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/cvs/deliantra/server/server/attack.C
Revision: 1.100
Committed: Thu Nov 20 12:51:08 2008 UTC (15 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73
Changes since 1.99: +4 -2 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
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 (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, 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)
83 {
84 for (mt = materialt; mt && mt->next; 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)
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) return TRUE;
110
111 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE;
113
114 for (number = 0; number < NROFATTACKS; number++)
115 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
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)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potential "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->archname;
167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
173 if (env)
174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
178
179 return;
180 }
181
182 if (type & AT_CANCELLATION)
183 { /* Cancellation. */
184 cancellation (op);
185 fix_stopped_item (op, m, originator);
186 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 op->insert_at (originator);
198 op->drop_and_destroy ();
199 }
200
201 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env)
203 {
204 op = archetype::get (shstr_burnout);
205 op->x = env->x, op->y = env->y;
206 env->insert (op);
207 }
208 else
209 replace_insert_ob_in_map (shstr_burnout, originator);
210
211 return;
212 }
213
214 /* The value of 50 is arbitrary. */
215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
216 {
217 archetype *at = archetype::find (shstr_icecube);
218
219 if (at == NULL)
220 return;
221
222 op = stop_item (op);
223 if (op == NULL)
224 return;
225
226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
228 {
229 tmp = arch_to_object (at);
230 tmp->x = op->x, tmp->y = op->y;
231 /* This was in the old (pre new movement code) -
232 * icecubes have slow_move set to 1 - don't want
233 * that for ones we create.
234 */
235 tmp->move_slow_penalty = 0;
236 tmp->move_slow = 0;
237 insert_ob_in_map (tmp, op->map, originator, 0);
238 }
239
240 tmp->insert (op);
241 return;
242 }
243 }
244
245 /* Object op is hitting the map.
246 * op is going in direction 'dir'
247 * type is the attacktype of the object.
248 * full_hit is set if monster area does not matter.
249 * returns 1 if it hits something, 0 otherwise.
250 */
251 int
252 hit_map (object *op, int dir, int type, int full_hit)
253 {
254 maptile *map;
255 sint16 x, y;
256 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
257
258 if (QUERY_FLAG (op, FLAG_FREED))
259 {
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 {
266 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
267 return 0;
268 }
269
270 if (!op->map)
271 {
272 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
273 return 0;
274 }
275
276 if (op->head)
277 op = op->head;
278
279 mapxy pos (op);
280 pos.move (dir);
281
282 if (!pos.normalise ())
283 return 0;
284
285 // elmex: a safe map tile can't be hit!
286 // this should prevent most harmful effects on items and players there.
287 mapspace &ms = pos.ms ();
288
289 if (ms.flags () & P_SAFE)
290 return 0;
291
292 /* peterm: a few special cases for special attacktypes --counterspell
293 * must be out here because it strikes things which are not alive
294 */
295 if (type & (AT_COUNTERSPELL | AT_CHAOS))
296 {
297 if (type & AT_COUNTERSPELL)
298 {
299 counterspell (op, dir); /* see spell_effect.c */
300
301 /* If the only attacktype is counterspell or magic, don't need
302 * to do any further processing.
303 */
304 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
305 return 0;
306
307 type &= ~AT_COUNTERSPELL;
308 }
309
310 if (type & AT_CHAOS)
311 {
312 shuffle_attack (op, 1); /* flag tells it to change the face */
313 update_object (op, UP_OBJ_FACE);
314 type &= ~AT_CHAOS;
315 }
316 }
317
318 /* There may still be objects that were above 'next', but there is no
319 * simple way to find out short of copying all object references and
320 * tags into a temporary array before we start processing the first
321 * object. That's why we just abort on destroy.
322 *
323 * This happens whenever attack spells (like fire) hit a pile
324 * of objects. This is not a bug - nor an error.
325 */
326 for (object *next = ms.bot; next && !next->destroyed (); )
327 {
328 object *tmp = next;
329 next = tmp->above;
330
331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
332 * For example, 'tmp' was put in an icecube.
333 * This is one of the few cases where on_same_map should not be used.
334 */
335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
336 continue;
337
338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
339 {
340 hit_player (tmp, op->stats.dam, op, type, full_hit);
341 retflag |= 1;
342
343 if (op->destroyed ())
344 break;
345 }
346 /* Here we are potentially destroying an object. If the object has
347 * NO_PASS set, it is also immune - you can't destroy walls. Note
348 * that weak walls have is_alive set, which prevent objects from
349 * passing over/through them. We don't care what type of movement
350 * the wall blocks - if it blocks any type of movement, can't be
351 * destroyed right now.
352 */
353 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
354 {
355 save_throw_object (tmp, type, op);
356
357 if (op->destroyed ())
358 break;
359 }
360 }
361
362 return 0;
363 }
364
365 void
366 attack_message (int dam, int type, object *op, object *hitter)
367 {
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0;
370 maptile *map;
371 object *next, *tmp;
372
373 /* put in a few special messages for some of the common attacktypes
374 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919]
376 */
377
378 if (dam == 9998 && op->type == DOOR)
379 {
380 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks");
382 found++;
383 }
384 if (dam < 0)
385 {
386 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits");
388 found++;
389 }
390 else if (dam == 0)
391 {
392 sprintf (buf1, "missed %s", &op->name);
393 sprintf (buf2, " misses");
394 found++;
395 }
396 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
397 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
398 {
399 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
400 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
401 {
402 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
403 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
404 found++;
405 break;
406 }
407 }
408 else if (op->type == DOOR && !found)
409 {
410 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
411 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
412 {
413 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
414 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
415 found++;
416 break;
417 }
418 }
419 else if (hitter->type == PLAYER && op->is_alive ())
420 {
421 if (USING_SKILL (hitter, SK_KARATE))
422 {
423 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
424 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
425 {
426 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
427 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
428 found++;
429 break;
430 }
431 }
432 else if (USING_SKILL (hitter, SK_CLAWING))
433 {
434 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
435 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
436 {
437 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
438 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
439 found++;
440 break;
441 }
442 }
443 else if (USING_SKILL (hitter, SK_PUNCHING))
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
446 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
449 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
450 found++;
451 break;
452 }
453 }
454 }
455
456 if (found)
457 {
458 /* done */
459 }
460 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
461 {
462 sprintf (buf1, "hit"); /* just in case */
463 for (i = 0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
465 {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++;
468 break;
469 }
470 }
471 else if (type & AT_DRAIN && op->is_alive ())
472 {
473 /* drain is first, because some items have multiple attypes */
474 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
475 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
476 {
477 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++;
480 break;
481 }
482 }
483 else if (type & AT_ELECTRICITY && op->is_alive ())
484 {
485 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
486 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
487 {
488 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++;
491 break;
492 }
493 }
494 else if (type & AT_COLD && op->is_alive ())
495 {
496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
497 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
498 {
499 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_FIRE)
506 {
507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
508 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
509 {
510 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (hitter->current_weapon != NULL)
517 {
518 int mtype;
519
520 switch (hitter->current_weapon->weapontype)
521 {
522 case WEAP_HIT:
523 mtype = ATM_BASIC;
524 break;
525 case WEAP_SLASH:
526 mtype = ATM_SLASH;
527 break;
528 case WEAP_PIERCE:
529 mtype = ATM_PIERCE;
530 break;
531 case WEAP_CLEAVE:
532 mtype = ATM_CLEAVE;
533 break;
534 case WEAP_SLICE:
535 mtype = ATM_SLICE;
536 break;
537 case WEAP_STAB:
538 mtype = ATM_STAB;
539 break;
540 case WEAP_WHIP:
541 mtype = ATM_WHIP;
542 break;
543 case WEAP_CRUSH:
544 mtype = ATM_CRUSH;
545 break;
546 case WEAP_BLUD:
547 mtype = ATM_BLUD;
548 break;
549 default:
550 mtype = ATM_BASIC;
551 break;
552 }
553
554 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
555 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
556 {
557 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
558 strcpy (buf2, attack_mess[mtype][i].buf3);
559 found++;
560 break;
561 }
562 }
563 else
564 {
565 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
566 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
567 {
568 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
569 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
570 found++;
571 break;
572 }
573 }
574
575 if (!found)
576 {
577 strcpy (buf1, "hit");
578 strcpy (buf2, " hits");
579 }
580
581 /* bail out if a monster is casting spells */
582 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
583 return;
584
585 /* scale down magic considerably. */
586 if (type & AT_MAGIC && rndm (0, 5))
587 return;
588
589 /* Did a player hurt another player? Inform both! */
590 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
591 {
592 if (hitter->owner != NULL)
593 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
594 else
595 {
596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
598 if (dam != 0)
599 {
600 if (dam < 10)
601 op->contr->play_sound (sound_find ("player_is_hit1"));
602 else if (dam < 20)
603 op->contr->play_sound (sound_find ("player_is_hit2"));
604 else
605 op->contr->play_sound (sound_find ("player_is_hit3"));
606 }
607 }
608
609 new_draw_info (NDI_BLACK, 0, op, buf);
610 } /* end of player hitting player */
611
612 if (hitter->type == PLAYER)
613 {
614 sprintf (buf, "You %s.", buf1);
615
616 if (dam != 0)
617 {
618 if (dam < 10)
619 op->play_sound (sound_find ("player_hits1"));
620 else if (dam < 20)
621 op->play_sound (sound_find ("player_hits2"));
622 else
623 op->play_sound (sound_find ("player_hits3"));
624 }
625
626 new_draw_info (NDI_BLACK, 0, hitter, buf);
627 }
628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
629 {
630 /* look for stacked spells and start reducing the message chances */
631 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
632 {
633 i = 4;
634 map = hitter->map;
635 if (out_of_map (map, hitter->x, hitter->y))
636 return;
637
638 next = GET_MAP_OB (map, hitter->x, hitter->y);
639 if (next)
640 while (next)
641 {
642 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
643 i *= 3;
644
645 tmp = next;
646 next = tmp->above;
647 }
648
649 if (i < 0)
650 return;
651
652 if (rndm (0, i) != 0)
653 return;
654 }
655 else if (rndm (0, 5) != 0)
656 return;
657
658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
659 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 }
662 }
663
664
665 static int
666 get_attack_mode (object **target, object **hitter, int *simple_attack)
667 {
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
669 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1;
672 }
673
674 if ((*target)->head)
675 *target = (*target)->head;
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
683 if ((*hitter)->env || (*target)->env)
684 {
685 *simple_attack = 1;
686 return 0;
687 }
688
689 if (QUERY_FLAG (*target, FLAG_REMOVED)
690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
693 {
694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
696 return 1;
697 }
698
699 *simple_attack = 0;
700 return 0;
701 }
702
703 static int
704 abort_attack (object *target, object *hitter, int simple_attack)
705 {
706
707 /* Check if target and hitter are still in a relation similar to the one
708 * determined by get_attack_mode(). Returns true if the relation has changed.
709 */
710 int new_mode;
711
712 if (hitter->env == target || target->env == hitter)
713 new_mode = 1;
714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1;
716 else
717 new_mode = 0;
718 return new_mode != simple_attack;
719 }
720
721 static void thrown_item_effect (object *, object *);
722
723 static int
724 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
725 {
726 int simple_attack, roll, dam = 0;
727 uint32 type;
728 shstr op_name;
729
730 if (get_attack_mode (&op, &hitter, &simple_attack))
731 goto error;
732
733 if (hitter->current_weapon)
734 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
735 return RESULT_INT (0);
736
737 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
738 return RESULT_INT (0);
739
740 /*
741 * A little check to make it more difficult to dance forward and back
742 * to avoid ever being hit by monsters.
743 */
744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
745 {
746 /* Decrease speed BEFORE calling process_object. Otherwise, an
747 * infinite loop occurs, with process_object calling move_monster,
748 * which then gets here again. By decreasing the speed before
749 * we call process_object, the 'if' statement above will fail.
750 */
751 --op->speed_left;
752 process_object (op);
753
754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
755 goto error;
756 }
757
758 op_name = op->name;
759
760 roll = random_roll (1, 20, hitter, PREFER_HIGH);
761
762 /* Adjust roll for various situations. */
763 if (!simple_attack)
764 roll += adj_attackroll (hitter, op);
765
766 /* See if we hit the creature */
767 if (roll == 20 || op->stats.ac >= base_wc - roll)
768 {
769 int hitdam = base_dam;
770
771 if (!simple_attack)
772 {
773 /* If you hit something, the victim should *always* wake up.
774 * Before, invisible hitters could avoid doing this.
775 * -b.t. */
776 if (QUERY_FLAG (op, FLAG_SLEEP))
777 CLEAR_FLAG (op, FLAG_SLEEP);
778
779 /* If the victim can't see the attacker, it may alert others
780 * for help. */
781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
782 npc_call_help (op);
783
784 /* if you were hidden and hit by a creature, you are discovered */
785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 {
787 make_visible (op);
788
789 if (op->type == PLAYER)
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
791 }
792
793 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the
796 * wrapper object.
797 */
798 thrown_item_effect (hitter, op);
799
800 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
801 goto leave;
802 }
803
804 /* Need to do at least 1 damage, otherwise there is no point
805 * to go further and it will cause FPE's below.
806 */
807 if (hitdam <= 0)
808 hitdam = 1;
809
810 type = hitter->attacktype;
811
812 if (!type)
813 type = AT_PHYSICAL;
814
815 /* Handle monsters that hit back */
816 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
817 {
818 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
819 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
820
821 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
822
823 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
824 goto leave;
825 }
826
827 /* In the new attack code, it should handle multiple attack
828 * types in its area, so remove it from here.
829 */
830 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
831
832 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
833 goto leave;
834 } /* end of if hitter hit op */
835 /* if we missed, dam=0 */
836
837 /*attack_message(dam, type, op, hitter); */
838
839 goto leave;
840
841 error:
842 dam = 1;
843
844 leave:
845
846 return dam;
847 }
848
849 int
850 attack_ob (object *op, object *hitter)
851 {
852 hitter = hitter->head_ ();
853
854 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
855 }
856
857 /* op is the arrow, tmp is what is stopping the arrow.
858 *
859 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
860 */
861 static int
862 stick_arrow (object *op, object *tmp)
863 {
864 /* If the missile hit a player, we insert it in their inventory.
865 * However, if the missile is heavy, we don't do so (assume it falls
866 * to the ground after a hit). What a good value for this is up to
867 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
868 * stick around.
869 */
870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
871 {
872 tmp->head_ ()->insert (op);
873 return 1;
874 }
875 else
876 return 0;
877 }
878
879 /* hit_with_arrow() disassembles the missile, attacks the victim and
880 * reassembles the missile.
881 *
882 * It returns a pointer to the reassembled missile, or NULL if the missile
883 * isn't available anymore.
884 */
885 object *
886 hit_with_arrow (object *op, object *victim)
887 {
888 object *container, *hitter;
889 int hit_something = 0;
890
891 /* Disassemble missile */
892 if (op->inv)
893 {
894 container = op;
895 hitter = op->inv;
896 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
897 /* Note that we now have an empty THROWN_OBJ on the map. Code that
898 * might be called until this THROWN_OBJ is either reassembled or
899 * removed at the end of this function must be able to deal with empty
900 * THROWN_OBJs. */
901 }
902 else
903 {
904 container = 0;
905 hitter = op;
906 }
907
908 /* Try to hit victim */
909 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
910
911 /* Arrow attacks door, rune of summoning is triggered, demon is put on
912 * arrow, move_apply() calls this function, arrow sticks in demon,
913 * attack_ob_simple() returns, and we've got an arrow that still exists
914 * but is no longer on the map. Ugh. (Beware: Such things can happen at
915 * other places as well!)
916 */
917 if (hitter->destroyed () || hitter->env != NULL)
918 {
919 if (container)
920 container->destroy ();
921
922 return 0;
923 }
924
925 /* Missile hit victim */
926 /* if the speed is > 10, then this is a fast moving arrow, we go straight
927 * through the target
928 */
929 if (hit_something && op->speed <= 10.0)
930 {
931 /* Stop arrow */
932 if (!container)
933 {
934 hitter = fix_stopped_arrow (hitter);
935 if (!hitter)
936 return 0;
937 }
938 else
939 container->destroy ();
940
941 /* Try to stick arrow into victim */
942 if (!victim->destroyed () && stick_arrow (hitter, victim))
943 return 0;
944
945 /* Else try to put arrow on victim's map square
946 * remove check for P_WALL here. If the arrow got to this
947 * space, that is good enough - with the new movement code,
948 * there is now the potential for lots of spaces where something
949 * can fly over but not otherwise move over. What is the correct
950 * way to handle those otherwise?
951 */
952 if (victim->x != hitter->x || victim->y != hitter->y)
953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
958 hitter->remove ();
959 hitter->x = victim->x;
960 hitter->y = victim->y;
961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
963 }
964 else
965 /* Else leave arrow where it is */
966 merge_ob (hitter, NULL);
967
968 return 0;
969 }
970
971 if (hit_something && op->speed >= 10.0)
972 op->speed -= 1.0;
973
974 /* Missile missed victim - reassemble missile */
975 if (container)
976 {
977 hitter->remove ();
978 insert_ob_in_ob (hitter, container);
979 }
980
981 return op;
982 }
983
984 void
985 tear_down_wall (object *op)
986 {
987 int perc = 0;
988
989 if (!op->stats.maxhp)
990 {
991 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
992 perc = 1;
993 }
994 else if (!GET_ANIM_ID (op))
995 {
996 /* Object has been called - no animations, so remove it */
997 if (op->stats.hp < 0)
998 op->destroy ();
999
1000 return; /* no animations, so nothing more to do */
1001 }
1002
1003 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1004
1005 if (perc >= (int) NUM_ANIMATIONS (op))
1006 perc = NUM_ANIMATIONS (op) - 1;
1007 else if (perc < 1)
1008 perc = 1;
1009
1010 SET_ANIMATION (op, perc);
1011 update_object (op, UP_OBJ_FACE);
1012
1013 if (perc == NUM_ANIMATIONS (op) - 1)
1014 { /* Reached the last animation */
1015 if (op->face == blank_face)
1016 /* If the last face is blank, remove the ob */
1017 op->destroy ();
1018 else
1019 { /* The last face was not blank, leave an image */
1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1021 update_all_los (op->map, op->x, op->y);
1022 op->move_block = 0;
1023 CLEAR_FLAG (op, FLAG_ALIVE);
1024 }
1025 }
1026 }
1027
1028 void
1029 scare_creature (object *target, object *hitter)
1030 {
1031 object *owner = hitter->owner;
1032
1033 if (!owner)
1034 owner = hitter;
1035
1036 SET_FLAG (target, FLAG_SCARED);
1037 if (!target->enemy)
1038 target->enemy = owner;
1039 }
1040
1041 /* This returns the amount of damage hitter does to op with the
1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1043 * This doesn't damage the player, but returns how much it should
1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1045 * Note - changed for PR code - we now pass the attack number and not
1046 * the attacktype. Makes it easier for the PR code. */
1047 int
1048 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1049 {
1050 int doesnt_slay = 1;
1051
1052 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1053 if (attacknum >= NROFATTACKS)
1054 {
1055 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1056 return 0;
1057 }
1058
1059 if (dam < 0)
1060 {
1061 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1062 dam, hitter->debug_desc (), op->debug_desc ());
1063 return 0;
1064 }
1065
1066 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1067 * people can't mess with that or it otherwise get confused. */
1068 if (attacknum == ATNR_INTERNAL)
1069 return dam;
1070
1071 if (hitter->slaying)
1072 {
1073 if ((op->race && strstr (hitter->slaying, op->race))
1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1075 {
1076 doesnt_slay = 0;
1077 dam *= 3;
1078 }
1079 }
1080
1081 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1082 if (op->resist[attacknum])
1083 {
1084 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1085 * in case 0>dam>1, we try to "simulate" a float value-effect */
1086 dam *= (100 - op->resist[attacknum]);
1087 if (dam >= 100)
1088 dam /= 100;
1089 else
1090 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1091 }
1092
1093 /* Special hack. By default, if immune to something, you
1094 * shouldn't need to worry. However, acid is an exception, since
1095 * it can still damage your items. Only include attacktypes if
1096 * special processing is needed */
1097
1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1101 return 0;
1102
1103 /* Keep this in order - makes things easier to find */
1104
1105 switch (attacknum)
1106 {
1107 case ATNR_PHYSICAL:
1108 /* here also check for diseases */
1109 check_physically_infect (op, hitter);
1110 break;
1111
1112 /* Don't need to do anything for:
1113 magic,
1114 fire,
1115 electricity,
1116 cold */
1117
1118 case ATNR_CONFUSION:
1119 case ATNR_POISON:
1120 case ATNR_SLOW:
1121 case ATNR_PARALYZE:
1122 case ATNR_FEAR:
1123 case ATNR_CANCELLATION:
1124 case ATNR_DEPLETE:
1125 case ATNR_BLIND:
1126 {
1127 /* chance for inflicting a special attack depends on the
1128 * difference between attacker's and defender's level
1129 */
1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1131
1132 /* First, only creatures/players with speed can be affected.
1133 * Second, just getting hit doesn't mean it always affects
1134 * you. Third, you still get a saving through against the
1135 * effect.
1136 */
1137 if (op->speed &&
1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1139 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1140 {
1141
1142 /* Player has been hit by something */
1143 if (attacknum == ATNR_CONFUSION)
1144 confuse_player (op, hitter, dam);
1145 else if (attacknum == ATNR_POISON)
1146 poison_player (op, hitter, dam);
1147 else if (attacknum == ATNR_SLOW)
1148 slow_player (op, hitter, dam);
1149 else if (attacknum == ATNR_PARALYZE)
1150 paralyze_player (op, hitter, dam);
1151 else if (attacknum == ATNR_FEAR)
1152 scare_creature (op, hitter);
1153 else if (attacknum == ATNR_CANCELLATION)
1154 cancellation (op);
1155 else if (attacknum == ATNR_DEPLETE)
1156 op->drain_stat ();
1157 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1158 blind_player (op, hitter, dam);
1159 }
1160
1161 dam = 0; /* These are all effects and don't do real damage */
1162 }
1163 break;
1164
1165 case ATNR_ACID:
1166 {
1167 int flag = 0;
1168
1169 /* Items only get corroded if you're not on a battleground and
1170 * if your acid resistance is below 50%. */
1171 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1172 {
1173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1174 {
1175 if (tmp->invisible)
1176 continue;
1177 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1178 /* >= 10% acid res. on items will protect these */
1179 continue;
1180 if (!(tmp->materials & M_IRON))
1181 continue;
1182 if (tmp->magic < -4) /* Let's stop at -5 */
1183 continue;
1184 if (tmp->type == RING
1185 /* removed boots and gloves from exclusion list in PR */
1186 || tmp->type == GIRDLE
1187 || tmp->type == AMULET
1188 || tmp->type == WAND
1189 || tmp->type == ROD
1190 || tmp->type == HORN)
1191 continue; /* To avoid some strange effects */
1192
1193 /* High damage acid has better chance of corroding
1194 objects */
1195 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1196 {
1197 flag = 1;
1198 tmp->magic--;
1199
1200 if (object *pl = tmp->visible_to ())
1201 {
1202 /* Make this more visible */
1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1204 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1205
1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1207 }
1208 }
1209 }
1210
1211 if (flag)
1212 op->update_stats (); /* Something was corroded */
1213 }
1214 }
1215 break;
1216
1217 case ATNR_DRAIN:
1218 {
1219 /* rate is the proportion of exp drained. High rate means
1220 * not much is drained, low rate means a lot is drained.
1221 */
1222 int rate;
1223
1224 if (op->resist[ATNR_DRAIN] >= 0)
1225 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1226 else
1227 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1228
1229 if (op->stats.exp <= rate)
1230 {
1231 if (op->type == GOLEM)
1232 dam = 999; /* Its force is "sucked" away. 8) */
1233 else
1234 /* If we can't drain, lets try to do physical damage */
1235 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1236 }
1237 else
1238 {
1239 /* Randomly give the hitter some hp */
1240 if (hitter->stats.hp < hitter->stats.maxhp &&
1241 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1242 hitter->stats.hp++;
1243
1244 /* Can't do drains on battleground spaces.
1245 * Move the wiz check up here - before, the hitter wouldn't gain exp
1246 * exp, but the wiz would still lose exp! If drainee is a wiz,
1247 * nothing happens.
1248 * Try to credit the owner. We try to display player -> player drain
1249 * attacks, hence all the != PLAYER checks.
1250 */
1251 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1252 {
1253 object *owner = hitter->owner;
1254
1255 if (owner && owner != hitter)
1256 {
1257 if (op->type != PLAYER || owner->type != PLAYER)
1258 change_exp (owner, op->stats.exp / (rate * 2),
1259 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1260 }
1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1262 change_exp (hitter, op->stats.exp / (rate * 2),
1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1264
1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1266 }
1267
1268 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1269 * drain attack, you won't know that you are actually sucking out EXP,
1270 * as the messages will say you missed
1271 */
1272 }
1273 }
1274 break;
1275
1276 case ATNR_TURN_UNDEAD:
1277 {
1278 if (QUERY_FLAG (op, FLAG_UNDEAD))
1279 {
1280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1281 object *god = find_god (determine_god (owner));
1282 int div = 1;
1283
1284 /* if undead are not an enemy of your god, you turn them
1285 * at half strength */
1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1287 div = 2;
1288
1289 /* Give a bonus if you resist turn undead */
1290 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1291 scare_creature (op, owner);
1292 }
1293 else
1294 dam = 0; /* don't damage non undead - should we damage
1295 undead? */
1296 }
1297 break;
1298
1299 case ATNR_DEATH:
1300 deathstrike_player (op, hitter, &dam);
1301 break;
1302
1303 case ATNR_CHAOS:
1304 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1305 dam = 0;
1306 break;
1307
1308 case ATNR_COUNTERSPELL:
1309 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1310 dam = 0;
1311 /* This should never happen. Counterspell is handled
1312 * seperately and filtered out. If this does happen,
1313 * Counterspell has no effect on anything but spells, so it
1314 * does no damage. */
1315 break;
1316
1317 case ATNR_HOLYWORD:
1318 {
1319 /* This has already been handled by hit_player,
1320 * no need to check twice -- DAMN */
1321 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1322
1323 /* As with turn undead above, give a bonus on the saving throw */
1324 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1325 scare_creature (op, owner);
1326 }
1327 break;
1328
1329 case ATNR_LIFE_STEALING:
1330 {
1331 int new_hp;
1332
1333 /* this is replacement to drain for players, instead of taking
1334 * exp it takes hp. It is geared for players, probably not
1335 * much use giving it to monsters
1336 *
1337 * life stealing doesn't do a lot of damage, but it gives the
1338 * damage it does do to the player. Given that,
1339 * it only does 1/10'th normal damage (hence the divide by
1340 * 1000).
1341 */
1342 /* You can't steal life from something undead */
1343 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1344 return 0;
1345
1346 /* If drain protection is higher than life stealing, use that */
1347 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1348 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1349 else
1350 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1351
1352 /* You die at -1 hp, not zero. */
1353 if (dam > (op->stats.hp + 1))
1354 dam = op->stats.hp + 1;
1355
1356 new_hp = hitter->stats.hp + dam;
1357 if (new_hp > hitter->stats.maxhp)
1358 new_hp = hitter->stats.maxhp;
1359
1360 if (new_hp > hitter->stats.hp)
1361 hitter->stats.hp = new_hp;
1362 }
1363 }
1364
1365 return dam;
1366 }
1367
1368 /* GROS: This code comes from hit_player. It has been made external to
1369 * allow script procedures to "kill" objects in a combat-like fashion.
1370 * It was initially used by (kill-object) developed for the Collector's
1371 * Sword. Note that nothing has been changed from the original version
1372 * of the following code.
1373 * op is what is being killed.
1374 * dam is the damage done to it.
1375 * hitter is what is hitting it.
1376 * type is the attacktype.
1377 *
1378 * This function was a bit of a mess with hitter getting changed,
1379 * values being stored away but not used, etc. I've cleaned it up
1380 * a bit - I think it should be functionally equivalant.
1381 * MSW 2002-07-17
1382 */
1383 int
1384 kill_object (object *op, int dam, object *hitter, int type)
1385 {
1386 char buf[MAX_BUF];
1387 shstr skill;
1388 int maxdam = 0;
1389 int battleg = 0; /* true if op standing on battleground */
1390 int pk = 0; /* true if op and what controls hitter are both players */
1391 object *owner = 0;
1392 object *skop = 0;
1393
1394 if (op->stats.hp >= 0)
1395 return -1;
1396
1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1398 return 0;
1399
1400 /* maxdam needs to be the amount of damage it took to kill
1401 * this creature. The function(s) that call us have already
1402 * adjusted the creatures HP total, so that is negative.
1403 */
1404 maxdam = dam + op->stats.hp + 1;
1405
1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1407 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1408
1409 if (op->type == DOOR)
1410 {
1411 op->set_speed (0.1f);
1412 op->speed_left = -0.05f;
1413 return maxdam;
1414 }
1415
1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1417 {
1418 op->drop_and_destroy ();
1419 return maxdam;
1420 }
1421
1422 /* Now lets start dealing with experience we get for killing something */
1423
1424 owner = hitter->outer_owner ();
1425 if (!owner)
1426 owner = hitter;
1427
1428 /* is the victim (op) standing on battleground? */
1429 if (op_on_battleground (op, NULL, NULL))
1430 battleg = 1;
1431
1432 /* is this player killing? */
1433 if (op->type == PLAYER && owner->type == PLAYER)
1434 pk = 1;
1435
1436 /* Player killed something */
1437 if (owner->type == PLAYER)
1438 {
1439 /* Log players killing other players - makes it easier to detect
1440 * and filter out malicious player killers - that is why the
1441 * ip address is included.
1442 */
1443 if (op->type == PLAYER && !battleg)
1444 {
1445 time_t t = time (NULL);
1446 struct tm *tmv;
1447 char buf[256];
1448
1449 tmv = localtime (&t);
1450 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1451
1452 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1453 }
1454
1455 /* try to filter some things out - basically, if you are
1456 * killing a level 1 creature and your level 20, you
1457 * probably don't want to see that.
1458 */
1459 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1460 {
1461 if (owner != hitter)
1462 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1463 else
1464 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1465
1466 /* Only play sounds for melee kills */
1467 if (hitter->type == PLAYER)
1468 owner->play_sound (sound_find ("player_kills"));
1469 }
1470
1471 /* If a player kills another player, not on
1472 * battleground, the "killer" looses 1 luck. Since this is
1473 * not reversible, it's actually quite a pain IMHO. -AV
1474 * Fix bug in that we were changing the luck of the hitter, not
1475 * player that the object belonged to - so if you killed another player
1476 * with spells, pets, whatever, there was no penalty.
1477 * Changed to make luck penalty configurable in settings.
1478 */
1479 if (op->type == PLAYER && owner != op && !battleg)
1480 owner->change_luck (-settings.pk_luck_penalty);
1481
1482 /* This code below deals with finding the appropriate skill
1483 * to credit exp to. This is a bit problematic - we should
1484 * probably never really have to look at current_weapon->skill
1485 */
1486 if (hitter->skill && hitter->type != PLAYER)
1487 skill = hitter->skill;
1488 else if (owner->chosen_skill)
1489 {
1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1492 }
1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1494 skill = owner->current_weapon->skill;
1495 else
1496 {
1497 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1498 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1499 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1500 skill = 0;
1501 }
1502
1503 /* We have the skill we want to credit to - now find the object this goes
1504 * to. Make sure skop is an actual skill, and not a skill tool!
1505 */
1506 skop = owner->contr->find_skill (skill);
1507 } /* Was it a player that hit somethign */
1508 else
1509 skill = 0;
1510
1511 /* These may have been set in the player code section above */
1512 if (!skop)
1513 skop = hitter->chosen_skill;
1514
1515 if (!skill && skop)
1516 skill = skop->skill;
1517
1518 /* If you didn't kill yourself, and your not the wizard */
1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1520 {
1521 int exp;
1522
1523 /* Really don't give much experience for killing other players */
1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1525 if (op->type == PLAYER)
1526 {
1527 if (battleg)
1528 {
1529 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1530 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1531 }
1532 else
1533 exp = op->stats.exp / 1000;
1534 }
1535 else
1536 exp = calc_skill_exp (owner, op, skop);
1537
1538 /* if op is standing on "battleground" (arena), no way to gain
1539 * exp by killing him
1540 */
1541 if (battleg)
1542 exp = 0;
1543
1544 /* Don't know why this is set this way - doesn't make
1545 * sense to just divide everything by two for no reason.
1546 */
1547
1548 if (!settings.simple_exp)
1549 exp = exp / 2;
1550
1551 if (owner->type != PLAYER || owner->contr->party == NULL)
1552 change_exp (owner, exp, skill, 0);
1553 else
1554 {
1555 int shares = 0, count = 0;
1556 partylist *party = owner->contr->party;
1557
1558 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1559
1560 for_all_players (pl)
1561 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1562 {
1563 count++;
1564 shares += (pl->ob->level + 4);
1565 }
1566
1567 if (count == 1 || shares > exp || !shares)
1568 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1569 else
1570 {
1571 int share = exp / shares, given = 0, nexp;
1572
1573 for_all_players (pl)
1574 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1575 {
1576 nexp = (pl->ob->level + 4) * share;
1577 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1578 given += nexp;
1579 }
1580
1581 exp -= given;
1582 /* give any remainder to the player */
1583 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1584 }
1585 } /* else part of a party */
1586 } /* end if person didn't kill himself */
1587
1588 if (op->type != PLAYER)
1589 {
1590 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1591 {
1592 object *owner1 = op->owner;
1593
1594 if (owner1 && owner1->type == PLAYER)
1595 {
1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1597 /* Maybe we should include the owner that killed this, maybe not */
1598 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1599 }
1600
1601 remove_friendly_object (op);
1602 }
1603
1604 op->drop_and_destroy ();
1605 }
1606 else
1607 /* Player has been killed! */
1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1609
1610 /* This was return -1 - that doesn't seem correct - if we return -1, process
1611 * continues in the calling function.
1612 */
1613 return maxdam;
1614 }
1615
1616 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1617 * Returns 0 this is not friendly fire
1618 */
1619 int
1620 friendly_fire (object *op, object *hitter)
1621 {
1622 object *owner;
1623 int friendlyfire;
1624
1625 if (hitter->head)
1626 hitter = hitter->head;
1627
1628 friendlyfire = 0;
1629
1630 if (op->type == PLAYER)
1631 {
1632 if (op_on_battleground (hitter, 0, 0))
1633 return 0;
1634
1635 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1636 return 1;
1637
1638 if ((owner = hitter->owner) != NULL)
1639 {
1640 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1641 friendlyfire = 2;
1642 }
1643
1644 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1645 friendlyfire = 0;
1646 }
1647
1648 return friendlyfire;
1649 }
1650
1651 /* This isn't used just for players, but in fact most objects.
1652 * op is the object to be hit, dam is the amount of damage, hitter
1653 * is what is hitting the object, type is the attacktype, and
1654 * full_hit is set if monster area does not matter.
1655 * dam is base damage - protections/vulnerabilities/slaying matches can
1656 * modify it.
1657 */
1658 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1660 int
1661 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1662 {
1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1664 int maxattacktype, attacknum;
1665 int body_attack = op && op->head; /* Did we hit op's head? */
1666 int simple_attack;
1667 int rtn_kill = 0;
1668 int friendlyfire;
1669
1670 if (get_attack_mode (&op, &hitter, &simple_attack))
1671 return 0;
1672
1673 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1674 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1675 return 0;
1676
1677 // only allow pk for hostile players
1678 if (op->type == PLAYER)
1679 {
1680 object *owner = hitter->owner;
1681
1682 if (!owner)
1683 owner = hitter;
1684
1685 if (owner->type == PLAYER
1686 && (!op_on_battleground (op, 0, 0)
1687 && (op->contr->peaceful || owner->contr->peaceful))
1688 && op != owner)
1689 return 0;
1690 }
1691
1692 if (body_attack)
1693 {
1694 /* slow and paralyze must hit the head. But we don't want to just
1695 * return - we still need to process other attacks the spell still
1696 * might have. So just remove the paralyze and slow attacktypes,
1697 * and keep on processing if we have other attacktypes.
1698 * return if only magic or nothing is left - under normal code
1699 * we don't attack with pure magic if there is another attacktype.
1700 * Only do processing if the initial attacktype includes one of those
1701 * attack so we don't cancel out things like magic bullet.
1702 */
1703 if (type & (AT_PARALYZE | AT_SLOW))
1704 {
1705 type &= ~(AT_PARALYZE | AT_SLOW);
1706
1707 if (!type || type == AT_MAGIC)
1708 return 0;
1709 }
1710 }
1711
1712 if (!simple_attack && op->type == DOOR)
1713 {
1714 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1715 if (tmp->type == RUNE || tmp->type == TRAP)
1716 {
1717 spring_trap (tmp, hitter);
1718
1719 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1720 return 0;
1721
1722 break;
1723 }
1724 }
1725
1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1727 {
1728 /* FIXME: If a player is killed by a rune in a door, the
1729 * destroyed() check above doesn't return, and might get here.
1730 */
1731
1732 /* FIXME: This for example happens when a dead door is on a mover and
1733 gets it's speed_left raised on each mover-tick.
1734 Doors are removed in a kinda funny way by giving them speed and speed_left
1735 and waiting for that to run out.
1736 */
1737 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1738 return 0;
1739 }
1740
1741 #ifdef ATTACK_DEBUG
1742 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1743 #endif
1744
1745 if (magic)
1746 {
1747 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1748 * in case 0>dam>1, we try to "simulate" a float value-effect */
1749 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1750 if (dam >= 100)
1751 dam /= 100;
1752 else
1753 dam = (dam > rndm (0, 99)) ? 1 : 0;
1754 }
1755
1756 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1757 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1758 */
1759 if (type & AT_CHAOS)
1760 {
1761 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1762 update_object (op, UP_OBJ_FACE);
1763 type &= ~AT_CHAOS;
1764 }
1765
1766 /* Holyword is really an attacktype modifier (like magic is). If
1767 * holyword is part of an attacktype, then make sure the creature is
1768 * a proper match, otherwise no damage.
1769 */
1770 if (type & AT_HOLYWORD)
1771 {
1772 object *god;
1773
1774 if ((!hitter->slaying ||
1775 (!(op->race && strstr (hitter->slaying, op->race)) &&
1776 !(op->name && strstr (hitter->slaying, op->name)))) &&
1777 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1778 (hitter->title != NULL
1779 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1780 return 0;
1781 }
1782
1783 maxattacktype = type; /* initialise this to something */
1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1785 {
1786 /* Magic isn't really a true attack type - it gets combined with other
1787 * attack types. As such, skip it over. However, if magic is
1788 * the only attacktype in the group, then still attack with it
1789 */
1790 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1791 continue;
1792
1793 /* Go through and hit the player with each attacktype, one by one.
1794 * hit_player_attacktype only figures out the damage, doesn't inflict
1795 * it. It will do the appropriate action for attacktypes with
1796 * effects (slow, paralization, etc.
1797 */
1798 if (type & attacktype)
1799 {
1800 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1801 /* the >= causes us to prefer messages from special attacks, if
1802 * the damage is equal.
1803 */
1804 if (ndam >= maxdam)
1805 {
1806 maxdam = ndam;
1807 maxattacktype = 1 << attacknum;
1808 }
1809 }
1810 }
1811
1812 /* if this is friendly fire then do a set % of damage only
1813 * Note - put a check in to make sure this attack is actually
1814 * doing damage - otherwise, the +1 in the code below will make
1815 * an attack do damage before when it otherwise didn't
1816 */
1817 friendlyfire = friendly_fire (op, hitter);
1818 if (friendlyfire && maxdam)
1819 {
1820 maxdam = ((dam * settings.set_friendly_fire) / 100);
1821
1822 #ifdef ATTACK_DEBUG
1823 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1824 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1825 #endif
1826 }
1827
1828 if (!full_hit)
1829 {
1830 int area;
1831 int remainder;
1832
1833 area = 0;
1834
1835 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1836 area++;
1837
1838 assert (area > 0);
1839
1840 /* basically: maxdam /= area; we try to "simulate" a float
1841 value-effect */
1842 remainder = 100 * (maxdam % area) / area;
1843 maxdam /= area;
1844 if (rndm (100) < remainder)
1845 maxdam++;
1846 }
1847
1848 #ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1850 #endif
1851
1852 // for now, only do this for active objects, otherwise they
1853 // keep a refcount for a long time and I see no usefulness
1854 // for an non-active objetc to know its enemy.
1855 if (op->active)
1856 if (hitter->owner)
1857 op->enemy = hitter->owner;
1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1859 op->enemy = hitter;
1860
1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1862 {
1863 /* The unaggressives look after themselves 8) */
1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1865 npc_call_help (op);
1866 }
1867
1868 if (magic && did_make_save (op, op->level, 0))
1869 maxdam = maxdam / 2;
1870
1871 attack_message (maxdam, maxattacktype, op, hitter);
1872
1873 op->stats.hp -= maxdam;
1874
1875 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1876 if ((op->stats.hp >= 0) &&
1877 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1878 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1879 {
1880
1881 if (QUERY_FLAG (op, FLAG_MONSTER))
1882 SET_FLAG (op, FLAG_RUN_AWAY);
1883 else
1884 scare_creature (op, hitter);
1885 }
1886
1887 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1888 {
1889 if (maxdam)
1890 tear_down_wall (op);
1891
1892 return maxdam; /* nothing more to do for wall */
1893 }
1894
1895 /* See if the creature has been killed */
1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1897 if (rtn_kill != -1)
1898 return rtn_kill;
1899
1900 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1901 * that before if the player was immune to ghosthit, the monster
1902 * remained - that is no longer the case.
1903 */
1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1905 hitter->drop_and_destroy ();
1906 /* Lets handle creatures that are splitting now */
1907 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1908 {
1909 int i;
1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1911 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1912 object *owner = op->owner;
1913
1914 if (!op->other_arch)
1915 {
1916 LOG (llevError, "SPLITTING without other_arch error.\n");
1917 return maxdam;
1918 }
1919
1920 op->remove ();
1921
1922 for (i = 0; i < op->stats.food; i++)
1923 { /* This doesn't handle op->more yet */
1924 object *tmp = arch_to_object (op->other_arch);
1925 int j;
1926
1927 tmp->stats.hp = op->stats.hp;
1928
1929 if (friendly)
1930 {
1931 add_friendly_object (tmp);
1932 tmp->attack_movement = PETMOVE;
1933
1934 if (owner)
1935 tmp->set_owner (owner);
1936 }
1937
1938 if (unaggressive)
1939 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1940
1941 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1942
1943 if (j == -1) /* No spot to put this monster */
1944 tmp->destroy ();
1945 else
1946 {
1947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1948 insert_ob_in_map (tmp, op->map, NULL, 0);
1949 }
1950 }
1951
1952 op->destroy ();
1953 }
1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1955 hitter->drop_and_destroy ();
1956
1957 return maxdam;
1958 }
1959
1960 void
1961 poison_player (object *op, object *hitter, int dam)
1962 {
1963 archetype *at = archetype::find ("poisoning");
1964 object *tmp = present_arch_in_ob (at, op);
1965
1966 if (tmp == NULL)
1967 {
1968 if ((tmp = arch_to_object (at)) == NULL)
1969 LOG (llevError, "Failed to clone arch poisoning.\n");
1970 else
1971 {
1972 tmp = insert_ob_in_ob (tmp, op);
1973 /* peterm: give poisoning some teeth. It should
1974 * be able to kill things better than it does:
1975 * damage should be dependent something--I choose to
1976 * do this: if it's a monster, the damage from the
1977 * poisoning goes as the level of the monster/2.
1978 * If anything else, goes as damage.
1979 */
1980
1981 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1982 tmp->stats.dam += hitter->level / 2;
1983 else
1984 tmp->stats.dam = dam;
1985
1986 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1987 if (hitter->skill && hitter->skill != tmp->skill)
1988 {
1989 tmp->skill = hitter->skill;
1990 }
1991
1992 tmp->stats.food += dam; /* more damage, longer poisoning */
1993
1994 if (op->type == PLAYER)
1995 {
1996 /* player looses stats, maximum is -10 of each */
1997 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1998 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2000 tmp->stats.Int = MAX (-dam / 7, -10);
2001 SET_FLAG (tmp, FLAG_APPLIED);
2002 op->update_stats ();
2003 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2004 op->play_sound (tmp->sound);
2005 }
2006
2007 if (hitter->type == PLAYER)
2008 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2010 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2011 }
2012
2013 tmp->speed_left = 0;
2014 }
2015 else
2016 tmp->stats.food++;
2017 }
2018
2019 void
2020 slow_player (object *op, object *hitter, int dam)
2021 {
2022 archetype *at = archetype::find ("slowness");
2023 object *tmp;
2024
2025 if (at == NULL)
2026 LOG (llevError, "Can't find slowness archetype.\n");
2027
2028 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2029 {
2030 tmp = arch_to_object (at);
2031 tmp = insert_ob_in_ob (tmp, op);
2032 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2033 }
2034 else
2035 tmp->stats.food++;
2036
2037 SET_FLAG (tmp, FLAG_APPLIED);
2038 tmp->speed_left = 0;
2039 op->update_stats ();
2040 }
2041
2042 void
2043 confuse_player (object *op, object *hitter, int dam)
2044 {
2045 object *tmp;
2046 int maxduration;
2047
2048 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2049 if (!tmp)
2050 {
2051 tmp = get_archetype (FORCE_NAME);
2052 tmp = insert_ob_in_ob (tmp, op);
2053 }
2054
2055 /* Duration added per hit and max. duration of confusion both depend
2056 * on the player's resistance
2057 */
2058 tmp->speed = 0.05;
2059 tmp->subtype = FORCE_CONFUSION;
2060 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2061 tmp->name = "confusion";
2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063
2064 if (tmp->duration > maxduration)
2065 tmp->duration = maxduration;
2066
2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2068 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2069
2070 SET_FLAG (op, FLAG_CONFUSED);
2071 }
2072
2073 void
2074 blind_player (object *op, object *hitter, int dam)
2075 {
2076 object *tmp, *owner;
2077
2078 /* Save some work if we know it isn't going to affect the player */
2079 if (op->resist[ATNR_BLIND] == 100)
2080 return;
2081
2082 tmp = present_in_ob (BLINDNESS, op);
2083 if (!tmp)
2084 {
2085 tmp = get_archetype ("blindness");
2086 SET_FLAG (tmp, FLAG_BLIND);
2087 SET_FLAG (tmp, FLAG_APPLIED);
2088 /* use floats so we don't lose too much precision due to rounding errors.
2089 * speed is a float anyways.
2090 */
2091 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2092
2093 tmp = insert_ob_in_ob (tmp, op);
2094 change_abil (op, tmp); /* Mostly to display any messages */
2095 op->update_stats (); /* This takes care of some other stuff */
2096
2097 if (hitter->owner)
2098 owner = hitter->owner;
2099 else
2100 owner = hitter;
2101
2102 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2103 }
2104 tmp->stats.food += dam;
2105 if (tmp->stats.food > 10)
2106 tmp->stats.food = 10;
2107 }
2108
2109 void
2110 paralyze_player (object *op, object *hitter, int dam)
2111 {
2112 float effect, max;
2113
2114 /* object *tmp; */
2115
2116 /* This is strange stuff... someone knows for what this is
2117 * written? Well, i think this can and should be removed
2118 */
2119
2120 /*
2121 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2122 tmp=clone_arch(PARAIMAGE);
2123 tmp->x=op->x,tmp->y=op->y;
2124 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2125 }
2126 */
2127
2128 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2129 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2130
2131 if (effect == 0)
2132 return;
2133
2134 op->speed_left -= FABS (op->speed) * effect;
2135 /* tmp->stats.food+=(signed short) effect/op->speed; */
2136
2137 /* max number of ticks to be affected for. */
2138 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2139 if (op->speed_left < -(FABS (op->speed) * max))
2140 op->speed_left = (float) -(FABS (op->speed) * max);
2141
2142 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2143 }
2144
2145 /* Attempts to kill 'op'. hitter is the attack object, dam is
2146 * the computed damaged.
2147 */
2148 void
2149 deathstrike_player (object *op, object *hitter, int *dam)
2150 {
2151 /* The intention of a death attack is to kill outright things
2152 ** that are a lot weaker than the attacker, have a chance of killing
2153 ** things somewhat weaker than the caster, and no chance of
2154 ** killing something equal or stronger than the attacker.
2155 ** Also, if a deathstrike attack has a slaying, any monster
2156 ** whose name or race matches a comma-delimited list in the slaying
2157 ** field of the deathstriking object */
2158
2159 int atk_lev, def_lev, kill_lev;
2160
2161 if (hitter->slaying)
2162 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2163 return;
2164
2165 def_lev = op->level;
2166 if (def_lev < 1)
2167 {
2168 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2169 def_lev = 1;
2170 }
2171
2172 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2174 atk_lev, def_lev); */
2175
2176 if (atk_lev >= def_lev)
2177 {
2178 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2179
2180 /* Note that the below effectively means the ratio of the atk vs
2181 * defener level is important - if level 52 character has very little
2182 * chance of killing a level 50 monster. This should probably be
2183 * redone.
2184 */
2185 if (kill_lev >= def_lev)
2186 {
2187 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2188 /* I think this doesn't really do much. Because of
2189 * integer rounding, this only makes any difference if the
2190 * attack level is double the defender level.
2191 */
2192 *dam *= kill_lev / def_lev;
2193 }
2194 }
2195 else
2196 *dam = 0; /* no harm done */
2197 }
2198
2199 /* thrown_item_effect() - handles any special effects of thrown
2200 * items (like attacking living creatures--a potion thrown at a
2201 * monster).
2202 */
2203 static void
2204 thrown_item_effect (object *hitter, object *victim)
2205 {
2206 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2207 {
2208 /* May not need a switch for just 2 types, but this makes it
2209 * easier for expansion.
2210 */
2211 switch (hitter->type)
2212 {
2213 case POTION:
2214 /* should player get a save throw instead of checking magic protection? */
2215 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2216 (void) apply_potion (victim, hitter);
2217 break;
2218
2219 case POISON: /* poison drinks */
2220 /* As with potions, should monster get a save? */
2221 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2222 apply_poison (victim, hitter);
2223 break;
2224
2225 /* Removed case statements that did nothing.
2226 * food may be poisonous, but monster must be willing to eat it,
2227 * so we don't handle it here.
2228 * Containers should perhaps break open, but that code was disabled.
2229 */
2230 }
2231 }
2232 }
2233
2234 /* adj_attackroll() - adjustments to attacks by various conditions */
2235 int
2236 adj_attackroll (object *hitter, object *target)
2237 {
2238 object *attacker = hitter;
2239 int adjust = 0;
2240
2241 /* safety */
2242 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2243 {
2244 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2245 return 0;
2246 }
2247
2248 /* aimed missiles use the owning object's sight */
2249 if (is_aimed_missile (hitter))
2250 {
2251 if ((attacker = hitter->owner) == NULL)
2252 attacker = hitter;
2253 /* A player who saves but hasn't quit still could have objects
2254 * owned by him - need to handle that case to avoid crashes.
2255 */
2256 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2257 attacker = hitter;
2258 }
2259 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2260 return 0;
2261
2262 /* determine the condtions under which we make an attack.
2263 * Add more cases, as the need occurs. */
2264
2265 if (!can_see_enemy (attacker, target))
2266 {
2267 /* target is unseen */
2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2269 adjust -= 10;
2270 /* dark map penalty for the hitter (lacks infravision if we got here). */
2271 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2272 adjust -= target->map->darkness;
2273 }
2274
2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2276 adjust -= 3;
2277
2278 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2279 adjust += 1;
2280
2281 if (QUERY_FLAG (target, FLAG_SCARED))
2282 adjust += 1;
2283
2284 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2285 adjust -= 3;
2286
2287 /* if we attack at a different 'altitude' its harder */
2288 if ((attacker->move_type & target->move_type) == 0)
2289 adjust -= 2;
2290
2291 #if 0
2292 /* slower attacks are less likely to succeed. We should use a
2293 * comparison between attacker/target speeds BUT, players have
2294 * a generally faster speed, so this will wind up being a HUGE
2295 * disadantage for the monsters! Too bad, because missiles which
2296 * fly fast should have a better chance of hitting a slower target.
2297 */
2298 if (hitter->speed < target->speed)
2299 adjust += ((float) hitter->speed - target->speed);
2300 #endif
2301
2302 #if 0
2303 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2304 #endif
2305
2306 return adjust;
2307 }
2308
2309 /* determine if the object is an 'aimed' missile */
2310 int
2311 is_aimed_missile (object *op)
2312 {
2313
2314 /* I broke what used to be one big if into a few nested
2315 * ones so that figuring out the logic is at least possible.
2316 */
2317 if (op && (op->move_type & MOVE_FLYING))
2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2319 return 1;
2320 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2321 return 1;
2322
2323 return 0;
2324 }