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/cvs/deliantra/server/server/attack.C
Revision: 1.7
Committed: Wed Aug 30 06:06:27 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +2 -2 lines
Log Message:
improve thawer interface, implement some monster event support

File Contents

# Content
1 /*
2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.6 2006-08-29 11:58:02 elmex Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27 #include <assert.h>
28 #include <global.h>
29 #include <living.h>
30 #include <material.h>
31 #include <skills.h>
32
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36
37 #include <sounds.h>
38
39 typedef struct att_msg_str {
40 char *msg1;
41 char *msg2;
42 } att_msg;
43
44 /*#define ATTACK_DEBUG*/
45
46 /* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49 void cancellation(object *op)
50 {
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
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 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
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
83 int did_make_save_item(object *op, int type, object *originator) {
84 int i, roll, saves=0, attacks=0, number;
85 materialtype_t *mt;
86
87 if (op->materialname == NULL) {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
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
144 void 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 mapstruct *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)
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else {
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0);
180 }
181 }
182 return;
183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator);
212 }
213 }
214 return;
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return;
223 op = stop_item (op);
224 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return;
241 }
242 }
243
244 /* Object op is hitting the map.
245 * op is going in direction 'dir'
246 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise.
249 */
250
251 int hit_map(object *op, int dir, int type, int full_hit) {
252 object *tmp, *next;
253 mapstruct *map;
254 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0;
262 }
263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name);
267 return 0;
268 }
269
270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282
283 int mflags = get_map_flags(map, &map, x, y, &x, &y);
284 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
287 return 0;
288
289 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive
291 */
292
293 if (type & AT_COUNTERSPELL) {
294 counterspell(op,dir); /* see spell_effect.c */
295
296 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing.
298 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
300 return 0;
301 }
302 type &= ~AT_COUNTERSPELL;
303 }
304
305 if(type & AT_CHAOS){
306 shuffle_attack(op,1); /*1 flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE);
308 type &= ~AT_CHAOS;
309 }
310
311 next = get_map_ob (map, x, y);
312 if (next)
313 next_tag = next->count;
314
315 while (next) {
316 if (was_destroyed (next, next_tag)) {
317 /* There may still be objects that were above 'next', but there is no
318 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort.
321 *
322 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage
324 * below was spamming the logs for absolutely no reason.
325 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
327 break;
328 }
329 tmp = next;
330 next = tmp->above;
331 if (next)
332 next_tag = next->count;
333
334 if (QUERY_FLAG (tmp, FLAG_FREED)) {
335 LOG (llevError, "BUG: hit_map(): found freed object\n");
336 break;
337 }
338
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used.
342 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y)
344 continue;
345
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
347 hit_player(tmp,op->stats.dam,op,type,full_hit);
348 retflag |=1;
349 if (was_destroyed (op, op_tag))
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
360 !tmp->move_block) {
361 save_throw_object(tmp,type,op);
362 if (was_destroyed (op, op_tag))
363 break;
364 }
365 }
366 return 0;
367 }
368
369 void attack_message(int dam, int type, object *op, object *hitter) {
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0;
372 mapstruct *map;
373 object *next, *tmp;
374
375 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919]
378 */
379
380 if (dam == 9998 && op->type == DOOR) {
381 sprintf(buf1, "unlock %s", op->name);
382 sprintf(buf2, " unlocks");
383 found++;
384 }
385 if(dam<0) {
386 sprintf(buf1, "hit %s", op->name);
387 sprintf(buf2, " hits");
388 found++;
389 } else if(dam==0) {
390 sprintf(buf1, "missed %s", op->name);
391 sprintf(buf2, " misses");
392 found++;
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING ||
395 (type & AT_POISON && IS_LIVE(op))) && !found) {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
397 i++)
398 if (dam < attack_mess[ATM_SUFFER][i].level
399 || attack_mess[ATM_SUFFER][i+1].level == -1) {
400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
401 op->name, attack_mess[ATM_SUFFER][i].buf2);
402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
403 found++;
404 break;
405 }
406 } else if (op->type == DOOR && !found) {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
408 i++)
409 if (dam < attack_mess[ATM_DOOR][i].level
410 || attack_mess[ATM_DOOR][i+1].level == -1) {
411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
412 op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
414 found++;
415 break;
416 }
417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
418 if (USING_SKILL(hitter, SK_KARATE)) {
419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
420 i++)
421 if (dam < attack_mess[ATM_KARATE][i].level
422 || attack_mess[ATM_KARATE][i+1].level == -1) {
423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
424 op->name, attack_mess[ATM_KARATE][i].buf2);
425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
426 found++;
427 break;
428 }
429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
431 i++)
432 if (dam < attack_mess[ATM_CLAW][i].level
433 || attack_mess[ATM_CLAW][i+1].level == -1) {
434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
435 op->name, attack_mess[ATM_CLAW][i].buf2);
436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
437 found++;
438 break;
439 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
442 i++)
443 if (dam < attack_mess[ATM_PUNCH][i].level
444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
446 op->name, attack_mess[ATM_PUNCH][i].buf2);
447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
448 found++;
449 break;
450 }
451 }
452 }
453 if (found) {
454 /* done */
455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
456 sprintf(buf1, "hit"); /* just in case */
457 for (i=0; i < MAXATTACKMESS; i++)
458 if (dam < attack_mess[ATM_ARROW][i].level
459 || attack_mess[ATM_ARROW][i+1].level == -1) {
460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
461 found++;
462 break;
463 }
464 } else if (type & AT_DRAIN && IS_LIVE(op)) {
465 /* drain is first, because some items have multiple attypes */
466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
467 i++)
468 if (dam < attack_mess[ATM_DRAIN][i].level
469 || attack_mess[ATM_DRAIN][i+1].level == -1) {
470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
471 op->name, attack_mess[ATM_DRAIN][i].buf2);
472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
473 found++;
474 break;
475 }
476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 i++)
479 if (dam < attack_mess[ATM_ELEC][i].level
480 || attack_mess[ATM_ELEC][i+1].level == -1) {
481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482 op->name, attack_mess[ATM_ELEC][i].buf2);
483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484 found++;
485 break;
486 }
487 } else if (type & AT_COLD && IS_LIVE(op)) {
488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 i++)
490 if (dam < attack_mess[ATM_COLD][i].level
491 || attack_mess[ATM_COLD][i+1].level == -1) {
492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493 op->name, attack_mess[ATM_COLD][i].buf2);
494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495 found++;
496 break;
497 }
498 } else if (type & AT_FIRE) {
499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 i++)
501 if (dam < attack_mess[ATM_FIRE][i].level
502 || attack_mess[ATM_FIRE][i+1].level == -1) {
503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504 op->name, attack_mess[ATM_FIRE][i].buf2);
505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506 found++;
507 break;
508 }
509 } else if (hitter->current_weapon != NULL) {
510 int mtype;
511 switch (hitter->current_weapon->weapontype) {
512 case WEAP_HIT: mtype = ATM_BASIC; break;
513 case WEAP_SLASH: mtype = ATM_SLASH; break;
514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516 case WEAP_SLICE: mtype = ATM_SLICE; break;
517 case WEAP_STAB: mtype = ATM_STAB; break;
518 case WEAP_WHIP: mtype = ATM_WHIP; break;
519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520 case WEAP_BLUD: mtype = ATM_BLUD; break;
521 default: mtype = ATM_BASIC; break;
522 }
523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 i++)
525 if (dam < attack_mess[mtype][i].level
526 || attack_mess[mtype][i+1].level == -1) {
527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528 op->name, attack_mess[mtype][i].buf2);
529 strcpy (buf2, attack_mess[mtype][i].buf3);
530 found++;
531 break;
532 }
533 } else {
534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 i++)
536 if (dam < attack_mess[ATM_BASIC][i].level
537 || attack_mess[ATM_BASIC][i+1].level == -1) {
538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539 op->name, attack_mess[ATM_BASIC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541 found++;
542 break;
543 }
544 }
545
546 if (!found) {
547 strcpy (buf1, "hit");
548 strcpy (buf2, " hits");
549 }
550
551 /* bail out if a monster is casting spells */
552 if (!(hitter->type == PLAYER ||
553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 return;
555
556 /* scale down magic considerably. */
557 if (type & AT_MAGIC && rndm(0, 5))
558 return;
559
560 /* Did a player hurt another player? Inform both! */
561 if(op->type==PLAYER &&
562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 if(get_owner(hitter)!=NULL)
564 sprintf(buf,"%s's %s%s you.",
565 hitter->owner->name, hitter->name, buf2);
566 else {
567 sprintf(buf,"%s%s you.",hitter->name, buf2);
568 if (dam != 0) {
569 if (dam < 10)
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571 else if (dam < 20)
572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573 else
574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575 }
576 }
577 new_draw_info(NDI_BLACK, 0,op,buf);
578 } /* end of player hitting player */
579
580 if(hitter->type==PLAYER) {
581 sprintf(buf,"You %s.",buf1);
582 if (dam != 0) {
583 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
585 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
587 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
589 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf);
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
592 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT &&
594 (hitter->subtype == SP_EXPLOSION ||
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4;
598 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y))
600 return;
601 next = get_map_ob(map, hitter->x, hitter->y);
602 if (next)
603 while(next) {
604 if (next->type == SPELL_EFFECT &&
605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
606 next->subtype == SP_CONE))
607 i*=3;
608 tmp = next;
609 next = tmp->above;
610 }
611 if (i < 0)
612 return;
613 if (rndm(0, i) != 0)
614 return;
615 } else if (rndm(0, 5) != 0)
616 return;
617 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
620 }
621 }
622
623
624 static int get_attack_mode (object **target, object **hitter,
625 int *simple_attack)
626 {
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1;
630 }
631 if ((*target)->head)
632 *target = (*target)->head;
633 if ((*hitter)->head)
634 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) {
636 *simple_attack = 1;
637 return 0;
638 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
642 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
644 "target\n", (*hitter)->arch->name, (*hitter)->name);
645 return 1;
646 }
647 *simple_attack = 0;
648 return 0;
649 }
650
651 static int abort_attack (object *target, object *hitter, int simple_attack)
652 {
653 /* Check if target and hitter are still in a relation similar to the one
654 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */
656 int new_mode;
657
658 if (hitter->env == target || target->env == hitter)
659 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED)
661 || QUERY_FLAG (target, FLAG_REMOVED)
662 || hitter->map == NULL || !on_same_map(hitter, target))
663 return 1;
664 else
665 new_mode = 0;
666 return new_mode != simple_attack;
667 }
668
669 static void thrown_item_effect (object *, object *);
670
671 static int attack_ob_simple (object *op, object *hitter, int base_dam,
672 int base_wc)
673 {
674 int simple_attack, roll, dam=0;
675 uint32 type;
676 const char *op_name = NULL;
677 tag_t op_tag, hitter_tag;
678
679 if (get_attack_mode (&op, &hitter, &simple_attack))
680 goto error;
681
682 if (hitter->current_weapon)
683 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684 return RESULT_INT (0);
685
686 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
687 return RESULT_INT (0);
688
689 op_tag = op->count;
690 hitter_tag = hitter->count;
691
692 /*
693 * A little check to make it more difficult to dance forward and back
694 * to avoid ever being hit by monsters.
695 */
696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
697 && op->speed_left > -(FABS(op->speed))*0.3)
698 {
699 /* Decrease speed BEFORE calling process_object. Otherwise, an
700 * infinite loop occurs, with process_object calling move_monster,
701 * which then gets here again. By decreasing the speed before
702 * we call process_object, the 'if' statement above will fail.
703 */
704 op->speed_left--;
705 process_object(op);
706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
707 || abort_attack (op, hitter, simple_attack))
708 goto error;
709 }
710
711 add_refcount(op_name = op->name);
712
713 roll=random_roll(1, 20, hitter, PREFER_HIGH);
714
715 /* Adjust roll for various situations. */
716 if ( ! simple_attack)
717 roll += adj_attackroll(hitter,op);
718
719 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) {
721 int hitdam = base_dam;
722 if (settings.casting_time == TRUE) {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
724 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
726 "your spell!");
727 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){
729 op->casting_time = -1;
730 if (op->type == PLAYER) {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
732 "your spell!");
733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734 "%s was hit by %s and lost a spell.",
735 op_name,hitter->name);
736 }
737 }
738 }
739 if ( ! simple_attack)
740 {
741 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this.
743 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP);
746
747 /* If the victim can't see the attacker, it may alert others
748 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op);
752
753 /* if you were hidden and hit by a creature, you are discovered*/
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
755 make_visible (op);
756 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op,
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 }
761
762 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object.
766 */
767 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag)
769 || was_destroyed (op, op_tag)
770 || abort_attack (op, hitter, simple_attack))
771 goto leave;
772 }
773
774 /* Need to do at least 1 damage, otherwise there is no point
775 * to go further and it will cause FPE's below.
776 */
777 if (hitdam<=0) hitdam=1;
778
779 type=hitter->attacktype;
780 if(!type) type=AT_PHYSICAL;
781 /* Handle monsters that hit back */
782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
783 && QUERY_FLAG (hitter, FLAG_ALIVE))
784 {
785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
788 PREFER_LOW),op, op->attacktype, 1);
789 if (was_destroyed (op, op_tag)
790 || was_destroyed (hitter, hitter_tag)
791 || abort_attack (op, hitter, simple_attack))
792 goto leave;
793 }
794
795 /* In the new attack code, it should handle multiple attack
796 * types in its area, so remove it from here.
797 */
798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
799 hitter, type, 1);
800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
801 || abort_attack (op, hitter, simple_attack))
802 goto leave;
803 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */
805
806 /*attack_message(dam, type, op, hitter);*/
807
808 goto leave;
809
810 error:
811 dam = 1;
812
813 leave:
814 if (op_name)
815 free_string (op_name);
816
817 return dam;
818 }
819
820 int attack_ob (object *op, object *hitter)
821 {
822
823 if (hitter->head)
824 hitter = hitter->head;
825 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
826 }
827
828 /* op is the arrow, tmp is what is stopping the arrow.
829 *
830 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
831 */
832 static int stick_arrow (object *op, object *tmp)
833 {
834 /* If the missile hit a player, we insert it in their inventory.
835 * However, if the missile is heavy, we don't do so (assume it falls
836 * to the ground after a hit). What a good value for this is up to
837 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
838 * stick around.
839 */
840 if (op->weight <= 5000 && tmp->stats.hp >= 0) {
841 if(tmp->head != NULL)
842 tmp = tmp->head;
843 remove_ob (op);
844 op = insert_ob_in_ob(op,tmp);
845 if (tmp->type== PLAYER)
846 esrv_send_item (tmp, op);
847 return 1;
848 } else
849 return 0;
850 }
851
852 /* hit_with_arrow() disassembles the missile, attacks the victim and
853 * reassembles the missile.
854 *
855 * It returns a pointer to the reassembled missile, or NULL if the missile
856 * isn't available anymore.
857 */
858 object *hit_with_arrow (object *op, object *victim)
859 {
860 object *container, *hitter;
861 int hit_something = 0;
862 tag_t victim_tag, hitter_tag;
863 sint16 victim_x, victim_y;
864
865 /* Disassemble missile */
866 if (op->inv) {
867 container = op;
868 hitter = op->inv;
869 remove_ob (hitter);
870 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
871 /* Note that we now have an empty THROWN_OBJ on the map. Code that
872 * might be called until this THROWN_OBJ is either reassembled or
873 * removed at the end of this function must be able to deal with empty
874 * THROWN_OBJs. */
875 } else {
876 container = NULL;
877 hitter = op;
878 }
879
880 /* Try to hit victim */
881 victim_x = victim->x;
882 victim_y = victim->y;
883 victim_tag = victim->count;
884 hitter_tag = hitter->count;
885
886 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
887
888 /* Arrow attacks door, rune of summoning is triggered, demon is put on
889 * arrow, move_apply() calls this function, arrow sticks in demon,
890 * attack_ob_simple() returns, and we've got an arrow that still exists
891 * but is no longer on the map. Ugh. (Beware: Such things can happen at
892 * other places as well!)
893 */
894 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
895 if (container) {
896 remove_ob (container);
897 free_object (container);
898 }
899 return NULL;
900 }
901
902 /* Missile hit victim */
903 /* if the speed is > 10, then this is a fast moving arrow, we go straight
904 * through the target
905 */
906 if (hit_something && op->speed <= 10.0)
907 {
908 /* Stop arrow */
909 if (container == NULL) {
910 hitter = fix_stopped_arrow (hitter);
911 if (hitter == NULL)
912 return NULL;
913 } else {
914 remove_ob (container);
915 free_object (container);
916 }
917
918 /* Try to stick arrow into victim */
919 if ( ! was_destroyed (victim, victim_tag)
920 && stick_arrow (hitter, victim))
921 return NULL;
922
923 /* Else try to put arrow on victim's map square
924 * remove check for P_WALL here. If the arrow got to this
925 * space, that is good enough - with the new movement code,
926 * there is now the potential for lots of spaces where something
927 * can fly over but not otherwise move over. What is the correct
928 * way to handle those otherwise?
929 */
930 if (victim_x != hitter->x || victim_y != hitter->y) {
931 remove_ob (hitter);
932 hitter->x = victim_x;
933 hitter->y = victim_y;
934 insert_ob_in_map (hitter, victim->map, hitter,0);
935 } else {
936 /* Else leave arrow where it is */
937 merge_ob (hitter, NULL);
938 }
939 return NULL;
940 }
941
942 if (hit_something && op->speed >= 10.0)
943 op->speed -= 1.0;
944
945 /* Missile missed victim - reassemble missile */
946 if (container) {
947 remove_ob (hitter);
948 insert_ob_in_ob (hitter, container);
949 }
950 return op;
951 }
952
953
954 void tear_down_wall(object *op)
955 {
956 int perc=0;
957
958 if (!op->stats.maxhp) {
959 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
960 perc = 1;
961 } else if(!GET_ANIM_ID(op)) {
962 /* Object has been called - no animations, so remove it */
963 if(op->stats.hp<0) {
964 remove_ob(op); /* Should update LOS */
965 free_object(op);
966 /* Don't know why this is here - remove_ob should do it for us */
967 /*update_position(m, x, y);*/
968 }
969 return; /* no animations, so nothing more to do */
970 }
971 perc = NUM_ANIMATIONS(op)
972 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
973 if (perc >= (int) NUM_ANIMATIONS(op))
974 perc = NUM_ANIMATIONS(op)-1;
975 else if (perc < 1)
976 perc = 1;
977 SET_ANIMATION(op, perc);
978 update_object(op,UP_OBJ_FACE);
979 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
980 if(op->face==blank_face) {
981 /* If the last face is blank, remove the ob */
982 remove_ob(op); /* Should update LOS */
983 free_object(op);
984
985 /* remove_ob should call update_position for us */
986 /*update_position(m, x, y);*/
987
988 } else { /* The last face was not blank, leave an image */
989 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
990 update_all_los(op->map, op->x, op->y);
991 op->move_block = 0;
992 CLEAR_FLAG(op, FLAG_ALIVE);
993 }
994 }
995 }
996
997 void scare_creature(object *target, object *hitter)
998 {
999 object *owner = get_owner(hitter);
1000
1001 if (!owner) owner=hitter;
1002
1003 SET_FLAG(target, FLAG_SCARED);
1004 if (!target->enemy) target->enemy=owner;
1005 }
1006
1007
1008 /* This returns the amount of damage hitter does to op with the
1009 * appropriate attacktype. Only 1 attacktype should be set at a time.
1010 * This doesn't damage the player, but returns how much it should
1011 * take. However, it will do other effects (paralyzation, slow, etc.)
1012 * Note - changed for PR code - we now pass the attack number and not
1013 * the attacktype. Makes it easier for the PR code. */
1014
1015 int hit_player_attacktype(object *op, object *hitter, int dam,
1016 uint32 attacknum, int magic) {
1017
1018 int doesnt_slay = 1;
1019
1020 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1021 if (attacknum >= NROFATTACKS) {
1022 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1023 return 0;
1024 }
1025
1026 if (dam < 0) {
1027 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1028 return 0;
1029 }
1030
1031 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1032 * people can't mess with that or it otherwise get confused. */
1033 if (attacknum == ATNR_INTERNAL) return dam;
1034
1035 if (hitter->slaying) {
1036 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1037 (op->arch && (op->arch->name != NULL) &&
1038 strstr(op->arch->name, hitter->slaying))
1039 ){
1040 doesnt_slay = 0;
1041 dam *= 3;
1042 }
1043 }
1044
1045 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1046 if (op->resist[attacknum]) {
1047 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1048 * in case 0>dam>1, we try to "simulate" a float value-effect */
1049 dam *= (100-op->resist[attacknum]);
1050 if (dam >= 100) dam /= 100;
1051 else
1052 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1053 }
1054
1055 /* Special hack. By default, if immune to something, you
1056 * shouldn't need to worry. However, acid is an exception, since
1057 * it can still damage your items. Only include attacktypes if
1058 * special processing is needed */
1059
1060 if ((op->resist[attacknum] >= 100) &&
1061 doesnt_slay && (attacknum != ATNR_ACID))
1062 return 0;
1063
1064 /* Keep this in order - makes things easier to find */
1065
1066 switch(attacknum) {
1067 case ATNR_PHYSICAL:
1068 /* here also check for diseases */
1069 check_physically_infect(op, hitter);
1070 break;
1071
1072 /* Don't need to do anything for:
1073 magic,
1074 fire,
1075 electricity,
1076 cold */
1077
1078 case ATNR_CONFUSION:
1079 case ATNR_POISON:
1080 case ATNR_SLOW:
1081 case ATNR_PARALYZE:
1082 case ATNR_FEAR:
1083 case ATNR_CANCELLATION:
1084 case ATNR_DEPLETE:
1085 case ATNR_BLIND:
1086 {
1087 /* chance for inflicting a special attack depends on the
1088 * difference between attacker's and defender's level
1089 */
1090 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1091
1092 /* First, only creatures/players with speed can be affected.
1093 * Second, just getting hit doesn't mean it always affects
1094 * you. Third, you still get a saving through against the
1095 * effect.
1096 */
1097 if (op->speed &&
1098 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1099 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1100 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1101
1102 /* Player has been hit by something */
1103 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1104 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1105 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1106 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1107 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1108 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1109 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1110 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1111 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1112 }
1113 dam = 0; /* These are all effects and don't do real damage */
1114 }
1115 break;
1116 case ATNR_ACID:
1117 {
1118 int flag=0;
1119
1120 /* Items only get corroded if you're not on a battleground and
1121 * if your acid resistance is below 50%. */
1122 if (!op_on_battleground(op, NULL, NULL) &&
1123 (op->resist[ATNR_ACID] < 50))
1124 {
1125 object *tmp;
1126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1127 if(tmp->invisible)
1128 continue;
1129 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1130 (tmp->resist[ATNR_ACID] >= 10))
1131 /* >= 10% acid res. on itmes will protect these */
1132 continue;
1133 if(!(tmp->material & M_IRON))
1134 continue;
1135 if(tmp->magic < -4) /* Let's stop at -5 */
1136 continue;
1137 if(tmp->type==RING ||
1138 /* removed boots and gloves from exclusion list in
1139 PR */
1140 tmp->type==GIRDLE ||
1141 tmp->type==AMULET ||
1142 tmp->type==WAND ||
1143 tmp->type==ROD ||
1144 tmp->type==HORN)
1145 continue; /* To avoid some strange effects */
1146
1147 /* High damage acid has better chance of corroding
1148 objects */
1149 if(rndm(0, dam+4) >
1150 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1151 if(op->type == PLAYER)
1152 /* Make this more visible */
1153 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1154 "The %s's acid corrodes your %s!",
1155 query_name(hitter), query_name(tmp));
1156 flag = 1;
1157 tmp->magic--;
1158 if(op->type == PLAYER)
1159 esrv_send_item(op, tmp);
1160 }
1161 }
1162 if(flag)
1163 fix_player(op); /* Something was corroded */
1164 }
1165 }
1166 break;
1167 case ATNR_DRAIN:
1168 {
1169 /* rate is the proportion of exp drained. High rate means
1170 * not much is drained, low rate means a lot is drained.
1171 */
1172 int rate;
1173
1174 if(op->resist[ATNR_DRAIN] >= 0)
1175 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1176 else
1177 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1178
1179 if(op->stats.exp <= rate) {
1180 if(op->type == GOLEM)
1181 dam = 999; /* Its force is "sucked" away. 8) */
1182 else
1183 /* If we can't drain, lets try to do physical damage */
1184 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1185 } else {
1186 /* Randomly give the hitter some hp */
1187 if(hitter->stats.hp<hitter->stats.maxhp &&
1188 (op->level > hitter->level) &&
1189 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1190 hitter->stats.hp++;
1191
1192 /* Can't do drains on battleground spaces.
1193 * Move the wiz check up here - before, the hitter wouldn't gain exp
1194 * exp, but the wiz would still lose exp! If drainee is a wiz,
1195 * nothing happens.
1196 * Try to credit the owner. We try to display player -> player drain
1197 * attacks, hence all the != PLAYER checks.
1198 */
1199 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1200 object *owner = get_owner(hitter);
1201
1202 if (owner && owner != hitter) {
1203 if (op->type != PLAYER || owner->type != PLAYER)
1204 change_exp(owner, op->stats.exp/(rate*2),
1205 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1206 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1207 change_exp(hitter, op->stats.exp/(rate*2),
1208 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1209 }
1210 change_exp(op,-op->stats.exp/rate, NULL, 0);
1211 }
1212 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1213 * drain attack, you won't know that you are actually sucking out EXP,
1214 * as the messages will say you missed
1215 */
1216 }
1217 }
1218 break;
1219 case ATNR_TURN_UNDEAD:
1220 {
1221 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1222 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1223 object *god = find_god (determine_god (owner));
1224 int div = 1;
1225
1226 /* if undead are not an enemy of your god, you turn them
1227 * at half strength */
1228 if (! god || ! god->slaying ||
1229 strstr (god->slaying, undead_name) == NULL)
1230 div = 2;
1231 /* Give a bonus if you resist turn undead */
1232 if (op->level * div <
1233 (turn_bonus[owner->stats.Wis]+owner->level +
1234 (op->resist[ATNR_TURN_UNDEAD]/100)))
1235 scare_creature(op, owner);
1236 }
1237 else
1238 dam = 0; /* don't damage non undead - should we damage
1239 undead? */
1240 } break;
1241 case ATNR_DEATH:
1242 deathstrike_player(op, hitter, &dam);
1243 break;
1244 case ATNR_CHAOS:
1245 LOG(llevError,
1246 "%s was hit by %s with non-specific chaos.\n",
1247 query_name(op),
1248 query_name(hitter));
1249 dam = 0;
1250 break;
1251 case ATNR_COUNTERSPELL:
1252 LOG(llevError,
1253 "%s was hit by %s with counterspell attack.\n",
1254 query_name(op),
1255 query_name(hitter));
1256 dam = 0;
1257 /* This should never happen. Counterspell is handled
1258 * seperately and filtered out. If this does happen,
1259 * Counterspell has no effect on anything but spells, so it
1260 * does no damage. */
1261 break;
1262 case ATNR_HOLYWORD:
1263 {
1264 /* This has already been handled by hit_player,
1265 * no need to check twice -- DAMN */
1266
1267 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1268
1269 /* As with turn undead above, give a bonus on the saving throw */
1270 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1271 owner->level+turn_bonus[owner->stats.Wis])
1272 scare_creature(op, owner);
1273 } break;
1274 case ATNR_LIFE_STEALING:
1275 {
1276 int new_hp;
1277 /* this is replacement to drain for players, instead of taking
1278 * exp it takes hp. It is geared for players, probably not
1279 * much use giving it to monsters
1280 *
1281 * life stealing doesn't do a lot of damage, but it gives the
1282 * damage it does do to the player. Given that,
1283 * it only does 1/10'th normal damage (hence the divide by
1284 * 1000).
1285 */
1286 /* You can't steal life from something undead */
1287 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1288 /* If drain protection is higher than life stealing, use that */
1289 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1290 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1291 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1292 /* You die at -1 hp, not zero. */
1293 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1294 new_hp = hitter->stats.hp + dam;
1295 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1296 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1297 }
1298 }
1299 return dam;
1300 }
1301
1302
1303 /* GROS: This code comes from hit_player. It has been made external to
1304 * allow script procedures to "kill" objects in a combat-like fashion.
1305 * It was initially used by (kill-object) developed for the Collector's
1306 * Sword. Note that nothing has been changed from the original version
1307 * of the following code.
1308 * op is what is being killed.
1309 * dam is the damage done to it.
1310 * hitter is what is hitting it.
1311 * type is the attacktype.
1312 *
1313 * This function was a bit of a mess with hitter getting changed,
1314 * values being stored away but not used, etc. I've cleaned it up
1315 * a bit - I think it should be functionally equivalant.
1316 * MSW 2002-07-17
1317 */
1318 int kill_object(object *op,int dam, object *hitter, int type)
1319 {
1320 char buf[MAX_BUF];
1321 const char *skill;
1322 int maxdam=0;
1323 int battleg=0; /* true if op standing on battleground */
1324 int pk=0; /* true if op and what controls hitter are both players*/
1325 object *owner=NULL;
1326 object *skop=NULL;
1327
1328 if (op->stats.hp>=0)
1329 return -1;
1330
1331 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1332 return 0;
1333
1334 /* maxdam needs to be the amount of damage it took to kill
1335 * this creature. The function(s) that call us have already
1336 * adjusted the creatures HP total, so that is negative.
1337 */
1338 maxdam = dam + op->stats.hp + 1;
1339
1340 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1341 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1342
1343 if(op->type==DOOR) {
1344 op->speed = 0.1;
1345 update_ob_speed(op);
1346 op->speed_left= -0.05;
1347 return maxdam;
1348 }
1349 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1350 remove_friendly_object(op);
1351 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1352 op->owner->contr->ranges[range_golem] == op) {
1353 op->owner->contr->ranges[range_golem]=NULL;
1354 op->owner->contr->golem_count=0;
1355 }
1356
1357 remove_ob(op);
1358 free_object(op);
1359 return maxdam;
1360 }
1361
1362 /* Now lets start dealing with experience we get for killing something */
1363
1364 owner=get_owner(hitter);
1365 if(owner==NULL)
1366 owner=hitter;
1367
1368 /* is the victim (op) standing on battleground? */
1369 if (op_on_battleground(op, NULL, NULL)) battleg=1;
1370
1371 /* is this player killing?*/
1372 if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1373
1374 /* Player killed something */
1375 if(owner->type==PLAYER) {
1376 Log_Kill(owner->name,
1377 query_name(op),op->type,
1378 (owner!=hitter) ? query_name(hitter) : NULL,
1379 (owner!=hitter) ? hitter->type : 0);
1380
1381 /* Log players killing other players - makes it easier to detect
1382 * and filter out malicious player killers - that is why the
1383 * ip address is included.
1384 */
1385 if (op->type == PLAYER && !battleg) {
1386 time_t t=time(NULL);
1387 struct tm *tmv;
1388 char buf[256];
1389
1390 tmv = localtime(&t);
1391 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1392
1393 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1394 buf, owner->name, owner->contr->socket.host, query_name(op));
1395 }
1396
1397 /* try to filter some things out - basically, if you are
1398 * killing a level 1 creature and your level 20, you
1399 * probably don't want to see that.
1400 */
1401 if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1402 if(owner!=hitter) {
1403 new_draw_info_format(NDI_BLACK, 0, owner,
1404 "You killed %s with %s.",query_name(op),
1405 query_name(hitter));
1406 }
1407 else {
1408 new_draw_info_format(NDI_BLACK, 0, owner,
1409 "You killed %s.",query_name(op));
1410 }
1411 /* Only play sounds for melee kills */
1412 if (hitter->type == PLAYER)
1413 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1414 }
1415
1416 /* If a player kills another player, not on
1417 * battleground, the "killer" looses 1 luck. Since this is
1418 * not reversible, it's actually quite a pain IMHO. -AV
1419 * Fix bug in that we were changing the luck of the hitter, not
1420 * player that the object belonged to - so if you killed another player
1421 * with spells, pets, whatever, there was no penalty.
1422 * Changed to make luck penalty configurable in settings.
1423 */
1424 if(op->type == PLAYER && owner != op && !battleg)
1425 change_luck(owner, -settings.pk_luck_penalty);
1426
1427 /* This code below deals with finding the appropriate skill
1428 * to credit exp to. This is a bit problematic - we should
1429 * probably never really have to look at current_weapon->skill
1430 */
1431 skill = NULL;
1432 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1433 else if (owner->chosen_skill) {
1434 skill = owner->chosen_skill->skill;
1435 skop = owner->chosen_skill;
1436 }
1437 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1438 else
1439 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1440
1441 /* We have the skill we want to credit to - now find the object this goes
1442 * to. Make sure skop is an actual skill, and not a skill tool!
1443 */
1444 if ((!skop || skop->type != SKILL) && skill) {
1445 int i;
1446
1447 for (i=0; i<NUM_SKILLS; i++)
1448 if (owner->contr->last_skill_ob[i] &&
1449 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1450 skop = owner->contr->last_skill_ob[i];
1451 break;
1452 }
1453 }
1454 } /* Was it a player that hit somethign */
1455 else {
1456 skill = NULL;
1457 }
1458
1459 /* Pet (or spell) killed something. */
1460 if(owner != hitter ) {
1461 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1462 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1463 }
1464 else {
1465 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1466 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1467 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1468 }
1469 /* These may have been set in the player code section above */
1470 if (!skop) skop = hitter->chosen_skill;
1471 if (!skill && skop) skill=skop->skill;
1472
1473 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1474
1475
1476 /* If you didn't kill yourself, and your not the wizard */
1477 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1478 int exp;
1479
1480 /* Really don't give much experience for killing other players */
1481 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1482 if (op->type==PLAYER) {
1483 if (battleg) {
1484 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1485 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1486 }
1487 else
1488 exp = op->stats.exp / 1000;
1489 }
1490 else
1491 exp = calc_skill_exp(owner, op, skop);
1492
1493 /* if op is standing on "battleground" (arena), no way to gain
1494 * exp by killing him
1495 */
1496 if (battleg) exp = 0;
1497
1498 /* Don't know why this is set this way - doesn't make
1499 * sense to just divide everything by two for no reason.
1500 */
1501
1502 if (!settings.simple_exp)
1503 exp=exp/2;
1504
1505 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1506 change_exp(owner,exp, skill, 0);
1507 }
1508 else {
1509 int shares=0,count=0;
1510
1511 player *pl;
1512
1513 partylist *party=owner->contr->party;
1514 #ifdef PARTY_KILL_LOG
1515 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1516 #endif
1517 for(pl=first_player;pl!=NULL;pl=pl->next) {
1518 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1519 count++;
1520 shares+=(pl->ob->level+4);
1521 }
1522 }
1523 if(count==1 || shares>exp)
1524 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1525 else {
1526 int share=exp/shares,given=0,nexp;
1527 for(pl=first_player;pl!=NULL;pl=pl->next) {
1528 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1529 nexp=(pl->ob->level+4)*share;
1530 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1531 given+=nexp;
1532 }
1533 }
1534 exp-=given;
1535 /* give any remainder to the player */
1536 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1537 }
1538 } /* else part of a party */
1539
1540 } /* end if person didn't kill himself */
1541
1542 if(op->type!=PLAYER) {
1543 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1544 object *owner1 = get_owner(op);
1545
1546 if(owner1!= NULL && owner1->type == PLAYER) {
1547 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1548 /* Maybe we should include the owner that killed this, maybe not */
1549 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1550 op->name,hitter->name);
1551 }
1552 remove_friendly_object(op);
1553 }
1554 remove_ob(op);
1555 free_object(op);
1556 }
1557 /* Player has been killed! */
1558 else {
1559 if(owner->type==PLAYER) {
1560 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1561 }
1562 else {
1563 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1564 op->contr->killer[BIG_NAME-1]='\0';
1565 }
1566 }
1567 /* This was return -1 - that doesn't seem correct - if we return -1, process
1568 * continues in the calling function.
1569 */
1570 return maxdam;
1571 }
1572
1573 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1574 * Returns 0 this is not friendly fire
1575 */
1576
1577 int friendly_fire(object *op, object *hitter){
1578 object *owner;
1579 int friendlyfire;
1580
1581 if (hitter->head) hitter=hitter->head;
1582
1583 friendlyfire = 0;
1584
1585 if(op->type == PLAYER) {
1586 if (op_on_battleground (hitter, 0, 0))
1587 return 0;
1588
1589 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1590 return 1;
1591
1592 if((owner = get_owner(hitter))!=NULL) {
1593 if(owner->type == PLAYER && owner->contr->peaceful == 1)
1594 friendlyfire = 2;
1595 }
1596
1597 if (hitter->type == SPELL || hitter->type == POISONING ||
1598 hitter->type == DISEASE || hitter->type == RUNE)
1599 friendlyfire = 0;
1600 }
1601 return friendlyfire;
1602 }
1603
1604
1605 /* This isn't used just for players, but in fact most objects.
1606 * op is the object to be hit, dam is the amount of damage, hitter
1607 * is what is hitting the object, type is the attacktype, and
1608 * full_hit is set if monster area does not matter.
1609 * dam is base damage - protections/vulnerabilities/slaying matches can
1610 * modify it.
1611 */
1612
1613 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1614 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1615
1616 int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1617 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1618 int maxattacktype, attacknum;
1619 int body_attack = op && op->head; /* Did we hit op's head? */
1620 int simple_attack;
1621 tag_t op_tag, hitter_tag;
1622 int rtn_kill = 0;
1623 int friendlyfire;
1624
1625 if (get_attack_mode (&op, &hitter, &simple_attack))
1626 return 0;
1627
1628 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1629 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1630 return 0;
1631
1632 #ifdef PROHIBIT_PLAYERKILL
1633 if (op->type == PLAYER) {
1634 object *owner = get_owner (hitter);
1635 if (!owner) owner = hitter;
1636 if (owner->type == PLAYER
1637 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1638 && op != owner) {
1639 return 0;
1640 }
1641 }
1642 #endif
1643
1644 op_tag = op->count;
1645 hitter_tag = hitter->count;
1646
1647 if (body_attack) {
1648 /* slow and paralyze must hit the head. But we don't want to just
1649 * return - we still need to process other attacks the spell still
1650 * might have. So just remove the paralyze and slow attacktypes,
1651 * and keep on processing if we have other attacktypes.
1652 * return if only magic or nothing is left - under normal code
1653 * we don't attack with pure magic if there is another attacktype.
1654 * Only do processing if the initial attacktype includes one of those
1655 * attack so we don't cancel out things like magic bullet.
1656 */
1657 if (type & (AT_PARALYZE | AT_SLOW)) {
1658 type &= ~(AT_PARALYZE | AT_SLOW);
1659 if (!type || type==AT_MAGIC) return 0;
1660 }
1661 }
1662
1663 if ( ! simple_attack && op->type == DOOR) {
1664 object *tmp;
1665 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1666 if (tmp->type == RUNE || tmp->type == TRAP) {
1667 spring_trap (tmp, hitter);
1668 if (was_destroyed (hitter, hitter_tag)
1669 || was_destroyed (op, op_tag)
1670 || abort_attack (op, hitter, simple_attack))
1671 return 0;
1672 break;
1673 }
1674 }
1675
1676 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1677 /* FIXME: If a player is killed by a rune in a door, the
1678 * was_destroyed() check above doesn't return, and might get here.
1679 */
1680 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1681 "hit_player()\n", op->arch->name, op->name);
1682 return 0;
1683 }
1684
1685 #ifdef ATTACK_DEBUG
1686 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1687 #endif
1688
1689 if (magic) {
1690 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1691 * in case 0>dam>1, we try to "simulate" a float value-effect */
1692 dam = dam*(100-op->resist[ATNR_MAGIC]);
1693 if (dam >= 100)
1694 dam /= 100;
1695 else
1696 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1697 }
1698
1699 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1700 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1701 */
1702 if(type & AT_CHAOS){
1703 shuffle_attack(op,0); /*0 flag tells it to not change the face */
1704 update_object(op,UP_OBJ_FACE);
1705 type &= ~AT_CHAOS;
1706 }
1707
1708 /* Holyword is really an attacktype modifier (like magic is). If
1709 * holyword is part of an attacktype, then make sure the creature is
1710 * a proper match, otherwise no damage.
1711 */
1712 if (type & AT_HOLYWORD) {
1713 object *god;
1714 if ((!hitter->slaying ||
1715 (!(op->race && strstr(hitter->slaying,op->race)) &&
1716 !(op->name && strstr(hitter->slaying,op->name)))) &&
1717 (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1718 (hitter->title != NULL
1719 && (god = find_god(determine_god(hitter))) != NULL
1720 && god->race != NULL
1721 && strstr(god->race,undead_name) != NULL)))
1722 return 0;
1723 }
1724
1725 maxattacktype = type; /* initialize this to something */
1726 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1727 /* Magic isn't really a true attack type - it gets combined with other
1728 * attack types. As such, skip it over. However, if magic is
1729 * the only attacktype in the group, then still attack with it
1730 */
1731 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1732
1733 /* Go through and hit the player with each attacktype, one by one.
1734 * hit_player_attacktype only figures out the damage, doesn't inflict
1735 * it. It will do the appropriate action for attacktypes with
1736 * effects (slow, paralization, etc.
1737 */
1738 if (type & attacktype) {
1739 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1740 /* the >= causes us to prefer messages from special attacks, if
1741 * the damage is equal.
1742 */
1743 if (ndam >= maxdam) {
1744 maxdam = ndam;
1745 maxattacktype = 1<<attacknum;
1746 }
1747 }
1748 }
1749
1750 /* if this is friendly fire then do a set % of damage only
1751 * Note - put a check in to make sure this attack is actually
1752 * doing damage - otherwise, the +1 in the code below will make
1753 * an attack do damage before when it otherwise didn't
1754 */
1755 friendlyfire = friendly_fire(op, hitter);
1756 if (friendlyfire && maxdam){
1757 maxdam = ((dam * settings.set_friendly_fire) / 100);
1758 #ifndef COZY_SERVER
1759 maxdam++;
1760 #endif
1761
1762 #ifdef ATTACK_DEBUG
1763 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1764 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1765 #endif
1766 }
1767
1768 if (!full_hit) {
1769 archetype *at;
1770 int area;
1771 int remainder;
1772
1773 area = 0;
1774 for(at = op->arch; at != NULL; at = at->more)
1775 area++;
1776 assert(area > 0);
1777
1778 /* basically: maxdam /= area; we try to "simulate" a float
1779 value-effect */
1780 remainder = 100*(maxdam%area)/area;
1781 maxdam /= area;
1782 if (RANDOM()%100 < remainder)
1783 maxdam++;
1784 }
1785
1786 #ifdef ATTACK_DEBUG
1787 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1788 #endif
1789
1790 if(get_owner(hitter))
1791 op->enemy=hitter->owner;
1792 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1793 op->enemy=hitter;
1794
1795 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1796 /* The unaggressives look after themselves 8) */
1797 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1798 npc_call_help(op);
1799 }
1800
1801 if (magic && did_make_save(op, op->level, 0))
1802 maxdam=maxdam/2;
1803
1804 attack_message(maxdam, maxattacktype, op, hitter);
1805
1806 op->stats.hp-=maxdam;
1807
1808 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1809 if ((op->stats.hp>=0) &&
1810 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1811 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1812 (float)op->stats.maxhp)) {
1813
1814 if (QUERY_FLAG(op, FLAG_MONSTER))
1815 SET_FLAG(op, FLAG_RUN_AWAY);
1816 else
1817 scare_creature(op, hitter);
1818 }
1819
1820 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1821 if (maxdam)
1822 tear_down_wall(op);
1823 return maxdam; /* nothing more to do for wall */
1824 }
1825
1826 /* See if the creature has been killed */
1827 rtn_kill = kill_object(op, maxdam, hitter, type);
1828 if (rtn_kill != -1)
1829 return rtn_kill;
1830
1831
1832 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1833 * that before if the player was immune to ghosthit, the monster
1834 * remained - that is no longer the case.
1835 */
1836 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1837 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1838 remove_friendly_object(hitter);
1839 remove_ob(hitter);
1840 free_object(hitter);
1841 }
1842 /* Lets handle creatures that are splitting now */
1843 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1844 int i;
1845 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1846 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1847 object *owner = get_owner(op);
1848
1849 if(!op->other_arch) {
1850 LOG(llevError,"SPLITTING without other_arch error.\n");
1851 return maxdam;
1852 }
1853 remove_ob(op);
1854 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1855 object *tmp=arch_to_object(op->other_arch);
1856 int j;
1857
1858 tmp->stats.hp=op->stats.hp;
1859 if (friendly) {
1860 SET_FLAG(tmp, FLAG_FRIENDLY);
1861 add_friendly_object(tmp);
1862 tmp->attack_movement = PETMOVE;
1863 if (owner!=NULL)
1864 set_owner(tmp,owner);
1865 }
1866 if (unaggressive)
1867 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1868 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1869 if (j==-1) /* No spot to put this monster */
1870 free_object(tmp);
1871 else {
1872 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1873 insert_ob_in_map(tmp,op->map,NULL,0);
1874 }
1875 }
1876 if(friendly)
1877 remove_friendly_object(op);
1878 free_object(op);
1879 }
1880 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1881 remove_ob(hitter);
1882 free_object(hitter);
1883 }
1884 return maxdam;
1885 }
1886
1887
1888 void poison_player(object *op, object *hitter, int dam)
1889 {
1890 archetype *at = find_archetype("poisoning");
1891 object *tmp=present_arch_in_ob(at,op);
1892
1893 if(tmp==NULL) {
1894 if((tmp=arch_to_object(at))==NULL)
1895 LOG(llevError,"Failed to clone arch poisoning.\n");
1896 else {
1897 tmp = insert_ob_in_ob(tmp,op);
1898 /* peterm: give poisoning some teeth. It should
1899 * be able to kill things better than it does:
1900 * damage should be dependent something--I choose to
1901 * do this: if it's a monster, the damage from the
1902 * poisoning goes as the level of the monster/2.
1903 * If anything else, goes as damage.
1904 */
1905
1906 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1907 tmp->stats.dam += hitter->level/2;
1908 else
1909 tmp->stats.dam = dam;
1910
1911 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1912 if(hitter->skill && hitter->skill != tmp->skill) {
1913 if (tmp->skill) free_string(tmp->skill);
1914 tmp->skill = add_refcount(hitter->skill);
1915 }
1916
1917 tmp->stats.food+=dam; /* more damage, longer poisoning */
1918
1919 if(op->type==PLAYER) {
1920 /* player looses stats, maximum is -10 of each */
1921 tmp->stats.Con= MAX(-(dam/4+1), -10);
1922 tmp->stats.Str= MAX(-(dam/3+2), -10);
1923 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1924 tmp->stats.Int= MAX(-dam/7, -10);
1925 SET_FLAG(tmp,FLAG_APPLIED);
1926 fix_player(op);
1927 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1928 }
1929 if (hitter->type == PLAYER)
1930 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1931 op->name);
1932 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1933 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1934 "Your %s poisons %s.", hitter->name, op->name);
1935 }
1936 tmp->speed_left=0;
1937 }
1938 else
1939 tmp->stats.food++;
1940 }
1941
1942 void slow_player(object *op,object *hitter,int dam)
1943 { archetype *at = find_archetype("slowness");
1944 object *tmp;
1945 if(at == NULL) {
1946 LOG(llevError,"Can't find slowness archetype.\n");
1947 }
1948 if((tmp=present_arch_in_ob(at,op)) == NULL) {
1949 tmp = arch_to_object(at);
1950 tmp = insert_ob_in_ob(tmp,op);
1951 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1952 } else
1953 tmp->stats.food++;
1954 SET_FLAG(tmp, FLAG_APPLIED);
1955 tmp->speed_left=0;
1956 fix_player(op);
1957 }
1958
1959 void confuse_player(object *op, object *hitter, int dam)
1960 {
1961 object *tmp;
1962 int maxduration;
1963
1964 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1965 if(!tmp) {
1966 tmp = get_archetype(FORCE_NAME);
1967 tmp = insert_ob_in_ob(tmp,op);
1968 }
1969
1970 /* Duration added per hit and max. duration of confusion both depend
1971 * on the player's resistance
1972 */
1973 tmp->speed = 0.05;
1974 tmp->subtype = FORCE_CONFUSION;
1975 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1976 if (tmp->name) free_string(tmp->name);
1977 tmp->name = add_string("confusion");
1978 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1979 if( tmp->duration > maxduration)
1980 tmp->duration = maxduration;
1981
1982 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1983 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1984 SET_FLAG(op, FLAG_CONFUSED);
1985 }
1986
1987 void blind_player(object *op, object *hitter, int dam)
1988 {
1989 object *tmp,*owner;
1990
1991 /* Save some work if we know it isn't going to affect the player */
1992 if (op->resist[ATNR_BLIND]==100) return;
1993
1994 tmp = present_in_ob(BLINDNESS,op);
1995 if(!tmp) {
1996 tmp = get_archetype("blindness");
1997 SET_FLAG(tmp, FLAG_BLIND);
1998 SET_FLAG(tmp, FLAG_APPLIED);
1999 /* use floats so we don't lose too much precision due to rounding errors.
2000 * speed is a float anyways.
2001 */
2002 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
2003
2004 tmp = insert_ob_in_ob(tmp,op);
2005 change_abil(op,tmp); /* Mostly to display any messages */
2006 fix_player(op); /* This takes care of some other stuff */
2007
2008 if(hitter->owner) owner = get_owner(hitter);
2009 else owner = hitter;
2010
2011 new_draw_info_format(NDI_UNIQUE,0,owner,
2012 "Your attack blinds %s!",query_name(op));
2013 }
2014 tmp->stats.food += dam;
2015 if(tmp->stats.food > 10) tmp->stats.food = 10;
2016 }
2017
2018 void paralyze_player(object *op, object *hitter, int dam)
2019 {
2020 float effect,max;
2021 /* object *tmp; */
2022
2023 /* This is strange stuff... someone knows for what this is
2024 * written? Well, i think this can and should be removed
2025 */
2026
2027 /*
2028 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2029 tmp=clone_arch(PARAIMAGE);
2030 tmp->x=op->x,tmp->y=op->y;
2031 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2032 }
2033 */
2034
2035 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2036 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2037
2038 if (effect==0) return;
2039
2040 op->speed_left-=FABS(op->speed)*effect;
2041 /* tmp->stats.food+=(signed short) effect/op->speed; */
2042
2043 /* max number of ticks to be affected for. */
2044 max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2045 if (op->speed_left< -(FABS(op->speed)*max))
2046 op->speed_left = (float) -(FABS(op->speed)*max);
2047
2048 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2049 }
2050
2051
2052 /* Attempts to kill 'op'. hitter is the attack object, dam is
2053 * the computed damaged.
2054 */
2055 void deathstrike_player(object *op, object *hitter, int *dam)
2056 {
2057 /* The intention of a death attack is to kill outright things
2058 ** that are a lot weaker than the attacker, have a chance of killing
2059 ** things somewhat weaker than the caster, and no chance of
2060 ** killing something equal or stronger than the attacker.
2061 ** Also, if a deathstrike attack has a slaying, any monster
2062 ** whose name or race matches a comma-delimited list in the slaying
2063 ** field of the deathstriking object */
2064
2065 int atk_lev, def_lev, kill_lev;
2066
2067 if(hitter->slaying)
2068 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2069 (op->race&&strstr(hitter->slaying,op->race)))) return;
2070
2071 def_lev = op->level;
2072 if (def_lev < 1) {
2073 LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2074 op->arch->name, op->name);
2075 def_lev = 1;
2076 }
2077 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2078 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2079 atk_lev, def_lev); */
2080
2081 if(atk_lev >= def_lev ){
2082 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2083
2084 /* Note that the below effectively means the ratio of the atk vs
2085 * defener level is important - if level 52 character has very little
2086 * chance of killing a level 50 monster. This should probably be
2087 * redone.
2088 */
2089 if(kill_lev >= def_lev) {
2090 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2091 /* I think this doesn't really do much. Because of
2092 * integer rounding, this only makes any difference if the
2093 * attack level is double the defender level.
2094 */
2095 *dam *= kill_lev / def_lev;
2096 }
2097 } else {
2098 *dam = 0; /* no harm done */
2099 }
2100 }
2101
2102 /* thrown_item_effect() - handles any special effects of thrown
2103 * items (like attacking living creatures--a potion thrown at a
2104 * monster).
2105 */
2106 static void thrown_item_effect (object *hitter, object *victim)
2107 {
2108 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2109 /* May not need a switch for just 2 types, but this makes it
2110 * easier for expansion.
2111 */
2112 switch (hitter->type) {
2113 case POTION:
2114 /* should player get a save throw instead of checking magic protection? */
2115 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2116 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2117 break;
2118
2119 case POISON: /* poison drinks */
2120 /* As with potions, should monster get a save? */
2121 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2122 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2123 break;
2124
2125 /* Removed case statements that did nothing.
2126 * food may be poisonous, but monster must be willing to eat it,
2127 * so we don't handle it here.
2128 * Containers should perhaps break open, but that code was disabled.
2129 */
2130 }
2131 }
2132 }
2133
2134 /* adj_attackroll() - adjustments to attacks by various conditions */
2135
2136 int adj_attackroll (object *hitter, object *target) {
2137 object *attacker = hitter;
2138 int adjust=0;
2139
2140 /* safety */
2141 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2142 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2143 "map\n");
2144 return 0;
2145 }
2146
2147 /* aimed missiles use the owning object's sight */
2148 if(is_aimed_missile(hitter)) {
2149 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2150 /* A player who saves but hasn't quit still could have objects
2151 * owned by him - need to handle that case to avoid crashes.
2152 */
2153 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2154 }
2155 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2156 return 0;
2157
2158 /* determine the condtions under which we make an attack.
2159 * Add more cases, as the need occurs. */
2160
2161 if(!can_see_enemy(attacker,target)) {
2162 /* target is unseen */
2163 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2164 adjust -= 10;
2165 /* dark map penalty for the hitter (lacks infravision if we got here). */
2166 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2167 adjust -= target->map->darkness;
2168 }
2169
2170 if(QUERY_FLAG(attacker,FLAG_SCARED))
2171 adjust -= 3;
2172
2173 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2174 adjust += 1;
2175
2176 if(QUERY_FLAG(target,FLAG_SCARED))
2177 adjust += 1;
2178
2179 if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2180 adjust -= 3;
2181
2182 /* if we attack at a different 'altitude' its harder */
2183 if((attacker->move_type & target->move_type)==0)
2184 adjust -= 2;
2185
2186 #if 0
2187 /* slower attacks are less likely to succeed. We should use a
2188 * comparison between attacker/target speeds BUT, players have
2189 * a generally faster speed, so this will wind up being a HUGE
2190 * disadantage for the monsters! Too bad, because missiles which
2191 * fly fast should have a better chance of hitting a slower target.
2192 */
2193 if(hitter->speed<target->speed)
2194 adjust += ((float) hitter->speed-target->speed);
2195 #endif
2196
2197 #if 0
2198 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2199 #endif
2200
2201 return adjust;
2202 }
2203
2204
2205 /* determine if the object is an 'aimed' missile */
2206 int is_aimed_missile ( object *op) {
2207
2208 /* I broke what used to be one big if into a few nested
2209 * ones so that figuring out the logic is at least possible.
2210 */
2211 if (op && (op->move_type & MOVE_FLYING)) {
2212 if (op->type==ARROW || op->type==THROWN_OBJ)
2213 return 1;
2214 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2215 op->subtype == SP_EXPLOSION))
2216 return 1;
2217 }
2218 return 0;
2219 }
2220