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/cvs/deliantra/server/server/attack.C
Revision: 1.74
Committed: Tue Jul 31 01:18:16 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +5 -3 lines
Log Message:
experimentally let other players hear when I hit

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
619 if (dam != 0)
620 {
621 if (dam < 10)
622 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20)
624 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else
626 op->contr->play_sound (sound_find ("player_is_hit3"));
627 }
628 }
629
630 new_draw_info (NDI_BLACK, 0, op, buf);
631 } /* end of player hitting player */
632
633 if (hitter->type == PLAYER)
634 {
635 sprintf (buf, "You %s.", buf1);
636
637 if (dam != 0)
638 {
639 if (dam < 10)
640 op->play_sound (sound_find ("player_hits1"));
641 else if (dam < 20)
642 op->play_sound (sound_find ("player_hits2"));
643 else
644 op->play_sound (sound_find ("player_hits3"));
645 }
646
647 new_draw_info (NDI_BLACK, 0, hitter, buf);
648 }
649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
650 {
651 /* look for stacked spells and start reducing the message chances */
652 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
653 {
654 i = 4;
655 map = hitter->map;
656 if (out_of_map (map, hitter->x, hitter->y))
657 return;
658
659 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next)
661 while (next)
662 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3;
665
666 tmp = next;
667 next = tmp->above;
668 }
669
670 if (i < 0)
671 return;
672
673 if (rndm (0, i) != 0)
674 return;
675 }
676 else if (rndm (0, 5) != 0)
677 return;
678
679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
680 op->play_sound (sound_find ("player_hits4"));
681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
682 }
683 }
684
685
686 static int
687 get_attack_mode (object **target, object **hitter, int *simple_attack)
688 {
689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
690 {
691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
692 return 1;
693 }
694 if ((*target)->head)
695 *target = (*target)->head;
696 if ((*hitter)->head)
697 *hitter = (*hitter)->head;
698 if ((*hitter)->env != NULL || (*target)->env != NULL)
699 {
700 *simple_attack = 1;
701 return 0;
702 }
703 if (QUERY_FLAG (*target, FLAG_REMOVED)
704 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
705 {
706 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
707 return 1;
708 }
709 *simple_attack = 0;
710 return 0;
711 }
712
713 static int
714 abort_attack (object *target, object *hitter, int simple_attack)
715 {
716
717 /* Check if target and hitter are still in a relation similar to the one
718 * determined by get_attack_mode(). Returns true if the relation has changed.
719 */
720 int new_mode;
721
722 if (hitter->env == target || target->env == hitter)
723 new_mode = 1;
724 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
725 return 1;
726 else
727 new_mode = 0;
728 return new_mode != simple_attack;
729 }
730
731 static void thrown_item_effect (object *, object *);
732
733 static int
734 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
735 {
736 int simple_attack, roll, dam = 0;
737 uint32 type;
738 shstr op_name;
739
740 if (get_attack_mode (&op, &hitter, &simple_attack))
741 goto error;
742
743 if (hitter->current_weapon)
744 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
745 return RESULT_INT (0);
746
747 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
748 return RESULT_INT (0);
749
750 /*
751 * A little check to make it more difficult to dance forward and back
752 * to avoid ever being hit by monsters.
753 */
754 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
755 {
756 /* Decrease speed BEFORE calling process_object. Otherwise, an
757 * infinite loop occurs, with process_object calling move_monster,
758 * which then gets here again. By decreasing the speed before
759 * we call process_object, the 'if' statement above will fail.
760 */
761 --op->speed_left;
762 process_object (op);
763
764 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
765 goto error;
766 }
767
768 op_name = op->name;
769
770 roll = random_roll (1, 20, hitter, PREFER_HIGH);
771
772 /* Adjust roll for various situations. */
773 if (!simple_attack)
774 roll += adj_attackroll (hitter, op);
775
776 /* See if we hit the creature */
777 if (roll == 20 || op->stats.ac >= base_wc - roll)
778 {
779 int hitdam = base_dam;
780
781 if (!simple_attack)
782 {
783 /* If you hit something, the victim should *always* wake up.
784 * Before, invisible hitters could avoid doing this.
785 * -b.t. */
786 if (QUERY_FLAG (op, FLAG_SLEEP))
787 CLEAR_FLAG (op, FLAG_SLEEP);
788
789 /* If the victim can't see the attacker, it may alert others
790 * for help. */
791 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
792 npc_call_help (op);
793
794 /* if you were hidden and hit by a creature, you are discovered */
795 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
796 {
797 make_visible (op);
798
799 if (op->type == PLAYER)
800 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
801 }
802
803 /* thrown items (hitter) will have various effects
804 * when they hit the victim. For things like thrown daggers,
805 * this sets 'hitter' to the actual dagger, and not the
806 * wrapper object.
807 */
808 thrown_item_effect (hitter, op);
809
810 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
811 goto leave;
812 }
813
814 /* Need to do at least 1 damage, otherwise there is no point
815 * to go further and it will cause FPE's below.
816 */
817 if (hitdam <= 0)
818 hitdam = 1;
819
820 type = hitter->attacktype;
821
822 if (!type)
823 type = AT_PHYSICAL;
824
825 /* Handle monsters that hit back */
826 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
827 {
828 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
829 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
830
831 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
832
833 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
834 goto leave;
835 }
836
837 /* In the new attack code, it should handle multiple attack
838 * types in its area, so remove it from here.
839 */
840 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
841
842 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave;
844 } /* end of if hitter hit op */
845 /* if we missed, dam=0 */
846
847 /*attack_message(dam, type, op, hitter); */
848
849 goto leave;
850
851 error:
852 dam = 1;
853
854 leave:
855
856 return dam;
857 }
858
859 int
860 attack_ob (object *op, object *hitter)
861 {
862 hitter = hitter->head_ ();
863
864 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
865 }
866
867 /* op is the arrow, tmp is what is stopping the arrow.
868 *
869 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
870 */
871 static int
872 stick_arrow (object *op, object *tmp)
873 {
874 /* If the missile hit a player, we insert it in their inventory.
875 * However, if the missile is heavy, we don't do so (assume it falls
876 * to the ground after a hit). What a good value for this is up to
877 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
878 * stick around.
879 */
880 if (op->weight <= 5000 && tmp->stats.hp >= 0)
881 {
882 tmp = tmp->head_ ();
883
884 op->remove ();
885 op = insert_ob_in_ob (op, tmp);
886
887 if (tmp->type == PLAYER)
888 esrv_send_item (tmp, op);
889
890 return 1;
891 }
892 else
893 return 0;
894 }
895
896 /* hit_with_arrow() disassembles the missile, attacks the victim and
897 * reassembles the missile.
898 *
899 * It returns a pointer to the reassembled missile, or NULL if the missile
900 * isn't available anymore.
901 */
902 object *
903 hit_with_arrow (object *op, object *victim)
904 {
905 object *container, *hitter;
906 int hit_something = 0;
907
908 /* Disassemble missile */
909 if (op->inv)
910 {
911 container = op;
912 hitter = op->inv;
913 hitter->remove ();
914 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
915 /* Note that we now have an empty THROWN_OBJ on the map. Code that
916 * might be called until this THROWN_OBJ is either reassembled or
917 * removed at the end of this function must be able to deal with empty
918 * THROWN_OBJs. */
919 }
920 else
921 {
922 container = 0;
923 hitter = op;
924 }
925
926 /* Try to hit victim */
927 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
928
929 /* Arrow attacks door, rune of summoning is triggered, demon is put on
930 * arrow, move_apply() calls this function, arrow sticks in demon,
931 * attack_ob_simple() returns, and we've got an arrow that still exists
932 * but is no longer on the map. Ugh. (Beware: Such things can happen at
933 * other places as well!)
934 */
935 if (hitter->destroyed () || hitter->env != NULL)
936 {
937 if (container)
938 {
939 container->remove ();
940 container->destroy ();
941 }
942
943 return 0;
944 }
945
946 /* Missile hit victim */
947 /* if the speed is > 10, then this is a fast moving arrow, we go straight
948 * through the target
949 */
950 if (hit_something && op->speed <= 10.0)
951 {
952 /* Stop arrow */
953 if (!container)
954 {
955 hitter = fix_stopped_arrow (hitter);
956 if (!hitter)
957 return 0;
958 }
959 else
960 container->destroy ();
961
962 /* Try to stick arrow into victim */
963 if (!victim->destroyed () && stick_arrow (hitter, victim))
964 return 0;
965
966 /* Else try to put arrow on victim's map square
967 * remove check for P_WALL here. If the arrow got to this
968 * space, that is good enough - with the new movement code,
969 * there is now the potential for lots of spaces where something
970 * can fly over but not otherwise move over. What is the correct
971 * way to handle those otherwise?
972 */
973 if (victim->x != hitter->x || victim->y != hitter->y)
974 {
975 hitter->remove ();
976 hitter->x = victim->x;
977 hitter->y = victim->y;
978 insert_ob_in_map (hitter, victim->map, hitter, 0);
979 }
980 else
981 /* Else leave arrow where it is */
982 merge_ob (hitter, NULL);
983
984 return 0;
985 }
986
987 if (hit_something && op->speed >= 10.0)
988 op->speed -= 1.0;
989
990 /* Missile missed victim - reassemble missile */
991 if (container)
992 {
993 hitter->remove ();
994 insert_ob_in_ob (hitter, container);
995 }
996
997 return op;
998 }
999
1000 void
1001 tear_down_wall (object *op)
1002 {
1003 int perc = 0;
1004
1005 if (!op->stats.maxhp)
1006 {
1007 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1008 perc = 1;
1009 }
1010 else if (!GET_ANIM_ID (op))
1011 {
1012 /* Object has been called - no animations, so remove it */
1013 if (op->stats.hp < 0)
1014 op->destroy ();
1015
1016 return; /* no animations, so nothing more to do */
1017 }
1018
1019 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1020
1021 if (perc >= (int) NUM_ANIMATIONS (op))
1022 perc = NUM_ANIMATIONS (op) - 1;
1023 else if (perc < 1)
1024 perc = 1;
1025
1026 SET_ANIMATION (op, perc);
1027 update_object (op, UP_OBJ_FACE);
1028
1029 if (perc == NUM_ANIMATIONS (op) - 1)
1030 { /* Reached the last animation */
1031 if (op->face == blank_face)
1032 /* If the last face is blank, remove the ob */
1033 op->destroy ();
1034 else
1035 { /* The last face was not blank, leave an image */
1036 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1037 update_all_los (op->map, op->x, op->y);
1038 op->move_block = 0;
1039 CLEAR_FLAG (op, FLAG_ALIVE);
1040 }
1041 }
1042 }
1043
1044 void
1045 scare_creature (object *target, object *hitter)
1046 {
1047 object *owner = hitter->owner;
1048
1049 if (!owner)
1050 owner = hitter;
1051
1052 SET_FLAG (target, FLAG_SCARED);
1053 if (!target->enemy)
1054 target->enemy = owner;
1055 }
1056
1057 /* This returns the amount of damage hitter does to op with the
1058 * appropriate attacktype. Only 1 attacktype should be set at a time.
1059 * This doesn't damage the player, but returns how much it should
1060 * take. However, it will do other effects (paralyzation, slow, etc.)
1061 * Note - changed for PR code - we now pass the attack number and not
1062 * the attacktype. Makes it easier for the PR code. */
1063 int
1064 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1065 {
1066 int doesnt_slay = 1;
1067
1068 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1069 if (attacknum >= NROFATTACKS)
1070 {
1071 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1072 return 0;
1073 }
1074
1075 if (dam < 0)
1076 {
1077 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1078 dam, hitter->debug_desc (), op->debug_desc ());
1079 return 0;
1080 }
1081
1082 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1083 * people can't mess with that or it otherwise get confused. */
1084 if (attacknum == ATNR_INTERNAL)
1085 return dam;
1086
1087 if (hitter->slaying)
1088 {
1089 if ((op->race && strstr (hitter->slaying, op->race))
1090 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1091 {
1092 doesnt_slay = 0;
1093 dam *= 3;
1094 }
1095 }
1096
1097 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1098 if (op->resist[attacknum])
1099 {
1100 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1101 * in case 0>dam>1, we try to "simulate" a float value-effect */
1102 dam *= (100 - op->resist[attacknum]);
1103 if (dam >= 100)
1104 dam /= 100;
1105 else
1106 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1107 }
1108
1109 /* Special hack. By default, if immune to something, you
1110 * shouldn't need to worry. However, acid is an exception, since
1111 * it can still damage your items. Only include attacktypes if
1112 * special processing is needed */
1113
1114 if (op->resist[attacknum] >= 100
1115 && doesnt_slay
1116 && attacknum != ATNR_ACID)
1117 return 0;
1118
1119 /* Keep this in order - makes things easier to find */
1120
1121 switch (attacknum)
1122 {
1123 case ATNR_PHYSICAL:
1124 /* here also check for diseases */
1125 check_physically_infect (op, hitter);
1126 break;
1127
1128 /* Don't need to do anything for:
1129 magic,
1130 fire,
1131 electricity,
1132 cold */
1133
1134 case ATNR_CONFUSION:
1135 case ATNR_POISON:
1136 case ATNR_SLOW:
1137 case ATNR_PARALYZE:
1138 case ATNR_FEAR:
1139 case ATNR_CANCELLATION:
1140 case ATNR_DEPLETE:
1141 case ATNR_BLIND:
1142 {
1143 /* chance for inflicting a special attack depends on the
1144 * difference between attacker's and defender's level
1145 */
1146 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1147
1148 /* First, only creatures/players with speed can be affected.
1149 * Second, just getting hit doesn't mean it always affects
1150 * you. Third, you still get a saving through against the
1151 * effect.
1152 */
1153 if (op->speed &&
1154 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1155 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1156 {
1157
1158 /* Player has been hit by something */
1159 if (attacknum == ATNR_CONFUSION)
1160 confuse_player (op, hitter, dam);
1161 else if (attacknum == ATNR_POISON)
1162 poison_player (op, hitter, dam);
1163 else if (attacknum == ATNR_SLOW)
1164 slow_player (op, hitter, dam);
1165 else if (attacknum == ATNR_PARALYZE)
1166 paralyze_player (op, hitter, dam);
1167 else if (attacknum == ATNR_FEAR)
1168 scare_creature (op, hitter);
1169 else if (attacknum == ATNR_CANCELLATION)
1170 cancellation (op);
1171 else if (attacknum == ATNR_DEPLETE)
1172 op->drain_stat ();
1173 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1174 blind_player (op, hitter, dam);
1175 }
1176
1177 dam = 0; /* These are all effects and don't do real damage */
1178 }
1179 break;
1180
1181 case ATNR_ACID:
1182 {
1183 int flag = 0;
1184
1185 /* Items only get corroded if you're not on a battleground and
1186 * if your acid resistance is below 50%. */
1187 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1188 {
1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1190 {
1191 if (tmp->invisible)
1192 continue;
1193 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1194 /* >= 10% acid res. on items will protect these */
1195 continue;
1196 if (!(tmp->materials & M_IRON))
1197 continue;
1198 if (tmp->magic < -4) /* Let's stop at -5 */
1199 continue;
1200 if (tmp->type == RING
1201 /* removed boots and gloves from exclusion list in PR */
1202 || tmp->type == GIRDLE
1203 || tmp->type == AMULET
1204 || tmp->type == WAND
1205 || tmp->type == ROD
1206 || tmp->type == HORN)
1207 continue; /* To avoid some strange effects */
1208
1209 /* High damage acid has better chance of corroding
1210 objects */
1211 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1212 {
1213 if (op->type == PLAYER)
1214 /* Make this more visible */
1215 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1216 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1217 flag = 1;
1218 tmp->magic--;
1219 if (op->type == PLAYER)
1220 esrv_send_item (op, tmp);
1221 }
1222 }
1223
1224 if (flag)
1225 op->update_stats (); /* Something was corroded */
1226 }
1227 }
1228 break;
1229
1230 case ATNR_DRAIN:
1231 {
1232 /* rate is the proportion of exp drained. High rate means
1233 * not much is drained, low rate means a lot is drained.
1234 */
1235 int rate;
1236
1237 if (op->resist[ATNR_DRAIN] >= 0)
1238 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1239 else
1240 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1241
1242 if (op->stats.exp <= rate)
1243 {
1244 if (op->type == GOLEM)
1245 dam = 999; /* Its force is "sucked" away. 8) */
1246 else
1247 /* If we can't drain, lets try to do physical damage */
1248 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1249 }
1250 else
1251 {
1252 /* Randomly give the hitter some hp */
1253 if (hitter->stats.hp < hitter->stats.maxhp &&
1254 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1255 hitter->stats.hp++;
1256
1257 /* Can't do drains on battleground spaces.
1258 * Move the wiz check up here - before, the hitter wouldn't gain exp
1259 * exp, but the wiz would still lose exp! If drainee is a wiz,
1260 * nothing happens.
1261 * Try to credit the owner. We try to display player -> player drain
1262 * attacks, hence all the != PLAYER checks.
1263 */
1264 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1265 {
1266 object *owner = hitter->owner;
1267
1268 if (owner && owner != hitter)
1269 {
1270 if (op->type != PLAYER || owner->type != PLAYER)
1271 change_exp (owner, op->stats.exp / (rate * 2),
1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1273 }
1274 else if (op->type != PLAYER || hitter->type != PLAYER)
1275 change_exp (hitter, op->stats.exp / (rate * 2),
1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1277
1278 change_exp (op, -op->stats.exp / rate, NULL, 0);
1279 }
1280
1281 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1282 * drain attack, you won't know that you are actually sucking out EXP,
1283 * as the messages will say you missed
1284 */
1285 }
1286 }
1287 break;
1288
1289 case ATNR_TURN_UNDEAD:
1290 {
1291 if (QUERY_FLAG (op, FLAG_UNDEAD))
1292 {
1293 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1294 object *god = find_god (determine_god (owner));
1295 int div = 1;
1296
1297 /* if undead are not an enemy of your god, you turn them
1298 * at half strength */
1299 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1300 div = 2;
1301
1302 /* Give a bonus if you resist turn undead */
1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1304 scare_creature (op, owner);
1305 }
1306 else
1307 dam = 0; /* don't damage non undead - should we damage
1308 undead? */
1309 }
1310 break;
1311
1312 case ATNR_DEATH:
1313 deathstrike_player (op, hitter, &dam);
1314 break;
1315
1316 case ATNR_CHAOS:
1317 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1318 dam = 0;
1319 break;
1320
1321 case ATNR_COUNTERSPELL:
1322 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1323 dam = 0;
1324 /* This should never happen. Counterspell is handled
1325 * seperately and filtered out. If this does happen,
1326 * Counterspell has no effect on anything but spells, so it
1327 * does no damage. */
1328 break;
1329
1330 case ATNR_HOLYWORD:
1331 {
1332 /* This has already been handled by hit_player,
1333 * no need to check twice -- DAMN */
1334 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1335
1336 /* As with turn undead above, give a bonus on the saving throw */
1337 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1338 scare_creature (op, owner);
1339 }
1340 break;
1341
1342 case ATNR_LIFE_STEALING:
1343 {
1344 int new_hp;
1345
1346 /* this is replacement to drain for players, instead of taking
1347 * exp it takes hp. It is geared for players, probably not
1348 * much use giving it to monsters
1349 *
1350 * life stealing doesn't do a lot of damage, but it gives the
1351 * damage it does do to the player. Given that,
1352 * it only does 1/10'th normal damage (hence the divide by
1353 * 1000).
1354 */
1355 /* You can't steal life from something undead */
1356 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1357 return 0;
1358
1359 /* If drain protection is higher than life stealing, use that */
1360 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1361 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1362 else
1363 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1364
1365 /* You die at -1 hp, not zero. */
1366 if (dam > (op->stats.hp + 1))
1367 dam = op->stats.hp + 1;
1368
1369 new_hp = hitter->stats.hp + dam;
1370 if (new_hp > hitter->stats.maxhp)
1371 new_hp = hitter->stats.maxhp;
1372
1373 if (new_hp > hitter->stats.hp)
1374 hitter->stats.hp = new_hp;
1375 }
1376 }
1377
1378 return dam;
1379 }
1380
1381 /* GROS: This code comes from hit_player. It has been made external to
1382 * allow script procedures to "kill" objects in a combat-like fashion.
1383 * It was initially used by (kill-object) developed for the Collector's
1384 * Sword. Note that nothing has been changed from the original version
1385 * of the following code.
1386 * op is what is being killed.
1387 * dam is the damage done to it.
1388 * hitter is what is hitting it.
1389 * type is the attacktype.
1390 *
1391 * This function was a bit of a mess with hitter getting changed,
1392 * values being stored away but not used, etc. I've cleaned it up
1393 * a bit - I think it should be functionally equivalant.
1394 * MSW 2002-07-17
1395 */
1396 int
1397 kill_object (object *op, int dam, object *hitter, int type)
1398 {
1399 char buf[MAX_BUF];
1400 const char *skill;
1401 int maxdam = 0;
1402 int battleg = 0; /* true if op standing on battleground */
1403 int pk = 0; /* true if op and what controls hitter are both players */
1404 object *owner = 0;
1405 object *skop = 0;
1406
1407 if (op->stats.hp >= 0)
1408 return -1;
1409
1410 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1411 return 0;
1412
1413 /* maxdam needs to be the amount of damage it took to kill
1414 * this creature. The function(s) that call us have already
1415 * adjusted the creatures HP total, so that is negative.
1416 */
1417 maxdam = dam + op->stats.hp + 1;
1418
1419 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1420 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1421
1422 if (op->type == DOOR)
1423 {
1424 op->set_speed (0.1f);
1425 op->speed_left = -0.05f;
1426 return maxdam;
1427 }
1428
1429 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1430 {
1431 op->destroy ();
1432 return maxdam;
1433 }
1434
1435 /* Now lets start dealing with experience we get for killing something */
1436
1437 owner = hitter->owner;
1438 if (!owner)
1439 owner = hitter;
1440
1441 /* is the victim (op) standing on battleground? */
1442 if (op_on_battleground (op, NULL, NULL))
1443 battleg = 1;
1444
1445 /* is this player killing? */
1446 if (op->type == PLAYER && owner->type == PLAYER)
1447 pk = 1;
1448
1449 /* Player killed something */
1450 if (owner->type == PLAYER)
1451 {
1452 Log_Kill (owner->name,
1453 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1454
1455 /* Log players killing other players - makes it easier to detect
1456 * and filter out malicious player killers - that is why the
1457 * ip address is included.
1458 */
1459 if (op->type == PLAYER && !battleg)
1460 {
1461 time_t t = time (NULL);
1462 struct tm *tmv;
1463 char buf[256];
1464
1465 tmv = localtime (&t);
1466 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1467
1468 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1469 }
1470
1471 /* try to filter some things out - basically, if you are
1472 * killing a level 1 creature and your level 20, you
1473 * probably don't want to see that.
1474 */
1475 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1476 {
1477 if (owner != hitter)
1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1479 else
1480 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1481
1482 /* Only play sounds for melee kills */
1483 if (hitter->type == PLAYER)
1484 owner->play_sound (sound_find ("player_kills"));
1485 }
1486
1487 /* If a player kills another player, not on
1488 * battleground, the "killer" looses 1 luck. Since this is
1489 * not reversible, it's actually quite a pain IMHO. -AV
1490 * Fix bug in that we were changing the luck of the hitter, not
1491 * player that the object belonged to - so if you killed another player
1492 * with spells, pets, whatever, there was no penalty.
1493 * Changed to make luck penalty configurable in settings.
1494 */
1495 if (op->type == PLAYER && owner != op && !battleg)
1496 owner->change_luck (-settings.pk_luck_penalty);
1497
1498 /* This code below deals with finding the appropriate skill
1499 * to credit exp to. This is a bit problematic - we should
1500 * probably never really have to look at current_weapon->skill
1501 */
1502 skill = 0;
1503
1504 if (hitter->skill && hitter->type != PLAYER)
1505 skill = hitter->skill;
1506 else if (owner->chosen_skill)
1507 {
1508 skop = owner->chosen_skill;
1509 skill = skop->skill;
1510 }
1511 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1512 skill = owner->current_weapon->skill;
1513 else
1514 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1515
1516 /* We have the skill we want to credit to - now find the object this goes
1517 * to. Make sure skop is an actual skill, and not a skill tool!
1518 */
1519 if ((!skop || skop->type != SKILL) && skill)
1520 {
1521 int i;
1522
1523 for (i = 0; i < NUM_SKILLS; i++)
1524 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1525 {
1526 skop = owner->contr->last_skill_ob[i];
1527 break;
1528 }
1529 }
1530 } /* Was it a player that hit somethign */
1531 else
1532 skill = 0;
1533
1534 /* Pet (or spell) killed something. */
1535 if (owner != hitter)
1536 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1537 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538 else
1539 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1540 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1541 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542
1543 /* These may have been set in the player code section above */
1544 if (!skop)
1545 skop = hitter->chosen_skill;
1546
1547 if (!skill && skop)
1548 skill = skop->skill;
1549
1550 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1551
1552 /* If you didn't kill yourself, and your not the wizard */
1553 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1554 {
1555 int exp;
1556
1557 /* Really don't give much experience for killing other players */
1558 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1559 if (op->type == PLAYER)
1560 {
1561 if (battleg)
1562 {
1563 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1564 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1565 }
1566 else
1567 exp = op->stats.exp / 1000;
1568 }
1569 else
1570 exp = calc_skill_exp (owner, op, skop);
1571
1572 /* if op is standing on "battleground" (arena), no way to gain
1573 * exp by killing him
1574 */
1575 if (battleg)
1576 exp = 0;
1577
1578 /* Don't know why this is set this way - doesn't make
1579 * sense to just divide everything by two for no reason.
1580 */
1581
1582 if (!settings.simple_exp)
1583 exp = exp / 2;
1584
1585 if (owner->type != PLAYER || owner->contr->party == NULL)
1586 change_exp (owner, exp, skill, 0);
1587 else
1588 {
1589 int shares = 0, count = 0;
1590 partylist *party = owner->contr->party;
1591
1592 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1593
1594 for_all_players (pl)
1595 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1596 {
1597 count++;
1598 shares += (pl->ob->level + 4);
1599 }
1600
1601 if (count == 1 || shares > exp || !shares)
1602 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1603 else
1604 {
1605 int share = exp / shares, given = 0, nexp;
1606
1607 for_all_players (pl)
1608 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1609 {
1610 nexp = (pl->ob->level + 4) * share;
1611 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1612 given += nexp;
1613 }
1614
1615 exp -= given;
1616 /* give any remainder to the player */
1617 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1618 }
1619 } /* else part of a party */
1620 } /* end if person didn't kill himself */
1621
1622 if (op->type != PLAYER)
1623 {
1624 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1625 {
1626 object *owner1 = op->owner;
1627
1628 if (owner1 && owner1->type == PLAYER)
1629 {
1630 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1631 /* Maybe we should include the owner that killed this, maybe not */
1632 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1633 }
1634
1635 remove_friendly_object (op);
1636 }
1637
1638 op->destroy ();
1639 }
1640 else
1641 {
1642 /* Player has been killed! */
1643 if (owner->type == PLAYER)
1644 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1645 else
1646 assign (op->contr->killer, hitter->name);
1647 }
1648
1649 /* This was return -1 - that doesn't seem correct - if we return -1, process
1650 * continues in the calling function.
1651 */
1652 return maxdam;
1653 }
1654
1655 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1656 * Returns 0 this is not friendly fire
1657 */
1658 int
1659 friendly_fire (object *op, object *hitter)
1660 {
1661 object *owner;
1662 int friendlyfire;
1663
1664 if (hitter->head)
1665 hitter = hitter->head;
1666
1667 friendlyfire = 0;
1668
1669 if (op->type == PLAYER)
1670 {
1671 if (op_on_battleground (hitter, 0, 0))
1672 return 0;
1673
1674 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1675 return 1;
1676
1677 if ((owner = hitter->owner) != NULL)
1678 {
1679 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1680 friendlyfire = 2;
1681 }
1682
1683 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1684 friendlyfire = 0;
1685 }
1686
1687 return friendlyfire;
1688 }
1689
1690 /* This isn't used just for players, but in fact most objects.
1691 * op is the object to be hit, dam is the amount of damage, hitter
1692 * is what is hitting the object, type is the attacktype, and
1693 * full_hit is set if monster area does not matter.
1694 * dam is base damage - protections/vulnerabilities/slaying matches can
1695 * modify it.
1696 */
1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699 int
1700 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1701 {
1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1703 int maxattacktype, attacknum;
1704 int body_attack = op && op->head; /* Did we hit op's head? */
1705 int simple_attack;
1706 int rtn_kill = 0;
1707 int friendlyfire;
1708
1709 if (get_attack_mode (&op, &hitter, &simple_attack))
1710 return 0;
1711
1712 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1713 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1714 return 0;
1715
1716 // only allow pk for hostile players
1717 if (op->type == PLAYER)
1718 {
1719 object *owner = hitter->owner;
1720
1721 if (!owner)
1722 owner = hitter;
1723
1724 if (owner->type == PLAYER
1725 && (!op_on_battleground (op, 0, 0)
1726 && (op->contr->peaceful || owner->contr->peaceful))
1727 && op != owner)
1728 return 0;
1729 }
1730
1731 if (body_attack)
1732 {
1733 /* slow and paralyze must hit the head. But we don't want to just
1734 * return - we still need to process other attacks the spell still
1735 * might have. So just remove the paralyze and slow attacktypes,
1736 * and keep on processing if we have other attacktypes.
1737 * return if only magic or nothing is left - under normal code
1738 * we don't attack with pure magic if there is another attacktype.
1739 * Only do processing if the initial attacktype includes one of those
1740 * attack so we don't cancel out things like magic bullet.
1741 */
1742 if (type & (AT_PARALYZE | AT_SLOW))
1743 {
1744 type &= ~(AT_PARALYZE | AT_SLOW);
1745
1746 if (!type || type == AT_MAGIC)
1747 return 0;
1748 }
1749 }
1750
1751 if (!simple_attack && op->type == DOOR)
1752 {
1753 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP)
1755 {
1756 spring_trap (tmp, hitter);
1757
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1759 return 0;
1760
1761 break;
1762 }
1763 }
1764
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766 {
1767 /* FIXME: If a player is killed by a rune in a door, the
1768 * destroyed() check above doesn't return, and might get here.
1769 */
1770
1771 /* FIXME: This for example happens when a dead door is on a mover and
1772 gets it's speed_left raised on each mover-tick.
1773 Doors are removed in a kinda funny way by giving them speed and speed_left
1774 and waiting for that to run out.
1775 */
1776 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1777 return 0;
1778 }
1779
1780 #ifdef ATTACK_DEBUG
1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 #endif
1783
1784 if (magic)
1785 {
1786 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1787 * in case 0>dam>1, we try to "simulate" a float value-effect */
1788 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 if (dam >= 100)
1790 dam /= 100;
1791 else
1792 dam = (dam > rndm (0, 99)) ? 1 : 0;
1793 }
1794
1795 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1796 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1797 */
1798 if (type & AT_CHAOS)
1799 {
1800 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1801 update_object (op, UP_OBJ_FACE);
1802 type &= ~AT_CHAOS;
1803 }
1804
1805 /* Holyword is really an attacktype modifier (like magic is). If
1806 * holyword is part of an attacktype, then make sure the creature is
1807 * a proper match, otherwise no damage.
1808 */
1809 if (type & AT_HOLYWORD)
1810 {
1811 object *god;
1812
1813 if ((!hitter->slaying ||
1814 (!(op->race && strstr (hitter->slaying, op->race)) &&
1815 !(op->name && strstr (hitter->slaying, op->name)))) &&
1816 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1817 (hitter->title != NULL
1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1819 return 0;
1820 }
1821
1822 maxattacktype = type; /* initialise this to something */
1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1824 {
1825 /* Magic isn't really a true attack type - it gets combined with other
1826 * attack types. As such, skip it over. However, if magic is
1827 * the only attacktype in the group, then still attack with it
1828 */
1829 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1830 continue;
1831
1832 /* Go through and hit the player with each attacktype, one by one.
1833 * hit_player_attacktype only figures out the damage, doesn't inflict
1834 * it. It will do the appropriate action for attacktypes with
1835 * effects (slow, paralization, etc.
1836 */
1837 if (type & attacktype)
1838 {
1839 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1840 /* the >= causes us to prefer messages from special attacks, if
1841 * the damage is equal.
1842 */
1843 if (ndam >= maxdam)
1844 {
1845 maxdam = ndam;
1846 maxattacktype = 1 << attacknum;
1847 }
1848 }
1849 }
1850
1851 /* if this is friendly fire then do a set % of damage only
1852 * Note - put a check in to make sure this attack is actually
1853 * doing damage - otherwise, the +1 in the code below will make
1854 * an attack do damage before when it otherwise didn't
1855 */
1856 friendlyfire = friendly_fire (op, hitter);
1857 if (friendlyfire && maxdam)
1858 {
1859 maxdam = ((dam * settings.set_friendly_fire) / 100);
1860
1861 #ifdef ATTACK_DEBUG
1862 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1863 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1864 #endif
1865 }
1866
1867 if (!full_hit)
1868 {
1869 int area;
1870 int remainder;
1871
1872 area = 0;
1873
1874 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1875 area++;
1876
1877 assert (area > 0);
1878
1879 /* basically: maxdam /= area; we try to "simulate" a float
1880 value-effect */
1881 remainder = 100 * (maxdam % area) / area;
1882 maxdam /= area;
1883 if (rndm (100) < remainder)
1884 maxdam++;
1885 }
1886
1887 #ifdef ATTACK_DEBUG
1888 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1889 #endif
1890
1891 // for now, only do this for active objects, otherwise they
1892 // keep a refcount for a long time and I see no usefulness
1893 // for an non-active objetc to know its enemy.
1894 if (op->active)
1895 if (hitter->owner)
1896 op->enemy = hitter->owner;
1897 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1898 op->enemy = hitter;
1899
1900 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1901 {
1902 /* The unaggressives look after themselves 8) */
1903 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1904 npc_call_help (op);
1905 }
1906
1907 if (magic && did_make_save (op, op->level, 0))
1908 maxdam = maxdam / 2;
1909
1910 attack_message (maxdam, maxattacktype, op, hitter);
1911
1912 op->stats.hp -= maxdam;
1913
1914 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1915 if ((op->stats.hp >= 0) &&
1916 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1917 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1918 {
1919
1920 if (QUERY_FLAG (op, FLAG_MONSTER))
1921 SET_FLAG (op, FLAG_RUN_AWAY);
1922 else
1923 scare_creature (op, hitter);
1924 }
1925
1926 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1927 {
1928 if (maxdam)
1929 tear_down_wall (op);
1930
1931 return maxdam; /* nothing more to do for wall */
1932 }
1933
1934 /* See if the creature has been killed */
1935 rtn_kill = kill_object (op, maxdam, hitter, type);
1936 if (rtn_kill != -1)
1937 return rtn_kill;
1938
1939
1940 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1941 * that before if the player was immune to ghosthit, the monster
1942 * remained - that is no longer the case.
1943 */
1944 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1945 hitter->destroy ();
1946
1947 /* Lets handle creatures that are splitting now */
1948 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1949 {
1950 int i;
1951 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1952 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1953 object *owner = op->owner;
1954
1955 if (!op->other_arch)
1956 {
1957 LOG (llevError, "SPLITTING without other_arch error.\n");
1958 return maxdam;
1959 }
1960
1961 op->remove ();
1962
1963 for (i = 0; i < NROFNEWOBJS (op); i++)
1964 { /* This doesn't handle op->more yet */
1965 object *tmp = arch_to_object (op->other_arch);
1966 int j;
1967
1968 tmp->stats.hp = op->stats.hp;
1969
1970 if (friendly)
1971 {
1972 add_friendly_object (tmp);
1973 tmp->attack_movement = PETMOVE;
1974
1975 if (owner)
1976 tmp->set_owner (owner);
1977 }
1978
1979 if (unaggressive)
1980 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1981
1982 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1983
1984 if (j == -1) /* No spot to put this monster */
1985 tmp->destroy ();
1986 else
1987 {
1988 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1989 insert_ob_in_map (tmp, op->map, NULL, 0);
1990 }
1991 }
1992
1993 op->destroy ();
1994 }
1995 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1996 hitter->destroy ();
1997
1998 return maxdam;
1999 }
2000
2001 void
2002 poison_player (object *op, object *hitter, int dam)
2003 {
2004 archetype *at = archetype::find ("poisoning");
2005 object *tmp = present_arch_in_ob (at, op);
2006
2007 if (tmp == NULL)
2008 {
2009 if ((tmp = arch_to_object (at)) == NULL)
2010 LOG (llevError, "Failed to clone arch poisoning.\n");
2011 else
2012 {
2013 tmp = insert_ob_in_ob (tmp, op);
2014 /* peterm: give poisoning some teeth. It should
2015 * be able to kill things better than it does:
2016 * damage should be dependent something--I choose to
2017 * do this: if it's a monster, the damage from the
2018 * poisoning goes as the level of the monster/2.
2019 * If anything else, goes as damage.
2020 */
2021
2022 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2023 tmp->stats.dam += hitter->level / 2;
2024 else
2025 tmp->stats.dam = dam;
2026
2027 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2028 if (hitter->skill && hitter->skill != tmp->skill)
2029 {
2030 tmp->skill = hitter->skill;
2031 }
2032
2033 tmp->stats.food += dam; /* more damage, longer poisoning */
2034
2035 if (op->type == PLAYER)
2036 {
2037 /* player looses stats, maximum is -10 of each */
2038 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2039 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2040 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2041 tmp->stats.Int = MAX (-dam / 7, -10);
2042 SET_FLAG (tmp, FLAG_APPLIED);
2043 op->update_stats ();
2044 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2045 }
2046
2047 if (hitter->type == PLAYER)
2048 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2049 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2050 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2051 }
2052
2053 tmp->speed_left = 0;
2054 }
2055 else
2056 tmp->stats.food++;
2057 }
2058
2059 void
2060 slow_player (object *op, object *hitter, int dam)
2061 {
2062 archetype *at = archetype::find ("slowness");
2063 object *tmp;
2064
2065 if (at == NULL)
2066 LOG (llevError, "Can't find slowness archetype.\n");
2067
2068 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2069 {
2070 tmp = arch_to_object (at);
2071 tmp = insert_ob_in_ob (tmp, op);
2072 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2073 }
2074 else
2075 tmp->stats.food++;
2076
2077 SET_FLAG (tmp, FLAG_APPLIED);
2078 tmp->speed_left = 0;
2079 op->update_stats ();
2080 }
2081
2082 void
2083 confuse_player (object *op, object *hitter, int dam)
2084 {
2085 object *tmp;
2086 int maxduration;
2087
2088 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2089 if (!tmp)
2090 {
2091 tmp = get_archetype (FORCE_NAME);
2092 tmp = insert_ob_in_ob (tmp, op);
2093 }
2094
2095 /* Duration added per hit and max. duration of confusion both depend
2096 * on the player's resistance
2097 */
2098 tmp->speed = 0.05;
2099 tmp->subtype = FORCE_CONFUSION;
2100 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101 tmp->name = "confusion";
2102 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2103
2104 if (tmp->duration > maxduration)
2105 tmp->duration = maxduration;
2106
2107 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2108 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2109
2110 SET_FLAG (op, FLAG_CONFUSED);
2111 }
2112
2113 void
2114 blind_player (object *op, object *hitter, int dam)
2115 {
2116 object *tmp, *owner;
2117
2118 /* Save some work if we know it isn't going to affect the player */
2119 if (op->resist[ATNR_BLIND] == 100)
2120 return;
2121
2122 tmp = present_in_ob (BLINDNESS, op);
2123 if (!tmp)
2124 {
2125 tmp = get_archetype ("blindness");
2126 SET_FLAG (tmp, FLAG_BLIND);
2127 SET_FLAG (tmp, FLAG_APPLIED);
2128 /* use floats so we don't lose too much precision due to rounding errors.
2129 * speed is a float anyways.
2130 */
2131 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2132
2133 tmp = insert_ob_in_ob (tmp, op);
2134 change_abil (op, tmp); /* Mostly to display any messages */
2135 op->update_stats (); /* This takes care of some other stuff */
2136
2137 if (hitter->owner)
2138 owner = hitter->owner;
2139 else
2140 owner = hitter;
2141
2142 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2143 }
2144 tmp->stats.food += dam;
2145 if (tmp->stats.food > 10)
2146 tmp->stats.food = 10;
2147 }
2148
2149 void
2150 paralyze_player (object *op, object *hitter, int dam)
2151 {
2152 float effect, max;
2153
2154 /* object *tmp; */
2155
2156 /* This is strange stuff... someone knows for what this is
2157 * written? Well, i think this can and should be removed
2158 */
2159
2160 /*
2161 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2162 tmp=clone_arch(PARAIMAGE);
2163 tmp->x=op->x,tmp->y=op->y;
2164 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2165 }
2166 */
2167
2168 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2169 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2170
2171 if (effect == 0)
2172 return;
2173
2174 op->speed_left -= FABS (op->speed) * effect;
2175 /* tmp->stats.food+=(signed short) effect/op->speed; */
2176
2177 /* max number of ticks to be affected for. */
2178 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2179 if (op->speed_left < -(FABS (op->speed) * max))
2180 op->speed_left = (float) -(FABS (op->speed) * max);
2181
2182 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2183 }
2184
2185 /* Attempts to kill 'op'. hitter is the attack object, dam is
2186 * the computed damaged.
2187 */
2188 void
2189 deathstrike_player (object *op, object *hitter, int *dam)
2190 {
2191 /* The intention of a death attack is to kill outright things
2192 ** that are a lot weaker than the attacker, have a chance of killing
2193 ** things somewhat weaker than the caster, and no chance of
2194 ** killing something equal or stronger than the attacker.
2195 ** Also, if a deathstrike attack has a slaying, any monster
2196 ** whose name or race matches a comma-delimited list in the slaying
2197 ** field of the deathstriking object */
2198
2199 int atk_lev, def_lev, kill_lev;
2200
2201 if (hitter->slaying)
2202 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2203 return;
2204
2205 def_lev = op->level;
2206 if (def_lev < 1)
2207 {
2208 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2209 def_lev = 1;
2210 }
2211
2212 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2213 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2214 atk_lev, def_lev); */
2215
2216 if (atk_lev >= def_lev)
2217 {
2218 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2219
2220 /* Note that the below effectively means the ratio of the atk vs
2221 * defener level is important - if level 52 character has very little
2222 * chance of killing a level 50 monster. This should probably be
2223 * redone.
2224 */
2225 if (kill_lev >= def_lev)
2226 {
2227 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2228 /* I think this doesn't really do much. Because of
2229 * integer rounding, this only makes any difference if the
2230 * attack level is double the defender level.
2231 */
2232 *dam *= kill_lev / def_lev;
2233 }
2234 }
2235 else
2236 *dam = 0; /* no harm done */
2237 }
2238
2239 /* thrown_item_effect() - handles any special effects of thrown
2240 * items (like attacking living creatures--a potion thrown at a
2241 * monster).
2242 */
2243 static void
2244 thrown_item_effect (object *hitter, object *victim)
2245 {
2246 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2247 {
2248 /* May not need a switch for just 2 types, but this makes it
2249 * easier for expansion.
2250 */
2251 switch (hitter->type)
2252 {
2253 case POTION:
2254 /* should player get a save throw instead of checking magic protection? */
2255 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2256 (void) apply_potion (victim, hitter);
2257 break;
2258
2259 case POISON: /* poison drinks */
2260 /* As with potions, should monster get a save? */
2261 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2262 apply_poison (victim, hitter);
2263 break;
2264
2265 /* Removed case statements that did nothing.
2266 * food may be poisonous, but monster must be willing to eat it,
2267 * so we don't handle it here.
2268 * Containers should perhaps break open, but that code was disabled.
2269 */
2270 }
2271 }
2272 }
2273
2274 /* adj_attackroll() - adjustments to attacks by various conditions */
2275 int
2276 adj_attackroll (object *hitter, object *target)
2277 {
2278 object *attacker = hitter;
2279 int adjust = 0;
2280
2281 /* safety */
2282 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2283 {
2284 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2285 return 0;
2286 }
2287
2288 /* aimed missiles use the owning object's sight */
2289 if (is_aimed_missile (hitter))
2290 {
2291 if ((attacker = hitter->owner) == NULL)
2292 attacker = hitter;
2293 /* A player who saves but hasn't quit still could have objects
2294 * owned by him - need to handle that case to avoid crashes.
2295 */
2296 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2297 attacker = hitter;
2298 }
2299 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2300 return 0;
2301
2302 /* determine the condtions under which we make an attack.
2303 * Add more cases, as the need occurs. */
2304
2305 if (!can_see_enemy (attacker, target))
2306 {
2307 /* target is unseen */
2308 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2309 adjust -= 10;
2310 /* dark map penalty for the hitter (lacks infravision if we got here). */
2311 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2312 adjust -= target->map->darkness;
2313 }
2314
2315 if (QUERY_FLAG (attacker, FLAG_SCARED))
2316 adjust -= 3;
2317
2318 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2319 adjust += 1;
2320
2321 if (QUERY_FLAG (target, FLAG_SCARED))
2322 adjust += 1;
2323
2324 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2325 adjust -= 3;
2326
2327 /* if we attack at a different 'altitude' its harder */
2328 if ((attacker->move_type & target->move_type) == 0)
2329 adjust -= 2;
2330
2331 #if 0
2332 /* slower attacks are less likely to succeed. We should use a
2333 * comparison between attacker/target speeds BUT, players have
2334 * a generally faster speed, so this will wind up being a HUGE
2335 * disadantage for the monsters! Too bad, because missiles which
2336 * fly fast should have a better chance of hitting a slower target.
2337 */
2338 if (hitter->speed < target->speed)
2339 adjust += ((float) hitter->speed - target->speed);
2340 #endif
2341
2342 #if 0
2343 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2344 #endif
2345
2346 return adjust;
2347 }
2348
2349 /* determine if the object is an 'aimed' missile */
2350 int
2351 is_aimed_missile (object *op)
2352 {
2353
2354 /* I broke what used to be one big if into a few nested
2355 * ones so that figuring out the logic is at least possible.
2356 */
2357 if (op && (op->move_type & MOVE_FLYING))
2358 if (op->type == ARROW || op->type == THROWN_OBJ)
2359 return 1;
2360 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2361 return 1;
2362
2363 return 0;
2364 }