ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.37
Committed: Fri Jan 5 22:47:18 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +11 -27 lines
Log Message:
rework the logic a bit

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