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/cvs/deliantra/server/server/attack.C
Revision: 1.57
Committed: Fri Apr 27 17:16:13 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +8 -5 lines
Log Message:
remove a source for relatively useless refcounts being kept on players

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 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70 }
71
72 /* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item).
75 */
76 int
77 did_make_save_item (object *op, int type, object *originator)
78 {
79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt;
81
82 if (op->materialname == NULL)
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (mt == NULL)
92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143 void
144 save_throw_object (object *op, int type, object *originator)
145 {
146 if (!did_make_save_item (op, type, originator))
147 {
148 object *env = op->env;
149 int x = op->x, y = op->y;
150 maptile *m = op->map;
151
152 op = stop_item (op);
153 if (op == NULL)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 {
166 const char *arch = op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 {
175 if (env)
176 {
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 }
188
189 return;
190 }
191
192 if (type & AT_CANCELLATION)
193 { /* Cancellation. */
194 cancellation (op);
195 fix_stopped_item (op, m, originator);
196 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 }
218
219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env)
221 {
222 op = get_archetype ("burnout");
223 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env);
225 }
226 else
227 replace_insert_ob_in_map ("burnout", originator);
228
229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube");
237
238 if (at == NULL)
239 return;
240
241 op = stop_item (op);
242 if (op == NULL)
243 return;
244
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 if (!QUERY_FLAG (op, FLAG_REMOVED))
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return;
263 }
264 }
265
266 /* Object op is hitting the map.
267 * op is going in direction 'dir'
268 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise.
271 */
272
273 int
274 hit_map (object *op, int dir, int type, int full_hit)
275 {
276 maptile *map;
277 sint16 x, y;
278 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
279
280 if (QUERY_FLAG (op, FLAG_FREED))
281 {
282 LOG (llevError, "BUG: hit_map(): free object\n");
283 return 0;
284 }
285
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287 {
288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
289 return 0;
290 }
291
292 if (!op->map)
293 {
294 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
295 return 0;
296 }
297
298 if (op->head)
299 op = op->head;
300
301 map = op->map;
302 x = op->x + freearr_x[dir];
303 y = op->y + freearr_y[dir];
304
305 if (!xy_normalise (map, x, y))
306 return 0;
307
308 // elmex: a safe map tile can't be hit!
309 // this should prevent most harmful effects on items and players there.
310 mapspace &ms = map->at (x, y);
311
312 if (ms.flags () & 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 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 {
320 if (type & AT_COUNTERSPELL)
321 {
322 counterspell (op, dir); /* see spell_effect.c */
323
324 /* If the only attacktype is counterspell or magic, don't need
325 * to do any further processing.
326 */
327 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
328 return 0;
329
330 type &= ~AT_COUNTERSPELL;
331 }
332
333 if (type & AT_CHAOS)
334 {
335 shuffle_attack (op, 1); /* flag tells it to change the face */
336 update_object (op, UP_OBJ_FACE);
337 type &= ~AT_CHAOS;
338 }
339 }
340
341 /* There may still be objects that were above 'next', but there is no
342 * simple way to find out short of copying all object references and
343 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy.
345 *
346 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error.
348 */
349 for (object *next = ms.bot; next && !next->destroyed (); )
350 {
351 object *tmp = next;
352 next = tmp->above;
353
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube.
356 * This is one of the few cases where on_same_map should not be used.
357 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y)
359 continue;
360
361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit);
364 retflag |= 1;
365
366 if (op->destroyed ())
367 break;
368 }
369 /* Here we are potentially destroying an object. If the object has
370 * NO_PASS set, it is also immune - you can't destroy walls. Note
371 * that weak walls have is_alive set, which prevent objects from
372 * passing over/through them. We don't care what type of movement
373 * the wall blocks - if it blocks any type of movement, can't be
374 * destroyed right now.
375 */
376 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
377 {
378 save_throw_object (tmp, type, op);
379
380 if (op->destroyed ())
381 break;
382 }
383 }
384
385 return 0;
386 }
387
388 void
389 attack_message (int dam, int type, object *op, object *hitter)
390 {
391 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
392 int i, found = 0;
393 maptile *map;
394 object *next, *tmp;
395
396 /* put in a few special messages for some of the common attacktypes
397 * a player might have. For example, fire, electric, cold, etc
398 * [garbled 20010919]
399 */
400
401 if (dam == 9998 && op->type == DOOR)
402 {
403 sprintf (buf1, "unlock %s", &op->name);
404 sprintf (buf2, " unlocks");
405 found++;
406 }
407 if (dam < 0)
408 {
409 sprintf (buf1, "hit %s", &op->name);
410 sprintf (buf2, " hits");
411 found++;
412 }
413 else if (dam == 0)
414 {
415 sprintf (buf1, "missed %s", &op->name);
416 sprintf (buf2, " misses");
417 found++;
418 }
419 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
420 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
421 {
422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
423 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
424 {
425 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
426 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
427 found++;
428 break;
429 }
430 }
431 else if (op->type == DOOR && !found)
432 {
433 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
434 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
435 {
436 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
437 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
438 found++;
439 break;
440 }
441 }
442 else if (hitter->type == PLAYER && op->is_alive ())
443 {
444 if (USING_SKILL (hitter, SK_KARATE))
445 {
446 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
447 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
448 {
449 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
450 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
451 found++;
452 break;
453 }
454 }
455 else if (USING_SKILL (hitter, SK_CLAWING))
456 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
458 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
459 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
461 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
462 found++;
463 break;
464 }
465 }
466 else if (USING_SKILL (hitter, SK_PUNCHING))
467 {
468 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
469 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
470 {
471 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
472 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
473 found++;
474 break;
475 }
476 }
477 }
478
479 if (found)
480 {
481 /* done */
482 }
483 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
484 {
485 sprintf (buf1, "hit"); /* just in case */
486 for (i = 0; i < MAXATTACKMESS; i++)
487 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
488 {
489 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
490 found++;
491 break;
492 }
493 }
494 else if (type & AT_DRAIN && op->is_alive ())
495 {
496 /* drain is first, because some items have multiple attypes */
497 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
498 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
499 {
500 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
501 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
502 found++;
503 break;
504 }
505 }
506 else if (type & AT_ELECTRICITY && op->is_alive ())
507 {
508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
509 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
510 {
511 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
512 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
513 found++;
514 break;
515 }
516 }
517 else if (type & AT_COLD && op->is_alive ())
518 {
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
520 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
521 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
523 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_FIRE)
529 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
531 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
532 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
534 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
535 found++;
536 break;
537 }
538 }
539 else if (hitter->current_weapon != NULL)
540 {
541 int mtype;
542
543 switch (hitter->current_weapon->weapontype)
544 {
545 case WEAP_HIT:
546 mtype = ATM_BASIC;
547 break;
548 case WEAP_SLASH:
549 mtype = ATM_SLASH;
550 break;
551 case WEAP_PIERCE:
552 mtype = ATM_PIERCE;
553 break;
554 case WEAP_CLEAVE:
555 mtype = ATM_CLEAVE;
556 break;
557 case WEAP_SLICE:
558 mtype = ATM_SLICE;
559 break;
560 case WEAP_STAB:
561 mtype = ATM_STAB;
562 break;
563 case WEAP_WHIP:
564 mtype = ATM_WHIP;
565 break;
566 case WEAP_CRUSH:
567 mtype = ATM_CRUSH;
568 break;
569 case WEAP_BLUD:
570 mtype = ATM_BLUD;
571 break;
572 default:
573 mtype = ATM_BASIC;
574 break;
575 }
576 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
577 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
578 {
579 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
580 strcpy (buf2, attack_mess[mtype][i].buf3);
581 found++;
582 break;
583 }
584 }
585 else
586 {
587 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
588 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
589 {
590 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
591 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
592 found++;
593 break;
594 }
595 }
596
597 if (!found)
598 {
599 strcpy (buf1, "hit");
600 strcpy (buf2, " hits");
601 }
602
603 /* bail out if a monster is casting spells */
604 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
605 return;
606
607 /* scale down magic considerably. */
608 if (type & AT_MAGIC && rndm (0, 5))
609 return;
610
611 /* Did a player hurt another player? Inform both! */
612 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
613 {
614 if (hitter->owner != NULL)
615 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
616 else
617 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2);
619 if (dam != 0)
620 {
621 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
623 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
625 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
627 }
628 }
629 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */
631
632 if (hitter->type == PLAYER)
633 {
634 sprintf (buf, "You %s.", buf1);
635 if (dam != 0)
636 {
637 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
639 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
641 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
643 }
644 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 {
648 /* look for stacked spells and start reducing the message chances */
649 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
650 {
651 i = 4;
652 map = hitter->map;
653 if (out_of_map (map, hitter->x, hitter->y))
654 return;
655
656 next = GET_MAP_OB (map, hitter->x, hitter->y);
657 if (next)
658 while (next)
659 {
660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
661 i *= 3;
662 tmp = next;
663 next = tmp->above;
664 }
665
666 if (i < 0)
667 return;
668
669 if (rndm (0, i) != 0)
670 return;
671 }
672 else if (rndm (0, 5) != 0)
673 return;
674
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 }
679 }
680
681
682 static int
683 get_attack_mode (object **target, object **hitter, int *simple_attack)
684 {
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1;
689 }
690 if ((*target)->head)
691 *target = (*target)->head;
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head;
694 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 {
696 *simple_attack = 1;
697 return 0;
698 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
701 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
703 return 1;
704 }
705 *simple_attack = 0;
706 return 0;
707 }
708
709 static int
710 abort_attack (object *target, object *hitter, int simple_attack)
711 {
712
713 /* Check if target and hitter are still in a relation similar to the one
714 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */
716 int new_mode;
717
718 if (hitter->env == target || target->env == hitter)
719 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1;
722 else
723 new_mode = 0;
724 return new_mode != simple_attack;
725 }
726
727 static void thrown_item_effect (object *, object *);
728
729 static int
730 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731 {
732 int simple_attack, roll, dam = 0;
733 uint32 type;
734 shstr op_name;
735
736 if (get_attack_mode (&op, &hitter, &simple_attack))
737 goto error;
738
739 if (hitter->current_weapon)
740 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
741 return RESULT_INT (0);
742
743 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
744 return RESULT_INT (0);
745
746 /*
747 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters.
749 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
751 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail.
756 */
757 op->speed_left--;
758 process_object (op);
759
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error;
762 }
763
764 op_name = op->name;
765
766 roll = random_roll (1, 20, hitter, PREFER_HIGH);
767
768 /* Adjust roll for various situations. */
769 if (!simple_attack)
770 roll += adj_attackroll (hitter, op);
771
772 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 {
775 int hitdam = base_dam;
776
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack)
795 {
796 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this.
798 * -b.t. */
799 if (QUERY_FLAG (op, FLAG_SLEEP))
800 CLEAR_FLAG (op, FLAG_SLEEP);
801
802 /* If the victim can't see the attacker, it may alert others
803 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op);
806
807 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 {
810 make_visible (op);
811 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 }
814
815 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the
818 * wrapper object.
819 */
820 thrown_item_effect (hitter, op);
821
822 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
823 goto leave;
824 }
825
826 /* Need to do at least 1 damage, otherwise there is no point
827 * to go further and it will cause FPE's below.
828 */
829 if (hitdam <= 0)
830 hitdam = 1;
831
832 type = hitter->attacktype;
833
834 if (!type)
835 type = AT_PHYSICAL;
836
837 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
839 {
840 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
841 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
842
843 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
844
845 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
846 goto leave;
847 }
848
849 /* In the new attack code, it should handle multiple attack
850 * types in its area, so remove it from here.
851 */
852 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
853
854 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave;
856 } /* end of if hitter hit op */
857 /* if we missed, dam=0 */
858
859 /*attack_message(dam, type, op, hitter); */
860
861 goto leave;
862
863 error:
864 dam = 1;
865
866 leave:
867
868 return dam;
869 }
870
871 int
872 attack_ob (object *op, object *hitter)
873 {
874
875 if (hitter->head)
876 hitter = hitter->head;
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878 }
879
880 /* op is the arrow, tmp is what is stopping the arrow.
881 *
882 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
883 */
884 static int
885 stick_arrow (object *op, object *tmp)
886 {
887 /* If the missile hit a player, we insert it in their inventory.
888 * However, if the missile is heavy, we don't do so (assume it falls
889 * to the ground after a hit). What a good value for this is up to
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around.
892 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 {
895 if (tmp->head != NULL)
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1;
905 }
906 else
907 return 0;
908 }
909
910 /* hit_with_arrow() disassembles the missile, attacks the victim and
911 * reassembles the missile.
912 *
913 * It returns a pointer to the reassembled missile, or NULL if the missile
914 * isn't available anymore.
915 */
916 object *
917 hit_with_arrow (object *op, object *victim)
918 {
919 object *container, *hitter;
920 int hit_something = 0;
921
922 /* Disassemble missile */
923 if (op->inv)
924 {
925 container = op;
926 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or
931 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */
933 }
934 else
935 {
936 container = 0;
937 hitter = op;
938 }
939
940 /* Try to hit victim */
941 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
942
943 /* Arrow attacks door, rune of summoning is triggered, demon is put on
944 * arrow, move_apply() calls this function, arrow sticks in demon,
945 * attack_ob_simple() returns, and we've got an arrow that still exists
946 * but is no longer on the map. Ugh. (Beware: Such things can happen at
947 * other places as well!)
948 */
949 if (hitter->destroyed () || hitter->env != NULL)
950 {
951 if (container)
952 {
953 container->remove ();
954 container->destroy ();
955 }
956
957 return 0;
958 }
959
960 /* Missile hit victim */
961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
962 * through the target
963 */
964 if (hit_something && op->speed <= 10.0)
965 {
966 /* Stop arrow */
967 if (!container)
968 {
969 hitter = fix_stopped_arrow (hitter);
970 if (!hitter)
971 return 0;
972 }
973 else
974 container->destroy ();
975
976 /* Try to stick arrow into victim */
977 if (!victim->destroyed () && stick_arrow (hitter, victim))
978 return 0;
979
980 /* Else try to put arrow on victim's map square
981 * remove check for P_WALL here. If the arrow got to this
982 * space, that is good enough - with the new movement code,
983 * there is now the potential for lots of spaces where something
984 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise?
986 */
987 if (victim->x != hitter->x || victim->y != hitter->y)
988 {
989 hitter->remove ();
990 hitter->x = victim->x;
991 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 }
994 else
995 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL);
997
998 return 0;
999 }
1000
1001 if (hit_something && op->speed >= 10.0)
1002 op->speed -= 1.0;
1003
1004 /* Missile missed victim - reassemble missile */
1005 if (container)
1006 {
1007 hitter->remove ();
1008 insert_ob_in_ob (hitter, container);
1009 }
1010
1011 return op;
1012 }
1013
1014 void
1015 tear_down_wall (object *op)
1016 {
1017 int perc = 0;
1018
1019 if (!op->stats.maxhp)
1020 {
1021 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1022 perc = 1;
1023 }
1024 else if (!GET_ANIM_ID (op))
1025 {
1026 /* Object has been called - no animations, so remove it */
1027 if (op->stats.hp < 0)
1028 op->destroy ();
1029
1030 return; /* no animations, so nothing more to do */
1031 }
1032
1033 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1034
1035 if (perc >= (int) NUM_ANIMATIONS (op))
1036 perc = NUM_ANIMATIONS (op) - 1;
1037 else if (perc < 1)
1038 perc = 1;
1039
1040 SET_ANIMATION (op, perc);
1041 update_object (op, UP_OBJ_FACE);
1042
1043 if (perc == NUM_ANIMATIONS (op) - 1)
1044 { /* Reached the last animation */
1045 if (op->face == blank_face)
1046 /* If the last face is blank, remove the ob */
1047 op->destroy ();
1048 else
1049 { /* The last face was not blank, leave an image */
1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1051 update_all_los (op->map, op->x, op->y);
1052 op->move_block = 0;
1053 CLEAR_FLAG (op, FLAG_ALIVE);
1054 }
1055 }
1056 }
1057
1058 void
1059 scare_creature (object *target, object *hitter)
1060 {
1061 object *owner = hitter->owner;
1062
1063 if (!owner)
1064 owner = hitter;
1065
1066 SET_FLAG (target, FLAG_SCARED);
1067 if (!target->enemy)
1068 target->enemy = owner;
1069 }
1070
1071
1072 /* This returns the amount of damage hitter does to op with the
1073 * appropriate attacktype. Only 1 attacktype should be set at a time.
1074 * This doesn't damage the player, but returns how much it should
1075 * take. However, it will do other effects (paralyzation, slow, etc.)
1076 * Note - changed for PR code - we now pass the attack number and not
1077 * the attacktype. Makes it easier for the PR code. */
1078 int
1079 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1080 {
1081 int doesnt_slay = 1;
1082
1083 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1084 if (attacknum >= NROFATTACKS)
1085 {
1086 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1087 return 0;
1088 }
1089
1090 if (dam < 0)
1091 {
1092 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1093 return 0;
1094 }
1095
1096 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1097 * people can't mess with that or it otherwise get confused. */
1098 if (attacknum == ATNR_INTERNAL)
1099 return dam;
1100
1101 if (hitter->slaying)
1102 {
1103 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1104 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1105 {
1106 doesnt_slay = 0;
1107 dam *= 3;
1108 }
1109 }
1110
1111 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1112 if (op->resist[attacknum])
1113 {
1114 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1115 * in case 0>dam>1, we try to "simulate" a float value-effect */
1116 dam *= (100 - op->resist[attacknum]);
1117 if (dam >= 100)
1118 dam /= 100;
1119 else
1120 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1121 }
1122
1123 /* Special hack. By default, if immune to something, you
1124 * shouldn't need to worry. However, acid is an exception, since
1125 * it can still damage your items. Only include attacktypes if
1126 * special processing is needed */
1127
1128 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1129 return 0;
1130
1131 /* Keep this in order - makes things easier to find */
1132
1133 switch (attacknum)
1134 {
1135 case ATNR_PHYSICAL:
1136 /* here also check for diseases */
1137 check_physically_infect (op, hitter);
1138 break;
1139
1140 /* Don't need to do anything for:
1141 magic,
1142 fire,
1143 electricity,
1144 cold */
1145
1146 case ATNR_CONFUSION:
1147 case ATNR_POISON:
1148 case ATNR_SLOW:
1149 case ATNR_PARALYZE:
1150 case ATNR_FEAR:
1151 case ATNR_CANCELLATION:
1152 case ATNR_DEPLETE:
1153 case ATNR_BLIND:
1154 {
1155 /* chance for inflicting a special attack depends on the
1156 * difference between attacker's and defender's level
1157 */
1158 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1159
1160 /* First, only creatures/players with speed can be affected.
1161 * Second, just getting hit doesn't mean it always affects
1162 * you. Third, you still get a saving through against the
1163 * effect.
1164 */
1165 if (op->speed &&
1166 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1167 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1168 {
1169
1170 /* Player has been hit by something */
1171 if (attacknum == ATNR_CONFUSION)
1172 confuse_player (op, hitter, dam);
1173 else if (attacknum == ATNR_POISON)
1174 poison_player (op, hitter, dam);
1175 else if (attacknum == ATNR_SLOW)
1176 slow_player (op, hitter, dam);
1177 else if (attacknum == ATNR_PARALYZE)
1178 paralyze_player (op, hitter, dam);
1179 else if (attacknum == ATNR_FEAR)
1180 scare_creature (op, hitter);
1181 else if (attacknum == ATNR_CANCELLATION)
1182 cancellation (op);
1183 else if (attacknum == ATNR_DEPLETE)
1184 op->drain_stat ();
1185 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1186 blind_player (op, hitter, dam);
1187 }
1188 dam = 0; /* These are all effects and don't do real damage */
1189 }
1190 break;
1191
1192 case ATNR_ACID:
1193 {
1194 int flag = 0;
1195
1196 /* Items only get corroded if you're not on a battleground and
1197 * if your acid resistance is below 50%. */
1198 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1199 {
1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1201 {
1202 if (tmp->invisible)
1203 continue;
1204 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1205 /* >= 10% acid res. on items will protect these */
1206 continue;
1207 if (!(tmp->materials & M_IRON))
1208 continue;
1209 if (tmp->magic < -4) /* Let's stop at -5 */
1210 continue;
1211 if (tmp->type == RING
1212 /* removed boots and gloves from exclusion list in PR */
1213 || tmp->type == GIRDLE
1214 || tmp->type == AMULET
1215 || tmp->type == WAND
1216 || tmp->type == ROD
1217 || tmp->type == HORN)
1218 continue; /* To avoid some strange effects */
1219
1220 /* High damage acid has better chance of corroding
1221 objects */
1222 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1223 {
1224 if (op->type == PLAYER)
1225 /* Make this more visible */
1226 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1227 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1228 flag = 1;
1229 tmp->magic--;
1230 if (op->type == PLAYER)
1231 esrv_send_item (op, tmp);
1232 }
1233 }
1234
1235 if (flag)
1236 op->update_stats (); /* Something was corroded */
1237 }
1238 }
1239 break;
1240
1241 case ATNR_DRAIN:
1242 {
1243 /* rate is the proportion of exp drained. High rate means
1244 * not much is drained, low rate means a lot is drained.
1245 */
1246 int rate;
1247
1248 if (op->resist[ATNR_DRAIN] >= 0)
1249 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1250 else
1251 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1252
1253 if (op->stats.exp <= rate)
1254 {
1255 if (op->type == GOLEM)
1256 dam = 999; /* Its force is "sucked" away. 8) */
1257 else
1258 /* If we can't drain, lets try to do physical damage */
1259 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1260 }
1261 else
1262 {
1263 /* Randomly give the hitter some hp */
1264 if (hitter->stats.hp < hitter->stats.maxhp &&
1265 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1266 hitter->stats.hp++;
1267
1268 /* Can't do drains on battleground spaces.
1269 * Move the wiz check up here - before, the hitter wouldn't gain exp
1270 * exp, but the wiz would still lose exp! If drainee is a wiz,
1271 * nothing happens.
1272 * Try to credit the owner. We try to display player -> player drain
1273 * attacks, hence all the != PLAYER checks.
1274 */
1275 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1276 {
1277 object *owner = hitter->owner;
1278
1279 if (owner && owner != hitter)
1280 {
1281 if (op->type != PLAYER || owner->type != PLAYER)
1282 change_exp (owner, op->stats.exp / (rate * 2),
1283 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1284 }
1285 else if (op->type != PLAYER || hitter->type != PLAYER)
1286 {
1287 change_exp (hitter, op->stats.exp / (rate * 2),
1288 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1289 }
1290 change_exp (op, -op->stats.exp / rate, NULL, 0);
1291 }
1292
1293 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1294 * drain attack, you won't know that you are actually sucking out EXP,
1295 * as the messages will say you missed
1296 */
1297 }
1298 }
1299 break;
1300
1301 case ATNR_TURN_UNDEAD:
1302 {
1303 if (QUERY_FLAG (op, FLAG_UNDEAD))
1304 {
1305 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1306 object *god = find_god (determine_god (owner));
1307 int div = 1;
1308
1309 /* if undead are not an enemy of your god, you turn them
1310 * at half strength */
1311 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1312 div = 2;
1313 /* Give a bonus if you resist turn undead */
1314 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1315 scare_creature (op, owner);
1316 }
1317 else
1318 dam = 0; /* don't damage non undead - should we damage
1319 undead? */
1320 }
1321 break;
1322
1323 case ATNR_DEATH:
1324 deathstrike_player (op, hitter, &dam);
1325 break;
1326
1327 case ATNR_CHAOS:
1328 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1329 dam = 0;
1330 break;
1331
1332 case ATNR_COUNTERSPELL:
1333 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1334 dam = 0;
1335 /* This should never happen. Counterspell is handled
1336 * seperately and filtered out. If this does happen,
1337 * Counterspell has no effect on anything but spells, so it
1338 * does no damage. */
1339 break;
1340
1341 case ATNR_HOLYWORD:
1342 {
1343 /* This has already been handled by hit_player,
1344 * no need to check twice -- DAMN */
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346
1347 /* As with turn undead above, give a bonus on the saving throw */
1348 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1349 scare_creature (op, owner);
1350 }
1351 break;
1352
1353 case ATNR_LIFE_STEALING:
1354 {
1355 int new_hp;
1356
1357 /* this is replacement to drain for players, instead of taking
1358 * exp it takes hp. It is geared for players, probably not
1359 * much use giving it to monsters
1360 *
1361 * life stealing doesn't do a lot of damage, but it gives the
1362 * damage it does do to the player. Given that,
1363 * it only does 1/10'th normal damage (hence the divide by
1364 * 1000).
1365 */
1366 /* You can't steal life from something undead */
1367 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1368 return 0;
1369
1370 /* If drain protection is higher than life stealing, use that */
1371 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1372 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1373 else
1374 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1375
1376 /* You die at -1 hp, not zero. */
1377 if (dam > (op->stats.hp + 1))
1378 dam = op->stats.hp + 1;
1379
1380 new_hp = hitter->stats.hp + dam;
1381 if (new_hp > hitter->stats.maxhp)
1382 new_hp = hitter->stats.maxhp;
1383
1384 if (new_hp > hitter->stats.hp)
1385 hitter->stats.hp = new_hp;
1386 }
1387 }
1388
1389 return dam;
1390 }
1391
1392 /* GROS: This code comes from hit_player. It has been made external to
1393 * allow script procedures to "kill" objects in a combat-like fashion.
1394 * It was initially used by (kill-object) developed for the Collector's
1395 * Sword. Note that nothing has been changed from the original version
1396 * of the following code.
1397 * op is what is being killed.
1398 * dam is the damage done to it.
1399 * hitter is what is hitting it.
1400 * type is the attacktype.
1401 *
1402 * This function was a bit of a mess with hitter getting changed,
1403 * values being stored away but not used, etc. I've cleaned it up
1404 * a bit - I think it should be functionally equivalant.
1405 * MSW 2002-07-17
1406 */
1407 int
1408 kill_object (object *op, int dam, object *hitter, int type)
1409 {
1410 char buf[MAX_BUF];
1411 const char *skill;
1412 int maxdam = 0;
1413 int battleg = 0; /* true if op standing on battleground */
1414 int pk = 0; /* true if op and what controls hitter are both players */
1415 object *owner = NULL;
1416 object *skop = NULL;
1417
1418 if (op->stats.hp >= 0)
1419 return -1;
1420
1421 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1422 return 0;
1423
1424 /* maxdam needs to be the amount of damage it took to kill
1425 * this creature. The function(s) that call us have already
1426 * adjusted the creatures HP total, so that is negative.
1427 */
1428 maxdam = dam + op->stats.hp + 1;
1429
1430 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1431 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1432
1433 if (op->type == DOOR)
1434 {
1435 op->set_speed (0.1);
1436 op->speed_left = -0.05;
1437 return maxdam;
1438 }
1439
1440 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1441 {
1442 op->destroy ();
1443 return maxdam;
1444 }
1445
1446 /* Now lets start dealing with experience we get for killing something */
1447
1448 owner = hitter->owner;
1449 if (!owner)
1450 owner = hitter;
1451
1452 /* is the victim (op) standing on battleground? */
1453 if (op_on_battleground (op, NULL, NULL))
1454 battleg = 1;
1455
1456 /* is this player killing? */
1457 if (op->type == PLAYER && owner->type == PLAYER)
1458 pk = 1;
1459
1460 /* Player killed something */
1461 if (owner->type == PLAYER)
1462 {
1463 Log_Kill (owner->name,
1464 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1465
1466 /* Log players killing other players - makes it easier to detect
1467 * and filter out malicious player killers - that is why the
1468 * ip address is included.
1469 */
1470 if (op->type == PLAYER && !battleg)
1471 {
1472 time_t t = time (NULL);
1473 struct tm *tmv;
1474 char buf[256];
1475
1476 tmv = localtime (&t);
1477 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1478
1479 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1480 }
1481
1482 /* try to filter some things out - basically, if you are
1483 * killing a level 1 creature and your level 20, you
1484 * probably don't want to see that.
1485 */
1486 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1487 {
1488 if (owner != hitter)
1489 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1490 else
1491 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1492
1493 /* Only play sounds for melee kills */
1494 if (hitter->type == PLAYER)
1495 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1496 }
1497
1498 /* If a player kills another player, not on
1499 * battleground, the "killer" looses 1 luck. Since this is
1500 * not reversible, it's actually quite a pain IMHO. -AV
1501 * Fix bug in that we were changing the luck of the hitter, not
1502 * player that the object belonged to - so if you killed another player
1503 * with spells, pets, whatever, there was no penalty.
1504 * Changed to make luck penalty configurable in settings.
1505 */
1506 if (op->type == PLAYER && owner != op && !battleg)
1507 owner->change_luck (-settings.pk_luck_penalty);
1508
1509 /* This code below deals with finding the appropriate skill
1510 * to credit exp to. This is a bit problematic - we should
1511 * probably never really have to look at current_weapon->skill
1512 */
1513 skill = 0;
1514
1515 if (hitter->skill && hitter->type != PLAYER)
1516 skill = hitter->skill;
1517 else if (owner->chosen_skill)
1518 {
1519 skill = owner->chosen_skill->skill;
1520 skop = owner->chosen_skill;
1521 }
1522 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1523 skill = owner->current_weapon->skill;
1524 else
1525 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1526
1527 /* We have the skill we want to credit to - now find the object this goes
1528 * to. Make sure skop is an actual skill, and not a skill tool!
1529 */
1530 if ((!skop || skop->type != SKILL) && skill)
1531 {
1532 int i;
1533
1534 for (i = 0; i < NUM_SKILLS; i++)
1535 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1536 {
1537 skop = owner->contr->last_skill_ob[i];
1538 break;
1539 }
1540 }
1541 } /* Was it a player that hit somethign */
1542 else
1543 skill = 0;
1544
1545 /* Pet (or spell) killed something. */
1546 if (owner != hitter)
1547 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1548 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1549 else
1550 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1551 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1552 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1553
1554 /* These may have been set in the player code section above */
1555 if (!skop)
1556 skop = hitter->chosen_skill;
1557
1558 if (!skill && skop)
1559 skill = skop->skill;
1560
1561 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1562
1563 /* If you didn't kill yourself, and your not the wizard */
1564 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1565 {
1566 int exp;
1567
1568 /* Really don't give much experience for killing other players */
1569 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1570 if (op->type == PLAYER)
1571 {
1572 if (battleg)
1573 {
1574 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1575 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1576 }
1577 else
1578 exp = op->stats.exp / 1000;
1579 }
1580 else
1581 exp = calc_skill_exp (owner, op, skop);
1582
1583 /* if op is standing on "battleground" (arena), no way to gain
1584 * exp by killing him
1585 */
1586 if (battleg)
1587 exp = 0;
1588
1589 /* Don't know why this is set this way - doesn't make
1590 * sense to just divide everything by two for no reason.
1591 */
1592
1593 if (!settings.simple_exp)
1594 exp = exp / 2;
1595
1596 if (owner->type != PLAYER || owner->contr->party == NULL)
1597 change_exp (owner, exp, skill, 0);
1598 else
1599 {
1600 int shares = 0, count = 0;
1601 partylist *party = owner->contr->party;
1602
1603 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1604
1605 for_all_players (pl)
1606 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1607 {
1608 count++;
1609 shares += (pl->ob->level + 4);
1610 }
1611
1612 if (count == 1 || shares > exp || !shares)
1613 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1614 else
1615 {
1616 int share = exp / shares, given = 0, nexp;
1617
1618 for_all_players (pl)
1619 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1620 {
1621 nexp = (pl->ob->level + 4) * share;
1622 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1623 given += nexp;
1624 }
1625
1626 exp -= given;
1627 /* give any remainder to the player */
1628 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1629 }
1630 } /* else part of a party */
1631 } /* end if person didn't kill himself */
1632
1633 if (op->type != PLAYER)
1634 {
1635 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1636 {
1637 object *owner1 = op->owner;
1638
1639 if (owner1 && owner1->type == PLAYER)
1640 {
1641 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1642 /* Maybe we should include the owner that killed this, maybe not */
1643 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1644 }
1645
1646 remove_friendly_object (op);
1647 }
1648
1649 op->destroy ();
1650 }
1651 else
1652 {
1653 /* Player has been killed! */
1654 if (owner->type == PLAYER)
1655 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1656 else
1657 assign (op->contr->killer, hitter->name);
1658 }
1659
1660 /* This was return -1 - that doesn't seem correct - if we return -1, process
1661 * continues in the calling function.
1662 */
1663 return maxdam;
1664 }
1665
1666 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1667 * Returns 0 this is not friendly fire
1668 */
1669 int
1670 friendly_fire (object *op, object *hitter)
1671 {
1672 object *owner;
1673 int friendlyfire;
1674
1675 if (hitter->head)
1676 hitter = hitter->head;
1677
1678 friendlyfire = 0;
1679
1680 if (op->type == PLAYER)
1681 {
1682 if (op_on_battleground (hitter, 0, 0))
1683 return 0;
1684
1685 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1686 return 1;
1687
1688 if ((owner = hitter->owner) != NULL)
1689 {
1690 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1691 friendlyfire = 2;
1692 }
1693
1694 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1695 friendlyfire = 0;
1696 }
1697 return friendlyfire;
1698 }
1699
1700
1701 /* This isn't used just for players, but in fact most objects.
1702 * op is the object to be hit, dam is the amount of damage, hitter
1703 * is what is hitting the object, type is the attacktype, and
1704 * full_hit is set if monster area does not matter.
1705 * dam is base damage - protections/vulnerabilities/slaying matches can
1706 * modify it.
1707 */
1708 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1709 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1710 int
1711 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1712 {
1713 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1714 int maxattacktype, attacknum;
1715 int body_attack = op && op->head; /* Did we hit op's head? */
1716 int simple_attack;
1717 int rtn_kill = 0;
1718 int friendlyfire;
1719
1720 if (get_attack_mode (&op, &hitter, &simple_attack))
1721 return 0;
1722
1723 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1724 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1725 return 0;
1726
1727 #ifdef PROHIBIT_PLAYERKILL
1728 if (op->type == PLAYER)
1729 {
1730 object *owner = hitter->owner;
1731
1732 if (!owner)
1733 owner = hitter;
1734
1735 if (owner->type == PLAYER
1736 && (!op_on_battleground (op, 0, 0)
1737 && (op->contr->peaceful || owner->contr->peaceful))
1738 && op != owner)
1739 return 0;
1740 }
1741 #endif
1742
1743 if (body_attack)
1744 {
1745 /* slow and paralyze must hit the head. But we don't want to just
1746 * return - we still need to process other attacks the spell still
1747 * might have. So just remove the paralyze and slow attacktypes,
1748 * and keep on processing if we have other attacktypes.
1749 * return if only magic or nothing is left - under normal code
1750 * we don't attack with pure magic if there is another attacktype.
1751 * Only do processing if the initial attacktype includes one of those
1752 * attack so we don't cancel out things like magic bullet.
1753 */
1754 if (type & (AT_PARALYZE | AT_SLOW))
1755 {
1756 type &= ~(AT_PARALYZE | AT_SLOW);
1757
1758 if (!type || type == AT_MAGIC)
1759 return 0;
1760 }
1761 }
1762
1763 if (!simple_attack && op->type == DOOR)
1764 {
1765 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1766 if (tmp->type == RUNE || tmp->type == TRAP)
1767 {
1768 spring_trap (tmp, hitter);
1769
1770 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1771 return 0;
1772
1773 break;
1774 }
1775 }
1776
1777 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1778 {
1779 /* FIXME: If a player is killed by a rune in a door, the
1780 * destroyed() check above doesn't return, and might get here.
1781 */
1782
1783 /* FIXME: This for example happens when a dead door is on a mover and
1784 gets it's speed_left raised on each mover-tick.
1785 Doors are removed in a kinda funny way by giving them speed and speed_left
1786 and waiting for that to run out.
1787 */
1788 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1789 return 0;
1790 }
1791
1792 #ifdef ATTACK_DEBUG
1793 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1794 #endif
1795
1796 if (magic)
1797 {
1798 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1799 * in case 0>dam>1, we try to "simulate" a float value-effect */
1800 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1801 if (dam >= 100)
1802 dam /= 100;
1803 else
1804 dam = (dam > rndm (0, 99)) ? 1 : 0;
1805 }
1806
1807 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1808 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1809 */
1810 if (type & AT_CHAOS)
1811 {
1812 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1813 update_object (op, UP_OBJ_FACE);
1814 type &= ~AT_CHAOS;
1815 }
1816
1817 /* Holyword is really an attacktype modifier (like magic is). If
1818 * holyword is part of an attacktype, then make sure the creature is
1819 * a proper match, otherwise no damage.
1820 */
1821 if (type & AT_HOLYWORD)
1822 {
1823 object *god;
1824
1825 if ((!hitter->slaying ||
1826 (!(op->race && strstr (hitter->slaying, op->race)) &&
1827 !(op->name && strstr (hitter->slaying, op->name)))) &&
1828 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1829 (hitter->title != NULL
1830 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1831 return 0;
1832 }
1833
1834 maxattacktype = type; /* initialise this to something */
1835 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1836 {
1837 /* Magic isn't really a true attack type - it gets combined with other
1838 * attack types. As such, skip it over. However, if magic is
1839 * the only attacktype in the group, then still attack with it
1840 */
1841 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1842 continue;
1843
1844 /* Go through and hit the player with each attacktype, one by one.
1845 * hit_player_attacktype only figures out the damage, doesn't inflict
1846 * it. It will do the appropriate action for attacktypes with
1847 * effects (slow, paralization, etc.
1848 */
1849 if (type & attacktype)
1850 {
1851 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1852 /* the >= causes us to prefer messages from special attacks, if
1853 * the damage is equal.
1854 */
1855 if (ndam >= maxdam)
1856 {
1857 maxdam = ndam;
1858 maxattacktype = 1 << attacknum;
1859 }
1860 }
1861 }
1862
1863 /* if this is friendly fire then do a set % of damage only
1864 * Note - put a check in to make sure this attack is actually
1865 * doing damage - otherwise, the +1 in the code below will make
1866 * an attack do damage before when it otherwise didn't
1867 */
1868 friendlyfire = friendly_fire (op, hitter);
1869 if (friendlyfire && maxdam)
1870 {
1871 maxdam = ((dam * settings.set_friendly_fire) / 100);
1872 #ifndef COZY_SERVER
1873 maxdam++;
1874 #endif
1875
1876 #ifdef ATTACK_DEBUG
1877 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1878 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1879 #endif
1880 }
1881
1882 if (!full_hit)
1883 {
1884 archetype *at;
1885 int area;
1886 int remainder;
1887
1888 area = 0;
1889 for (at = op->arch; at != NULL; at = at->more)
1890 area++;
1891 assert (area > 0);
1892
1893 /* basically: maxdam /= area; we try to "simulate" a float
1894 value-effect */
1895 remainder = 100 * (maxdam % area) / area;
1896 maxdam /= area;
1897 if (rndm (100) < remainder)
1898 maxdam++;
1899 }
1900
1901 #ifdef ATTACK_DEBUG
1902 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1903 #endif
1904
1905 // for now, only do this for active objects, otherwise they
1906 // keep a refcount for a long time and I see no usefulness
1907 // for an non-active objetc to know its enemy.
1908 if (op->active)
1909 if (hitter->owner)
1910 op->enemy = hitter->owner;
1911 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1912 op->enemy = hitter;
1913
1914 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1915 {
1916 /* The unaggressives look after themselves 8) */
1917 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1918 npc_call_help (op);
1919 }
1920
1921 if (magic && did_make_save (op, op->level, 0))
1922 maxdam = maxdam / 2;
1923
1924 attack_message (maxdam, maxattacktype, op, hitter);
1925
1926 op->stats.hp -= maxdam;
1927
1928 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1929 if ((op->stats.hp >= 0) &&
1930 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1931 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1932 {
1933
1934 if (QUERY_FLAG (op, FLAG_MONSTER))
1935 SET_FLAG (op, FLAG_RUN_AWAY);
1936 else
1937 scare_creature (op, hitter);
1938 }
1939
1940 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1941 {
1942 if (maxdam)
1943 tear_down_wall (op);
1944
1945 return maxdam; /* nothing more to do for wall */
1946 }
1947
1948 /* See if the creature has been killed */
1949 rtn_kill = kill_object (op, maxdam, hitter, type);
1950 if (rtn_kill != -1)
1951 return rtn_kill;
1952
1953
1954 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1955 * that before if the player was immune to ghosthit, the monster
1956 * remained - that is no longer the case.
1957 */
1958 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1959 hitter->destroy ();
1960
1961 /* Lets handle creatures that are splitting now */
1962 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1963 {
1964 int i;
1965 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1966 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1967 object *owner = op->owner;
1968
1969 if (!op->other_arch)
1970 {
1971 LOG (llevError, "SPLITTING without other_arch error.\n");
1972 return maxdam;
1973 }
1974
1975 op->remove ();
1976
1977 for (i = 0; i < NROFNEWOBJS (op); i++)
1978 { /* This doesn't handle op->more yet */
1979 object *tmp = arch_to_object (op->other_arch);
1980 int j;
1981
1982 tmp->stats.hp = op->stats.hp;
1983
1984 if (friendly)
1985 {
1986 add_friendly_object (tmp);
1987 tmp->attack_movement = PETMOVE;
1988
1989 if (owner)
1990 tmp->set_owner (owner);
1991 }
1992
1993 if (unaggressive)
1994 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1995
1996 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1997
1998 if (j == -1) /* No spot to put this monster */
1999 tmp->destroy ();
2000 else
2001 {
2002 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2003 insert_ob_in_map (tmp, op->map, NULL, 0);
2004 }
2005 }
2006
2007 op->destroy ();
2008 }
2009 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2010 hitter->destroy ();
2011
2012 return maxdam;
2013 }
2014
2015
2016 void
2017 poison_player (object *op, object *hitter, int dam)
2018 {
2019 archetype *at = archetype::find ("poisoning");
2020 object *tmp = present_arch_in_ob (at, op);
2021
2022 if (tmp == NULL)
2023 {
2024 if ((tmp = arch_to_object (at)) == NULL)
2025 LOG (llevError, "Failed to clone arch poisoning.\n");
2026 else
2027 {
2028 tmp = insert_ob_in_ob (tmp, op);
2029 /* peterm: give poisoning some teeth. It should
2030 * be able to kill things better than it does:
2031 * damage should be dependent something--I choose to
2032 * do this: if it's a monster, the damage from the
2033 * poisoning goes as the level of the monster/2.
2034 * If anything else, goes as damage.
2035 */
2036
2037 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2038 tmp->stats.dam += hitter->level / 2;
2039 else
2040 tmp->stats.dam = dam;
2041
2042 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2043 if (hitter->skill && hitter->skill != tmp->skill)
2044 {
2045 tmp->skill = hitter->skill;
2046 }
2047
2048 tmp->stats.food += dam; /* more damage, longer poisoning */
2049
2050 if (op->type == PLAYER)
2051 {
2052 /* player looses stats, maximum is -10 of each */
2053 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2054 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2055 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2056 tmp->stats.Int = MAX (-dam / 7, -10);
2057 SET_FLAG (tmp, FLAG_APPLIED);
2058 op->update_stats ();
2059 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2060 }
2061 if (hitter->type == PLAYER)
2062 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2063 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2064 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2065 }
2066 tmp->speed_left = 0;
2067 }
2068 else
2069 tmp->stats.food++;
2070 }
2071
2072 void
2073 slow_player (object *op, object *hitter, int dam)
2074 {
2075 archetype *at = archetype::find ("slowness");
2076 object *tmp;
2077
2078 if (at == NULL)
2079 {
2080 LOG (llevError, "Can't find slowness archetype.\n");
2081 }
2082 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2083 {
2084 tmp = arch_to_object (at);
2085 tmp = insert_ob_in_ob (tmp, op);
2086 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2087 }
2088 else
2089 tmp->stats.food++;
2090 SET_FLAG (tmp, FLAG_APPLIED);
2091 tmp->speed_left = 0;
2092 op->update_stats ();
2093 }
2094
2095 void
2096 confuse_player (object *op, object *hitter, int dam)
2097 {
2098 object *tmp;
2099 int maxduration;
2100
2101 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2102 if (!tmp)
2103 {
2104 tmp = get_archetype (FORCE_NAME);
2105 tmp = insert_ob_in_ob (tmp, op);
2106 }
2107
2108 /* Duration added per hit and max. duration of confusion both depend
2109 * on the player's resistance
2110 */
2111 tmp->speed = 0.05;
2112 tmp->subtype = FORCE_CONFUSION;
2113 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2114 tmp->name = "confusion";
2115 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2116 if (tmp->duration > maxduration)
2117 tmp->duration = maxduration;
2118
2119 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2120 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2121 SET_FLAG (op, FLAG_CONFUSED);
2122 }
2123
2124 void
2125 blind_player (object *op, object *hitter, int dam)
2126 {
2127 object *tmp, *owner;
2128
2129 /* Save some work if we know it isn't going to affect the player */
2130 if (op->resist[ATNR_BLIND] == 100)
2131 return;
2132
2133 tmp = present_in_ob (BLINDNESS, op);
2134 if (!tmp)
2135 {
2136 tmp = get_archetype ("blindness");
2137 SET_FLAG (tmp, FLAG_BLIND);
2138 SET_FLAG (tmp, FLAG_APPLIED);
2139 /* use floats so we don't lose too much precision due to rounding errors.
2140 * speed is a float anyways.
2141 */
2142 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2143
2144 tmp = insert_ob_in_ob (tmp, op);
2145 change_abil (op, tmp); /* Mostly to display any messages */
2146 op->update_stats (); /* This takes care of some other stuff */
2147
2148 if (hitter->owner)
2149 owner = hitter->owner;
2150 else
2151 owner = hitter;
2152
2153 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2154 }
2155 tmp->stats.food += dam;
2156 if (tmp->stats.food > 10)
2157 tmp->stats.food = 10;
2158 }
2159
2160 void
2161 paralyze_player (object *op, object *hitter, int dam)
2162 {
2163 float effect, max;
2164
2165 /* object *tmp; */
2166
2167 /* This is strange stuff... someone knows for what this is
2168 * written? Well, i think this can and should be removed
2169 */
2170
2171 /*
2172 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2173 tmp=clone_arch(PARAIMAGE);
2174 tmp->x=op->x,tmp->y=op->y;
2175 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2176 }
2177 */
2178
2179 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2180 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2181
2182 if (effect == 0)
2183 return;
2184
2185 op->speed_left -= FABS (op->speed) * effect;
2186 /* tmp->stats.food+=(signed short) effect/op->speed; */
2187
2188 /* max number of ticks to be affected for. */
2189 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2190 if (op->speed_left < -(FABS (op->speed) * max))
2191 op->speed_left = (float) -(FABS (op->speed) * max);
2192
2193 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2194 }
2195
2196 /* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged.
2198 */
2199 void
2200 deathstrike_player (object *op, object *hitter, int *dam)
2201 {
2202 /* The intention of a death attack is to kill outright things
2203 ** that are a lot weaker than the attacker, have a chance of killing
2204 ** things somewhat weaker than the caster, and no chance of
2205 ** killing something equal or stronger than the attacker.
2206 ** Also, if a deathstrike attack has a slaying, any monster
2207 ** whose name or race matches a comma-delimited list in the slaying
2208 ** field of the deathstriking object */
2209
2210 int atk_lev, def_lev, kill_lev;
2211
2212 if (hitter->slaying)
2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2214 return;
2215
2216 def_lev = op->level;
2217 if (def_lev < 1)
2218 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220 def_lev = 1;
2221 }
2222
2223 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2224 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2225 atk_lev, def_lev); */
2226
2227 if (atk_lev >= def_lev)
2228 {
2229 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2230
2231 /* Note that the below effectively means the ratio of the atk vs
2232 * defener level is important - if level 52 character has very little
2233 * chance of killing a level 50 monster. This should probably be
2234 * redone.
2235 */
2236 if (kill_lev >= def_lev)
2237 {
2238 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2239 /* I think this doesn't really do much. Because of
2240 * integer rounding, this only makes any difference if the
2241 * attack level is double the defender level.
2242 */
2243 *dam *= kill_lev / def_lev;
2244 }
2245 }
2246 else
2247 *dam = 0; /* no harm done */
2248 }
2249
2250 /* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a
2252 * monster).
2253 */
2254 static void
2255 thrown_item_effect (object *hitter, object *victim)
2256 {
2257 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2258 {
2259 /* May not need a switch for just 2 types, but this makes it
2260 * easier for expansion.
2261 */
2262 switch (hitter->type)
2263 {
2264 case POTION:
2265 /* should player get a save throw instead of checking magic protection? */
2266 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2267 (void) apply_potion (victim, hitter);
2268 break;
2269
2270 case POISON: /* poison drinks */
2271 /* As with potions, should monster get a save? */
2272 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2273 apply_poison (victim, hitter);
2274 break;
2275
2276 /* Removed case statements that did nothing.
2277 * food may be poisonous, but monster must be willing to eat it,
2278 * so we don't handle it here.
2279 * Containers should perhaps break open, but that code was disabled.
2280 */
2281 }
2282 }
2283 }
2284
2285 /* adj_attackroll() - adjustments to attacks by various conditions */
2286
2287 int
2288 adj_attackroll (object *hitter, object *target)
2289 {
2290 object *attacker = hitter;
2291 int adjust = 0;
2292
2293 /* safety */
2294 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2295 {
2296 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2297 return 0;
2298 }
2299
2300 /* aimed missiles use the owning object's sight */
2301 if (is_aimed_missile (hitter))
2302 {
2303 if ((attacker = hitter->owner) == NULL)
2304 attacker = hitter;
2305 /* A player who saves but hasn't quit still could have objects
2306 * owned by him - need to handle that case to avoid crashes.
2307 */
2308 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2309 attacker = hitter;
2310 }
2311 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312 return 0;
2313
2314 /* determine the condtions under which we make an attack.
2315 * Add more cases, as the need occurs. */
2316
2317 if (!can_see_enemy (attacker, target))
2318 {
2319 /* target is unseen */
2320 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2321 adjust -= 10;
2322 /* dark map penalty for the hitter (lacks infravision if we got here). */
2323 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2324 adjust -= target->map->darkness;
2325 }
2326
2327 if (QUERY_FLAG (attacker, FLAG_SCARED))
2328 adjust -= 3;
2329
2330 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2331 adjust += 1;
2332
2333 if (QUERY_FLAG (target, FLAG_SCARED))
2334 adjust += 1;
2335
2336 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2337 adjust -= 3;
2338
2339 /* if we attack at a different 'altitude' its harder */
2340 if ((attacker->move_type & target->move_type) == 0)
2341 adjust -= 2;
2342
2343 #if 0
2344 /* slower attacks are less likely to succeed. We should use a
2345 * comparison between attacker/target speeds BUT, players have
2346 * a generally faster speed, so this will wind up being a HUGE
2347 * disadantage for the monsters! Too bad, because missiles which
2348 * fly fast should have a better chance of hitting a slower target.
2349 */
2350 if (hitter->speed < target->speed)
2351 adjust += ((float) hitter->speed - target->speed);
2352 #endif
2353
2354 #if 0
2355 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2356 #endif
2357
2358 return adjust;
2359 }
2360
2361 /* determine if the object is an 'aimed' missile */
2362 int
2363 is_aimed_missile (object *op)
2364 {
2365
2366 /* I broke what used to be one big if into a few nested
2367 * ones so that figuring out the logic is at least possible.
2368 */
2369 if (op && (op->move_type & MOVE_FLYING))
2370 {
2371 if (op->type == ARROW || op->type == THROWN_OBJ)
2372 return 1;
2373 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2374 return 1;
2375 }
2376
2377 return 0;
2378 }