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/cvs/deliantra/server/server/attack.C
Revision: 1.20
Committed: Tue Sep 19 10:35:22 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +34 -47 lines
Log Message:
argh

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23 #include <assert.h>
24 #include <global.h>
25 #include <living.h>
26 #include <material.h>
27 #include <skills.h>
28
29 #ifndef __CEXTRACT__
30 # include <sproto.h>
31 #endif
32
33 #include <sounds.h>
34
35 typedef struct att_msg_str
36 {
37 char *msg1;
38 char *msg2;
39 } att_msg;
40
41 /*#define ATTACK_DEBUG*/
42
43 /* cancels object *op. Cancellation basically means an object loses
44 * its magical benefits.
45 */
46 void
47 cancellation (object *op)
48 {
49 object *tmp;
50
51 if (op->invisible)
52 return;
53
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
56 /* Recur through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp);
60 }
61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic = 0;
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75 }
76
77
78
79 /* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item).
82 */
83
84 int
85 did_make_save_item (object *op, int type, object *originator)
86 {
87 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt;
89
90 if (op->materialname == NULL)
91 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material)
95 break;
96 }
97 }
98 else
99 mt = name_to_material (op->materialname);
100 if (mt == NULL)
101 return TRUE;
102 roll = rndm (1, 20);
103
104 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it
107 * is magic teamed with something else, then strip out the
108 * magic type, and instead let the fire, cold, or whatever component
109 * destroy the item. Otherwise, you get the case of poisoncloud
110 * destroying objects because it has magic attacktype.
111 */
112 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116
117 if (type == 0)
118 return TRUE;
119 if (roll == 20)
120 return TRUE;
121 if (roll == 1)
122 return FALSE;
123
124 for (number = 0; number < NROFATTACKS; number++)
125 {
126 i = 1 << number;
127 if (!(i & type))
128 continue;
129 attacks++;
130 if (op->resist[number] == 100)
131 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++;
134 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 saves++;
136 }
137
138 if (saves == attacks || attacks == 0)
139 return TRUE;
140 if ((saves == 0) || (rndm (1, attacks) > saves))
141 return FALSE;
142 return TRUE;
143 }
144
145 /* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.)
148 */
149
150 void
151 save_throw_object (object *op, int type, object *originator)
152 {
153 if (!did_make_save_item (op, type, originator))
154 {
155 object *env = op->env;
156 int x = op->x, y = op->y;
157 maptile *m = op->map;
158
159 op = stop_item (op);
160 if (op == NULL)
161 return;
162
163 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t.
170 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172 {
173 const char *arch = op->other_arch->name;
174
175 op = decrease_ob_nr (op, 1);
176
177 if (op)
178 fix_stopped_item (op, m, originator);
179
180 if ((op = get_archetype (arch)) != NULL)
181 {
182 if (env)
183 {
184 op->x = env->x, op->y = env->y;
185 insert_ob_in_ob (op, env);
186 if (env->contr)
187 esrv_send_item (env, op);
188 }
189 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 }
195
196 return;
197 }
198
199 if (type & AT_CANCELLATION)
200 { /* Cancellation. */
201 cancellation (op);
202 fix_stopped_item (op, m, originator);
203 return;
204 }
205
206 if (op->nrof > 1)
207 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 }
228
229 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env)
231 {
232 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env);
235 }
236 else
237 replace_insert_ob_in_map ("burnout", originator);
238
239 return;
240 }
241
242 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube");
247
248 if (at == NULL)
249 return;
250
251 op = stop_item (op);
252 if (op == NULL)
253 return;
254
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
256 {
257 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create.
262 */
263 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0);
266 }
267
268 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return;
273 }
274 }
275
276 /* Object op is hitting the map.
277 * op is going in direction 'dir'
278 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise.
281 */
282
283 int
284 hit_map (object *op, int dir, int type, int full_hit)
285 {
286 object *tmp, *next;
287 maptile *map;
288 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290
291 if (QUERY_FLAG (op, FLAG_FREED))
292 {
293 LOG (llevError, "BUG: hit_map(): free object\n");
294 return 0;
295 }
296
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
300 return 0;
301 }
302
303 if (!op->map)
304 {
305 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
306 return 0;
307 }
308
309 if (op->head)
310 op = op->head;
311
312 map = op->map;
313 x = op->x + freearr_x[dir];
314 y = op->y + freearr_y[dir];
315
316 int mflags = get_map_flags (map, &map, x, y, &x, &y);
317
318 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE))
321 return 0;
322
323 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive
325 */
326
327 if (type & AT_COUNTERSPELL)
328 {
329 counterspell (op, dir); /* see spell_effect.c */
330
331 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
363 break;
364 }
365
366 tmp = next;
367 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used.
378 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y)
380 continue;
381
382 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1;
386 if (op->destroyed ())
387 break;
388 }
389
390 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now.
396 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
398 {
399 save_throw_object (tmp, type, op);
400 if (op->destroyed ())
401 break;
402 }
403 }
404
405 return 0;
406 }
407
408 void
409 attack_message (int dam, int type, object *op, object *hitter)
410 {
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0;
413 maptile *map;
414 object *next, *tmp;
415
416 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919]
419 */
420
421 if (dam == 9998 && op->type == DOOR)
422 {
423 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks");
425 found++;
426 }
427 if (dam < 0)
428 {
429 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits");
431 found++;
432 }
433 else if (dam == 0)
434 {
435 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses");
437 found++;
438 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
441 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
446 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
447 found++;
448 break;
449 }
450 }
451 else if (op->type == DOOR && !found)
452 {
453 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
454 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
455 {
456 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++;
459 break;
460 }
461 }
462 else if (hitter->type == PLAYER && IS_LIVE (op))
463 {
464 if (USING_SKILL (hitter, SK_KARATE))
465 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
468 {
469 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
470 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
471 found++;
472 break;
473 }
474 }
475 else if (USING_SKILL (hitter, SK_CLAWING))
476 {
477 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
478 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
479 {
480 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
481 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
482 found++;
483 break;
484 }
485 }
486 else if (USING_SKILL (hitter, SK_PUNCHING))
487 {
488 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
489 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
490 {
491 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
492 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
493 found++;
494 break;
495 }
496 }
497 }
498 if (found)
499 {
500 /* done */
501 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
503 {
504 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++;
510 break;
511 }
512 }
513 else if (type & AT_DRAIN && IS_LIVE (op))
514 {
515 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 {
519 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++;
522 break;
523 }
524 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op))
526 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++;
533 break;
534 }
535 }
536 else if (type & AT_COLD && IS_LIVE (op))
537 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
542 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
543 found++;
544 break;
545 }
546 }
547 else if (type & AT_FIRE)
548 {
549 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
550 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
551 {
552 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
553 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++;
555 break;
556 }
557 }
558 else if (hitter->current_weapon != NULL)
559 {
560 int mtype;
561
562 switch (hitter->current_weapon->weapontype)
563 {
564 case WEAP_HIT:
565 mtype = ATM_BASIC;
566 break;
567 case WEAP_SLASH:
568 mtype = ATM_SLASH;
569 break;
570 case WEAP_PIERCE:
571 mtype = ATM_PIERCE;
572 break;
573 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE;
575 break;
576 case WEAP_SLICE:
577 mtype = ATM_SLICE;
578 break;
579 case WEAP_STAB:
580 mtype = ATM_STAB;
581 break;
582 case WEAP_WHIP:
583 mtype = ATM_WHIP;
584 break;
585 case WEAP_CRUSH:
586 mtype = ATM_CRUSH;
587 break;
588 case WEAP_BLUD:
589 mtype = ATM_BLUD;
590 break;
591 default:
592 mtype = ATM_BASIC;
593 break;
594 }
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599 strcpy (buf2, attack_mess[mtype][i].buf3);
600 found++;
601 break;
602 }
603 }
604 else
605 {
606 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
607 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
608 {
609 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
610 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
611 found++;
612 break;
613 }
614 }
615
616 if (!found)
617 {
618 strcpy (buf1, "hit");
619 strcpy (buf2, " hits");
620 }
621
622 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
624 return;
625
626 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5))
628 return;
629
630 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 {
633 if (get_owner (hitter) != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else
636 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2);
638 if (dam != 0)
639 {
640 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
642 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
644 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
646 }
647 }
648 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */
650
651 if (hitter->type == PLAYER)
652 {
653 sprintf (buf, "You %s.", buf1);
654 if (dam != 0)
655 {
656 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
658 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
660 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
662 }
663 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
666 {
667 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 {
670 i = 4;
671 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y))
673 return;
674 next = get_map_ob (map, hitter->x, hitter->y);
675 if (next)
676 while (next)
677 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3;
680 tmp = next;
681 next = tmp->above;
682 }
683 if (i < 0)
684 return;
685 if (rndm (0, i) != 0)
686 return;
687 }
688 else if (rndm (0, 5) != 0)
689 return;
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 }
694 }
695
696
697 static int
698 get_attack_mode (object **target, object **hitter, int *simple_attack)
699 {
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1;
704 }
705 if ((*target)->head)
706 *target = (*target)->head;
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head;
709 if ((*hitter)->env != NULL || (*target)->env != NULL)
710 {
711 *simple_attack = 1;
712 return 0;
713 }
714 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
716 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
718 return 1;
719 }
720 *simple_attack = 0;
721 return 0;
722 }
723
724 static int
725 abort_attack (object *target, object *hitter, int simple_attack)
726 {
727
728 /* Check if target and hitter are still in a relation similar to the one
729 * determined by get_attack_mode(). Returns true if the relation has changed.
730 */
731 int new_mode;
732
733 if (hitter->env == target || target->env == hitter)
734 new_mode = 1;
735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
736 return 1;
737 else
738 new_mode = 0;
739 return new_mode != simple_attack;
740 }
741
742 static void thrown_item_effect (object *, object *);
743
744 static int
745 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
746 {
747 int simple_attack, roll, dam = 0;
748 uint32 type;
749 shstr op_name;
750
751 if (get_attack_mode (&op, &hitter, &simple_attack))
752 goto error;
753
754 if (hitter->current_weapon)
755 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
756 return RESULT_INT (0);
757
758 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
759 return RESULT_INT (0);
760
761 /*
762 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters.
764 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
766 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail.
771 */
772 op->speed_left--;
773 process_object (op);
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error;
776 }
777
778 op_name = op->name;
779
780 roll = random_roll (1, 20, hitter, PREFER_HIGH);
781
782 /* Adjust roll for various situations. */
783 if (!simple_attack)
784 roll += adj_attackroll (hitter, op);
785
786 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 {
789 int hitdam = base_dam;
790
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack)
809 {
810 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this.
812 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP);
815
816 /* If the victim can't see the attacker, it may alert others
817 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
819 npc_call_help (op);
820
821 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 {
824 make_visible (op);
825 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 }
828
829 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object.
833 */
834 thrown_item_effect (hitter, op);
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave;
837 }
838
839 /* Need to do at least 1 damage, otherwise there is no point
840 * to go further and it will cause FPE's below.
841 */
842 if (hitdam <= 0)
843 hitdam = 1;
844
845 type = hitter->attacktype;
846
847 if (!type)
848 type = AT_PHYSICAL;
849
850 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
852 {
853 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
854 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
855
856 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
857
858 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
859 goto leave;
860 }
861
862 /* In the new attack code, it should handle multiple attack
863 * types in its area, so remove it from here.
864 */
865 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
866
867 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
868 goto leave;
869 } /* end of if hitter hit op */
870 /* if we missed, dam=0 */
871
872 /*attack_message(dam, type, op, hitter); */
873
874 goto leave;
875
876 error:
877 dam = 1;
878
879 leave:
880
881 return dam;
882 }
883
884 int
885 attack_ob (object *op, object *hitter)
886 {
887
888 if (hitter->head)
889 hitter = hitter->head;
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891 }
892
893 /* op is the arrow, tmp is what is stopping the arrow.
894 *
895 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
896 */
897 static int
898 stick_arrow (object *op, object *tmp)
899 {
900 /* If the missile hit a player, we insert it in their inventory.
901 * However, if the missile is heavy, we don't do so (assume it falls
902 * to the ground after a hit). What a good value for this is up to
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around.
905 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 {
908 if (tmp->head != NULL)
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1;
918 }
919 else
920 return 0;
921 }
922
923 /* hit_with_arrow() disassembles the missile, attacks the victim and
924 * reassembles the missile.
925 *
926 * It returns a pointer to the reassembled missile, or NULL if the missile
927 * isn't available anymore.
928 */
929 object *
930 hit_with_arrow (object *op, object *victim)
931 {
932 object *container, *hitter;
933 int hit_something = 0;
934 sint16 victim_x, victim_y;
935
936 /* Disassemble missile */
937 if (op->inv)
938 {
939 container = op;
940 hitter = op->inv;
941 remove_ob (hitter);
942 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
943 /* Note that we now have an empty THROWN_OBJ on the map. Code that
944 * might be called until this THROWN_OBJ is either reassembled or
945 * removed at the end of this function must be able to deal with empty
946 * THROWN_OBJs. */
947 }
948 else
949 {
950 container = NULL;
951 hitter = op;
952 }
953
954 /* Try to hit victim */
955 victim_x = victim->x;
956 victim_y = victim->y;
957
958 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
959
960 /* Arrow attacks door, rune of summoning is triggered, demon is put on
961 * arrow, move_apply() calls this function, arrow sticks in demon,
962 * attack_ob_simple() returns, and we've got an arrow that still exists
963 * but is no longer on the map. Ugh. (Beware: Such things can happen at
964 * other places as well!)
965 */
966 if (hitter->destroyed () || hitter->env != NULL)
967 {
968 if (container)
969 {
970 remove_ob (container);
971 free_object (container);
972 }
973 return NULL;
974 }
975
976 /* Missile hit victim */
977 /* if the speed is > 10, then this is a fast moving arrow, we go straight
978 * through the target
979 */
980 if (hit_something && op->speed <= 10.0)
981 {
982 /* Stop arrow */
983 if (container == NULL)
984 {
985 hitter = fix_stopped_arrow (hitter);
986 if (hitter == NULL)
987 return NULL;
988 }
989 else
990 {
991 remove_ob (container);
992 free_object (container);
993 }
994
995 /* Try to stick arrow into victim */
996 if (!victim->destroyed () && stick_arrow (hitter, victim))
997 return NULL;
998
999 /* Else try to put arrow on victim's map square
1000 * remove check for P_WALL here. If the arrow got to this
1001 * space, that is good enough - with the new movement code,
1002 * there is now the potential for lots of spaces where something
1003 * can fly over but not otherwise move over. What is the correct
1004 * way to handle those otherwise?
1005 */
1006 if (victim_x != hitter->x || victim_y != hitter->y)
1007 {
1008 remove_ob (hitter);
1009 hitter->x = victim_x;
1010 hitter->y = victim_y;
1011 insert_ob_in_map (hitter, victim->map, hitter, 0);
1012 }
1013 else
1014 {
1015 /* Else leave arrow where it is */
1016 merge_ob (hitter, NULL);
1017 }
1018 return NULL;
1019 }
1020
1021 if (hit_something && op->speed >= 10.0)
1022 op->speed -= 1.0;
1023
1024 /* Missile missed victim - reassemble missile */
1025 if (container)
1026 {
1027 remove_ob (hitter);
1028 insert_ob_in_ob (hitter, container);
1029 }
1030 return op;
1031 }
1032
1033
1034 void
1035 tear_down_wall (object *op)
1036 {
1037 int perc = 0;
1038
1039 if (!op->stats.maxhp)
1040 {
1041 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1042 perc = 1;
1043 }
1044 else if (!GET_ANIM_ID (op))
1045 {
1046 /* Object has been called - no animations, so remove it */
1047 if (op->stats.hp < 0)
1048 {
1049 remove_ob (op); /* Should update LOS */
1050 free_object (op);
1051 /* Don't know why this is here - remove_ob should do it for us */
1052 /*update_position(m, x, y); */
1053 }
1054 return; /* no animations, so nothing more to do */
1055 }
1056 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1057 if (perc >= (int) NUM_ANIMATIONS (op))
1058 perc = NUM_ANIMATIONS (op) - 1;
1059 else if (perc < 1)
1060 perc = 1;
1061 SET_ANIMATION (op, perc);
1062 update_object (op, UP_OBJ_FACE);
1063 if (perc == NUM_ANIMATIONS (op) - 1)
1064 { /* Reached the last animation */
1065 if (op->face == blank_face)
1066 {
1067 /* If the last face is blank, remove the ob */
1068 remove_ob (op); /* Should update LOS */
1069 free_object (op);
1070
1071 /* remove_ob should call update_position for us */
1072 /*update_position(m, x, y); */
1073
1074 }
1075 else
1076 { /* The last face was not blank, leave an image */
1077 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1078 update_all_los (op->map, op->x, op->y);
1079 op->move_block = 0;
1080 CLEAR_FLAG (op, FLAG_ALIVE);
1081 }
1082 }
1083 }
1084
1085 void
1086 scare_creature (object *target, object *hitter)
1087 {
1088 object *owner = get_owner (hitter);
1089
1090 if (!owner)
1091 owner = hitter;
1092
1093 SET_FLAG (target, FLAG_SCARED);
1094 if (!target->enemy)
1095 target->enemy = owner;
1096 }
1097
1098
1099 /* This returns the amount of damage hitter does to op with the
1100 * appropriate attacktype. Only 1 attacktype should be set at a time.
1101 * This doesn't damage the player, but returns how much it should
1102 * take. However, it will do other effects (paralyzation, slow, etc.)
1103 * Note - changed for PR code - we now pass the attack number and not
1104 * the attacktype. Makes it easier for the PR code. */
1105
1106 int
1107 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1108 {
1109
1110 int doesnt_slay = 1;
1111
1112 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1113 if (attacknum >= NROFATTACKS)
1114 {
1115 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1116 return 0;
1117 }
1118
1119 if (dam < 0)
1120 {
1121 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1122 return 0;
1123 }
1124
1125 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1126 * people can't mess with that or it otherwise get confused. */
1127 if (attacknum == ATNR_INTERNAL)
1128 return dam;
1129
1130 if (hitter->slaying)
1131 {
1132 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1133 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1134 {
1135 doesnt_slay = 0;
1136 dam *= 3;
1137 }
1138 }
1139
1140 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1141 if (op->resist[attacknum])
1142 {
1143 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1144 * in case 0>dam>1, we try to "simulate" a float value-effect */
1145 dam *= (100 - op->resist[attacknum]);
1146 if (dam >= 100)
1147 dam /= 100;
1148 else
1149 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1150 }
1151
1152 /* Special hack. By default, if immune to something, you
1153 * shouldn't need to worry. However, acid is an exception, since
1154 * it can still damage your items. Only include attacktypes if
1155 * special processing is needed */
1156
1157 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1158 return 0;
1159
1160 /* Keep this in order - makes things easier to find */
1161
1162 switch (attacknum)
1163 {
1164 case ATNR_PHYSICAL:
1165 /* here also check for diseases */
1166 check_physically_infect (op, hitter);
1167 break;
1168
1169 /* Don't need to do anything for:
1170 magic,
1171 fire,
1172 electricity,
1173 cold */
1174
1175 case ATNR_CONFUSION:
1176 case ATNR_POISON:
1177 case ATNR_SLOW:
1178 case ATNR_PARALYZE:
1179 case ATNR_FEAR:
1180 case ATNR_CANCELLATION:
1181 case ATNR_DEPLETE:
1182 case ATNR_BLIND:
1183 {
1184 /* chance for inflicting a special attack depends on the
1185 * difference between attacker's and defender's level
1186 */
1187 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1188
1189 /* First, only creatures/players with speed can be affected.
1190 * Second, just getting hit doesn't mean it always affects
1191 * you. Third, you still get a saving through against the
1192 * effect.
1193 */
1194 if (op->speed &&
1195 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1196 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1197 {
1198
1199 /* Player has been hit by something */
1200 if (attacknum == ATNR_CONFUSION)
1201 confuse_player (op, hitter, dam);
1202 else if (attacknum == ATNR_POISON)
1203 poison_player (op, hitter, dam);
1204 else if (attacknum == ATNR_SLOW)
1205 slow_player (op, hitter, dam);
1206 else if (attacknum == ATNR_PARALYZE)
1207 paralyze_player (op, hitter, dam);
1208 else if (attacknum == ATNR_FEAR)
1209 scare_creature (op, hitter);
1210 else if (attacknum == ATNR_CANCELLATION)
1211 cancellation (op);
1212 else if (attacknum == ATNR_DEPLETE)
1213 drain_stat (op);
1214 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1215 blind_player (op, hitter, dam);
1216 }
1217 dam = 0; /* These are all effects and don't do real damage */
1218 }
1219 break;
1220 case ATNR_ACID:
1221 {
1222 int flag = 0;
1223
1224 /* Items only get corroded if you're not on a battleground and
1225 * if your acid resistance is below 50%. */
1226 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1227 {
1228 object *tmp;
1229
1230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1231 {
1232 if (tmp->invisible)
1233 continue;
1234 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1235 /* >= 10% acid res. on itmes will protect these */
1236 continue;
1237 if (!(tmp->material & M_IRON))
1238 continue;
1239 if (tmp->magic < -4) /* Let's stop at -5 */
1240 continue;
1241 if (tmp->type == RING ||
1242 /* removed boots and gloves from exclusion list in
1243 PR */
1244 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1245 continue; /* To avoid some strange effects */
1246
1247 /* High damage acid has better chance of corroding
1248 objects */
1249 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1250 {
1251 if (op->type == PLAYER)
1252 /* Make this more visible */
1253 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1254 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1255 flag = 1;
1256 tmp->magic--;
1257 if (op->type == PLAYER)
1258 esrv_send_item (op, tmp);
1259 }
1260 }
1261 if (flag)
1262 fix_player (op); /* Something was corroded */
1263 }
1264 }
1265 break;
1266 case ATNR_DRAIN:
1267 {
1268 /* rate is the proportion of exp drained. High rate means
1269 * not much is drained, low rate means a lot is drained.
1270 */
1271 int rate;
1272
1273 if (op->resist[ATNR_DRAIN] >= 0)
1274 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1275 else
1276 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1277
1278 if (op->stats.exp <= rate)
1279 {
1280 if (op->type == GOLEM)
1281 dam = 999; /* Its force is "sucked" away. 8) */
1282 else
1283 /* If we can't drain, lets try to do physical damage */
1284 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1285 }
1286 else
1287 {
1288 /* Randomly give the hitter some hp */
1289 if (hitter->stats.hp < hitter->stats.maxhp &&
1290 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1291 hitter->stats.hp++;
1292
1293 /* Can't do drains on battleground spaces.
1294 * Move the wiz check up here - before, the hitter wouldn't gain exp
1295 * exp, but the wiz would still lose exp! If drainee is a wiz,
1296 * nothing happens.
1297 * Try to credit the owner. We try to display player -> player drain
1298 * attacks, hence all the != PLAYER checks.
1299 */
1300 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1301 {
1302 object *owner = get_owner (hitter);
1303
1304 if (owner && owner != hitter)
1305 {
1306 if (op->type != PLAYER || owner->type != PLAYER)
1307 change_exp (owner, op->stats.exp / (rate * 2),
1308 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1309 }
1310 else if (op->type != PLAYER || hitter->type != PLAYER)
1311 {
1312 change_exp (hitter, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1314 }
1315 change_exp (op, -op->stats.exp / rate, NULL, 0);
1316 }
1317 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1318 * drain attack, you won't know that you are actually sucking out EXP,
1319 * as the messages will say you missed
1320 */
1321 }
1322 }
1323 break;
1324 case ATNR_TURN_UNDEAD:
1325 {
1326 if (QUERY_FLAG (op, FLAG_UNDEAD))
1327 {
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329 object *god = find_god (determine_god (owner));
1330 int div = 1;
1331
1332 /* if undead are not an enemy of your god, you turn them
1333 * at half strength */
1334 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1335 div = 2;
1336 /* Give a bonus if you resist turn undead */
1337 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1338 scare_creature (op, owner);
1339 }
1340 else
1341 dam = 0; /* don't damage non undead - should we damage
1342 undead? */
1343 }
1344 break;
1345 case ATNR_DEATH:
1346 deathstrike_player (op, hitter, &dam);
1347 break;
1348 case ATNR_CHAOS:
1349 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1350 dam = 0;
1351 break;
1352 case ATNR_COUNTERSPELL:
1353 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1354 dam = 0;
1355 /* This should never happen. Counterspell is handled
1356 * seperately and filtered out. If this does happen,
1357 * Counterspell has no effect on anything but spells, so it
1358 * does no damage. */
1359 break;
1360 case ATNR_HOLYWORD:
1361 {
1362 /* This has already been handled by hit_player,
1363 * no need to check twice -- DAMN */
1364 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1365
1366 /* As with turn undead above, give a bonus on the saving throw */
1367 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1368 scare_creature (op, owner);
1369 }
1370 break;
1371 case ATNR_LIFE_STEALING:
1372 {
1373 int new_hp;
1374
1375 /* this is replacement to drain for players, instead of taking
1376 * exp it takes hp. It is geared for players, probably not
1377 * much use giving it to monsters
1378 *
1379 * life stealing doesn't do a lot of damage, but it gives the
1380 * damage it does do to the player. Given that,
1381 * it only does 1/10'th normal damage (hence the divide by
1382 * 1000).
1383 */
1384 /* You can't steal life from something undead */
1385 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1386 return 0;
1387 /* If drain protection is higher than life stealing, use that */
1388 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1389 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1390 else
1391 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1392 /* You die at -1 hp, not zero. */
1393 if (dam > (op->stats.hp + 1))
1394 dam = op->stats.hp + 1;
1395 new_hp = hitter->stats.hp + dam;
1396 if (new_hp > hitter->stats.maxhp)
1397 new_hp = hitter->stats.maxhp;
1398 if (new_hp > hitter->stats.hp)
1399 hitter->stats.hp = new_hp;
1400 }
1401 }
1402 return dam;
1403 }
1404
1405
1406 /* GROS: This code comes from hit_player. It has been made external to
1407 * allow script procedures to "kill" objects in a combat-like fashion.
1408 * It was initially used by (kill-object) developed for the Collector's
1409 * Sword. Note that nothing has been changed from the original version
1410 * of the following code.
1411 * op is what is being killed.
1412 * dam is the damage done to it.
1413 * hitter is what is hitting it.
1414 * type is the attacktype.
1415 *
1416 * This function was a bit of a mess with hitter getting changed,
1417 * values being stored away but not used, etc. I've cleaned it up
1418 * a bit - I think it should be functionally equivalant.
1419 * MSW 2002-07-17
1420 */
1421 int
1422 kill_object (object *op, int dam, object *hitter, int type)
1423 {
1424 char buf[MAX_BUF];
1425 const char *skill;
1426 int maxdam = 0;
1427 int battleg = 0; /* true if op standing on battleground */
1428 int pk = 0; /* true if op and what controls hitter are both players */
1429 object *owner = NULL;
1430 object *skop = NULL;
1431
1432 if (op->stats.hp >= 0)
1433 return -1;
1434
1435 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1436 return 0;
1437
1438 /* maxdam needs to be the amount of damage it took to kill
1439 * this creature. The function(s) that call us have already
1440 * adjusted the creatures HP total, so that is negative.
1441 */
1442 maxdam = dam + op->stats.hp + 1;
1443
1444 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1445 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1446
1447 if (op->type == DOOR)
1448 {
1449 op->speed = 0.1;
1450 update_ob_speed (op);
1451 op->speed_left = -0.05;
1452 return maxdam;
1453 }
1454
1455 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1456 {
1457 remove_friendly_object (op);
1458 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1459 {
1460 op->owner->contr->ranges[range_golem] = 0;
1461 op->owner->contr->golem_count = 0;
1462 }
1463
1464 remove_ob (op);
1465 free_object (op);
1466 return maxdam;
1467 }
1468
1469 /* Now lets start dealing with experience we get for killing something */
1470
1471 owner = get_owner (hitter);
1472 if (!owner)
1473 owner = hitter;
1474
1475 /* is the victim (op) standing on battleground? */
1476 if (op_on_battleground (op, NULL, NULL))
1477 battleg = 1;
1478
1479 /* is this player killing? */
1480 if (op->type == PLAYER && owner->type == PLAYER)
1481 pk = 1;
1482
1483 /* Player killed something */
1484 if (owner->type == PLAYER)
1485 {
1486 Log_Kill (owner->name,
1487 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1488
1489 /* Log players killing other players - makes it easier to detect
1490 * and filter out malicious player killers - that is why the
1491 * ip address is included.
1492 */
1493 if (op->type == PLAYER && !battleg)
1494 {
1495 time_t t = time (NULL);
1496 struct tm *tmv;
1497 char buf[256];
1498
1499 tmv = localtime (&t);
1500 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1501
1502 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1503 }
1504
1505 /* try to filter some things out - basically, if you are
1506 * killing a level 1 creature and your level 20, you
1507 * probably don't want to see that.
1508 */
1509 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1510 {
1511 if (owner != hitter)
1512 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1513 else
1514 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1515
1516 /* Only play sounds for melee kills */
1517 if (hitter->type == PLAYER)
1518 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1519 }
1520
1521 /* If a player kills another player, not on
1522 * battleground, the "killer" looses 1 luck. Since this is
1523 * not reversible, it's actually quite a pain IMHO. -AV
1524 * Fix bug in that we were changing the luck of the hitter, not
1525 * player that the object belonged to - so if you killed another player
1526 * with spells, pets, whatever, there was no penalty.
1527 * Changed to make luck penalty configurable in settings.
1528 */
1529 if (op->type == PLAYER && owner != op && !battleg)
1530 change_luck (owner, -settings.pk_luck_penalty);
1531
1532 /* This code below deals with finding the appropriate skill
1533 * to credit exp to. This is a bit problematic - we should
1534 * probably never really have to look at current_weapon->skill
1535 */
1536 skill = 0;
1537
1538 if (hitter->skill && hitter->type != PLAYER)
1539 skill = hitter->skill;
1540 else if (owner->chosen_skill)
1541 {
1542 skill = owner->chosen_skill->skill;
1543 skop = owner->chosen_skill;
1544 }
1545 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1546 skill = owner->current_weapon->skill;
1547 else
1548 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1549
1550 /* We have the skill we want to credit to - now find the object this goes
1551 * to. Make sure skop is an actual skill, and not a skill tool!
1552 */
1553 if ((!skop || skop->type != SKILL) && skill)
1554 {
1555 int i;
1556
1557 for (i = 0; i < NUM_SKILLS; i++)
1558 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1559 {
1560 skop = owner->contr->last_skill_ob[i];
1561 break;
1562 }
1563 }
1564 } /* Was it a player that hit somethign */
1565 else
1566 skill = 0;
1567
1568 /* Pet (or spell) killed something. */
1569 if (owner != hitter)
1570 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1571 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1572 else
1573 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1574 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1575 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1576
1577 /* These may have been set in the player code section above */
1578 if (!skop)
1579 skop = hitter->chosen_skill;
1580
1581 if (!skill && skop)
1582 skill = skop->skill;
1583
1584 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1585
1586 /* If you didn't kill yourself, and your not the wizard */
1587 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1588 {
1589 int exp;
1590
1591 /* Really don't give much experience for killing other players */
1592 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1593 if (op->type == PLAYER)
1594 {
1595 if (battleg)
1596 {
1597 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1598 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1599 }
1600 else
1601 exp = op->stats.exp / 1000;
1602 }
1603 else
1604 exp = calc_skill_exp (owner, op, skop);
1605
1606 /* if op is standing on "battleground" (arena), no way to gain
1607 * exp by killing him
1608 */
1609 if (battleg)
1610 exp = 0;
1611
1612 /* Don't know why this is set this way - doesn't make
1613 * sense to just divide everything by two for no reason.
1614 */
1615
1616 if (!settings.simple_exp)
1617 exp = exp / 2;
1618
1619 if (owner->type != PLAYER || owner->contr->party == NULL)
1620 {
1621 change_exp (owner, exp, skill, 0);
1622 }
1623 else
1624 {
1625 int shares = 0, count = 0;
1626 player *pl;
1627 partylist *party = owner->contr->party;
1628
1629 #ifdef PARTY_KILL_LOG
1630 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1631 #endif
1632 for (pl = first_player; pl != NULL; pl = pl->next)
1633 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1634 {
1635 count++;
1636 shares += (pl->ob->level + 4);
1637 }
1638
1639 if (count == 1 || shares > exp)
1640 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1641 else
1642 {
1643 int share = exp / shares, given = 0, nexp;
1644
1645 for (pl = first_player; pl != NULL; pl = pl->next)
1646 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1647 {
1648 nexp = (pl->ob->level + 4) * share;
1649 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1650 given += nexp;
1651 }
1652
1653 exp -= given;
1654 /* give any remainder to the player */
1655 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1656 }
1657 } /* else part of a party */
1658 } /* end if person didn't kill himself */
1659
1660 if (op->type != PLAYER)
1661 {
1662 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1663 {
1664 object *owner1 = get_owner (op);
1665
1666 if (owner1 && owner1->type == PLAYER)
1667 {
1668 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1669 /* Maybe we should include the owner that killed this, maybe not */
1670 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1671 }
1672
1673 remove_friendly_object (op);
1674 }
1675
1676 remove_ob (op);
1677 free_object (op);
1678 }
1679 else
1680 {
1681 /* Player has been killed! */
1682 if (owner->type == PLAYER)
1683 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1684 else
1685 assign (op->contr->killer, hitter->name);
1686 }
1687
1688 /* This was return -1 - that doesn't seem correct - if we return -1, process
1689 * continues in the calling function.
1690 */
1691 return maxdam;
1692 }
1693
1694 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1695 * Returns 0 this is not friendly fire
1696 */
1697
1698 int
1699 friendly_fire (object *op, object *hitter)
1700 {
1701 object *owner;
1702 int friendlyfire;
1703
1704 if (hitter->head)
1705 hitter = hitter->head;
1706
1707 friendlyfire = 0;
1708
1709 if (op->type == PLAYER)
1710 {
1711 if (op_on_battleground (hitter, 0, 0))
1712 return 0;
1713
1714 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1715 return 1;
1716
1717 if ((owner = get_owner (hitter)) != NULL)
1718 {
1719 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1720 friendlyfire = 2;
1721 }
1722
1723 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1724 friendlyfire = 0;
1725 }
1726 return friendlyfire;
1727 }
1728
1729
1730 /* This isn't used just for players, but in fact most objects.
1731 * op is the object to be hit, dam is the amount of damage, hitter
1732 * is what is hitting the object, type is the attacktype, and
1733 * full_hit is set if monster area does not matter.
1734 * dam is base damage - protections/vulnerabilities/slaying matches can
1735 * modify it.
1736 */
1737
1738 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1739 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1740
1741 int
1742 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1743 {
1744 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1745 int maxattacktype, attacknum;
1746 int body_attack = op && op->head; /* Did we hit op's head? */
1747 int simple_attack;
1748 int rtn_kill = 0;
1749 int friendlyfire;
1750
1751 if (get_attack_mode (&op, &hitter, &simple_attack))
1752 return 0;
1753
1754 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1755 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1756 return 0;
1757
1758 #ifdef PROHIBIT_PLAYERKILL
1759 if (op->type == PLAYER)
1760 {
1761 object *owner = get_owner (hitter);
1762
1763 if (!owner)
1764 owner = hitter;
1765
1766 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1767 return 0;
1768 }
1769 #endif
1770
1771 if (body_attack)
1772 {
1773 /* slow and paralyze must hit the head. But we don't want to just
1774 * return - we still need to process other attacks the spell still
1775 * might have. So just remove the paralyze and slow attacktypes,
1776 * and keep on processing if we have other attacktypes.
1777 * return if only magic or nothing is left - under normal code
1778 * we don't attack with pure magic if there is another attacktype.
1779 * Only do processing if the initial attacktype includes one of those
1780 * attack so we don't cancel out things like magic bullet.
1781 */
1782 if (type & (AT_PARALYZE | AT_SLOW))
1783 {
1784 type &= ~(AT_PARALYZE | AT_SLOW);
1785
1786 if (!type || type == AT_MAGIC)
1787 return 0;
1788 }
1789 }
1790
1791 if (!simple_attack && op->type == DOOR)
1792 {
1793 object *tmp;
1794
1795 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1796 if (tmp->type == RUNE || tmp->type == TRAP)
1797 {
1798 spring_trap (tmp, hitter);
1799 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1800 return 0;
1801 break;
1802 }
1803 }
1804
1805 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1806 {
1807 /* FIXME: If a player is killed by a rune in a door, the
1808 * destroyed() check above doesn't return, and might get here.
1809 */
1810 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1811 return 0;
1812 }
1813
1814 #ifdef ATTACK_DEBUG
1815 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1816 #endif
1817
1818 if (magic)
1819 {
1820 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1821 * in case 0>dam>1, we try to "simulate" a float value-effect */
1822 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1823 if (dam >= 100)
1824 dam /= 100;
1825 else
1826 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1827 }
1828
1829 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1830 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1831 */
1832 if (type & AT_CHAOS)
1833 {
1834 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1835 update_object (op, UP_OBJ_FACE);
1836 type &= ~AT_CHAOS;
1837 }
1838
1839 /* Holyword is really an attacktype modifier (like magic is). If
1840 * holyword is part of an attacktype, then make sure the creature is
1841 * a proper match, otherwise no damage.
1842 */
1843 if (type & AT_HOLYWORD)
1844 {
1845 object *god;
1846
1847 if ((!hitter->slaying ||
1848 (!(op->race && strstr (hitter->slaying, op->race)) &&
1849 !(op->name && strstr (hitter->slaying, op->name)))) &&
1850 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1851 (hitter->title != NULL
1852 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1853 return 0;
1854 }
1855
1856 maxattacktype = type; /* initialize this to something */
1857 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1858 {
1859 /* Magic isn't really a true attack type - it gets combined with other
1860 * attack types. As such, skip it over. However, if magic is
1861 * the only attacktype in the group, then still attack with it
1862 */
1863 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1864 continue;
1865
1866 /* Go through and hit the player with each attacktype, one by one.
1867 * hit_player_attacktype only figures out the damage, doesn't inflict
1868 * it. It will do the appropriate action for attacktypes with
1869 * effects (slow, paralization, etc.
1870 */
1871 if (type & attacktype)
1872 {
1873 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1874 /* the >= causes us to prefer messages from special attacks, if
1875 * the damage is equal.
1876 */
1877 if (ndam >= maxdam)
1878 {
1879 maxdam = ndam;
1880 maxattacktype = 1 << attacknum;
1881 }
1882 }
1883 }
1884
1885 /* if this is friendly fire then do a set % of damage only
1886 * Note - put a check in to make sure this attack is actually
1887 * doing damage - otherwise, the +1 in the code below will make
1888 * an attack do damage before when it otherwise didn't
1889 */
1890 friendlyfire = friendly_fire (op, hitter);
1891 if (friendlyfire && maxdam)
1892 {
1893 maxdam = ((dam * settings.set_friendly_fire) / 100);
1894 #ifndef COZY_SERVER
1895 maxdam++;
1896 #endif
1897
1898 #ifdef ATTACK_DEBUG
1899 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1900 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1901 #endif
1902 }
1903
1904 if (!full_hit)
1905 {
1906 archetype *at;
1907 int area;
1908 int remainder;
1909
1910 area = 0;
1911 for (at = op->arch; at != NULL; at = at->more)
1912 area++;
1913 assert (area > 0);
1914
1915 /* basically: maxdam /= area; we try to "simulate" a float
1916 value-effect */
1917 remainder = 100 * (maxdam % area) / area;
1918 maxdam /= area;
1919 if (RANDOM () % 100 < remainder)
1920 maxdam++;
1921 }
1922
1923 #ifdef ATTACK_DEBUG
1924 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1925 #endif
1926
1927 if (get_owner (hitter))
1928 op->enemy = hitter->owner;
1929 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1930 op->enemy = hitter;
1931
1932 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1933 {
1934 /* The unaggressives look after themselves 8) */
1935 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1936 npc_call_help (op);
1937 }
1938
1939 if (magic && did_make_save (op, op->level, 0))
1940 maxdam = maxdam / 2;
1941
1942 attack_message (maxdam, maxattacktype, op, hitter);
1943
1944 op->stats.hp -= maxdam;
1945
1946 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1947 if ((op->stats.hp >= 0) &&
1948 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1949 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1950 {
1951
1952 if (QUERY_FLAG (op, FLAG_MONSTER))
1953 SET_FLAG (op, FLAG_RUN_AWAY);
1954 else
1955 scare_creature (op, hitter);
1956 }
1957
1958 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1959 {
1960 if (maxdam)
1961 tear_down_wall (op);
1962 return maxdam; /* nothing more to do for wall */
1963 }
1964
1965 /* See if the creature has been killed */
1966 rtn_kill = kill_object (op, maxdam, hitter, type);
1967 if (rtn_kill != -1)
1968 return rtn_kill;
1969
1970
1971 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1972 * that before if the player was immune to ghosthit, the monster
1973 * remained - that is no longer the case.
1974 */
1975 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1976 {
1977 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1978 remove_friendly_object (hitter);
1979 remove_ob (hitter);
1980 free_object (hitter);
1981 }
1982 /* Lets handle creatures that are splitting now */
1983 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1984 {
1985 int i;
1986 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1987 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1988 object *owner = get_owner (op);
1989
1990 if (!op->other_arch)
1991 {
1992 LOG (llevError, "SPLITTING without other_arch error.\n");
1993 return maxdam;
1994 }
1995 remove_ob (op);
1996 for (i = 0; i < NROFNEWOBJS (op); i++)
1997 { /* This doesn't handle op->more yet */
1998 object *tmp = arch_to_object (op->other_arch);
1999 int j;
2000
2001 tmp->stats.hp = op->stats.hp;
2002 if (friendly)
2003 {
2004 SET_FLAG (tmp, FLAG_FRIENDLY);
2005 add_friendly_object (tmp);
2006 tmp->attack_movement = PETMOVE;
2007 if (owner != NULL)
2008 set_owner (tmp, owner);
2009 }
2010 if (unaggressive)
2011 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2012 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2013 if (j == -1) /* No spot to put this monster */
2014 free_object (tmp);
2015 else
2016 {
2017 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2018 insert_ob_in_map (tmp, op->map, NULL, 0);
2019 }
2020 }
2021 if (friendly)
2022 remove_friendly_object (op);
2023 free_object (op);
2024 }
2025 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2026 {
2027 remove_ob (hitter);
2028 free_object (hitter);
2029 }
2030 return maxdam;
2031 }
2032
2033
2034 void
2035 poison_player (object *op, object *hitter, int dam)
2036 {
2037 archetype *at = archetype::find ("poisoning");
2038 object *tmp = present_arch_in_ob (at, op);
2039
2040 if (tmp == NULL)
2041 {
2042 if ((tmp = arch_to_object (at)) == NULL)
2043 LOG (llevError, "Failed to clone arch poisoning.\n");
2044 else
2045 {
2046 tmp = insert_ob_in_ob (tmp, op);
2047 /* peterm: give poisoning some teeth. It should
2048 * be able to kill things better than it does:
2049 * damage should be dependent something--I choose to
2050 * do this: if it's a monster, the damage from the
2051 * poisoning goes as the level of the monster/2.
2052 * If anything else, goes as damage.
2053 */
2054
2055 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2056 tmp->stats.dam += hitter->level / 2;
2057 else
2058 tmp->stats.dam = dam;
2059
2060 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2061 if (hitter->skill && hitter->skill != tmp->skill)
2062 {
2063 tmp->skill = hitter->skill;
2064 }
2065
2066 tmp->stats.food += dam; /* more damage, longer poisoning */
2067
2068 if (op->type == PLAYER)
2069 {
2070 /* player looses stats, maximum is -10 of each */
2071 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2072 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2073 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2074 tmp->stats.Int = MAX (-dam / 7, -10);
2075 SET_FLAG (tmp, FLAG_APPLIED);
2076 fix_player (op);
2077 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2078 }
2079 if (hitter->type == PLAYER)
2080 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2081 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2082 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2083 }
2084 tmp->speed_left = 0;
2085 }
2086 else
2087 tmp->stats.food++;
2088 }
2089
2090 void
2091 slow_player (object *op, object *hitter, int dam)
2092 {
2093 archetype *at = archetype::find ("slowness");
2094 object *tmp;
2095
2096 if (at == NULL)
2097 {
2098 LOG (llevError, "Can't find slowness archetype.\n");
2099 }
2100 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2101 {
2102 tmp = arch_to_object (at);
2103 tmp = insert_ob_in_ob (tmp, op);
2104 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2105 }
2106 else
2107 tmp->stats.food++;
2108 SET_FLAG (tmp, FLAG_APPLIED);
2109 tmp->speed_left = 0;
2110 fix_player (op);
2111 }
2112
2113 void
2114 confuse_player (object *op, object *hitter, int dam)
2115 {
2116 object *tmp;
2117 int maxduration;
2118
2119 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2120 if (!tmp)
2121 {
2122 tmp = get_archetype (FORCE_NAME);
2123 tmp = insert_ob_in_ob (tmp, op);
2124 }
2125
2126 /* Duration added per hit and max. duration of confusion both depend
2127 * on the player's resistance
2128 */
2129 tmp->speed = 0.05;
2130 tmp->subtype = FORCE_CONFUSION;
2131 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2132 tmp->name = "confusion";
2133 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2134 if (tmp->duration > maxduration)
2135 tmp->duration = maxduration;
2136
2137 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2138 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2139 SET_FLAG (op, FLAG_CONFUSED);
2140 }
2141
2142 void
2143 blind_player (object *op, object *hitter, int dam)
2144 {
2145 object *tmp, *owner;
2146
2147 /* Save some work if we know it isn't going to affect the player */
2148 if (op->resist[ATNR_BLIND] == 100)
2149 return;
2150
2151 tmp = present_in_ob (BLINDNESS, op);
2152 if (!tmp)
2153 {
2154 tmp = get_archetype ("blindness");
2155 SET_FLAG (tmp, FLAG_BLIND);
2156 SET_FLAG (tmp, FLAG_APPLIED);
2157 /* use floats so we don't lose too much precision due to rounding errors.
2158 * speed is a float anyways.
2159 */
2160 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2161
2162 tmp = insert_ob_in_ob (tmp, op);
2163 change_abil (op, tmp); /* Mostly to display any messages */
2164 fix_player (op); /* This takes care of some other stuff */
2165
2166 if (hitter->owner)
2167 owner = get_owner (hitter);
2168 else
2169 owner = hitter;
2170
2171 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2172 }
2173 tmp->stats.food += dam;
2174 if (tmp->stats.food > 10)
2175 tmp->stats.food = 10;
2176 }
2177
2178 void
2179 paralyze_player (object *op, object *hitter, int dam)
2180 {
2181 float effect, max;
2182
2183 /* object *tmp; */
2184
2185 /* This is strange stuff... someone knows for what this is
2186 * written? Well, i think this can and should be removed
2187 */
2188
2189 /*
2190 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2191 tmp=clone_arch(PARAIMAGE);
2192 tmp->x=op->x,tmp->y=op->y;
2193 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2194 }
2195 */
2196
2197 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2198 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2199
2200 if (effect == 0)
2201 return;
2202
2203 op->speed_left -= FABS (op->speed) * effect;
2204 /* tmp->stats.food+=(signed short) effect/op->speed; */
2205
2206 /* max number of ticks to be affected for. */
2207 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2208 if (op->speed_left < -(FABS (op->speed) * max))
2209 op->speed_left = (float) -(FABS (op->speed) * max);
2210
2211 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2212 }
2213
2214
2215 /* Attempts to kill 'op'. hitter is the attack object, dam is
2216 * the computed damaged.
2217 */
2218 void
2219 deathstrike_player (object *op, object *hitter, int *dam)
2220 {
2221 /* The intention of a death attack is to kill outright things
2222 ** that are a lot weaker than the attacker, have a chance of killing
2223 ** things somewhat weaker than the caster, and no chance of
2224 ** killing something equal or stronger than the attacker.
2225 ** Also, if a deathstrike attack has a slaying, any monster
2226 ** whose name or race matches a comma-delimited list in the slaying
2227 ** field of the deathstriking object */
2228
2229 int atk_lev, def_lev, kill_lev;
2230
2231 if (hitter->slaying)
2232 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2233 return;
2234
2235 def_lev = op->level;
2236 if (def_lev < 1)
2237 {
2238 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2239 def_lev = 1;
2240 }
2241 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2242 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2243 atk_lev, def_lev); */
2244
2245 if (atk_lev >= def_lev)
2246 {
2247 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2248
2249 /* Note that the below effectively means the ratio of the atk vs
2250 * defener level is important - if level 52 character has very little
2251 * chance of killing a level 50 monster. This should probably be
2252 * redone.
2253 */
2254 if (kill_lev >= def_lev)
2255 {
2256 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2257 /* I think this doesn't really do much. Because of
2258 * integer rounding, this only makes any difference if the
2259 * attack level is double the defender level.
2260 */
2261 *dam *= kill_lev / def_lev;
2262 }
2263 }
2264 else
2265 {
2266 *dam = 0; /* no harm done */
2267 }
2268 }
2269
2270 /* thrown_item_effect() - handles any special effects of thrown
2271 * items (like attacking living creatures--a potion thrown at a
2272 * monster).
2273 */
2274 static void
2275 thrown_item_effect (object *hitter, object *victim)
2276 {
2277 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2278 {
2279 /* May not need a switch for just 2 types, but this makes it
2280 * easier for expansion.
2281 */
2282 switch (hitter->type)
2283 {
2284 case POTION:
2285 /* should player get a save throw instead of checking magic protection? */
2286 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2287 (void) apply_potion (victim, hitter);
2288 break;
2289
2290 case POISON: /* poison drinks */
2291 /* As with potions, should monster get a save? */
2292 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2293 apply_poison (victim, hitter);
2294 break;
2295
2296 /* Removed case statements that did nothing.
2297 * food may be poisonous, but monster must be willing to eat it,
2298 * so we don't handle it here.
2299 * Containers should perhaps break open, but that code was disabled.
2300 */
2301 }
2302 }
2303 }
2304
2305 /* adj_attackroll() - adjustments to attacks by various conditions */
2306
2307 int
2308 adj_attackroll (object *hitter, object *target)
2309 {
2310 object *attacker = hitter;
2311 int adjust = 0;
2312
2313 /* safety */
2314 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2315 {
2316 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2317 return 0;
2318 }
2319
2320 /* aimed missiles use the owning object's sight */
2321 if (is_aimed_missile (hitter))
2322 {
2323 if ((attacker = get_owner (hitter)) == NULL)
2324 attacker = hitter;
2325 /* A player who saves but hasn't quit still could have objects
2326 * owned by him - need to handle that case to avoid crashes.
2327 */
2328 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2329 attacker = hitter;
2330 }
2331 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2332 return 0;
2333
2334 /* determine the condtions under which we make an attack.
2335 * Add more cases, as the need occurs. */
2336
2337 if (!can_see_enemy (attacker, target))
2338 {
2339 /* target is unseen */
2340 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2341 adjust -= 10;
2342 /* dark map penalty for the hitter (lacks infravision if we got here). */
2343 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2344 adjust -= target->map->darkness;
2345 }
2346
2347 if (QUERY_FLAG (attacker, FLAG_SCARED))
2348 adjust -= 3;
2349
2350 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2351 adjust += 1;
2352
2353 if (QUERY_FLAG (target, FLAG_SCARED))
2354 adjust += 1;
2355
2356 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2357 adjust -= 3;
2358
2359 /* if we attack at a different 'altitude' its harder */
2360 if ((attacker->move_type & target->move_type) == 0)
2361 adjust -= 2;
2362
2363 #if 0
2364 /* slower attacks are less likely to succeed. We should use a
2365 * comparison between attacker/target speeds BUT, players have
2366 * a generally faster speed, so this will wind up being a HUGE
2367 * disadantage for the monsters! Too bad, because missiles which
2368 * fly fast should have a better chance of hitting a slower target.
2369 */
2370 if (hitter->speed < target->speed)
2371 adjust += ((float) hitter->speed - target->speed);
2372 #endif
2373
2374 #if 0
2375 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2376 #endif
2377
2378 return adjust;
2379 }
2380
2381
2382 /* determine if the object is an 'aimed' missile */
2383 int
2384 is_aimed_missile (object *op)
2385 {
2386
2387 /* I broke what used to be one big if into a few nested
2388 * ones so that figuring out the logic is at least possible.
2389 */
2390 if (op && (op->move_type & MOVE_FLYING))
2391 {
2392 if (op->type == ARROW || op->type == THROWN_OBJ)
2393 return 1;
2394 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2395 return 1;
2396 }
2397 return 0;
2398 }