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/cvs/deliantra/server/server/attack.C
Revision: 1.72
Committed: Thu Jul 26 00:27:09 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +12 -9 lines
Log Message:
very very preliminary, non-working sound framework

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70 }
71
72 /* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item).
75 */
76 int
77 did_make_save_item (object *op, int type, object *originator)
78 {
79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt;
81
82 if (op->materialname == NULL)
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143 void
144 save_throw_object (object *op, int type, object *originator)
145 {
146 if (!did_make_save_item (op, type, originator))
147 {
148 object *env = op->env;
149 int x = op->x, y = op->y;
150 maptile *m = op->map;
151
152 op = stop_item (op);
153 if (op == NULL)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 {
166 const char *arch = op->other_arch->archname;
167
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 {
175 if (env)
176 {
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 }
188
189 return;
190 }
191
192 if (type & AT_CANCELLATION)
193 { /* Cancellation. */
194 cancellation (op);
195 fix_stopped_item (op, m, originator);
196 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 }
218
219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env)
221 {
222 op = get_archetype ("burnout");
223 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env);
225 }
226 else
227 replace_insert_ob_in_map ("burnout", originator);
228
229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube");
237
238 if (at == NULL)
239 return;
240
241 op = stop_item (op);
242 if (op == NULL)
243 return;
244
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 if (!QUERY_FLAG (op, FLAG_REMOVED))
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return;
263 }
264 }
265
266 /* Object op is hitting the map.
267 * op is going in direction 'dir'
268 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise.
271 */
272 int
273 hit_map (object *op, int dir, int type, int full_hit)
274 {
275 maptile *map;
276 sint16 x, y;
277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
278
279 if (QUERY_FLAG (op, FLAG_FREED))
280 {
281 LOG (llevError, "BUG: hit_map(): free object\n");
282 return 0;
283 }
284
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0;
289 }
290
291 if (!op->map)
292 {
293 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
294 return 0;
295 }
296
297 if (op->head)
298 op = op->head;
299
300 map = op->map;
301 x = op->x + freearr_x[dir];
302 y = op->y + freearr_y[dir];
303
304 if (!xy_normalise (map, x, y))
305 return 0;
306
307 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
312 return 0;
313
314 /* peterm: a few special cases for special attacktypes --counterspell
315 * must be out here because it strikes things which are not alive
316 */
317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
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); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
350 object *tmp = next;
351 next = tmp->above;
352
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used.
356 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y)
358 continue;
359
360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1;
364
365 if (op->destroyed ())
366 break;
367 }
368 /* Here we are potentially destroying an object. If the object has
369 * NO_PASS set, it is also immune - you can't destroy walls. Note
370 * that weak walls have is_alive set, which prevent objects from
371 * passing over/through them. We don't care what type of movement
372 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now.
374 */
375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
376 {
377 save_throw_object (tmp, type, op);
378
379 if (op->destroyed ())
380 break;
381 }
382 }
383
384 return 0;
385 }
386
387 void
388 attack_message (int dam, int type, object *op, object *hitter)
389 {
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0;
392 maptile *map;
393 object *next, *tmp;
394
395 /* put in a few special messages for some of the common attacktypes
396 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919]
398 */
399
400 if (dam == 9998 && op->type == DOOR)
401 {
402 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks");
404 found++;
405 }
406 if (dam < 0)
407 {
408 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits");
410 found++;
411 }
412 else if (dam == 0)
413 {
414 sprintf (buf1, "missed %s", &op->name);
415 sprintf (buf2, " misses");
416 found++;
417 }
418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
420 {
421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
423 {
424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
425 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426 found++;
427 break;
428 }
429 }
430 else if (op->type == DOOR && !found)
431 {
432 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434 {
435 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437 found++;
438 break;
439 }
440 }
441 else if (hitter->type == PLAYER && op->is_alive ())
442 {
443 if (USING_SKILL (hitter, SK_KARATE))
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (USING_SKILL (hitter, SK_CLAWING))
455 {
456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
458 {
459 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
460 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
461 found++;
462 break;
463 }
464 }
465 else if (USING_SKILL (hitter, SK_PUNCHING))
466 {
467 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
469 {
470 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
471 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
472 found++;
473 break;
474 }
475 }
476 }
477
478 if (found)
479 {
480 /* done */
481 }
482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 {
484 sprintf (buf1, "hit"); /* just in case */
485 for (i = 0; i < MAXATTACKMESS; i++)
486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487 {
488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_DRAIN && op->is_alive ())
494 {
495 /* drain is first, because some items have multiple attypes */
496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498 {
499 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_ELECTRICITY && op->is_alive ())
506 {
507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509 {
510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_COLD && op->is_alive ())
517 {
518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520 {
521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523 found++;
524 break;
525 }
526 }
527 else if (type & AT_FIRE)
528 {
529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531 {
532 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++;
535 break;
536 }
537 }
538 else if (hitter->current_weapon != NULL)
539 {
540 int mtype;
541
542 switch (hitter->current_weapon->weapontype)
543 {
544 case WEAP_HIT:
545 mtype = ATM_BASIC;
546 break;
547 case WEAP_SLASH:
548 mtype = ATM_SLASH;
549 break;
550 case WEAP_PIERCE:
551 mtype = ATM_PIERCE;
552 break;
553 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 }
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3);
580 found++;
581 break;
582 }
583 }
584 else
585 {
586 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588 {
589 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591 found++;
592 break;
593 }
594 }
595
596 if (!found)
597 {
598 strcpy (buf1, "hit");
599 strcpy (buf2, " hits");
600 }
601
602 /* bail out if a monster is casting spells */
603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 return;
605
606 /* scale down magic considerably. */
607 if (type & AT_MAGIC && rndm (0, 5))
608 return;
609
610 /* Did a player hurt another player? Inform both! */
611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 {
613 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else
616 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618 if (dam != 0)
619 {
620 if (dam < 10)
621 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20)
623 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else
625 op->contr->play_sound (sound_find ("player_is_hit3"));
626 }
627 }
628
629 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */
631
632 if (hitter->type == PLAYER)
633 {
634 sprintf (buf, "You %s.", buf1);
635 if (dam != 0)
636 {
637 if (dam < 10)
638 op->contr->play_sound (sound_find ("player_hits1"));
639 else if (dam < 20)
640 op->contr->play_sound (sound_find ("player_hits2"));
641 else
642 op->contr->play_sound (sound_find ("player_hits3"));
643 }
644
645 new_draw_info (NDI_BLACK, 0, hitter, buf);
646 }
647 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
648 {
649 /* look for stacked spells and start reducing the message chances */
650 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
651 {
652 i = 4;
653 map = hitter->map;
654 if (out_of_map (map, hitter->x, hitter->y))
655 return;
656
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
664 tmp = next;
665 next = tmp->above;
666 }
667
668 if (i < 0)
669 return;
670
671 if (rndm (0, i) != 0)
672 return;
673 }
674 else if (rndm (0, 5) != 0)
675 return;
676
677 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
678 op->play_sound (sound_find ("player_hits4"));
679 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
680 }
681 }
682
683
684 static int
685 get_attack_mode (object **target, object **hitter, int *simple_attack)
686 {
687 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
688 {
689 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
690 return 1;
691 }
692 if ((*target)->head)
693 *target = (*target)->head;
694 if ((*hitter)->head)
695 *hitter = (*hitter)->head;
696 if ((*hitter)->env != NULL || (*target)->env != NULL)
697 {
698 *simple_attack = 1;
699 return 0;
700 }
701 if (QUERY_FLAG (*target, FLAG_REMOVED)
702 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
703 {
704 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
705 return 1;
706 }
707 *simple_attack = 0;
708 return 0;
709 }
710
711 static int
712 abort_attack (object *target, object *hitter, int simple_attack)
713 {
714
715 /* Check if target and hitter are still in a relation similar to the one
716 * determined by get_attack_mode(). Returns true if the relation has changed.
717 */
718 int new_mode;
719
720 if (hitter->env == target || target->env == hitter)
721 new_mode = 1;
722 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
723 return 1;
724 else
725 new_mode = 0;
726 return new_mode != simple_attack;
727 }
728
729 static void thrown_item_effect (object *, object *);
730
731 static int
732 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
733 {
734 int simple_attack, roll, dam = 0;
735 uint32 type;
736 shstr op_name;
737
738 if (get_attack_mode (&op, &hitter, &simple_attack))
739 goto error;
740
741 if (hitter->current_weapon)
742 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
743 return RESULT_INT (0);
744
745 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
746 return RESULT_INT (0);
747
748 /*
749 * A little check to make it more difficult to dance forward and back
750 * to avoid ever being hit by monsters.
751 */
752 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
753 {
754 /* Decrease speed BEFORE calling process_object. Otherwise, an
755 * infinite loop occurs, with process_object calling move_monster,
756 * which then gets here again. By decreasing the speed before
757 * we call process_object, the 'if' statement above will fail.
758 */
759 --op->speed_left;
760 process_object (op);
761
762 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
763 goto error;
764 }
765
766 op_name = op->name;
767
768 roll = random_roll (1, 20, hitter, PREFER_HIGH);
769
770 /* Adjust roll for various situations. */
771 if (!simple_attack)
772 roll += adj_attackroll (hitter, op);
773
774 /* See if we hit the creature */
775 if (roll == 20 || op->stats.ac >= base_wc - roll)
776 {
777 int hitdam = base_dam;
778
779 if (!simple_attack)
780 {
781 /* If you hit something, the victim should *always* wake up.
782 * Before, invisible hitters could avoid doing this.
783 * -b.t. */
784 if (QUERY_FLAG (op, FLAG_SLEEP))
785 CLEAR_FLAG (op, FLAG_SLEEP);
786
787 /* If the victim can't see the attacker, it may alert others
788 * for help. */
789 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
790 npc_call_help (op);
791
792 /* if you were hidden and hit by a creature, you are discovered */
793 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
794 {
795 make_visible (op);
796
797 if (op->type == PLAYER)
798 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
799 }
800
801 /* thrown items (hitter) will have various effects
802 * when they hit the victim. For things like thrown daggers,
803 * this sets 'hitter' to the actual dagger, and not the
804 * wrapper object.
805 */
806 thrown_item_effect (hitter, op);
807
808 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
809 goto leave;
810 }
811
812 /* Need to do at least 1 damage, otherwise there is no point
813 * to go further and it will cause FPE's below.
814 */
815 if (hitdam <= 0)
816 hitdam = 1;
817
818 type = hitter->attacktype;
819
820 if (!type)
821 type = AT_PHYSICAL;
822
823 /* Handle monsters that hit back */
824 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
825 {
826 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
827 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
828
829 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
830
831 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
832 goto leave;
833 }
834
835 /* In the new attack code, it should handle multiple attack
836 * types in its area, so remove it from here.
837 */
838 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
839
840 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
841 goto leave;
842 } /* end of if hitter hit op */
843 /* if we missed, dam=0 */
844
845 /*attack_message(dam, type, op, hitter); */
846
847 goto leave;
848
849 error:
850 dam = 1;
851
852 leave:
853
854 return dam;
855 }
856
857 int
858 attack_ob (object *op, object *hitter)
859 {
860 hitter = hitter->head_ ();
861
862 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
863 }
864
865 /* op is the arrow, tmp is what is stopping the arrow.
866 *
867 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
868 */
869 static int
870 stick_arrow (object *op, object *tmp)
871 {
872 /* If the missile hit a player, we insert it in their inventory.
873 * However, if the missile is heavy, we don't do so (assume it falls
874 * to the ground after a hit). What a good value for this is up to
875 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
876 * stick around.
877 */
878 if (op->weight <= 5000 && tmp->stats.hp >= 0)
879 {
880 tmp = tmp->head_ ();
881
882 op->remove ();
883 op = insert_ob_in_ob (op, tmp);
884
885 if (tmp->type == PLAYER)
886 esrv_send_item (tmp, op);
887
888 return 1;
889 }
890 else
891 return 0;
892 }
893
894 /* hit_with_arrow() disassembles the missile, attacks the victim and
895 * reassembles the missile.
896 *
897 * It returns a pointer to the reassembled missile, or NULL if the missile
898 * isn't available anymore.
899 */
900 object *
901 hit_with_arrow (object *op, object *victim)
902 {
903 object *container, *hitter;
904 int hit_something = 0;
905
906 /* Disassemble missile */
907 if (op->inv)
908 {
909 container = op;
910 hitter = op->inv;
911 hitter->remove ();
912 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
913 /* Note that we now have an empty THROWN_OBJ on the map. Code that
914 * might be called until this THROWN_OBJ is either reassembled or
915 * removed at the end of this function must be able to deal with empty
916 * THROWN_OBJs. */
917 }
918 else
919 {
920 container = 0;
921 hitter = op;
922 }
923
924 /* Try to hit victim */
925 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
926
927 /* Arrow attacks door, rune of summoning is triggered, demon is put on
928 * arrow, move_apply() calls this function, arrow sticks in demon,
929 * attack_ob_simple() returns, and we've got an arrow that still exists
930 * but is no longer on the map. Ugh. (Beware: Such things can happen at
931 * other places as well!)
932 */
933 if (hitter->destroyed () || hitter->env != NULL)
934 {
935 if (container)
936 {
937 container->remove ();
938 container->destroy ();
939 }
940
941 return 0;
942 }
943
944 /* Missile hit victim */
945 /* if the speed is > 10, then this is a fast moving arrow, we go straight
946 * through the target
947 */
948 if (hit_something && op->speed <= 10.0)
949 {
950 /* Stop arrow */
951 if (!container)
952 {
953 hitter = fix_stopped_arrow (hitter);
954 if (!hitter)
955 return 0;
956 }
957 else
958 container->destroy ();
959
960 /* Try to stick arrow into victim */
961 if (!victim->destroyed () && stick_arrow (hitter, victim))
962 return 0;
963
964 /* Else try to put arrow on victim's map square
965 * remove check for P_WALL here. If the arrow got to this
966 * space, that is good enough - with the new movement code,
967 * there is now the potential for lots of spaces where something
968 * can fly over but not otherwise move over. What is the correct
969 * way to handle those otherwise?
970 */
971 if (victim->x != hitter->x || victim->y != hitter->y)
972 {
973 hitter->remove ();
974 hitter->x = victim->x;
975 hitter->y = victim->y;
976 insert_ob_in_map (hitter, victim->map, hitter, 0);
977 }
978 else
979 /* Else leave arrow where it is */
980 merge_ob (hitter, NULL);
981
982 return 0;
983 }
984
985 if (hit_something && op->speed >= 10.0)
986 op->speed -= 1.0;
987
988 /* Missile missed victim - reassemble missile */
989 if (container)
990 {
991 hitter->remove ();
992 insert_ob_in_ob (hitter, container);
993 }
994
995 return op;
996 }
997
998 void
999 tear_down_wall (object *op)
1000 {
1001 int perc = 0;
1002
1003 if (!op->stats.maxhp)
1004 {
1005 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1006 perc = 1;
1007 }
1008 else if (!GET_ANIM_ID (op))
1009 {
1010 /* Object has been called - no animations, so remove it */
1011 if (op->stats.hp < 0)
1012 op->destroy ();
1013
1014 return; /* no animations, so nothing more to do */
1015 }
1016
1017 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1018
1019 if (perc >= (int) NUM_ANIMATIONS (op))
1020 perc = NUM_ANIMATIONS (op) - 1;
1021 else if (perc < 1)
1022 perc = 1;
1023
1024 SET_ANIMATION (op, perc);
1025 update_object (op, UP_OBJ_FACE);
1026
1027 if (perc == NUM_ANIMATIONS (op) - 1)
1028 { /* Reached the last animation */
1029 if (op->face == blank_face)
1030 /* If the last face is blank, remove the ob */
1031 op->destroy ();
1032 else
1033 { /* The last face was not blank, leave an image */
1034 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1035 update_all_los (op->map, op->x, op->y);
1036 op->move_block = 0;
1037 CLEAR_FLAG (op, FLAG_ALIVE);
1038 }
1039 }
1040 }
1041
1042 void
1043 scare_creature (object *target, object *hitter)
1044 {
1045 object *owner = hitter->owner;
1046
1047 if (!owner)
1048 owner = hitter;
1049
1050 SET_FLAG (target, FLAG_SCARED);
1051 if (!target->enemy)
1052 target->enemy = owner;
1053 }
1054
1055 /* This returns the amount of damage hitter does to op with the
1056 * appropriate attacktype. Only 1 attacktype should be set at a time.
1057 * This doesn't damage the player, but returns how much it should
1058 * take. However, it will do other effects (paralyzation, slow, etc.)
1059 * Note - changed for PR code - we now pass the attack number and not
1060 * the attacktype. Makes it easier for the PR code. */
1061 int
1062 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1063 {
1064 int doesnt_slay = 1;
1065
1066 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1067 if (attacknum >= NROFATTACKS)
1068 {
1069 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1070 return 0;
1071 }
1072
1073 if (dam < 0)
1074 {
1075 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1076 dam, hitter->debug_desc (), op->debug_desc ());
1077 return 0;
1078 }
1079
1080 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1081 * people can't mess with that or it otherwise get confused. */
1082 if (attacknum == ATNR_INTERNAL)
1083 return dam;
1084
1085 if (hitter->slaying)
1086 {
1087 if ((op->race && strstr (hitter->slaying, op->race))
1088 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1089 {
1090 doesnt_slay = 0;
1091 dam *= 3;
1092 }
1093 }
1094
1095 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1096 if (op->resist[attacknum])
1097 {
1098 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1099 * in case 0>dam>1, we try to "simulate" a float value-effect */
1100 dam *= (100 - op->resist[attacknum]);
1101 if (dam >= 100)
1102 dam /= 100;
1103 else
1104 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1105 }
1106
1107 /* Special hack. By default, if immune to something, you
1108 * shouldn't need to worry. However, acid is an exception, since
1109 * it can still damage your items. Only include attacktypes if
1110 * special processing is needed */
1111
1112 if (op->resist[attacknum] >= 100
1113 && doesnt_slay
1114 && attacknum != ATNR_ACID)
1115 return 0;
1116
1117 /* Keep this in order - makes things easier to find */
1118
1119 switch (attacknum)
1120 {
1121 case ATNR_PHYSICAL:
1122 /* here also check for diseases */
1123 check_physically_infect (op, hitter);
1124 break;
1125
1126 /* Don't need to do anything for:
1127 magic,
1128 fire,
1129 electricity,
1130 cold */
1131
1132 case ATNR_CONFUSION:
1133 case ATNR_POISON:
1134 case ATNR_SLOW:
1135 case ATNR_PARALYZE:
1136 case ATNR_FEAR:
1137 case ATNR_CANCELLATION:
1138 case ATNR_DEPLETE:
1139 case ATNR_BLIND:
1140 {
1141 /* chance for inflicting a special attack depends on the
1142 * difference between attacker's and defender's level
1143 */
1144 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1145
1146 /* First, only creatures/players with speed can be affected.
1147 * Second, just getting hit doesn't mean it always affects
1148 * you. Third, you still get a saving through against the
1149 * effect.
1150 */
1151 if (op->speed &&
1152 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1153 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1154 {
1155
1156 /* Player has been hit by something */
1157 if (attacknum == ATNR_CONFUSION)
1158 confuse_player (op, hitter, dam);
1159 else if (attacknum == ATNR_POISON)
1160 poison_player (op, hitter, dam);
1161 else if (attacknum == ATNR_SLOW)
1162 slow_player (op, hitter, dam);
1163 else if (attacknum == ATNR_PARALYZE)
1164 paralyze_player (op, hitter, dam);
1165 else if (attacknum == ATNR_FEAR)
1166 scare_creature (op, hitter);
1167 else if (attacknum == ATNR_CANCELLATION)
1168 cancellation (op);
1169 else if (attacknum == ATNR_DEPLETE)
1170 op->drain_stat ();
1171 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1172 blind_player (op, hitter, dam);
1173 }
1174
1175 dam = 0; /* These are all effects and don't do real damage */
1176 }
1177 break;
1178
1179 case ATNR_ACID:
1180 {
1181 int flag = 0;
1182
1183 /* Items only get corroded if you're not on a battleground and
1184 * if your acid resistance is below 50%. */
1185 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1186 {
1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1188 {
1189 if (tmp->invisible)
1190 continue;
1191 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1192 /* >= 10% acid res. on items will protect these */
1193 continue;
1194 if (!(tmp->materials & M_IRON))
1195 continue;
1196 if (tmp->magic < -4) /* Let's stop at -5 */
1197 continue;
1198 if (tmp->type == RING
1199 /* removed boots and gloves from exclusion list in PR */
1200 || tmp->type == GIRDLE
1201 || tmp->type == AMULET
1202 || tmp->type == WAND
1203 || tmp->type == ROD
1204 || tmp->type == HORN)
1205 continue; /* To avoid some strange effects */
1206
1207 /* High damage acid has better chance of corroding
1208 objects */
1209 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1210 {
1211 if (op->type == PLAYER)
1212 /* Make this more visible */
1213 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1214 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1215 flag = 1;
1216 tmp->magic--;
1217 if (op->type == PLAYER)
1218 esrv_send_item (op, tmp);
1219 }
1220 }
1221
1222 if (flag)
1223 op->update_stats (); /* Something was corroded */
1224 }
1225 }
1226 break;
1227
1228 case ATNR_DRAIN:
1229 {
1230 /* rate is the proportion of exp drained. High rate means
1231 * not much is drained, low rate means a lot is drained.
1232 */
1233 int rate;
1234
1235 if (op->resist[ATNR_DRAIN] >= 0)
1236 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1237 else
1238 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1239
1240 if (op->stats.exp <= rate)
1241 {
1242 if (op->type == GOLEM)
1243 dam = 999; /* Its force is "sucked" away. 8) */
1244 else
1245 /* If we can't drain, lets try to do physical damage */
1246 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1247 }
1248 else
1249 {
1250 /* Randomly give the hitter some hp */
1251 if (hitter->stats.hp < hitter->stats.maxhp &&
1252 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1253 hitter->stats.hp++;
1254
1255 /* Can't do drains on battleground spaces.
1256 * Move the wiz check up here - before, the hitter wouldn't gain exp
1257 * exp, but the wiz would still lose exp! If drainee is a wiz,
1258 * nothing happens.
1259 * Try to credit the owner. We try to display player -> player drain
1260 * attacks, hence all the != PLAYER checks.
1261 */
1262 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1263 {
1264 object *owner = hitter->owner;
1265
1266 if (owner && owner != hitter)
1267 {
1268 if (op->type != PLAYER || owner->type != PLAYER)
1269 change_exp (owner, op->stats.exp / (rate * 2),
1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1271 }
1272 else if (op->type != PLAYER || hitter->type != PLAYER)
1273 change_exp (hitter, op->stats.exp / (rate * 2),
1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1275
1276 change_exp (op, -op->stats.exp / rate, NULL, 0);
1277 }
1278
1279 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1280 * drain attack, you won't know that you are actually sucking out EXP,
1281 * as the messages will say you missed
1282 */
1283 }
1284 }
1285 break;
1286
1287 case ATNR_TURN_UNDEAD:
1288 {
1289 if (QUERY_FLAG (op, FLAG_UNDEAD))
1290 {
1291 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1292 object *god = find_god (determine_god (owner));
1293 int div = 1;
1294
1295 /* if undead are not an enemy of your god, you turn them
1296 * at half strength */
1297 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1298 div = 2;
1299
1300 /* Give a bonus if you resist turn undead */
1301 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1302 scare_creature (op, owner);
1303 }
1304 else
1305 dam = 0; /* don't damage non undead - should we damage
1306 undead? */
1307 }
1308 break;
1309
1310 case ATNR_DEATH:
1311 deathstrike_player (op, hitter, &dam);
1312 break;
1313
1314 case ATNR_CHAOS:
1315 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1316 dam = 0;
1317 break;
1318
1319 case ATNR_COUNTERSPELL:
1320 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1321 dam = 0;
1322 /* This should never happen. Counterspell is handled
1323 * seperately and filtered out. If this does happen,
1324 * Counterspell has no effect on anything but spells, so it
1325 * does no damage. */
1326 break;
1327
1328 case ATNR_HOLYWORD:
1329 {
1330 /* This has already been handled by hit_player,
1331 * no need to check twice -- DAMN */
1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1333
1334 /* As with turn undead above, give a bonus on the saving throw */
1335 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1336 scare_creature (op, owner);
1337 }
1338 break;
1339
1340 case ATNR_LIFE_STEALING:
1341 {
1342 int new_hp;
1343
1344 /* this is replacement to drain for players, instead of taking
1345 * exp it takes hp. It is geared for players, probably not
1346 * much use giving it to monsters
1347 *
1348 * life stealing doesn't do a lot of damage, but it gives the
1349 * damage it does do to the player. Given that,
1350 * it only does 1/10'th normal damage (hence the divide by
1351 * 1000).
1352 */
1353 /* You can't steal life from something undead */
1354 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1355 return 0;
1356
1357 /* If drain protection is higher than life stealing, use that */
1358 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1359 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1360 else
1361 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1362
1363 /* You die at -1 hp, not zero. */
1364 if (dam > (op->stats.hp + 1))
1365 dam = op->stats.hp + 1;
1366
1367 new_hp = hitter->stats.hp + dam;
1368 if (new_hp > hitter->stats.maxhp)
1369 new_hp = hitter->stats.maxhp;
1370
1371 if (new_hp > hitter->stats.hp)
1372 hitter->stats.hp = new_hp;
1373 }
1374 }
1375
1376 return dam;
1377 }
1378
1379 /* GROS: This code comes from hit_player. It has been made external to
1380 * allow script procedures to "kill" objects in a combat-like fashion.
1381 * It was initially used by (kill-object) developed for the Collector's
1382 * Sword. Note that nothing has been changed from the original version
1383 * of the following code.
1384 * op is what is being killed.
1385 * dam is the damage done to it.
1386 * hitter is what is hitting it.
1387 * type is the attacktype.
1388 *
1389 * This function was a bit of a mess with hitter getting changed,
1390 * values being stored away but not used, etc. I've cleaned it up
1391 * a bit - I think it should be functionally equivalant.
1392 * MSW 2002-07-17
1393 */
1394 int
1395 kill_object (object *op, int dam, object *hitter, int type)
1396 {
1397 char buf[MAX_BUF];
1398 const char *skill;
1399 int maxdam = 0;
1400 int battleg = 0; /* true if op standing on battleground */
1401 int pk = 0; /* true if op and what controls hitter are both players */
1402 object *owner = 0;
1403 object *skop = 0;
1404
1405 if (op->stats.hp >= 0)
1406 return -1;
1407
1408 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1409 return 0;
1410
1411 /* maxdam needs to be the amount of damage it took to kill
1412 * this creature. The function(s) that call us have already
1413 * adjusted the creatures HP total, so that is negative.
1414 */
1415 maxdam = dam + op->stats.hp + 1;
1416
1417 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1418 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1419
1420 if (op->type == DOOR)
1421 {
1422 op->set_speed (0.1f);
1423 op->speed_left = -0.05f;
1424 return maxdam;
1425 }
1426
1427 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1428 {
1429 op->destroy ();
1430 return maxdam;
1431 }
1432
1433 /* Now lets start dealing with experience we get for killing something */
1434
1435 owner = hitter->owner;
1436 if (!owner)
1437 owner = hitter;
1438
1439 /* is the victim (op) standing on battleground? */
1440 if (op_on_battleground (op, NULL, NULL))
1441 battleg = 1;
1442
1443 /* is this player killing? */
1444 if (op->type == PLAYER && owner->type == PLAYER)
1445 pk = 1;
1446
1447 /* Player killed something */
1448 if (owner->type == PLAYER)
1449 {
1450 Log_Kill (owner->name,
1451 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1452
1453 /* Log players killing other players - makes it easier to detect
1454 * and filter out malicious player killers - that is why the
1455 * ip address is included.
1456 */
1457 if (op->type == PLAYER && !battleg)
1458 {
1459 time_t t = time (NULL);
1460 struct tm *tmv;
1461 char buf[256];
1462
1463 tmv = localtime (&t);
1464 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1465
1466 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1467 }
1468
1469 /* try to filter some things out - basically, if you are
1470 * killing a level 1 creature and your level 20, you
1471 * probably don't want to see that.
1472 */
1473 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1474 {
1475 if (owner != hitter)
1476 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1477 else
1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1479
1480 /* Only play sounds for melee kills */
1481 if (hitter->type == PLAYER)
1482 owner->play_sound (sound_find ("player_kills"));
1483 }
1484
1485 /* If a player kills another player, not on
1486 * battleground, the "killer" looses 1 luck. Since this is
1487 * not reversible, it's actually quite a pain IMHO. -AV
1488 * Fix bug in that we were changing the luck of the hitter, not
1489 * player that the object belonged to - so if you killed another player
1490 * with spells, pets, whatever, there was no penalty.
1491 * Changed to make luck penalty configurable in settings.
1492 */
1493 if (op->type == PLAYER && owner != op && !battleg)
1494 owner->change_luck (-settings.pk_luck_penalty);
1495
1496 /* This code below deals with finding the appropriate skill
1497 * to credit exp to. This is a bit problematic - we should
1498 * probably never really have to look at current_weapon->skill
1499 */
1500 skill = 0;
1501
1502 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill;
1504 else if (owner->chosen_skill)
1505 {
1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1508 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1510 skill = owner->current_weapon->skill;
1511 else
1512 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1513
1514 /* We have the skill we want to credit to - now find the object this goes
1515 * to. Make sure skop is an actual skill, and not a skill tool!
1516 */
1517 if ((!skop || skop->type != SKILL) && skill)
1518 {
1519 int i;
1520
1521 for (i = 0; i < NUM_SKILLS; i++)
1522 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1523 {
1524 skop = owner->contr->last_skill_ob[i];
1525 break;
1526 }
1527 }
1528 } /* Was it a player that hit somethign */
1529 else
1530 skill = 0;
1531
1532 /* Pet (or spell) killed something. */
1533 if (owner != hitter)
1534 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1535 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536 else
1537 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1538 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1539 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1540
1541 /* These may have been set in the player code section above */
1542 if (!skop)
1543 skop = hitter->chosen_skill;
1544
1545 if (!skill && skop)
1546 skill = skop->skill;
1547
1548 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1549
1550 /* If you didn't kill yourself, and your not the wizard */
1551 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1552 {
1553 int exp;
1554
1555 /* Really don't give much experience for killing other players */
1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1557 if (op->type == PLAYER)
1558 {
1559 if (battleg)
1560 {
1561 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1562 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1563 }
1564 else
1565 exp = op->stats.exp / 1000;
1566 }
1567 else
1568 exp = calc_skill_exp (owner, op, skop);
1569
1570 /* if op is standing on "battleground" (arena), no way to gain
1571 * exp by killing him
1572 */
1573 if (battleg)
1574 exp = 0;
1575
1576 /* Don't know why this is set this way - doesn't make
1577 * sense to just divide everything by two for no reason.
1578 */
1579
1580 if (!settings.simple_exp)
1581 exp = exp / 2;
1582
1583 if (owner->type != PLAYER || owner->contr->party == NULL)
1584 change_exp (owner, exp, skill, 0);
1585 else
1586 {
1587 int shares = 0, count = 0;
1588 partylist *party = owner->contr->party;
1589
1590 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1591
1592 for_all_players (pl)
1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594 {
1595 count++;
1596 shares += (pl->ob->level + 4);
1597 }
1598
1599 if (count == 1 || shares > exp || !shares)
1600 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1601 else
1602 {
1603 int share = exp / shares, given = 0, nexp;
1604
1605 for_all_players (pl)
1606 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1607 {
1608 nexp = (pl->ob->level + 4) * share;
1609 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1610 given += nexp;
1611 }
1612
1613 exp -= given;
1614 /* give any remainder to the player */
1615 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1616 }
1617 } /* else part of a party */
1618 } /* end if person didn't kill himself */
1619
1620 if (op->type != PLAYER)
1621 {
1622 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1623 {
1624 object *owner1 = op->owner;
1625
1626 if (owner1 && owner1->type == PLAYER)
1627 {
1628 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1629 /* Maybe we should include the owner that killed this, maybe not */
1630 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1631 }
1632
1633 remove_friendly_object (op);
1634 }
1635
1636 op->destroy ();
1637 }
1638 else
1639 {
1640 /* Player has been killed! */
1641 if (owner->type == PLAYER)
1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1643 else
1644 assign (op->contr->killer, hitter->name);
1645 }
1646
1647 /* This was return -1 - that doesn't seem correct - if we return -1, process
1648 * continues in the calling function.
1649 */
1650 return maxdam;
1651 }
1652
1653 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1654 * Returns 0 this is not friendly fire
1655 */
1656 int
1657 friendly_fire (object *op, object *hitter)
1658 {
1659 object *owner;
1660 int friendlyfire;
1661
1662 if (hitter->head)
1663 hitter = hitter->head;
1664
1665 friendlyfire = 0;
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (op_on_battleground (hitter, 0, 0))
1670 return 0;
1671
1672 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1673 return 1;
1674
1675 if ((owner = hitter->owner) != NULL)
1676 {
1677 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1678 friendlyfire = 2;
1679 }
1680
1681 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1682 friendlyfire = 0;
1683 }
1684
1685 return friendlyfire;
1686 }
1687
1688 /* This isn't used just for players, but in fact most objects.
1689 * op is the object to be hit, dam is the amount of damage, hitter
1690 * is what is hitting the object, type is the attacktype, and
1691 * full_hit is set if monster area does not matter.
1692 * dam is base damage - protections/vulnerabilities/slaying matches can
1693 * modify it.
1694 */
1695 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1696 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1697 int
1698 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1699 {
1700 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1701 int maxattacktype, attacknum;
1702 int body_attack = op && op->head; /* Did we hit op's head? */
1703 int simple_attack;
1704 int rtn_kill = 0;
1705 int friendlyfire;
1706
1707 if (get_attack_mode (&op, &hitter, &simple_attack))
1708 return 0;
1709
1710 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1711 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1712 return 0;
1713
1714 // only allow pk for hostile players
1715 if (op->type == PLAYER)
1716 {
1717 object *owner = hitter->owner;
1718
1719 if (!owner)
1720 owner = hitter;
1721
1722 if (owner->type == PLAYER
1723 && (!op_on_battleground (op, 0, 0)
1724 && (op->contr->peaceful || owner->contr->peaceful))
1725 && op != owner)
1726 return 0;
1727 }
1728
1729 if (body_attack)
1730 {
1731 /* slow and paralyze must hit the head. But we don't want to just
1732 * return - we still need to process other attacks the spell still
1733 * might have. So just remove the paralyze and slow attacktypes,
1734 * and keep on processing if we have other attacktypes.
1735 * return if only magic or nothing is left - under normal code
1736 * we don't attack with pure magic if there is another attacktype.
1737 * Only do processing if the initial attacktype includes one of those
1738 * attack so we don't cancel out things like magic bullet.
1739 */
1740 if (type & (AT_PARALYZE | AT_SLOW))
1741 {
1742 type &= ~(AT_PARALYZE | AT_SLOW);
1743
1744 if (!type || type == AT_MAGIC)
1745 return 0;
1746 }
1747 }
1748
1749 if (!simple_attack && op->type == DOOR)
1750 {
1751 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1752 if (tmp->type == RUNE || tmp->type == TRAP)
1753 {
1754 spring_trap (tmp, hitter);
1755
1756 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1757 return 0;
1758
1759 break;
1760 }
1761 }
1762
1763 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1764 {
1765 /* FIXME: If a player is killed by a rune in a door, the
1766 * destroyed() check above doesn't return, and might get here.
1767 */
1768
1769 /* FIXME: This for example happens when a dead door is on a mover and
1770 gets it's speed_left raised on each mover-tick.
1771 Doors are removed in a kinda funny way by giving them speed and speed_left
1772 and waiting for that to run out.
1773 */
1774 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1775 return 0;
1776 }
1777
1778 #ifdef ATTACK_DEBUG
1779 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1780 #endif
1781
1782 if (magic)
1783 {
1784 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1785 * in case 0>dam>1, we try to "simulate" a float value-effect */
1786 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1787 if (dam >= 100)
1788 dam /= 100;
1789 else
1790 dam = (dam > rndm (0, 99)) ? 1 : 0;
1791 }
1792
1793 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1794 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1795 */
1796 if (type & AT_CHAOS)
1797 {
1798 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1799 update_object (op, UP_OBJ_FACE);
1800 type &= ~AT_CHAOS;
1801 }
1802
1803 /* Holyword is really an attacktype modifier (like magic is). If
1804 * holyword is part of an attacktype, then make sure the creature is
1805 * a proper match, otherwise no damage.
1806 */
1807 if (type & AT_HOLYWORD)
1808 {
1809 object *god;
1810
1811 if ((!hitter->slaying ||
1812 (!(op->race && strstr (hitter->slaying, op->race)) &&
1813 !(op->name && strstr (hitter->slaying, op->name)))) &&
1814 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1815 (hitter->title != NULL
1816 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1817 return 0;
1818 }
1819
1820 maxattacktype = type; /* initialise this to something */
1821 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1822 {
1823 /* Magic isn't really a true attack type - it gets combined with other
1824 * attack types. As such, skip it over. However, if magic is
1825 * the only attacktype in the group, then still attack with it
1826 */
1827 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1828 continue;
1829
1830 /* Go through and hit the player with each attacktype, one by one.
1831 * hit_player_attacktype only figures out the damage, doesn't inflict
1832 * it. It will do the appropriate action for attacktypes with
1833 * effects (slow, paralization, etc.
1834 */
1835 if (type & attacktype)
1836 {
1837 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1838 /* the >= causes us to prefer messages from special attacks, if
1839 * the damage is equal.
1840 */
1841 if (ndam >= maxdam)
1842 {
1843 maxdam = ndam;
1844 maxattacktype = 1 << attacknum;
1845 }
1846 }
1847 }
1848
1849 /* if this is friendly fire then do a set % of damage only
1850 * Note - put a check in to make sure this attack is actually
1851 * doing damage - otherwise, the +1 in the code below will make
1852 * an attack do damage before when it otherwise didn't
1853 */
1854 friendlyfire = friendly_fire (op, hitter);
1855 if (friendlyfire && maxdam)
1856 {
1857 maxdam = ((dam * settings.set_friendly_fire) / 100);
1858
1859 #ifdef ATTACK_DEBUG
1860 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1861 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862 #endif
1863 }
1864
1865 if (!full_hit)
1866 {
1867 int area;
1868 int remainder;
1869
1870 area = 0;
1871
1872 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1873 area++;
1874
1875 assert (area > 0);
1876
1877 /* basically: maxdam /= area; we try to "simulate" a float
1878 value-effect */
1879 remainder = 100 * (maxdam % area) / area;
1880 maxdam /= area;
1881 if (rndm (100) < remainder)
1882 maxdam++;
1883 }
1884
1885 #ifdef ATTACK_DEBUG
1886 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1887 #endif
1888
1889 // for now, only do this for active objects, otherwise they
1890 // keep a refcount for a long time and I see no usefulness
1891 // for an non-active objetc to know its enemy.
1892 if (op->active)
1893 if (hitter->owner)
1894 op->enemy = hitter->owner;
1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1896 op->enemy = hitter;
1897
1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899 {
1900 /* The unaggressives look after themselves 8) */
1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1902 npc_call_help (op);
1903 }
1904
1905 if (magic && did_make_save (op, op->level, 0))
1906 maxdam = maxdam / 2;
1907
1908 attack_message (maxdam, maxattacktype, op, hitter);
1909
1910 op->stats.hp -= maxdam;
1911
1912 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1913 if ((op->stats.hp >= 0) &&
1914 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1915 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1916 {
1917
1918 if (QUERY_FLAG (op, FLAG_MONSTER))
1919 SET_FLAG (op, FLAG_RUN_AWAY);
1920 else
1921 scare_creature (op, hitter);
1922 }
1923
1924 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1925 {
1926 if (maxdam)
1927 tear_down_wall (op);
1928
1929 return maxdam; /* nothing more to do for wall */
1930 }
1931
1932 /* See if the creature has been killed */
1933 rtn_kill = kill_object (op, maxdam, hitter, type);
1934 if (rtn_kill != -1)
1935 return rtn_kill;
1936
1937
1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939 * that before if the player was immune to ghosthit, the monster
1940 * remained - that is no longer the case.
1941 */
1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1943 hitter->destroy ();
1944
1945 /* Lets handle creatures that are splitting now */
1946 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1947 {
1948 int i;
1949 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1950 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1951 object *owner = op->owner;
1952
1953 if (!op->other_arch)
1954 {
1955 LOG (llevError, "SPLITTING without other_arch error.\n");
1956 return maxdam;
1957 }
1958
1959 op->remove ();
1960
1961 for (i = 0; i < NROFNEWOBJS (op); i++)
1962 { /* This doesn't handle op->more yet */
1963 object *tmp = arch_to_object (op->other_arch);
1964 int j;
1965
1966 tmp->stats.hp = op->stats.hp;
1967
1968 if (friendly)
1969 {
1970 add_friendly_object (tmp);
1971 tmp->attack_movement = PETMOVE;
1972
1973 if (owner)
1974 tmp->set_owner (owner);
1975 }
1976
1977 if (unaggressive)
1978 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1979
1980 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1981
1982 if (j == -1) /* No spot to put this monster */
1983 tmp->destroy ();
1984 else
1985 {
1986 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1987 insert_ob_in_map (tmp, op->map, NULL, 0);
1988 }
1989 }
1990
1991 op->destroy ();
1992 }
1993 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1994 hitter->destroy ();
1995
1996 return maxdam;
1997 }
1998
1999 void
2000 poison_player (object *op, object *hitter, int dam)
2001 {
2002 archetype *at = archetype::find ("poisoning");
2003 object *tmp = present_arch_in_ob (at, op);
2004
2005 if (tmp == NULL)
2006 {
2007 if ((tmp = arch_to_object (at)) == NULL)
2008 LOG (llevError, "Failed to clone arch poisoning.\n");
2009 else
2010 {
2011 tmp = insert_ob_in_ob (tmp, op);
2012 /* peterm: give poisoning some teeth. It should
2013 * be able to kill things better than it does:
2014 * damage should be dependent something--I choose to
2015 * do this: if it's a monster, the damage from the
2016 * poisoning goes as the level of the monster/2.
2017 * If anything else, goes as damage.
2018 */
2019
2020 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2021 tmp->stats.dam += hitter->level / 2;
2022 else
2023 tmp->stats.dam = dam;
2024
2025 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2026 if (hitter->skill && hitter->skill != tmp->skill)
2027 {
2028 tmp->skill = hitter->skill;
2029 }
2030
2031 tmp->stats.food += dam; /* more damage, longer poisoning */
2032
2033 if (op->type == PLAYER)
2034 {
2035 /* player looses stats, maximum is -10 of each */
2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2039 tmp->stats.Int = MAX (-dam / 7, -10);
2040 SET_FLAG (tmp, FLAG_APPLIED);
2041 op->update_stats ();
2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2043 }
2044
2045 if (hitter->type == PLAYER)
2046 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2047 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2048 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2049 }
2050
2051 tmp->speed_left = 0;
2052 }
2053 else
2054 tmp->stats.food++;
2055 }
2056
2057 void
2058 slow_player (object *op, object *hitter, int dam)
2059 {
2060 archetype *at = archetype::find ("slowness");
2061 object *tmp;
2062
2063 if (at == NULL)
2064 LOG (llevError, "Can't find slowness archetype.\n");
2065
2066 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2067 {
2068 tmp = arch_to_object (at);
2069 tmp = insert_ob_in_ob (tmp, op);
2070 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2071 }
2072 else
2073 tmp->stats.food++;
2074
2075 SET_FLAG (tmp, FLAG_APPLIED);
2076 tmp->speed_left = 0;
2077 op->update_stats ();
2078 }
2079
2080 void
2081 confuse_player (object *op, object *hitter, int dam)
2082 {
2083 object *tmp;
2084 int maxduration;
2085
2086 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2087 if (!tmp)
2088 {
2089 tmp = get_archetype (FORCE_NAME);
2090 tmp = insert_ob_in_ob (tmp, op);
2091 }
2092
2093 /* Duration added per hit and max. duration of confusion both depend
2094 * on the player's resistance
2095 */
2096 tmp->speed = 0.05;
2097 tmp->subtype = FORCE_CONFUSION;
2098 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099 tmp->name = "confusion";
2100 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101
2102 if (tmp->duration > maxduration)
2103 tmp->duration = maxduration;
2104
2105 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2106 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2107
2108 SET_FLAG (op, FLAG_CONFUSED);
2109 }
2110
2111 void
2112 blind_player (object *op, object *hitter, int dam)
2113 {
2114 object *tmp, *owner;
2115
2116 /* Save some work if we know it isn't going to affect the player */
2117 if (op->resist[ATNR_BLIND] == 100)
2118 return;
2119
2120 tmp = present_in_ob (BLINDNESS, op);
2121 if (!tmp)
2122 {
2123 tmp = get_archetype ("blindness");
2124 SET_FLAG (tmp, FLAG_BLIND);
2125 SET_FLAG (tmp, FLAG_APPLIED);
2126 /* use floats so we don't lose too much precision due to rounding errors.
2127 * speed is a float anyways.
2128 */
2129 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2130
2131 tmp = insert_ob_in_ob (tmp, op);
2132 change_abil (op, tmp); /* Mostly to display any messages */
2133 op->update_stats (); /* This takes care of some other stuff */
2134
2135 if (hitter->owner)
2136 owner = hitter->owner;
2137 else
2138 owner = hitter;
2139
2140 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2141 }
2142 tmp->stats.food += dam;
2143 if (tmp->stats.food > 10)
2144 tmp->stats.food = 10;
2145 }
2146
2147 void
2148 paralyze_player (object *op, object *hitter, int dam)
2149 {
2150 float effect, max;
2151
2152 /* object *tmp; */
2153
2154 /* This is strange stuff... someone knows for what this is
2155 * written? Well, i think this can and should be removed
2156 */
2157
2158 /*
2159 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2160 tmp=clone_arch(PARAIMAGE);
2161 tmp->x=op->x,tmp->y=op->y;
2162 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2163 }
2164 */
2165
2166 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2167 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2168
2169 if (effect == 0)
2170 return;
2171
2172 op->speed_left -= FABS (op->speed) * effect;
2173 /* tmp->stats.food+=(signed short) effect/op->speed; */
2174
2175 /* max number of ticks to be affected for. */
2176 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2177 if (op->speed_left < -(FABS (op->speed) * max))
2178 op->speed_left = (float) -(FABS (op->speed) * max);
2179
2180 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2181 }
2182
2183 /* Attempts to kill 'op'. hitter is the attack object, dam is
2184 * the computed damaged.
2185 */
2186 void
2187 deathstrike_player (object *op, object *hitter, int *dam)
2188 {
2189 /* The intention of a death attack is to kill outright things
2190 ** that are a lot weaker than the attacker, have a chance of killing
2191 ** things somewhat weaker than the caster, and no chance of
2192 ** killing something equal or stronger than the attacker.
2193 ** Also, if a deathstrike attack has a slaying, any monster
2194 ** whose name or race matches a comma-delimited list in the slaying
2195 ** field of the deathstriking object */
2196
2197 int atk_lev, def_lev, kill_lev;
2198
2199 if (hitter->slaying)
2200 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2201 return;
2202
2203 def_lev = op->level;
2204 if (def_lev < 1)
2205 {
2206 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2207 def_lev = 1;
2208 }
2209
2210 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2211 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2212 atk_lev, def_lev); */
2213
2214 if (atk_lev >= def_lev)
2215 {
2216 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2217
2218 /* Note that the below effectively means the ratio of the atk vs
2219 * defener level is important - if level 52 character has very little
2220 * chance of killing a level 50 monster. This should probably be
2221 * redone.
2222 */
2223 if (kill_lev >= def_lev)
2224 {
2225 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2226 /* I think this doesn't really do much. Because of
2227 * integer rounding, this only makes any difference if the
2228 * attack level is double the defender level.
2229 */
2230 *dam *= kill_lev / def_lev;
2231 }
2232 }
2233 else
2234 *dam = 0; /* no harm done */
2235 }
2236
2237 /* thrown_item_effect() - handles any special effects of thrown
2238 * items (like attacking living creatures--a potion thrown at a
2239 * monster).
2240 */
2241 static void
2242 thrown_item_effect (object *hitter, object *victim)
2243 {
2244 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2245 {
2246 /* May not need a switch for just 2 types, but this makes it
2247 * easier for expansion.
2248 */
2249 switch (hitter->type)
2250 {
2251 case POTION:
2252 /* should player get a save throw instead of checking magic protection? */
2253 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2254 (void) apply_potion (victim, hitter);
2255 break;
2256
2257 case POISON: /* poison drinks */
2258 /* As with potions, should monster get a save? */
2259 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2260 apply_poison (victim, hitter);
2261 break;
2262
2263 /* Removed case statements that did nothing.
2264 * food may be poisonous, but monster must be willing to eat it,
2265 * so we don't handle it here.
2266 * Containers should perhaps break open, but that code was disabled.
2267 */
2268 }
2269 }
2270 }
2271
2272 /* adj_attackroll() - adjustments to attacks by various conditions */
2273 int
2274 adj_attackroll (object *hitter, object *target)
2275 {
2276 object *attacker = hitter;
2277 int adjust = 0;
2278
2279 /* safety */
2280 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2281 {
2282 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2283 return 0;
2284 }
2285
2286 /* aimed missiles use the owning object's sight */
2287 if (is_aimed_missile (hitter))
2288 {
2289 if ((attacker = hitter->owner) == NULL)
2290 attacker = hitter;
2291 /* A player who saves but hasn't quit still could have objects
2292 * owned by him - need to handle that case to avoid crashes.
2293 */
2294 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2295 attacker = hitter;
2296 }
2297 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2298 return 0;
2299
2300 /* determine the condtions under which we make an attack.
2301 * Add more cases, as the need occurs. */
2302
2303 if (!can_see_enemy (attacker, target))
2304 {
2305 /* target is unseen */
2306 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2307 adjust -= 10;
2308 /* dark map penalty for the hitter (lacks infravision if we got here). */
2309 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2310 adjust -= target->map->darkness;
2311 }
2312
2313 if (QUERY_FLAG (attacker, FLAG_SCARED))
2314 adjust -= 3;
2315
2316 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2317 adjust += 1;
2318
2319 if (QUERY_FLAG (target, FLAG_SCARED))
2320 adjust += 1;
2321
2322 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2323 adjust -= 3;
2324
2325 /* if we attack at a different 'altitude' its harder */
2326 if ((attacker->move_type & target->move_type) == 0)
2327 adjust -= 2;
2328
2329 #if 0
2330 /* slower attacks are less likely to succeed. We should use a
2331 * comparison between attacker/target speeds BUT, players have
2332 * a generally faster speed, so this will wind up being a HUGE
2333 * disadantage for the monsters! Too bad, because missiles which
2334 * fly fast should have a better chance of hitting a slower target.
2335 */
2336 if (hitter->speed < target->speed)
2337 adjust += ((float) hitter->speed - target->speed);
2338 #endif
2339
2340 #if 0
2341 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2342 #endif
2343
2344 return adjust;
2345 }
2346
2347 /* determine if the object is an 'aimed' missile */
2348 int
2349 is_aimed_missile (object *op)
2350 {
2351
2352 /* I broke what used to be one big if into a few nested
2353 * ones so that figuring out the logic is at least possible.
2354 */
2355 if (op && (op->move_type & MOVE_FLYING))
2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1;
2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2359 return 1;
2360
2361 return 0;
2362 }