ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.27
Committed: Wed Dec 13 03:28:42 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +19 -19 lines
Log Message:
further cleanups and oofication

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23 #include <assert.h>
24 #include <global.h>
25 #include <living.h>
26 #include <material.h>
27 #include <skills.h>
28
29 #ifndef __CEXTRACT__
30 # include <sproto.h>
31 #endif
32
33 #include <sounds.h>
34
35 typedef struct att_msg_str
36 {
37 char *msg1;
38 char *msg2;
39 } att_msg;
40
41 /*#define ATTACK_DEBUG*/
42
43 /* cancels object *op. Cancellation basically means an object loses
44 * its magical benefits.
45 */
46 void
47 cancellation (object *op)
48 {
49 object *tmp;
50
51 if (op->invisible)
52 return;
53
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
56 /* Recur through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp);
60 }
61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic = 0;
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75 }
76
77 /* did_make_save_item just checks to make sure the item actually
78 * made its saving throw based on the tables. It does not take
79 * any further action (like destroying the item).
80 */
81 int
82 did_make_save_item (object *op, int type, object *originator)
83 {
84 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt;
86
87 if (op->materialname == NULL)
88 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
90 if (op->material & mt->material)
91 break;
92 }
93 else
94 mt = name_to_material (op->materialname);
95 if (mt == NULL)
96 return TRUE;
97 roll = rndm (1, 20);
98
99 /* the attacktypes have no meaning for object saves
100 * If the type is only magic, don't adjust type - basically, if
101 * pure magic is hitting an object, it should save. However, if it
102 * is magic teamed with something else, then strip out the
103 * magic type, and instead let the fire, cold, or whatever component
104 * destroy the item. Otherwise, you get the case of poisoncloud
105 * destroying objects because it has magic attacktype.
106 */
107 if (type != AT_MAGIC)
108 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
109 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
110 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number = 0; number < NROFATTACKS; number++)
120 {
121 i = 1 << number;
122 if (!(i & type))
123 continue;
124 attacks++;
125 if (op->resist[number] == 100)
126 saves++;
127 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
128 saves++;
129 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
130 saves++;
131 }
132
133 if (saves == attacks || attacks == 0)
134 return TRUE;
135 if ((saves == 0) || (rndm (1, attacks) > saves))
136 return FALSE;
137 return TRUE;
138 }
139
140 /* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.)
143 */
144
145 void
146 save_throw_object (object *op, int type, object *originator)
147 {
148 if (!did_make_save_item (op, type, originator))
149 {
150 object *env = op->env;
151 int x = op->x, y = op->y;
152 maptile *m = op->map;
153
154 op = stop_item (op);
155 if (op == NULL)
156 return;
157
158 /* Hacked the following so that type LIGHTER will work.
159 * Also, objects which are potenital "lights" that are hit by
160 * flame/elect attacks will be set to glow. "lights" are any
161 * object with +/- glow_radius and an "other_arch" to change to.
162 * (and please note that we cant fail our save and reach this
163 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t.
165 */
166 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
167 {
168 const char *arch = op->other_arch->name;
169
170 op = decrease_ob_nr (op, 1);
171
172 if (op)
173 fix_stopped_item (op, m, originator);
174
175 if ((op = get_archetype (arch)) != NULL)
176 {
177 if (env)
178 {
179 op->x = env->x, op->y = env->y;
180 insert_ob_in_ob (op, env);
181 if (env->contr)
182 esrv_send_item (env, op);
183 }
184 else
185 {
186 op->x = x, op->y = y;
187 insert_ob_in_map (op, m, originator, 0);
188 }
189 }
190
191 return;
192 }
193
194 if (type & AT_CANCELLATION)
195 { /* Cancellation. */
196 cancellation (op);
197 fix_stopped_item (op, m, originator);
198 return;
199 }
200
201 if (op->nrof > 1)
202 {
203 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
204
205 if (op)
206 fix_stopped_item (op, m, originator);
207 }
208 else
209 {
210 if (op->env)
211 {
212 object *tmp = is_player_inv (op->env);
213
214 if (tmp)
215 esrv_del_item (tmp->contr, op->count);
216 }
217
218 op->destroy ();
219 }
220
221 if (type & (AT_FIRE | AT_ELECTRICITY))
222 if (env)
223 {
224 op = get_archetype ("burnout");
225 op->x = env->x, op->y = env->y;
226 insert_ob_in_ob (op, env);
227 }
228 else
229 replace_insert_ob_in_map ("burnout", originator);
230
231 return;
232 }
233
234 /* The value of 50 is arbitrary. */
235 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
236 {
237 object *tmp;
238 archetype *at = archetype::find ("icecube");
239
240 if (at == NULL)
241 return;
242
243 op = stop_item (op);
244 if (op == NULL)
245 return;
246
247 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
248 {
249 tmp = arch_to_object (at);
250 tmp->x = op->x, tmp->y = op->y;
251 /* This was in the old (pre new movement code) -
252 * icecubes have slow_move set to 1 - don't want
253 * that for ones we create.
254 */
255 tmp->move_slow_penalty = 0;
256 tmp->move_slow = 0;
257 insert_ob_in_map (tmp, op->map, originator, 0);
258 }
259
260 if (!QUERY_FLAG (op, FLAG_REMOVED))
261 op->remove ();
262
263 insert_ob_in_ob (op, tmp);
264 return;
265 }
266 }
267
268 /* Object op is hitting the map.
269 * op is going in direction 'dir'
270 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise.
273 */
274
275 int
276 hit_map (object *op, int dir, int type, int full_hit)
277 {
278 object *tmp, *next;
279 maptile *map;
280 sint16 x, y;
281 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
282
283 if (QUERY_FLAG (op, FLAG_FREED))
284 {
285 LOG (llevError, "BUG: hit_map(): free object\n");
286 return 0;
287 }
288
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 {
291 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
292 return 0;
293 }
294
295 if (!op->map)
296 {
297 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
298 return 0;
299 }
300
301 if (op->head)
302 op = op->head;
303
304 map = op->map;
305 x = op->x + freearr_x[dir];
306 y = op->y + freearr_y[dir];
307
308 int mflags = get_map_flags (map, &map, x, y, &x, &y);
309
310 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE))
313 return 0;
314
315 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive
317 */
318
319 if (type & AT_COUNTERSPELL)
320 {
321 counterspell (op, dir); /* see spell_effect.c */
322
323 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338
339 next = get_map_ob (map, x, y);
340
341 while (next)
342 {
343 if (next->destroyed ())
344 {
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error. The errormessage
352 * below was spamming the logs for absolutely no reason.
353 */
354 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
355 break;
356 }
357
358 tmp = next;
359 next = tmp->above;
360
361 if (tmp->destroyed ())
362 {
363 LOG (llevError, "BUG: hit_map(): found freed object\n");
364 break;
365 }
366
367 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368 * For example, 'tmp' was put in an icecube.
369 * This is one of the few cases where on_same_map should not be used.
370 */
371 if (tmp->map != map || tmp->x != x || tmp->y != y)
372 continue;
373
374 if (QUERY_FLAG (tmp, FLAG_ALIVE))
375 {
376 hit_player (tmp, op->stats.dam, op, type, full_hit);
377 retflag |= 1;
378 if (op->destroyed ())
379 break;
380 }
381
382 /* Here we are potentially destroying an object. If the object has
383 * NO_PASS set, it is also immune - you can't destroy walls. Note
384 * that weak walls have is_alive set, which prevent objects from
385 * passing over/through them. We don't care what type of movement
386 * the wall blocks - if it blocks any type of movement, can't be
387 * destroyed right now.
388 */
389 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
390 {
391 save_throw_object (tmp, type, op);
392 if (op->destroyed ())
393 break;
394 }
395 }
396
397 return 0;
398 }
399
400 void
401 attack_message (int dam, int type, object *op, object *hitter)
402 {
403 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
404 int i, found = 0;
405 maptile *map;
406 object *next, *tmp;
407
408 /* put in a few special messages for some of the common attacktypes
409 * a player might have. For example, fire, electric, cold, etc
410 * [garbled 20010919]
411 */
412
413 if (dam == 9998 && op->type == DOOR)
414 {
415 sprintf (buf1, "unlock %s", &op->name);
416 sprintf (buf2, " unlocks");
417 found++;
418 }
419 if (dam < 0)
420 {
421 sprintf (buf1, "hit %s", &op->name);
422 sprintf (buf2, " hits");
423 found++;
424 }
425 else if (dam == 0)
426 {
427 sprintf (buf1, "missed %s", &op->name);
428 sprintf (buf2, " misses");
429 found++;
430 }
431 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
432 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
433 {
434 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
435 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
436 {
437 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
438 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
439 found++;
440 break;
441 }
442 }
443 else if (op->type == DOOR && !found)
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
446 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
449 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (hitter->type == PLAYER && IS_LIVE (op))
455 {
456 if (USING_SKILL (hitter, SK_KARATE))
457 {
458 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
459 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
460 {
461 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
462 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
463 found++;
464 break;
465 }
466 }
467 else if (USING_SKILL (hitter, SK_CLAWING))
468 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
470 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
471 {
472 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
473 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
474 found++;
475 break;
476 }
477 }
478 else if (USING_SKILL (hitter, SK_PUNCHING))
479 {
480 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
481 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
482 {
483 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
484 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
485 found++;
486 break;
487 }
488 }
489 }
490 if (found)
491 {
492 /* done */
493 }
494 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
495 {
496 sprintf (buf1, "hit"); /* just in case */
497 for (i = 0; i < MAXATTACKMESS; i++)
498 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
499 {
500 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_DRAIN && IS_LIVE (op))
506 {
507 /* drain is first, because some items have multiple attypes */
508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
509 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
510 {
511 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
512 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
513 found++;
514 break;
515 }
516 }
517 else if (type & AT_ELECTRICITY && IS_LIVE (op))
518 {
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
520 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
521 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
523 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_COLD && IS_LIVE (op))
529 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
531 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
532 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
534 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
535 found++;
536 break;
537 }
538 }
539 else if (type & AT_FIRE)
540 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
542 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
543 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
545 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
546 found++;
547 break;
548 }
549 }
550 else if (hitter->current_weapon != NULL)
551 {
552 int mtype;
553
554 switch (hitter->current_weapon->weapontype)
555 {
556 case WEAP_HIT:
557 mtype = ATM_BASIC;
558 break;
559 case WEAP_SLASH:
560 mtype = ATM_SLASH;
561 break;
562 case WEAP_PIERCE:
563 mtype = ATM_PIERCE;
564 break;
565 case WEAP_CLEAVE:
566 mtype = ATM_CLEAVE;
567 break;
568 case WEAP_SLICE:
569 mtype = ATM_SLICE;
570 break;
571 case WEAP_STAB:
572 mtype = ATM_STAB;
573 break;
574 case WEAP_WHIP:
575 mtype = ATM_WHIP;
576 break;
577 case WEAP_CRUSH:
578 mtype = ATM_CRUSH;
579 break;
580 case WEAP_BLUD:
581 mtype = ATM_BLUD;
582 break;
583 default:
584 mtype = ATM_BASIC;
585 break;
586 }
587 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
588 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
589 {
590 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
591 strcpy (buf2, attack_mess[mtype][i].buf3);
592 found++;
593 break;
594 }
595 }
596 else
597 {
598 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
599 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
600 {
601 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
602 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
603 found++;
604 break;
605 }
606 }
607
608 if (!found)
609 {
610 strcpy (buf1, "hit");
611 strcpy (buf2, " hits");
612 }
613
614 /* bail out if a monster is casting spells */
615 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
616 return;
617
618 /* scale down magic considerably. */
619 if (type & AT_MAGIC && rndm (0, 5))
620 return;
621
622 /* Did a player hurt another player? Inform both! */
623 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
624 {
625 if (hitter->owner != NULL)
626 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
627 else
628 {
629 sprintf (buf, "%s%s you.", &hitter->name, buf2);
630 if (dam != 0)
631 {
632 if (dam < 10)
633 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
634 else if (dam < 20)
635 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
636 else
637 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
638 }
639 }
640 new_draw_info (NDI_BLACK, 0, op, buf);
641 } /* end of player hitting player */
642
643 if (hitter->type == PLAYER)
644 {
645 sprintf (buf, "You %s.", buf1);
646 if (dam != 0)
647 {
648 if (dam < 10)
649 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
650 else if (dam < 20)
651 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
652 else
653 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
654 }
655 new_draw_info (NDI_BLACK, 0, hitter, buf);
656 }
657 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
658 {
659 /* look for stacked spells and start reducing the message chances */
660 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
661 {
662 i = 4;
663 map = hitter->map;
664 if (out_of_map (map, hitter->x, hitter->y))
665 return;
666 next = get_map_ob (map, hitter->x, hitter->y);
667 if (next)
668 while (next)
669 {
670 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
671 i *= 3;
672 tmp = next;
673 next = tmp->above;
674 }
675 if (i < 0)
676 return;
677 if (rndm (0, i) != 0)
678 return;
679 }
680 else if (rndm (0, 5) != 0)
681 return;
682 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
683 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
684 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
685 }
686 }
687
688
689 static int
690 get_attack_mode (object **target, object **hitter, int *simple_attack)
691 {
692 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
693 {
694 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
695 return 1;
696 }
697 if ((*target)->head)
698 *target = (*target)->head;
699 if ((*hitter)->head)
700 *hitter = (*hitter)->head;
701 if ((*hitter)->env != NULL || (*target)->env != NULL)
702 {
703 *simple_attack = 1;
704 return 0;
705 }
706 if (QUERY_FLAG (*target, FLAG_REMOVED)
707 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
708 {
709 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
710 return 1;
711 }
712 *simple_attack = 0;
713 return 0;
714 }
715
716 static int
717 abort_attack (object *target, object *hitter, int simple_attack)
718 {
719
720 /* Check if target and hitter are still in a relation similar to the one
721 * determined by get_attack_mode(). Returns true if the relation has changed.
722 */
723 int new_mode;
724
725 if (hitter->env == target || target->env == hitter)
726 new_mode = 1;
727 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
728 return 1;
729 else
730 new_mode = 0;
731 return new_mode != simple_attack;
732 }
733
734 static void thrown_item_effect (object *, object *);
735
736 static int
737 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
738 {
739 int simple_attack, roll, dam = 0;
740 uint32 type;
741 shstr op_name;
742
743 if (get_attack_mode (&op, &hitter, &simple_attack))
744 goto error;
745
746 if (hitter->current_weapon)
747 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
748 return RESULT_INT (0);
749
750 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
751 return RESULT_INT (0);
752
753 /*
754 * A little check to make it more difficult to dance forward and back
755 * to avoid ever being hit by monsters.
756 */
757 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
758 {
759 /* Decrease speed BEFORE calling process_object. Otherwise, an
760 * infinite loop occurs, with process_object calling move_monster,
761 * which then gets here again. By decreasing the speed before
762 * we call process_object, the 'if' statement above will fail.
763 */
764 op->speed_left--;
765 process_object (op);
766
767 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
768 goto error;
769 }
770
771 op_name = op->name;
772
773 roll = random_roll (1, 20, hitter, PREFER_HIGH);
774
775 /* Adjust roll for various situations. */
776 if (!simple_attack)
777 roll += adj_attackroll (hitter, op);
778
779 /* See if we hit the creature */
780 if (roll == 20 || op->stats.ac >= base_wc - roll)
781 {
782 int hitdam = base_dam;
783
784 if (settings.casting_time == TRUE)
785 {
786 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
787 {
788 hitter->casting_time = -1;
789 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
790 }
791 if ((op->casting_time > -1) && (hitdam > 0))
792 {
793 op->casting_time = -1;
794 if (op->type == PLAYER)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
797 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
798 }
799 }
800 }
801 if (!simple_attack)
802 {
803 /* If you hit something, the victim should *always* wake up.
804 * Before, invisible hitters could avoid doing this.
805 * -b.t. */
806 if (QUERY_FLAG (op, FLAG_SLEEP))
807 CLEAR_FLAG (op, FLAG_SLEEP);
808
809 /* If the victim can't see the attacker, it may alert others
810 * for help. */
811 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
812 npc_call_help (op);
813
814 /* if you were hidden and hit by a creature, you are discovered */
815 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
816 {
817 make_visible (op);
818 if (op->type == PLAYER)
819 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
820 }
821
822 /* thrown items (hitter) will have various effects
823 * when they hit the victim. For things like thrown daggers,
824 * this sets 'hitter' to the actual dagger, and not the
825 * wrapper object.
826 */
827 thrown_item_effect (hitter, op);
828
829 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
830 goto leave;
831 }
832
833 /* Need to do at least 1 damage, otherwise there is no point
834 * to go further and it will cause FPE's below.
835 */
836 if (hitdam <= 0)
837 hitdam = 1;
838
839 type = hitter->attacktype;
840
841 if (!type)
842 type = AT_PHYSICAL;
843
844 /* Handle monsters that hit back */
845 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
846 {
847 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
848 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
849
850 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
851
852 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
853 goto leave;
854 }
855
856 /* In the new attack code, it should handle multiple attack
857 * types in its area, so remove it from here.
858 */
859 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
860
861 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave;
863 } /* end of if hitter hit op */
864 /* if we missed, dam=0 */
865
866 /*attack_message(dam, type, op, hitter); */
867
868 goto leave;
869
870 error:
871 dam = 1;
872
873 leave:
874
875 return dam;
876 }
877
878 int
879 attack_ob (object *op, object *hitter)
880 {
881
882 if (hitter->head)
883 hitter = hitter->head;
884 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
885 }
886
887 /* op is the arrow, tmp is what is stopping the arrow.
888 *
889 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
890 */
891 static int
892 stick_arrow (object *op, object *tmp)
893 {
894 /* If the missile hit a player, we insert it in their inventory.
895 * However, if the missile is heavy, we don't do so (assume it falls
896 * to the ground after a hit). What a good value for this is up to
897 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
898 * stick around.
899 */
900 if (op->weight <= 5000 && tmp->stats.hp >= 0)
901 {
902 if (tmp->head != NULL)
903 tmp = tmp->head;
904
905 op->remove ();
906 op = insert_ob_in_ob (op, tmp);
907
908 if (tmp->type == PLAYER)
909 esrv_send_item (tmp, op);
910
911 return 1;
912 }
913 else
914 return 0;
915 }
916
917 /* hit_with_arrow() disassembles the missile, attacks the victim and
918 * reassembles the missile.
919 *
920 * It returns a pointer to the reassembled missile, or NULL if the missile
921 * isn't available anymore.
922 */
923 object *
924 hit_with_arrow (object *op, object *victim)
925 {
926 object *container, *hitter;
927 int hit_something = 0;
928
929 /* Disassemble missile */
930 if (op->inv)
931 {
932 container = op;
933 hitter = op->inv;
934 hitter->remove ();
935 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
936 /* Note that we now have an empty THROWN_OBJ on the map. Code that
937 * might be called until this THROWN_OBJ is either reassembled or
938 * removed at the end of this function must be able to deal with empty
939 * THROWN_OBJs. */
940 }
941 else
942 {
943 container = 0;
944 hitter = op;
945 }
946
947 /* Try to hit victim */
948 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
949
950 /* Arrow attacks door, rune of summoning is triggered, demon is put on
951 * arrow, move_apply() calls this function, arrow sticks in demon,
952 * attack_ob_simple() returns, and we've got an arrow that still exists
953 * but is no longer on the map. Ugh. (Beware: Such things can happen at
954 * other places as well!)
955 */
956 if (hitter->destroyed () || hitter->env != NULL)
957 {
958 if (container)
959 {
960 container->remove ();
961 container->destroy ();
962 }
963
964 return 0;
965 }
966
967 /* Missile hit victim */
968 /* if the speed is > 10, then this is a fast moving arrow, we go straight
969 * through the target
970 */
971 if (hit_something && op->speed <= 10.0)
972 {
973 /* Stop arrow */
974 if (!container)
975 {
976 hitter = fix_stopped_arrow (hitter);
977 if (!hitter)
978 return 0;
979 }
980 else
981 container->destroy ();
982
983 /* Try to stick arrow into victim */
984 if (!victim->destroyed () && stick_arrow (hitter, victim))
985 return 0;
986
987 /* Else try to put arrow on victim's map square
988 * remove check for P_WALL here. If the arrow got to this
989 * space, that is good enough - with the new movement code,
990 * there is now the potential for lots of spaces where something
991 * can fly over but not otherwise move over. What is the correct
992 * way to handle those otherwise?
993 */
994 if (victim->x != hitter->x || victim->y != hitter->y)
995 {
996 hitter->remove ();
997 hitter->x = victim->x;
998 hitter->y = victim->y;
999 insert_ob_in_map (hitter, victim->map, hitter, 0);
1000 }
1001 else
1002 /* Else leave arrow where it is */
1003 merge_ob (hitter, NULL);
1004
1005 return 0;
1006 }
1007
1008 if (hit_something && op->speed >= 10.0)
1009 op->speed -= 1.0;
1010
1011 /* Missile missed victim - reassemble missile */
1012 if (container)
1013 {
1014 hitter->remove ();
1015 insert_ob_in_ob (hitter, container);
1016 }
1017
1018 return op;
1019 }
1020
1021
1022 void
1023 tear_down_wall (object *op)
1024 {
1025 int perc = 0;
1026
1027 if (!op->stats.maxhp)
1028 {
1029 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1030 perc = 1;
1031 }
1032 else if (!GET_ANIM_ID (op))
1033 {
1034 /* Object has been called - no animations, so remove it */
1035 if (op->stats.hp < 0)
1036 op->destroy ();
1037
1038 return; /* no animations, so nothing more to do */
1039 }
1040
1041 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1042
1043 if (perc >= (int) NUM_ANIMATIONS (op))
1044 perc = NUM_ANIMATIONS (op) - 1;
1045 else if (perc < 1)
1046 perc = 1;
1047
1048 SET_ANIMATION (op, perc);
1049 update_object (op, UP_OBJ_FACE);
1050
1051 if (perc == NUM_ANIMATIONS (op) - 1)
1052 { /* Reached the last animation */
1053 if (op->face == blank_face)
1054 /* If the last face is blank, remove the ob */
1055 op->destroy ();
1056 else
1057 { /* The last face was not blank, leave an image */
1058 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1059 update_all_los (op->map, op->x, op->y);
1060 op->move_block = 0;
1061 CLEAR_FLAG (op, FLAG_ALIVE);
1062 }
1063 }
1064 }
1065
1066 void
1067 scare_creature (object *target, object *hitter)
1068 {
1069 object *owner = hitter->owner;
1070
1071 if (!owner)
1072 owner = hitter;
1073
1074 SET_FLAG (target, FLAG_SCARED);
1075 if (!target->enemy)
1076 target->enemy = owner;
1077 }
1078
1079
1080 /* This returns the amount of damage hitter does to op with the
1081 * appropriate attacktype. Only 1 attacktype should be set at a time.
1082 * This doesn't damage the player, but returns how much it should
1083 * take. However, it will do other effects (paralyzation, slow, etc.)
1084 * Note - changed for PR code - we now pass the attack number and not
1085 * the attacktype. Makes it easier for the PR code. */
1086
1087 int
1088 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1089 {
1090
1091 int doesnt_slay = 1;
1092
1093 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1094 if (attacknum >= NROFATTACKS)
1095 {
1096 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1097 return 0;
1098 }
1099
1100 if (dam < 0)
1101 {
1102 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1103 return 0;
1104 }
1105
1106 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1107 * people can't mess with that or it otherwise get confused. */
1108 if (attacknum == ATNR_INTERNAL)
1109 return dam;
1110
1111 if (hitter->slaying)
1112 {
1113 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1114 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1115 {
1116 doesnt_slay = 0;
1117 dam *= 3;
1118 }
1119 }
1120
1121 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1122 if (op->resist[attacknum])
1123 {
1124 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1125 * in case 0>dam>1, we try to "simulate" a float value-effect */
1126 dam *= (100 - op->resist[attacknum]);
1127 if (dam >= 100)
1128 dam /= 100;
1129 else
1130 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1131 }
1132
1133 /* Special hack. By default, if immune to something, you
1134 * shouldn't need to worry. However, acid is an exception, since
1135 * it can still damage your items. Only include attacktypes if
1136 * special processing is needed */
1137
1138 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1139 return 0;
1140
1141 /* Keep this in order - makes things easier to find */
1142
1143 switch (attacknum)
1144 {
1145 case ATNR_PHYSICAL:
1146 /* here also check for diseases */
1147 check_physically_infect (op, hitter);
1148 break;
1149
1150 /* Don't need to do anything for:
1151 magic,
1152 fire,
1153 electricity,
1154 cold */
1155
1156 case ATNR_CONFUSION:
1157 case ATNR_POISON:
1158 case ATNR_SLOW:
1159 case ATNR_PARALYZE:
1160 case ATNR_FEAR:
1161 case ATNR_CANCELLATION:
1162 case ATNR_DEPLETE:
1163 case ATNR_BLIND:
1164 {
1165 /* chance for inflicting a special attack depends on the
1166 * difference between attacker's and defender's level
1167 */
1168 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1169
1170 /* First, only creatures/players with speed can be affected.
1171 * Second, just getting hit doesn't mean it always affects
1172 * you. Third, you still get a saving through against the
1173 * effect.
1174 */
1175 if (op->speed &&
1176 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1177 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1178 {
1179
1180 /* Player has been hit by something */
1181 if (attacknum == ATNR_CONFUSION)
1182 confuse_player (op, hitter, dam);
1183 else if (attacknum == ATNR_POISON)
1184 poison_player (op, hitter, dam);
1185 else if (attacknum == ATNR_SLOW)
1186 slow_player (op, hitter, dam);
1187 else if (attacknum == ATNR_PARALYZE)
1188 paralyze_player (op, hitter, dam);
1189 else if (attacknum == ATNR_FEAR)
1190 scare_creature (op, hitter);
1191 else if (attacknum == ATNR_CANCELLATION)
1192 cancellation (op);
1193 else if (attacknum == ATNR_DEPLETE)
1194 drain_stat (op);
1195 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1196 blind_player (op, hitter, dam);
1197 }
1198 dam = 0; /* These are all effects and don't do real damage */
1199 }
1200 break;
1201 case ATNR_ACID:
1202 {
1203 int flag = 0;
1204
1205 /* Items only get corroded if you're not on a battleground and
1206 * if your acid resistance is below 50%. */
1207 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1208 {
1209 object *tmp;
1210
1211 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1212 {
1213 if (tmp->invisible)
1214 continue;
1215 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1216 /* >= 10% acid res. on itmes will protect these */
1217 continue;
1218 if (!(tmp->material & M_IRON))
1219 continue;
1220 if (tmp->magic < -4) /* Let's stop at -5 */
1221 continue;
1222 if (tmp->type == RING ||
1223 /* removed boots and gloves from exclusion list in
1224 PR */
1225 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1226 continue; /* To avoid some strange effects */
1227
1228 /* High damage acid has better chance of corroding
1229 objects */
1230 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1231 {
1232 if (op->type == PLAYER)
1233 /* Make this more visible */
1234 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1235 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1236 flag = 1;
1237 tmp->magic--;
1238 if (op->type == PLAYER)
1239 esrv_send_item (op, tmp);
1240 }
1241 }
1242 if (flag)
1243 fix_player (op); /* Something was corroded */
1244 }
1245 }
1246 break;
1247 case ATNR_DRAIN:
1248 {
1249 /* rate is the proportion of exp drained. High rate means
1250 * not much is drained, low rate means a lot is drained.
1251 */
1252 int rate;
1253
1254 if (op->resist[ATNR_DRAIN] >= 0)
1255 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1256 else
1257 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1258
1259 if (op->stats.exp <= rate)
1260 {
1261 if (op->type == GOLEM)
1262 dam = 999; /* Its force is "sucked" away. 8) */
1263 else
1264 /* If we can't drain, lets try to do physical damage */
1265 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1266 }
1267 else
1268 {
1269 /* Randomly give the hitter some hp */
1270 if (hitter->stats.hp < hitter->stats.maxhp &&
1271 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1272 hitter->stats.hp++;
1273
1274 /* Can't do drains on battleground spaces.
1275 * Move the wiz check up here - before, the hitter wouldn't gain exp
1276 * exp, but the wiz would still lose exp! If drainee is a wiz,
1277 * nothing happens.
1278 * Try to credit the owner. We try to display player -> player drain
1279 * attacks, hence all the != PLAYER checks.
1280 */
1281 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1282 {
1283 object *owner = hitter->owner;
1284
1285 if (owner && owner != hitter)
1286 {
1287 if (op->type != PLAYER || owner->type != PLAYER)
1288 change_exp (owner, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1290 }
1291 else if (op->type != PLAYER || hitter->type != PLAYER)
1292 {
1293 change_exp (hitter, op->stats.exp / (rate * 2),
1294 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1295 }
1296 change_exp (op, -op->stats.exp / rate, NULL, 0);
1297 }
1298 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1299 * drain attack, you won't know that you are actually sucking out EXP,
1300 * as the messages will say you missed
1301 */
1302 }
1303 }
1304 break;
1305 case ATNR_TURN_UNDEAD:
1306 {
1307 if (QUERY_FLAG (op, FLAG_UNDEAD))
1308 {
1309 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1310 object *god = find_god (determine_god (owner));
1311 int div = 1;
1312
1313 /* if undead are not an enemy of your god, you turn them
1314 * at half strength */
1315 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1316 div = 2;
1317 /* Give a bonus if you resist turn undead */
1318 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1319 scare_creature (op, owner);
1320 }
1321 else
1322 dam = 0; /* don't damage non undead - should we damage
1323 undead? */
1324 }
1325 break;
1326 case ATNR_DEATH:
1327 deathstrike_player (op, hitter, &dam);
1328 break;
1329 case ATNR_CHAOS:
1330 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1331 dam = 0;
1332 break;
1333 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1335 dam = 0;
1336 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */
1340 break;
1341 case ATNR_HOLYWORD:
1342 {
1343 /* This has already been handled by hit_player,
1344 * no need to check twice -- DAMN */
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346
1347 /* As with turn undead above, give a bonus on the saving throw */
1348 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1349 scare_creature (op, owner);
1350 }
1351 break;
1352 case ATNR_LIFE_STEALING:
1353 {
1354 int new_hp;
1355
1356 /* this is replacement to drain for players, instead of taking
1357 * exp it takes hp. It is geared for players, probably not
1358 * much use giving it to monsters
1359 *
1360 * life stealing doesn't do a lot of damage, but it gives the
1361 * damage it does do to the player. Given that,
1362 * it only does 1/10'th normal damage (hence the divide by
1363 * 1000).
1364 */
1365 /* You can't steal life from something undead */
1366 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1367 return 0;
1368 /* If drain protection is higher than life stealing, use that */
1369 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1370 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1371 else
1372 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1373 /* You die at -1 hp, not zero. */
1374 if (dam > (op->stats.hp + 1))
1375 dam = op->stats.hp + 1;
1376 new_hp = hitter->stats.hp + dam;
1377 if (new_hp > hitter->stats.maxhp)
1378 new_hp = hitter->stats.maxhp;
1379 if (new_hp > hitter->stats.hp)
1380 hitter->stats.hp = new_hp;
1381 }
1382 }
1383 return dam;
1384 }
1385
1386
1387 /* GROS: This code comes from hit_player. It has been made external to
1388 * allow script procedures to "kill" objects in a combat-like fashion.
1389 * It was initially used by (kill-object) developed for the Collector's
1390 * Sword. Note that nothing has been changed from the original version
1391 * of the following code.
1392 * op is what is being killed.
1393 * dam is the damage done to it.
1394 * hitter is what is hitting it.
1395 * type is the attacktype.
1396 *
1397 * This function was a bit of a mess with hitter getting changed,
1398 * values being stored away but not used, etc. I've cleaned it up
1399 * a bit - I think it should be functionally equivalant.
1400 * MSW 2002-07-17
1401 */
1402 int
1403 kill_object (object *op, int dam, object *hitter, int type)
1404 {
1405 char buf[MAX_BUF];
1406 const char *skill;
1407 int maxdam = 0;
1408 int battleg = 0; /* true if op standing on battleground */
1409 int pk = 0; /* true if op and what controls hitter are both players */
1410 object *owner = NULL;
1411 object *skop = NULL;
1412
1413 if (op->stats.hp >= 0)
1414 return -1;
1415
1416 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1417 return 0;
1418
1419 /* maxdam needs to be the amount of damage it took to kill
1420 * this creature. The function(s) that call us have already
1421 * adjusted the creatures HP total, so that is negative.
1422 */
1423 maxdam = dam + op->stats.hp + 1;
1424
1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1426 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1427
1428 if (op->type == DOOR)
1429 {
1430 op->speed = 0.1;
1431 update_ob_speed (op);
1432 op->speed_left = -0.05;
1433 return maxdam;
1434 }
1435
1436 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1437 {
1438 remove_friendly_object (op);
1439
1440 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1441 op->owner->contr->ranges[range_golem] = 0;
1442
1443 op->destroy ();
1444 return maxdam;
1445 }
1446
1447 /* Now lets start dealing with experience we get for killing something */
1448
1449 owner = hitter->owner;
1450 if (!owner)
1451 owner = hitter;
1452
1453 /* is the victim (op) standing on battleground? */
1454 if (op_on_battleground (op, NULL, NULL))
1455 battleg = 1;
1456
1457 /* is this player killing? */
1458 if (op->type == PLAYER && owner->type == PLAYER)
1459 pk = 1;
1460
1461 /* Player killed something */
1462 if (owner->type == PLAYER)
1463 {
1464 Log_Kill (owner->name,
1465 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1466
1467 /* Log players killing other players - makes it easier to detect
1468 * and filter out malicious player killers - that is why the
1469 * ip address is included.
1470 */
1471 if (op->type == PLAYER && !battleg)
1472 {
1473 time_t t = time (NULL);
1474 struct tm *tmv;
1475 char buf[256];
1476
1477 tmv = localtime (&t);
1478 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1479
1480 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1481 }
1482
1483 /* try to filter some things out - basically, if you are
1484 * killing a level 1 creature and your level 20, you
1485 * probably don't want to see that.
1486 */
1487 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1488 {
1489 if (owner != hitter)
1490 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1491 else
1492 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1493
1494 /* Only play sounds for melee kills */
1495 if (hitter->type == PLAYER)
1496 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1497 }
1498
1499 /* If a player kills another player, not on
1500 * battleground, the "killer" looses 1 luck. Since this is
1501 * not reversible, it's actually quite a pain IMHO. -AV
1502 * Fix bug in that we were changing the luck of the hitter, not
1503 * player that the object belonged to - so if you killed another player
1504 * with spells, pets, whatever, there was no penalty.
1505 * Changed to make luck penalty configurable in settings.
1506 */
1507 if (op->type == PLAYER && owner != op && !battleg)
1508 change_luck (owner, -settings.pk_luck_penalty);
1509
1510 /* This code below deals with finding the appropriate skill
1511 * to credit exp to. This is a bit problematic - we should
1512 * probably never really have to look at current_weapon->skill
1513 */
1514 skill = 0;
1515
1516 if (hitter->skill && hitter->type != PLAYER)
1517 skill = hitter->skill;
1518 else if (owner->chosen_skill)
1519 {
1520 skill = owner->chosen_skill->skill;
1521 skop = owner->chosen_skill;
1522 }
1523 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1524 skill = owner->current_weapon->skill;
1525 else
1526 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1527
1528 /* We have the skill we want to credit to - now find the object this goes
1529 * to. Make sure skop is an actual skill, and not a skill tool!
1530 */
1531 if ((!skop || skop->type != SKILL) && skill)
1532 {
1533 int i;
1534
1535 for (i = 0; i < NUM_SKILLS; i++)
1536 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1537 {
1538 skop = owner->contr->last_skill_ob[i];
1539 break;
1540 }
1541 }
1542 } /* Was it a player that hit somethign */
1543 else
1544 skill = 0;
1545
1546 /* Pet (or spell) killed something. */
1547 if (owner != hitter)
1548 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1549 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1550 else
1551 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1552 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1553 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1554
1555 /* These may have been set in the player code section above */
1556 if (!skop)
1557 skop = hitter->chosen_skill;
1558
1559 if (!skill && skop)
1560 skill = skop->skill;
1561
1562 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1563
1564 /* If you didn't kill yourself, and your not the wizard */
1565 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1566 {
1567 int exp;
1568
1569 /* Really don't give much experience for killing other players */
1570 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1571 if (op->type == PLAYER)
1572 {
1573 if (battleg)
1574 {
1575 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1576 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1577 }
1578 else
1579 exp = op->stats.exp / 1000;
1580 }
1581 else
1582 exp = calc_skill_exp (owner, op, skop);
1583
1584 /* if op is standing on "battleground" (arena), no way to gain
1585 * exp by killing him
1586 */
1587 if (battleg)
1588 exp = 0;
1589
1590 /* Don't know why this is set this way - doesn't make
1591 * sense to just divide everything by two for no reason.
1592 */
1593
1594 if (!settings.simple_exp)
1595 exp = exp / 2;
1596
1597 if (owner->type != PLAYER || owner->contr->party == NULL)
1598 change_exp (owner, exp, skill, 0);
1599 else
1600 {
1601 int shares = 0, count = 0;
1602 player *pl;
1603 partylist *party = owner->contr->party;
1604
1605 #ifdef PARTY_KILL_LOG
1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1607 #endif
1608 for (pl = first_player; pl != NULL; pl = pl->next)
1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1610 {
1611 count++;
1612 shares += (pl->ob->level + 4);
1613 }
1614
1615 if (count == 1 || shares > exp || !shares)
1616 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617 else
1618 {
1619 int share = exp / shares, given = 0, nexp;
1620
1621 for (pl = first_player; pl != NULL; pl = pl->next)
1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1623 {
1624 nexp = (pl->ob->level + 4) * share;
1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626 given += nexp;
1627 }
1628
1629 exp -= given;
1630 /* give any remainder to the player */
1631 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1632 }
1633 } /* else part of a party */
1634 } /* end if person didn't kill himself */
1635
1636 if (op->type != PLAYER)
1637 {
1638 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1639 {
1640 object *owner1 = op->owner;
1641
1642 if (owner1 && owner1->type == PLAYER)
1643 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1645 /* Maybe we should include the owner that killed this, maybe not */
1646 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1647 }
1648
1649 remove_friendly_object (op);
1650 }
1651
1652 op->destroy ();
1653 }
1654 else
1655 {
1656 /* Player has been killed! */
1657 if (owner->type == PLAYER)
1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1659 else
1660 assign (op->contr->killer, hitter->name);
1661 }
1662
1663 /* This was return -1 - that doesn't seem correct - if we return -1, process
1664 * continues in the calling function.
1665 */
1666 return maxdam;
1667 }
1668
1669 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1670 * Returns 0 this is not friendly fire
1671 */
1672
1673 int
1674 friendly_fire (object *op, object *hitter)
1675 {
1676 object *owner;
1677 int friendlyfire;
1678
1679 if (hitter->head)
1680 hitter = hitter->head;
1681
1682 friendlyfire = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 if (op_on_battleground (hitter, 0, 0))
1687 return 0;
1688
1689 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1690 return 1;
1691
1692 if ((owner = hitter->owner) != NULL)
1693 {
1694 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1695 friendlyfire = 2;
1696 }
1697
1698 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1699 friendlyfire = 0;
1700 }
1701 return friendlyfire;
1702 }
1703
1704
1705 /* This isn't used just for players, but in fact most objects.
1706 * op is the object to be hit, dam is the amount of damage, hitter
1707 * is what is hitting the object, type is the attacktype, and
1708 * full_hit is set if monster area does not matter.
1709 * dam is base damage - protections/vulnerabilities/slaying matches can
1710 * modify it.
1711 */
1712
1713 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1714 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1715
1716 int
1717 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1718 {
1719 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1720 int maxattacktype, attacknum;
1721 int body_attack = op && op->head; /* Did we hit op's head? */
1722 int simple_attack;
1723 int rtn_kill = 0;
1724 int friendlyfire;
1725
1726 if (get_attack_mode (&op, &hitter, &simple_attack))
1727 return 0;
1728
1729 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1730 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1731 return 0;
1732
1733 #ifdef PROHIBIT_PLAYERKILL
1734 if (op->type == PLAYER)
1735 {
1736 object *owner = hitter->owner;
1737
1738 if (!owner)
1739 owner = hitter;
1740
1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1742 return 0;
1743 }
1744 #endif
1745
1746 if (body_attack)
1747 {
1748 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still
1750 * might have. So just remove the paralyze and slow attacktypes,
1751 * and keep on processing if we have other attacktypes.
1752 * return if only magic or nothing is left - under normal code
1753 * we don't attack with pure magic if there is another attacktype.
1754 * Only do processing if the initial attacktype includes one of those
1755 * attack so we don't cancel out things like magic bullet.
1756 */
1757 if (type & (AT_PARALYZE | AT_SLOW))
1758 {
1759 type &= ~(AT_PARALYZE | AT_SLOW);
1760
1761 if (!type || type == AT_MAGIC)
1762 return 0;
1763 }
1764 }
1765
1766 if (!simple_attack && op->type == DOOR)
1767 {
1768 object *tmp;
1769
1770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1771 if (tmp->type == RUNE || tmp->type == TRAP)
1772 {
1773 spring_trap (tmp, hitter);
1774
1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1776 return 0;
1777
1778 break;
1779 }
1780 }
1781
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 {
1784 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here.
1786 */
1787 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1788 return 0;
1789 }
1790
1791 #ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1793 #endif
1794
1795 if (magic)
1796 {
1797 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100)
1801 dam /= 100;
1802 else
1803 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1804 }
1805
1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808 */
1809 if (type & AT_CHAOS)
1810 {
1811 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1812 update_object (op, UP_OBJ_FACE);
1813 type &= ~AT_CHAOS;
1814 }
1815
1816 /* Holyword is really an attacktype modifier (like magic is). If
1817 * holyword is part of an attacktype, then make sure the creature is
1818 * a proper match, otherwise no damage.
1819 */
1820 if (type & AT_HOLYWORD)
1821 {
1822 object *god;
1823
1824 if ((!hitter->slaying ||
1825 (!(op->race && strstr (hitter->slaying, op->race)) &&
1826 !(op->name && strstr (hitter->slaying, op->name)))) &&
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1828 (hitter->title != NULL
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1830 return 0;
1831 }
1832
1833 maxattacktype = type; /* initialize this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835 {
1836 /* Magic isn't really a true attack type - it gets combined with other
1837 * attack types. As such, skip it over. However, if magic is
1838 * the only attacktype in the group, then still attack with it
1839 */
1840 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1841 continue;
1842
1843 /* Go through and hit the player with each attacktype, one by one.
1844 * hit_player_attacktype only figures out the damage, doesn't inflict
1845 * it. It will do the appropriate action for attacktypes with
1846 * effects (slow, paralization, etc.
1847 */
1848 if (type & attacktype)
1849 {
1850 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1851 /* the >= causes us to prefer messages from special attacks, if
1852 * the damage is equal.
1853 */
1854 if (ndam >= maxdam)
1855 {
1856 maxdam = ndam;
1857 maxattacktype = 1 << attacknum;
1858 }
1859 }
1860 }
1861
1862 /* if this is friendly fire then do a set % of damage only
1863 * Note - put a check in to make sure this attack is actually
1864 * doing damage - otherwise, the +1 in the code below will make
1865 * an attack do damage before when it otherwise didn't
1866 */
1867 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam)
1869 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871 #ifndef COZY_SERVER
1872 maxdam++;
1873 #endif
1874
1875 #ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878 #endif
1879 }
1880
1881 if (!full_hit)
1882 {
1883 archetype *at;
1884 int area;
1885 int remainder;
1886
1887 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more)
1889 area++;
1890 assert (area > 0);
1891
1892 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */
1894 remainder = 100 * (maxdam % area) / area;
1895 maxdam /= area;
1896 if (RANDOM () % 100 < remainder)
1897 maxdam++;
1898 }
1899
1900 #ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902 #endif
1903
1904 if (hitter->owner)
1905 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter;
1908
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 {
1911 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1913 npc_call_help (op);
1914 }
1915
1916 if (magic && did_make_save (op, op->level, 0))
1917 maxdam = maxdam / 2;
1918
1919 attack_message (maxdam, maxattacktype, op, hitter);
1920
1921 op->stats.hp -= maxdam;
1922
1923 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1924 if ((op->stats.hp >= 0) &&
1925 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1926 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1927 {
1928
1929 if (QUERY_FLAG (op, FLAG_MONSTER))
1930 SET_FLAG (op, FLAG_RUN_AWAY);
1931 else
1932 scare_creature (op, hitter);
1933 }
1934
1935 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1936 {
1937 if (maxdam)
1938 tear_down_wall (op);
1939
1940 return maxdam; /* nothing more to do for wall */
1941 }
1942
1943 /* See if the creature has been killed */
1944 rtn_kill = kill_object (op, maxdam, hitter, type);
1945 if (rtn_kill != -1)
1946 return rtn_kill;
1947
1948
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case.
1952 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy ();
1959 }
1960 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 {
1963 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1966 object *owner = op->owner;
1967
1968 if (!op->other_arch)
1969 {
1970 LOG (llevError, "SPLITTING without other_arch error.\n");
1971 return maxdam;
1972 }
1973
1974 op->remove ();
1975
1976 for (i = 0; i < NROFNEWOBJS (op); i++)
1977 { /* This doesn't handle op->more yet */
1978 object *tmp = arch_to_object (op->other_arch);
1979 int j;
1980
1981 tmp->stats.hp = op->stats.hp;
1982
1983 if (friendly)
1984 {
1985 SET_FLAG (tmp, FLAG_FRIENDLY);
1986 add_friendly_object (tmp);
1987 tmp->attack_movement = PETMOVE;
1988 if (owner != NULL)
1989 tmp->set_owner (owner);
1990 }
1991
1992 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994
1995 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996
1997 if (j == -1) /* No spot to put this monster */
1998 tmp->destroy ();
1999 else
2000 {
2001 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2002 insert_ob_in_map (tmp, op->map, NULL, 0);
2003 }
2004 }
2005
2006 op->destroy ();
2007 }
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy ();
2010
2011 return maxdam;
2012 }
2013
2014
2015 void
2016 poison_player (object *op, object *hitter, int dam)
2017 {
2018 archetype *at = archetype::find ("poisoning");
2019 object *tmp = present_arch_in_ob (at, op);
2020
2021 if (tmp == NULL)
2022 {
2023 if ((tmp = arch_to_object (at)) == NULL)
2024 LOG (llevError, "Failed to clone arch poisoning.\n");
2025 else
2026 {
2027 tmp = insert_ob_in_ob (tmp, op);
2028 /* peterm: give poisoning some teeth. It should
2029 * be able to kill things better than it does:
2030 * damage should be dependent something--I choose to
2031 * do this: if it's a monster, the damage from the
2032 * poisoning goes as the level of the monster/2.
2033 * If anything else, goes as damage.
2034 */
2035
2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2037 tmp->stats.dam += hitter->level / 2;
2038 else
2039 tmp->stats.dam = dam;
2040
2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2042 if (hitter->skill && hitter->skill != tmp->skill)
2043 {
2044 tmp->skill = hitter->skill;
2045 }
2046
2047 tmp->stats.food += dam; /* more damage, longer poisoning */
2048
2049 if (op->type == PLAYER)
2050 {
2051 /* player looses stats, maximum is -10 of each */
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED);
2057 fix_player (op);
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059 }
2060 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 }
2065 tmp->speed_left = 0;
2066 }
2067 else
2068 tmp->stats.food++;
2069 }
2070
2071 void
2072 slow_player (object *op, object *hitter, int dam)
2073 {
2074 archetype *at = archetype::find ("slowness");
2075 object *tmp;
2076
2077 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n");
2080 }
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 {
2083 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op);
2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 }
2087 else
2088 tmp->stats.food++;
2089 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0;
2091 fix_player (op);
2092 }
2093
2094 void
2095 confuse_player (object *op, object *hitter, int dam)
2096 {
2097 object *tmp;
2098 int maxduration;
2099
2100 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2101 if (!tmp)
2102 {
2103 tmp = get_archetype (FORCE_NAME);
2104 tmp = insert_ob_in_ob (tmp, op);
2105 }
2106
2107 /* Duration added per hit and max. duration of confusion both depend
2108 * on the player's resistance
2109 */
2110 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION;
2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2115 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration;
2117
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2120 SET_FLAG (op, FLAG_CONFUSED);
2121 }
2122
2123 void
2124 blind_player (object *op, object *hitter, int dam)
2125 {
2126 object *tmp, *owner;
2127
2128 /* Save some work if we know it isn't going to affect the player */
2129 if (op->resist[ATNR_BLIND] == 100)
2130 return;
2131
2132 tmp = present_in_ob (BLINDNESS, op);
2133 if (!tmp)
2134 {
2135 tmp = get_archetype ("blindness");
2136 SET_FLAG (tmp, FLAG_BLIND);
2137 SET_FLAG (tmp, FLAG_APPLIED);
2138 /* use floats so we don't lose too much precision due to rounding errors.
2139 * speed is a float anyways.
2140 */
2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142
2143 tmp = insert_ob_in_ob (tmp, op);
2144 change_abil (op, tmp); /* Mostly to display any messages */
2145 fix_player (op); /* This takes care of some other stuff */
2146
2147 if (hitter->owner)
2148 owner = hitter->owner;
2149 else
2150 owner = hitter;
2151
2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2153 }
2154 tmp->stats.food += dam;
2155 if (tmp->stats.food > 10)
2156 tmp->stats.food = 10;
2157 }
2158
2159 void
2160 paralyze_player (object *op, object *hitter, int dam)
2161 {
2162 float effect, max;
2163
2164 /* object *tmp; */
2165
2166 /* This is strange stuff... someone knows for what this is
2167 * written? Well, i think this can and should be removed
2168 */
2169
2170 /*
2171 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2172 tmp=clone_arch(PARAIMAGE);
2173 tmp->x=op->x,tmp->y=op->y;
2174 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2175 }
2176 */
2177
2178 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2179 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2180
2181 if (effect == 0)
2182 return;
2183
2184 op->speed_left -= FABS (op->speed) * effect;
2185 /* tmp->stats.food+=(signed short) effect/op->speed; */
2186
2187 /* max number of ticks to be affected for. */
2188 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2189 if (op->speed_left < -(FABS (op->speed) * max))
2190 op->speed_left = (float) -(FABS (op->speed) * max);
2191
2192 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193 }
2194
2195
2196 /* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged.
2198 */
2199 void
2200 deathstrike_player (object *op, object *hitter, int *dam)
2201 {
2202 /* The intention of a death attack is to kill outright things
2203 ** that are a lot weaker than the attacker, have a chance of killing
2204 ** things somewhat weaker than the caster, and no chance of
2205 ** killing something equal or stronger than the attacker.
2206 ** Also, if a deathstrike attack has a slaying, any monster
2207 ** whose name or race matches a comma-delimited list in the slaying
2208 ** field of the deathstriking object */
2209
2210 int atk_lev, def_lev, kill_lev;
2211
2212 if (hitter->slaying)
2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2214 return;
2215
2216 def_lev = op->level;
2217 if (def_lev < 1)
2218 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220 def_lev = 1;
2221 }
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */
2225
2226 if (atk_lev >= def_lev)
2227 {
2228 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2229
2230 /* Note that the below effectively means the ratio of the atk vs
2231 * defener level is important - if level 52 character has very little
2232 * chance of killing a level 50 monster. This should probably be
2233 * redone.
2234 */
2235 if (kill_lev >= def_lev)
2236 {
2237 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2238 /* I think this doesn't really do much. Because of
2239 * integer rounding, this only makes any difference if the
2240 * attack level is double the defender level.
2241 */
2242 *dam *= kill_lev / def_lev;
2243 }
2244 }
2245 else
2246 {
2247 *dam = 0; /* no harm done */
2248 }
2249 }
2250
2251 /* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a
2253 * monster).
2254 */
2255 static void
2256 thrown_item_effect (object *hitter, object *victim)
2257 {
2258 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259 {
2260 /* May not need a switch for just 2 types, but this makes it
2261 * easier for expansion.
2262 */
2263 switch (hitter->type)
2264 {
2265 case POTION:
2266 /* should player get a save throw instead of checking magic protection? */
2267 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2268 (void) apply_potion (victim, hitter);
2269 break;
2270
2271 case POISON: /* poison drinks */
2272 /* As with potions, should monster get a save? */
2273 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2274 apply_poison (victim, hitter);
2275 break;
2276
2277 /* Removed case statements that did nothing.
2278 * food may be poisonous, but monster must be willing to eat it,
2279 * so we don't handle it here.
2280 * Containers should perhaps break open, but that code was disabled.
2281 */
2282 }
2283 }
2284 }
2285
2286 /* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288 int
2289 adj_attackroll (object *hitter, object *target)
2290 {
2291 object *attacker = hitter;
2292 int adjust = 0;
2293
2294 /* safety */
2295 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2296 {
2297 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2298 return 0;
2299 }
2300
2301 /* aimed missiles use the owning object's sight */
2302 if (is_aimed_missile (hitter))
2303 {
2304 if ((attacker = hitter->owner) == NULL)
2305 attacker = hitter;
2306 /* A player who saves but hasn't quit still could have objects
2307 * owned by him - need to handle that case to avoid crashes.
2308 */
2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2310 attacker = hitter;
2311 }
2312 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2313 return 0;
2314
2315 /* determine the condtions under which we make an attack.
2316 * Add more cases, as the need occurs. */
2317
2318 if (!can_see_enemy (attacker, target))
2319 {
2320 /* target is unseen */
2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322 adjust -= 10;
2323 /* dark map penalty for the hitter (lacks infravision if we got here). */
2324 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2325 adjust -= target->map->darkness;
2326 }
2327
2328 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 adjust -= 3;
2330
2331 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2332 adjust += 1;
2333
2334 if (QUERY_FLAG (target, FLAG_SCARED))
2335 adjust += 1;
2336
2337 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2338 adjust -= 3;
2339
2340 /* if we attack at a different 'altitude' its harder */
2341 if ((attacker->move_type & target->move_type) == 0)
2342 adjust -= 2;
2343
2344 #if 0
2345 /* slower attacks are less likely to succeed. We should use a
2346 * comparison between attacker/target speeds BUT, players have
2347 * a generally faster speed, so this will wind up being a HUGE
2348 * disadantage for the monsters! Too bad, because missiles which
2349 * fly fast should have a better chance of hitting a slower target.
2350 */
2351 if (hitter->speed < target->speed)
2352 adjust += ((float) hitter->speed - target->speed);
2353 #endif
2354
2355 #if 0
2356 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2357 #endif
2358
2359 return adjust;
2360 }
2361
2362
2363 /* determine if the object is an 'aimed' missile */
2364 int
2365 is_aimed_missile (object *op)
2366 {
2367
2368 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible.
2370 */
2371 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1;
2377 }
2378 return 0;
2379 }