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/cvs/deliantra/server/server/attack.C
Revision: 1.38
Committed: Sat Jan 6 14:42:30 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.37: +1 -0 lines
Log Message:
added some copyrights

File Contents

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