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/cvs/deliantra/server/server/attack.C
Revision: 1.81
Committed: Tue Apr 22 02:46:18 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.80: +2 -12 lines
Log Message:
- remove all "obviously safe" uses of esrv_del_item.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = get_archetype (arch)))
172 {
173 if (env)
174 {
175 op->x = env->x, op->y = env->y;
176 insert_ob_in_ob (op, env);
177 if (env->contr)
178 esrv_send_item (env, op);
179 }
180 else
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 }
186
187 return;
188 }
189
190 if (type & AT_CANCELLATION)
191 { /* Cancellation. */
192 cancellation (op);
193 fix_stopped_item (op, m, originator);
194 return;
195 }
196
197 if (op->nrof > 1)
198 {
199 if (op->decrease (rndm (0, op->nrof - 1)))
200 fix_stopped_item (op, m, originator);
201 }
202 else
203 op->destroy ();
204
205 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env)
207 {
208 op = get_archetype ("burnout");
209 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env);
211 }
212 else
213 replace_insert_ob_in_map ("burnout", originator);
214
215 return;
216 }
217
218 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
220 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube");
223
224 if (at == NULL)
225 return;
226
227 op = stop_item (op);
228 if (op == NULL)
229 return;
230
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
232 {
233 tmp = arch_to_object (at);
234 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want
237 * that for ones we create.
238 */
239 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0);
242 }
243
244 if (!QUERY_FLAG (op, FLAG_REMOVED))
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return;
249 }
250 }
251
252 /* Object op is hitting the map.
253 * op is going in direction 'dir'
254 * type is the attacktype of the object.
255 * full_hit is set if monster area does not matter.
256 * returns 1 if it hits something, 0 otherwise.
257 */
258 int
259 hit_map (object *op, int dir, int type, int full_hit)
260 {
261 maptile *map;
262 sint16 x, y;
263 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
264
265 if (QUERY_FLAG (op, FLAG_FREED))
266 {
267 LOG (llevError, "BUG: hit_map(): free object\n");
268 return 0;
269 }
270
271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
272 {
273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
274 return 0;
275 }
276
277 if (!op->map)
278 {
279 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
280 return 0;
281 }
282
283 if (op->head)
284 op = op->head;
285
286 map = op->map;
287 x = op->x + freearr_x[dir];
288 y = op->y + freearr_y[dir];
289
290 if (!xy_normalise (map, x, y))
291 return 0;
292
293 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y);
296
297 if (ms.flags () & P_SAFE)
298 return 0;
299
300 /* peterm: a few special cases for special attacktypes --counterspell
301 * must be out here because it strikes things which are not alive
302 */
303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
304 {
305 if (type & AT_COUNTERSPELL)
306 {
307 counterspell (op, dir); /* see spell_effect.c */
308
309 /* If the only attacktype is counterspell or magic, don't need
310 * to do any further processing.
311 */
312 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
313 return 0;
314
315 type &= ~AT_COUNTERSPELL;
316 }
317
318 if (type & AT_CHAOS)
319 {
320 shuffle_attack (op, 1); /* flag tells it to change the face */
321 update_object (op, UP_OBJ_FACE);
322 type &= ~AT_CHAOS;
323 }
324 }
325
326 /* There may still be objects that were above 'next', but there is no
327 * simple way to find out short of copying all object references and
328 * tags into a temporary array before we start processing the first
329 * object. That's why we just abort on destroy.
330 *
331 * This happens whenever attack spells (like fire) hit a pile
332 * of objects. This is not a bug - nor an error.
333 */
334 for (object *next = ms.bot; next && !next->destroyed (); )
335 {
336 object *tmp = next;
337 next = tmp->above;
338
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used.
342 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y)
344 continue;
345
346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
347 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit);
349 retflag |= 1;
350
351 if (op->destroyed ())
352 break;
353 }
354 /* Here we are potentially destroying an object. If the object has
355 * NO_PASS set, it is also immune - you can't destroy walls. Note
356 * that weak walls have is_alive set, which prevent objects from
357 * passing over/through them. We don't care what type of movement
358 * the wall blocks - if it blocks any type of movement, can't be
359 * destroyed right now.
360 */
361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
362 {
363 save_throw_object (tmp, type, op);
364
365 if (op->destroyed ())
366 break;
367 }
368 }
369
370 return 0;
371 }
372
373 void
374 attack_message (int dam, int type, object *op, object *hitter)
375 {
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found = 0;
378 maptile *map;
379 object *next, *tmp;
380
381 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919]
384 */
385
386 if (dam == 9998 && op->type == DOOR)
387 {
388 sprintf (buf1, "unlock %s", &op->name);
389 sprintf (buf2, " unlocks");
390 found++;
391 }
392 if (dam < 0)
393 {
394 sprintf (buf1, "hit %s", &op->name);
395 sprintf (buf2, " hits");
396 found++;
397 }
398 else if (dam == 0)
399 {
400 sprintf (buf1, "missed %s", &op->name);
401 sprintf (buf2, " misses");
402 found++;
403 }
404 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
405 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
406 {
407 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
408 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
409 {
410 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
411 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
412 found++;
413 break;
414 }
415 }
416 else if (op->type == DOOR && !found)
417 {
418 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
419 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
420 {
421 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
422 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
423 found++;
424 break;
425 }
426 }
427 else if (hitter->type == PLAYER && op->is_alive ())
428 {
429 if (USING_SKILL (hitter, SK_KARATE))
430 {
431 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
432 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
433 {
434 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
435 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
436 found++;
437 break;
438 }
439 }
440 else if (USING_SKILL (hitter, SK_CLAWING))
441 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
443 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
444 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
446 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
447 found++;
448 break;
449 }
450 }
451 else if (USING_SKILL (hitter, SK_PUNCHING))
452 {
453 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
454 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
455 {
456 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
457 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
458 found++;
459 break;
460 }
461 }
462 }
463
464 if (found)
465 {
466 /* done */
467 }
468 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
469 {
470 sprintf (buf1, "hit"); /* just in case */
471 for (i = 0; i < MAXATTACKMESS; i++)
472 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
473 {
474 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
475 found++;
476 break;
477 }
478 }
479 else if (type & AT_DRAIN && op->is_alive ())
480 {
481 /* drain is first, because some items have multiple attypes */
482 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
483 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
484 {
485 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
486 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
487 found++;
488 break;
489 }
490 }
491 else if (type & AT_ELECTRICITY && op->is_alive ())
492 {
493 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
494 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
495 {
496 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
497 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
498 found++;
499 break;
500 }
501 }
502 else if (type & AT_COLD && op->is_alive ())
503 {
504 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
505 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
506 {
507 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
508 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
509 found++;
510 break;
511 }
512 }
513 else if (type & AT_FIRE)
514 {
515 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
516 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
517 {
518 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
519 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
520 found++;
521 break;
522 }
523 }
524 else if (hitter->current_weapon != NULL)
525 {
526 int mtype;
527
528 switch (hitter->current_weapon->weapontype)
529 {
530 case WEAP_HIT:
531 mtype = ATM_BASIC;
532 break;
533 case WEAP_SLASH:
534 mtype = ATM_SLASH;
535 break;
536 case WEAP_PIERCE:
537 mtype = ATM_PIERCE;
538 break;
539 case WEAP_CLEAVE:
540 mtype = ATM_CLEAVE;
541 break;
542 case WEAP_SLICE:
543 mtype = ATM_SLICE;
544 break;
545 case WEAP_STAB:
546 mtype = ATM_STAB;
547 break;
548 case WEAP_WHIP:
549 mtype = ATM_WHIP;
550 break;
551 case WEAP_CRUSH:
552 mtype = ATM_CRUSH;
553 break;
554 case WEAP_BLUD:
555 mtype = ATM_BLUD;
556 break;
557 default:
558 mtype = ATM_BASIC;
559 break;
560 }
561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
562 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563 {
564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
565 strcpy (buf2, attack_mess[mtype][i].buf3);
566 found++;
567 break;
568 }
569 }
570 else
571 {
572 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
573 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
574 {
575 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
576 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
577 found++;
578 break;
579 }
580 }
581
582 if (!found)
583 {
584 strcpy (buf1, "hit");
585 strcpy (buf2, " hits");
586 }
587
588 /* bail out if a monster is casting spells */
589 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
590 return;
591
592 /* scale down magic considerably. */
593 if (type & AT_MAGIC && rndm (0, 5))
594 return;
595
596 /* Did a player hurt another player? Inform both! */
597 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
598 {
599 if (hitter->owner != NULL)
600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
601 else
602 {
603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
605 if (dam != 0)
606 {
607 if (dam < 10)
608 op->contr->play_sound (sound_find ("player_is_hit1"));
609 else if (dam < 20)
610 op->contr->play_sound (sound_find ("player_is_hit2"));
611 else
612 op->contr->play_sound (sound_find ("player_is_hit3"));
613 }
614 }
615
616 new_draw_info (NDI_BLACK, 0, op, buf);
617 } /* end of player hitting player */
618
619 if (hitter->type == PLAYER)
620 {
621 sprintf (buf, "You %s.", buf1);
622
623 if (dam != 0)
624 {
625 if (dam < 10)
626 op->play_sound (sound_find ("player_hits1"));
627 else if (dam < 20)
628 op->play_sound (sound_find ("player_hits2"));
629 else
630 op->play_sound (sound_find ("player_hits3"));
631 }
632
633 new_draw_info (NDI_BLACK, 0, hitter, buf);
634 }
635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
636 {
637 /* look for stacked spells and start reducing the message chances */
638 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
639 {
640 i = 4;
641 map = hitter->map;
642 if (out_of_map (map, hitter->x, hitter->y))
643 return;
644
645 next = GET_MAP_OB (map, hitter->x, hitter->y);
646 if (next)
647 while (next)
648 {
649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
650 i *= 3;
651
652 tmp = next;
653 next = tmp->above;
654 }
655
656 if (i < 0)
657 return;
658
659 if (rndm (0, i) != 0)
660 return;
661 }
662 else if (rndm (0, 5) != 0)
663 return;
664
665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
666 op->play_sound (sound_find ("player_hits4"));
667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
668 }
669 }
670
671
672 static int
673 get_attack_mode (object **target, object **hitter, int *simple_attack)
674 {
675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
676 {
677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
678 return 1;
679 }
680
681 if ((*target)->head)
682 *target = (*target)->head;
683
684 if ((*hitter)->head)
685 *hitter = (*hitter)->head;
686
687 if ((*hitter)->env != NULL || (*target)->env != NULL)
688 {
689 *simple_attack = 1;
690 return 0;
691 }
692
693 if (QUERY_FLAG (*target, FLAG_REMOVED)
694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
697 {
698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ());
700 return 1;
701 }
702
703 *simple_attack = 0;
704 return 0;
705 }
706
707 static int
708 abort_attack (object *target, object *hitter, int simple_attack)
709 {
710
711 /* Check if target and hitter are still in a relation similar to the one
712 * determined by get_attack_mode(). Returns true if the relation has changed.
713 */
714 int new_mode;
715
716 if (hitter->env == target || target->env == hitter)
717 new_mode = 1;
718 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
719 return 1;
720 else
721 new_mode = 0;
722 return new_mode != simple_attack;
723 }
724
725 static void thrown_item_effect (object *, object *);
726
727 static int
728 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729 {
730 int simple_attack, roll, dam = 0;
731 uint32 type;
732 shstr op_name;
733
734 if (get_attack_mode (&op, &hitter, &simple_attack))
735 goto error;
736
737 if (hitter->current_weapon)
738 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
739 return RESULT_INT (0);
740
741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
742 return RESULT_INT (0);
743
744 /*
745 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters.
747 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
749 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail.
754 */
755 --op->speed_left;
756 process_object (op);
757
758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
759 goto error;
760 }
761
762 op_name = op->name;
763
764 roll = random_roll (1, 20, hitter, PREFER_HIGH);
765
766 /* Adjust roll for various situations. */
767 if (!simple_attack)
768 roll += adj_attackroll (hitter, op);
769
770 /* See if we hit the creature */
771 if (roll == 20 || op->stats.ac >= base_wc - roll)
772 {
773 int hitdam = base_dam;
774
775 if (!simple_attack)
776 {
777 /* If you hit something, the victim should *always* wake up.
778 * Before, invisible hitters could avoid doing this.
779 * -b.t. */
780 if (QUERY_FLAG (op, FLAG_SLEEP))
781 CLEAR_FLAG (op, FLAG_SLEEP);
782
783 /* If the victim can't see the attacker, it may alert others
784 * for help. */
785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 npc_call_help (op);
787
788 /* if you were hidden and hit by a creature, you are discovered */
789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
790 {
791 make_visible (op);
792
793 if (op->type == PLAYER)
794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
795 }
796
797 /* thrown items (hitter) will have various effects
798 * when they hit the victim. For things like thrown daggers,
799 * this sets 'hitter' to the actual dagger, and not the
800 * wrapper object.
801 */
802 thrown_item_effect (hitter, op);
803
804 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
805 goto leave;
806 }
807
808 /* Need to do at least 1 damage, otherwise there is no point
809 * to go further and it will cause FPE's below.
810 */
811 if (hitdam <= 0)
812 hitdam = 1;
813
814 type = hitter->attacktype;
815
816 if (!type)
817 type = AT_PHYSICAL;
818
819 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
821 {
822 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824
825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
826
827 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
828 goto leave;
829 }
830
831 /* In the new attack code, it should handle multiple attack
832 * types in its area, so remove it from here.
833 */
834 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
835
836 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
837 goto leave;
838 } /* end of if hitter hit op */
839 /* if we missed, dam=0 */
840
841 /*attack_message(dam, type, op, hitter); */
842
843 goto leave;
844
845 error:
846 dam = 1;
847
848 leave:
849
850 return dam;
851 }
852
853 int
854 attack_ob (object *op, object *hitter)
855 {
856 hitter = hitter->head_ ();
857
858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
859 }
860
861 /* op is the arrow, tmp is what is stopping the arrow.
862 *
863 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
864 */
865 static int
866 stick_arrow (object *op, object *tmp)
867 {
868 /* If the missile hit a player, we insert it in their inventory.
869 * However, if the missile is heavy, we don't do so (assume it falls
870 * to the ground after a hit). What a good value for this is up to
871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around.
873 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 {
876 tmp = tmp->head_ ();
877
878 op->remove ();
879 op = insert_ob_in_ob (op, tmp);
880
881 if (tmp->type == PLAYER)
882 esrv_send_item (tmp, op);
883
884 return 1;
885 }
886 else
887 return 0;
888 }
889
890 /* hit_with_arrow() disassembles the missile, attacks the victim and
891 * reassembles the missile.
892 *
893 * It returns a pointer to the reassembled missile, or NULL if the missile
894 * isn't available anymore.
895 */
896 object *
897 hit_with_arrow (object *op, object *victim)
898 {
899 object *container, *hitter;
900 int hit_something = 0;
901
902 /* Disassemble missile */
903 if (op->inv)
904 {
905 container = op;
906 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
909 /* Note that we now have an empty THROWN_OBJ on the map. Code that
910 * might be called until this THROWN_OBJ is either reassembled or
911 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */
913 }
914 else
915 {
916 container = 0;
917 hitter = op;
918 }
919
920 /* Try to hit victim */
921 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
922
923 /* Arrow attacks door, rune of summoning is triggered, demon is put on
924 * arrow, move_apply() calls this function, arrow sticks in demon,
925 * attack_ob_simple() returns, and we've got an arrow that still exists
926 * but is no longer on the map. Ugh. (Beware: Such things can happen at
927 * other places as well!)
928 */
929 if (hitter->destroyed () || hitter->env != NULL)
930 {
931 if (container)
932 {
933 container->remove ();
934 container->destroy ();
935 }
936
937 return 0;
938 }
939
940 /* Missile hit victim */
941 /* if the speed is > 10, then this is a fast moving arrow, we go straight
942 * through the target
943 */
944 if (hit_something && op->speed <= 10.0)
945 {
946 /* Stop arrow */
947 if (!container)
948 {
949 hitter = fix_stopped_arrow (hitter);
950 if (!hitter)
951 return 0;
952 }
953 else
954 container->destroy ();
955
956 /* Try to stick arrow into victim */
957 if (!victim->destroyed () && stick_arrow (hitter, victim))
958 return 0;
959
960 /* Else try to put arrow on victim's map square
961 * remove check for P_WALL here. If the arrow got to this
962 * space, that is good enough - with the new movement code,
963 * there is now the potential for lots of spaces where something
964 * can fly over but not otherwise move over. What is the correct
965 * way to handle those otherwise?
966 */
967 if (victim->x != hitter->x || victim->y != hitter->y)
968 {
969 hitter->remove ();
970 hitter->x = victim->x;
971 hitter->y = victim->y;
972 insert_ob_in_map (hitter, victim->map, hitter, 0);
973 }
974 else
975 /* Else leave arrow where it is */
976 merge_ob (hitter, NULL);
977
978 return 0;
979 }
980
981 if (hit_something && op->speed >= 10.0)
982 op->speed -= 1.0;
983
984 /* Missile missed victim - reassemble missile */
985 if (container)
986 {
987 hitter->remove ();
988 insert_ob_in_ob (hitter, container);
989 }
990
991 return op;
992 }
993
994 void
995 tear_down_wall (object *op)
996 {
997 int perc = 0;
998
999 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1;
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 {
1006 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0)
1008 op->destroy ();
1009
1010 return; /* no animations, so nothing more to do */
1011 }
1012
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1014
1015 if (perc >= (int) NUM_ANIMATIONS (op))
1016 perc = NUM_ANIMATIONS (op) - 1;
1017 else if (perc < 1)
1018 perc = 1;
1019
1020 SET_ANIMATION (op, perc);
1021 update_object (op, UP_OBJ_FACE);
1022
1023 if (perc == NUM_ANIMATIONS (op) - 1)
1024 { /* Reached the last animation */
1025 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */
1027 op->destroy ();
1028 else
1029 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1031 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE);
1034 }
1035 }
1036 }
1037
1038 void
1039 scare_creature (object *target, object *hitter)
1040 {
1041 object *owner = hitter->owner;
1042
1043 if (!owner)
1044 owner = hitter;
1045
1046 SET_FLAG (target, FLAG_SCARED);
1047 if (!target->enemy)
1048 target->enemy = owner;
1049 }
1050
1051 /* This returns the amount of damage hitter does to op with the
1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1053 * This doesn't damage the player, but returns how much it should
1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1055 * Note - changed for PR code - we now pass the attack number and not
1056 * the attacktype. Makes it easier for the PR code. */
1057 int
1058 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1059 {
1060 int doesnt_slay = 1;
1061
1062 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1063 if (attacknum >= NROFATTACKS)
1064 {
1065 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1066 return 0;
1067 }
1068
1069 if (dam < 0)
1070 {
1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1073 return 0;
1074 }
1075
1076 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1077 * people can't mess with that or it otherwise get confused. */
1078 if (attacknum == ATNR_INTERNAL)
1079 return dam;
1080
1081 if (hitter->slaying)
1082 {
1083 if ((op->race && strstr (hitter->slaying, op->race))
1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1085 {
1086 doesnt_slay = 0;
1087 dam *= 3;
1088 }
1089 }
1090
1091 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1092 if (op->resist[attacknum])
1093 {
1094 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1095 * in case 0>dam>1, we try to "simulate" a float value-effect */
1096 dam *= (100 - op->resist[attacknum]);
1097 if (dam >= 100)
1098 dam /= 100;
1099 else
1100 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1101 }
1102
1103 /* Special hack. By default, if immune to something, you
1104 * shouldn't need to worry. However, acid is an exception, since
1105 * it can still damage your items. Only include attacktypes if
1106 * special processing is needed */
1107
1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1111 return 0;
1112
1113 /* Keep this in order - makes things easier to find */
1114
1115 switch (attacknum)
1116 {
1117 case ATNR_PHYSICAL:
1118 /* here also check for diseases */
1119 check_physically_infect (op, hitter);
1120 break;
1121
1122 /* Don't need to do anything for:
1123 magic,
1124 fire,
1125 electricity,
1126 cold */
1127
1128 case ATNR_CONFUSION:
1129 case ATNR_POISON:
1130 case ATNR_SLOW:
1131 case ATNR_PARALYZE:
1132 case ATNR_FEAR:
1133 case ATNR_CANCELLATION:
1134 case ATNR_DEPLETE:
1135 case ATNR_BLIND:
1136 {
1137 /* chance for inflicting a special attack depends on the
1138 * difference between attacker's and defender's level
1139 */
1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1141
1142 /* First, only creatures/players with speed can be affected.
1143 * Second, just getting hit doesn't mean it always affects
1144 * you. Third, you still get a saving through against the
1145 * effect.
1146 */
1147 if (op->speed &&
1148 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1149 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1150 {
1151
1152 /* Player has been hit by something */
1153 if (attacknum == ATNR_CONFUSION)
1154 confuse_player (op, hitter, dam);
1155 else if (attacknum == ATNR_POISON)
1156 poison_player (op, hitter, dam);
1157 else if (attacknum == ATNR_SLOW)
1158 slow_player (op, hitter, dam);
1159 else if (attacknum == ATNR_PARALYZE)
1160 paralyze_player (op, hitter, dam);
1161 else if (attacknum == ATNR_FEAR)
1162 scare_creature (op, hitter);
1163 else if (attacknum == ATNR_CANCELLATION)
1164 cancellation (op);
1165 else if (attacknum == ATNR_DEPLETE)
1166 op->drain_stat ();
1167 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1168 blind_player (op, hitter, dam);
1169 }
1170
1171 dam = 0; /* These are all effects and don't do real damage */
1172 }
1173 break;
1174
1175 case ATNR_ACID:
1176 {
1177 int flag = 0;
1178
1179 /* Items only get corroded if you're not on a battleground and
1180 * if your acid resistance is below 50%. */
1181 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1182 {
1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 {
1185 if (tmp->invisible)
1186 continue;
1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1188 /* >= 10% acid res. on items will protect these */
1189 continue;
1190 if (!(tmp->materials & M_IRON))
1191 continue;
1192 if (tmp->magic < -4) /* Let's stop at -5 */
1193 continue;
1194 if (tmp->type == RING
1195 /* removed boots and gloves from exclusion list in PR */
1196 || tmp->type == GIRDLE
1197 || tmp->type == AMULET
1198 || tmp->type == WAND
1199 || tmp->type == ROD
1200 || tmp->type == HORN)
1201 continue; /* To avoid some strange effects */
1202
1203 /* High damage acid has better chance of corroding
1204 objects */
1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1206 {
1207 if (op->type == PLAYER)
1208 /* Make this more visible */
1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1210 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1211 flag = 1;
1212 tmp->magic--;
1213 if (op->type == PLAYER)
1214 esrv_send_item (op, tmp);
1215 }
1216 }
1217
1218 if (flag)
1219 op->update_stats (); /* Something was corroded */
1220 }
1221 }
1222 break;
1223
1224 case ATNR_DRAIN:
1225 {
1226 /* rate is the proportion of exp drained. High rate means
1227 * not much is drained, low rate means a lot is drained.
1228 */
1229 int rate;
1230
1231 if (op->resist[ATNR_DRAIN] >= 0)
1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1233 else
1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1235
1236 if (op->stats.exp <= rate)
1237 {
1238 if (op->type == GOLEM)
1239 dam = 999; /* Its force is "sucked" away. 8) */
1240 else
1241 /* If we can't drain, lets try to do physical damage */
1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1243 }
1244 else
1245 {
1246 /* Randomly give the hitter some hp */
1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1248 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1249 hitter->stats.hp++;
1250
1251 /* Can't do drains on battleground spaces.
1252 * Move the wiz check up here - before, the hitter wouldn't gain exp
1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1254 * nothing happens.
1255 * Try to credit the owner. We try to display player -> player drain
1256 * attacks, hence all the != PLAYER checks.
1257 */
1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1259 {
1260 object *owner = hitter->owner;
1261
1262 if (owner && owner != hitter)
1263 {
1264 if (op->type != PLAYER || owner->type != PLAYER)
1265 change_exp (owner, op->stats.exp / (rate * 2),
1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1267 }
1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1269 change_exp (hitter, op->stats.exp / (rate * 2),
1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1271
1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1273 }
1274
1275 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1276 * drain attack, you won't know that you are actually sucking out EXP,
1277 * as the messages will say you missed
1278 */
1279 }
1280 }
1281 break;
1282
1283 case ATNR_TURN_UNDEAD:
1284 {
1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1286 {
1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1288 object *god = find_god (determine_god (owner));
1289 int div = 1;
1290
1291 /* if undead are not an enemy of your god, you turn them
1292 * at half strength */
1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1294 div = 2;
1295
1296 /* Give a bonus if you resist turn undead */
1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298 scare_creature (op, owner);
1299 }
1300 else
1301 dam = 0; /* don't damage non undead - should we damage
1302 undead? */
1303 }
1304 break;
1305
1306 case ATNR_DEATH:
1307 deathstrike_player (op, hitter, &dam);
1308 break;
1309
1310 case ATNR_CHAOS:
1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1312 dam = 0;
1313 break;
1314
1315 case ATNR_COUNTERSPELL:
1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1317 dam = 0;
1318 /* This should never happen. Counterspell is handled
1319 * seperately and filtered out. If this does happen,
1320 * Counterspell has no effect on anything but spells, so it
1321 * does no damage. */
1322 break;
1323
1324 case ATNR_HOLYWORD:
1325 {
1326 /* This has already been handled by hit_player,
1327 * no need to check twice -- DAMN */
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329
1330 /* As with turn undead above, give a bonus on the saving throw */
1331 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1332 scare_creature (op, owner);
1333 }
1334 break;
1335
1336 case ATNR_LIFE_STEALING:
1337 {
1338 int new_hp;
1339
1340 /* this is replacement to drain for players, instead of taking
1341 * exp it takes hp. It is geared for players, probably not
1342 * much use giving it to monsters
1343 *
1344 * life stealing doesn't do a lot of damage, but it gives the
1345 * damage it does do to the player. Given that,
1346 * it only does 1/10'th normal damage (hence the divide by
1347 * 1000).
1348 */
1349 /* You can't steal life from something undead */
1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1351 return 0;
1352
1353 /* If drain protection is higher than life stealing, use that */
1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else
1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1359 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1;
1362
1363 new_hp = hitter->stats.hp + dam;
1364 if (new_hp > hitter->stats.maxhp)
1365 new_hp = hitter->stats.maxhp;
1366
1367 if (new_hp > hitter->stats.hp)
1368 hitter->stats.hp = new_hp;
1369 }
1370 }
1371
1372 return dam;
1373 }
1374
1375 /* GROS: This code comes from hit_player. It has been made external to
1376 * allow script procedures to "kill" objects in a combat-like fashion.
1377 * It was initially used by (kill-object) developed for the Collector's
1378 * Sword. Note that nothing has been changed from the original version
1379 * of the following code.
1380 * op is what is being killed.
1381 * dam is the damage done to it.
1382 * hitter is what is hitting it.
1383 * type is the attacktype.
1384 *
1385 * This function was a bit of a mess with hitter getting changed,
1386 * values being stored away but not used, etc. I've cleaned it up
1387 * a bit - I think it should be functionally equivalant.
1388 * MSW 2002-07-17
1389 */
1390 int
1391 kill_object (object *op, int dam, object *hitter, int type)
1392 {
1393 char buf[MAX_BUF];
1394 const char *skill;
1395 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0;
1399 object *skop = 0;
1400
1401 if (op->stats.hp >= 0)
1402 return -1;
1403
1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1405 return 0;
1406
1407 /* maxdam needs to be the amount of damage it took to kill
1408 * this creature. The function(s) that call us have already
1409 * adjusted the creatures HP total, so that is negative.
1410 */
1411 maxdam = dam + op->stats.hp + 1;
1412
1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415
1416 if (op->type == DOOR)
1417 {
1418 op->set_speed (0.1f);
1419 op->speed_left = -0.05f;
1420 return maxdam;
1421 }
1422
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1424 {
1425 op->destroy ();
1426 return maxdam;
1427 }
1428
1429 /* Now lets start dealing with experience we get for killing something */
1430
1431 owner = hitter->owner;
1432 if (!owner)
1433 owner = hitter;
1434
1435 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL))
1437 battleg = 1;
1438
1439 /* is this player killing? */
1440 if (op->type == PLAYER && owner->type == PLAYER)
1441 pk = 1;
1442
1443 /* Player killed something */
1444 if (owner->type == PLAYER)
1445 {
1446 Log_Kill (owner->name,
1447 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1448
1449 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the
1451 * ip address is included.
1452 */
1453 if (op->type == PLAYER && !battleg)
1454 {
1455 time_t t = time (NULL);
1456 struct tm *tmv;
1457 char buf[256];
1458
1459 tmv = localtime (&t);
1460 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1461
1462 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1463 }
1464
1465 /* try to filter some things out - basically, if you are
1466 * killing a level 1 creature and your level 20, you
1467 * probably don't want to see that.
1468 */
1469 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1470 {
1471 if (owner != hitter)
1472 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1473 else
1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1475
1476 /* Only play sounds for melee kills */
1477 if (hitter->type == PLAYER)
1478 owner->play_sound (sound_find ("player_kills"));
1479 }
1480
1481 /* If a player kills another player, not on
1482 * battleground, the "killer" looses 1 luck. Since this is
1483 * not reversible, it's actually quite a pain IMHO. -AV
1484 * Fix bug in that we were changing the luck of the hitter, not
1485 * player that the object belonged to - so if you killed another player
1486 * with spells, pets, whatever, there was no penalty.
1487 * Changed to make luck penalty configurable in settings.
1488 */
1489 if (op->type == PLAYER && owner != op && !battleg)
1490 owner->change_luck (-settings.pk_luck_penalty);
1491
1492 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill
1495 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill;
1500 else if (owner->chosen_skill)
1501 {
1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1504 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1506 skill = owner->current_weapon->skill;
1507 else
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1509
1510 /* We have the skill we want to credit to - now find the object this goes
1511 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */
1513 if ((!skop || skop->type != SKILL) && skill)
1514 {
1515 int i;
1516
1517 for (i = 0; i < NUM_SKILLS; i++)
1518 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1519 {
1520 skop = owner->contr->last_skill_ob[i];
1521 break;
1522 }
1523 }
1524 } /* Was it a player that hit somethign */
1525 else
1526 skill = 0;
1527
1528 /* Pet (or spell) killed something. */
1529 if (owner != hitter)
1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1532 else
1533 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536
1537 /* These may have been set in the player code section above */
1538 if (!skop)
1539 skop = hitter->chosen_skill;
1540
1541 if (!skill && skop)
1542 skill = skop->skill;
1543
1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1545
1546 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1548 {
1549 int exp;
1550
1551 /* Really don't give much experience for killing other players */
1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1553 if (op->type == PLAYER)
1554 {
1555 if (battleg)
1556 {
1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 }
1560 else
1561 exp = op->stats.exp / 1000;
1562 }
1563 else
1564 exp = calc_skill_exp (owner, op, skop);
1565
1566 /* if op is standing on "battleground" (arena), no way to gain
1567 * exp by killing him
1568 */
1569 if (battleg)
1570 exp = 0;
1571
1572 /* Don't know why this is set this way - doesn't make
1573 * sense to just divide everything by two for no reason.
1574 */
1575
1576 if (!settings.simple_exp)
1577 exp = exp / 2;
1578
1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1580 change_exp (owner, exp, skill, 0);
1581 else
1582 {
1583 int shares = 0, count = 0;
1584 partylist *party = owner->contr->party;
1585
1586 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1587
1588 for_all_players (pl)
1589 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1590 {
1591 count++;
1592 shares += (pl->ob->level + 4);
1593 }
1594
1595 if (count == 1 || shares > exp || !shares)
1596 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1597 else
1598 {
1599 int share = exp / shares, given = 0, nexp;
1600
1601 for_all_players (pl)
1602 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1603 {
1604 nexp = (pl->ob->level + 4) * share;
1605 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1606 given += nexp;
1607 }
1608
1609 exp -= given;
1610 /* give any remainder to the player */
1611 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1612 }
1613 } /* else part of a party */
1614 } /* end if person didn't kill himself */
1615
1616 if (op->type != PLAYER)
1617 {
1618 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1619 {
1620 object *owner1 = op->owner;
1621
1622 if (owner1 && owner1->type == PLAYER)
1623 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */
1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1627 }
1628
1629 remove_friendly_object (op);
1630 }
1631
1632 op->destroy ();
1633 }
1634 else
1635 {
1636 /* Player has been killed! */
1637 if (owner->type == PLAYER)
1638 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1639 else
1640 assign (op->contr->killer, hitter->name);
1641 }
1642
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function.
1645 */
1646 return maxdam;
1647 }
1648
1649 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1650 * Returns 0 this is not friendly fire
1651 */
1652 int
1653 friendly_fire (object *op, object *hitter)
1654 {
1655 object *owner;
1656 int friendlyfire;
1657
1658 if (hitter->head)
1659 hitter = hitter->head;
1660
1661 friendlyfire = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 if (op_on_battleground (hitter, 0, 0))
1666 return 0;
1667
1668 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1669 return 1;
1670
1671 if ((owner = hitter->owner) != NULL)
1672 {
1673 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1674 friendlyfire = 2;
1675 }
1676
1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1678 friendlyfire = 0;
1679 }
1680
1681 return friendlyfire;
1682 }
1683
1684 /* This isn't used just for players, but in fact most objects.
1685 * op is the object to be hit, dam is the amount of damage, hitter
1686 * is what is hitting the object, type is the attacktype, and
1687 * full_hit is set if monster area does not matter.
1688 * dam is base damage - protections/vulnerabilities/slaying matches can
1689 * modify it.
1690 */
1691 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1693 int
1694 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1695 {
1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1697 int maxattacktype, attacknum;
1698 int body_attack = op && op->head; /* Did we hit op's head? */
1699 int simple_attack;
1700 int rtn_kill = 0;
1701 int friendlyfire;
1702
1703 if (get_attack_mode (&op, &hitter, &simple_attack))
1704 return 0;
1705
1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1708 return 0;
1709
1710 // only allow pk for hostile players
1711 if (op->type == PLAYER)
1712 {
1713 object *owner = hitter->owner;
1714
1715 if (!owner)
1716 owner = hitter;
1717
1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1722 return 0;
1723 }
1724
1725 if (body_attack)
1726 {
1727 /* slow and paralyze must hit the head. But we don't want to just
1728 * return - we still need to process other attacks the spell still
1729 * might have. So just remove the paralyze and slow attacktypes,
1730 * and keep on processing if we have other attacktypes.
1731 * return if only magic or nothing is left - under normal code
1732 * we don't attack with pure magic if there is another attacktype.
1733 * Only do processing if the initial attacktype includes one of those
1734 * attack so we don't cancel out things like magic bullet.
1735 */
1736 if (type & (AT_PARALYZE | AT_SLOW))
1737 {
1738 type &= ~(AT_PARALYZE | AT_SLOW);
1739
1740 if (!type || type == AT_MAGIC)
1741 return 0;
1742 }
1743 }
1744
1745 if (!simple_attack && op->type == DOOR)
1746 {
1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1748 if (tmp->type == RUNE || tmp->type == TRAP)
1749 {
1750 spring_trap (tmp, hitter);
1751
1752 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1753 return 0;
1754
1755 break;
1756 }
1757 }
1758
1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1760 {
1761 /* FIXME: If a player is killed by a rune in a door, the
1762 * destroyed() check above doesn't return, and might get here.
1763 */
1764
1765 /* FIXME: This for example happens when a dead door is on a mover and
1766 gets it's speed_left raised on each mover-tick.
1767 Doors are removed in a kinda funny way by giving them speed and speed_left
1768 and waiting for that to run out.
1769 */
1770 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1771 return 0;
1772 }
1773
1774 #ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1776 #endif
1777
1778 if (magic)
1779 {
1780 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1781 * in case 0>dam>1, we try to "simulate" a float value-effect */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100)
1784 dam /= 100;
1785 else
1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 }
1788
1789 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1790 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1791 */
1792 if (type & AT_CHAOS)
1793 {
1794 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1795 update_object (op, UP_OBJ_FACE);
1796 type &= ~AT_CHAOS;
1797 }
1798
1799 /* Holyword is really an attacktype modifier (like magic is). If
1800 * holyword is part of an attacktype, then make sure the creature is
1801 * a proper match, otherwise no damage.
1802 */
1803 if (type & AT_HOLYWORD)
1804 {
1805 object *god;
1806
1807 if ((!hitter->slaying ||
1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811 (hitter->title != NULL
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1813 return 0;
1814 }
1815
1816 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1818 {
1819 /* Magic isn't really a true attack type - it gets combined with other
1820 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it
1822 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1824 continue;
1825
1826 /* Go through and hit the player with each attacktype, one by one.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc.
1830 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1834 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal.
1836 */
1837 if (ndam >= maxdam)
1838 {
1839 maxdam = ndam;
1840 maxattacktype = 1 << attacknum;
1841 }
1842 }
1843 }
1844
1845 /* if this is friendly fire then do a set % of damage only
1846 * Note - put a check in to make sure this attack is actually
1847 * doing damage - otherwise, the +1 in the code below will make
1848 * an attack do damage before when it otherwise didn't
1849 */
1850 friendlyfire = friendly_fire (op, hitter);
1851 if (friendlyfire && maxdam)
1852 {
1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1854
1855 #ifdef ATTACK_DEBUG
1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1858 #endif
1859 }
1860
1861 if (!full_hit)
1862 {
1863 int area;
1864 int remainder;
1865
1866 area = 0;
1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1869 area++;
1870
1871 assert (area > 0);
1872
1873 /* basically: maxdam /= area; we try to "simulate" a float
1874 value-effect */
1875 remainder = 100 * (maxdam % area) / area;
1876 maxdam /= area;
1877 if (rndm (100) < remainder)
1878 maxdam++;
1879 }
1880
1881 #ifdef ATTACK_DEBUG
1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1883 #endif
1884
1885 // for now, only do this for active objects, otherwise they
1886 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy.
1888 if (op->active)
1889 if (hitter->owner)
1890 op->enemy = hitter->owner;
1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1892 op->enemy = hitter;
1893
1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1895 {
1896 /* The unaggressives look after themselves 8) */
1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1898 npc_call_help (op);
1899 }
1900
1901 if (magic && did_make_save (op, op->level, 0))
1902 maxdam = maxdam / 2;
1903
1904 attack_message (maxdam, maxattacktype, op, hitter);
1905
1906 op->stats.hp -= maxdam;
1907
1908 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1909 if ((op->stats.hp >= 0) &&
1910 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1911 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1912 {
1913
1914 if (QUERY_FLAG (op, FLAG_MONSTER))
1915 SET_FLAG (op, FLAG_RUN_AWAY);
1916 else
1917 scare_creature (op, hitter);
1918 }
1919
1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1921 {
1922 if (maxdam)
1923 tear_down_wall (op);
1924
1925 return maxdam; /* nothing more to do for wall */
1926 }
1927
1928 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1)
1931 return rtn_kill;
1932
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1935 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case.
1937 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1939 hitter->destroy ();
1940
1941 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1943 {
1944 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1947 object *owner = op->owner;
1948
1949 if (!op->other_arch)
1950 {
1951 LOG (llevError, "SPLITTING without other_arch error.\n");
1952 return maxdam;
1953 }
1954
1955 op->remove ();
1956
1957 for (i = 0; i < op->stats.food; i++)
1958 { /* This doesn't handle op->more yet */
1959 object *tmp = arch_to_object (op->other_arch);
1960 int j;
1961
1962 tmp->stats.hp = op->stats.hp;
1963
1964 if (friendly)
1965 {
1966 add_friendly_object (tmp);
1967 tmp->attack_movement = PETMOVE;
1968
1969 if (owner)
1970 tmp->set_owner (owner);
1971 }
1972
1973 if (unaggressive)
1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1975
1976 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977
1978 if (j == -1) /* No spot to put this monster */
1979 tmp->destroy ();
1980 else
1981 {
1982 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1983 insert_ob_in_map (tmp, op->map, NULL, 0);
1984 }
1985 }
1986
1987 op->destroy ();
1988 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy ();
1991
1992 return maxdam;
1993 }
1994
1995 void
1996 poison_player (object *op, object *hitter, int dam)
1997 {
1998 archetype *at = archetype::find ("poisoning");
1999 object *tmp = present_arch_in_ob (at, op);
2000
2001 if (tmp == NULL)
2002 {
2003 if ((tmp = arch_to_object (at)) == NULL)
2004 LOG (llevError, "Failed to clone arch poisoning.\n");
2005 else
2006 {
2007 tmp = insert_ob_in_ob (tmp, op);
2008 /* peterm: give poisoning some teeth. It should
2009 * be able to kill things better than it does:
2010 * damage should be dependent something--I choose to
2011 * do this: if it's a monster, the damage from the
2012 * poisoning goes as the level of the monster/2.
2013 * If anything else, goes as damage.
2014 */
2015
2016 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2017 tmp->stats.dam += hitter->level / 2;
2018 else
2019 tmp->stats.dam = dam;
2020
2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2022 if (hitter->skill && hitter->skill != tmp->skill)
2023 {
2024 tmp->skill = hitter->skill;
2025 }
2026
2027 tmp->stats.food += dam; /* more damage, longer poisoning */
2028
2029 if (op->type == PLAYER)
2030 {
2031 /* player looses stats, maximum is -10 of each */
2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2035 tmp->stats.Int = MAX (-dam / 7, -10);
2036 SET_FLAG (tmp, FLAG_APPLIED);
2037 op->update_stats ();
2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
2040 }
2041
2042 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 }
2047
2048 tmp->speed_left = 0;
2049 }
2050 else
2051 tmp->stats.food++;
2052 }
2053
2054 void
2055 slow_player (object *op, object *hitter, int dam)
2056 {
2057 archetype *at = archetype::find ("slowness");
2058 object *tmp;
2059
2060 if (at == NULL)
2061 LOG (llevError, "Can't find slowness archetype.\n");
2062
2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064 {
2065 tmp = arch_to_object (at);
2066 tmp = insert_ob_in_ob (tmp, op);
2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068 }
2069 else
2070 tmp->stats.food++;
2071
2072 SET_FLAG (tmp, FLAG_APPLIED);
2073 tmp->speed_left = 0;
2074 op->update_stats ();
2075 }
2076
2077 void
2078 confuse_player (object *op, object *hitter, int dam)
2079 {
2080 object *tmp;
2081 int maxduration;
2082
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2084 if (!tmp)
2085 {
2086 tmp = get_archetype (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op);
2088 }
2089
2090 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance
2092 */
2093 tmp->speed = 0.05;
2094 tmp->subtype = FORCE_CONFUSION;
2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096 tmp->name = "confusion";
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2099 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration;
2101
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2105 SET_FLAG (op, FLAG_CONFUSED);
2106 }
2107
2108 void
2109 blind_player (object *op, object *hitter, int dam)
2110 {
2111 object *tmp, *owner;
2112
2113 /* Save some work if we know it isn't going to affect the player */
2114 if (op->resist[ATNR_BLIND] == 100)
2115 return;
2116
2117 tmp = present_in_ob (BLINDNESS, op);
2118 if (!tmp)
2119 {
2120 tmp = get_archetype ("blindness");
2121 SET_FLAG (tmp, FLAG_BLIND);
2122 SET_FLAG (tmp, FLAG_APPLIED);
2123 /* use floats so we don't lose too much precision due to rounding errors.
2124 * speed is a float anyways.
2125 */
2126 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2127
2128 tmp = insert_ob_in_ob (tmp, op);
2129 change_abil (op, tmp); /* Mostly to display any messages */
2130 op->update_stats (); /* This takes care of some other stuff */
2131
2132 if (hitter->owner)
2133 owner = hitter->owner;
2134 else
2135 owner = hitter;
2136
2137 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2138 }
2139 tmp->stats.food += dam;
2140 if (tmp->stats.food > 10)
2141 tmp->stats.food = 10;
2142 }
2143
2144 void
2145 paralyze_player (object *op, object *hitter, int dam)
2146 {
2147 float effect, max;
2148
2149 /* object *tmp; */
2150
2151 /* This is strange stuff... someone knows for what this is
2152 * written? Well, i think this can and should be removed
2153 */
2154
2155 /*
2156 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2157 tmp=clone_arch(PARAIMAGE);
2158 tmp->x=op->x,tmp->y=op->y;
2159 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160 }
2161 */
2162
2163 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2164 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2165
2166 if (effect == 0)
2167 return;
2168
2169 op->speed_left -= FABS (op->speed) * effect;
2170 /* tmp->stats.food+=(signed short) effect/op->speed; */
2171
2172 /* max number of ticks to be affected for. */
2173 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2174 if (op->speed_left < -(FABS (op->speed) * max))
2175 op->speed_left = (float) -(FABS (op->speed) * max);
2176
2177 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2178 }
2179
2180 /* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged.
2182 */
2183 void
2184 deathstrike_player (object *op, object *hitter, int *dam)
2185 {
2186 /* The intention of a death attack is to kill outright things
2187 ** that are a lot weaker than the attacker, have a chance of killing
2188 ** things somewhat weaker than the caster, and no chance of
2189 ** killing something equal or stronger than the attacker.
2190 ** Also, if a deathstrike attack has a slaying, any monster
2191 ** whose name or race matches a comma-delimited list in the slaying
2192 ** field of the deathstriking object */
2193
2194 int atk_lev, def_lev, kill_lev;
2195
2196 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2198 return;
2199
2200 def_lev = op->level;
2201 if (def_lev < 1)
2202 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2204 def_lev = 1;
2205 }
2206
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2209 atk_lev, def_lev); */
2210
2211 if (atk_lev >= def_lev)
2212 {
2213 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2214
2215 /* Note that the below effectively means the ratio of the atk vs
2216 * defener level is important - if level 52 character has very little
2217 * chance of killing a level 50 monster. This should probably be
2218 * redone.
2219 */
2220 if (kill_lev >= def_lev)
2221 {
2222 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2223 /* I think this doesn't really do much. Because of
2224 * integer rounding, this only makes any difference if the
2225 * attack level is double the defender level.
2226 */
2227 *dam *= kill_lev / def_lev;
2228 }
2229 }
2230 else
2231 *dam = 0; /* no harm done */
2232 }
2233
2234 /* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a
2236 * monster).
2237 */
2238 static void
2239 thrown_item_effect (object *hitter, object *victim)
2240 {
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242 {
2243 /* May not need a switch for just 2 types, but this makes it
2244 * easier for expansion.
2245 */
2246 switch (hitter->type)
2247 {
2248 case POTION:
2249 /* should player get a save throw instead of checking magic protection? */
2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2251 (void) apply_potion (victim, hitter);
2252 break;
2253
2254 case POISON: /* poison drinks */
2255 /* As with potions, should monster get a save? */
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2257 apply_poison (victim, hitter);
2258 break;
2259
2260 /* Removed case statements that did nothing.
2261 * food may be poisonous, but monster must be willing to eat it,
2262 * so we don't handle it here.
2263 * Containers should perhaps break open, but that code was disabled.
2264 */
2265 }
2266 }
2267 }
2268
2269 /* adj_attackroll() - adjustments to attacks by various conditions */
2270 int
2271 adj_attackroll (object *hitter, object *target)
2272 {
2273 object *attacker = hitter;
2274 int adjust = 0;
2275
2276 /* safety */
2277 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2278 {
2279 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2280 return 0;
2281 }
2282
2283 /* aimed missiles use the owning object's sight */
2284 if (is_aimed_missile (hitter))
2285 {
2286 if ((attacker = hitter->owner) == NULL)
2287 attacker = hitter;
2288 /* A player who saves but hasn't quit still could have objects
2289 * owned by him - need to handle that case to avoid crashes.
2290 */
2291 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2292 attacker = hitter;
2293 }
2294 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2295 return 0;
2296
2297 /* determine the condtions under which we make an attack.
2298 * Add more cases, as the need occurs. */
2299
2300 if (!can_see_enemy (attacker, target))
2301 {
2302 /* target is unseen */
2303 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2304 adjust -= 10;
2305 /* dark map penalty for the hitter (lacks infravision if we got here). */
2306 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2307 adjust -= target->map->darkness;
2308 }
2309
2310 if (QUERY_FLAG (attacker, FLAG_SCARED))
2311 adjust -= 3;
2312
2313 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2314 adjust += 1;
2315
2316 if (QUERY_FLAG (target, FLAG_SCARED))
2317 adjust += 1;
2318
2319 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2320 adjust -= 3;
2321
2322 /* if we attack at a different 'altitude' its harder */
2323 if ((attacker->move_type & target->move_type) == 0)
2324 adjust -= 2;
2325
2326 #if 0
2327 /* slower attacks are less likely to succeed. We should use a
2328 * comparison between attacker/target speeds BUT, players have
2329 * a generally faster speed, so this will wind up being a HUGE
2330 * disadantage for the monsters! Too bad, because missiles which
2331 * fly fast should have a better chance of hitting a slower target.
2332 */
2333 if (hitter->speed < target->speed)
2334 adjust += ((float) hitter->speed - target->speed);
2335 #endif
2336
2337 #if 0
2338 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2339 #endif
2340
2341 return adjust;
2342 }
2343
2344 /* determine if the object is an 'aimed' missile */
2345 int
2346 is_aimed_missile (object *op)
2347 {
2348
2349 /* I broke what used to be one big if into a few nested
2350 * ones so that figuring out the logic is at least possible.
2351 */
2352 if (op && (op->move_type & MOVE_FLYING))
2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2354 return 1;
2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2356 return 1;
2357
2358 return 0;
2359 }