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/cvs/deliantra/server/server/attack.C
Revision: 1.13
Committed: Thu Sep 14 00:14:51 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +20 -16 lines
Log Message:
*** empty log message ***

File Contents

# Content
1
2 /*
3 * static char *rcsid_attack_c =
4 * "$Id: attack.C,v 1.12 2006-09-12 19:20:08 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28 */
29 #include <assert.h>
30 #include <global.h>
31 #include <living.h>
32 #include <material.h>
33 #include <skills.h>
34
35 #ifndef __CEXTRACT__
36 # include <sproto.h>
37 #endif
38
39 #include <sounds.h>
40
41 typedef struct att_msg_str
42 {
43 char *msg1;
44 char *msg2;
45 } att_msg;
46
47 /*#define ATTACK_DEBUG*/
48
49 /* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52 void
53 cancellation (object *op)
54 {
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81 }
82
83
84
85 /* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item).
88 */
89
90 int
91 did_make_save_item (object *op, int type, object *originator)
92 {
93 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt;
95
96 if (op->materialname == NULL)
97 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL)
107 return TRUE;
108 roll = rndm (1, 20);
109
110 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype.
117 */
118 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129
130 for (number = 0; number < NROFATTACKS; number++)
131 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++;
136 if (op->resist[number] == 100)
137 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++;
142 }
143
144 if (saves == attacks || attacks == 0)
145 return TRUE;
146 if ((saves == 0) || (rndm (1, attacks) > saves))
147 return FALSE;
148 return TRUE;
149 }
150
151 /* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.)
154 */
155
156 void
157 save_throw_object (object *op, int type, object *originator)
158 {
159 if (!did_make_save_item (op, type, originator))
160 {
161 object *env = op->env;
162 int x = op->x, y = op->y;
163 mapstruct *m = op->map;
164
165 op = stop_item (op);
166 if (op == NULL)
167 return;
168
169 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t.
176 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 {
179 const char *arch = op->other_arch->name;
180
181 op = decrease_ob_nr (op, 1);
182
183 if (op)
184 fix_stopped_item (op, m, originator);
185
186 if ((op = get_archetype (arch)) != NULL)
187 {
188 if (env)
189 {
190 op->x = env->x, op->y = env->y;
191 insert_ob_in_ob (op, env);
192 if (env->contr)
193 esrv_send_item (env, op);
194 }
195 else
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0);
199 }
200 }
201
202 return;
203 }
204
205 if (type & AT_CANCELLATION)
206 { /* Cancellation. */
207 cancellation (op);
208 fix_stopped_item (op, m, originator);
209 return;
210 }
211
212 if (op->nrof > 1)
213 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
215
216 if (op)
217 fix_stopped_item (op, m, originator);
218 }
219 else
220 {
221 if (op->env)
222 {
223 object *tmp = is_player_inv (op->env);
224
225 if (tmp)
226 esrv_del_item (tmp->contr, op->count);
227 }
228
229 if (!QUERY_FLAG (op, FLAG_REMOVED))
230 remove_ob (op);
231
232 free_object (op);
233 }
234
235 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env)
237 {
238 op = get_archetype ("burnout");
239 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env);
241 }
242 else
243 replace_insert_ob_in_map ("burnout", originator);
244
245 return;
246 }
247 /* The value of 50 is arbitrary. */
248 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
249 {
250 object *tmp;
251 archetype *at = find_archetype ("icecube");
252
253 if (at == NULL)
254 return;
255 op = stop_item (op);
256 if (op == NULL)
257 return;
258 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
259 {
260 tmp = arch_to_object (at);
261 tmp->x = op->x, tmp->y = op->y;
262 /* This was in the old (pre new movement code) -
263 * icecubes have slow_move set to 1 - don't want
264 * that for ones we create.
265 */
266 tmp->move_slow_penalty = 0;
267 tmp->move_slow = 0;
268 insert_ob_in_map (tmp, op->map, originator, 0);
269 }
270 if (!QUERY_FLAG (op, FLAG_REMOVED))
271 remove_ob (op);
272 (void) insert_ob_in_ob (op, tmp);
273 return;
274 }
275 }
276
277 /* Object op is hitting the map.
278 * op is going in direction 'dir'
279 * type is the attacktype of the object.
280 * full_hit is set if monster area does not matter.
281 * returns 1 if it hits something, 0 otherwise.
282 */
283
284 int
285 hit_map (object *op, int dir, int type, int full_hit)
286 {
287 object *tmp, *next;
288 mapstruct *map;
289 sint16 x, y;
290 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
291
292 tag_t op_tag, next_tag = 0;
293
294 if (QUERY_FLAG (op, FLAG_FREED))
295 {
296 LOG (llevError, "BUG: hit_map(): free object\n");
297 return 0;
298 }
299
300 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
301 {
302 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
303 return 0;
304 }
305
306 if (!op->map)
307 {
308 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
309 return 0;
310 }
311
312 if (op->head)
313 op = op->head;
314
315 op_tag = op->count;
316
317 map = op->map;
318 x = op->x + freearr_x[dir];
319 y = op->y + freearr_y[dir];
320
321 int mflags = get_map_flags (map, &map, x, y, &x, &y);
322
323 // elmex: a safe map tile can't be hit!
324 // this should prevent most harmful effects on items and players there.
325 if (mflags & (P_OUT_OF_MAP | P_SAFE))
326 return 0;
327
328 /* peterm: a few special cases for special attacktypes --counterspell
329 * must be out here because it strikes things which are not alive
330 */
331
332 if (type & AT_COUNTERSPELL)
333 {
334 counterspell (op, dir); /* see spell_effect.c */
335
336 /* If the only attacktype is counterspell or magic, don't need
337 * to do any further processing.
338 */
339 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
340 return 0;
341
342 type &= ~AT_COUNTERSPELL;
343 }
344
345 if (type & AT_CHAOS)
346 {
347 shuffle_attack (op, 1); /*1 flag tells it to change the face */
348 update_object (op, UP_OBJ_FACE);
349 type &= ~AT_CHAOS;
350 }
351
352 next = get_map_ob (map, x, y);
353 if (next)
354 next_tag = next->count;
355
356 while (next)
357 {
358 if (was_destroyed (next, next_tag))
359 {
360 /* There may still be objects that were above 'next', but there is no
361 * simple way to find out short of copying all object references and
362 * tags into a temporary array before we start processing the first
363 * object. That's why we just abort.
364 *
365 * This happens whenever attack spells (like fire) hit a pile
366 * of objects. This is not a bug - nor an error. The errormessage
367 * below was spamming the logs for absolutely no reason.
368 */
369 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
370 break;
371 }
372
373 tmp = next;
374 next = tmp->above;
375
376 if (next)
377 next_tag = next->count;
378
379 if (QUERY_FLAG (tmp, FLAG_FREED))
380 {
381 LOG (llevError, "BUG: hit_map(): found freed object\n");
382 break;
383 }
384
385 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386 * For example, 'tmp' was put in an icecube.
387 * This is one of the few cases where on_same_map should not be used.
388 */
389 if (tmp->map != map || tmp->x != x || tmp->y != y)
390 continue;
391
392 if (QUERY_FLAG (tmp, FLAG_ALIVE))
393 {
394 hit_player (tmp, op->stats.dam, op, type, full_hit);
395 retflag |= 1;
396 if (was_destroyed (op, op_tag))
397 break;
398 }
399
400 /* Here we are potentially destroying an object. If the object has
401 * NO_PASS set, it is also immune - you can't destroy walls. Note
402 * that weak walls have is_alive set, which prevent objects from
403 * passing over/through them. We don't care what type of movement
404 * the wall blocks - if it blocks any type of movement, can't be
405 * destroyed right now.
406 */
407 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
408 {
409 save_throw_object (tmp, type, op);
410 if (was_destroyed (op, op_tag))
411 break;
412 }
413 }
414
415 return 0;
416 }
417
418 void
419 attack_message (int dam, int type, object *op, object *hitter)
420 {
421 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
422 int i, found = 0;
423 mapstruct *map;
424 object *next, *tmp;
425
426 /* put in a few special messages for some of the common attacktypes
427 * a player might have. For example, fire, electric, cold, etc
428 * [garbled 20010919]
429 */
430
431 if (dam == 9998 && op->type == DOOR)
432 {
433 sprintf (buf1, "unlock %s", &op->name);
434 sprintf (buf2, " unlocks");
435 found++;
436 }
437 if (dam < 0)
438 {
439 sprintf (buf1, "hit %s", &op->name);
440 sprintf (buf2, " hits");
441 found++;
442 }
443 else if (dam == 0)
444 {
445 sprintf (buf1, "missed %s", &op->name);
446 sprintf (buf2, " misses");
447 found++;
448 }
449 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
450 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
451 {
452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
453 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
454 {
455 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
456 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
457 found++;
458 break;
459 }
460 }
461 else if (op->type == DOOR && !found)
462 {
463 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
464 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
465 {
466 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
467 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
468 found++;
469 break;
470 }
471 }
472 else if (hitter->type == PLAYER && IS_LIVE (op))
473 {
474 if (USING_SKILL (hitter, SK_KARATE))
475 {
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
477 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
478 {
479 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
480 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
481 found++;
482 break;
483 }
484 }
485 else if (USING_SKILL (hitter, SK_CLAWING))
486 {
487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
488 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
489 {
490 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
491 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
492 found++;
493 break;
494 }
495 }
496 else if (USING_SKILL (hitter, SK_PUNCHING))
497 {
498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
499 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
500 {
501 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
502 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
503 found++;
504 break;
505 }
506 }
507 }
508 if (found)
509 {
510 /* done */
511 }
512 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
513 {
514 sprintf (buf1, "hit"); /* just in case */
515 for (i = 0; i < MAXATTACKMESS; i++)
516 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
517 {
518 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
519 found++;
520 break;
521 }
522 }
523 else if (type & AT_DRAIN && IS_LIVE (op))
524 {
525 /* drain is first, because some items have multiple attypes */
526 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
527 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
528 {
529 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
530 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
531 found++;
532 break;
533 }
534 }
535 else if (type & AT_ELECTRICITY && IS_LIVE (op))
536 {
537 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
538 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
539 {
540 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
541 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
542 found++;
543 break;
544 }
545 }
546 else if (type & AT_COLD && IS_LIVE (op))
547 {
548 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
549 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
550 {
551 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
552 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
553 found++;
554 break;
555 }
556 }
557 else if (type & AT_FIRE)
558 {
559 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
560 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
561 {
562 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
563 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
564 found++;
565 break;
566 }
567 }
568 else if (hitter->current_weapon != NULL)
569 {
570 int mtype;
571
572 switch (hitter->current_weapon->weapontype)
573 {
574 case WEAP_HIT:
575 mtype = ATM_BASIC;
576 break;
577 case WEAP_SLASH:
578 mtype = ATM_SLASH;
579 break;
580 case WEAP_PIERCE:
581 mtype = ATM_PIERCE;
582 break;
583 case WEAP_CLEAVE:
584 mtype = ATM_CLEAVE;
585 break;
586 case WEAP_SLICE:
587 mtype = ATM_SLICE;
588 break;
589 case WEAP_STAB:
590 mtype = ATM_STAB;
591 break;
592 case WEAP_WHIP:
593 mtype = ATM_WHIP;
594 break;
595 case WEAP_CRUSH:
596 mtype = ATM_CRUSH;
597 break;
598 case WEAP_BLUD:
599 mtype = ATM_BLUD;
600 break;
601 default:
602 mtype = ATM_BASIC;
603 break;
604 }
605 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
606 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
607 {
608 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
609 strcpy (buf2, attack_mess[mtype][i].buf3);
610 found++;
611 break;
612 }
613 }
614 else
615 {
616 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
617 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
618 {
619 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
620 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
621 found++;
622 break;
623 }
624 }
625
626 if (!found)
627 {
628 strcpy (buf1, "hit");
629 strcpy (buf2, " hits");
630 }
631
632 /* bail out if a monster is casting spells */
633 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
634 return;
635
636 /* scale down magic considerably. */
637 if (type & AT_MAGIC && rndm (0, 5))
638 return;
639
640 /* Did a player hurt another player? Inform both! */
641 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642 {
643 if (get_owner (hitter) != NULL)
644 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
645 else
646 {
647 sprintf (buf, "%s%s you.", &hitter->name, buf2);
648 if (dam != 0)
649 {
650 if (dam < 10)
651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
652 else if (dam < 20)
653 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
654 else
655 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
656 }
657 }
658 new_draw_info (NDI_BLACK, 0, op, buf);
659 } /* end of player hitting player */
660
661 if (hitter->type == PLAYER)
662 {
663 sprintf (buf, "You %s.", buf1);
664 if (dam != 0)
665 {
666 if (dam < 10)
667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
668 else if (dam < 20)
669 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
670 else
671 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
672 }
673 new_draw_info (NDI_BLACK, 0, hitter, buf);
674 }
675 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
676 {
677 /* look for stacked spells and start reducing the message chances */
678 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
679 {
680 i = 4;
681 map = hitter->map;
682 if (out_of_map (map, hitter->x, hitter->y))
683 return;
684 next = get_map_ob (map, hitter->x, hitter->y);
685 if (next)
686 while (next)
687 {
688 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689 i *= 3;
690 tmp = next;
691 next = tmp->above;
692 }
693 if (i < 0)
694 return;
695 if (rndm (0, i) != 0)
696 return;
697 }
698 else if (rndm (0, 5) != 0)
699 return;
700 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
701 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
702 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
703 }
704 }
705
706
707 static int
708 get_attack_mode (object **target, object **hitter, int *simple_attack)
709 {
710 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
711 {
712 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
713 return 1;
714 }
715 if ((*target)->head)
716 *target = (*target)->head;
717 if ((*hitter)->head)
718 *hitter = (*hitter)->head;
719 if ((*hitter)->env != NULL || (*target)->env != NULL)
720 {
721 *simple_attack = 1;
722 return 0;
723 }
724 if (QUERY_FLAG (*target, FLAG_REMOVED)
725 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
726 {
727 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
728 return 1;
729 }
730 *simple_attack = 0;
731 return 0;
732 }
733
734 static int
735 abort_attack (object *target, object *hitter, int simple_attack)
736 {
737
738 /* Check if target and hitter are still in a relation similar to the one
739 * determined by get_attack_mode(). Returns true if the relation has changed.
740 */
741 int new_mode;
742
743 if (hitter->env == target || target->env == hitter)
744 new_mode = 1;
745 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
746 return 1;
747 else
748 new_mode = 0;
749 return new_mode != simple_attack;
750 }
751
752 static void thrown_item_effect (object *, object *);
753
754 static int
755 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
756 {
757 int simple_attack, roll, dam = 0;
758 uint32 type;
759 shstr op_name;
760 tag_t op_tag, hitter_tag;
761
762 if (get_attack_mode (&op, &hitter, &simple_attack))
763 goto error;
764
765 if (hitter->current_weapon)
766 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767 return RESULT_INT (0);
768
769 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770 return RESULT_INT (0);
771
772 op_tag = op->count;
773 hitter_tag = hitter->count;
774
775 /*
776 * A little check to make it more difficult to dance forward and back
777 * to avoid ever being hit by monsters.
778 */
779 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
780 {
781 /* Decrease speed BEFORE calling process_object. Otherwise, an
782 * infinite loop occurs, with process_object calling move_monster,
783 * which then gets here again. By decreasing the speed before
784 * we call process_object, the 'if' statement above will fail.
785 */
786 op->speed_left--;
787 process_object (op);
788 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
789 goto error;
790 }
791
792 op_name = op->name;
793
794 roll = random_roll (1, 20, hitter, PREFER_HIGH);
795
796 /* Adjust roll for various situations. */
797 if (!simple_attack)
798 roll += adj_attackroll (hitter, op);
799
800 /* See if we hit the creature */
801 if (roll == 20 || op->stats.ac >= base_wc - roll)
802 {
803 int hitdam = base_dam;
804
805 if (settings.casting_time == TRUE)
806 {
807 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
808 {
809 hitter->casting_time = -1;
810 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
811 }
812 if ((op->casting_time > -1) && (hitdam > 0))
813 {
814 op->casting_time = -1;
815 if (op->type == PLAYER)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
818 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
819 }
820 }
821 }
822 if (!simple_attack)
823 {
824 /* If you hit something, the victim should *always* wake up.
825 * Before, invisible hitters could avoid doing this.
826 * -b.t. */
827 if (QUERY_FLAG (op, FLAG_SLEEP))
828 CLEAR_FLAG (op, FLAG_SLEEP);
829
830 /* If the victim can't see the attacker, it may alert others
831 * for help. */
832 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
833 npc_call_help (op);
834
835 /* if you were hidden and hit by a creature, you are discovered */
836 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
837 {
838 make_visible (op);
839 if (op->type == PLAYER)
840 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
841 }
842
843 /* thrown items (hitter) will have various effects
844 * when they hit the victim. For things like thrown daggers,
845 * this sets 'hitter' to the actual dagger, and not the
846 * wrapper object.
847 */
848 thrown_item_effect (hitter, op);
849 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
850 goto leave;
851 }
852
853 /* Need to do at least 1 damage, otherwise there is no point
854 * to go further and it will cause FPE's below.
855 */
856 if (hitdam <= 0)
857 hitdam = 1;
858
859 type = hitter->attacktype;
860 if (!type)
861 type = AT_PHYSICAL;
862 /* Handle monsters that hit back */
863 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
864 {
865 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
866 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
867 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
868 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
869 goto leave;
870 }
871
872 /* In the new attack code, it should handle multiple attack
873 * types in its area, so remove it from here.
874 */
875 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
876 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
877 goto leave;
878 } /* end of if hitter hit op */
879 /* if we missed, dam=0 */
880
881 /*attack_message(dam, type, op, hitter); */
882
883 goto leave;
884
885 error:
886 dam = 1;
887
888 leave:
889
890 return dam;
891 }
892
893 int
894 attack_ob (object *op, object *hitter)
895 {
896
897 if (hitter->head)
898 hitter = hitter->head;
899 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
900 }
901
902 /* op is the arrow, tmp is what is stopping the arrow.
903 *
904 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
905 */
906 static int
907 stick_arrow (object *op, object *tmp)
908 {
909 /* If the missile hit a player, we insert it in their inventory.
910 * However, if the missile is heavy, we don't do so (assume it falls
911 * to the ground after a hit). What a good value for this is up to
912 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
913 * stick around.
914 */
915 if (op->weight <= 5000 && tmp->stats.hp >= 0)
916 {
917 if (tmp->head != NULL)
918 tmp = tmp->head;
919
920 remove_ob (op);
921 op = insert_ob_in_ob (op, tmp);
922
923 if (tmp->type == PLAYER)
924 esrv_send_item (tmp, op);
925
926 return 1;
927 }
928 else
929 return 0;
930 }
931
932 /* hit_with_arrow() disassembles the missile, attacks the victim and
933 * reassembles the missile.
934 *
935 * It returns a pointer to the reassembled missile, or NULL if the missile
936 * isn't available anymore.
937 */
938 object *
939 hit_with_arrow (object *op, object *victim)
940 {
941 object *container, *hitter;
942 int hit_something = 0;
943 tag_t victim_tag, hitter_tag;
944 sint16 victim_x, victim_y;
945
946 /* Disassemble missile */
947 if (op->inv)
948 {
949 container = op;
950 hitter = op->inv;
951 remove_ob (hitter);
952 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
953 /* Note that we now have an empty THROWN_OBJ on the map. Code that
954 * might be called until this THROWN_OBJ is either reassembled or
955 * removed at the end of this function must be able to deal with empty
956 * THROWN_OBJs. */
957 }
958 else
959 {
960 container = NULL;
961 hitter = op;
962 }
963
964 /* Try to hit victim */
965 victim_x = victim->x;
966 victim_y = victim->y;
967 victim_tag = victim->count;
968 hitter_tag = hitter->count;
969
970 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
971
972 /* Arrow attacks door, rune of summoning is triggered, demon is put on
973 * arrow, move_apply() calls this function, arrow sticks in demon,
974 * attack_ob_simple() returns, and we've got an arrow that still exists
975 * but is no longer on the map. Ugh. (Beware: Such things can happen at
976 * other places as well!)
977 */
978 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
979 {
980 if (container)
981 {
982 remove_ob (container);
983 free_object (container);
984 }
985 return NULL;
986 }
987
988 /* Missile hit victim */
989 /* if the speed is > 10, then this is a fast moving arrow, we go straight
990 * through the target
991 */
992 if (hit_something && op->speed <= 10.0)
993 {
994 /* Stop arrow */
995 if (container == NULL)
996 {
997 hitter = fix_stopped_arrow (hitter);
998 if (hitter == NULL)
999 return NULL;
1000 }
1001 else
1002 {
1003 remove_ob (container);
1004 free_object (container);
1005 }
1006
1007 /* Try to stick arrow into victim */
1008 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1009 return NULL;
1010
1011 /* Else try to put arrow on victim's map square
1012 * remove check for P_WALL here. If the arrow got to this
1013 * space, that is good enough - with the new movement code,
1014 * there is now the potential for lots of spaces where something
1015 * can fly over but not otherwise move over. What is the correct
1016 * way to handle those otherwise?
1017 */
1018 if (victim_x != hitter->x || victim_y != hitter->y)
1019 {
1020 remove_ob (hitter);
1021 hitter->x = victim_x;
1022 hitter->y = victim_y;
1023 insert_ob_in_map (hitter, victim->map, hitter, 0);
1024 }
1025 else
1026 {
1027 /* Else leave arrow where it is */
1028 merge_ob (hitter, NULL);
1029 }
1030 return NULL;
1031 }
1032
1033 if (hit_something && op->speed >= 10.0)
1034 op->speed -= 1.0;
1035
1036 /* Missile missed victim - reassemble missile */
1037 if (container)
1038 {
1039 remove_ob (hitter);
1040 insert_ob_in_ob (hitter, container);
1041 }
1042 return op;
1043 }
1044
1045
1046 void
1047 tear_down_wall (object *op)
1048 {
1049 int perc = 0;
1050
1051 if (!op->stats.maxhp)
1052 {
1053 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1054 perc = 1;
1055 }
1056 else if (!GET_ANIM_ID (op))
1057 {
1058 /* Object has been called - no animations, so remove it */
1059 if (op->stats.hp < 0)
1060 {
1061 remove_ob (op); /* Should update LOS */
1062 free_object (op);
1063 /* Don't know why this is here - remove_ob should do it for us */
1064 /*update_position(m, x, y); */
1065 }
1066 return; /* no animations, so nothing more to do */
1067 }
1068 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1069 if (perc >= (int) NUM_ANIMATIONS (op))
1070 perc = NUM_ANIMATIONS (op) - 1;
1071 else if (perc < 1)
1072 perc = 1;
1073 SET_ANIMATION (op, perc);
1074 update_object (op, UP_OBJ_FACE);
1075 if (perc == NUM_ANIMATIONS (op) - 1)
1076 { /* Reached the last animation */
1077 if (op->face == blank_face)
1078 {
1079 /* If the last face is blank, remove the ob */
1080 remove_ob (op); /* Should update LOS */
1081 free_object (op);
1082
1083 /* remove_ob should call update_position for us */
1084 /*update_position(m, x, y); */
1085
1086 }
1087 else
1088 { /* The last face was not blank, leave an image */
1089 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1090 update_all_los (op->map, op->x, op->y);
1091 op->move_block = 0;
1092 CLEAR_FLAG (op, FLAG_ALIVE);
1093 }
1094 }
1095 }
1096
1097 void
1098 scare_creature (object *target, object *hitter)
1099 {
1100 object *owner = get_owner (hitter);
1101
1102 if (!owner)
1103 owner = hitter;
1104
1105 SET_FLAG (target, FLAG_SCARED);
1106 if (!target->enemy)
1107 target->enemy = owner;
1108 }
1109
1110
1111 /* This returns the amount of damage hitter does to op with the
1112 * appropriate attacktype. Only 1 attacktype should be set at a time.
1113 * This doesn't damage the player, but returns how much it should
1114 * take. However, it will do other effects (paralyzation, slow, etc.)
1115 * Note - changed for PR code - we now pass the attack number and not
1116 * the attacktype. Makes it easier for the PR code. */
1117
1118 int
1119 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1120 {
1121
1122 int doesnt_slay = 1;
1123
1124 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1125 if (attacknum >= NROFATTACKS)
1126 {
1127 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1128 return 0;
1129 }
1130
1131 if (dam < 0)
1132 {
1133 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1134 return 0;
1135 }
1136
1137 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1138 * people can't mess with that or it otherwise get confused. */
1139 if (attacknum == ATNR_INTERNAL)
1140 return dam;
1141
1142 if (hitter->slaying)
1143 {
1144 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1145 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1146 {
1147 doesnt_slay = 0;
1148 dam *= 3;
1149 }
1150 }
1151
1152 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1153 if (op->resist[attacknum])
1154 {
1155 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1156 * in case 0>dam>1, we try to "simulate" a float value-effect */
1157 dam *= (100 - op->resist[attacknum]);
1158 if (dam >= 100)
1159 dam /= 100;
1160 else
1161 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1162 }
1163
1164 /* Special hack. By default, if immune to something, you
1165 * shouldn't need to worry. However, acid is an exception, since
1166 * it can still damage your items. Only include attacktypes if
1167 * special processing is needed */
1168
1169 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1170 return 0;
1171
1172 /* Keep this in order - makes things easier to find */
1173
1174 switch (attacknum)
1175 {
1176 case ATNR_PHYSICAL:
1177 /* here also check for diseases */
1178 check_physically_infect (op, hitter);
1179 break;
1180
1181 /* Don't need to do anything for:
1182 magic,
1183 fire,
1184 electricity,
1185 cold */
1186
1187 case ATNR_CONFUSION:
1188 case ATNR_POISON:
1189 case ATNR_SLOW:
1190 case ATNR_PARALYZE:
1191 case ATNR_FEAR:
1192 case ATNR_CANCELLATION:
1193 case ATNR_DEPLETE:
1194 case ATNR_BLIND:
1195 {
1196 /* chance for inflicting a special attack depends on the
1197 * difference between attacker's and defender's level
1198 */
1199 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1200
1201 /* First, only creatures/players with speed can be affected.
1202 * Second, just getting hit doesn't mean it always affects
1203 * you. Third, you still get a saving through against the
1204 * effect.
1205 */
1206 if (op->speed &&
1207 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1208 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1209 {
1210
1211 /* Player has been hit by something */
1212 if (attacknum == ATNR_CONFUSION)
1213 confuse_player (op, hitter, dam);
1214 else if (attacknum == ATNR_POISON)
1215 poison_player (op, hitter, dam);
1216 else if (attacknum == ATNR_SLOW)
1217 slow_player (op, hitter, dam);
1218 else if (attacknum == ATNR_PARALYZE)
1219 paralyze_player (op, hitter, dam);
1220 else if (attacknum == ATNR_FEAR)
1221 scare_creature (op, hitter);
1222 else if (attacknum == ATNR_CANCELLATION)
1223 cancellation (op);
1224 else if (attacknum == ATNR_DEPLETE)
1225 drain_stat (op);
1226 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1227 blind_player (op, hitter, dam);
1228 }
1229 dam = 0; /* These are all effects and don't do real damage */
1230 }
1231 break;
1232 case ATNR_ACID:
1233 {
1234 int flag = 0;
1235
1236 /* Items only get corroded if you're not on a battleground and
1237 * if your acid resistance is below 50%. */
1238 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1239 {
1240 object *tmp;
1241
1242 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1243 {
1244 if (tmp->invisible)
1245 continue;
1246 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1247 /* >= 10% acid res. on itmes will protect these */
1248 continue;
1249 if (!(tmp->material & M_IRON))
1250 continue;
1251 if (tmp->magic < -4) /* Let's stop at -5 */
1252 continue;
1253 if (tmp->type == RING ||
1254 /* removed boots and gloves from exclusion list in
1255 PR */
1256 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257 continue; /* To avoid some strange effects */
1258
1259 /* High damage acid has better chance of corroding
1260 objects */
1261 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1262 {
1263 if (op->type == PLAYER)
1264 /* Make this more visible */
1265 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1266 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1267 flag = 1;
1268 tmp->magic--;
1269 if (op->type == PLAYER)
1270 esrv_send_item (op, tmp);
1271 }
1272 }
1273 if (flag)
1274 fix_player (op); /* Something was corroded */
1275 }
1276 }
1277 break;
1278 case ATNR_DRAIN:
1279 {
1280 /* rate is the proportion of exp drained. High rate means
1281 * not much is drained, low rate means a lot is drained.
1282 */
1283 int rate;
1284
1285 if (op->resist[ATNR_DRAIN] >= 0)
1286 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1287 else
1288 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1289
1290 if (op->stats.exp <= rate)
1291 {
1292 if (op->type == GOLEM)
1293 dam = 999; /* Its force is "sucked" away. 8) */
1294 else
1295 /* If we can't drain, lets try to do physical damage */
1296 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1297 }
1298 else
1299 {
1300 /* Randomly give the hitter some hp */
1301 if (hitter->stats.hp < hitter->stats.maxhp &&
1302 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1303 hitter->stats.hp++;
1304
1305 /* Can't do drains on battleground spaces.
1306 * Move the wiz check up here - before, the hitter wouldn't gain exp
1307 * exp, but the wiz would still lose exp! If drainee is a wiz,
1308 * nothing happens.
1309 * Try to credit the owner. We try to display player -> player drain
1310 * attacks, hence all the != PLAYER checks.
1311 */
1312 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1313 {
1314 object *owner = get_owner (hitter);
1315
1316 if (owner && owner != hitter)
1317 {
1318 if (op->type != PLAYER || owner->type != PLAYER)
1319 change_exp (owner, op->stats.exp / (rate * 2),
1320 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321 }
1322 else if (op->type != PLAYER || hitter->type != PLAYER)
1323 {
1324 change_exp (hitter, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1326 }
1327 change_exp (op, -op->stats.exp / rate, NULL, 0);
1328 }
1329 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1330 * drain attack, you won't know that you are actually sucking out EXP,
1331 * as the messages will say you missed
1332 */
1333 }
1334 }
1335 break;
1336 case ATNR_TURN_UNDEAD:
1337 {
1338 if (QUERY_FLAG (op, FLAG_UNDEAD))
1339 {
1340 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1341 object *god = find_god (determine_god (owner));
1342 int div = 1;
1343
1344 /* if undead are not an enemy of your god, you turn them
1345 * at half strength */
1346 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1347 div = 2;
1348 /* Give a bonus if you resist turn undead */
1349 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1350 scare_creature (op, owner);
1351 }
1352 else
1353 dam = 0; /* don't damage non undead - should we damage
1354 undead? */
1355 }
1356 break;
1357 case ATNR_DEATH:
1358 deathstrike_player (op, hitter, &dam);
1359 break;
1360 case ATNR_CHAOS:
1361 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1362 dam = 0;
1363 break;
1364 case ATNR_COUNTERSPELL:
1365 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1366 dam = 0;
1367 /* This should never happen. Counterspell is handled
1368 * seperately and filtered out. If this does happen,
1369 * Counterspell has no effect on anything but spells, so it
1370 * does no damage. */
1371 break;
1372 case ATNR_HOLYWORD:
1373 {
1374 /* This has already been handled by hit_player,
1375 * no need to check twice -- DAMN */
1376
1377 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1378
1379 /* As with turn undead above, give a bonus on the saving throw */
1380 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1381 scare_creature (op, owner);
1382 }
1383 break;
1384 case ATNR_LIFE_STEALING:
1385 {
1386 int new_hp;
1387
1388 /* this is replacement to drain for players, instead of taking
1389 * exp it takes hp. It is geared for players, probably not
1390 * much use giving it to monsters
1391 *
1392 * life stealing doesn't do a lot of damage, but it gives the
1393 * damage it does do to the player. Given that,
1394 * it only does 1/10'th normal damage (hence the divide by
1395 * 1000).
1396 */
1397 /* You can't steal life from something undead */
1398 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1399 return 0;
1400 /* If drain protection is higher than life stealing, use that */
1401 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1402 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1403 else
1404 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1405 /* You die at -1 hp, not zero. */
1406 if (dam > (op->stats.hp + 1))
1407 dam = op->stats.hp + 1;
1408 new_hp = hitter->stats.hp + dam;
1409 if (new_hp > hitter->stats.maxhp)
1410 new_hp = hitter->stats.maxhp;
1411 if (new_hp > hitter->stats.hp)
1412 hitter->stats.hp = new_hp;
1413 }
1414 }
1415 return dam;
1416 }
1417
1418
1419 /* GROS: This code comes from hit_player. It has been made external to
1420 * allow script procedures to "kill" objects in a combat-like fashion.
1421 * It was initially used by (kill-object) developed for the Collector's
1422 * Sword. Note that nothing has been changed from the original version
1423 * of the following code.
1424 * op is what is being killed.
1425 * dam is the damage done to it.
1426 * hitter is what is hitting it.
1427 * type is the attacktype.
1428 *
1429 * This function was a bit of a mess with hitter getting changed,
1430 * values being stored away but not used, etc. I've cleaned it up
1431 * a bit - I think it should be functionally equivalant.
1432 * MSW 2002-07-17
1433 */
1434 int
1435 kill_object (object *op, int dam, object *hitter, int type)
1436 {
1437 char buf[MAX_BUF];
1438 const char *skill;
1439 int maxdam = 0;
1440 int battleg = 0; /* true if op standing on battleground */
1441 int pk = 0; /* true if op and what controls hitter are both players */
1442 object *owner = NULL;
1443 object *skop = NULL;
1444
1445 if (op->stats.hp >= 0)
1446 return -1;
1447
1448 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1449 return 0;
1450
1451 /* maxdam needs to be the amount of damage it took to kill
1452 * this creature. The function(s) that call us have already
1453 * adjusted the creatures HP total, so that is negative.
1454 */
1455 maxdam = dam + op->stats.hp + 1;
1456
1457 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1458 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1459
1460 if (op->type == DOOR)
1461 {
1462 op->speed = 0.1;
1463 update_ob_speed (op);
1464 op->speed_left = -0.05;
1465 return maxdam;
1466 }
1467 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1468 {
1469 remove_friendly_object (op);
1470 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1471 {
1472 op->owner->contr->ranges[range_golem] = NULL;
1473 op->owner->contr->golem_count = 0;
1474 }
1475
1476 remove_ob (op);
1477 free_object (op);
1478 return maxdam;
1479 }
1480
1481 /* Now lets start dealing with experience we get for killing something */
1482
1483 owner = get_owner (hitter);
1484 if (owner == NULL)
1485 owner = hitter;
1486
1487 /* is the victim (op) standing on battleground? */
1488 if (op_on_battleground (op, NULL, NULL))
1489 battleg = 1;
1490
1491 /* is this player killing? */
1492 if (op->type == PLAYER && owner->type == PLAYER)
1493 pk = 1;
1494
1495 /* Player killed something */
1496 if (owner->type == PLAYER)
1497 {
1498 Log_Kill (owner->name,
1499 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1500
1501 /* Log players killing other players - makes it easier to detect
1502 * and filter out malicious player killers - that is why the
1503 * ip address is included.
1504 */
1505 if (op->type == PLAYER && !battleg)
1506 {
1507 time_t t = time (NULL);
1508 struct tm *tmv;
1509 char buf[256];
1510
1511 tmv = localtime (&t);
1512 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1513
1514 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1515 }
1516
1517 /* try to filter some things out - basically, if you are
1518 * killing a level 1 creature and your level 20, you
1519 * probably don't want to see that.
1520 */
1521 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1522 {
1523 if (owner != hitter)
1524 {
1525 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1526 }
1527 else
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1530 }
1531 /* Only play sounds for melee kills */
1532 if (hitter->type == PLAYER)
1533 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1534 }
1535
1536 /* If a player kills another player, not on
1537 * battleground, the "killer" looses 1 luck. Since this is
1538 * not reversible, it's actually quite a pain IMHO. -AV
1539 * Fix bug in that we were changing the luck of the hitter, not
1540 * player that the object belonged to - so if you killed another player
1541 * with spells, pets, whatever, there was no penalty.
1542 * Changed to make luck penalty configurable in settings.
1543 */
1544 if (op->type == PLAYER && owner != op && !battleg)
1545 change_luck (owner, -settings.pk_luck_penalty);
1546
1547 /* This code below deals with finding the appropriate skill
1548 * to credit exp to. This is a bit problematic - we should
1549 * probably never really have to look at current_weapon->skill
1550 */
1551 skill = NULL;
1552 if (hitter->skill && hitter->type != PLAYER)
1553 skill = hitter->skill;
1554 else if (owner->chosen_skill)
1555 {
1556 skill = owner->chosen_skill->skill;
1557 skop = owner->chosen_skill;
1558 }
1559 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1560 skill = owner->current_weapon->skill;
1561 else
1562 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1563
1564 /* We have the skill we want to credit to - now find the object this goes
1565 * to. Make sure skop is an actual skill, and not a skill tool!
1566 */
1567 if ((!skop || skop->type != SKILL) && skill)
1568 {
1569 int i;
1570
1571 for (i = 0; i < NUM_SKILLS; i++)
1572 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1573 {
1574 skop = owner->contr->last_skill_ob[i];
1575 break;
1576 }
1577 }
1578 } /* Was it a player that hit somethign */
1579 else
1580 {
1581 skill = NULL;
1582 }
1583
1584 /* Pet (or spell) killed something. */
1585 if (owner != hitter)
1586 {
1587 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1588 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1589 }
1590 else
1591 {
1592 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1593 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1594 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1595 }
1596 /* These may have been set in the player code section above */
1597 if (!skop)
1598 skop = hitter->chosen_skill;
1599 if (!skill && skop)
1600 skill = skop->skill;
1601
1602 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1603
1604
1605 /* If you didn't kill yourself, and your not the wizard */
1606 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1607 {
1608 int exp;
1609
1610 /* Really don't give much experience for killing other players */
1611 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1612 if (op->type == PLAYER)
1613 {
1614 if (battleg)
1615 {
1616 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1617 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1618 }
1619 else
1620 exp = op->stats.exp / 1000;
1621 }
1622 else
1623 exp = calc_skill_exp (owner, op, skop);
1624
1625 /* if op is standing on "battleground" (arena), no way to gain
1626 * exp by killing him
1627 */
1628 if (battleg)
1629 exp = 0;
1630
1631 /* Don't know why this is set this way - doesn't make
1632 * sense to just divide everything by two for no reason.
1633 */
1634
1635 if (!settings.simple_exp)
1636 exp = exp / 2;
1637
1638 if (owner->type != PLAYER || owner->contr->party == NULL)
1639 {
1640 change_exp (owner, exp, skill, 0);
1641 }
1642 else
1643 {
1644 int shares = 0, count = 0;
1645
1646 player *pl;
1647
1648 partylist *party = owner->contr->party;
1649
1650 #ifdef PARTY_KILL_LOG
1651 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1652 #endif
1653 for (pl = first_player; pl != NULL; pl = pl->next)
1654 {
1655 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1656 {
1657 count++;
1658 shares += (pl->ob->level + 4);
1659 }
1660 }
1661 if (count == 1 || shares > exp)
1662 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1663 else
1664 {
1665 int share = exp / shares, given = 0, nexp;
1666
1667 for (pl = first_player; pl != NULL; pl = pl->next)
1668 {
1669 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1670 {
1671 nexp = (pl->ob->level + 4) * share;
1672 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1673 given += nexp;
1674 }
1675 }
1676 exp -= given;
1677 /* give any remainder to the player */
1678 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1679 }
1680 } /* else part of a party */
1681
1682 } /* end if person didn't kill himself */
1683
1684 if (op->type != PLAYER)
1685 {
1686 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1687 {
1688 object *owner1 = get_owner (op);
1689
1690 if (owner1 != NULL && owner1->type == PLAYER)
1691 {
1692 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1693 /* Maybe we should include the owner that killed this, maybe not */
1694 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1695 }
1696
1697 remove_friendly_object (op);
1698 }
1699
1700 remove_ob (op);
1701 free_object (op);
1702 }
1703 /* Player has been killed! */
1704 else
1705 {
1706 if (owner->type == PLAYER)
1707 {
1708 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1709 }
1710 else
1711 assign (op->contr->killer, hitter->name);
1712 }
1713
1714 /* This was return -1 - that doesn't seem correct - if we return -1, process
1715 * continues in the calling function.
1716 */
1717 return maxdam;
1718 }
1719
1720 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1721 * Returns 0 this is not friendly fire
1722 */
1723
1724 int
1725 friendly_fire (object *op, object *hitter)
1726 {
1727 object *owner;
1728 int friendlyfire;
1729
1730 if (hitter->head)
1731 hitter = hitter->head;
1732
1733 friendlyfire = 0;
1734
1735 if (op->type == PLAYER)
1736 {
1737 if (op_on_battleground (hitter, 0, 0))
1738 return 0;
1739
1740 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1741 return 1;
1742
1743 if ((owner = get_owner (hitter)) != NULL)
1744 {
1745 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1746 friendlyfire = 2;
1747 }
1748
1749 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1750 friendlyfire = 0;
1751 }
1752 return friendlyfire;
1753 }
1754
1755
1756 /* This isn't used just for players, but in fact most objects.
1757 * op is the object to be hit, dam is the amount of damage, hitter
1758 * is what is hitting the object, type is the attacktype, and
1759 * full_hit is set if monster area does not matter.
1760 * dam is base damage - protections/vulnerabilities/slaying matches can
1761 * modify it.
1762 */
1763
1764 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1765 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1766
1767 int
1768 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1769 {
1770 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1771 int maxattacktype, attacknum;
1772 int body_attack = op && op->head; /* Did we hit op's head? */
1773 int simple_attack;
1774 tag_t op_tag, hitter_tag;
1775 int rtn_kill = 0;
1776 int friendlyfire;
1777
1778 if (get_attack_mode (&op, &hitter, &simple_attack))
1779 return 0;
1780
1781 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1782 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1783 return 0;
1784
1785 #ifdef PROHIBIT_PLAYERKILL
1786 if (op->type == PLAYER)
1787 {
1788 object *owner = get_owner (hitter);
1789
1790 if (!owner)
1791 owner = hitter;
1792 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1793 {
1794 return 0;
1795 }
1796 }
1797 #endif
1798
1799 op_tag = op->count;
1800 hitter_tag = hitter->count;
1801
1802 if (body_attack)
1803 {
1804 /* slow and paralyze must hit the head. But we don't want to just
1805 * return - we still need to process other attacks the spell still
1806 * might have. So just remove the paralyze and slow attacktypes,
1807 * and keep on processing if we have other attacktypes.
1808 * return if only magic or nothing is left - under normal code
1809 * we don't attack with pure magic if there is another attacktype.
1810 * Only do processing if the initial attacktype includes one of those
1811 * attack so we don't cancel out things like magic bullet.
1812 */
1813 if (type & (AT_PARALYZE | AT_SLOW))
1814 {
1815 type &= ~(AT_PARALYZE | AT_SLOW);
1816 if (!type || type == AT_MAGIC)
1817 return 0;
1818 }
1819 }
1820
1821 if (!simple_attack && op->type == DOOR)
1822 {
1823 object *tmp;
1824
1825 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1826 if (tmp->type == RUNE || tmp->type == TRAP)
1827 {
1828 spring_trap (tmp, hitter);
1829 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1830 return 0;
1831 break;
1832 }
1833 }
1834
1835 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1836 {
1837 /* FIXME: If a player is killed by a rune in a door, the
1838 * was_destroyed() check above doesn't return, and might get here.
1839 */
1840 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1841 return 0;
1842 }
1843
1844 #ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1846 #endif
1847
1848 if (magic)
1849 {
1850 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1851 * in case 0>dam>1, we try to "simulate" a float value-effect */
1852 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1853 if (dam >= 100)
1854 dam /= 100;
1855 else
1856 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1857 }
1858
1859 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1860 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1861 */
1862 if (type & AT_CHAOS)
1863 {
1864 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1865 update_object (op, UP_OBJ_FACE);
1866 type &= ~AT_CHAOS;
1867 }
1868
1869 /* Holyword is really an attacktype modifier (like magic is). If
1870 * holyword is part of an attacktype, then make sure the creature is
1871 * a proper match, otherwise no damage.
1872 */
1873 if (type & AT_HOLYWORD)
1874 {
1875 object *god;
1876
1877 if ((!hitter->slaying ||
1878 (!(op->race && strstr (hitter->slaying, op->race)) &&
1879 !(op->name && strstr (hitter->slaying, op->name)))) &&
1880 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1881 (hitter->title != NULL
1882 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1883 return 0;
1884 }
1885
1886 maxattacktype = type; /* initialize this to something */
1887 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1888 {
1889 /* Magic isn't really a true attack type - it gets combined with other
1890 * attack types. As such, skip it over. However, if magic is
1891 * the only attacktype in the group, then still attack with it
1892 */
1893 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1894 continue;
1895
1896 /* Go through and hit the player with each attacktype, one by one.
1897 * hit_player_attacktype only figures out the damage, doesn't inflict
1898 * it. It will do the appropriate action for attacktypes with
1899 * effects (slow, paralization, etc.
1900 */
1901 if (type & attacktype)
1902 {
1903 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1904 /* the >= causes us to prefer messages from special attacks, if
1905 * the damage is equal.
1906 */
1907 if (ndam >= maxdam)
1908 {
1909 maxdam = ndam;
1910 maxattacktype = 1 << attacknum;
1911 }
1912 }
1913 }
1914
1915 /* if this is friendly fire then do a set % of damage only
1916 * Note - put a check in to make sure this attack is actually
1917 * doing damage - otherwise, the +1 in the code below will make
1918 * an attack do damage before when it otherwise didn't
1919 */
1920 friendlyfire = friendly_fire (op, hitter);
1921 if (friendlyfire && maxdam)
1922 {
1923 maxdam = ((dam * settings.set_friendly_fire) / 100);
1924 #ifndef COZY_SERVER
1925 maxdam++;
1926 #endif
1927
1928 #ifdef ATTACK_DEBUG
1929 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1930 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1931 #endif
1932 }
1933
1934 if (!full_hit)
1935 {
1936 archetype *at;
1937 int area;
1938 int remainder;
1939
1940 area = 0;
1941 for (at = op->arch; at != NULL; at = at->more)
1942 area++;
1943 assert (area > 0);
1944
1945 /* basically: maxdam /= area; we try to "simulate" a float
1946 value-effect */
1947 remainder = 100 * (maxdam % area) / area;
1948 maxdam /= area;
1949 if (RANDOM () % 100 < remainder)
1950 maxdam++;
1951 }
1952
1953 #ifdef ATTACK_DEBUG
1954 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1955 #endif
1956
1957 if (get_owner (hitter))
1958 op->enemy = hitter->owner;
1959 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1960 op->enemy = hitter;
1961
1962 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1963 {
1964 /* The unaggressives look after themselves 8) */
1965 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1966 npc_call_help (op);
1967 }
1968
1969 if (magic && did_make_save (op, op->level, 0))
1970 maxdam = maxdam / 2;
1971
1972 attack_message (maxdam, maxattacktype, op, hitter);
1973
1974 op->stats.hp -= maxdam;
1975
1976 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1977 if ((op->stats.hp >= 0) &&
1978 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1979 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1980 {
1981
1982 if (QUERY_FLAG (op, FLAG_MONSTER))
1983 SET_FLAG (op, FLAG_RUN_AWAY);
1984 else
1985 scare_creature (op, hitter);
1986 }
1987
1988 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1989 {
1990 if (maxdam)
1991 tear_down_wall (op);
1992 return maxdam; /* nothing more to do for wall */
1993 }
1994
1995 /* See if the creature has been killed */
1996 rtn_kill = kill_object (op, maxdam, hitter, type);
1997 if (rtn_kill != -1)
1998 return rtn_kill;
1999
2000
2001 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2002 * that before if the player was immune to ghosthit, the monster
2003 * remained - that is no longer the case.
2004 */
2005 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2006 {
2007 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2008 remove_friendly_object (hitter);
2009 remove_ob (hitter);
2010 free_object (hitter);
2011 }
2012 /* Lets handle creatures that are splitting now */
2013 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2014 {
2015 int i;
2016 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2017 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2018 object *owner = get_owner (op);
2019
2020 if (!op->other_arch)
2021 {
2022 LOG (llevError, "SPLITTING without other_arch error.\n");
2023 return maxdam;
2024 }
2025 remove_ob (op);
2026 for (i = 0; i < NROFNEWOBJS (op); i++)
2027 { /* This doesn't handle op->more yet */
2028 object *tmp = arch_to_object (op->other_arch);
2029 int j;
2030
2031 tmp->stats.hp = op->stats.hp;
2032 if (friendly)
2033 {
2034 SET_FLAG (tmp, FLAG_FRIENDLY);
2035 add_friendly_object (tmp);
2036 tmp->attack_movement = PETMOVE;
2037 if (owner != NULL)
2038 set_owner (tmp, owner);
2039 }
2040 if (unaggressive)
2041 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2042 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2043 if (j == -1) /* No spot to put this monster */
2044 free_object (tmp);
2045 else
2046 {
2047 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2048 insert_ob_in_map (tmp, op->map, NULL, 0);
2049 }
2050 }
2051 if (friendly)
2052 remove_friendly_object (op);
2053 free_object (op);
2054 }
2055 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2056 {
2057 remove_ob (hitter);
2058 free_object (hitter);
2059 }
2060 return maxdam;
2061 }
2062
2063
2064 void
2065 poison_player (object *op, object *hitter, int dam)
2066 {
2067 archetype *at = find_archetype ("poisoning");
2068 object *tmp = present_arch_in_ob (at, op);
2069
2070 if (tmp == NULL)
2071 {
2072 if ((tmp = arch_to_object (at)) == NULL)
2073 LOG (llevError, "Failed to clone arch poisoning.\n");
2074 else
2075 {
2076 tmp = insert_ob_in_ob (tmp, op);
2077 /* peterm: give poisoning some teeth. It should
2078 * be able to kill things better than it does:
2079 * damage should be dependent something--I choose to
2080 * do this: if it's a monster, the damage from the
2081 * poisoning goes as the level of the monster/2.
2082 * If anything else, goes as damage.
2083 */
2084
2085 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2086 tmp->stats.dam += hitter->level / 2;
2087 else
2088 tmp->stats.dam = dam;
2089
2090 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2091 if (hitter->skill && hitter->skill != tmp->skill)
2092 {
2093 tmp->skill = hitter->skill;
2094 }
2095
2096 tmp->stats.food += dam; /* more damage, longer poisoning */
2097
2098 if (op->type == PLAYER)
2099 {
2100 /* player looses stats, maximum is -10 of each */
2101 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2102 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2103 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2104 tmp->stats.Int = MAX (-dam / 7, -10);
2105 SET_FLAG (tmp, FLAG_APPLIED);
2106 fix_player (op);
2107 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2108 }
2109 if (hitter->type == PLAYER)
2110 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2111 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2112 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2113 }
2114 tmp->speed_left = 0;
2115 }
2116 else
2117 tmp->stats.food++;
2118 }
2119
2120 void
2121 slow_player (object *op, object *hitter, int dam)
2122 {
2123 archetype *at = find_archetype ("slowness");
2124 object *tmp;
2125
2126 if (at == NULL)
2127 {
2128 LOG (llevError, "Can't find slowness archetype.\n");
2129 }
2130 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2131 {
2132 tmp = arch_to_object (at);
2133 tmp = insert_ob_in_ob (tmp, op);
2134 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2135 }
2136 else
2137 tmp->stats.food++;
2138 SET_FLAG (tmp, FLAG_APPLIED);
2139 tmp->speed_left = 0;
2140 fix_player (op);
2141 }
2142
2143 void
2144 confuse_player (object *op, object *hitter, int dam)
2145 {
2146 object *tmp;
2147 int maxduration;
2148
2149 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2150 if (!tmp)
2151 {
2152 tmp = get_archetype (FORCE_NAME);
2153 tmp = insert_ob_in_ob (tmp, op);
2154 }
2155
2156 /* Duration added per hit and max. duration of confusion both depend
2157 * on the player's resistance
2158 */
2159 tmp->speed = 0.05;
2160 tmp->subtype = FORCE_CONFUSION;
2161 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2162 tmp->name = "confusion";
2163 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2164 if (tmp->duration > maxduration)
2165 tmp->duration = maxduration;
2166
2167 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2168 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2169 SET_FLAG (op, FLAG_CONFUSED);
2170 }
2171
2172 void
2173 blind_player (object *op, object *hitter, int dam)
2174 {
2175 object *tmp, *owner;
2176
2177 /* Save some work if we know it isn't going to affect the player */
2178 if (op->resist[ATNR_BLIND] == 100)
2179 return;
2180
2181 tmp = present_in_ob (BLINDNESS, op);
2182 if (!tmp)
2183 {
2184 tmp = get_archetype ("blindness");
2185 SET_FLAG (tmp, FLAG_BLIND);
2186 SET_FLAG (tmp, FLAG_APPLIED);
2187 /* use floats so we don't lose too much precision due to rounding errors.
2188 * speed is a float anyways.
2189 */
2190 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2191
2192 tmp = insert_ob_in_ob (tmp, op);
2193 change_abil (op, tmp); /* Mostly to display any messages */
2194 fix_player (op); /* This takes care of some other stuff */
2195
2196 if (hitter->owner)
2197 owner = get_owner (hitter);
2198 else
2199 owner = hitter;
2200
2201 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2202 }
2203 tmp->stats.food += dam;
2204 if (tmp->stats.food > 10)
2205 tmp->stats.food = 10;
2206 }
2207
2208 void
2209 paralyze_player (object *op, object *hitter, int dam)
2210 {
2211 float effect, max;
2212
2213 /* object *tmp; */
2214
2215 /* This is strange stuff... someone knows for what this is
2216 * written? Well, i think this can and should be removed
2217 */
2218
2219 /*
2220 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2221 tmp=clone_arch(PARAIMAGE);
2222 tmp->x=op->x,tmp->y=op->y;
2223 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2224 }
2225 */
2226
2227 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2228 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2229
2230 if (effect == 0)
2231 return;
2232
2233 op->speed_left -= FABS (op->speed) * effect;
2234 /* tmp->stats.food+=(signed short) effect/op->speed; */
2235
2236 /* max number of ticks to be affected for. */
2237 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2238 if (op->speed_left < -(FABS (op->speed) * max))
2239 op->speed_left = (float) -(FABS (op->speed) * max);
2240
2241 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2242 }
2243
2244
2245 /* Attempts to kill 'op'. hitter is the attack object, dam is
2246 * the computed damaged.
2247 */
2248 void
2249 deathstrike_player (object *op, object *hitter, int *dam)
2250 {
2251 /* The intention of a death attack is to kill outright things
2252 ** that are a lot weaker than the attacker, have a chance of killing
2253 ** things somewhat weaker than the caster, and no chance of
2254 ** killing something equal or stronger than the attacker.
2255 ** Also, if a deathstrike attack has a slaying, any monster
2256 ** whose name or race matches a comma-delimited list in the slaying
2257 ** field of the deathstriking object */
2258
2259 int atk_lev, def_lev, kill_lev;
2260
2261 if (hitter->slaying)
2262 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2263 return;
2264
2265 def_lev = op->level;
2266 if (def_lev < 1)
2267 {
2268 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2269 def_lev = 1;
2270 }
2271 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2272 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2273 atk_lev, def_lev); */
2274
2275 if (atk_lev >= def_lev)
2276 {
2277 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2278
2279 /* Note that the below effectively means the ratio of the atk vs
2280 * defener level is important - if level 52 character has very little
2281 * chance of killing a level 50 monster. This should probably be
2282 * redone.
2283 */
2284 if (kill_lev >= def_lev)
2285 {
2286 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2287 /* I think this doesn't really do much. Because of
2288 * integer rounding, this only makes any difference if the
2289 * attack level is double the defender level.
2290 */
2291 *dam *= kill_lev / def_lev;
2292 }
2293 }
2294 else
2295 {
2296 *dam = 0; /* no harm done */
2297 }
2298 }
2299
2300 /* thrown_item_effect() - handles any special effects of thrown
2301 * items (like attacking living creatures--a potion thrown at a
2302 * monster).
2303 */
2304 static void
2305 thrown_item_effect (object *hitter, object *victim)
2306 {
2307 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2308 {
2309 /* May not need a switch for just 2 types, but this makes it
2310 * easier for expansion.
2311 */
2312 switch (hitter->type)
2313 {
2314 case POTION:
2315 /* should player get a save throw instead of checking magic protection? */
2316 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2317 (void) apply_potion (victim, hitter);
2318 break;
2319
2320 case POISON: /* poison drinks */
2321 /* As with potions, should monster get a save? */
2322 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2323 apply_poison (victim, hitter);
2324 break;
2325
2326 /* Removed case statements that did nothing.
2327 * food may be poisonous, but monster must be willing to eat it,
2328 * so we don't handle it here.
2329 * Containers should perhaps break open, but that code was disabled.
2330 */
2331 }
2332 }
2333 }
2334
2335 /* adj_attackroll() - adjustments to attacks by various conditions */
2336
2337 int
2338 adj_attackroll (object *hitter, object *target)
2339 {
2340 object *attacker = hitter;
2341 int adjust = 0;
2342
2343 /* safety */
2344 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2345 {
2346 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2347 return 0;
2348 }
2349
2350 /* aimed missiles use the owning object's sight */
2351 if (is_aimed_missile (hitter))
2352 {
2353 if ((attacker = get_owner (hitter)) == NULL)
2354 attacker = hitter;
2355 /* A player who saves but hasn't quit still could have objects
2356 * owned by him - need to handle that case to avoid crashes.
2357 */
2358 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2359 attacker = hitter;
2360 }
2361 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2362 return 0;
2363
2364 /* determine the condtions under which we make an attack.
2365 * Add more cases, as the need occurs. */
2366
2367 if (!can_see_enemy (attacker, target))
2368 {
2369 /* target is unseen */
2370 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2371 adjust -= 10;
2372 /* dark map penalty for the hitter (lacks infravision if we got here). */
2373 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2374 adjust -= target->map->darkness;
2375 }
2376
2377 if (QUERY_FLAG (attacker, FLAG_SCARED))
2378 adjust -= 3;
2379
2380 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2381 adjust += 1;
2382
2383 if (QUERY_FLAG (target, FLAG_SCARED))
2384 adjust += 1;
2385
2386 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2387 adjust -= 3;
2388
2389 /* if we attack at a different 'altitude' its harder */
2390 if ((attacker->move_type & target->move_type) == 0)
2391 adjust -= 2;
2392
2393 #if 0
2394 /* slower attacks are less likely to succeed. We should use a
2395 * comparison between attacker/target speeds BUT, players have
2396 * a generally faster speed, so this will wind up being a HUGE
2397 * disadantage for the monsters! Too bad, because missiles which
2398 * fly fast should have a better chance of hitting a slower target.
2399 */
2400 if (hitter->speed < target->speed)
2401 adjust += ((float) hitter->speed - target->speed);
2402 #endif
2403
2404 #if 0
2405 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2406 #endif
2407
2408 return adjust;
2409 }
2410
2411
2412 /* determine if the object is an 'aimed' missile */
2413 int
2414 is_aimed_missile (object *op)
2415 {
2416
2417 /* I broke what used to be one big if into a few nested
2418 * ones so that figuring out the logic is at least possible.
2419 */
2420 if (op && (op->move_type & MOVE_FLYING))
2421 {
2422 if (op->type == ARROW || op->type == THROWN_OBJ)
2423 return 1;
2424 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2425 return 1;
2426 }
2427 return 0;
2428 }