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/cvs/deliantra/server/server/attack.C
Revision: 1.17
Committed: Thu Sep 14 22:34:03 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +1 -7 lines
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indent

File Contents

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