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/cvs/deliantra/server/server/attack.C
Revision: 1.79
Committed: Thu Nov 8 19:43:26 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_5, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.78: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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
695 if ((*target)->head)
696 *target = (*target)->head;
697
698 if ((*hitter)->head)
699 *hitter = (*hitter)->head;
700
701 if ((*hitter)->env != NULL || (*target)->env != NULL)
702 {
703 *simple_attack = 1;
704 return 0;
705 }
706
707 if (QUERY_FLAG (*target, FLAG_REMOVED)
708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
711 {
712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
714 return 1;
715 }
716
717 *simple_attack = 0;
718 return 0;
719 }
720
721 static int
722 abort_attack (object *target, object *hitter, int simple_attack)
723 {
724
725 /* Check if target and hitter are still in a relation similar to the one
726 * determined by get_attack_mode(). Returns true if the relation has changed.
727 */
728 int new_mode;
729
730 if (hitter->env == target || target->env == hitter)
731 new_mode = 1;
732 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
733 return 1;
734 else
735 new_mode = 0;
736 return new_mode != simple_attack;
737 }
738
739 static void thrown_item_effect (object *, object *);
740
741 static int
742 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
743 {
744 int simple_attack, roll, dam = 0;
745 uint32 type;
746 shstr op_name;
747
748 if (get_attack_mode (&op, &hitter, &simple_attack))
749 goto error;
750
751 if (hitter->current_weapon)
752 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
753 return RESULT_INT (0);
754
755 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
756 return RESULT_INT (0);
757
758 /*
759 * A little check to make it more difficult to dance forward and back
760 * to avoid ever being hit by monsters.
761 */
762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
763 {
764 /* Decrease speed BEFORE calling process_object. Otherwise, an
765 * infinite loop occurs, with process_object calling move_monster,
766 * which then gets here again. By decreasing the speed before
767 * we call process_object, the 'if' statement above will fail.
768 */
769 --op->speed_left;
770 process_object (op);
771
772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
773 goto error;
774 }
775
776 op_name = op->name;
777
778 roll = random_roll (1, 20, hitter, PREFER_HIGH);
779
780 /* Adjust roll for various situations. */
781 if (!simple_attack)
782 roll += adj_attackroll (hitter, op);
783
784 /* See if we hit the creature */
785 if (roll == 20 || op->stats.ac >= base_wc - roll)
786 {
787 int hitdam = base_dam;
788
789 if (!simple_attack)
790 {
791 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this.
793 * -b.t. */
794 if (QUERY_FLAG (op, FLAG_SLEEP))
795 CLEAR_FLAG (op, FLAG_SLEEP);
796
797 /* If the victim can't see the attacker, it may alert others
798 * for help. */
799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 npc_call_help (op);
801
802 /* if you were hidden and hit by a creature, you are discovered */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
804 {
805 make_visible (op);
806
807 if (op->type == PLAYER)
808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
809 }
810
811 /* thrown items (hitter) will have various effects
812 * when they hit the victim. For things like thrown daggers,
813 * this sets 'hitter' to the actual dagger, and not the
814 * wrapper object.
815 */
816 thrown_item_effect (hitter, op);
817
818 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
819 goto leave;
820 }
821
822 /* Need to do at least 1 damage, otherwise there is no point
823 * to go further and it will cause FPE's below.
824 */
825 if (hitdam <= 0)
826 hitdam = 1;
827
828 type = hitter->attacktype;
829
830 if (!type)
831 type = AT_PHYSICAL;
832
833 /* Handle monsters that hit back */
834 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
835 {
836 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
837 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
838
839 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
840
841 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
842 goto leave;
843 }
844
845 /* In the new attack code, it should handle multiple attack
846 * types in its area, so remove it from here.
847 */
848 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
849
850 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
851 goto leave;
852 } /* end of if hitter hit op */
853 /* if we missed, dam=0 */
854
855 /*attack_message(dam, type, op, hitter); */
856
857 goto leave;
858
859 error:
860 dam = 1;
861
862 leave:
863
864 return dam;
865 }
866
867 int
868 attack_ob (object *op, object *hitter)
869 {
870 hitter = hitter->head_ ();
871
872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
873 }
874
875 /* op is the arrow, tmp is what is stopping the arrow.
876 *
877 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
878 */
879 static int
880 stick_arrow (object *op, object *tmp)
881 {
882 /* If the missile hit a player, we insert it in their inventory.
883 * However, if the missile is heavy, we don't do so (assume it falls
884 * to the ground after a hit). What a good value for this is up to
885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886 * stick around.
887 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 {
890 tmp = tmp->head_ ();
891
892 op->remove ();
893 op = insert_ob_in_ob (op, tmp);
894
895 if (tmp->type == PLAYER)
896 esrv_send_item (tmp, op);
897
898 return 1;
899 }
900 else
901 return 0;
902 }
903
904 /* hit_with_arrow() disassembles the missile, attacks the victim and
905 * reassembles the missile.
906 *
907 * It returns a pointer to the reassembled missile, or NULL if the missile
908 * isn't available anymore.
909 */
910 object *
911 hit_with_arrow (object *op, object *victim)
912 {
913 object *container, *hitter;
914 int hit_something = 0;
915
916 /* Disassemble missile */
917 if (op->inv)
918 {
919 container = op;
920 hitter = op->inv;
921 hitter->remove ();
922 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
923 /* Note that we now have an empty THROWN_OBJ on the map. Code that
924 * might be called until this THROWN_OBJ is either reassembled or
925 * removed at the end of this function must be able to deal with empty
926 * THROWN_OBJs. */
927 }
928 else
929 {
930 container = 0;
931 hitter = op;
932 }
933
934 /* Try to hit victim */
935 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
936
937 /* Arrow attacks door, rune of summoning is triggered, demon is put on
938 * arrow, move_apply() calls this function, arrow sticks in demon,
939 * attack_ob_simple() returns, and we've got an arrow that still exists
940 * but is no longer on the map. Ugh. (Beware: Such things can happen at
941 * other places as well!)
942 */
943 if (hitter->destroyed () || hitter->env != NULL)
944 {
945 if (container)
946 {
947 container->remove ();
948 container->destroy ();
949 }
950
951 return 0;
952 }
953
954 /* Missile hit victim */
955 /* if the speed is > 10, then this is a fast moving arrow, we go straight
956 * through the target
957 */
958 if (hit_something && op->speed <= 10.0)
959 {
960 /* Stop arrow */
961 if (!container)
962 {
963 hitter = fix_stopped_arrow (hitter);
964 if (!hitter)
965 return 0;
966 }
967 else
968 container->destroy ();
969
970 /* Try to stick arrow into victim */
971 if (!victim->destroyed () && stick_arrow (hitter, victim))
972 return 0;
973
974 /* Else try to put arrow on victim's map square
975 * remove check for P_WALL here. If the arrow got to this
976 * space, that is good enough - with the new movement code,
977 * there is now the potential for lots of spaces where something
978 * can fly over but not otherwise move over. What is the correct
979 * way to handle those otherwise?
980 */
981 if (victim->x != hitter->x || victim->y != hitter->y)
982 {
983 hitter->remove ();
984 hitter->x = victim->x;
985 hitter->y = victim->y;
986 insert_ob_in_map (hitter, victim->map, hitter, 0);
987 }
988 else
989 /* Else leave arrow where it is */
990 merge_ob (hitter, NULL);
991
992 return 0;
993 }
994
995 if (hit_something && op->speed >= 10.0)
996 op->speed -= 1.0;
997
998 /* Missile missed victim - reassemble missile */
999 if (container)
1000 {
1001 hitter->remove ();
1002 insert_ob_in_ob (hitter, container);
1003 }
1004
1005 return op;
1006 }
1007
1008 void
1009 tear_down_wall (object *op)
1010 {
1011 int perc = 0;
1012
1013 if (!op->stats.maxhp)
1014 {
1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1016 perc = 1;
1017 }
1018 else if (!GET_ANIM_ID (op))
1019 {
1020 /* Object has been called - no animations, so remove it */
1021 if (op->stats.hp < 0)
1022 op->destroy ();
1023
1024 return; /* no animations, so nothing more to do */
1025 }
1026
1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1028
1029 if (perc >= (int) NUM_ANIMATIONS (op))
1030 perc = NUM_ANIMATIONS (op) - 1;
1031 else if (perc < 1)
1032 perc = 1;
1033
1034 SET_ANIMATION (op, perc);
1035 update_object (op, UP_OBJ_FACE);
1036
1037 if (perc == NUM_ANIMATIONS (op) - 1)
1038 { /* Reached the last animation */
1039 if (op->face == blank_face)
1040 /* If the last face is blank, remove the ob */
1041 op->destroy ();
1042 else
1043 { /* The last face was not blank, leave an image */
1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1045 update_all_los (op->map, op->x, op->y);
1046 op->move_block = 0;
1047 CLEAR_FLAG (op, FLAG_ALIVE);
1048 }
1049 }
1050 }
1051
1052 void
1053 scare_creature (object *target, object *hitter)
1054 {
1055 object *owner = hitter->owner;
1056
1057 if (!owner)
1058 owner = hitter;
1059
1060 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy)
1062 target->enemy = owner;
1063 }
1064
1065 /* This returns the amount of damage hitter does to op with the
1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1067 * This doesn't damage the player, but returns how much it should
1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1069 * Note - changed for PR code - we now pass the attack number and not
1070 * the attacktype. Makes it easier for the PR code. */
1071 int
1072 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1073 {
1074 int doesnt_slay = 1;
1075
1076 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1077 if (attacknum >= NROFATTACKS)
1078 {
1079 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1080 return 0;
1081 }
1082
1083 if (dam < 0)
1084 {
1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1087 return 0;
1088 }
1089
1090 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1091 * people can't mess with that or it otherwise get confused. */
1092 if (attacknum == ATNR_INTERNAL)
1093 return dam;
1094
1095 if (hitter->slaying)
1096 {
1097 if ((op->race && strstr (hitter->slaying, op->race))
1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1099 {
1100 doesnt_slay = 0;
1101 dam *= 3;
1102 }
1103 }
1104
1105 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1106 if (op->resist[attacknum])
1107 {
1108 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1109 * in case 0>dam>1, we try to "simulate" a float value-effect */
1110 dam *= (100 - op->resist[attacknum]);
1111 if (dam >= 100)
1112 dam /= 100;
1113 else
1114 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1115 }
1116
1117 /* Special hack. By default, if immune to something, you
1118 * shouldn't need to worry. However, acid is an exception, since
1119 * it can still damage your items. Only include attacktypes if
1120 * special processing is needed */
1121
1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1125 return 0;
1126
1127 /* Keep this in order - makes things easier to find */
1128
1129 switch (attacknum)
1130 {
1131 case ATNR_PHYSICAL:
1132 /* here also check for diseases */
1133 check_physically_infect (op, hitter);
1134 break;
1135
1136 /* Don't need to do anything for:
1137 magic,
1138 fire,
1139 electricity,
1140 cold */
1141
1142 case ATNR_CONFUSION:
1143 case ATNR_POISON:
1144 case ATNR_SLOW:
1145 case ATNR_PARALYZE:
1146 case ATNR_FEAR:
1147 case ATNR_CANCELLATION:
1148 case ATNR_DEPLETE:
1149 case ATNR_BLIND:
1150 {
1151 /* chance for inflicting a special attack depends on the
1152 * difference between attacker's and defender's level
1153 */
1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155
1156 /* First, only creatures/players with speed can be affected.
1157 * Second, just getting hit doesn't mean it always affects
1158 * you. Third, you still get a saving through against the
1159 * effect.
1160 */
1161 if (op->speed &&
1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1163 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1164 {
1165
1166 /* Player has been hit by something */
1167 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam);
1169 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam);
1171 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam);
1173 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam);
1175 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat ();
1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1182 blind_player (op, hitter, dam);
1183 }
1184
1185 dam = 0; /* These are all effects and don't do real damage */
1186 }
1187 break;
1188
1189 case ATNR_ACID:
1190 {
1191 int flag = 0;
1192
1193 /* Items only get corroded if you're not on a battleground and
1194 * if your acid resistance is below 50%. */
1195 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1196 {
1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 {
1199 if (tmp->invisible)
1200 continue;
1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 /* >= 10% acid res. on items will protect these */
1203 continue;
1204 if (!(tmp->materials & M_IRON))
1205 continue;
1206 if (tmp->magic < -4) /* Let's stop at -5 */
1207 continue;
1208 if (tmp->type == RING
1209 /* removed boots and gloves from exclusion list in PR */
1210 || tmp->type == GIRDLE
1211 || tmp->type == AMULET
1212 || tmp->type == WAND
1213 || tmp->type == ROD
1214 || tmp->type == HORN)
1215 continue; /* To avoid some strange effects */
1216
1217 /* High damage acid has better chance of corroding
1218 objects */
1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1220 {
1221 if (op->type == PLAYER)
1222 /* Make this more visible */
1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1224 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1225 flag = 1;
1226 tmp->magic--;
1227 if (op->type == PLAYER)
1228 esrv_send_item (op, tmp);
1229 }
1230 }
1231
1232 if (flag)
1233 op->update_stats (); /* Something was corroded */
1234 }
1235 }
1236 break;
1237
1238 case ATNR_DRAIN:
1239 {
1240 /* rate is the proportion of exp drained. High rate means
1241 * not much is drained, low rate means a lot is drained.
1242 */
1243 int rate;
1244
1245 if (op->resist[ATNR_DRAIN] >= 0)
1246 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1247 else
1248 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1249
1250 if (op->stats.exp <= rate)
1251 {
1252 if (op->type == GOLEM)
1253 dam = 999; /* Its force is "sucked" away. 8) */
1254 else
1255 /* If we can't drain, lets try to do physical damage */
1256 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1257 }
1258 else
1259 {
1260 /* Randomly give the hitter some hp */
1261 if (hitter->stats.hp < hitter->stats.maxhp &&
1262 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1263 hitter->stats.hp++;
1264
1265 /* Can't do drains on battleground spaces.
1266 * Move the wiz check up here - before, the hitter wouldn't gain exp
1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1268 * nothing happens.
1269 * Try to credit the owner. We try to display player -> player drain
1270 * attacks, hence all the != PLAYER checks.
1271 */
1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1273 {
1274 object *owner = hitter->owner;
1275
1276 if (owner && owner != hitter)
1277 {
1278 if (op->type != PLAYER || owner->type != PLAYER)
1279 change_exp (owner, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1281 }
1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1283 change_exp (hitter, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1285
1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1287 }
1288
1289 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1290 * drain attack, you won't know that you are actually sucking out EXP,
1291 * as the messages will say you missed
1292 */
1293 }
1294 }
1295 break;
1296
1297 case ATNR_TURN_UNDEAD:
1298 {
1299 if (QUERY_FLAG (op, FLAG_UNDEAD))
1300 {
1301 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1302 object *god = find_god (determine_god (owner));
1303 int div = 1;
1304
1305 /* if undead are not an enemy of your god, you turn them
1306 * at half strength */
1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1308 div = 2;
1309
1310 /* Give a bonus if you resist turn undead */
1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner);
1313 }
1314 else
1315 dam = 0; /* don't damage non undead - should we damage
1316 undead? */
1317 }
1318 break;
1319
1320 case ATNR_DEATH:
1321 deathstrike_player (op, hitter, &dam);
1322 break;
1323
1324 case ATNR_CHAOS:
1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1326 dam = 0;
1327 break;
1328
1329 case ATNR_COUNTERSPELL:
1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1331 dam = 0;
1332 /* This should never happen. Counterspell is handled
1333 * seperately and filtered out. If this does happen,
1334 * Counterspell has no effect on anything but spells, so it
1335 * does no damage. */
1336 break;
1337
1338 case ATNR_HOLYWORD:
1339 {
1340 /* This has already been handled by hit_player,
1341 * no need to check twice -- DAMN */
1342 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1343
1344 /* As with turn undead above, give a bonus on the saving throw */
1345 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1346 scare_creature (op, owner);
1347 }
1348 break;
1349
1350 case ATNR_LIFE_STEALING:
1351 {
1352 int new_hp;
1353
1354 /* this is replacement to drain for players, instead of taking
1355 * exp it takes hp. It is geared for players, probably not
1356 * much use giving it to monsters
1357 *
1358 * life stealing doesn't do a lot of damage, but it gives the
1359 * damage it does do to the player. Given that,
1360 * it only does 1/10'th normal damage (hence the divide by
1361 * 1000).
1362 */
1363 /* You can't steal life from something undead */
1364 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1365 return 0;
1366
1367 /* If drain protection is higher than life stealing, use that */
1368 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1369 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1370 else
1371 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372
1373 /* You die at -1 hp, not zero. */
1374 if (dam > (op->stats.hp + 1))
1375 dam = op->stats.hp + 1;
1376
1377 new_hp = hitter->stats.hp + dam;
1378 if (new_hp > hitter->stats.maxhp)
1379 new_hp = hitter->stats.maxhp;
1380
1381 if (new_hp > hitter->stats.hp)
1382 hitter->stats.hp = new_hp;
1383 }
1384 }
1385
1386 return dam;
1387 }
1388
1389 /* GROS: This code comes from hit_player. It has been made external to
1390 * allow script procedures to "kill" objects in a combat-like fashion.
1391 * It was initially used by (kill-object) developed for the Collector's
1392 * Sword. Note that nothing has been changed from the original version
1393 * of the following code.
1394 * op is what is being killed.
1395 * dam is the damage done to it.
1396 * hitter is what is hitting it.
1397 * type is the attacktype.
1398 *
1399 * This function was a bit of a mess with hitter getting changed,
1400 * values being stored away but not used, etc. I've cleaned it up
1401 * a bit - I think it should be functionally equivalant.
1402 * MSW 2002-07-17
1403 */
1404 int
1405 kill_object (object *op, int dam, object *hitter, int type)
1406 {
1407 char buf[MAX_BUF];
1408 const char *skill;
1409 int maxdam = 0;
1410 int battleg = 0; /* true if op standing on battleground */
1411 int pk = 0; /* true if op and what controls hitter are both players */
1412 object *owner = 0;
1413 object *skop = 0;
1414
1415 if (op->stats.hp >= 0)
1416 return -1;
1417
1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1419 return 0;
1420
1421 /* maxdam needs to be the amount of damage it took to kill
1422 * this creature. The function(s) that call us have already
1423 * adjusted the creatures HP total, so that is negative.
1424 */
1425 maxdam = dam + op->stats.hp + 1;
1426
1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1429
1430 if (op->type == DOOR)
1431 {
1432 op->set_speed (0.1f);
1433 op->speed_left = -0.05f;
1434 return maxdam;
1435 }
1436
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1438 {
1439 op->destroy ();
1440 return maxdam;
1441 }
1442
1443 /* Now lets start dealing with experience we get for killing something */
1444
1445 owner = hitter->owner;
1446 if (!owner)
1447 owner = hitter;
1448
1449 /* is the victim (op) standing on battleground? */
1450 if (op_on_battleground (op, NULL, NULL))
1451 battleg = 1;
1452
1453 /* is this player killing? */
1454 if (op->type == PLAYER && owner->type == PLAYER)
1455 pk = 1;
1456
1457 /* Player killed something */
1458 if (owner->type == PLAYER)
1459 {
1460 Log_Kill (owner->name,
1461 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1462
1463 /* Log players killing other players - makes it easier to detect
1464 * and filter out malicious player killers - that is why the
1465 * ip address is included.
1466 */
1467 if (op->type == PLAYER && !battleg)
1468 {
1469 time_t t = time (NULL);
1470 struct tm *tmv;
1471 char buf[256];
1472
1473 tmv = localtime (&t);
1474 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1475
1476 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1477 }
1478
1479 /* try to filter some things out - basically, if you are
1480 * killing a level 1 creature and your level 20, you
1481 * probably don't want to see that.
1482 */
1483 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1484 {
1485 if (owner != hitter)
1486 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1487 else
1488 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1489
1490 /* Only play sounds for melee kills */
1491 if (hitter->type == PLAYER)
1492 owner->play_sound (sound_find ("player_kills"));
1493 }
1494
1495 /* If a player kills another player, not on
1496 * battleground, the "killer" looses 1 luck. Since this is
1497 * not reversible, it's actually quite a pain IMHO. -AV
1498 * Fix bug in that we were changing the luck of the hitter, not
1499 * player that the object belonged to - so if you killed another player
1500 * with spells, pets, whatever, there was no penalty.
1501 * Changed to make luck penalty configurable in settings.
1502 */
1503 if (op->type == PLAYER && owner != op && !battleg)
1504 owner->change_luck (-settings.pk_luck_penalty);
1505
1506 /* This code below deals with finding the appropriate skill
1507 * to credit exp to. This is a bit problematic - we should
1508 * probably never really have to look at current_weapon->skill
1509 */
1510 skill = 0;
1511
1512 if (hitter->skill && hitter->type != PLAYER)
1513 skill = hitter->skill;
1514 else if (owner->chosen_skill)
1515 {
1516 skop = owner->chosen_skill;
1517 skill = skop->skill;
1518 }
1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1520 skill = owner->current_weapon->skill;
1521 else
1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1523
1524 /* We have the skill we want to credit to - now find the object this goes
1525 * to. Make sure skop is an actual skill, and not a skill tool!
1526 */
1527 if ((!skop || skop->type != SKILL) && skill)
1528 {
1529 int i;
1530
1531 for (i = 0; i < NUM_SKILLS; i++)
1532 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1533 {
1534 skop = owner->contr->last_skill_ob[i];
1535 break;
1536 }
1537 }
1538 } /* Was it a player that hit somethign */
1539 else
1540 skill = 0;
1541
1542 /* Pet (or spell) killed something. */
1543 if (owner != hitter)
1544 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1545 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546 else
1547 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1548 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1549 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1550
1551 /* These may have been set in the player code section above */
1552 if (!skop)
1553 skop = hitter->chosen_skill;
1554
1555 if (!skill && skop)
1556 skill = skop->skill;
1557
1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1559
1560 /* If you didn't kill yourself, and your not the wizard */
1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1562 {
1563 int exp;
1564
1565 /* Really don't give much experience for killing other players */
1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1567 if (op->type == PLAYER)
1568 {
1569 if (battleg)
1570 {
1571 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1572 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1573 }
1574 else
1575 exp = op->stats.exp / 1000;
1576 }
1577 else
1578 exp = calc_skill_exp (owner, op, skop);
1579
1580 /* if op is standing on "battleground" (arena), no way to gain
1581 * exp by killing him
1582 */
1583 if (battleg)
1584 exp = 0;
1585
1586 /* Don't know why this is set this way - doesn't make
1587 * sense to just divide everything by two for no reason.
1588 */
1589
1590 if (!settings.simple_exp)
1591 exp = exp / 2;
1592
1593 if (owner->type != PLAYER || owner->contr->party == NULL)
1594 change_exp (owner, exp, skill, 0);
1595 else
1596 {
1597 int shares = 0, count = 0;
1598 partylist *party = owner->contr->party;
1599
1600 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1601
1602 for_all_players (pl)
1603 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1604 {
1605 count++;
1606 shares += (pl->ob->level + 4);
1607 }
1608
1609 if (count == 1 || shares > exp || !shares)
1610 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1611 else
1612 {
1613 int share = exp / shares, given = 0, nexp;
1614
1615 for_all_players (pl)
1616 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1617 {
1618 nexp = (pl->ob->level + 4) * share;
1619 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1620 given += nexp;
1621 }
1622
1623 exp -= given;
1624 /* give any remainder to the player */
1625 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1626 }
1627 } /* else part of a party */
1628 } /* end if person didn't kill himself */
1629
1630 if (op->type != PLAYER)
1631 {
1632 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1633 {
1634 object *owner1 = op->owner;
1635
1636 if (owner1 && owner1->type == PLAYER)
1637 {
1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1639 /* Maybe we should include the owner that killed this, maybe not */
1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1641 }
1642
1643 remove_friendly_object (op);
1644 }
1645
1646 op->destroy ();
1647 }
1648 else
1649 {
1650 /* Player has been killed! */
1651 if (owner->type == PLAYER)
1652 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1653 else
1654 assign (op->contr->killer, hitter->name);
1655 }
1656
1657 /* This was return -1 - that doesn't seem correct - if we return -1, process
1658 * continues in the calling function.
1659 */
1660 return maxdam;
1661 }
1662
1663 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1664 * Returns 0 this is not friendly fire
1665 */
1666 int
1667 friendly_fire (object *op, object *hitter)
1668 {
1669 object *owner;
1670 int friendlyfire;
1671
1672 if (hitter->head)
1673 hitter = hitter->head;
1674
1675 friendlyfire = 0;
1676
1677 if (op->type == PLAYER)
1678 {
1679 if (op_on_battleground (hitter, 0, 0))
1680 return 0;
1681
1682 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1683 return 1;
1684
1685 if ((owner = hitter->owner) != NULL)
1686 {
1687 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1688 friendlyfire = 2;
1689 }
1690
1691 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1692 friendlyfire = 0;
1693 }
1694
1695 return friendlyfire;
1696 }
1697
1698 /* This isn't used just for players, but in fact most objects.
1699 * op is the object to be hit, dam is the amount of damage, hitter
1700 * is what is hitting the object, type is the attacktype, and
1701 * full_hit is set if monster area does not matter.
1702 * dam is base damage - protections/vulnerabilities/slaying matches can
1703 * modify it.
1704 */
1705 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1706 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1707 int
1708 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1709 {
1710 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1711 int maxattacktype, attacknum;
1712 int body_attack = op && op->head; /* Did we hit op's head? */
1713 int simple_attack;
1714 int rtn_kill = 0;
1715 int friendlyfire;
1716
1717 if (get_attack_mode (&op, &hitter, &simple_attack))
1718 return 0;
1719
1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1722 return 0;
1723
1724 // only allow pk for hostile players
1725 if (op->type == PLAYER)
1726 {
1727 object *owner = hitter->owner;
1728
1729 if (!owner)
1730 owner = hitter;
1731
1732 if (owner->type == PLAYER
1733 && (!op_on_battleground (op, 0, 0)
1734 && (op->contr->peaceful || owner->contr->peaceful))
1735 && op != owner)
1736 return 0;
1737 }
1738
1739 if (body_attack)
1740 {
1741 /* slow and paralyze must hit the head. But we don't want to just
1742 * return - we still need to process other attacks the spell still
1743 * might have. So just remove the paralyze and slow attacktypes,
1744 * and keep on processing if we have other attacktypes.
1745 * return if only magic or nothing is left - under normal code
1746 * we don't attack with pure magic if there is another attacktype.
1747 * Only do processing if the initial attacktype includes one of those
1748 * attack so we don't cancel out things like magic bullet.
1749 */
1750 if (type & (AT_PARALYZE | AT_SLOW))
1751 {
1752 type &= ~(AT_PARALYZE | AT_SLOW);
1753
1754 if (!type || type == AT_MAGIC)
1755 return 0;
1756 }
1757 }
1758
1759 if (!simple_attack && op->type == DOOR)
1760 {
1761 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1762 if (tmp->type == RUNE || tmp->type == TRAP)
1763 {
1764 spring_trap (tmp, hitter);
1765
1766 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1767 return 0;
1768
1769 break;
1770 }
1771 }
1772
1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1774 {
1775 /* FIXME: If a player is killed by a rune in a door, the
1776 * destroyed() check above doesn't return, and might get here.
1777 */
1778
1779 /* FIXME: This for example happens when a dead door is on a mover and
1780 gets it's speed_left raised on each mover-tick.
1781 Doors are removed in a kinda funny way by giving them speed and speed_left
1782 and waiting for that to run out.
1783 */
1784 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1785 return 0;
1786 }
1787
1788 #ifdef ATTACK_DEBUG
1789 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1790 #endif
1791
1792 if (magic)
1793 {
1794 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1795 * in case 0>dam>1, we try to "simulate" a float value-effect */
1796 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1797 if (dam >= 100)
1798 dam /= 100;
1799 else
1800 dam = (dam > rndm (0, 99)) ? 1 : 0;
1801 }
1802
1803 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1804 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1805 */
1806 if (type & AT_CHAOS)
1807 {
1808 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1809 update_object (op, UP_OBJ_FACE);
1810 type &= ~AT_CHAOS;
1811 }
1812
1813 /* Holyword is really an attacktype modifier (like magic is). If
1814 * holyword is part of an attacktype, then make sure the creature is
1815 * a proper match, otherwise no damage.
1816 */
1817 if (type & AT_HOLYWORD)
1818 {
1819 object *god;
1820
1821 if ((!hitter->slaying ||
1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1825 (hitter->title != NULL
1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1827 return 0;
1828 }
1829
1830 maxattacktype = type; /* initialise this to something */
1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1832 {
1833 /* Magic isn't really a true attack type - it gets combined with other
1834 * attack types. As such, skip it over. However, if magic is
1835 * the only attacktype in the group, then still attack with it
1836 */
1837 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1838 continue;
1839
1840 /* Go through and hit the player with each attacktype, one by one.
1841 * hit_player_attacktype only figures out the damage, doesn't inflict
1842 * it. It will do the appropriate action for attacktypes with
1843 * effects (slow, paralization, etc.
1844 */
1845 if (type & attacktype)
1846 {
1847 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1848 /* the >= causes us to prefer messages from special attacks, if
1849 * the damage is equal.
1850 */
1851 if (ndam >= maxdam)
1852 {
1853 maxdam = ndam;
1854 maxattacktype = 1 << attacknum;
1855 }
1856 }
1857 }
1858
1859 /* if this is friendly fire then do a set % of damage only
1860 * Note - put a check in to make sure this attack is actually
1861 * doing damage - otherwise, the +1 in the code below will make
1862 * an attack do damage before when it otherwise didn't
1863 */
1864 friendlyfire = friendly_fire (op, hitter);
1865 if (friendlyfire && maxdam)
1866 {
1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1868
1869 #ifdef ATTACK_DEBUG
1870 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1872 #endif
1873 }
1874
1875 if (!full_hit)
1876 {
1877 int area;
1878 int remainder;
1879
1880 area = 0;
1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1883 area++;
1884
1885 assert (area > 0);
1886
1887 /* basically: maxdam /= area; we try to "simulate" a float
1888 value-effect */
1889 remainder = 100 * (maxdam % area) / area;
1890 maxdam /= area;
1891 if (rndm (100) < remainder)
1892 maxdam++;
1893 }
1894
1895 #ifdef ATTACK_DEBUG
1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1897 #endif
1898
1899 // for now, only do this for active objects, otherwise they
1900 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy.
1902 if (op->active)
1903 if (hitter->owner)
1904 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906 op->enemy = hitter;
1907
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 {
1910 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1912 npc_call_help (op);
1913 }
1914
1915 if (magic && did_make_save (op, op->level, 0))
1916 maxdam = maxdam / 2;
1917
1918 attack_message (maxdam, maxattacktype, op, hitter);
1919
1920 op->stats.hp -= maxdam;
1921
1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923 if ((op->stats.hp >= 0) &&
1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1925 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1926 {
1927
1928 if (QUERY_FLAG (op, FLAG_MONSTER))
1929 SET_FLAG (op, FLAG_RUN_AWAY);
1930 else
1931 scare_creature (op, hitter);
1932 }
1933
1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1935 {
1936 if (maxdam)
1937 tear_down_wall (op);
1938
1939 return maxdam; /* nothing more to do for wall */
1940 }
1941
1942 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1)
1945 return rtn_kill;
1946
1947
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case.
1951 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 hitter->destroy ();
1954
1955 /* Lets handle creatures that are splitting now */
1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1957 {
1958 int i;
1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1960 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1961 object *owner = op->owner;
1962
1963 if (!op->other_arch)
1964 {
1965 LOG (llevError, "SPLITTING without other_arch error.\n");
1966 return maxdam;
1967 }
1968
1969 op->remove ();
1970
1971 for (i = 0; i < op->stats.food; i++)
1972 { /* This doesn't handle op->more yet */
1973 object *tmp = arch_to_object (op->other_arch);
1974 int j;
1975
1976 tmp->stats.hp = op->stats.hp;
1977
1978 if (friendly)
1979 {
1980 add_friendly_object (tmp);
1981 tmp->attack_movement = PETMOVE;
1982
1983 if (owner)
1984 tmp->set_owner (owner);
1985 }
1986
1987 if (unaggressive)
1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1989
1990 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991
1992 if (j == -1) /* No spot to put this monster */
1993 tmp->destroy ();
1994 else
1995 {
1996 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1997 insert_ob_in_map (tmp, op->map, NULL, 0);
1998 }
1999 }
2000
2001 op->destroy ();
2002 }
2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2004 hitter->destroy ();
2005
2006 return maxdam;
2007 }
2008
2009 void
2010 poison_player (object *op, object *hitter, int dam)
2011 {
2012 archetype *at = archetype::find ("poisoning");
2013 object *tmp = present_arch_in_ob (at, op);
2014
2015 if (tmp == NULL)
2016 {
2017 if ((tmp = arch_to_object (at)) == NULL)
2018 LOG (llevError, "Failed to clone arch poisoning.\n");
2019 else
2020 {
2021 tmp = insert_ob_in_ob (tmp, op);
2022 /* peterm: give poisoning some teeth. It should
2023 * be able to kill things better than it does:
2024 * damage should be dependent something--I choose to
2025 * do this: if it's a monster, the damage from the
2026 * poisoning goes as the level of the monster/2.
2027 * If anything else, goes as damage.
2028 */
2029
2030 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2031 tmp->stats.dam += hitter->level / 2;
2032 else
2033 tmp->stats.dam = dam;
2034
2035 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2036 if (hitter->skill && hitter->skill != tmp->skill)
2037 {
2038 tmp->skill = hitter->skill;
2039 }
2040
2041 tmp->stats.food += dam; /* more damage, longer poisoning */
2042
2043 if (op->type == PLAYER)
2044 {
2045 /* player looses stats, maximum is -10 of each */
2046 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2047 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2049 tmp->stats.Int = MAX (-dam / 7, -10);
2050 SET_FLAG (tmp, FLAG_APPLIED);
2051 op->update_stats ();
2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound);
2054 }
2055
2056 if (hitter->type == PLAYER)
2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2060 }
2061
2062 tmp->speed_left = 0;
2063 }
2064 else
2065 tmp->stats.food++;
2066 }
2067
2068 void
2069 slow_player (object *op, object *hitter, int dam)
2070 {
2071 archetype *at = archetype::find ("slowness");
2072 object *tmp;
2073
2074 if (at == NULL)
2075 LOG (llevError, "Can't find slowness archetype.\n");
2076
2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2078 {
2079 tmp = arch_to_object (at);
2080 tmp = insert_ob_in_ob (tmp, op);
2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2082 }
2083 else
2084 tmp->stats.food++;
2085
2086 SET_FLAG (tmp, FLAG_APPLIED);
2087 tmp->speed_left = 0;
2088 op->update_stats ();
2089 }
2090
2091 void
2092 confuse_player (object *op, object *hitter, int dam)
2093 {
2094 object *tmp;
2095 int maxduration;
2096
2097 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2098 if (!tmp)
2099 {
2100 tmp = get_archetype (FORCE_NAME);
2101 tmp = insert_ob_in_ob (tmp, op);
2102 }
2103
2104 /* Duration added per hit and max. duration of confusion both depend
2105 * on the player's resistance
2106 */
2107 tmp->speed = 0.05;
2108 tmp->subtype = FORCE_CONFUSION;
2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2110 tmp->name = "confusion";
2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
2113 if (tmp->duration > maxduration)
2114 tmp->duration = maxduration;
2115
2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118
2119 SET_FLAG (op, FLAG_CONFUSED);
2120 }
2121
2122 void
2123 blind_player (object *op, object *hitter, int dam)
2124 {
2125 object *tmp, *owner;
2126
2127 /* Save some work if we know it isn't going to affect the player */
2128 if (op->resist[ATNR_BLIND] == 100)
2129 return;
2130
2131 tmp = present_in_ob (BLINDNESS, op);
2132 if (!tmp)
2133 {
2134 tmp = get_archetype ("blindness");
2135 SET_FLAG (tmp, FLAG_BLIND);
2136 SET_FLAG (tmp, FLAG_APPLIED);
2137 /* use floats so we don't lose too much precision due to rounding errors.
2138 * speed is a float anyways.
2139 */
2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141
2142 tmp = insert_ob_in_ob (tmp, op);
2143 change_abil (op, tmp); /* Mostly to display any messages */
2144 op->update_stats (); /* This takes care of some other stuff */
2145
2146 if (hitter->owner)
2147 owner = hitter->owner;
2148 else
2149 owner = hitter;
2150
2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2152 }
2153 tmp->stats.food += dam;
2154 if (tmp->stats.food > 10)
2155 tmp->stats.food = 10;
2156 }
2157
2158 void
2159 paralyze_player (object *op, object *hitter, int dam)
2160 {
2161 float effect, max;
2162
2163 /* object *tmp; */
2164
2165 /* This is strange stuff... someone knows for what this is
2166 * written? Well, i think this can and should be removed
2167 */
2168
2169 /*
2170 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2171 tmp=clone_arch(PARAIMAGE);
2172 tmp->x=op->x,tmp->y=op->y;
2173 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2174 }
2175 */
2176
2177 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2178 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2179
2180 if (effect == 0)
2181 return;
2182
2183 op->speed_left -= FABS (op->speed) * effect;
2184 /* tmp->stats.food+=(signed short) effect/op->speed; */
2185
2186 /* max number of ticks to be affected for. */
2187 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2188 if (op->speed_left < -(FABS (op->speed) * max))
2189 op->speed_left = (float) -(FABS (op->speed) * max);
2190
2191 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192 }
2193
2194 /* Attempts to kill 'op'. hitter is the attack object, dam is
2195 * the computed damaged.
2196 */
2197 void
2198 deathstrike_player (object *op, object *hitter, int *dam)
2199 {
2200 /* The intention of a death attack is to kill outright things
2201 ** that are a lot weaker than the attacker, have a chance of killing
2202 ** things somewhat weaker than the caster, and no chance of
2203 ** killing something equal or stronger than the attacker.
2204 ** Also, if a deathstrike attack has a slaying, any monster
2205 ** whose name or race matches a comma-delimited list in the slaying
2206 ** field of the deathstriking object */
2207
2208 int atk_lev, def_lev, kill_lev;
2209
2210 if (hitter->slaying)
2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2212 return;
2213
2214 def_lev = op->level;
2215 if (def_lev < 1)
2216 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2218 def_lev = 1;
2219 }
2220
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */
2224
2225 if (atk_lev >= def_lev)
2226 {
2227 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2228
2229 /* Note that the below effectively means the ratio of the atk vs
2230 * defener level is important - if level 52 character has very little
2231 * chance of killing a level 50 monster. This should probably be
2232 * redone.
2233 */
2234 if (kill_lev >= def_lev)
2235 {
2236 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2237 /* I think this doesn't really do much. Because of
2238 * integer rounding, this only makes any difference if the
2239 * attack level is double the defender level.
2240 */
2241 *dam *= kill_lev / def_lev;
2242 }
2243 }
2244 else
2245 *dam = 0; /* no harm done */
2246 }
2247
2248 /* thrown_item_effect() - handles any special effects of thrown
2249 * items (like attacking living creatures--a potion thrown at a
2250 * monster).
2251 */
2252 static void
2253 thrown_item_effect (object *hitter, object *victim)
2254 {
2255 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2256 {
2257 /* May not need a switch for just 2 types, but this makes it
2258 * easier for expansion.
2259 */
2260 switch (hitter->type)
2261 {
2262 case POTION:
2263 /* should player get a save throw instead of checking magic protection? */
2264 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2265 (void) apply_potion (victim, hitter);
2266 break;
2267
2268 case POISON: /* poison drinks */
2269 /* As with potions, should monster get a save? */
2270 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2271 apply_poison (victim, hitter);
2272 break;
2273
2274 /* Removed case statements that did nothing.
2275 * food may be poisonous, but monster must be willing to eat it,
2276 * so we don't handle it here.
2277 * Containers should perhaps break open, but that code was disabled.
2278 */
2279 }
2280 }
2281 }
2282
2283 /* adj_attackroll() - adjustments to attacks by various conditions */
2284 int
2285 adj_attackroll (object *hitter, object *target)
2286 {
2287 object *attacker = hitter;
2288 int adjust = 0;
2289
2290 /* safety */
2291 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2292 {
2293 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2294 return 0;
2295 }
2296
2297 /* aimed missiles use the owning object's sight */
2298 if (is_aimed_missile (hitter))
2299 {
2300 if ((attacker = hitter->owner) == NULL)
2301 attacker = hitter;
2302 /* A player who saves but hasn't quit still could have objects
2303 * owned by him - need to handle that case to avoid crashes.
2304 */
2305 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2306 attacker = hitter;
2307 }
2308 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2309 return 0;
2310
2311 /* determine the condtions under which we make an attack.
2312 * Add more cases, as the need occurs. */
2313
2314 if (!can_see_enemy (attacker, target))
2315 {
2316 /* target is unseen */
2317 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2318 adjust -= 10;
2319 /* dark map penalty for the hitter (lacks infravision if we got here). */
2320 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2321 adjust -= target->map->darkness;
2322 }
2323
2324 if (QUERY_FLAG (attacker, FLAG_SCARED))
2325 adjust -= 3;
2326
2327 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2328 adjust += 1;
2329
2330 if (QUERY_FLAG (target, FLAG_SCARED))
2331 adjust += 1;
2332
2333 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2334 adjust -= 3;
2335
2336 /* if we attack at a different 'altitude' its harder */
2337 if ((attacker->move_type & target->move_type) == 0)
2338 adjust -= 2;
2339
2340 #if 0
2341 /* slower attacks are less likely to succeed. We should use a
2342 * comparison between attacker/target speeds BUT, players have
2343 * a generally faster speed, so this will wind up being a HUGE
2344 * disadantage for the monsters! Too bad, because missiles which
2345 * fly fast should have a better chance of hitting a slower target.
2346 */
2347 if (hitter->speed < target->speed)
2348 adjust += ((float) hitter->speed - target->speed);
2349 #endif
2350
2351 #if 0
2352 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2353 #endif
2354
2355 return adjust;
2356 }
2357
2358 /* determine if the object is an 'aimed' missile */
2359 int
2360 is_aimed_missile (object *op)
2361 {
2362
2363 /* I broke what used to be one big if into a few nested
2364 * ones so that figuring out the logic is at least possible.
2365 */
2366 if (op && (op->move_type & MOVE_FLYING))
2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2368 return 1;
2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2370 return 1;
2371
2372 return 0;
2373 }