ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.58
Committed: Sun Apr 29 03:44:36 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +3 -2 lines
Log Message:
considerably change the balancing of missile weapons:

- treat bows as weapons in update_stats.
- completely change calculation of attacktype, damage and wc
  inside fire_bow.

this should make missile weapons much stronger and hopefully more
competitive. the formulas are probably broken, but hopefully at least an
improvement.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70 }
71
72 /* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item).
75 */
76 int
77 did_make_save_item (object *op, int type, object *originator)
78 {
79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt;
81
82 if (op->materialname == NULL)
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (mt == NULL)
92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143 void
144 save_throw_object (object *op, int type, object *originator)
145 {
146 if (!did_make_save_item (op, type, originator))
147 {
148 object *env = op->env;
149 int x = op->x, y = op->y;
150 maptile *m = op->map;
151
152 op = stop_item (op);
153 if (op == NULL)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 {
166 const char *arch = op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 {
175 if (env)
176 {
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 }
188
189 return;
190 }
191
192 if (type & AT_CANCELLATION)
193 { /* Cancellation. */
194 cancellation (op);
195 fix_stopped_item (op, m, originator);
196 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 }
218
219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env)
221 {
222 op = get_archetype ("burnout");
223 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env);
225 }
226 else
227 replace_insert_ob_in_map ("burnout", originator);
228
229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube");
237
238 if (at == NULL)
239 return;
240
241 op = stop_item (op);
242 if (op == NULL)
243 return;
244
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 if (!QUERY_FLAG (op, FLAG_REMOVED))
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return;
263 }
264 }
265
266 /* Object op is hitting the map.
267 * op is going in direction 'dir'
268 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise.
271 */
272
273 int
274 hit_map (object *op, int dir, int type, int full_hit)
275 {
276 maptile *map;
277 sint16 x, y;
278 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
279
280 if (QUERY_FLAG (op, FLAG_FREED))
281 {
282 LOG (llevError, "BUG: hit_map(): free object\n");
283 return 0;
284 }
285
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287 {
288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
289 return 0;
290 }
291
292 if (!op->map)
293 {
294 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
295 return 0;
296 }
297
298 if (op->head)
299 op = op->head;
300
301 map = op->map;
302 x = op->x + freearr_x[dir];
303 y = op->y + freearr_y[dir];
304
305 if (!xy_normalise (map, x, y))
306 return 0;
307
308 // elmex: a safe map tile can't be hit!
309 // this should prevent most harmful effects on items and players there.
310 mapspace &ms = map->at (x, y);
311
312 if (ms.flags () & P_SAFE)
313 return 0;
314
315 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive
317 */
318 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 {
320 if (type & AT_COUNTERSPELL)
321 {
322 counterspell (op, dir); /* see spell_effect.c */
323
324 /* If the only attacktype is counterspell or magic, don't need
325 * to do any further processing.
326 */
327 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
328 return 0;
329
330 type &= ~AT_COUNTERSPELL;
331 }
332
333 if (type & AT_CHAOS)
334 {
335 shuffle_attack (op, 1); /* flag tells it to change the face */
336 update_object (op, UP_OBJ_FACE);
337 type &= ~AT_CHAOS;
338 }
339 }
340
341 /* There may still be objects that were above 'next', but there is no
342 * simple way to find out short of copying all object references and
343 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy.
345 *
346 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error.
348 */
349 for (object *next = ms.bot; next && !next->destroyed (); )
350 {
351 object *tmp = next;
352 next = tmp->above;
353
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube.
356 * This is one of the few cases where on_same_map should not be used.
357 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y)
359 continue;
360
361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit);
364 retflag |= 1;
365
366 if (op->destroyed ())
367 break;
368 }
369 /* Here we are potentially destroying an object. If the object has
370 * NO_PASS set, it is also immune - you can't destroy walls. Note
371 * that weak walls have is_alive set, which prevent objects from
372 * passing over/through them. We don't care what type of movement
373 * the wall blocks - if it blocks any type of movement, can't be
374 * destroyed right now.
375 */
376 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
377 {
378 save_throw_object (tmp, type, op);
379
380 if (op->destroyed ())
381 break;
382 }
383 }
384
385 return 0;
386 }
387
388 void
389 attack_message (int dam, int type, object *op, object *hitter)
390 {
391 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
392 int i, found = 0;
393 maptile *map;
394 object *next, *tmp;
395
396 /* put in a few special messages for some of the common attacktypes
397 * a player might have. For example, fire, electric, cold, etc
398 * [garbled 20010919]
399 */
400
401 if (dam == 9998 && op->type == DOOR)
402 {
403 sprintf (buf1, "unlock %s", &op->name);
404 sprintf (buf2, " unlocks");
405 found++;
406 }
407 if (dam < 0)
408 {
409 sprintf (buf1, "hit %s", &op->name);
410 sprintf (buf2, " hits");
411 found++;
412 }
413 else if (dam == 0)
414 {
415 sprintf (buf1, "missed %s", &op->name);
416 sprintf (buf2, " misses");
417 found++;
418 }
419 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
420 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
421 {
422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
423 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
424 {
425 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
426 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
427 found++;
428 break;
429 }
430 }
431 else if (op->type == DOOR && !found)
432 {
433 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
434 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
435 {
436 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
437 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
438 found++;
439 break;
440 }
441 }
442 else if (hitter->type == PLAYER && op->is_alive ())
443 {
444 if (USING_SKILL (hitter, SK_KARATE))
445 {
446 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
447 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
448 {
449 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
450 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
451 found++;
452 break;
453 }
454 }
455 else if (USING_SKILL (hitter, SK_CLAWING))
456 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
458 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
459 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
461 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
462 found++;
463 break;
464 }
465 }
466 else if (USING_SKILL (hitter, SK_PUNCHING))
467 {
468 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
469 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
470 {
471 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
472 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
473 found++;
474 break;
475 }
476 }
477 }
478
479 if (found)
480 {
481 /* done */
482 }
483 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
484 {
485 sprintf (buf1, "hit"); /* just in case */
486 for (i = 0; i < MAXATTACKMESS; i++)
487 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
488 {
489 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
490 found++;
491 break;
492 }
493 }
494 else if (type & AT_DRAIN && op->is_alive ())
495 {
496 /* drain is first, because some items have multiple attypes */
497 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
498 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
499 {
500 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
501 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
502 found++;
503 break;
504 }
505 }
506 else if (type & AT_ELECTRICITY && op->is_alive ())
507 {
508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
509 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
510 {
511 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
512 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
513 found++;
514 break;
515 }
516 }
517 else if (type & AT_COLD && op->is_alive ())
518 {
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
520 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
521 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
523 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_FIRE)
529 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
531 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
532 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
534 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
535 found++;
536 break;
537 }
538 }
539 else if (hitter->current_weapon != NULL)
540 {
541 int mtype;
542
543 switch (hitter->current_weapon->weapontype)
544 {
545 case WEAP_HIT:
546 mtype = ATM_BASIC;
547 break;
548 case WEAP_SLASH:
549 mtype = ATM_SLASH;
550 break;
551 case WEAP_PIERCE:
552 mtype = ATM_PIERCE;
553 break;
554 case WEAP_CLEAVE:
555 mtype = ATM_CLEAVE;
556 break;
557 case WEAP_SLICE:
558 mtype = ATM_SLICE;
559 break;
560 case WEAP_STAB:
561 mtype = ATM_STAB;
562 break;
563 case WEAP_WHIP:
564 mtype = ATM_WHIP;
565 break;
566 case WEAP_CRUSH:
567 mtype = ATM_CRUSH;
568 break;
569 case WEAP_BLUD:
570 mtype = ATM_BLUD;
571 break;
572 default:
573 mtype = ATM_BASIC;
574 break;
575 }
576 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
577 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
578 {
579 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
580 strcpy (buf2, attack_mess[mtype][i].buf3);
581 found++;
582 break;
583 }
584 }
585 else
586 {
587 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
588 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
589 {
590 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
591 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
592 found++;
593 break;
594 }
595 }
596
597 if (!found)
598 {
599 strcpy (buf1, "hit");
600 strcpy (buf2, " hits");
601 }
602
603 /* bail out if a monster is casting spells */
604 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
605 return;
606
607 /* scale down magic considerably. */
608 if (type & AT_MAGIC && rndm (0, 5))
609 return;
610
611 /* Did a player hurt another player? Inform both! */
612 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
613 {
614 if (hitter->owner != NULL)
615 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
616 else
617 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2);
619 if (dam != 0)
620 {
621 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
623 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
625 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
627 }
628 }
629 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */
631
632 if (hitter->type == PLAYER)
633 {
634 sprintf (buf, "You %s.", buf1);
635 if (dam != 0)
636 {
637 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
639 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
641 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
643 }
644 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 {
648 /* look for stacked spells and start reducing the message chances */
649 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
650 {
651 i = 4;
652 map = hitter->map;
653 if (out_of_map (map, hitter->x, hitter->y))
654 return;
655
656 next = GET_MAP_OB (map, hitter->x, hitter->y);
657 if (next)
658 while (next)
659 {
660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
661 i *= 3;
662 tmp = next;
663 next = tmp->above;
664 }
665
666 if (i < 0)
667 return;
668
669 if (rndm (0, i) != 0)
670 return;
671 }
672 else if (rndm (0, 5) != 0)
673 return;
674
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 }
679 }
680
681
682 static int
683 get_attack_mode (object **target, object **hitter, int *simple_attack)
684 {
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1;
689 }
690 if ((*target)->head)
691 *target = (*target)->head;
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head;
694 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 {
696 *simple_attack = 1;
697 return 0;
698 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
701 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
703 return 1;
704 }
705 *simple_attack = 0;
706 return 0;
707 }
708
709 static int
710 abort_attack (object *target, object *hitter, int simple_attack)
711 {
712
713 /* Check if target and hitter are still in a relation similar to the one
714 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */
716 int new_mode;
717
718 if (hitter->env == target || target->env == hitter)
719 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1;
722 else
723 new_mode = 0;
724 return new_mode != simple_attack;
725 }
726
727 static void thrown_item_effect (object *, object *);
728
729 static int
730 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731 {
732 int simple_attack, roll, dam = 0;
733 uint32 type;
734 shstr op_name;
735
736 if (get_attack_mode (&op, &hitter, &simple_attack))
737 goto error;
738
739 if (hitter->current_weapon)
740 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
741 return RESULT_INT (0);
742
743 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
744 return RESULT_INT (0);
745
746 /*
747 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters.
749 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
751 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail.
756 */
757 op->speed_left--;
758 process_object (op);
759
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error;
762 }
763
764 op_name = op->name;
765
766 roll = random_roll (1, 20, hitter, PREFER_HIGH);
767
768 /* Adjust roll for various situations. */
769 if (!simple_attack)
770 roll += adj_attackroll (hitter, op);
771
772 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 {
775 int hitdam = base_dam;
776
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784
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
796 if (!simple_attack)
797 {
798 /* If you hit something, the victim should *always* wake up.
799 * Before, invisible hitters could avoid doing this.
800 * -b.t. */
801 if (QUERY_FLAG (op, FLAG_SLEEP))
802 CLEAR_FLAG (op, FLAG_SLEEP);
803
804 /* If the victim can't see the attacker, it may alert others
805 * for help. */
806 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
807 npc_call_help (op);
808
809 /* if you were hidden and hit by a creature, you are discovered */
810 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
811 {
812 make_visible (op);
813 if (op->type == PLAYER)
814 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
815 }
816
817 /* thrown items (hitter) will have various effects
818 * when they hit the victim. For things like thrown daggers,
819 * this sets 'hitter' to the actual dagger, and not the
820 * wrapper object.
821 */
822 thrown_item_effect (hitter, op);
823
824 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
825 goto leave;
826 }
827
828 /* Need to do at least 1 damage, otherwise there is no point
829 * to go further and it will cause FPE's below.
830 */
831 if (hitdam <= 0)
832 hitdam = 1;
833
834 type = hitter->attacktype;
835
836 if (!type)
837 type = AT_PHYSICAL;
838
839 /* Handle monsters that hit back */
840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
841 {
842 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
843 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
844
845 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
846
847 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
848 goto leave;
849 }
850
851 /* In the new attack code, it should handle multiple attack
852 * types in its area, so remove it from here.
853 */
854 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
855
856 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
857 goto leave;
858 } /* end of if hitter hit op */
859 /* if we missed, dam=0 */
860
861 /*attack_message(dam, type, op, hitter); */
862
863 goto leave;
864
865 error:
866 dam = 1;
867
868 leave:
869
870 return dam;
871 }
872
873 int
874 attack_ob (object *op, object *hitter)
875 {
876 hitter = hitter->head_ ();
877
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 void
1016 tear_down_wall (object *op)
1017 {
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1;
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 {
1027 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0)
1029 op->destroy ();
1030
1031 return; /* no animations, so nothing more to do */
1032 }
1033
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1035
1036 if (perc >= (int) NUM_ANIMATIONS (op))
1037 perc = NUM_ANIMATIONS (op) - 1;
1038 else if (perc < 1)
1039 perc = 1;
1040
1041 SET_ANIMATION (op, perc);
1042 update_object (op, UP_OBJ_FACE);
1043
1044 if (perc == NUM_ANIMATIONS (op) - 1)
1045 { /* Reached the last animation */
1046 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */
1048 op->destroy ();
1049 else
1050 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1052 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE);
1055 }
1056 }
1057 }
1058
1059 void
1060 scare_creature (object *target, object *hitter)
1061 {
1062 object *owner = hitter->owner;
1063
1064 if (!owner)
1065 owner = hitter;
1066
1067 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy)
1069 target->enemy = owner;
1070 }
1071
1072
1073 /* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not
1078 * the attacktype. Makes it easier for the PR code. */
1079 int
1080 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1081 {
1082 int doesnt_slay = 1;
1083
1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1085 if (attacknum >= NROFATTACKS)
1086 {
1087 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1088 return 0;
1089 }
1090
1091 if (dam < 0)
1092 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1094 return 0;
1095 }
1096
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL)
1100 return dam;
1101
1102 if (hitter->slaying)
1103 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1106 {
1107 doesnt_slay = 0;
1108 dam *= 3;
1109 }
1110 }
1111
1112 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1113 if (op->resist[attacknum])
1114 {
1115 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1116 * in case 0>dam>1, we try to "simulate" a float value-effect */
1117 dam *= (100 - op->resist[attacknum]);
1118 if (dam >= 100)
1119 dam /= 100;
1120 else
1121 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1122 }
1123
1124 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */
1128
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1130 return 0;
1131
1132 /* Keep this in order - makes things easier to find */
1133
1134 switch (attacknum)
1135 {
1136 case ATNR_PHYSICAL:
1137 /* here also check for diseases */
1138 check_physically_infect (op, hitter);
1139 break;
1140
1141 /* Don't need to do anything for:
1142 magic,
1143 fire,
1144 electricity,
1145 cold */
1146
1147 case ATNR_CONFUSION:
1148 case ATNR_POISON:
1149 case ATNR_SLOW:
1150 case ATNR_PARALYZE:
1151 case ATNR_FEAR:
1152 case ATNR_CANCELLATION:
1153 case ATNR_DEPLETE:
1154 case ATNR_BLIND:
1155 {
1156 /* chance for inflicting a special attack depends on the
1157 * difference between attacker's and defender's level
1158 */
1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1160
1161 /* First, only creatures/players with speed can be affected.
1162 * Second, just getting hit doesn't mean it always affects
1163 * you. Third, you still get a saving through against the
1164 * effect.
1165 */
1166 if (op->speed &&
1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169 {
1170
1171 /* Player has been hit by something */
1172 if (attacknum == ATNR_CONFUSION)
1173 confuse_player (op, hitter, dam);
1174 else if (attacknum == ATNR_POISON)
1175 poison_player (op, hitter, dam);
1176 else if (attacknum == ATNR_SLOW)
1177 slow_player (op, hitter, dam);
1178 else if (attacknum == ATNR_PARALYZE)
1179 paralyze_player (op, hitter, dam);
1180 else if (attacknum == ATNR_FEAR)
1181 scare_creature (op, hitter);
1182 else if (attacknum == ATNR_CANCELLATION)
1183 cancellation (op);
1184 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam);
1188 }
1189 dam = 0; /* These are all effects and don't do real damage */
1190 }
1191 break;
1192
1193 case ATNR_ACID:
1194 {
1195 int flag = 0;
1196
1197 /* Items only get corroded if you're not on a battleground and
1198 * if your acid resistance is below 50%. */
1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1200 {
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 {
1203 if (tmp->invisible)
1204 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */
1207 continue;
1208 if (!(tmp->materials & M_IRON))
1209 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue;
1212 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */
1214 || tmp->type == GIRDLE
1215 || tmp->type == AMULET
1216 || tmp->type == WAND
1217 || tmp->type == ROD
1218 || 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
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1238 }
1239 }
1240 break;
1241
1242 case ATNR_DRAIN:
1243 {
1244 /* rate is the proportion of exp drained. High rate means
1245 * not much is drained, low rate means a lot is drained.
1246 */
1247 int rate;
1248
1249 if (op->resist[ATNR_DRAIN] >= 0)
1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1251 else
1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1253
1254 if (op->stats.exp <= rate)
1255 {
1256 if (op->type == GOLEM)
1257 dam = 999; /* Its force is "sucked" away. 8) */
1258 else
1259 /* If we can't drain, lets try to do physical damage */
1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1261 }
1262 else
1263 {
1264 /* Randomly give the hitter some hp */
1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1267 hitter->stats.hp++;
1268
1269 /* Can't do drains on battleground spaces.
1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks.
1275 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1277 {
1278 object *owner = hitter->owner;
1279
1280 if (owner && owner != hitter)
1281 {
1282 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 }
1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 }
1293
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP,
1296 * as the messages will say you missed
1297 */
1298 }
1299 }
1300 break;
1301
1302 case ATNR_TURN_UNDEAD:
1303 {
1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1305 {
1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1307 object *god = find_god (determine_god (owner));
1308 int div = 1;
1309
1310 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313 div = 2;
1314 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner);
1317 }
1318 else
1319 dam = 0; /* don't damage non undead - should we damage
1320 undead? */
1321 }
1322 break;
1323
1324 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam);
1326 break;
1327
1328 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1330 dam = 0;
1331 break;
1332
1333 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1335 dam = 0;
1336 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */
1340 break;
1341
1342 case ATNR_HOLYWORD:
1343 {
1344 /* This has already been handled by hit_player,
1345 * no need to check twice -- DAMN */
1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347
1348 /* As with turn undead above, give a bonus on the saving throw */
1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1350 scare_creature (op, owner);
1351 }
1352 break;
1353
1354 case ATNR_LIFE_STEALING:
1355 {
1356 int new_hp;
1357
1358 /* this is replacement to drain for players, instead of taking
1359 * exp it takes hp. It is geared for players, probably not
1360 * much use giving it to monsters
1361 *
1362 * life stealing doesn't do a lot of damage, but it gives the
1363 * damage it does do to the player. Given that,
1364 * it only does 1/10'th normal damage (hence the divide by
1365 * 1000).
1366 */
1367 /* You can't steal life from something undead */
1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1369 return 0;
1370
1371 /* If drain protection is higher than life stealing, use that */
1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1374 else
1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1377 /* You die at -1 hp, not zero. */
1378 if (dam > (op->stats.hp + 1))
1379 dam = op->stats.hp + 1;
1380
1381 new_hp = hitter->stats.hp + dam;
1382 if (new_hp > hitter->stats.maxhp)
1383 new_hp = hitter->stats.maxhp;
1384
1385 if (new_hp > hitter->stats.hp)
1386 hitter->stats.hp = new_hp;
1387 }
1388 }
1389
1390 return dam;
1391 }
1392
1393 /* GROS: This code comes from hit_player. It has been made external to
1394 * allow script procedures to "kill" objects in a combat-like fashion.
1395 * It was initially used by (kill-object) developed for the Collector's
1396 * Sword. Note that nothing has been changed from the original version
1397 * of the following code.
1398 * op is what is being killed.
1399 * dam is the damage done to it.
1400 * hitter is what is hitting it.
1401 * type is the attacktype.
1402 *
1403 * This function was a bit of a mess with hitter getting changed,
1404 * values being stored away but not used, etc. I've cleaned it up
1405 * a bit - I think it should be functionally equivalant.
1406 * MSW 2002-07-17
1407 */
1408 int
1409 kill_object (object *op, int dam, object *hitter, int type)
1410 {
1411 char buf[MAX_BUF];
1412 const char *skill;
1413 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL;
1417 object *skop = NULL;
1418
1419 if (op->stats.hp >= 0)
1420 return -1;
1421
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1423 return 0;
1424
1425 /* maxdam needs to be the amount of damage it took to kill
1426 * this creature. The function(s) that call us have already
1427 * adjusted the creatures HP total, so that is negative.
1428 */
1429 maxdam = dam + op->stats.hp + 1;
1430
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433
1434 if (op->type == DOOR)
1435 {
1436 op->set_speed (0.1);
1437 op->speed_left = -0.05;
1438 return maxdam;
1439 }
1440
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 {
1443 op->destroy ();
1444 return maxdam;
1445 }
1446
1447 /* Now lets start dealing with experience we get for killing something */
1448
1449 owner = hitter->owner;
1450 if (!owner)
1451 owner = hitter;
1452
1453 /* is the victim (op) standing on battleground? */
1454 if (op_on_battleground (op, NULL, NULL))
1455 battleg = 1;
1456
1457 /* is this player killing? */
1458 if (op->type == PLAYER && owner->type == PLAYER)
1459 pk = 1;
1460
1461 /* Player killed something */
1462 if (owner->type == PLAYER)
1463 {
1464 Log_Kill (owner->name,
1465 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1466
1467 /* Log players killing other players - makes it easier to detect
1468 * and filter out malicious player killers - that is why the
1469 * ip address is included.
1470 */
1471 if (op->type == PLAYER && !battleg)
1472 {
1473 time_t t = time (NULL);
1474 struct tm *tmv;
1475 char buf[256];
1476
1477 tmv = localtime (&t);
1478 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1479
1480 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1481 }
1482
1483 /* try to filter some things out - basically, if you are
1484 * killing a level 1 creature and your level 20, you
1485 * probably don't want to see that.
1486 */
1487 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1488 {
1489 if (owner != hitter)
1490 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1491 else
1492 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1493
1494 /* Only play sounds for melee kills */
1495 if (hitter->type == PLAYER)
1496 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1497 }
1498
1499 /* If a player kills another player, not on
1500 * battleground, the "killer" looses 1 luck. Since this is
1501 * not reversible, it's actually quite a pain IMHO. -AV
1502 * Fix bug in that we were changing the luck of the hitter, not
1503 * player that the object belonged to - so if you killed another player
1504 * with spells, pets, whatever, there was no penalty.
1505 * Changed to make luck penalty configurable in settings.
1506 */
1507 if (op->type == PLAYER && owner != op && !battleg)
1508 owner->change_luck (-settings.pk_luck_penalty);
1509
1510 /* This code below deals with finding the appropriate skill
1511 * to credit exp to. This is a bit problematic - we should
1512 * probably never really have to look at current_weapon->skill
1513 */
1514 skill = 0;
1515
1516 if (hitter->skill && hitter->type != PLAYER)
1517 skill = hitter->skill;
1518 else if (owner->chosen_skill)
1519 {
1520 skill = owner->chosen_skill->skill;
1521 skop = owner->chosen_skill;
1522 }
1523 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1524 skill = owner->current_weapon->skill;
1525 else
1526 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1527
1528 /* We have the skill we want to credit to - now find the object this goes
1529 * to. Make sure skop is an actual skill, and not a skill tool!
1530 */
1531 if ((!skop || skop->type != SKILL) && skill)
1532 {
1533 int i;
1534
1535 for (i = 0; i < NUM_SKILLS; i++)
1536 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1537 {
1538 skop = owner->contr->last_skill_ob[i];
1539 break;
1540 }
1541 }
1542 } /* Was it a player that hit somethign */
1543 else
1544 skill = 0;
1545
1546 /* Pet (or spell) killed something. */
1547 if (owner != hitter)
1548 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1549 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1550 else
1551 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1552 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1553 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1554
1555 /* These may have been set in the player code section above */
1556 if (!skop)
1557 skop = hitter->chosen_skill;
1558
1559 if (!skill && skop)
1560 skill = skop->skill;
1561
1562 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1563
1564 /* If you didn't kill yourself, and your not the wizard */
1565 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1566 {
1567 int exp;
1568
1569 /* Really don't give much experience for killing other players */
1570 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1571 if (op->type == PLAYER)
1572 {
1573 if (battleg)
1574 {
1575 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1576 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1577 }
1578 else
1579 exp = op->stats.exp / 1000;
1580 }
1581 else
1582 exp = calc_skill_exp (owner, op, skop);
1583
1584 /* if op is standing on "battleground" (arena), no way to gain
1585 * exp by killing him
1586 */
1587 if (battleg)
1588 exp = 0;
1589
1590 /* Don't know why this is set this way - doesn't make
1591 * sense to just divide everything by two for no reason.
1592 */
1593
1594 if (!settings.simple_exp)
1595 exp = exp / 2;
1596
1597 if (owner->type != PLAYER || owner->contr->party == NULL)
1598 change_exp (owner, exp, skill, 0);
1599 else
1600 {
1601 int shares = 0, count = 0;
1602 partylist *party = owner->contr->party;
1603
1604 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1605
1606 for_all_players (pl)
1607 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1608 {
1609 count++;
1610 shares += (pl->ob->level + 4);
1611 }
1612
1613 if (count == 1 || shares > exp || !shares)
1614 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1615 else
1616 {
1617 int share = exp / shares, given = 0, nexp;
1618
1619 for_all_players (pl)
1620 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1621 {
1622 nexp = (pl->ob->level + 4) * share;
1623 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1624 given += nexp;
1625 }
1626
1627 exp -= given;
1628 /* give any remainder to the player */
1629 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1630 }
1631 } /* else part of a party */
1632 } /* end if person didn't kill himself */
1633
1634 if (op->type != PLAYER)
1635 {
1636 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1637 {
1638 object *owner1 = op->owner;
1639
1640 if (owner1 && owner1->type == PLAYER)
1641 {
1642 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1643 /* Maybe we should include the owner that killed this, maybe not */
1644 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1645 }
1646
1647 remove_friendly_object (op);
1648 }
1649
1650 op->destroy ();
1651 }
1652 else
1653 {
1654 /* Player has been killed! */
1655 if (owner->type == PLAYER)
1656 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1657 else
1658 assign (op->contr->killer, hitter->name);
1659 }
1660
1661 /* This was return -1 - that doesn't seem correct - if we return -1, process
1662 * continues in the calling function.
1663 */
1664 return maxdam;
1665 }
1666
1667 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1668 * Returns 0 this is not friendly fire
1669 */
1670 int
1671 friendly_fire (object *op, object *hitter)
1672 {
1673 object *owner;
1674 int friendlyfire;
1675
1676 if (hitter->head)
1677 hitter = hitter->head;
1678
1679 friendlyfire = 0;
1680
1681 if (op->type == PLAYER)
1682 {
1683 if (op_on_battleground (hitter, 0, 0))
1684 return 0;
1685
1686 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1687 return 1;
1688
1689 if ((owner = hitter->owner) != NULL)
1690 {
1691 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1692 friendlyfire = 2;
1693 }
1694
1695 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1696 friendlyfire = 0;
1697 }
1698 return friendlyfire;
1699 }
1700
1701
1702 /* This isn't used just for players, but in fact most objects.
1703 * op is the object to be hit, dam is the amount of damage, hitter
1704 * is what is hitting the object, type is the attacktype, and
1705 * full_hit is set if monster area does not matter.
1706 * dam is base damage - protections/vulnerabilities/slaying matches can
1707 * modify it.
1708 */
1709 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1710 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1711 int
1712 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1713 {
1714 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1715 int maxattacktype, attacknum;
1716 int body_attack = op && op->head; /* Did we hit op's head? */
1717 int simple_attack;
1718 int rtn_kill = 0;
1719 int friendlyfire;
1720
1721 if (get_attack_mode (&op, &hitter, &simple_attack))
1722 return 0;
1723
1724 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1725 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1726 return 0;
1727
1728 #ifdef PROHIBIT_PLAYERKILL
1729 if (op->type == PLAYER)
1730 {
1731 object *owner = hitter->owner;
1732
1733 if (!owner)
1734 owner = hitter;
1735
1736 if (owner->type == PLAYER
1737 && (!op_on_battleground (op, 0, 0)
1738 && (op->contr->peaceful || owner->contr->peaceful))
1739 && op != owner)
1740 return 0;
1741 }
1742 #endif
1743
1744 if (body_attack)
1745 {
1746 /* slow and paralyze must hit the head. But we don't want to just
1747 * return - we still need to process other attacks the spell still
1748 * might have. So just remove the paralyze and slow attacktypes,
1749 * and keep on processing if we have other attacktypes.
1750 * return if only magic or nothing is left - under normal code
1751 * we don't attack with pure magic if there is another attacktype.
1752 * Only do processing if the initial attacktype includes one of those
1753 * attack so we don't cancel out things like magic bullet.
1754 */
1755 if (type & (AT_PARALYZE | AT_SLOW))
1756 {
1757 type &= ~(AT_PARALYZE | AT_SLOW);
1758
1759 if (!type || type == AT_MAGIC)
1760 return 0;
1761 }
1762 }
1763
1764 if (!simple_attack && op->type == DOOR)
1765 {
1766 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1767 if (tmp->type == RUNE || tmp->type == TRAP)
1768 {
1769 spring_trap (tmp, hitter);
1770
1771 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1772 return 0;
1773
1774 break;
1775 }
1776 }
1777
1778 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1779 {
1780 /* FIXME: If a player is killed by a rune in a door, the
1781 * destroyed() check above doesn't return, and might get here.
1782 */
1783
1784 /* FIXME: This for example happens when a dead door is on a mover and
1785 gets it's speed_left raised on each mover-tick.
1786 Doors are removed in a kinda funny way by giving them speed and speed_left
1787 and waiting for that to run out.
1788 */
1789 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1790 return 0;
1791 }
1792
1793 #ifdef ATTACK_DEBUG
1794 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1795 #endif
1796
1797 if (magic)
1798 {
1799 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1800 * in case 0>dam>1, we try to "simulate" a float value-effect */
1801 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1802 if (dam >= 100)
1803 dam /= 100;
1804 else
1805 dam = (dam > rndm (0, 99)) ? 1 : 0;
1806 }
1807
1808 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1809 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1810 */
1811 if (type & AT_CHAOS)
1812 {
1813 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1814 update_object (op, UP_OBJ_FACE);
1815 type &= ~AT_CHAOS;
1816 }
1817
1818 /* Holyword is really an attacktype modifier (like magic is). If
1819 * holyword is part of an attacktype, then make sure the creature is
1820 * a proper match, otherwise no damage.
1821 */
1822 if (type & AT_HOLYWORD)
1823 {
1824 object *god;
1825
1826 if ((!hitter->slaying ||
1827 (!(op->race && strstr (hitter->slaying, op->race)) &&
1828 !(op->name && strstr (hitter->slaying, op->name)))) &&
1829 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1830 (hitter->title != NULL
1831 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1832 return 0;
1833 }
1834
1835 maxattacktype = type; /* initialise this to something */
1836 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1837 {
1838 /* Magic isn't really a true attack type - it gets combined with other
1839 * attack types. As such, skip it over. However, if magic is
1840 * the only attacktype in the group, then still attack with it
1841 */
1842 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1843 continue;
1844
1845 /* Go through and hit the player with each attacktype, one by one.
1846 * hit_player_attacktype only figures out the damage, doesn't inflict
1847 * it. It will do the appropriate action for attacktypes with
1848 * effects (slow, paralization, etc.
1849 */
1850 if (type & attacktype)
1851 {
1852 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1853 /* the >= causes us to prefer messages from special attacks, if
1854 * the damage is equal.
1855 */
1856 if (ndam >= maxdam)
1857 {
1858 maxdam = ndam;
1859 maxattacktype = 1 << attacknum;
1860 }
1861 }
1862 }
1863
1864 /* if this is friendly fire then do a set % of damage only
1865 * Note - put a check in to make sure this attack is actually
1866 * doing damage - otherwise, the +1 in the code below will make
1867 * an attack do damage before when it otherwise didn't
1868 */
1869 friendlyfire = friendly_fire (op, hitter);
1870 if (friendlyfire && maxdam)
1871 {
1872 maxdam = ((dam * settings.set_friendly_fire) / 100);
1873 #ifndef COZY_SERVER
1874 maxdam++;
1875 #endif
1876
1877 #ifdef ATTACK_DEBUG
1878 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1879 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1880 #endif
1881 }
1882
1883 if (!full_hit)
1884 {
1885 archetype *at;
1886 int area;
1887 int remainder;
1888
1889 area = 0;
1890 for (at = op->arch; at != NULL; at = at->more)
1891 area++;
1892 assert (area > 0);
1893
1894 /* basically: maxdam /= area; we try to "simulate" a float
1895 value-effect */
1896 remainder = 100 * (maxdam % area) / area;
1897 maxdam /= area;
1898 if (rndm (100) < remainder)
1899 maxdam++;
1900 }
1901
1902 #ifdef ATTACK_DEBUG
1903 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1904 #endif
1905
1906 // for now, only do this for active objects, otherwise they
1907 // keep a refcount for a long time and I see no usefulness
1908 // for an non-active objetc to know its enemy.
1909 if (op->active)
1910 if (hitter->owner)
1911 op->enemy = hitter->owner;
1912 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1913 op->enemy = hitter;
1914
1915 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1916 {
1917 /* The unaggressives look after themselves 8) */
1918 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1919 npc_call_help (op);
1920 }
1921
1922 if (magic && did_make_save (op, op->level, 0))
1923 maxdam = maxdam / 2;
1924
1925 attack_message (maxdam, maxattacktype, op, hitter);
1926
1927 op->stats.hp -= maxdam;
1928
1929 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1930 if ((op->stats.hp >= 0) &&
1931 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1932 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1933 {
1934
1935 if (QUERY_FLAG (op, FLAG_MONSTER))
1936 SET_FLAG (op, FLAG_RUN_AWAY);
1937 else
1938 scare_creature (op, hitter);
1939 }
1940
1941 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1942 {
1943 if (maxdam)
1944 tear_down_wall (op);
1945
1946 return maxdam; /* nothing more to do for wall */
1947 }
1948
1949 /* See if the creature has been killed */
1950 rtn_kill = kill_object (op, maxdam, hitter, type);
1951 if (rtn_kill != -1)
1952 return rtn_kill;
1953
1954
1955 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1956 * that before if the player was immune to ghosthit, the monster
1957 * remained - that is no longer the case.
1958 */
1959 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1960 hitter->destroy ();
1961
1962 /* Lets handle creatures that are splitting now */
1963 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1964 {
1965 int i;
1966 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1967 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1968 object *owner = op->owner;
1969
1970 if (!op->other_arch)
1971 {
1972 LOG (llevError, "SPLITTING without other_arch error.\n");
1973 return maxdam;
1974 }
1975
1976 op->remove ();
1977
1978 for (i = 0; i < NROFNEWOBJS (op); i++)
1979 { /* This doesn't handle op->more yet */
1980 object *tmp = arch_to_object (op->other_arch);
1981 int j;
1982
1983 tmp->stats.hp = op->stats.hp;
1984
1985 if (friendly)
1986 {
1987 add_friendly_object (tmp);
1988 tmp->attack_movement = PETMOVE;
1989
1990 if (owner)
1991 tmp->set_owner (owner);
1992 }
1993
1994 if (unaggressive)
1995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1996
1997 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1998
1999 if (j == -1) /* No spot to put this monster */
2000 tmp->destroy ();
2001 else
2002 {
2003 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2004 insert_ob_in_map (tmp, op->map, NULL, 0);
2005 }
2006 }
2007
2008 op->destroy ();
2009 }
2010 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2011 hitter->destroy ();
2012
2013 return maxdam;
2014 }
2015
2016
2017 void
2018 poison_player (object *op, object *hitter, int dam)
2019 {
2020 archetype *at = archetype::find ("poisoning");
2021 object *tmp = present_arch_in_ob (at, op);
2022
2023 if (tmp == NULL)
2024 {
2025 if ((tmp = arch_to_object (at)) == NULL)
2026 LOG (llevError, "Failed to clone arch poisoning.\n");
2027 else
2028 {
2029 tmp = insert_ob_in_ob (tmp, op);
2030 /* peterm: give poisoning some teeth. It should
2031 * be able to kill things better than it does:
2032 * damage should be dependent something--I choose to
2033 * do this: if it's a monster, the damage from the
2034 * poisoning goes as the level of the monster/2.
2035 * If anything else, goes as damage.
2036 */
2037
2038 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2039 tmp->stats.dam += hitter->level / 2;
2040 else
2041 tmp->stats.dam = dam;
2042
2043 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2044 if (hitter->skill && hitter->skill != tmp->skill)
2045 {
2046 tmp->skill = hitter->skill;
2047 }
2048
2049 tmp->stats.food += dam; /* more damage, longer poisoning */
2050
2051 if (op->type == PLAYER)
2052 {
2053 /* player looses stats, maximum is -10 of each */
2054 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2055 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2056 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2057 tmp->stats.Int = MAX (-dam / 7, -10);
2058 SET_FLAG (tmp, FLAG_APPLIED);
2059 op->update_stats ();
2060 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2061 }
2062 if (hitter->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2064 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2065 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2066 }
2067 tmp->speed_left = 0;
2068 }
2069 else
2070 tmp->stats.food++;
2071 }
2072
2073 void
2074 slow_player (object *op, object *hitter, int dam)
2075 {
2076 archetype *at = archetype::find ("slowness");
2077 object *tmp;
2078
2079 if (at == NULL)
2080 {
2081 LOG (llevError, "Can't find slowness archetype.\n");
2082 }
2083 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2084 {
2085 tmp = arch_to_object (at);
2086 tmp = insert_ob_in_ob (tmp, op);
2087 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2088 }
2089 else
2090 tmp->stats.food++;
2091 SET_FLAG (tmp, FLAG_APPLIED);
2092 tmp->speed_left = 0;
2093 op->update_stats ();
2094 }
2095
2096 void
2097 confuse_player (object *op, object *hitter, int dam)
2098 {
2099 object *tmp;
2100 int maxduration;
2101
2102 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2103 if (!tmp)
2104 {
2105 tmp = get_archetype (FORCE_NAME);
2106 tmp = insert_ob_in_ob (tmp, op);
2107 }
2108
2109 /* Duration added per hit and max. duration of confusion both depend
2110 * on the player's resistance
2111 */
2112 tmp->speed = 0.05;
2113 tmp->subtype = FORCE_CONFUSION;
2114 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2115 tmp->name = "confusion";
2116 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2117 if (tmp->duration > maxduration)
2118 tmp->duration = maxduration;
2119
2120 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2121 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2122 SET_FLAG (op, FLAG_CONFUSED);
2123 }
2124
2125 void
2126 blind_player (object *op, object *hitter, int dam)
2127 {
2128 object *tmp, *owner;
2129
2130 /* Save some work if we know it isn't going to affect the player */
2131 if (op->resist[ATNR_BLIND] == 100)
2132 return;
2133
2134 tmp = present_in_ob (BLINDNESS, op);
2135 if (!tmp)
2136 {
2137 tmp = get_archetype ("blindness");
2138 SET_FLAG (tmp, FLAG_BLIND);
2139 SET_FLAG (tmp, FLAG_APPLIED);
2140 /* use floats so we don't lose too much precision due to rounding errors.
2141 * speed is a float anyways.
2142 */
2143 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2144
2145 tmp = insert_ob_in_ob (tmp, op);
2146 change_abil (op, tmp); /* Mostly to display any messages */
2147 op->update_stats (); /* This takes care of some other stuff */
2148
2149 if (hitter->owner)
2150 owner = hitter->owner;
2151 else
2152 owner = hitter;
2153
2154 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2155 }
2156 tmp->stats.food += dam;
2157 if (tmp->stats.food > 10)
2158 tmp->stats.food = 10;
2159 }
2160
2161 void
2162 paralyze_player (object *op, object *hitter, int dam)
2163 {
2164 float effect, max;
2165
2166 /* object *tmp; */
2167
2168 /* This is strange stuff... someone knows for what this is
2169 * written? Well, i think this can and should be removed
2170 */
2171
2172 /*
2173 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2174 tmp=clone_arch(PARAIMAGE);
2175 tmp->x=op->x,tmp->y=op->y;
2176 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2177 }
2178 */
2179
2180 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2181 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2182
2183 if (effect == 0)
2184 return;
2185
2186 op->speed_left -= FABS (op->speed) * effect;
2187 /* tmp->stats.food+=(signed short) effect/op->speed; */
2188
2189 /* max number of ticks to be affected for. */
2190 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2191 if (op->speed_left < -(FABS (op->speed) * max))
2192 op->speed_left = (float) -(FABS (op->speed) * max);
2193
2194 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2195 }
2196
2197 /* Attempts to kill 'op'. hitter is the attack object, dam is
2198 * the computed damaged.
2199 */
2200 void
2201 deathstrike_player (object *op, object *hitter, int *dam)
2202 {
2203 /* The intention of a death attack is to kill outright things
2204 ** that are a lot weaker than the attacker, have a chance of killing
2205 ** things somewhat weaker than the caster, and no chance of
2206 ** killing something equal or stronger than the attacker.
2207 ** Also, if a deathstrike attack has a slaying, any monster
2208 ** whose name or race matches a comma-delimited list in the slaying
2209 ** field of the deathstriking object */
2210
2211 int atk_lev, def_lev, kill_lev;
2212
2213 if (hitter->slaying)
2214 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2215 return;
2216
2217 def_lev = op->level;
2218 if (def_lev < 1)
2219 {
2220 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2221 def_lev = 1;
2222 }
2223
2224 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2225 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2226 atk_lev, def_lev); */
2227
2228 if (atk_lev >= def_lev)
2229 {
2230 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2231
2232 /* Note that the below effectively means the ratio of the atk vs
2233 * defener level is important - if level 52 character has very little
2234 * chance of killing a level 50 monster. This should probably be
2235 * redone.
2236 */
2237 if (kill_lev >= def_lev)
2238 {
2239 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2240 /* I think this doesn't really do much. Because of
2241 * integer rounding, this only makes any difference if the
2242 * attack level is double the defender level.
2243 */
2244 *dam *= kill_lev / def_lev;
2245 }
2246 }
2247 else
2248 *dam = 0; /* no harm done */
2249 }
2250
2251 /* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a
2253 * monster).
2254 */
2255 static void
2256 thrown_item_effect (object *hitter, object *victim)
2257 {
2258 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259 {
2260 /* May not need a switch for just 2 types, but this makes it
2261 * easier for expansion.
2262 */
2263 switch (hitter->type)
2264 {
2265 case POTION:
2266 /* should player get a save throw instead of checking magic protection? */
2267 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2268 (void) apply_potion (victim, hitter);
2269 break;
2270
2271 case POISON: /* poison drinks */
2272 /* As with potions, should monster get a save? */
2273 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2274 apply_poison (victim, hitter);
2275 break;
2276
2277 /* Removed case statements that did nothing.
2278 * food may be poisonous, but monster must be willing to eat it,
2279 * so we don't handle it here.
2280 * Containers should perhaps break open, but that code was disabled.
2281 */
2282 }
2283 }
2284 }
2285
2286 /* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288 int
2289 adj_attackroll (object *hitter, object *target)
2290 {
2291 object *attacker = hitter;
2292 int adjust = 0;
2293
2294 /* safety */
2295 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2296 {
2297 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2298 return 0;
2299 }
2300
2301 /* aimed missiles use the owning object's sight */
2302 if (is_aimed_missile (hitter))
2303 {
2304 if ((attacker = hitter->owner) == NULL)
2305 attacker = hitter;
2306 /* A player who saves but hasn't quit still could have objects
2307 * owned by him - need to handle that case to avoid crashes.
2308 */
2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2310 attacker = hitter;
2311 }
2312 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2313 return 0;
2314
2315 /* determine the condtions under which we make an attack.
2316 * Add more cases, as the need occurs. */
2317
2318 if (!can_see_enemy (attacker, target))
2319 {
2320 /* target is unseen */
2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322 adjust -= 10;
2323 /* dark map penalty for the hitter (lacks infravision if we got here). */
2324 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2325 adjust -= target->map->darkness;
2326 }
2327
2328 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 adjust -= 3;
2330
2331 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2332 adjust += 1;
2333
2334 if (QUERY_FLAG (target, FLAG_SCARED))
2335 adjust += 1;
2336
2337 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2338 adjust -= 3;
2339
2340 /* if we attack at a different 'altitude' its harder */
2341 if ((attacker->move_type & target->move_type) == 0)
2342 adjust -= 2;
2343
2344 #if 0
2345 /* slower attacks are less likely to succeed. We should use a
2346 * comparison between attacker/target speeds BUT, players have
2347 * a generally faster speed, so this will wind up being a HUGE
2348 * disadantage for the monsters! Too bad, because missiles which
2349 * fly fast should have a better chance of hitting a slower target.
2350 */
2351 if (hitter->speed < target->speed)
2352 adjust += ((float) hitter->speed - target->speed);
2353 #endif
2354
2355 #if 0
2356 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2357 #endif
2358
2359 return adjust;
2360 }
2361
2362 /* determine if the object is an 'aimed' missile */
2363 int
2364 is_aimed_missile (object *op)
2365 {
2366
2367 /* I broke what used to be one big if into a few nested
2368 * ones so that figuring out the logic is at least possible.
2369 */
2370 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1;
2376 }
2377
2378 return 0;
2379 }