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/cvs/deliantra/server/server/attack.C
Revision: 1.41
Committed: Mon Jan 15 00:40:49 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +24 -18 lines
Log Message:
- micro-optimised hit_map and ok_to_put_more, this
  immensely helped reduce load on dense maps.
- introduced xy_normalise, which is imho a saner interface
  and much faster than get_map_flags so should be used
  in new code (and time-critical code).

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29
30 #ifndef __CEXTRACT__
31 # include <sproto.h>
32 #endif
33
34 #include <sounds.h>
35
36 typedef struct att_msg_str
37 {
38 char *msg1;
39 char *msg2;
40 } att_msg;
41
42 /*#define ATTACK_DEBUG*/
43
44 /* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47 void
48 cancellation (object *op)
49 {
50 object *tmp;
51
52 if (op->invisible)
53 return;
54
55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 {
57 /* Recur through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp);
61 }
62 else if (FABS (op->magic) <= (rndm (0, 5)))
63 {
64 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */
66 op->magic = 0;
67 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
71 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op);
74 }
75 }
76 }
77
78 /* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item).
81 */
82 int
83 did_make_save_item (object *op, int type, object *originator)
84 {
85 int i, roll, saves = 0, attacks = 0, number;
86 materialtype_t *mt;
87
88 if (op->materialname == NULL)
89 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material)
92 break;
93 }
94 else
95 mt = name_to_material (op->materialname);
96
97 if (mt == NULL)
98 return TRUE;
99
100 roll = rndm (1, 20);
101
102 /* the attacktypes have no meaning for object saves
103 * If the type is only magic, don't adjust type - basically, if
104 * pure magic is hitting an object, it should save. However, if it
105 * is magic teamed with something else, then strip out the
106 * magic type, and instead let the fire, cold, or whatever component
107 * destroy the item. Otherwise, you get the case of poisoncloud
108 * destroying objects because it has magic attacktype.
109 */
110 if (type != AT_MAGIC)
111 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
112 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
113 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
114
115 if (type == 0)
116 return TRUE;
117 if (roll == 20)
118 return TRUE;
119 if (roll == 1)
120 return FALSE;
121
122 for (number = 0; number < NROFATTACKS; number++)
123 {
124 i = 1 << number;
125 if (!(i & type))
126 continue;
127 attacks++;
128 if (op->resist[number] == 100)
129 saves++;
130 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
131 saves++;
132 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
133 saves++;
134 }
135
136 if (saves == attacks || attacks == 0)
137 return TRUE;
138 if ((saves == 0) || (rndm (1, attacks) > saves))
139 return FALSE;
140 return TRUE;
141 }
142
143 /* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.)
146 */
147
148 void
149 save_throw_object (object *op, int type, object *originator)
150 {
151 if (!did_make_save_item (op, type, originator))
152 {
153 object *env = op->env;
154 int x = op->x, y = op->y;
155 maptile *m = op->map;
156
157 op = stop_item (op);
158 if (op == NULL)
159 return;
160
161 /* Hacked the following so that type LIGHTER will work.
162 * Also, objects which are potenital "lights" that are hit by
163 * flame/elect attacks will be set to glow. "lights" are any
164 * object with +/- glow_radius and an "other_arch" to change to.
165 * (and please note that we cant fail our save and reach this
166 * function if the object doesnt contain a material that can burn.
167 * So forget lighting magical swords on fire with this!) -b.t.
168 */
169 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
170 {
171 const char *arch = op->other_arch->name;
172
173 op = decrease_ob_nr (op, 1);
174
175 if (op)
176 fix_stopped_item (op, m, originator);
177
178 if ((op = get_archetype (arch)) != NULL)
179 {
180 if (env)
181 {
182 op->x = env->x, op->y = env->y;
183 insert_ob_in_ob (op, env);
184 if (env->contr)
185 esrv_send_item (env, op);
186 }
187 else
188 {
189 op->x = x, op->y = y;
190 insert_ob_in_map (op, m, originator, 0);
191 }
192 }
193
194 return;
195 }
196
197 if (type & AT_CANCELLATION)
198 { /* Cancellation. */
199 cancellation (op);
200 fix_stopped_item (op, m, originator);
201 return;
202 }
203
204 if (op->nrof > 1)
205 {
206 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
207
208 if (op)
209 fix_stopped_item (op, m, originator);
210 }
211 else
212 {
213 if (op->env)
214 {
215 object *tmp = op->in_player ();
216
217 if (tmp)
218 esrv_del_item (tmp->contr, op->count);
219 }
220
221 op->destroy ();
222 }
223
224 if (type & (AT_FIRE | AT_ELECTRICITY))
225 if (env)
226 {
227 op = get_archetype ("burnout");
228 op->x = env->x, op->y = env->y;
229 insert_ob_in_ob (op, env);
230 }
231 else
232 replace_insert_ob_in_map ("burnout", originator);
233
234 return;
235 }
236
237 /* The value of 50 is arbitrary. */
238 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
239 {
240 object *tmp;
241 archetype *at = archetype::find ("icecube");
242
243 if (at == NULL)
244 return;
245
246 op = stop_item (op);
247 if (op == NULL)
248 return;
249
250 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
251 {
252 tmp = arch_to_object (at);
253 tmp->x = op->x, tmp->y = op->y;
254 /* This was in the old (pre new movement code) -
255 * icecubes have slow_move set to 1 - don't want
256 * that for ones we create.
257 */
258 tmp->move_slow_penalty = 0;
259 tmp->move_slow = 0;
260 insert_ob_in_map (tmp, op->map, originator, 0);
261 }
262
263 if (!QUERY_FLAG (op, FLAG_REMOVED))
264 op->remove ();
265
266 insert_ob_in_ob (op, tmp);
267 return;
268 }
269 }
270
271 /* Object op is hitting the map.
272 * op is going in direction 'dir'
273 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise.
276 */
277
278 int
279 hit_map (object *op, int dir, int type, int full_hit)
280 {
281 maptile *map;
282 sint16 x, y;
283 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
284
285 if (QUERY_FLAG (op, FLAG_FREED))
286 {
287 LOG (llevError, "BUG: hit_map(): free object\n");
288 return 0;
289 }
290
291 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
292 {
293 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
294 return 0;
295 }
296
297 if (!op->map)
298 {
299 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
300 return 0;
301 }
302
303 if (op->head)
304 op = op->head;
305
306 map = op->map;
307 x = op->x + freearr_x[dir];
308 y = op->y + freearr_y[dir];
309
310 if (!xy_normalise (map, x, y))
311 return 0;
312
313 // elmex: a safe map tile can't be hit!
314 // this should prevent most harmful effects on items and players there.
315 mapspace &ms = map->at (x, y);
316
317 if (ms.flags () & P_SAFE)
318 return 0;
319
320 /* peterm: a few special cases for special attacktypes --counterspell
321 * must be out here because it strikes things which are not alive
322 */
323 if (type & (AT_COUNTERSPELL | AT_CHAOS))
324 {
325 if (type & AT_COUNTERSPELL)
326 {
327 counterspell (op, dir); /* see spell_effect.c */
328
329 /* If the only attacktype is counterspell or magic, don't need
330 * to do any further processing.
331 */
332 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
333 return 0;
334
335 type &= ~AT_COUNTERSPELL;
336 }
337
338 if (type & AT_CHAOS)
339 {
340 shuffle_attack (op, 1); /* flag tells it to change the face */
341 update_object (op, UP_OBJ_FACE);
342 type &= ~AT_CHAOS;
343 }
344 }
345
346 /* There may still be objects that were above 'next', but there is no
347 * simple way to find out short of copying all object references and
348 * tags into a temporary array before we start processing the first
349 * object. That's why we just abort on destroy.
350 *
351 * This happens whenever attack spells (like fire) hit a pile
352 * of objects. This is not a bug - nor an error.
353 */
354 for (object *next = ms.bot; next && !next->destroyed (); )
355 {
356 object *tmp = next;
357 next = tmp->above;
358
359 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
360 * For example, 'tmp' was put in an icecube.
361 * This is one of the few cases where on_same_map should not be used.
362 */
363 if (tmp->map != map || tmp->x != x || tmp->y != y)
364 continue;
365
366 if (QUERY_FLAG (tmp, FLAG_ALIVE))
367 {
368 hit_player (tmp, op->stats.dam, op, type, full_hit);
369 retflag |= 1;
370
371 if (op->destroyed ())
372 break;
373 }
374 /* Here we are potentially destroying an object. If the object has
375 * NO_PASS set, it is also immune - you can't destroy walls. Note
376 * that weak walls have is_alive set, which prevent objects from
377 * passing over/through them. We don't care what type of movement
378 * the wall blocks - if it blocks any type of movement, can't be
379 * destroyed right now.
380 */
381 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
382 {
383 save_throw_object (tmp, type, op);
384
385 if (op->destroyed ())
386 break;
387 }
388 }
389
390 return 0;
391 }
392
393 void
394 attack_message (int dam, int type, object *op, object *hitter)
395 {
396 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
397 int i, found = 0;
398 maptile *map;
399 object *next, *tmp;
400
401 /* put in a few special messages for some of the common attacktypes
402 * a player might have. For example, fire, electric, cold, etc
403 * [garbled 20010919]
404 */
405
406 if (dam == 9998 && op->type == DOOR)
407 {
408 sprintf (buf1, "unlock %s", &op->name);
409 sprintf (buf2, " unlocks");
410 found++;
411 }
412 if (dam < 0)
413 {
414 sprintf (buf1, "hit %s", &op->name);
415 sprintf (buf2, " hits");
416 found++;
417 }
418 else if (dam == 0)
419 {
420 sprintf (buf1, "missed %s", &op->name);
421 sprintf (buf2, " misses");
422 found++;
423 }
424 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
425 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
426 {
427 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
428 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
429 {
430 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
431 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
432 found++;
433 break;
434 }
435 }
436 else if (op->type == DOOR && !found)
437 {
438 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
439 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
440 {
441 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
442 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
443 found++;
444 break;
445 }
446 }
447 else if (hitter->type == PLAYER && op->is_alive ())
448 {
449 if (USING_SKILL (hitter, SK_KARATE))
450 {
451 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
452 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
453 {
454 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
455 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
456 found++;
457 break;
458 }
459 }
460 else if (USING_SKILL (hitter, SK_CLAWING))
461 {
462 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
463 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
464 {
465 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
466 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
467 found++;
468 break;
469 }
470 }
471 else if (USING_SKILL (hitter, SK_PUNCHING))
472 {
473 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
474 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
475 {
476 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
477 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
478 found++;
479 break;
480 }
481 }
482 }
483
484 if (found)
485 {
486 /* done */
487 }
488 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
489 {
490 sprintf (buf1, "hit"); /* just in case */
491 for (i = 0; i < MAXATTACKMESS; i++)
492 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
493 {
494 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
495 found++;
496 break;
497 }
498 }
499 else if (type & AT_DRAIN && op->is_alive ())
500 {
501 /* drain is first, because some items have multiple attypes */
502 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
503 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
504 {
505 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
506 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
507 found++;
508 break;
509 }
510 }
511 else if (type & AT_ELECTRICITY && op->is_alive ())
512 {
513 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
514 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
515 {
516 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
517 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
518 found++;
519 break;
520 }
521 }
522 else if (type & AT_COLD && op->is_alive ())
523 {
524 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
525 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
526 {
527 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
528 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
529 found++;
530 break;
531 }
532 }
533 else if (type & AT_FIRE)
534 {
535 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
536 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
537 {
538 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
539 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
540 found++;
541 break;
542 }
543 }
544 else if (hitter->current_weapon != NULL)
545 {
546 int mtype;
547
548 switch (hitter->current_weapon->weapontype)
549 {
550 case WEAP_HIT:
551 mtype = ATM_BASIC;
552 break;
553 case WEAP_SLASH:
554 mtype = ATM_SLASH;
555 break;
556 case WEAP_PIERCE:
557 mtype = ATM_PIERCE;
558 break;
559 case WEAP_CLEAVE:
560 mtype = ATM_CLEAVE;
561 break;
562 case WEAP_SLICE:
563 mtype = ATM_SLICE;
564 break;
565 case WEAP_STAB:
566 mtype = ATM_STAB;
567 break;
568 case WEAP_WHIP:
569 mtype = ATM_WHIP;
570 break;
571 case WEAP_CRUSH:
572 mtype = ATM_CRUSH;
573 break;
574 case WEAP_BLUD:
575 mtype = ATM_BLUD;
576 break;
577 default:
578 mtype = ATM_BASIC;
579 break;
580 }
581 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
582 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
583 {
584 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
585 strcpy (buf2, attack_mess[mtype][i].buf3);
586 found++;
587 break;
588 }
589 }
590 else
591 {
592 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
593 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
594 {
595 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
596 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
597 found++;
598 break;
599 }
600 }
601
602 if (!found)
603 {
604 strcpy (buf1, "hit");
605 strcpy (buf2, " hits");
606 }
607
608 /* bail out if a monster is casting spells */
609 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
610 return;
611
612 /* scale down magic considerably. */
613 if (type & AT_MAGIC && rndm (0, 5))
614 return;
615
616 /* Did a player hurt another player? Inform both! */
617 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
618 {
619 if (hitter->owner != NULL)
620 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
621 else
622 {
623 sprintf (buf, "%s%s you.", &hitter->name, buf2);
624 if (dam != 0)
625 {
626 if (dam < 10)
627 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
628 else if (dam < 20)
629 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
630 else
631 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
632 }
633 }
634 new_draw_info (NDI_BLACK, 0, op, buf);
635 } /* end of player hitting player */
636
637 if (hitter->type == PLAYER)
638 {
639 sprintf (buf, "You %s.", buf1);
640 if (dam != 0)
641 {
642 if (dam < 10)
643 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
644 else if (dam < 20)
645 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
646 else
647 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
648 }
649 new_draw_info (NDI_BLACK, 0, hitter, buf);
650 }
651 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
652 {
653 /* look for stacked spells and start reducing the message chances */
654 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
655 {
656 i = 4;
657 map = hitter->map;
658 if (out_of_map (map, hitter->x, hitter->y))
659 return;
660 next = GET_MAP_OB (map, hitter->x, hitter->y);
661 if (next)
662 while (next)
663 {
664 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
665 i *= 3;
666 tmp = next;
667 next = tmp->above;
668 }
669 if (i < 0)
670 return;
671 if (rndm (0, i) != 0)
672 return;
673 }
674 else if (rndm (0, 5) != 0)
675 return;
676 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
677 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
678 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
679 }
680 }
681
682
683 static int
684 get_attack_mode (object **target, object **hitter, int *simple_attack)
685 {
686 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
687 {
688 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
689 return 1;
690 }
691 if ((*target)->head)
692 *target = (*target)->head;
693 if ((*hitter)->head)
694 *hitter = (*hitter)->head;
695 if ((*hitter)->env != NULL || (*target)->env != NULL)
696 {
697 *simple_attack = 1;
698 return 0;
699 }
700 if (QUERY_FLAG (*target, FLAG_REMOVED)
701 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
702 {
703 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
704 return 1;
705 }
706 *simple_attack = 0;
707 return 0;
708 }
709
710 static int
711 abort_attack (object *target, object *hitter, int simple_attack)
712 {
713
714 /* Check if target and hitter are still in a relation similar to the one
715 * determined by get_attack_mode(). Returns true if the relation has changed.
716 */
717 int new_mode;
718
719 if (hitter->env == target || target->env == hitter)
720 new_mode = 1;
721 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
722 return 1;
723 else
724 new_mode = 0;
725 return new_mode != simple_attack;
726 }
727
728 static void thrown_item_effect (object *, object *);
729
730 static int
731 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
732 {
733 int simple_attack, roll, dam = 0;
734 uint32 type;
735 shstr op_name;
736
737 if (get_attack_mode (&op, &hitter, &simple_attack))
738 goto error;
739
740 if (hitter->current_weapon)
741 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
742 return RESULT_INT (0);
743
744 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
745 return RESULT_INT (0);
746
747 /*
748 * A little check to make it more difficult to dance forward and back
749 * to avoid ever being hit by monsters.
750 */
751 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
752 {
753 /* Decrease speed BEFORE calling process_object. Otherwise, an
754 * infinite loop occurs, with process_object calling move_monster,
755 * which then gets here again. By decreasing the speed before
756 * we call process_object, the 'if' statement above will fail.
757 */
758 op->speed_left--;
759 process_object (op);
760
761 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
762 goto error;
763 }
764
765 op_name = op->name;
766
767 roll = random_roll (1, 20, hitter, PREFER_HIGH);
768
769 /* Adjust roll for various situations. */
770 if (!simple_attack)
771 roll += adj_attackroll (hitter, op);
772
773 /* See if we hit the creature */
774 if (roll == 20 || op->stats.ac >= base_wc - roll)
775 {
776 int hitdam = base_dam;
777
778 if (settings.casting_time == TRUE)
779 {
780 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
781 {
782 hitter->casting_time = -1;
783 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
784 }
785 if ((op->casting_time > -1) && (hitdam > 0))
786 {
787 op->casting_time = -1;
788 if (op->type == PLAYER)
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
791 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
792 }
793 }
794 }
795 if (!simple_attack)
796 {
797 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this.
799 * -b.t. */
800 if (QUERY_FLAG (op, FLAG_SLEEP))
801 CLEAR_FLAG (op, FLAG_SLEEP);
802
803 /* If the victim can't see the attacker, it may alert others
804 * for help. */
805 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
806 npc_call_help (op);
807
808 /* if you were hidden and hit by a creature, you are discovered */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810 {
811 make_visible (op);
812 if (op->type == PLAYER)
813 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
814 }
815
816 /* thrown items (hitter) will have various effects
817 * when they hit the victim. For things like thrown daggers,
818 * this sets 'hitter' to the actual dagger, and not the
819 * wrapper object.
820 */
821 thrown_item_effect (hitter, op);
822
823 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
824 goto leave;
825 }
826
827 /* Need to do at least 1 damage, otherwise there is no point
828 * to go further and it will cause FPE's below.
829 */
830 if (hitdam <= 0)
831 hitdam = 1;
832
833 type = hitter->attacktype;
834
835 if (!type)
836 type = AT_PHYSICAL;
837
838 /* Handle monsters that hit back */
839 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
840 {
841 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
842 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
843
844 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
845
846 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
847 goto leave;
848 }
849
850 /* In the new attack code, it should handle multiple attack
851 * types in its area, so remove it from here.
852 */
853 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
854
855 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
856 goto leave;
857 } /* end of if hitter hit op */
858 /* if we missed, dam=0 */
859
860 /*attack_message(dam, type, op, hitter); */
861
862 goto leave;
863
864 error:
865 dam = 1;
866
867 leave:
868
869 return dam;
870 }
871
872 int
873 attack_ob (object *op, object *hitter)
874 {
875
876 if (hitter->head)
877 hitter = hitter->head;
878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
879 }
880
881 /* op is the arrow, tmp is what is stopping the arrow.
882 *
883 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
884 */
885 static int
886 stick_arrow (object *op, object *tmp)
887 {
888 /* If the missile hit a player, we insert it in their inventory.
889 * However, if the missile is heavy, we don't do so (assume it falls
890 * to the ground after a hit). What a good value for this is up to
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around.
893 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 {
896 if (tmp->head != NULL)
897 tmp = tmp->head;
898
899 op->remove ();
900 op = insert_ob_in_ob (op, tmp);
901
902 if (tmp->type == PLAYER)
903 esrv_send_item (tmp, op);
904
905 return 1;
906 }
907 else
908 return 0;
909 }
910
911 /* hit_with_arrow() disassembles the missile, attacks the victim and
912 * reassembles the missile.
913 *
914 * It returns a pointer to the reassembled missile, or NULL if the missile
915 * isn't available anymore.
916 */
917 object *
918 hit_with_arrow (object *op, object *victim)
919 {
920 object *container, *hitter;
921 int hit_something = 0;
922
923 /* Disassemble missile */
924 if (op->inv)
925 {
926 container = op;
927 hitter = op->inv;
928 hitter->remove ();
929 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
930 /* Note that we now have an empty THROWN_OBJ on the map. Code that
931 * might be called until this THROWN_OBJ is either reassembled or
932 * removed at the end of this function must be able to deal with empty
933 * THROWN_OBJs. */
934 }
935 else
936 {
937 container = 0;
938 hitter = op;
939 }
940
941 /* Try to hit victim */
942 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
943
944 /* Arrow attacks door, rune of summoning is triggered, demon is put on
945 * arrow, move_apply() calls this function, arrow sticks in demon,
946 * attack_ob_simple() returns, and we've got an arrow that still exists
947 * but is no longer on the map. Ugh. (Beware: Such things can happen at
948 * other places as well!)
949 */
950 if (hitter->destroyed () || hitter->env != NULL)
951 {
952 if (container)
953 {
954 container->remove ();
955 container->destroy ();
956 }
957
958 return 0;
959 }
960
961 /* Missile hit victim */
962 /* if the speed is > 10, then this is a fast moving arrow, we go straight
963 * through the target
964 */
965 if (hit_something && op->speed <= 10.0)
966 {
967 /* Stop arrow */
968 if (!container)
969 {
970 hitter = fix_stopped_arrow (hitter);
971 if (!hitter)
972 return 0;
973 }
974 else
975 container->destroy ();
976
977 /* Try to stick arrow into victim */
978 if (!victim->destroyed () && stick_arrow (hitter, victim))
979 return 0;
980
981 /* Else try to put arrow on victim's map square
982 * remove check for P_WALL here. If the arrow got to this
983 * space, that is good enough - with the new movement code,
984 * there is now the potential for lots of spaces where something
985 * can fly over but not otherwise move over. What is the correct
986 * way to handle those otherwise?
987 */
988 if (victim->x != hitter->x || victim->y != hitter->y)
989 {
990 hitter->remove ();
991 hitter->x = victim->x;
992 hitter->y = victim->y;
993 insert_ob_in_map (hitter, victim->map, hitter, 0);
994 }
995 else
996 /* Else leave arrow where it is */
997 merge_ob (hitter, NULL);
998
999 return 0;
1000 }
1001
1002 if (hit_something && op->speed >= 10.0)
1003 op->speed -= 1.0;
1004
1005 /* Missile missed victim - reassemble missile */
1006 if (container)
1007 {
1008 hitter->remove ();
1009 insert_ob_in_ob (hitter, container);
1010 }
1011
1012 return op;
1013 }
1014
1015
1016 void
1017 tear_down_wall (object *op)
1018 {
1019 int perc = 0;
1020
1021 if (!op->stats.maxhp)
1022 {
1023 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1024 perc = 1;
1025 }
1026 else if (!GET_ANIM_ID (op))
1027 {
1028 /* Object has been called - no animations, so remove it */
1029 if (op->stats.hp < 0)
1030 op->destroy ();
1031
1032 return; /* no animations, so nothing more to do */
1033 }
1034
1035 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1036
1037 if (perc >= (int) NUM_ANIMATIONS (op))
1038 perc = NUM_ANIMATIONS (op) - 1;
1039 else if (perc < 1)
1040 perc = 1;
1041
1042 SET_ANIMATION (op, perc);
1043 update_object (op, UP_OBJ_FACE);
1044
1045 if (perc == NUM_ANIMATIONS (op) - 1)
1046 { /* Reached the last animation */
1047 if (op->face == blank_face)
1048 /* If the last face is blank, remove the ob */
1049 op->destroy ();
1050 else
1051 { /* The last face was not blank, leave an image */
1052 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1053 update_all_los (op->map, op->x, op->y);
1054 op->move_block = 0;
1055 CLEAR_FLAG (op, FLAG_ALIVE);
1056 }
1057 }
1058 }
1059
1060 void
1061 scare_creature (object *target, object *hitter)
1062 {
1063 object *owner = hitter->owner;
1064
1065 if (!owner)
1066 owner = hitter;
1067
1068 SET_FLAG (target, FLAG_SCARED);
1069 if (!target->enemy)
1070 target->enemy = owner;
1071 }
1072
1073
1074 /* This returns the amount of damage hitter does to op with the
1075 * appropriate attacktype. Only 1 attacktype should be set at a time.
1076 * This doesn't damage the player, but returns how much it should
1077 * take. However, it will do other effects (paralyzation, slow, etc.)
1078 * Note - changed for PR code - we now pass the attack number and not
1079 * the attacktype. Makes it easier for the PR code. */
1080
1081 int
1082 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1083 {
1084 int doesnt_slay = 1;
1085
1086 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1087 if (attacknum >= NROFATTACKS)
1088 {
1089 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1090 return 0;
1091 }
1092
1093 if (dam < 0)
1094 {
1095 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1096 return 0;
1097 }
1098
1099 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1100 * people can't mess with that or it otherwise get confused. */
1101 if (attacknum == ATNR_INTERNAL)
1102 return dam;
1103
1104 if (hitter->slaying)
1105 {
1106 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1107 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1108 {
1109 doesnt_slay = 0;
1110 dam *= 3;
1111 }
1112 }
1113
1114 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1115 if (op->resist[attacknum])
1116 {
1117 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1118 * in case 0>dam>1, we try to "simulate" a float value-effect */
1119 dam *= (100 - op->resist[attacknum]);
1120 if (dam >= 100)
1121 dam /= 100;
1122 else
1123 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1124 }
1125
1126 /* Special hack. By default, if immune to something, you
1127 * shouldn't need to worry. However, acid is an exception, since
1128 * it can still damage your items. Only include attacktypes if
1129 * special processing is needed */
1130
1131 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1132 return 0;
1133
1134 /* Keep this in order - makes things easier to find */
1135
1136 switch (attacknum)
1137 {
1138 case ATNR_PHYSICAL:
1139 /* here also check for diseases */
1140 check_physically_infect (op, hitter);
1141 break;
1142
1143 /* Don't need to do anything for:
1144 magic,
1145 fire,
1146 electricity,
1147 cold */
1148
1149 case ATNR_CONFUSION:
1150 case ATNR_POISON:
1151 case ATNR_SLOW:
1152 case ATNR_PARALYZE:
1153 case ATNR_FEAR:
1154 case ATNR_CANCELLATION:
1155 case ATNR_DEPLETE:
1156 case ATNR_BLIND:
1157 {
1158 /* chance for inflicting a special attack depends on the
1159 * difference between attacker's and defender's level
1160 */
1161 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1162
1163 /* First, only creatures/players with speed can be affected.
1164 * Second, just getting hit doesn't mean it always affects
1165 * you. Third, you still get a saving through against the
1166 * effect.
1167 */
1168 if (op->speed &&
1169 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1170 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1171 {
1172
1173 /* Player has been hit by something */
1174 if (attacknum == ATNR_CONFUSION)
1175 confuse_player (op, hitter, dam);
1176 else if (attacknum == ATNR_POISON)
1177 poison_player (op, hitter, dam);
1178 else if (attacknum == ATNR_SLOW)
1179 slow_player (op, hitter, dam);
1180 else if (attacknum == ATNR_PARALYZE)
1181 paralyze_player (op, hitter, dam);
1182 else if (attacknum == ATNR_FEAR)
1183 scare_creature (op, hitter);
1184 else if (attacknum == ATNR_CANCELLATION)
1185 cancellation (op);
1186 else if (attacknum == ATNR_DEPLETE)
1187 op->drain_stat ();
1188 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1189 blind_player (op, hitter, dam);
1190 }
1191 dam = 0; /* These are all effects and don't do real damage */
1192 }
1193 break;
1194 case ATNR_ACID:
1195 {
1196 int flag = 0;
1197
1198 /* Items only get corroded if you're not on a battleground and
1199 * if your acid resistance is below 50%. */
1200 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201 {
1202 object *tmp;
1203
1204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1205 {
1206 if (tmp->invisible)
1207 continue;
1208 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1209 /* >= 10% acid res. on itmes will protect these */
1210 continue;
1211 if (!(tmp->material & M_IRON))
1212 continue;
1213 if (tmp->magic < -4) /* Let's stop at -5 */
1214 continue;
1215 if (tmp->type == RING ||
1216 /* removed boots and gloves from exclusion list in
1217 PR */
1218 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219 continue; /* To avoid some strange effects */
1220
1221 /* High damage acid has better chance of corroding
1222 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1;
1230 tmp->magic--;
1231 if (op->type == PLAYER)
1232 esrv_send_item (op, tmp);
1233 }
1234 }
1235 if (flag)
1236 op->update_stats (); /* Something was corroded */
1237 }
1238 }
1239 break;
1240 case ATNR_DRAIN:
1241 {
1242 /* rate is the proportion of exp drained. High rate means
1243 * not much is drained, low rate means a lot is drained.
1244 */
1245 int rate;
1246
1247 if (op->resist[ATNR_DRAIN] >= 0)
1248 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1249 else
1250 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1251
1252 if (op->stats.exp <= rate)
1253 {
1254 if (op->type == GOLEM)
1255 dam = 999; /* Its force is "sucked" away. 8) */
1256 else
1257 /* If we can't drain, lets try to do physical damage */
1258 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1259 }
1260 else
1261 {
1262 /* Randomly give the hitter some hp */
1263 if (hitter->stats.hp < hitter->stats.maxhp &&
1264 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1265 hitter->stats.hp++;
1266
1267 /* Can't do drains on battleground spaces.
1268 * Move the wiz check up here - before, the hitter wouldn't gain exp
1269 * exp, but the wiz would still lose exp! If drainee is a wiz,
1270 * nothing happens.
1271 * Try to credit the owner. We try to display player -> player drain
1272 * attacks, hence all the != PLAYER checks.
1273 */
1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1275 {
1276 object *owner = hitter->owner;
1277
1278 if (owner && owner != hitter)
1279 {
1280 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 }
1289 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 }
1291 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1292 * drain attack, you won't know that you are actually sucking out EXP,
1293 * as the messages will say you missed
1294 */
1295 }
1296 }
1297 break;
1298 case ATNR_TURN_UNDEAD:
1299 {
1300 if (QUERY_FLAG (op, FLAG_UNDEAD))
1301 {
1302 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1303 object *god = find_god (determine_god (owner));
1304 int div = 1;
1305
1306 /* if undead are not an enemy of your god, you turn them
1307 * at half strength */
1308 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1309 div = 2;
1310 /* Give a bonus if you resist turn undead */
1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner);
1313 }
1314 else
1315 dam = 0; /* don't damage non undead - should we damage
1316 undead? */
1317 }
1318 break;
1319 case ATNR_DEATH:
1320 deathstrike_player (op, hitter, &dam);
1321 break;
1322 case ATNR_CHAOS:
1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1324 dam = 0;
1325 break;
1326 case ATNR_COUNTERSPELL:
1327 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1328 dam = 0;
1329 /* This should never happen. Counterspell is handled
1330 * seperately and filtered out. If this does happen,
1331 * Counterspell has no effect on anything but spells, so it
1332 * does no damage. */
1333 break;
1334 case ATNR_HOLYWORD:
1335 {
1336 /* This has already been handled by hit_player,
1337 * no need to check twice -- DAMN */
1338 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1339
1340 /* As with turn undead above, give a bonus on the saving throw */
1341 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342 scare_creature (op, owner);
1343 }
1344 break;
1345 case ATNR_LIFE_STEALING:
1346 {
1347 int new_hp;
1348
1349 /* this is replacement to drain for players, instead of taking
1350 * exp it takes hp. It is geared for players, probably not
1351 * much use giving it to monsters
1352 *
1353 * life stealing doesn't do a lot of damage, but it gives the
1354 * damage it does do to the player. Given that,
1355 * it only does 1/10'th normal damage (hence the divide by
1356 * 1000).
1357 */
1358 /* You can't steal life from something undead */
1359 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1360 return 0;
1361 /* If drain protection is higher than life stealing, use that */
1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1364 else
1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1366 /* You die at -1 hp, not zero. */
1367 if (dam > (op->stats.hp + 1))
1368 dam = op->stats.hp + 1;
1369 new_hp = hitter->stats.hp + dam;
1370 if (new_hp > hitter->stats.maxhp)
1371 new_hp = hitter->stats.maxhp;
1372 if (new_hp > hitter->stats.hp)
1373 hitter->stats.hp = new_hp;
1374 }
1375 }
1376
1377 return dam;
1378 }
1379
1380 /* GROS: This code comes from hit_player. It has been made external to
1381 * allow script procedures to "kill" objects in a combat-like fashion.
1382 * It was initially used by (kill-object) developed for the Collector's
1383 * Sword. Note that nothing has been changed from the original version
1384 * of the following code.
1385 * op is what is being killed.
1386 * dam is the damage done to it.
1387 * hitter is what is hitting it.
1388 * type is the attacktype.
1389 *
1390 * This function was a bit of a mess with hitter getting changed,
1391 * values being stored away but not used, etc. I've cleaned it up
1392 * a bit - I think it should be functionally equivalant.
1393 * MSW 2002-07-17
1394 */
1395 int
1396 kill_object (object *op, int dam, object *hitter, int type)
1397 {
1398 char buf[MAX_BUF];
1399 const char *skill;
1400 int maxdam = 0;
1401 int battleg = 0; /* true if op standing on battleground */
1402 int pk = 0; /* true if op and what controls hitter are both players */
1403 object *owner = NULL;
1404 object *skop = NULL;
1405
1406 if (op->stats.hp >= 0)
1407 return -1;
1408
1409 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1410 return 0;
1411
1412 /* maxdam needs to be the amount of damage it took to kill
1413 * this creature. The function(s) that call us have already
1414 * adjusted the creatures HP total, so that is negative.
1415 */
1416 maxdam = dam + op->stats.hp + 1;
1417
1418 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1419 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1420
1421 if (op->type == DOOR)
1422 {
1423 op->set_speed (0.1);
1424 op->speed_left = -0.05;
1425 return maxdam;
1426 }
1427
1428 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1429 {
1430 remove_friendly_object (op);
1431
1432 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1433 op->owner->contr->ranges[range_golem] = 0;
1434
1435 op->destroy ();
1436 return maxdam;
1437 }
1438
1439 /* Now lets start dealing with experience we get for killing something */
1440
1441 owner = hitter->owner;
1442 if (!owner)
1443 owner = hitter;
1444
1445 /* is the victim (op) standing on battleground? */
1446 if (op_on_battleground (op, NULL, NULL))
1447 battleg = 1;
1448
1449 /* is this player killing? */
1450 if (op->type == PLAYER && owner->type == PLAYER)
1451 pk = 1;
1452
1453 /* Player killed something */
1454 if (owner->type == PLAYER)
1455 {
1456 Log_Kill (owner->name,
1457 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1458
1459 /* Log players killing other players - makes it easier to detect
1460 * and filter out malicious player killers - that is why the
1461 * ip address is included.
1462 */
1463 if (op->type == PLAYER && !battleg)
1464 {
1465 time_t t = time (NULL);
1466 struct tm *tmv;
1467 char buf[256];
1468
1469 tmv = localtime (&t);
1470 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1471
1472 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1473 }
1474
1475 /* try to filter some things out - basically, if you are
1476 * killing a level 1 creature and your level 20, you
1477 * probably don't want to see that.
1478 */
1479 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1480 {
1481 if (owner != hitter)
1482 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1483 else
1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1485
1486 /* Only play sounds for melee kills */
1487 if (hitter->type == PLAYER)
1488 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1489 }
1490
1491 /* If a player kills another player, not on
1492 * battleground, the "killer" looses 1 luck. Since this is
1493 * not reversible, it's actually quite a pain IMHO. -AV
1494 * Fix bug in that we were changing the luck of the hitter, not
1495 * player that the object belonged to - so if you killed another player
1496 * with spells, pets, whatever, there was no penalty.
1497 * Changed to make luck penalty configurable in settings.
1498 */
1499 if (op->type == PLAYER && owner != op && !battleg)
1500 owner->change_luck (-settings.pk_luck_penalty);
1501
1502 /* This code below deals with finding the appropriate skill
1503 * to credit exp to. This is a bit problematic - we should
1504 * probably never really have to look at current_weapon->skill
1505 */
1506 skill = 0;
1507
1508 if (hitter->skill && hitter->type != PLAYER)
1509 skill = hitter->skill;
1510 else if (owner->chosen_skill)
1511 {
1512 skill = owner->chosen_skill->skill;
1513 skop = owner->chosen_skill;
1514 }
1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516 skill = owner->current_weapon->skill;
1517 else
1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519
1520 /* We have the skill we want to credit to - now find the object this goes
1521 * to. Make sure skop is an actual skill, and not a skill tool!
1522 */
1523 if ((!skop || skop->type != SKILL) && skill)
1524 {
1525 int i;
1526
1527 for (i = 0; i < NUM_SKILLS; i++)
1528 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1529 {
1530 skop = owner->contr->last_skill_ob[i];
1531 break;
1532 }
1533 }
1534 } /* Was it a player that hit somethign */
1535 else
1536 skill = 0;
1537
1538 /* Pet (or spell) killed something. */
1539 if (owner != hitter)
1540 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1541 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542 else
1543 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1544 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1545 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546
1547 /* These may have been set in the player code section above */
1548 if (!skop)
1549 skop = hitter->chosen_skill;
1550
1551 if (!skill && skop)
1552 skill = skop->skill;
1553
1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555
1556 /* If you didn't kill yourself, and your not the wizard */
1557 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1558 {
1559 int exp;
1560
1561 /* Really don't give much experience for killing other players */
1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1563 if (op->type == PLAYER)
1564 {
1565 if (battleg)
1566 {
1567 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1568 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1569 }
1570 else
1571 exp = op->stats.exp / 1000;
1572 }
1573 else
1574 exp = calc_skill_exp (owner, op, skop);
1575
1576 /* if op is standing on "battleground" (arena), no way to gain
1577 * exp by killing him
1578 */
1579 if (battleg)
1580 exp = 0;
1581
1582 /* Don't know why this is set this way - doesn't make
1583 * sense to just divide everything by two for no reason.
1584 */
1585
1586 if (!settings.simple_exp)
1587 exp = exp / 2;
1588
1589 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 change_exp (owner, exp, skill, 0);
1591 else
1592 {
1593 int shares = 0, count = 0;
1594 player *pl;
1595 partylist *party = owner->contr->party;
1596
1597 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1598
1599 for_all_players (pl)
1600 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1601 {
1602 count++;
1603 shares += (pl->ob->level + 4);
1604 }
1605
1606 if (count == 1 || shares > exp || !shares)
1607 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1608 else
1609 {
1610 int share = exp / shares, given = 0, nexp;
1611
1612 for_all_players (pl)
1613 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1614 {
1615 nexp = (pl->ob->level + 4) * share;
1616 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1617 given += nexp;
1618 }
1619
1620 exp -= given;
1621 /* give any remainder to the player */
1622 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1623 }
1624 } /* else part of a party */
1625 } /* end if person didn't kill himself */
1626
1627 if (op->type != PLAYER)
1628 {
1629 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1630 {
1631 object *owner1 = op->owner;
1632
1633 if (owner1 && owner1->type == PLAYER)
1634 {
1635 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1636 /* Maybe we should include the owner that killed this, maybe not */
1637 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1638 }
1639
1640 remove_friendly_object (op);
1641 }
1642
1643 op->destroy ();
1644 }
1645 else
1646 {
1647 /* Player has been killed! */
1648 if (owner->type == PLAYER)
1649 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1650 else
1651 assign (op->contr->killer, hitter->name);
1652 }
1653
1654 /* This was return -1 - that doesn't seem correct - if we return -1, process
1655 * continues in the calling function.
1656 */
1657 return maxdam;
1658 }
1659
1660 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1661 * Returns 0 this is not friendly fire
1662 */
1663
1664 int
1665 friendly_fire (object *op, object *hitter)
1666 {
1667 object *owner;
1668 int friendlyfire;
1669
1670 if (hitter->head)
1671 hitter = hitter->head;
1672
1673 friendlyfire = 0;
1674
1675 if (op->type == PLAYER)
1676 {
1677 if (op_on_battleground (hitter, 0, 0))
1678 return 0;
1679
1680 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1681 return 1;
1682
1683 if ((owner = hitter->owner) != NULL)
1684 {
1685 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1686 friendlyfire = 2;
1687 }
1688
1689 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1690 friendlyfire = 0;
1691 }
1692 return friendlyfire;
1693 }
1694
1695
1696 /* This isn't used just for players, but in fact most objects.
1697 * op is the object to be hit, dam is the amount of damage, hitter
1698 * is what is hitting the object, type is the attacktype, and
1699 * full_hit is set if monster area does not matter.
1700 * dam is base damage - protections/vulnerabilities/slaying matches can
1701 * modify it.
1702 */
1703 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1704 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1705 int
1706 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1707 {
1708 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1709 int maxattacktype, attacknum;
1710 int body_attack = op && op->head; /* Did we hit op's head? */
1711 int simple_attack;
1712 int rtn_kill = 0;
1713 int friendlyfire;
1714
1715 if (get_attack_mode (&op, &hitter, &simple_attack))
1716 return 0;
1717
1718 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1719 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1720 return 0;
1721
1722 #ifdef PROHIBIT_PLAYERKILL
1723 if (op->type == PLAYER)
1724 {
1725 object *owner = hitter->owner;
1726
1727 if (!owner)
1728 owner = hitter;
1729
1730 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1731 return 0;
1732 }
1733 #endif
1734
1735 if (body_attack)
1736 {
1737 /* slow and paralyze must hit the head. But we don't want to just
1738 * return - we still need to process other attacks the spell still
1739 * might have. So just remove the paralyze and slow attacktypes,
1740 * and keep on processing if we have other attacktypes.
1741 * return if only magic or nothing is left - under normal code
1742 * we don't attack with pure magic if there is another attacktype.
1743 * Only do processing if the initial attacktype includes one of those
1744 * attack so we don't cancel out things like magic bullet.
1745 */
1746 if (type & (AT_PARALYZE | AT_SLOW))
1747 {
1748 type &= ~(AT_PARALYZE | AT_SLOW);
1749
1750 if (!type || type == AT_MAGIC)
1751 return 0;
1752 }
1753 }
1754
1755 if (!simple_attack && op->type == DOOR)
1756 {
1757 object *tmp;
1758
1759 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1760 if (tmp->type == RUNE || tmp->type == TRAP)
1761 {
1762 spring_trap (tmp, hitter);
1763
1764 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 return 0;
1766
1767 break;
1768 }
1769 }
1770
1771 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1772 {
1773 /* FIXME: If a player is killed by a rune in a door, the
1774 * destroyed() check above doesn't return, and might get here.
1775 */
1776 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1777 return 0;
1778 }
1779
1780 #ifdef ATTACK_DEBUG
1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 #endif
1783
1784 if (magic)
1785 {
1786 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1787 * in case 0>dam>1, we try to "simulate" a float value-effect */
1788 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 if (dam >= 100)
1790 dam /= 100;
1791 else
1792 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1793 }
1794
1795 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1796 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1797 */
1798 if (type & AT_CHAOS)
1799 {
1800 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1801 update_object (op, UP_OBJ_FACE);
1802 type &= ~AT_CHAOS;
1803 }
1804
1805 /* Holyword is really an attacktype modifier (like magic is). If
1806 * holyword is part of an attacktype, then make sure the creature is
1807 * a proper match, otherwise no damage.
1808 */
1809 if (type & AT_HOLYWORD)
1810 {
1811 object *god;
1812
1813 if ((!hitter->slaying ||
1814 (!(op->race && strstr (hitter->slaying, op->race)) &&
1815 !(op->name && strstr (hitter->slaying, op->name)))) &&
1816 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1817 (hitter->title != NULL
1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1819 return 0;
1820 }
1821
1822 maxattacktype = type; /* initialise this to something */
1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1824 {
1825 /* Magic isn't really a true attack type - it gets combined with other
1826 * attack types. As such, skip it over. However, if magic is
1827 * the only attacktype in the group, then still attack with it
1828 */
1829 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1830 continue;
1831
1832 /* Go through and hit the player with each attacktype, one by one.
1833 * hit_player_attacktype only figures out the damage, doesn't inflict
1834 * it. It will do the appropriate action for attacktypes with
1835 * effects (slow, paralization, etc.
1836 */
1837 if (type & attacktype)
1838 {
1839 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1840 /* the >= causes us to prefer messages from special attacks, if
1841 * the damage is equal.
1842 */
1843 if (ndam >= maxdam)
1844 {
1845 maxdam = ndam;
1846 maxattacktype = 1 << attacknum;
1847 }
1848 }
1849 }
1850
1851 /* if this is friendly fire then do a set % of damage only
1852 * Note - put a check in to make sure this attack is actually
1853 * doing damage - otherwise, the +1 in the code below will make
1854 * an attack do damage before when it otherwise didn't
1855 */
1856 friendlyfire = friendly_fire (op, hitter);
1857 if (friendlyfire && maxdam)
1858 {
1859 maxdam = ((dam * settings.set_friendly_fire) / 100);
1860 #ifndef COZY_SERVER
1861 maxdam++;
1862 #endif
1863
1864 #ifdef ATTACK_DEBUG
1865 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1866 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1867 #endif
1868 }
1869
1870 if (!full_hit)
1871 {
1872 archetype *at;
1873 int area;
1874 int remainder;
1875
1876 area = 0;
1877 for (at = op->arch; at != NULL; at = at->more)
1878 area++;
1879 assert (area > 0);
1880
1881 /* basically: maxdam /= area; we try to "simulate" a float
1882 value-effect */
1883 remainder = 100 * (maxdam % area) / area;
1884 maxdam /= area;
1885 if (RANDOM () % 100 < remainder)
1886 maxdam++;
1887 }
1888
1889 #ifdef ATTACK_DEBUG
1890 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1891 #endif
1892
1893 if (hitter->owner)
1894 op->enemy = hitter->owner;
1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1896 op->enemy = hitter;
1897
1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899 {
1900 /* The unaggressives look after themselves 8) */
1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1902 npc_call_help (op);
1903 }
1904
1905 if (magic && did_make_save (op, op->level, 0))
1906 maxdam = maxdam / 2;
1907
1908 attack_message (maxdam, maxattacktype, op, hitter);
1909
1910 op->stats.hp -= maxdam;
1911
1912 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1913 if ((op->stats.hp >= 0) &&
1914 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1915 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1916 {
1917
1918 if (QUERY_FLAG (op, FLAG_MONSTER))
1919 SET_FLAG (op, FLAG_RUN_AWAY);
1920 else
1921 scare_creature (op, hitter);
1922 }
1923
1924 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1925 {
1926 if (maxdam)
1927 tear_down_wall (op);
1928
1929 return maxdam; /* nothing more to do for wall */
1930 }
1931
1932 /* See if the creature has been killed */
1933 rtn_kill = kill_object (op, maxdam, hitter, type);
1934 if (rtn_kill != -1)
1935 return rtn_kill;
1936
1937
1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939 * that before if the player was immune to ghosthit, the monster
1940 * remained - that is no longer the case.
1941 */
1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1943 {
1944 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1945 remove_friendly_object (hitter);
1946
1947 hitter->destroy ();
1948 }
1949 /* Lets handle creatures that are splitting now */
1950 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1951 {
1952 int i;
1953 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1954 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1955 object *owner = op->owner;
1956
1957 if (!op->other_arch)
1958 {
1959 LOG (llevError, "SPLITTING without other_arch error.\n");
1960 return maxdam;
1961 }
1962
1963 op->remove ();
1964
1965 for (i = 0; i < NROFNEWOBJS (op); i++)
1966 { /* This doesn't handle op->more yet */
1967 object *tmp = arch_to_object (op->other_arch);
1968 int j;
1969
1970 tmp->stats.hp = op->stats.hp;
1971
1972 if (friendly)
1973 {
1974 add_friendly_object (tmp);
1975 tmp->attack_movement = PETMOVE;
1976
1977 if (owner)
1978 tmp->set_owner (owner);
1979 }
1980
1981 if (unaggressive)
1982 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1983
1984 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1985
1986 if (j == -1) /* No spot to put this monster */
1987 tmp->destroy ();
1988 else
1989 {
1990 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1991 insert_ob_in_map (tmp, op->map, NULL, 0);
1992 }
1993 }
1994
1995 op->destroy ();
1996 }
1997 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1998 hitter->destroy ();
1999
2000 return maxdam;
2001 }
2002
2003
2004 void
2005 poison_player (object *op, object *hitter, int dam)
2006 {
2007 archetype *at = archetype::find ("poisoning");
2008 object *tmp = present_arch_in_ob (at, op);
2009
2010 if (tmp == NULL)
2011 {
2012 if ((tmp = arch_to_object (at)) == NULL)
2013 LOG (llevError, "Failed to clone arch poisoning.\n");
2014 else
2015 {
2016 tmp = insert_ob_in_ob (tmp, op);
2017 /* peterm: give poisoning some teeth. It should
2018 * be able to kill things better than it does:
2019 * damage should be dependent something--I choose to
2020 * do this: if it's a monster, the damage from the
2021 * poisoning goes as the level of the monster/2.
2022 * If anything else, goes as damage.
2023 */
2024
2025 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2026 tmp->stats.dam += hitter->level / 2;
2027 else
2028 tmp->stats.dam = dam;
2029
2030 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2031 if (hitter->skill && hitter->skill != tmp->skill)
2032 {
2033 tmp->skill = hitter->skill;
2034 }
2035
2036 tmp->stats.food += dam; /* more damage, longer poisoning */
2037
2038 if (op->type == PLAYER)
2039 {
2040 /* player looses stats, maximum is -10 of each */
2041 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2042 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2043 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2044 tmp->stats.Int = MAX (-dam / 7, -10);
2045 SET_FLAG (tmp, FLAG_APPLIED);
2046 op->update_stats ();
2047 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2048 }
2049 if (hitter->type == PLAYER)
2050 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2051 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2052 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2053 }
2054 tmp->speed_left = 0;
2055 }
2056 else
2057 tmp->stats.food++;
2058 }
2059
2060 void
2061 slow_player (object *op, object *hitter, int dam)
2062 {
2063 archetype *at = archetype::find ("slowness");
2064 object *tmp;
2065
2066 if (at == NULL)
2067 {
2068 LOG (llevError, "Can't find slowness archetype.\n");
2069 }
2070 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2071 {
2072 tmp = arch_to_object (at);
2073 tmp = insert_ob_in_ob (tmp, op);
2074 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2075 }
2076 else
2077 tmp->stats.food++;
2078 SET_FLAG (tmp, FLAG_APPLIED);
2079 tmp->speed_left = 0;
2080 op->update_stats ();
2081 }
2082
2083 void
2084 confuse_player (object *op, object *hitter, int dam)
2085 {
2086 object *tmp;
2087 int maxduration;
2088
2089 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2090 if (!tmp)
2091 {
2092 tmp = get_archetype (FORCE_NAME);
2093 tmp = insert_ob_in_ob (tmp, op);
2094 }
2095
2096 /* Duration added per hit and max. duration of confusion both depend
2097 * on the player's resistance
2098 */
2099 tmp->speed = 0.05;
2100 tmp->subtype = FORCE_CONFUSION;
2101 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2102 tmp->name = "confusion";
2103 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2104 if (tmp->duration > maxduration)
2105 tmp->duration = maxduration;
2106
2107 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2108 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2109 SET_FLAG (op, FLAG_CONFUSED);
2110 }
2111
2112 void
2113 blind_player (object *op, object *hitter, int dam)
2114 {
2115 object *tmp, *owner;
2116
2117 /* Save some work if we know it isn't going to affect the player */
2118 if (op->resist[ATNR_BLIND] == 100)
2119 return;
2120
2121 tmp = present_in_ob (BLINDNESS, op);
2122 if (!tmp)
2123 {
2124 tmp = get_archetype ("blindness");
2125 SET_FLAG (tmp, FLAG_BLIND);
2126 SET_FLAG (tmp, FLAG_APPLIED);
2127 /* use floats so we don't lose too much precision due to rounding errors.
2128 * speed is a float anyways.
2129 */
2130 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2131
2132 tmp = insert_ob_in_ob (tmp, op);
2133 change_abil (op, tmp); /* Mostly to display any messages */
2134 op->update_stats (); /* This takes care of some other stuff */
2135
2136 if (hitter->owner)
2137 owner = hitter->owner;
2138 else
2139 owner = hitter;
2140
2141 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2142 }
2143 tmp->stats.food += dam;
2144 if (tmp->stats.food > 10)
2145 tmp->stats.food = 10;
2146 }
2147
2148 void
2149 paralyze_player (object *op, object *hitter, int dam)
2150 {
2151 float effect, max;
2152
2153 /* object *tmp; */
2154
2155 /* This is strange stuff... someone knows for what this is
2156 * written? Well, i think this can and should be removed
2157 */
2158
2159 /*
2160 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2161 tmp=clone_arch(PARAIMAGE);
2162 tmp->x=op->x,tmp->y=op->y;
2163 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2164 }
2165 */
2166
2167 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2168 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2169
2170 if (effect == 0)
2171 return;
2172
2173 op->speed_left -= FABS (op->speed) * effect;
2174 /* tmp->stats.food+=(signed short) effect/op->speed; */
2175
2176 /* max number of ticks to be affected for. */
2177 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2178 if (op->speed_left < -(FABS (op->speed) * max))
2179 op->speed_left = (float) -(FABS (op->speed) * max);
2180
2181 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2182 }
2183
2184
2185 /* Attempts to kill 'op'. hitter is the attack object, dam is
2186 * the computed damaged.
2187 */
2188 void
2189 deathstrike_player (object *op, object *hitter, int *dam)
2190 {
2191 /* The intention of a death attack is to kill outright things
2192 ** that are a lot weaker than the attacker, have a chance of killing
2193 ** things somewhat weaker than the caster, and no chance of
2194 ** killing something equal or stronger than the attacker.
2195 ** Also, if a deathstrike attack has a slaying, any monster
2196 ** whose name or race matches a comma-delimited list in the slaying
2197 ** field of the deathstriking object */
2198
2199 int atk_lev, def_lev, kill_lev;
2200
2201 if (hitter->slaying)
2202 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2203 return;
2204
2205 def_lev = op->level;
2206 if (def_lev < 1)
2207 {
2208 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2209 def_lev = 1;
2210 }
2211 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2212 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2213 atk_lev, def_lev); */
2214
2215 if (atk_lev >= def_lev)
2216 {
2217 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2218
2219 /* Note that the below effectively means the ratio of the atk vs
2220 * defener level is important - if level 52 character has very little
2221 * chance of killing a level 50 monster. This should probably be
2222 * redone.
2223 */
2224 if (kill_lev >= def_lev)
2225 {
2226 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2227 /* I think this doesn't really do much. Because of
2228 * integer rounding, this only makes any difference if the
2229 * attack level is double the defender level.
2230 */
2231 *dam *= kill_lev / def_lev;
2232 }
2233 }
2234 else
2235 {
2236 *dam = 0; /* no harm done */
2237 }
2238 }
2239
2240 /* thrown_item_effect() - handles any special effects of thrown
2241 * items (like attacking living creatures--a potion thrown at a
2242 * monster).
2243 */
2244 static void
2245 thrown_item_effect (object *hitter, object *victim)
2246 {
2247 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2248 {
2249 /* May not need a switch for just 2 types, but this makes it
2250 * easier for expansion.
2251 */
2252 switch (hitter->type)
2253 {
2254 case POTION:
2255 /* should player get a save throw instead of checking magic protection? */
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2257 (void) apply_potion (victim, hitter);
2258 break;
2259
2260 case POISON: /* poison drinks */
2261 /* As with potions, should monster get a save? */
2262 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2263 apply_poison (victim, hitter);
2264 break;
2265
2266 /* Removed case statements that did nothing.
2267 * food may be poisonous, but monster must be willing to eat it,
2268 * so we don't handle it here.
2269 * Containers should perhaps break open, but that code was disabled.
2270 */
2271 }
2272 }
2273 }
2274
2275 /* adj_attackroll() - adjustments to attacks by various conditions */
2276
2277 int
2278 adj_attackroll (object *hitter, object *target)
2279 {
2280 object *attacker = hitter;
2281 int adjust = 0;
2282
2283 /* safety */
2284 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2285 {
2286 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2287 return 0;
2288 }
2289
2290 /* aimed missiles use the owning object's sight */
2291 if (is_aimed_missile (hitter))
2292 {
2293 if ((attacker = hitter->owner) == NULL)
2294 attacker = hitter;
2295 /* A player who saves but hasn't quit still could have objects
2296 * owned by him - need to handle that case to avoid crashes.
2297 */
2298 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2299 attacker = hitter;
2300 }
2301 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2302 return 0;
2303
2304 /* determine the condtions under which we make an attack.
2305 * Add more cases, as the need occurs. */
2306
2307 if (!can_see_enemy (attacker, target))
2308 {
2309 /* target is unseen */
2310 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2311 adjust -= 10;
2312 /* dark map penalty for the hitter (lacks infravision if we got here). */
2313 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2314 adjust -= target->map->darkness;
2315 }
2316
2317 if (QUERY_FLAG (attacker, FLAG_SCARED))
2318 adjust -= 3;
2319
2320 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2321 adjust += 1;
2322
2323 if (QUERY_FLAG (target, FLAG_SCARED))
2324 adjust += 1;
2325
2326 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2327 adjust -= 3;
2328
2329 /* if we attack at a different 'altitude' its harder */
2330 if ((attacker->move_type & target->move_type) == 0)
2331 adjust -= 2;
2332
2333 #if 0
2334 /* slower attacks are less likely to succeed. We should use a
2335 * comparison between attacker/target speeds BUT, players have
2336 * a generally faster speed, so this will wind up being a HUGE
2337 * disadantage for the monsters! Too bad, because missiles which
2338 * fly fast should have a better chance of hitting a slower target.
2339 */
2340 if (hitter->speed < target->speed)
2341 adjust += ((float) hitter->speed - target->speed);
2342 #endif
2343
2344 #if 0
2345 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2346 #endif
2347
2348 return adjust;
2349 }
2350
2351
2352 /* determine if the object is an 'aimed' missile */
2353 int
2354 is_aimed_missile (object *op)
2355 {
2356
2357 /* I broke what used to be one big if into a few nested
2358 * ones so that figuring out the logic is at least possible.
2359 */
2360 if (op && (op->move_type & MOVE_FLYING))
2361 {
2362 if (op->type == ARROW || op->type == THROWN_OBJ)
2363 return 1;
2364 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2365 return 1;
2366 }
2367 return 0;
2368 }