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/cvs/deliantra/server/server/attack.C
Revision: 1.44
Committed: Mon Jan 15 15:41:09 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +30 -21 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29
30 #ifndef __CEXTRACT__
31 # include <sproto.h>
32 #endif
33
34 #include <sounds.h>
35
36 typedef struct att_msg_str
37 {
38 char *msg1;
39 char *msg2;
40 } att_msg;
41
42 /*#define ATTACK_DEBUG*/
43
44 /* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47 void
48 cancellation (object *op)
49 {
50 if (op->invisible)
51 return;
52
53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
55 /* Recurse through the inventory */
56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
58 cancellation (tmp);
59 }
60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
62 /* Nullify this object. This code could probably be more complete */
63 /* in what abilities it should cancel */
64 op->magic = 0;
65
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
71 if (op->env && op->env->type == PLAYER)
72 esrv_send_item (op->env, op);
73 }
74 }
75
76 /* did_make_save_item just checks to make sure the item actually
77 * made its saving throw based on the tables. It does not take
78 * any further action (like destroying the item).
79 */
80 int
81 did_make_save_item (object *op, int type, object *originator)
82 {
83 int i, roll, saves = 0, attacks = 0, number;
84 materialtype_t *mt;
85
86 if (op->materialname == NULL)
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material)
90 break;
91 }
92 else
93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL)
96 return TRUE;
97
98 roll = rndm (1, 20);
99
100 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype.
107 */
108 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119
120 for (number = 0; number < NROFATTACKS; number++)
121 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++;
126 if (op->resist[number] == 100)
127 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
131 saves++;
132 }
133
134 if (saves == attacks || attacks == 0)
135 return TRUE;
136 if ((saves == 0) || (rndm (1, attacks) > saves))
137 return FALSE;
138 return TRUE;
139 }
140
141 /* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up,
143 * calling cancellation, etc.)
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 = op->in_player ();
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 maptile *map;
279 sint16 x, y;
280 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
281
282 if (QUERY_FLAG (op, FLAG_FREED))
283 {
284 LOG (llevError, "BUG: hit_map(): free object\n");
285 return 0;
286 }
287
288 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
289 {
290 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
291 return 0;
292 }
293
294 if (!op->map)
295 {
296 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
297 return 0;
298 }
299
300 if (op->head)
301 op = op->head;
302
303 map = op->map;
304 x = op->x + freearr_x[dir];
305 y = op->y + freearr_y[dir];
306
307 if (!xy_normalise (map, x, y))
308 return 0;
309
310 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there.
312 mapspace &ms = map->at (x, y);
313
314 if (ms.flags () & P_SAFE)
315 return 0;
316
317 /* peterm: a few special cases for special attacktypes --counterspell
318 * must be out here because it strikes things which are not alive
319 */
320 if (type & (AT_COUNTERSPELL | AT_CHAOS))
321 {
322 if (type & AT_COUNTERSPELL)
323 {
324 counterspell (op, dir); /* see spell_effect.c */
325
326 /* If the only attacktype is counterspell or magic, don't need
327 * to do any further processing.
328 */
329 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
330 return 0;
331
332 type &= ~AT_COUNTERSPELL;
333 }
334
335 if (type & AT_CHAOS)
336 {
337 shuffle_attack (op, 1); /* flag tells it to change the face */
338 update_object (op, UP_OBJ_FACE);
339 type &= ~AT_CHAOS;
340 }
341 }
342
343 /* There may still be objects that were above 'next', but there is no
344 * simple way to find out short of copying all object references and
345 * tags into a temporary array before we start processing the first
346 * object. That's why we just abort on destroy.
347 *
348 * This happens whenever attack spells (like fire) hit a pile
349 * of objects. This is not a bug - nor an error.
350 */
351 for (object *next = ms.bot; next && !next->destroyed (); )
352 {
353 object *tmp = next;
354 next = tmp->above;
355
356 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
357 * For example, 'tmp' was put in an icecube.
358 * This is one of the few cases where on_same_map should not be used.
359 */
360 if (tmp->map != map || tmp->x != x || tmp->y != y)
361 continue;
362
363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 {
365 hit_player (tmp, op->stats.dam, op, type, full_hit);
366 retflag |= 1;
367
368 if (op->destroyed ())
369 break;
370 }
371 /* Here we are potentially destroying an object. If the object has
372 * NO_PASS set, it is also immune - you can't destroy walls. Note
373 * that weak walls have is_alive set, which prevent objects from
374 * passing over/through them. We don't care what type of movement
375 * the wall blocks - if it blocks any type of movement, can't be
376 * destroyed right now.
377 */
378 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
379 {
380 save_throw_object (tmp, type, op);
381
382 if (op->destroyed ())
383 break;
384 }
385 }
386
387 return 0;
388 }
389
390 void
391 attack_message (int dam, int type, object *op, object *hitter)
392 {
393 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
394 int i, found = 0;
395 maptile *map;
396 object *next, *tmp;
397
398 /* put in a few special messages for some of the common attacktypes
399 * a player might have. For example, fire, electric, cold, etc
400 * [garbled 20010919]
401 */
402
403 if (dam == 9998 && op->type == DOOR)
404 {
405 sprintf (buf1, "unlock %s", &op->name);
406 sprintf (buf2, " unlocks");
407 found++;
408 }
409 if (dam < 0)
410 {
411 sprintf (buf1, "hit %s", &op->name);
412 sprintf (buf2, " hits");
413 found++;
414 }
415 else if (dam == 0)
416 {
417 sprintf (buf1, "missed %s", &op->name);
418 sprintf (buf2, " misses");
419 found++;
420 }
421 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
422 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
423 {
424 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
425 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
426 {
427 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
428 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
429 found++;
430 break;
431 }
432 }
433 else if (op->type == DOOR && !found)
434 {
435 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
436 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
437 {
438 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
439 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
440 found++;
441 break;
442 }
443 }
444 else if (hitter->type == PLAYER && op->is_alive ())
445 {
446 if (USING_SKILL (hitter, SK_KARATE))
447 {
448 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
449 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
450 {
451 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
452 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
453 found++;
454 break;
455 }
456 }
457 else if (USING_SKILL (hitter, SK_CLAWING))
458 {
459 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
460 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
461 {
462 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
463 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
464 found++;
465 break;
466 }
467 }
468 else if (USING_SKILL (hitter, SK_PUNCHING))
469 {
470 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
471 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
472 {
473 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
474 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
475 found++;
476 break;
477 }
478 }
479 }
480
481 if (found)
482 {
483 /* done */
484 }
485 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
486 {
487 sprintf (buf1, "hit"); /* just in case */
488 for (i = 0; i < MAXATTACKMESS; i++)
489 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
490 {
491 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
492 found++;
493 break;
494 }
495 }
496 else if (type & AT_DRAIN && op->is_alive ())
497 {
498 /* drain is first, because some items have multiple attypes */
499 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
500 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
501 {
502 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
503 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
504 found++;
505 break;
506 }
507 }
508 else if (type & AT_ELECTRICITY && op->is_alive ())
509 {
510 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
511 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
512 {
513 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
514 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
515 found++;
516 break;
517 }
518 }
519 else if (type & AT_COLD && op->is_alive ())
520 {
521 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
522 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
523 {
524 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
525 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
526 found++;
527 break;
528 }
529 }
530 else if (type & AT_FIRE)
531 {
532 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
533 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
534 {
535 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
536 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
537 found++;
538 break;
539 }
540 }
541 else if (hitter->current_weapon != NULL)
542 {
543 int mtype;
544
545 switch (hitter->current_weapon->weapontype)
546 {
547 case WEAP_HIT:
548 mtype = ATM_BASIC;
549 break;
550 case WEAP_SLASH:
551 mtype = ATM_SLASH;
552 break;
553 case WEAP_PIERCE:
554 mtype = ATM_PIERCE;
555 break;
556 case WEAP_CLEAVE:
557 mtype = ATM_CLEAVE;
558 break;
559 case WEAP_SLICE:
560 mtype = ATM_SLICE;
561 break;
562 case WEAP_STAB:
563 mtype = ATM_STAB;
564 break;
565 case WEAP_WHIP:
566 mtype = ATM_WHIP;
567 break;
568 case WEAP_CRUSH:
569 mtype = ATM_CRUSH;
570 break;
571 case WEAP_BLUD:
572 mtype = ATM_BLUD;
573 break;
574 default:
575 mtype = ATM_BASIC;
576 break;
577 }
578 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
579 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
580 {
581 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
582 strcpy (buf2, attack_mess[mtype][i].buf3);
583 found++;
584 break;
585 }
586 }
587 else
588 {
589 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
590 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
591 {
592 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
593 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
594 found++;
595 break;
596 }
597 }
598
599 if (!found)
600 {
601 strcpy (buf1, "hit");
602 strcpy (buf2, " hits");
603 }
604
605 /* bail out if a monster is casting spells */
606 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
607 return;
608
609 /* scale down magic considerably. */
610 if (type & AT_MAGIC && rndm (0, 5))
611 return;
612
613 /* Did a player hurt another player? Inform both! */
614 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
615 {
616 if (hitter->owner != NULL)
617 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
618 else
619 {
620 sprintf (buf, "%s%s you.", &hitter->name, buf2);
621 if (dam != 0)
622 {
623 if (dam < 10)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
625 else if (dam < 20)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
627 else
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
629 }
630 }
631 new_draw_info (NDI_BLACK, 0, op, buf);
632 } /* end of player hitting player */
633
634 if (hitter->type == PLAYER)
635 {
636 sprintf (buf, "You %s.", buf1);
637 if (dam != 0)
638 {
639 if (dam < 10)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
641 else if (dam < 20)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
643 else
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
645 }
646 new_draw_info (NDI_BLACK, 0, hitter, buf);
647 }
648 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
649 {
650 /* look for stacked spells and start reducing the message chances */
651 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
652 {
653 i = 4;
654 map = hitter->map;
655 if (out_of_map (map, hitter->x, hitter->y))
656 return;
657 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 if (next)
659 while (next)
660 {
661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
662 i *= 3;
663 tmp = next;
664 next = tmp->above;
665 }
666 if (i < 0)
667 return;
668 if (rndm (0, i) != 0)
669 return;
670 }
671 else if (rndm (0, 5) != 0)
672 return;
673 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
674 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
675 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
676 }
677 }
678
679
680 static int
681 get_attack_mode (object **target, object **hitter, int *simple_attack)
682 {
683 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
684 {
685 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
686 return 1;
687 }
688 if ((*target)->head)
689 *target = (*target)->head;
690 if ((*hitter)->head)
691 *hitter = (*hitter)->head;
692 if ((*hitter)->env != NULL || (*target)->env != NULL)
693 {
694 *simple_attack = 1;
695 return 0;
696 }
697 if (QUERY_FLAG (*target, FLAG_REMOVED)
698 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
699 {
700 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
701 return 1;
702 }
703 *simple_attack = 0;
704 return 0;
705 }
706
707 static int
708 abort_attack (object *target, object *hitter, int simple_attack)
709 {
710
711 /* Check if target and hitter are still in a relation similar to the one
712 * determined by get_attack_mode(). Returns true if the relation has changed.
713 */
714 int new_mode;
715
716 if (hitter->env == target || target->env == hitter)
717 new_mode = 1;
718 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
719 return 1;
720 else
721 new_mode = 0;
722 return new_mode != simple_attack;
723 }
724
725 static void thrown_item_effect (object *, object *);
726
727 static int
728 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729 {
730 int simple_attack, roll, dam = 0;
731 uint32 type;
732 shstr op_name;
733
734 if (get_attack_mode (&op, &hitter, &simple_attack))
735 goto error;
736
737 if (hitter->current_weapon)
738 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
739 return RESULT_INT (0);
740
741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
742 return RESULT_INT (0);
743
744 /*
745 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters.
747 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
749 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail.
754 */
755 op->speed_left--;
756 process_object (op);
757
758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
759 goto error;
760 }
761
762 op_name = op->name;
763
764 roll = random_roll (1, 20, hitter, PREFER_HIGH);
765
766 /* Adjust roll for various situations. */
767 if (!simple_attack)
768 roll += adj_attackroll (hitter, op);
769
770 /* See if we hit the creature */
771 if (roll == 20 || op->stats.ac >= base_wc - roll)
772 {
773 int hitdam = base_dam;
774
775 if (settings.casting_time == TRUE)
776 {
777 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
778 {
779 hitter->casting_time = -1;
780 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
781 }
782 if ((op->casting_time > -1) && (hitdam > 0))
783 {
784 op->casting_time = -1;
785 if (op->type == PLAYER)
786 {
787 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
788 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
789 }
790 }
791 }
792 if (!simple_attack)
793 {
794 /* If you hit something, the victim should *always* wake up.
795 * Before, invisible hitters could avoid doing this.
796 * -b.t. */
797 if (QUERY_FLAG (op, FLAG_SLEEP))
798 CLEAR_FLAG (op, FLAG_SLEEP);
799
800 /* If the victim can't see the attacker, it may alert others
801 * for help. */
802 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
803 npc_call_help (op);
804
805 /* if you were hidden and hit by a creature, you are discovered */
806 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
807 {
808 make_visible (op);
809 if (op->type == PLAYER)
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
811 }
812
813 /* thrown items (hitter) will have various effects
814 * when they hit the victim. For things like thrown daggers,
815 * this sets 'hitter' to the actual dagger, and not the
816 * wrapper object.
817 */
818 thrown_item_effect (hitter, op);
819
820 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
821 goto leave;
822 }
823
824 /* Need to do at least 1 damage, otherwise there is no point
825 * to go further and it will cause FPE's below.
826 */
827 if (hitdam <= 0)
828 hitdam = 1;
829
830 type = hitter->attacktype;
831
832 if (!type)
833 type = AT_PHYSICAL;
834
835 /* Handle monsters that hit back */
836 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
837 {
838 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
839 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
840
841 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
842
843 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
844 goto leave;
845 }
846
847 /* In the new attack code, it should handle multiple attack
848 * types in its area, so remove it from here.
849 */
850 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
851
852 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
853 goto leave;
854 } /* end of if hitter hit op */
855 /* if we missed, dam=0 */
856
857 /*attack_message(dam, type, op, hitter); */
858
859 goto leave;
860
861 error:
862 dam = 1;
863
864 leave:
865
866 return dam;
867 }
868
869 int
870 attack_ob (object *op, object *hitter)
871 {
872
873 if (hitter->head)
874 hitter = hitter->head;
875 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
876 }
877
878 /* op is the arrow, tmp is what is stopping the arrow.
879 *
880 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
881 */
882 static int
883 stick_arrow (object *op, object *tmp)
884 {
885 /* If the missile hit a player, we insert it in their inventory.
886 * However, if the missile is heavy, we don't do so (assume it falls
887 * to the ground after a hit). What a good value for this is up to
888 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
889 * stick around.
890 */
891 if (op->weight <= 5000 && tmp->stats.hp >= 0)
892 {
893 if (tmp->head != NULL)
894 tmp = tmp->head;
895
896 op->remove ();
897 op = insert_ob_in_ob (op, tmp);
898
899 if (tmp->type == PLAYER)
900 esrv_send_item (tmp, op);
901
902 return 1;
903 }
904 else
905 return 0;
906 }
907
908 /* hit_with_arrow() disassembles the missile, attacks the victim and
909 * reassembles the missile.
910 *
911 * It returns a pointer to the reassembled missile, or NULL if the missile
912 * isn't available anymore.
913 */
914 object *
915 hit_with_arrow (object *op, object *victim)
916 {
917 object *container, *hitter;
918 int hit_something = 0;
919
920 /* Disassemble missile */
921 if (op->inv)
922 {
923 container = op;
924 hitter = op->inv;
925 hitter->remove ();
926 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
927 /* Note that we now have an empty THROWN_OBJ on the map. Code that
928 * might be called until this THROWN_OBJ is either reassembled or
929 * removed at the end of this function must be able to deal with empty
930 * THROWN_OBJs. */
931 }
932 else
933 {
934 container = 0;
935 hitter = op;
936 }
937
938 /* Try to hit victim */
939 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
940
941 /* Arrow attacks door, rune of summoning is triggered, demon is put on
942 * arrow, move_apply() calls this function, arrow sticks in demon,
943 * attack_ob_simple() returns, and we've got an arrow that still exists
944 * but is no longer on the map. Ugh. (Beware: Such things can happen at
945 * other places as well!)
946 */
947 if (hitter->destroyed () || hitter->env != NULL)
948 {
949 if (container)
950 {
951 container->remove ();
952 container->destroy ();
953 }
954
955 return 0;
956 }
957
958 /* Missile hit victim */
959 /* if the speed is > 10, then this is a fast moving arrow, we go straight
960 * through the target
961 */
962 if (hit_something && op->speed <= 10.0)
963 {
964 /* Stop arrow */
965 if (!container)
966 {
967 hitter = fix_stopped_arrow (hitter);
968 if (!hitter)
969 return 0;
970 }
971 else
972 container->destroy ();
973
974 /* Try to stick arrow into victim */
975 if (!victim->destroyed () && stick_arrow (hitter, victim))
976 return 0;
977
978 /* Else try to put arrow on victim's map square
979 * remove check for P_WALL here. If the arrow got to this
980 * space, that is good enough - with the new movement code,
981 * there is now the potential for lots of spaces where something
982 * can fly over but not otherwise move over. What is the correct
983 * way to handle those otherwise?
984 */
985 if (victim->x != hitter->x || victim->y != hitter->y)
986 {
987 hitter->remove ();
988 hitter->x = victim->x;
989 hitter->y = victim->y;
990 insert_ob_in_map (hitter, victim->map, hitter, 0);
991 }
992 else
993 /* Else leave arrow where it is */
994 merge_ob (hitter, NULL);
995
996 return 0;
997 }
998
999 if (hit_something && op->speed >= 10.0)
1000 op->speed -= 1.0;
1001
1002 /* Missile missed victim - reassemble missile */
1003 if (container)
1004 {
1005 hitter->remove ();
1006 insert_ob_in_ob (hitter, container);
1007 }
1008
1009 return op;
1010 }
1011
1012
1013 void
1014 tear_down_wall (object *op)
1015 {
1016 int perc = 0;
1017
1018 if (!op->stats.maxhp)
1019 {
1020 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1021 perc = 1;
1022 }
1023 else if (!GET_ANIM_ID (op))
1024 {
1025 /* Object has been called - no animations, so remove it */
1026 if (op->stats.hp < 0)
1027 op->destroy ();
1028
1029 return; /* no animations, so nothing more to do */
1030 }
1031
1032 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1033
1034 if (perc >= (int) NUM_ANIMATIONS (op))
1035 perc = NUM_ANIMATIONS (op) - 1;
1036 else if (perc < 1)
1037 perc = 1;
1038
1039 SET_ANIMATION (op, perc);
1040 update_object (op, UP_OBJ_FACE);
1041
1042 if (perc == NUM_ANIMATIONS (op) - 1)
1043 { /* Reached the last animation */
1044 if (op->face == blank_face)
1045 /* If the last face is blank, remove the ob */
1046 op->destroy ();
1047 else
1048 { /* The last face was not blank, leave an image */
1049 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1050 update_all_los (op->map, op->x, op->y);
1051 op->move_block = 0;
1052 CLEAR_FLAG (op, FLAG_ALIVE);
1053 }
1054 }
1055 }
1056
1057 void
1058 scare_creature (object *target, object *hitter)
1059 {
1060 object *owner = hitter->owner;
1061
1062 if (!owner)
1063 owner = hitter;
1064
1065 SET_FLAG (target, FLAG_SCARED);
1066 if (!target->enemy)
1067 target->enemy = owner;
1068 }
1069
1070
1071 /* This returns the amount of damage hitter does to op with the
1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * This doesn't damage the player, but returns how much it should
1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1075 * Note - changed for PR code - we now pass the attack number and not
1076 * the attacktype. Makes it easier for the PR code. */
1077 int
1078 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1079 {
1080 int doesnt_slay = 1;
1081
1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1083 if (attacknum >= NROFATTACKS)
1084 {
1085 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1086 return 0;
1087 }
1088
1089 if (dam < 0)
1090 {
1091 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1092 return 0;
1093 }
1094
1095 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1096 * people can't mess with that or it otherwise get confused. */
1097 if (attacknum == ATNR_INTERNAL)
1098 return dam;
1099
1100 if (hitter->slaying)
1101 {
1102 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1103 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1104 {
1105 doesnt_slay = 0;
1106 dam *= 3;
1107 }
1108 }
1109
1110 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1111 if (op->resist[attacknum])
1112 {
1113 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1114 * in case 0>dam>1, we try to "simulate" a float value-effect */
1115 dam *= (100 - op->resist[attacknum]);
1116 if (dam >= 100)
1117 dam /= 100;
1118 else
1119 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1120 }
1121
1122 /* Special hack. By default, if immune to something, you
1123 * shouldn't need to worry. However, acid is an exception, since
1124 * it can still damage your items. Only include attacktypes if
1125 * special processing is needed */
1126
1127 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1128 return 0;
1129
1130 /* Keep this in order - makes things easier to find */
1131
1132 switch (attacknum)
1133 {
1134 case ATNR_PHYSICAL:
1135 /* here also check for diseases */
1136 check_physically_infect (op, hitter);
1137 break;
1138
1139 /* Don't need to do anything for:
1140 magic,
1141 fire,
1142 electricity,
1143 cold */
1144
1145 case ATNR_CONFUSION:
1146 case ATNR_POISON:
1147 case ATNR_SLOW:
1148 case ATNR_PARALYZE:
1149 case ATNR_FEAR:
1150 case ATNR_CANCELLATION:
1151 case ATNR_DEPLETE:
1152 case ATNR_BLIND:
1153 {
1154 /* chance for inflicting a special attack depends on the
1155 * difference between attacker's and defender's level
1156 */
1157 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1158
1159 /* First, only creatures/players with speed can be affected.
1160 * Second, just getting hit doesn't mean it always affects
1161 * you. Third, you still get a saving through against the
1162 * effect.
1163 */
1164 if (op->speed &&
1165 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1166 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1167 {
1168
1169 /* Player has been hit by something */
1170 if (attacknum == ATNR_CONFUSION)
1171 confuse_player (op, hitter, dam);
1172 else if (attacknum == ATNR_POISON)
1173 poison_player (op, hitter, dam);
1174 else if (attacknum == ATNR_SLOW)
1175 slow_player (op, hitter, dam);
1176 else if (attacknum == ATNR_PARALYZE)
1177 paralyze_player (op, hitter, dam);
1178 else if (attacknum == ATNR_FEAR)
1179 scare_creature (op, hitter);
1180 else if (attacknum == ATNR_CANCELLATION)
1181 cancellation (op);
1182 else if (attacknum == ATNR_DEPLETE)
1183 op->drain_stat ();
1184 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1185 blind_player (op, hitter, dam);
1186 }
1187 dam = 0; /* These are all effects and don't do real damage */
1188 }
1189 break;
1190
1191 case ATNR_ACID:
1192 {
1193 int flag = 0;
1194
1195 /* Items only get corroded if you're not on a battleground and
1196 * if your acid resistance is below 50%. */
1197 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1198 {
1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1200 {
1201 if (tmp->invisible)
1202 continue;
1203 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1204 /* >= 10% acid res. on items will protect these */
1205 continue;
1206 if (!(tmp->material & M_IRON))
1207 continue;
1208 if (tmp->magic < -4) /* Let's stop at -5 */
1209 continue;
1210 if (tmp->type == RING
1211 /* removed boots and gloves from exclusion list in PR */
1212 || tmp->type == GIRDLE
1213 || tmp->type == AMULET
1214 || tmp->type == WAND
1215 || tmp->type == ROD
1216 || tmp->type == HORN)
1217 continue; /* To avoid some strange effects */
1218
1219 /* High damage acid has better chance of corroding
1220 objects */
1221 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1222 {
1223 if (op->type == PLAYER)
1224 /* Make this more visible */
1225 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1226 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1227 flag = 1;
1228 tmp->magic--;
1229 if (op->type == PLAYER)
1230 esrv_send_item (op, tmp);
1231 }
1232 }
1233
1234 if (flag)
1235 op->update_stats (); /* Something was corroded */
1236 }
1237 }
1238 break;
1239
1240 case ATNR_DRAIN:
1241 {
1242 /* rate is the proportion of exp drained. High rate means
1243 * not much is drained, low rate means a lot is drained.
1244 */
1245 int rate;
1246
1247 if (op->resist[ATNR_DRAIN] >= 0)
1248 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1249 else
1250 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1251
1252 if (op->stats.exp <= rate)
1253 {
1254 if (op->type == GOLEM)
1255 dam = 999; /* Its force is "sucked" away. 8) */
1256 else
1257 /* If we can't drain, lets try to do physical damage */
1258 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1259 }
1260 else
1261 {
1262 /* Randomly give the hitter some hp */
1263 if (hitter->stats.hp < hitter->stats.maxhp &&
1264 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1265 hitter->stats.hp++;
1266
1267 /* Can't do drains on battleground spaces.
1268 * Move the wiz check up here - before, the hitter wouldn't gain exp
1269 * exp, but the wiz would still lose exp! If drainee is a wiz,
1270 * nothing happens.
1271 * Try to credit the owner. We try to display player -> player drain
1272 * attacks, hence all the != PLAYER checks.
1273 */
1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1275 {
1276 object *owner = hitter->owner;
1277
1278 if (owner && owner != hitter)
1279 {
1280 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 }
1289 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 }
1291
1292 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1293 * drain attack, you won't know that you are actually sucking out EXP,
1294 * as the messages will say you missed
1295 */
1296 }
1297 }
1298 break;
1299
1300 case ATNR_TURN_UNDEAD:
1301 {
1302 if (QUERY_FLAG (op, FLAG_UNDEAD))
1303 {
1304 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1305 object *god = find_god (determine_god (owner));
1306 int div = 1;
1307
1308 /* if undead are not an enemy of your god, you turn them
1309 * at half strength */
1310 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1311 div = 2;
1312 /* Give a bonus if you resist turn undead */
1313 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1314 scare_creature (op, owner);
1315 }
1316 else
1317 dam = 0; /* don't damage non undead - should we damage
1318 undead? */
1319 }
1320 break;
1321
1322 case ATNR_DEATH:
1323 deathstrike_player (op, hitter, &dam);
1324 break;
1325
1326 case ATNR_CHAOS:
1327 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1328 dam = 0;
1329 break;
1330
1331 case ATNR_COUNTERSPELL:
1332 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1333 dam = 0;
1334 /* This should never happen. Counterspell is handled
1335 * seperately and filtered out. If this does happen,
1336 * Counterspell has no effect on anything but spells, so it
1337 * does no damage. */
1338 break;
1339
1340 case ATNR_HOLYWORD:
1341 {
1342 /* This has already been handled by hit_player,
1343 * no need to check twice -- DAMN */
1344 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1345
1346 /* As with turn undead above, give a bonus on the saving throw */
1347 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1348 scare_creature (op, owner);
1349 }
1350 break;
1351
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
1369 /* If drain protection is higher than life stealing, use that */
1370 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1371 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1372 else
1373 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1374
1375 /* You die at -1 hp, not zero. */
1376 if (dam > (op->stats.hp + 1))
1377 dam = op->stats.hp + 1;
1378
1379 new_hp = hitter->stats.hp + dam;
1380 if (new_hp > hitter->stats.maxhp)
1381 new_hp = hitter->stats.maxhp;
1382
1383 if (new_hp > hitter->stats.hp)
1384 hitter->stats.hp = new_hp;
1385 }
1386 }
1387
1388 return dam;
1389 }
1390
1391 /* GROS: This code comes from hit_player. It has been made external to
1392 * allow script procedures to "kill" objects in a combat-like fashion.
1393 * It was initially used by (kill-object) developed for the Collector's
1394 * Sword. Note that nothing has been changed from the original version
1395 * of the following code.
1396 * op is what is being killed.
1397 * dam is the damage done to it.
1398 * hitter is what is hitting it.
1399 * type is the attacktype.
1400 *
1401 * This function was a bit of a mess with hitter getting changed,
1402 * values being stored away but not used, etc. I've cleaned it up
1403 * a bit - I think it should be functionally equivalant.
1404 * MSW 2002-07-17
1405 */
1406 int
1407 kill_object (object *op, int dam, object *hitter, int type)
1408 {
1409 char buf[MAX_BUF];
1410 const char *skill;
1411 int maxdam = 0;
1412 int battleg = 0; /* true if op standing on battleground */
1413 int pk = 0; /* true if op and what controls hitter are both players */
1414 object *owner = NULL;
1415 object *skop = NULL;
1416
1417 if (op->stats.hp >= 0)
1418 return -1;
1419
1420 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1421 return 0;
1422
1423 /* maxdam needs to be the amount of damage it took to kill
1424 * this creature. The function(s) that call us have already
1425 * adjusted the creatures HP total, so that is negative.
1426 */
1427 maxdam = dam + op->stats.hp + 1;
1428
1429 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1430 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1431
1432 if (op->type == DOOR)
1433 {
1434 op->set_speed (0.1);
1435 op->speed_left = -0.05;
1436 return maxdam;
1437 }
1438
1439 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1440 {
1441 remove_friendly_object (op);
1442
1443 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1444 op->owner->contr->ranges[range_golem] = 0;
1445
1446 op->destroy ();
1447 return maxdam;
1448 }
1449
1450 /* Now lets start dealing with experience we get for killing something */
1451
1452 owner = hitter->owner;
1453 if (!owner)
1454 owner = hitter;
1455
1456 /* is the victim (op) standing on battleground? */
1457 if (op_on_battleground (op, NULL, NULL))
1458 battleg = 1;
1459
1460 /* is this player killing? */
1461 if (op->type == PLAYER && owner->type == PLAYER)
1462 pk = 1;
1463
1464 /* Player killed something */
1465 if (owner->type == PLAYER)
1466 {
1467 Log_Kill (owner->name,
1468 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1469
1470 /* Log players killing other players - makes it easier to detect
1471 * and filter out malicious player killers - that is why the
1472 * ip address is included.
1473 */
1474 if (op->type == PLAYER && !battleg)
1475 {
1476 time_t t = time (NULL);
1477 struct tm *tmv;
1478 char buf[256];
1479
1480 tmv = localtime (&t);
1481 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1482
1483 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1484 }
1485
1486 /* try to filter some things out - basically, if you are
1487 * killing a level 1 creature and your level 20, you
1488 * probably don't want to see that.
1489 */
1490 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1491 {
1492 if (owner != hitter)
1493 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1494 else
1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1496
1497 /* Only play sounds for melee kills */
1498 if (hitter->type == PLAYER)
1499 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1500 }
1501
1502 /* If a player kills another player, not on
1503 * battleground, the "killer" looses 1 luck. Since this is
1504 * not reversible, it's actually quite a pain IMHO. -AV
1505 * Fix bug in that we were changing the luck of the hitter, not
1506 * player that the object belonged to - so if you killed another player
1507 * with spells, pets, whatever, there was no penalty.
1508 * Changed to make luck penalty configurable in settings.
1509 */
1510 if (op->type == PLAYER && owner != op && !battleg)
1511 owner->change_luck (-settings.pk_luck_penalty);
1512
1513 /* This code below deals with finding the appropriate skill
1514 * to credit exp to. This is a bit problematic - we should
1515 * probably never really have to look at current_weapon->skill
1516 */
1517 skill = 0;
1518
1519 if (hitter->skill && hitter->type != PLAYER)
1520 skill = hitter->skill;
1521 else if (owner->chosen_skill)
1522 {
1523 skill = owner->chosen_skill->skill;
1524 skop = owner->chosen_skill;
1525 }
1526 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1527 skill = owner->current_weapon->skill;
1528 else
1529 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1530
1531 /* We have the skill we want to credit to - now find the object this goes
1532 * to. Make sure skop is an actual skill, and not a skill tool!
1533 */
1534 if ((!skop || skop->type != SKILL) && skill)
1535 {
1536 int i;
1537
1538 for (i = 0; i < NUM_SKILLS; i++)
1539 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1540 {
1541 skop = owner->contr->last_skill_ob[i];
1542 break;
1543 }
1544 }
1545 } /* Was it a player that hit somethign */
1546 else
1547 skill = 0;
1548
1549 /* Pet (or spell) killed something. */
1550 if (owner != hitter)
1551 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1552 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1553 else
1554 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1555 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1556 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1557
1558 /* These may have been set in the player code section above */
1559 if (!skop)
1560 skop = hitter->chosen_skill;
1561
1562 if (!skill && skop)
1563 skill = skop->skill;
1564
1565 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1566
1567 /* If you didn't kill yourself, and your not the wizard */
1568 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1569 {
1570 int exp;
1571
1572 /* Really don't give much experience for killing other players */
1573 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1574 if (op->type == PLAYER)
1575 {
1576 if (battleg)
1577 {
1578 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1579 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1580 }
1581 else
1582 exp = op->stats.exp / 1000;
1583 }
1584 else
1585 exp = calc_skill_exp (owner, op, skop);
1586
1587 /* if op is standing on "battleground" (arena), no way to gain
1588 * exp by killing him
1589 */
1590 if (battleg)
1591 exp = 0;
1592
1593 /* Don't know why this is set this way - doesn't make
1594 * sense to just divide everything by two for no reason.
1595 */
1596
1597 if (!settings.simple_exp)
1598 exp = exp / 2;
1599
1600 if (owner->type != PLAYER || owner->contr->party == NULL)
1601 change_exp (owner, exp, skill, 0);
1602 else
1603 {
1604 int shares = 0, count = 0;
1605 player *pl;
1606 partylist *party = owner->contr->party;
1607
1608 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1609
1610 for_all_players (pl)
1611 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1612 {
1613 count++;
1614 shares += (pl->ob->level + 4);
1615 }
1616
1617 if (count == 1 || shares > exp || !shares)
1618 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1619 else
1620 {
1621 int share = exp / shares, given = 0, nexp;
1622
1623 for_all_players (pl)
1624 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1625 {
1626 nexp = (pl->ob->level + 4) * share;
1627 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1628 given += nexp;
1629 }
1630
1631 exp -= given;
1632 /* give any remainder to the player */
1633 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1634 }
1635 } /* else part of a party */
1636 } /* end if person didn't kill himself */
1637
1638 if (op->type != PLAYER)
1639 {
1640 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1641 {
1642 object *owner1 = op->owner;
1643
1644 if (owner1 && owner1->type == PLAYER)
1645 {
1646 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1647 /* Maybe we should include the owner that killed this, maybe not */
1648 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1649 }
1650
1651 remove_friendly_object (op);
1652 }
1653
1654 op->destroy ();
1655 }
1656 else
1657 {
1658 /* Player has been killed! */
1659 if (owner->type == PLAYER)
1660 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1661 else
1662 assign (op->contr->killer, hitter->name);
1663 }
1664
1665 /* This was return -1 - that doesn't seem correct - if we return -1, process
1666 * continues in the calling function.
1667 */
1668 return maxdam;
1669 }
1670
1671 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1672 * Returns 0 this is not friendly fire
1673 */
1674
1675 int
1676 friendly_fire (object *op, object *hitter)
1677 {
1678 object *owner;
1679 int friendlyfire;
1680
1681 if (hitter->head)
1682 hitter = hitter->head;
1683
1684 friendlyfire = 0;
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (op_on_battleground (hitter, 0, 0))
1689 return 0;
1690
1691 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1692 return 1;
1693
1694 if ((owner = hitter->owner) != NULL)
1695 {
1696 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1697 friendlyfire = 2;
1698 }
1699
1700 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1701 friendlyfire = 0;
1702 }
1703 return friendlyfire;
1704 }
1705
1706
1707 /* This isn't used just for players, but in fact most objects.
1708 * op is the object to be hit, dam is the amount of damage, hitter
1709 * is what is hitting the object, type is the attacktype, and
1710 * full_hit is set if monster area does not matter.
1711 * dam is base damage - protections/vulnerabilities/slaying matches can
1712 * modify it.
1713 */
1714 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1715 * which needs new attacktype AT_HOLYWORD to work . b.t. */
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 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1769 if (tmp->type == RUNE || tmp->type == TRAP)
1770 {
1771 spring_trap (tmp, hitter);
1772
1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1774 return 0;
1775
1776 break;
1777 }
1778 }
1779
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1781 {
1782 /* FIXME: If a player is killed by a rune in a door, the
1783 * destroyed() check above doesn't return, and might get here.
1784 */
1785 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1786 return 0;
1787 }
1788
1789 #ifdef ATTACK_DEBUG
1790 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1791 #endif
1792
1793 if (magic)
1794 {
1795 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1796 * in case 0>dam>1, we try to "simulate" a float value-effect */
1797 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1798 if (dam >= 100)
1799 dam /= 100;
1800 else
1801 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1802 }
1803
1804 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1805 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1806 */
1807 if (type & AT_CHAOS)
1808 {
1809 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1810 update_object (op, UP_OBJ_FACE);
1811 type &= ~AT_CHAOS;
1812 }
1813
1814 /* Holyword is really an attacktype modifier (like magic is). If
1815 * holyword is part of an attacktype, then make sure the creature is
1816 * a proper match, otherwise no damage.
1817 */
1818 if (type & AT_HOLYWORD)
1819 {
1820 object *god;
1821
1822 if ((!hitter->slaying ||
1823 (!(op->race && strstr (hitter->slaying, op->race)) &&
1824 !(op->name && strstr (hitter->slaying, op->name)))) &&
1825 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1826 (hitter->title != NULL
1827 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1828 return 0;
1829 }
1830
1831 maxattacktype = type; /* initialise this to something */
1832 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1833 {
1834 /* Magic isn't really a true attack type - it gets combined with other
1835 * attack types. As such, skip it over. However, if magic is
1836 * the only attacktype in the group, then still attack with it
1837 */
1838 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1839 continue;
1840
1841 /* Go through and hit the player with each attacktype, one by one.
1842 * hit_player_attacktype only figures out the damage, doesn't inflict
1843 * it. It will do the appropriate action for attacktypes with
1844 * effects (slow, paralization, etc.
1845 */
1846 if (type & attacktype)
1847 {
1848 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1849 /* the >= causes us to prefer messages from special attacks, if
1850 * the damage is equal.
1851 */
1852 if (ndam >= maxdam)
1853 {
1854 maxdam = ndam;
1855 maxattacktype = 1 << attacknum;
1856 }
1857 }
1858 }
1859
1860 /* if this is friendly fire then do a set % of damage only
1861 * Note - put a check in to make sure this attack is actually
1862 * doing damage - otherwise, the +1 in the code below will make
1863 * an attack do damage before when it otherwise didn't
1864 */
1865 friendlyfire = friendly_fire (op, hitter);
1866 if (friendlyfire && maxdam)
1867 {
1868 maxdam = ((dam * settings.set_friendly_fire) / 100);
1869 #ifndef COZY_SERVER
1870 maxdam++;
1871 #endif
1872
1873 #ifdef ATTACK_DEBUG
1874 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1875 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1876 #endif
1877 }
1878
1879 if (!full_hit)
1880 {
1881 archetype *at;
1882 int area;
1883 int remainder;
1884
1885 area = 0;
1886 for (at = op->arch; at != NULL; at = at->more)
1887 area++;
1888 assert (area > 0);
1889
1890 /* basically: maxdam /= area; we try to "simulate" a float
1891 value-effect */
1892 remainder = 100 * (maxdam % area) / area;
1893 maxdam /= area;
1894 if (RANDOM () % 100 < remainder)
1895 maxdam++;
1896 }
1897
1898 #ifdef ATTACK_DEBUG
1899 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1900 #endif
1901
1902 if (hitter->owner)
1903 op->enemy = hitter->owner;
1904 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 op->enemy = hitter;
1906
1907 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1908 {
1909 /* The unaggressives look after themselves 8) */
1910 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1911 npc_call_help (op);
1912 }
1913
1914 if (magic && did_make_save (op, op->level, 0))
1915 maxdam = maxdam / 2;
1916
1917 attack_message (maxdam, maxattacktype, op, hitter);
1918
1919 op->stats.hp -= maxdam;
1920
1921 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1922 if ((op->stats.hp >= 0) &&
1923 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1924 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1925 {
1926
1927 if (QUERY_FLAG (op, FLAG_MONSTER))
1928 SET_FLAG (op, FLAG_RUN_AWAY);
1929 else
1930 scare_creature (op, hitter);
1931 }
1932
1933 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1934 {
1935 if (maxdam)
1936 tear_down_wall (op);
1937
1938 return maxdam; /* nothing more to do for wall */
1939 }
1940
1941 /* See if the creature has been killed */
1942 rtn_kill = kill_object (op, maxdam, hitter, type);
1943 if (rtn_kill != -1)
1944 return rtn_kill;
1945
1946
1947 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1948 * that before if the player was immune to ghosthit, the monster
1949 * remained - that is no longer the case.
1950 */
1951 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1952 {
1953 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1954 remove_friendly_object (hitter);
1955
1956 hitter->destroy ();
1957 }
1958 /* Lets handle creatures that are splitting now */
1959 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1960 {
1961 int i;
1962 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1963 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1964 object *owner = op->owner;
1965
1966 if (!op->other_arch)
1967 {
1968 LOG (llevError, "SPLITTING without other_arch error.\n");
1969 return maxdam;
1970 }
1971
1972 op->remove ();
1973
1974 for (i = 0; i < NROFNEWOBJS (op); i++)
1975 { /* This doesn't handle op->more yet */
1976 object *tmp = arch_to_object (op->other_arch);
1977 int j;
1978
1979 tmp->stats.hp = op->stats.hp;
1980
1981 if (friendly)
1982 {
1983 add_friendly_object (tmp);
1984 tmp->attack_movement = PETMOVE;
1985
1986 if (owner)
1987 tmp->set_owner (owner);
1988 }
1989
1990 if (unaggressive)
1991 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1992
1993 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1994
1995 if (j == -1) /* No spot to put this monster */
1996 tmp->destroy ();
1997 else
1998 {
1999 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2000 insert_ob_in_map (tmp, op->map, NULL, 0);
2001 }
2002 }
2003
2004 op->destroy ();
2005 }
2006 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2007 hitter->destroy ();
2008
2009 return maxdam;
2010 }
2011
2012
2013 void
2014 poison_player (object *op, object *hitter, int dam)
2015 {
2016 archetype *at = archetype::find ("poisoning");
2017 object *tmp = present_arch_in_ob (at, op);
2018
2019 if (tmp == NULL)
2020 {
2021 if ((tmp = arch_to_object (at)) == NULL)
2022 LOG (llevError, "Failed to clone arch poisoning.\n");
2023 else
2024 {
2025 tmp = insert_ob_in_ob (tmp, op);
2026 /* peterm: give poisoning some teeth. It should
2027 * be able to kill things better than it does:
2028 * damage should be dependent something--I choose to
2029 * do this: if it's a monster, the damage from the
2030 * poisoning goes as the level of the monster/2.
2031 * If anything else, goes as damage.
2032 */
2033
2034 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2035 tmp->stats.dam += hitter->level / 2;
2036 else
2037 tmp->stats.dam = dam;
2038
2039 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2040 if (hitter->skill && hitter->skill != tmp->skill)
2041 {
2042 tmp->skill = hitter->skill;
2043 }
2044
2045 tmp->stats.food += dam; /* more damage, longer poisoning */
2046
2047 if (op->type == PLAYER)
2048 {
2049 /* player looses stats, maximum is -10 of each */
2050 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2051 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2052 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2053 tmp->stats.Int = MAX (-dam / 7, -10);
2054 SET_FLAG (tmp, FLAG_APPLIED);
2055 op->update_stats ();
2056 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2057 }
2058 if (hitter->type == PLAYER)
2059 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2060 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2062 }
2063 tmp->speed_left = 0;
2064 }
2065 else
2066 tmp->stats.food++;
2067 }
2068
2069 void
2070 slow_player (object *op, object *hitter, int dam)
2071 {
2072 archetype *at = archetype::find ("slowness");
2073 object *tmp;
2074
2075 if (at == NULL)
2076 {
2077 LOG (llevError, "Can't find slowness archetype.\n");
2078 }
2079 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2080 {
2081 tmp = arch_to_object (at);
2082 tmp = insert_ob_in_ob (tmp, op);
2083 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2084 }
2085 else
2086 tmp->stats.food++;
2087 SET_FLAG (tmp, FLAG_APPLIED);
2088 tmp->speed_left = 0;
2089 op->update_stats ();
2090 }
2091
2092 void
2093 confuse_player (object *op, object *hitter, int dam)
2094 {
2095 object *tmp;
2096 int maxduration;
2097
2098 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2099 if (!tmp)
2100 {
2101 tmp = get_archetype (FORCE_NAME);
2102 tmp = insert_ob_in_ob (tmp, op);
2103 }
2104
2105 /* Duration added per hit and max. duration of confusion both depend
2106 * on the player's resistance
2107 */
2108 tmp->speed = 0.05;
2109 tmp->subtype = FORCE_CONFUSION;
2110 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2111 tmp->name = "confusion";
2112 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 if (tmp->duration > maxduration)
2114 tmp->duration = maxduration;
2115
2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118 SET_FLAG (op, FLAG_CONFUSED);
2119 }
2120
2121 void
2122 blind_player (object *op, object *hitter, int dam)
2123 {
2124 object *tmp, *owner;
2125
2126 /* Save some work if we know it isn't going to affect the player */
2127 if (op->resist[ATNR_BLIND] == 100)
2128 return;
2129
2130 tmp = present_in_ob (BLINDNESS, op);
2131 if (!tmp)
2132 {
2133 tmp = get_archetype ("blindness");
2134 SET_FLAG (tmp, FLAG_BLIND);
2135 SET_FLAG (tmp, FLAG_APPLIED);
2136 /* use floats so we don't lose too much precision due to rounding errors.
2137 * speed is a float anyways.
2138 */
2139 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2140
2141 tmp = insert_ob_in_ob (tmp, op);
2142 change_abil (op, tmp); /* Mostly to display any messages */
2143 op->update_stats (); /* This takes care of some other stuff */
2144
2145 if (hitter->owner)
2146 owner = hitter->owner;
2147 else
2148 owner = hitter;
2149
2150 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2151 }
2152 tmp->stats.food += dam;
2153 if (tmp->stats.food > 10)
2154 tmp->stats.food = 10;
2155 }
2156
2157 void
2158 paralyze_player (object *op, object *hitter, int dam)
2159 {
2160 float effect, max;
2161
2162 /* object *tmp; */
2163
2164 /* This is strange stuff... someone knows for what this is
2165 * written? Well, i think this can and should be removed
2166 */
2167
2168 /*
2169 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2170 tmp=clone_arch(PARAIMAGE);
2171 tmp->x=op->x,tmp->y=op->y;
2172 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2173 }
2174 */
2175
2176 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2177 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2178
2179 if (effect == 0)
2180 return;
2181
2182 op->speed_left -= FABS (op->speed) * effect;
2183 /* tmp->stats.food+=(signed short) effect/op->speed; */
2184
2185 /* max number of ticks to be affected for. */
2186 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2187 if (op->speed_left < -(FABS (op->speed) * max))
2188 op->speed_left = (float) -(FABS (op->speed) * max);
2189
2190 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2191 }
2192
2193
2194 /* Attempts to kill 'op'. hitter is the attack object, dam is
2195 * the computed damaged.
2196 */
2197 void
2198 deathstrike_player (object *op, object *hitter, int *dam)
2199 {
2200 /* The intention of a death attack is to kill outright things
2201 ** that are a lot weaker than the attacker, have a chance of killing
2202 ** things somewhat weaker than the caster, and no chance of
2203 ** killing something equal or stronger than the attacker.
2204 ** Also, if a deathstrike attack has a slaying, any monster
2205 ** whose name or race matches a comma-delimited list in the slaying
2206 ** field of the deathstriking object */
2207
2208 int atk_lev, def_lev, kill_lev;
2209
2210 if (hitter->slaying)
2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2212 return;
2213
2214 def_lev = op->level;
2215 if (def_lev < 1)
2216 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2218 def_lev = 1;
2219 }
2220 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2221 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2222 atk_lev, def_lev); */
2223
2224 if (atk_lev >= def_lev)
2225 {
2226 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2227
2228 /* Note that the below effectively means the ratio of the atk vs
2229 * defener level is important - if level 52 character has very little
2230 * chance of killing a level 50 monster. This should probably be
2231 * redone.
2232 */
2233 if (kill_lev >= def_lev)
2234 {
2235 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2236 /* I think this doesn't really do much. Because of
2237 * integer rounding, this only makes any difference if the
2238 * attack level is double the defender level.
2239 */
2240 *dam *= kill_lev / def_lev;
2241 }
2242 }
2243 else
2244 {
2245 *dam = 0; /* no harm done */
2246 }
2247 }
2248
2249 /* thrown_item_effect() - handles any special effects of thrown
2250 * items (like attacking living creatures--a potion thrown at a
2251 * monster).
2252 */
2253 static void
2254 thrown_item_effect (object *hitter, object *victim)
2255 {
2256 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2257 {
2258 /* May not need a switch for just 2 types, but this makes it
2259 * easier for expansion.
2260 */
2261 switch (hitter->type)
2262 {
2263 case POTION:
2264 /* should player get a save throw instead of checking magic protection? */
2265 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2266 (void) apply_potion (victim, hitter);
2267 break;
2268
2269 case POISON: /* poison drinks */
2270 /* As with potions, should monster get a save? */
2271 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2272 apply_poison (victim, hitter);
2273 break;
2274
2275 /* Removed case statements that did nothing.
2276 * food may be poisonous, but monster must be willing to eat it,
2277 * so we don't handle it here.
2278 * Containers should perhaps break open, but that code was disabled.
2279 */
2280 }
2281 }
2282 }
2283
2284 /* adj_attackroll() - adjustments to attacks by various conditions */
2285
2286 int
2287 adj_attackroll (object *hitter, object *target)
2288 {
2289 object *attacker = hitter;
2290 int adjust = 0;
2291
2292 /* safety */
2293 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2294 {
2295 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2296 return 0;
2297 }
2298
2299 /* aimed missiles use the owning object's sight */
2300 if (is_aimed_missile (hitter))
2301 {
2302 if ((attacker = hitter->owner) == NULL)
2303 attacker = hitter;
2304 /* A player who saves but hasn't quit still could have objects
2305 * owned by him - need to handle that case to avoid crashes.
2306 */
2307 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2308 attacker = hitter;
2309 }
2310 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2311 return 0;
2312
2313 /* determine the condtions under which we make an attack.
2314 * Add more cases, as the need occurs. */
2315
2316 if (!can_see_enemy (attacker, target))
2317 {
2318 /* target is unseen */
2319 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2320 adjust -= 10;
2321 /* dark map penalty for the hitter (lacks infravision if we got here). */
2322 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2323 adjust -= target->map->darkness;
2324 }
2325
2326 if (QUERY_FLAG (attacker, FLAG_SCARED))
2327 adjust -= 3;
2328
2329 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2330 adjust += 1;
2331
2332 if (QUERY_FLAG (target, FLAG_SCARED))
2333 adjust += 1;
2334
2335 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2336 adjust -= 3;
2337
2338 /* if we attack at a different 'altitude' its harder */
2339 if ((attacker->move_type & target->move_type) == 0)
2340 adjust -= 2;
2341
2342 #if 0
2343 /* slower attacks are less likely to succeed. We should use a
2344 * comparison between attacker/target speeds BUT, players have
2345 * a generally faster speed, so this will wind up being a HUGE
2346 * disadantage for the monsters! Too bad, because missiles which
2347 * fly fast should have a better chance of hitting a slower target.
2348 */
2349 if (hitter->speed < target->speed)
2350 adjust += ((float) hitter->speed - target->speed);
2351 #endif
2352
2353 #if 0
2354 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2355 #endif
2356
2357 return adjust;
2358 }
2359
2360
2361 /* determine if the object is an 'aimed' missile */
2362 int
2363 is_aimed_missile (object *op)
2364 {
2365
2366 /* I broke what used to be one big if into a few nested
2367 * ones so that figuring out the logic is at least possible.
2368 */
2369 if (op && (op->move_type & MOVE_FLYING))
2370 {
2371 if (op->type == ARROW || op->type == THROWN_OBJ)
2372 return 1;
2373 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2374 return 1;
2375 }
2376 return 0;
2377 }