victim->map, hitter, 0); 1078 insert_ob_in_map (hitter, victim->map, hitter, 0);
1079 }
964 } 1080 }
965 else 1081 else
966 /* Else leave arrow where it is */ 1082 /* Else leave arrow where it is */
967 merge_ob (hitter, NULL); 1083 merge_ob (hitter, NULL);
968 1084
980 } 1096 }
981 1097
982 return op; 1098 return op;
983} 1099}
984 1100
985void 1101static void
986tear_down_wall (object *op) 1102tear_down_wall (object *op)
987{ 1103{
988 int perc = 0;
989
990 if (!op->stats.maxhp) 1104 if (!op->stats.maxhp)
991 {
992 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1105 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
993 perc = 1; 1106 else if (!op->has_anim ())
994 }
995 else if (!GET_ANIM_ID (op))
996 { 1107 {
997 /* Object has been called - no animations, so remove it */ 1108 /* Object has been called - no animations, so remove it */
998 if (op->stats.hp < 0) 1109 if (op->stats.hp < 0)
999 op->destroy (); 1110 op->destroy ();
1000 1111
1001 return; /* no animations, so nothing more to do */ 1112 return; /* no animations, so nothing more to do */
1002 } 1113 }
1003 1114
1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1115 // we use frames 1..num-2 as intermediate frames, so
1116 // the last frame is used only when hp < 0.
1117 int perc = clamp (
1118 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1119 0, op->anim_frames () - 1
1120 );
1005 1121
1006 if (perc >= (int) NUM_ANIMATIONS (op)) 1122 op->set_anim_frame (perc);
1007 perc = NUM_ANIMATIONS (op) - 1;
1008 else if (perc < 1)
1009 perc = 1;
1010
1011 SET_ANIMATION (op, perc);
1012 update_object (op, UP_OBJ_FACE); 1123 update_object (op, UP_OBJ_FACE);
1013 1124
1014 if (perc == NUM_ANIMATIONS (op) - 1) 1125 if (op->stats.hp < 0)
1015 { /* Reached the last animation */ 1126 { /* Reached the last animation */
1016 if (op->face == blank_face) 1127 if (op->face == blank_face)
1017 /* If the last face is blank, remove the ob */ 1128 /* If the last face is blank, remove the ob */
1018 op->destroy (); 1129 op->destroy ();
1019 else 1130 else
1020 { /* The last face was not blank, leave an image */ 1131 { /* The last face was not blank, leave an image */
1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1132 op->flag [FLAG_BLOCKSVIEW] = false;
1022 update_all_los (op->map, op->x, op->y); 1133 update_all_los (op->map, op->x, op->y);
1023 op->move_block = 0; 1134 op->move_block = 0;
1024 CLEAR_FLAG (op, FLAG_ALIVE); 1135 op->flag [FLAG_ALIVE] = false;
1025 } 1136 }
1026 } 1137 }
1027} 1138}
1028 1139
1029void 1140static void
1030scare_creature (object *target, object *hitter) 1141scare_creature (object *target, object *hitter)
1031{ 1142{
1032 object *owner = hitter->owner; 1143 target->flag [FLAG_SCARED] = true;
1033 1144
1145 if (!target->enemy)
1146 target->enemy = hitter->outer_owner ();
1147}
1148
1149/* GROS: This code comes from hit_player. It has been made external to
1150 * allow script procedures to "kill" objects in a combat-like fashion.
1151 * It was initially used by (kill-object) developed for the Collector's
1152 * Sword. Note that nothing has been changed from the original version
1153 * of the following code.
1154 * op is what is being killed.
1155 * dam is the damage done to it.
1156 * hitter is what is hitting it.
1157 * type is the attacktype.
1158 *
1159 * This function was a bit of a mess with hitter getting changed,
1160 * values being stored away but not used, etc. I've cleaned it up
1161 * a bit - I think it should be functionally equivalant.
1162 * MSW 2002-07-17
1163 */
1164int
1165kill_object (object *op, int dam, object *hitter, int type)
1166{
1167 char buf[MAX_BUF];
1168 shstr skill;
1169 int maxdam = 0;
1170 int battleg = 0; /* true if op standing on battleground */
1171 int pk = 0; /* true if op and what controls hitter are both players */
1172 object *owner = 0;
1173 object *skop = 0;
1174
1175 if (op->stats.hp >= 0)
1176 return -1;
1177
1178 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1179 return 0;
1180
1181 /* maxdam needs to be the amount of damage it took to kill
1182 * this creature. The function(s) that call us have already
1183 * adjusted the creatures HP total, so that is negative.
1184 */
1185 maxdam = dam + op->stats.hp + 1;
1186
1187 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1188 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1189
1190 if (op->type == DOOR)
1191 {
1192 op->set_speed (0.1f);
1193 op->speed_left = -0.05f;
1194 return maxdam;
1195 }
1196
1197 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1198 {
1199 op->drop_and_destroy ();
1200 return maxdam;
1201 }
1202
1203 /* Now lets start dealing with experience we get for killing something */
1204
1205 owner = hitter->outer_owner ();
1034 if (!owner) 1206 if (!owner)
1035 owner = hitter; 1207 owner = hitter;
1036 1208
1209 /* is the victim (op) standing on battleground? */
1210 if (op_on_battleground (op, NULL, NULL))
1211 battleg = 1;
1212
1213 /* is this player killing? */
1214 if (op->type == PLAYER && owner->type == PLAYER)
1215 pk = 1;
1216
1217 /* Player killed something */
1218 if (owner->type == PLAYER)
1219 {
1220 /* Log players killing other players - makes it easier to detect
1221 * and filter out malicious player killers - that is why the
1222 * ip address is included.
1223 */
1224 if (op->type == PLAYER && !battleg)
1225 {
1226 time_t t = time (NULL);
1227 struct tm *tmv;
1228 char buf[256];
1229
1230 tmv = localtime (&t);
1231 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1232
1233 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1234 }
1235
1236 /* try to filter some things out - basically, if you are
1237 * killing a level 1 creature and your level 20, you
1238 * probably don't want to see that.
1239 */
1240 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1241 {
1242 if (owner != hitter)
1243 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1244 else
1245 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1246
1247 /* Only play sounds for melee kills */
1248 if (hitter->type == PLAYER)
1249 owner->play_sound (sound_find ("player_kills"));
1250 }
1251
1252 /* If a player kills another player, not on
1253 * battleground, the "killer" looses 1 luck. Since this is
1254 * not reversible, it's actually quite a pain IMHO. -AV
1255 * Fix bug in that we were changing the luck of the hitter, not
1256 * player that the object belonged to - so if you killed another player
1257 * with spells, pets, whatever, there was no penalty.
1258 * Changed to make luck penalty configurable in settings.
1259 */
1260 if (op->type == PLAYER && owner != op && !battleg)
1261 owner->change_luck (-settings.pk_luck_penalty);
1262
1263 /* This code below deals with finding the appropriate skill
1264 * to credit exp to. This is a bit problematic - we should
1265 * probably never really have to look at current_weapon->skill
1266 */
1267 if (hitter->skill && hitter->type != PLAYER)
1268 skill = hitter->skill;
1269 else if (owner->chosen_skill)
1270 {
1271 skop = owner->chosen_skill;
1272 skill = skop->skill;
1273 }
1274 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1275 skill = owner->current_weapon->skill;
1276 else
1277 {
1278 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1279 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1280 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1281 skill = 0;
1282 }
1283
1284 /* We have the skill we want to credit to - now find the object this goes
1285 * to. Make sure skop is an actual skill, and not a skill tool!
1286 */
1287 skop = owner->contr->find_skill (skill);
1288 } /* Was it a player that hit somethign */
1289 else
1290 skill = 0;
1291
1292 /* These may have been set in the player code section above */
1293 if (!skop)
1294 skop = hitter->chosen_skill;
1295
1296 if (!skill && skop)
1297 skill = skop->skill;
1298
1299 /* If you didn't kill yourself, and your not the wizard */
1300 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1301 {
1302 int exp;
1303
1304 /* Really don't give much experience for killing other players */
1305 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1306 if (battleg)
1307 {
1308 if (op->is_player ())
1309 {
1310 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1311 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1312 }
1313
1314 exp = 0;
1315 }
1316 else if (op->is_player ())
1317 exp = op->stats.exp / 1000;
1318 else
1319 exp = calc_skill_exp (owner, op, skop);
1320
1321 /* Don't know why this is set this way - doesn't make
1322 * sense to just divide everything by two for no reason.
1323 */
1324
1325 if (!settings.simple_exp)
1326 exp = exp / 2;
1327
1328 if (owner->type != PLAYER || owner->contr->party == NULL)
1329 change_exp (owner, exp, skill, 0);
1330 else
1331 {
1332 int shares = 0, count = 0;
1333 partylist *party = owner->contr->party;
1334
1335 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1336
1337 for_all_players (pl)
1338 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1339 {
1340 count++;
1341 shares += (pl->ob->level + 4);
1342 }
1343
1344 if (count == 1 || shares > exp || !shares)
1345 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1346 else
1347 {
1348 int share = exp / shares, given = 0, nexp;
1349
1350 for_all_players (pl)
1351 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1352 {
1353 nexp = (pl->ob->level + 4) * share;
1354 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1355 given += nexp;
1356 }
1357
1358 exp -= given;
1359 /* give any remainder to the player */
1360 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1361 }
1362 } /* else part of a party */
1363 } /* end if person didn't kill himself */
1364
1365 if (op->type != PLAYER)
1366 {
1367 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1368 {
1369 object *owner1 = op->owner;
1370
1371 if (owner1 && owner1->type == PLAYER)
1372 {
1373 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1374 /* Maybe we should include the owner that killed this, maybe not */
1375 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1376 }
1377
1378 remove_friendly_object (op);
1379 }
1380
1381 op->drop_and_destroy ();
1382 }
1383 else
1384 /* Player has been killed! */
1385 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1386
1387 /* This was return -1 - that doesn't seem correct - if we return -1, process
1388 * continues in the calling function.
1389 */
1390 return maxdam;
1391}
1392
1393/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1394 * Returns 0 this is not friendly fire
1395 */
1396int
1397friendly_fire (object *op, object *hitter)
1398{
1399 object *owner;
1400 int friendlyfire;
1401
1402 if (hitter->head)
1403 hitter = hitter->head;
1404
1405 friendlyfire = 0;
1406
1407 if (op->type == PLAYER)
1408 {
1409 if (op_on_battleground (hitter, 0, 0))
1410 return 0;
1411
1412 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1413 return 1;
1414
1415 if ((owner = hitter->owner) != NULL)
1416 {
1417 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1418 friendlyfire = 2;
1419 }
1420
1421 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1422 friendlyfire = 0;
1423 }
1424
1425 return friendlyfire;
1426}
1427
1428/* This isn't used just for players, but in fact most objects.
1429 * op is the object to be hit, dam is the amount of damage, hitter
1430 * is what is hitting the object, type is the attacktype, and
1431 * full_hit is set if monster area does not matter.
1432 * dam is base damage - protections/vulnerabilities/slaying matches can
1433 * modify it.
1434 */
1435/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1436 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1437int
1438hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1439{
1440 int magic = type & AT_MAGIC;
1441 int body_attack = op && op->head; /* Did we hit op's head? */
1442 int maxdam = 0, ndam = 0, attacktype = 1;
1443 int maxattacktype;
1444 int simple_attack;
1445 int rtn_kill = 0;
1446 int friendlyfire;
1447
1448 if (get_attack_mode (&op, &hitter, &simple_attack))
1449 return 0;
1450
1451 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1452 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1453 return 0;
1454
1455 // only allow pk for hostile players
1456 if (op->type == PLAYER)
1457 {
1458 object *owner = hitter->owner;
1459
1460 if (!owner)
1461 owner = hitter;
1462
1463 if (owner->type == PLAYER
1464 && (!op_on_battleground (op, 0, 0)
1465 && (op->contr->peaceful || owner->contr->peaceful))
1466 && op != owner)
1467 return 0;
1468 }
1469
1470 if (body_attack)
1471 {
1472 /* slow and paralyze must hit the head. But we don't want to just
1473 * return - we still need to process other attacks the spell still
1474 * might have. So just remove the paralyze and slow attacktypes,
1475 * and keep on processing if we have other attacktypes.
1476 * return if only magic or nothing is left - under normal code
1477 * we don't attack with pure magic if there is another attacktype.
1478 * Only do processing if the initial attacktype includes one of those
1479 * attack so we don't cancel out things like magic bullet.
1480 */
1481 if (type & (AT_PARALYZE | AT_SLOW))
1482 {
1483 type &= ~(AT_PARALYZE | AT_SLOW);
1484
1485 if (!type || type == AT_MAGIC)
1486 return 0;
1487 }
1488 }
1489
1490 if (!simple_attack && op->type == DOOR)
1491 {
1492 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1493 if (tmp->type == RUNE || tmp->type == TRAP)
1494 {
1495 spring_trap (tmp, hitter);
1496
1497 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1498 return 0;
1499
1500 break;
1501 }
1502 }
1503
1504 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1505 {
1506 /* FIXME: If a player is killed by a rune in a door, the
1507 * destroyed() check above doesn't return, and might get here.
1508 */
1509
1510 /* FIXME: This for example happens when a dead door is on a mover and
1511 gets it's speed_left raised on each mover-tick.
1512 Doors are removed in a kinda funny way by giving them speed and speed_left
1513 and waiting for that to run out.
1514 */
1515 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1516 return 0;
1517 }
1518
1519#ifdef ATTACK_DEBUG
1520 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1521#endif
1522
1523 if (magic)
1524 {
1525 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1526 * in case 0>dam>1, we try to "simulate" a float value-effect */
1527 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1528 if (dam >= 100)
1529 dam /= 100;
1530 else
1531 dam = (dam > rndm (0, 99)) ? 1 : 0;
1532 }
1533
1534 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1535 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1536 */
1537 if (type & AT_CHAOS)
1538 {
1539 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1540 update_object (op, UP_OBJ_FACE);
1541 type &= ~AT_CHAOS;
1542 }
1543
1544 /* Holyword is really an attacktype modifier (like magic is). If
1545 * holyword is part of an attacktype, then make sure the creature is
1546 * a proper match, otherwise no damage.
1547 */
1548 if (type & AT_HOLYWORD)
1549 {
1550 object *god;
1551
1552 if ((!hitter->slaying
1553 || (!(op->race && hitter->slaying.contains (op->race))
1554 && !(op->name && hitter->slaying.contains (op->name))))
1555 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1556 || (hitter->title
1557 && (god = find_god (determine_god (hitter))) != NULL
1558 && god->race.contains (shstr_undead))))
1559 return 0;
1560 }
1561
1562 maxattacktype = type; /* initialise this to something */
1563 for_all_bits_sparse_32 (type, attacknum)
1564 {
1565 uint32_t attacktype = 1 << attacknum;
1566
1567 /* Magic isn't really a true attack type - it gets combined with other
1568 * attack types. As such, skip it over. However, if magic is
1569 * the only attacktype in the group, then still attack with it
1570 */
1571 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1572 continue;
1573
1574 /* Go through and hit the player with each attacktype, one by one.
1575 * hit_player_attacktype only figures out the damage, doesn't inflict
1576 * it. It will do the appropriate action for attacktypes with
1577 * effects (slow, paralization, etc.
1578 */
1579 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1580
1581 /* the >= causes us to prefer messages from special attacks, if
1582 * the damage is equal.
1583 */
1584 if (ndam >= maxdam)
1585 {
1586 maxdam = ndam;
1587 maxattacktype = 1 << attacknum;
1588 }
1589 }
1590
1591 /* if this is friendly fire then do a set % of damage only
1592 * Note - put a check in to make sure this attack is actually
1593 * doing damage - otherwise, the +1 in the code below will make
1594 * an attack do damage before when it otherwise didn't
1595 */
1596 friendlyfire = friendly_fire (op, hitter);
1597 if (friendlyfire && maxdam)
1598 {
1599 maxdam = ((dam * settings.set_friendly_fire) / 100);
1600
1601#ifdef ATTACK_DEBUG
1602 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1603 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1604#endif
1605 }
1606
1607 if (!full_hit)
1608 {
1609 int area;
1610 int remainder;
1611
1612 area = 0;
1613
1614 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1615 area++;
1616
1617 assert (area > 0);
1618
1619 /* basically: maxdam /= area; we try to "simulate" a float
1620 value-effect */
1621 remainder = 100 * (maxdam % area) / area;
1622 maxdam /= area;
1623 if (rndm (100) < remainder)
1624 maxdam++;
1625 }
1626
1627#ifdef ATTACK_DEBUG
1628 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1629#endif
1630
1631 // for now, only do this for active objects, otherwise they
1632 // keep a refcount for a long time and I see no usefulness
1633 // for an non-active objetc to know its enemy.
1634 if (op->active)
1635 if (hitter->owner)
1636 op->enemy = hitter->owner;
1637 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1638 op->enemy = hitter;
1639
1640 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1641 {
1642 /* The unaggressives look after themselves 8) */
1643 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1644 npc_call_help (op);
1645 }
1646
1647 if (magic && did_make_save (op, op->level, 0))
1648 maxdam = maxdam / 2;
1649
1650 attack_message (maxdam, maxattacktype, op, hitter);
1651
1652 op->stats.hp -= maxdam;
1653
1654 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1655 if (op->stats.hp >= 0
1656 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1657 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1658 {
1659
1660 if (QUERY_FLAG (op, FLAG_MONSTER))
1661 SET_FLAG (op, FLAG_RUN_AWAY);
1662 else
1663 scare_creature (op, hitter);
1664 }
1665
1666 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1667 {
1668 if (maxdam)
1669 tear_down_wall (op);
1670
1671 return maxdam; /* nothing more to do for wall */
1672 }
1673
1674 /* See if the creature has been killed */
1675 rtn_kill = kill_object (op, maxdam, hitter, type);
1676 if (rtn_kill != -1)
1677 return rtn_kill;
1678
1679 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1680 * that before if the player was immune to ghosthit, the monster
1681 * remained - that is no longer the case.
1682 */
1683 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1684 hitter->drop_and_destroy ();
1685 /* Lets handle creatures that are splitting now */
1686 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1687 {
1688 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1689 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1690 object *owner = op->owner;
1691
1692 if (!op->other_arch)
1693 {
1694 LOG (llevError, "SPLITTING without other_arch error.\n");
1695 return maxdam;
1696 }
1697
1698 op->remove ();
1699
1700 for (int i = 0; i < op->stats.food; i++)
1701 { /* This doesn't handle op->more yet */
1702 object *tmp = op->other_arch->instance ();
1703
1704 tmp->stats.hp = op->stats.hp;
1705
1706 if (friendly)
1707 {
1708 add_friendly_object (tmp);
1709 tmp->attack_movement = PETMOVE;
1710
1711 if (owner)
1712 tmp->set_owner (owner);
1713 }
1714
1715 if (unaggressive)
1716 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1717
1718 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1719
1720 if (j == -1) /* No spot to put this monster */
1721 tmp->destroy ();
1722 else
1723 {
1724 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1725 insert_ob_in_map (tmp, op->map, NULL, 0);
1726 }
1727 }
1728
1729 op->destroy ();
1730 }
1731 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1732 hitter->drop_and_destroy ();
1733
1734 return maxdam;
1735}
1736
1737static void
1738poison_player (object *op, object *hitter, int dam)
1739{
1740 archetype *at = archetype::find (shstr_poisoning);
1741 object *tmp = present_arch_in_ob (at, op);
1742
1743 if (tmp == NULL)
1744 {
1745 tmp = insert_ob_in_ob (at->instance (), op);
1746 /* peterm: give poisoning some teeth. It should
1747 * be able to kill things better than it does:
1748 * damage should be dependent something--I choose to
1749 * do this: if it's a monster, the damage from the
1750 * poisoning goes as the level of the monster/2.
1751 * If anything else, goes as damage.
1752 */
1753
1754 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1755 tmp->stats.dam += hitter->level / 2;
1756 else
1757 tmp->stats.dam = dam;
1758
1759 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1760 if (hitter->skill && hitter->skill != tmp->skill)
1761 tmp->skill = hitter->skill;
1762
1763 tmp->stats.food += dam; /* more damage, longer poisoning */
1764
1765 if (op->type == PLAYER)
1766 {
1767 /* player looses stats, maximum is -10 of each */
1768 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1769 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1770 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1771 tmp->stats.Int = max (-(dam / 7 ), -10);
1772 SET_FLAG (tmp, FLAG_APPLIED);
1773 op->update_stats ();
1774 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1775 op->play_sound (tmp->sound);
1776 }
1777
1778 if (hitter->type == PLAYER)
1779 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1780 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1781 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1782
1783 tmp->speed_left = 0;
1784 }
1785 else
1786 tmp->stats.food++;
1787}
1788
1789static void
1790slow_player (object *op, object *hitter, int dam)
1791{
1792 archetype *at = archetype::find (shstr_slowness);
1793 object *tmp;
1794
1795 if (at == NULL)
1796 LOG (llevError, "Can't find slowness archetype.\n");
1797
1798 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1799 {
1800 tmp = at->instance ();
1801 tmp = insert_ob_in_ob (tmp, op);
1802 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1803 }
1804 else
1805 tmp->stats.food++;
1806
1037 SET_FLAG (target, FLAG_SCARED); 1807 SET_FLAG (tmp, FLAG_APPLIED);
1038 if (!target->enemy) 1808 tmp->speed_left = 0;
1039 target->enemy = owner; 1809 op->update_stats ();
1810}
1811
1812void
1813confuse_player (object *op, object *hitter, int dam)
1814{
1815 object *tmp;
1816 int maxduration;
1817
1818 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1819 if (!tmp)
1820 {
1821 tmp = get_archetype (FORCE_NAME);
1822 tmp = insert_ob_in_ob (tmp, op);
1823 }
1824
1825 /* Duration added per hit and max. duration of confusion both depend
1826 * on the player's resistance
1827 */
1828 tmp->speed = 0.05;
1829 tmp->subtype = FORCE_CONFUSION;
1830 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1831 tmp->name = shstr_confusion;
1832 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1833
1834 if (tmp->duration > maxduration)
1835 tmp->duration = maxduration;
1836
1837 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1838 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1839
1840 SET_FLAG (op, FLAG_CONFUSED);
1841}
1842
1843void
1844blind_player (object *op, object *hitter, int dam)
1845{
1846 object *tmp, *owner;
1847
1848 /* Save some work if we know it isn't going to affect the player */
1849 if (op->resist[ATNR_BLIND] == 100)
1850 return;
1851
1852 tmp = present_in_ob (BLINDNESS, op);
1853 if (!tmp)
1854 {
1855 tmp = get_archetype (shstr_blindness);
1856 SET_FLAG (tmp, FLAG_BLIND);
1857 SET_FLAG (tmp, FLAG_APPLIED);
1858 /* use floats so we don't lose too much precision due to rounding errors.
1859 * speed is a float anyways.
1860 */
1861 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1862
1863 tmp = insert_ob_in_ob (tmp, op);
1864 change_abil (op, tmp); /* Mostly to display any messages */
1865 op->update_stats (); /* This takes care of some other stuff */
1866
1867 if (hitter->owner)
1868 owner = hitter->owner;
1869 else
1870 owner = hitter;
1871
1872 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1873 }
1874 tmp->stats.food += dam;
1875 if (tmp->stats.food > 10)
1876 tmp->stats.food = 10;
1877}
1878
1879void
1880paralyze_player (object *op, object *hitter, int dam)
1881{
1882 /* This is strange stuff... someone knows for what this is
1883 * written? Well, i think this can and should be removed
1884 */
1885
1886 /*
1887 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1888 tmp=clone_arch(PARAIMAGE);
1889 tmp->x=op->x,tmp->y=op->y;
1890 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1891 }
1892 */
1893
1894 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1895 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1896
1897 op->speed_left -= op->speed * effect;
1898 /* tmp->stats.food+=(signed short) effect/op->speed; */
1899
1900 /* max number of ticks to be affected for. */
1901 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1902
1903 max_it (op->speed_left, -op->speed * max);
1904
1905/* tmp->stats.food = (signed short) (max / op->speed); */
1906}
1907
1908/* Attempts to kill 'op'. hitter is the attack object, dam is
1909 * the computed damaged.
1910 */
1911static void
1912deathstrike_player (object *op, object *hitter, int *dam)
1913{
1914 /* The intention of a death attack is to kill outright things
1915 ** that are a lot weaker than the attacker, have a chance of killing
1916 ** things somewhat weaker than the caster, and no chance of
1917 ** killing something equal or stronger than the attacker.
1918 ** Also, if a deathstrike attack has a slaying, any monster
1919 ** whose name or race matches a comma-delimited list in the slaying
1920 ** field of the deathstriking object */
1921
1922 int atk_lev, def_lev, kill_lev;
1923
1924 if (hitter->slaying)
1925 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1926 || (op->race && hitter->slaying.contains (op->race))))
1927 return;
1928
1929 def_lev = op->level;
1930 if (def_lev < 1)
1931 {
1932 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1933 def_lev = 1;
1934 }
1935
1936 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1937 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1938 atk_lev, def_lev); */
1939
1940 if (atk_lev >= def_lev)
1941 {
1942 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1943
1944 /* Note that the below effectively means the ratio of the atk vs
1945 * defener level is important - if level 52 character has very little
1946 * chance of killing a level 50 monster. This should probably be
1947 * redone.
1948 */
1949 if (kill_lev >= def_lev)
1950 {
1951 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1952 /* I think this doesn't really do much. Because of
1953 * integer rounding, this only makes any difference if the
1954 * attack level is double the defender level.
1955 */
1956 *dam *= kill_lev / def_lev;
1957 }
1958 }
1959 else
1960 *dam = 0; /* no harm done */
1040} 1961}
1041 1962
1042/* This returns the amount of damage hitter does to op with the 1963/* This returns the amount of damage hitter does to op with the
1043 * appropriate attacktype. Only 1 attacktype should be set at a time. 1964 * appropriate attacktype. Only 1 attacktype should be set at a time.
1044 * This doesn't damage the player, but returns how much it should 1965 * This doesn't damage the player, but returns how much it should
1069 if (attacknum == ATNR_INTERNAL) 1990 if (attacknum == ATNR_INTERNAL)
1070 return dam; 1991 return dam;
1071 1992
1072 if (hitter->slaying) 1993 if (hitter->slaying)
1073 { 1994 {
1074 if ((op->race && strstr (hitter->slaying, op->race)) 1995 if ((op->race && hitter->slaying.contains (op->race))
1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 1996 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1076 { 1997 {
1077 doesnt_slay = 0; 1998 doesnt_slay = 0;
1078 dam *= 3; 1999 dam *= 3;
1079 } 2000 }
1080 } 2001 }
1126 case ATNR_BLIND: 2047 case ATNR_BLIND:
1127 { 2048 {
1128 /* chance for inflicting a special attack depends on the 2049 /* chance for inflicting a special attack depends on the
1129 * difference between attacker's and defender's level 2050 * difference between attacker's and defender's level
1130 */ 2051 */
1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2052 int level_diff = min (110, max (0, op->level - hitter->level));
1132 2053
1133 /* First, only creatures/players with speed can be affected. 2054 /* First, only creatures/players with speed can be affected.
1134 * Second, just getting hit doesn't mean it always affects 2055 * Second, just getting hit doesn't mean it always affects
1135 * you. Third, you still get a saving through against the 2056 * you. Third, you still get a saving through against the
1136 * effect. 2057 * effect.
1137 */ 2058 */
1138 if (op->speed && 2059 if (op->has_active_speed ()
1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2060 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2061 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2062 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1141 { 2063 {
1142 2064
1143 /* Player has been hit by something */ 2065 /* Player has been hit by something */
1144 if (attacknum == ATNR_CONFUSION) 2066 if (attacknum == ATNR_CONFUSION)
1145 confuse_player (op, hitter, dam); 2067 confuse_player (op, hitter, dam);
1282 object *god = find_god (determine_god (owner)); 2204 object *god = find_god (determine_god (owner));
1283 int div = 1; 2205 int div = 1;
1284 2206
1285 /* if undead are not an enemy of your god, you turn them 2207 /* if undead are not an enemy of your god, you turn them
1286 * at half strength */ 2208 * at half strength */
1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 2209 if (!god || !god->slaying.contains (shstr_undead))
1288 div = 2; 2210 div = 2;
1289 2211
1290 /* Give a bonus if you resist turn undead */ 2212 /* Give a bonus if you resist turn undead */
1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 2213 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1292 scare_creature (op, owner); 2214 scare_creature (op, owner);
1364 } 2286 }
1365 2287
1366 return dam; 2288 return dam;
1367} 2289}
1368 2290
1369/* GROS: This code comes from hit_player. It has been made external to
1370 * allow script procedures to "kill" objects in a combat-like fashion.
1371 * It was initially used by (kill-object) developed for the Collector's
1372 * Sword. Note that nothing has been changed from the original version
1373 * of the following code.
1374 * op is what is being killed.
1375 * dam is the damage done to it.
1376 * hitter is what is hitting it.
1377 * type is the attacktype.
1378 *
1379 * This function was a bit of a mess with hitter getting changed,
1380 * values being stored away but not used, etc. I've cleaned it up
1381 * a bit - I think it should be functionally equivalant.
1382 * MSW 2002-07-17
1383 */
1384int
1385kill_object (object *op, int dam, object *hitter, int type)
1386{
1387 char buf[MAX_BUF];
1388 const char *skill;
1389 int maxdam = 0;
1390 int battleg = 0; /* true if op standing on battleground */
1391 int pk = 0; /* true if op and what controls hitter are both players */
1392 object *owner = 0;
1393 object *skop = 0;
1394
1395 if (op->stats.hp >= 0)
1396 return -1;
1397
1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1399 return 0;
1400
1401 /* maxdam needs to be the amount of damage it took to kill
1402 * this creature. The function(s) that call us have already
1403 * adjusted the creatures HP total, so that is negative.
1404 */
1405 maxdam = dam + op->stats.hp + 1;
1406
1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1409
1410 if (op->type == DOOR)
1411 {
1412 op->set_speed (0.1f);
1413 op->speed_left = -0.05f;
1414 return maxdam;
1415 }
1416
1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1418 {
1419 op->destroy ();
1420 return maxdam;
1421 }
1422
1423 /* Now lets start dealing with experience we get for killing something */
1424
1425 owner = hitter->owner;
1426 if (!owner)
1427 owner = hitter;
1428
1429 /* is the victim (op) standing on battleground? */
1430 if (op_on_battleground (op, NULL, NULL))
1431 battleg = 1;
1432
1433 /* is this player killing? */
1434 if (op->type == PLAYER && owner->type == PLAYER)
1435 pk = 1;
1436
1437 /* Player killed something */
1438 if (owner->type == PLAYER)
1439 {
1440 /* Log players killing other players - makes it easier to detect
1441 * and filter out malicious player killers - that is why the
1442 * ip address is included.
1443 */
1444 if (op->type == PLAYER && !battleg)
1445 {
1446 time_t t = time (NULL);
1447 struct tm *tmv;
1448 char buf[256];
1449
1450 tmv = localtime (&t);
1451 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1452
1453 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1454 }
1455
1456 /* try to filter some things out - basically, if you are
1457 * killing a level 1 creature and your level 20, you
1458 * probably don't want to see that.
1459 */
1460 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1461 {
1462 if (owner != hitter)
1463 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1464 else
1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1466
1467 /* Only play sounds for melee kills */
1468 if (hitter->type == PLAYER)
1469 owner->play_sound (sound_find ("player_kills"));
1470 }
1471
1472 /* If a player kills another player, not on
1473 * battleground, the "killer" looses 1 luck. Since this is
1474 * not reversible, it's actually quite a pain IMHO. -AV
1475 * Fix bug in that we were changing the luck of the hitter, not
1476 * player that the object belonged to - so if you killed another player
1477 * with spells, pets, whatever, there was no penalty.
1478 * Changed to make luck penalty configurable in settings.
1479 */
1480 if (op->type == PLAYER && owner != op && !battleg)
1481 owner->change_luck (-settings.pk_luck_penalty);
1482
1483 /* This code below deals with finding the appropriate skill
1484 * to credit exp to. This is a bit problematic - we should
1485 * probably never really have to look at current_weapon->skill
1486 */
1487 skill = 0;
1488
1489 if (hitter->skill && hitter->type != PLAYER)
1490 skill = hitter->skill;
1491 else if (owner->chosen_skill)
1492 {
1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1495 }
1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1497 skill = owner->current_weapon->skill;
1498 else
1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1500
1501 /* We have the skill we want to credit to - now find the object this goes
1502 * to. Make sure skop is an actual skill, and not a skill tool!
1503 */
1504 if ((!skop || skop->type != SKILL) && skill)
1505 {
1506 int i;
1507
1508 for (i = 0; i < NUM_SKILLS; i++)
1509 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1510 {
1511 skop = owner->contr->last_skill_ob[i];
1512 break;
1513 }
1514 }
1515 } /* Was it a player that hit somethign */
1516 else
1517 skill = 0;
1518
1519 /* Pet (or spell) killed something. */
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 /* These may have been set in the player code section above */
1529 if (!skop)
1530 skop = hitter->chosen_skill;
1531
1532 if (!skill && skop)
1533 skill = skop->skill;
1534
1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536
1537 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1539 {
1540 int exp;
1541
1542 /* Really don't give much experience for killing other players */
1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1544 if (op->type == PLAYER)
1545 {
1546 if (battleg)
1547 {
1548 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1549 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1550 }
1551 else
1552 exp = op->stats.exp / 1000;
1553 }
1554 else
1555 exp = calc_skill_exp (owner, op, skop);
1556
1557 /* if op is standing on "battleground" (arena), no way to gain
1558 * exp by killing him
1559 */
1560 if (battleg)
1561 exp = 0;
1562
1563 /* Don't know why this is set this way - doesn't make
1564 * sense to just divide everything by two for no reason.
1565 */
1566
1567 if (!settings.simple_exp)
1568 exp = exp / 2;
1569
1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1571 change_exp (owner, exp, skill, 0);
1572 else
1573 {
1574 int shares = 0, count = 0;
1575 partylist *party = owner->contr->party;
1576
1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1578
1579 for_all_players (pl)
1580 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1581 {
1582 count++;
1583 shares += (pl->ob->level + 4);
1584 }
1585
1586 if (count == 1 || shares > exp || !shares)
1587 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1588 else
1589 {
1590 int share = exp / shares, given = 0, nexp;
1591
1592 for_all_players (pl)
1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594 {
1595 nexp = (pl->ob->level + 4) * share;
1596 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1597 given += nexp;
1598 }
1599
1600 exp -= given;
1601 /* give any remainder to the player */
1602 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1603 }
1604 } /* else part of a party */
1605 } /* end if person didn't kill himself */
1606
1607 if (op->type != PLAYER)
1608 {
1609 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1610 {
1611 object *owner1 = op->owner;
1612
1613 if (owner1 && owner1->type == PLAYER)
1614 {
1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 /* Maybe we should include the owner that killed this, maybe not */
1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1618 }
1619
1620 remove_friendly_object (op);
1621 }
1622
1623 op->destroy ();
1624 }
1625 else
1626 /* Player has been killed! */
1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628
1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1630 * continues in the calling function.
1631 */
1632 return maxdam;
1633}
1634
1635/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1636 * Returns 0 this is not friendly fire
1637 */
1638int
1639friendly_fire (object *op, object *hitter)
1640{
1641 object *owner;
1642 int friendlyfire;
1643
1644 if (hitter->head)
1645 hitter = hitter->head;
1646
1647 friendlyfire = 0;
1648
1649 if (op->type == PLAYER)
1650 {
1651 if (op_on_battleground (hitter, 0, 0))
1652 return 0;
1653
1654 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1655 return 1;
1656
1657 if ((owner = hitter->owner) != NULL)
1658 {
1659 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1660 friendlyfire = 2;
1661 }
1662
1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1664 friendlyfire = 0;
1665 }
1666
1667 return friendlyfire;
1668}
1669
1670/* This isn't used just for players, but in fact most objects.
1671 * op is the object to be hit, dam is the amount of damage, hitter
1672 * is what is hitting the object, type is the attacktype, and
1673 * full_hit is set if monster area does not matter.
1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1675 * modify it.
1676 */
1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1679int
1680hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1681{
1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1683 int maxattacktype, attacknum;
1684 int body_attack = op && op->head; /* Did we hit op's head? */
1685 int simple_attack;
1686 int rtn_kill = 0;
1687 int friendlyfire;
1688
1689 if (get_attack_mode (&op, &hitter, &simple_attack))
1690 return 0;
1691
1692 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1694 return 0;
1695
1696 // only allow pk for hostile players
1697 if (op->type == PLAYER)
1698 {
1699 object *owner = hitter->owner;
1700
1701 if (!owner)
1702 owner = hitter;
1703
1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1708 return 0;
1709 }
1710
1711 if (body_attack)
1712 {
1713 /* slow and paralyze must hit the head. But we don't want to just
1714 * return - we still need to process other attacks the spell still
1715 * might have. So just remove the paralyze and slow attacktypes,
1716 * and keep on processing if we have other attacktypes.
1717 * return if only magic or nothing is left - under normal code
1718 * we don't attack with pure magic if there is another attacktype.
1719 * Only do processing if the initial attacktype includes one of those
1720 * attack so we don't cancel out things like magic bullet.
1721 */
1722 if (type & (AT_PARALYZE | AT_SLOW))
1723 {
1724 type &= ~(AT_PARALYZE | AT_SLOW);
1725
1726 if (!type || type == AT_MAGIC)
1727 return 0;
1728 }
1729 }
1730
1731 if (!simple_attack && op->type == DOOR)
1732 {
1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1734 if (tmp->type == RUNE || tmp->type == TRAP)
1735 {
1736 spring_trap (tmp, hitter);
1737
1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1739 return 0;
1740
1741 break;
1742 }
1743 }
1744
1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1746 {
1747 /* FIXME: If a player is killed by a rune in a door, the
1748 * destroyed() check above doesn't return, and might get here.
1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1757 return 0;
1758 }
1759
1760#ifdef ATTACK_DEBUG
1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1762#endif
1763
1764 if (magic)
1765 {
1766 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1767 * in case 0>dam>1, we try to "simulate" a float value-effect */
1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1769 if (dam >= 100)
1770 dam /= 100;
1771 else
1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1773 }
1774
1775 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1776 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1777 */
1778 if (type & AT_CHAOS)
1779 {
1780 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1781 update_object (op, UP_OBJ_FACE);
1782 type &= ~AT_CHAOS;
1783 }
1784
1785 /* Holyword is really an attacktype modifier (like magic is). If
1786 * holyword is part of an attacktype, then make sure the creature is
1787 * a proper match, otherwise no damage.
1788 */
1789 if (type & AT_HOLYWORD)
1790 {
1791 object *god;
1792
1793 if ((!hitter->slaying ||
1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1797 (hitter->title != NULL
1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1799 return 0;
1800 }
1801
1802 maxattacktype = type; /* initialise this to something */
1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1804 {
1805 /* Magic isn't really a true attack type - it gets combined with other
1806 * attack types. As such, skip it over. However, if magic is
1807 * the only attacktype in the group, then still attack with it
1808 */
1809 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1810 continue;
1811
1812 /* Go through and hit the player with each attacktype, one by one.
1813 * hit_player_attacktype only figures out the damage, doesn't inflict
1814 * it. It will do the appropriate action for attacktypes with
1815 * effects (slow, paralization, etc.
1816 */
1817 if (type & attacktype)
1818 {
1819 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1820 /* the >= causes us to prefer messages from special attacks, if
1821 * the damage is equal.
1822 */
1823 if (ndam >= maxdam)
1824 {
1825 maxdam = ndam;
1826 maxattacktype = 1 << attacknum;
1827 }
1828 }
1829 }
1830
1831 /* if this is friendly fire then do a set % of damage only
1832 * Note - put a check in to make sure this attack is actually
1833 * doing damage - otherwise, the +1 in the code below will make
1834 * an attack do damage before when it otherwise didn't
1835 */
1836 friendlyfire = friendly_fire (op, hitter);
1837 if (friendlyfire && maxdam)
1838 {
1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1840
1841#ifdef ATTACK_DEBUG
1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1844#endif
1845 }
1846
1847 if (!full_hit)
1848 {
1849 int area;
1850 int remainder;
1851
1852 area = 0;
1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1855 area++;
1856
1857 assert (area > 0);
1858
1859 /* basically: maxdam /= area; we try to "simulate" a float
1860 value-effect */
1861 remainder = 100 * (maxdam % area) / area;
1862 maxdam /= area;
1863 if (rndm (100) < remainder)
1864 maxdam++;
1865 }
1866
1867#ifdef ATTACK_DEBUG
1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1869#endif
1870
1871 // for now, only do this for active objects, otherwise they
1872 // keep a refcount for a long time and I see no usefulness
1873 // for an non-active objetc to know its enemy.
1874 if (op->active)
1875 if (hitter->owner)
1876 op->enemy = hitter->owner;
1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1878 op->enemy = hitter;
1879
1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1881 {
1882 /* The unaggressives look after themselves 8) */
1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1884 npc_call_help (op);
1885 }
1886
1887 if (magic && did_make_save (op, op->level, 0))
1888 maxdam = maxdam / 2;
1889
1890 attack_message (maxdam, maxattacktype, op, hitter);
1891
1892 op->stats.hp -= maxdam;
1893
1894 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1895 if ((op->stats.hp >= 0) &&
1896 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1897 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1898 {
1899
1900 if (QUERY_FLAG (op, FLAG_MONSTER))
1901 SET_FLAG (op, FLAG_RUN_AWAY);
1902 else
1903 scare_creature (op, hitter);
1904 }
1905
1906 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1907 {
1908 if (maxdam)
1909 tear_down_wall (op);
1910
1911 return maxdam; /* nothing more to do for wall */
1912 }
1913
1914 /* See if the creature has been killed */
1915 rtn_kill = kill_object (op, maxdam, hitter, type);
1916 if (rtn_kill != -1)
1917 return rtn_kill;
1918
1919
1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1921 * that before if the player was immune to ghosthit, the monster
1922 * remained - that is no longer the case.
1923 */
1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1925 hitter->destroy ();
1926
1927 /* Lets handle creatures that are splitting now */
1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1929 {
1930 int i;
1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1932 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1933 object *owner = op->owner;
1934
1935 if (!op->other_arch)
1936 {
1937 LOG (llevError, "SPLITTING without other_arch error.\n");
1938 return maxdam;
1939 }
1940
1941 op->remove ();
1942
1943 for (i = 0; i < op->stats.food; i++)
1944 { /* This doesn't handle op->more yet */
1945 object *tmp = arch_to_object (op->other_arch);
1946 int j;
1947
1948 tmp->stats.hp = op->stats.hp;
1949
1950 if (friendly)
1951 {
1952 add_friendly_object (tmp);
1953 tmp->attack_movement = PETMOVE;
1954
1955 if (owner)
1956 tmp->set_owner (owner);
1957 }
1958
1959 if (unaggressive)
1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1961
1962 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1963
1964 if (j == -1) /* No spot to put this monster */
1965 tmp->destroy ();
1966 else
1967 {
1968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1969 insert_ob_in_map (tmp, op->map, NULL, 0);
1970 }
1971 }
1972
1973 op->destroy ();
1974 }
1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1976 hitter->destroy ();
1977
1978 return maxdam;
1979}
1980
1981void
1982poison_player (object *op, object *hitter, int dam)
1983{
1984 archetype *at = archetype::find ("poisoning");
1985 object *tmp = present_arch_in_ob (at, op);
1986
1987 if (tmp == NULL)
1988 {
1989 if ((tmp = arch_to_object (at)) == NULL)
1990 LOG (llevError, "Failed to clone arch poisoning.\n");
1991 else
1992 {
1993 tmp = insert_ob_in_ob (tmp, op);
1994 /* peterm: give poisoning some teeth. It should
1995 * be able to kill things better than it does:
1996 * damage should be dependent something--I choose to
1997 * do this: if it's a monster, the damage from the
1998 * poisoning goes as the level of the monster/2.
1999 * If anything else, goes as damage.
2000 */
2001
2002 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2003 tmp->stats.dam += hitter->level / 2;
2004 else
2005 tmp->stats.dam = dam;
2006
2007 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2008 if (hitter->skill && hitter->skill != tmp->skill)
2009 {
2010 tmp->skill = hitter->skill;
2011 }
2012
2013 tmp->stats.food += dam; /* more damage, longer poisoning */
2014
2015 if (op->type == PLAYER)
2016 {
2017 /* player looses stats, maximum is -10 of each */
2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2021 tmp->stats.Int = MAX (-dam / 7, -10);
2022 SET_FLAG (tmp, FLAG_APPLIED);
2023 op->update_stats ();
2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
2026 }
2027
2028 if (hitter->type == PLAYER)
2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2032 }
2033
2034 tmp->speed_left = 0;
2035 }
2036 else
2037 tmp->stats.food++;
2038}
2039
2040void
2041slow_player (object *op, object *hitter, int dam)
2042{
2043 archetype *at = archetype::find ("slowness");
2044 object *tmp;
2045
2046 if (at == NULL)
2047 LOG (llevError, "Can't find slowness archetype.\n");
2048
2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2050 {
2051 tmp = arch_to_object (at);
2052 tmp = insert_ob_in_ob (tmp, op);
2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2054 }
2055 else
2056 tmp->stats.food++;
2057
2058 SET_FLAG (tmp, FLAG_APPLIED);
2059 tmp->speed_left = 0;
2060 op->update_stats ();
2061}
2062
2063void
2064confuse_player (object *op, object *hitter, int dam)
2065{
2066 object *tmp;
2067 int maxduration;
2068
2069 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2070 if (!tmp)
2071 {
2072 tmp = get_archetype (FORCE_NAME);
2073 tmp = insert_ob_in_ob (tmp, op);
2074 }
2075
2076 /* Duration added per hit and max. duration of confusion both depend
2077 * on the player's resistance
2078 */
2079 tmp->speed = 0.05;
2080 tmp->subtype = FORCE_CONFUSION;
2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2082 tmp->name = "confusion";
2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2085 if (tmp->duration > maxduration)
2086 tmp->duration = maxduration;
2087
2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090
2091 SET_FLAG (op, FLAG_CONFUSED);
2092}
2093
2094void
2095blind_player (object *op, object *hitter, int dam)
2096{
2097 object *tmp, *owner;
2098
2099 /* Save some work if we know it isn't going to affect the player */
2100 if (op->resist[ATNR_BLIND] == 100)
2101 return;
2102
2103 tmp = present_in_ob (BLINDNESS, op);
2104 if (!tmp)
2105 {
2106 tmp = get_archetype ("blindness");
2107 SET_FLAG (tmp, FLAG_BLIND);
2108 SET_FLAG (tmp, FLAG_APPLIED);
2109 /* use floats so we don't lose too much precision due to rounding errors.
2110 * speed is a float anyways.
2111 */
2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2113
2114 tmp = insert_ob_in_ob (tmp, op);
2115 change_abil (op, tmp); /* Mostly to display any messages */
2116 op->update_stats (); /* This takes care of some other stuff */
2117
2118 if (hitter->owner)
2119 owner = hitter->owner;
2120 else
2121 owner = hitter;
2122
2123 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2124 }
2125 tmp->stats.food += dam;
2126 if (tmp->stats.food > 10)
2127 tmp->stats.food = 10;
2128}
2129
2130void
2131paralyze_player (object *op, object *hitter, int dam)
2132{
2133 float effect, max;
2134
2135 /* object *tmp; */
2136
2137 /* This is strange stuff... someone knows for what this is
2138 * written? Well, i think this can and should be removed
2139 */
2140
2141 /*
2142 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2143 tmp=clone_arch(PARAIMAGE);
2144 tmp->x=op->x,tmp->y=op->y;
2145 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2146 }
2147 */
2148
2149 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2150 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2151
2152 if (effect == 0)
2153 return;
2154
2155 op->speed_left -= FABS (op->speed) * effect;
2156 /* tmp->stats.food+=(signed short) effect/op->speed; */
2157
2158 /* max number of ticks to be affected for. */
2159 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2160 if (op->speed_left < -(FABS (op->speed) * max))
2161 op->speed_left = (float) -(FABS (op->speed) * max);
2162
2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2164}
2165
2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2167 * the computed damaged.
2168 */
2169void
2170deathstrike_player (object *op, object *hitter, int *dam)
2171{
2172 /* The intention of a death attack is to kill outright things
2173 ** that are a lot weaker than the attacker, have a chance of killing
2174 ** things somewhat weaker than the caster, and no chance of
2175 ** killing something equal or stronger than the attacker.
2176 ** Also, if a deathstrike attack has a slaying, any monster
2177 ** whose name or race matches a comma-delimited list in the slaying
2178 ** field of the deathstriking object */
2179
2180 int atk_lev, def_lev, kill_lev;
2181
2182 if (hitter->slaying)
2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2184 return;
2185
2186 def_lev = op->level;
2187 if (def_lev < 1)
2188 {
2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2190 def_lev = 1;
2191 }
2192
2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2195 atk_lev, def_lev); */
2196
2197 if (atk_lev >= def_lev)
2198 {
2199 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2200
2201 /* Note that the below effectively means the ratio of the atk vs
2202 * defener level is important - if level 52 character has very little
2203 * chance of killing a level 50 monster. This should probably be
2204 * redone.
2205 */
2206 if (kill_lev >= def_lev)
2207 {
2208 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2209 /* I think this doesn't really do much. Because of
2210 * integer rounding, this only makes any difference if the
2211 * attack level is double the defender level.
2212 */
2213 *dam *= kill_lev / def_lev;
2214 }
2215 }
2216 else
2217 *dam = 0; /* no harm done */
2218}
2219
2220/* thrown_item_effect() - handles any special effects of thrown
2221 * items (like attacking living creatures--a potion thrown at a
2222 * monster).
2223 */
2224static void
2225thrown_item_effect (object *hitter, object *victim)
2226{
2227 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2228 {
2229 /* May not need a switch for just 2 types, but this makes it
2230 * easier for expansion.
2231 */
2232 switch (hitter->type)
2233 {
2234 case POTION:
2235 /* should player get a save throw instead of checking magic protection? */
2236 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2237 (void) apply_potion (victim, hitter);
2238 break;
2239
2240 case POISON: /* poison drinks */
2241 /* As with potions, should monster get a save? */
2242 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2243 apply_poison (victim, hitter);
2244 break;
2245
2246 /* Removed case statements that did nothing.
2247 * food may be poisonous, but monster must be willing to eat it,
2248 * so we don't handle it here.
2249 * Containers should perhaps break open, but that code was disabled.
2250 */
2251 }
2252 }
2253}
2254
2255/* adj_attackroll() - adjustments to attacks by various conditions */
2256int
2257adj_attackroll (object *hitter, object *target)
2258{
2259 object *attacker = hitter;
2260 int adjust = 0;
2261
2262 /* safety */
2263 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2264 {
2265 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2266 return 0;
2267 }
2268
2269 /* aimed missiles use the owning object's sight */
2270 if (is_aimed_missile (hitter))
2271 {
2272 if ((attacker = hitter->owner) == NULL)
2273 attacker = hitter;
2274 /* A player who saves but hasn't quit still could have objects
2275 * owned by him - need to handle that case to avoid crashes.
2276 */
2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2278 attacker = hitter;
2279 }
2280 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2281 return 0;
2282
2283 /* determine the condtions under which we make an attack.
2284 * Add more cases, as the need occurs. */
2285
2286 if (!can_see_enemy (attacker, target))
2287 {
2288 /* target is unseen */
2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2290 adjust -= 10;
2291 /* dark map penalty for the hitter (lacks infravision if we got here). */
2292 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2293 adjust -= target->map->darkness;
2294 }
2295
2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2297 adjust -= 3;
2298
2299 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2300 adjust += 1;
2301
2302 if (QUERY_FLAG (target, FLAG_SCARED))
2303 adjust += 1;
2304
2305 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2306 adjust -= 3;
2307
2308 /* if we attack at a different 'altitude' its harder */
2309 if ((attacker->move_type & target->move_type) == 0)
2310 adjust -= 2;
2311
2312#if 0
2313 /* slower attacks are less likely to succeed. We should use a
2314 * comparison between attacker/target speeds BUT, players have
2315 * a generally faster speed, so this will wind up being a HUGE
2316 * disadantage for the monsters! Too bad, because missiles which
2317 * fly fast should have a better chance of hitting a slower target.
2318 */
2319 if (hitter->speed < target->speed)
2320 adjust += ((float) hitter->speed - target->speed);
2321#endif
2322
2323#if 0
2324 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2325#endif
2326
2327 return adjust;
2328}
2329
2330/* determine if the object is an 'aimed' missile */
2331int
2332is_aimed_missile (object *op)
2333{
2334
2335 /* I broke what used to be one big if into a few nested
2336 * ones so that figuring out the logic is at least possible.
2337 */
2338 if (op && (op->move_type & MOVE_FLYING))
2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2340 return 1;
2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2342 return 1;
2343
2344 return 0;
2345}

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