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/cvs/deliantra/server/server/attack.C
Revision: 1.77
Committed: Thu Oct 4 23:59:07 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.76: +7 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (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)
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->archname;
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 int
273 hit_map (object *op, int dir, int type, int full_hit)
274 {
275 maptile *map;
276 sint16 x, y;
277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
278
279 if (QUERY_FLAG (op, FLAG_FREED))
280 {
281 LOG (llevError, "BUG: hit_map(): free object\n");
282 return 0;
283 }
284
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0;
289 }
290
291 if (!op->map)
292 {
293 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
294 return 0;
295 }
296
297 if (op->head)
298 op = op->head;
299
300 map = op->map;
301 x = op->x + freearr_x[dir];
302 y = op->y + freearr_y[dir];
303
304 if (!xy_normalise (map, x, y))
305 return 0;
306
307 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
312 return 0;
313
314 /* peterm: a few special cases for special attacktypes --counterspell
315 * must be out here because it strikes things which are not alive
316 */
317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
319 if (type & AT_COUNTERSPELL)
320 {
321 counterspell (op, dir); /* see spell_effect.c */
322
323 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
350 object *tmp = next;
351 next = tmp->above;
352
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used.
356 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y)
358 continue;
359
360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1;
364
365 if (op->destroyed ())
366 break;
367 }
368 /* Here we are potentially destroying an object. If the object has
369 * NO_PASS set, it is also immune - you can't destroy walls. Note
370 * that weak walls have is_alive set, which prevent objects from
371 * passing over/through them. We don't care what type of movement
372 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now.
374 */
375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
376 {
377 save_throw_object (tmp, type, op);
378
379 if (op->destroyed ())
380 break;
381 }
382 }
383
384 return 0;
385 }
386
387 void
388 attack_message (int dam, int type, object *op, object *hitter)
389 {
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0;
392 maptile *map;
393 object *next, *tmp;
394
395 /* put in a few special messages for some of the common attacktypes
396 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919]
398 */
399
400 if (dam == 9998 && op->type == DOOR)
401 {
402 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks");
404 found++;
405 }
406 if (dam < 0)
407 {
408 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits");
410 found++;
411 }
412 else if (dam == 0)
413 {
414 sprintf (buf1, "missed %s", &op->name);
415 sprintf (buf2, " misses");
416 found++;
417 }
418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
420 {
421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
423 {
424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
425 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426 found++;
427 break;
428 }
429 }
430 else if (op->type == DOOR && !found)
431 {
432 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434 {
435 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437 found++;
438 break;
439 }
440 }
441 else if (hitter->type == PLAYER && op->is_alive ())
442 {
443 if (USING_SKILL (hitter, SK_KARATE))
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (USING_SKILL (hitter, SK_CLAWING))
455 {
456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
458 {
459 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
460 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
461 found++;
462 break;
463 }
464 }
465 else if (USING_SKILL (hitter, SK_PUNCHING))
466 {
467 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
469 {
470 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
471 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
472 found++;
473 break;
474 }
475 }
476 }
477
478 if (found)
479 {
480 /* done */
481 }
482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 {
484 sprintf (buf1, "hit"); /* just in case */
485 for (i = 0; i < MAXATTACKMESS; i++)
486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487 {
488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_DRAIN && op->is_alive ())
494 {
495 /* drain is first, because some items have multiple attypes */
496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498 {
499 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_ELECTRICITY && op->is_alive ())
506 {
507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509 {
510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_COLD && op->is_alive ())
517 {
518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520 {
521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523 found++;
524 break;
525 }
526 }
527 else if (type & AT_FIRE)
528 {
529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531 {
532 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++;
535 break;
536 }
537 }
538 else if (hitter->current_weapon != NULL)
539 {
540 int mtype;
541
542 switch (hitter->current_weapon->weapontype)
543 {
544 case WEAP_HIT:
545 mtype = ATM_BASIC;
546 break;
547 case WEAP_SLASH:
548 mtype = ATM_SLASH;
549 break;
550 case WEAP_PIERCE:
551 mtype = ATM_PIERCE;
552 break;
553 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 }
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3);
580 found++;
581 break;
582 }
583 }
584 else
585 {
586 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588 {
589 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591 found++;
592 break;
593 }
594 }
595
596 if (!found)
597 {
598 strcpy (buf1, "hit");
599 strcpy (buf2, " hits");
600 }
601
602 /* bail out if a monster is casting spells */
603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 return;
605
606 /* scale down magic considerably. */
607 if (type & AT_MAGIC && rndm (0, 5))
608 return;
609
610 /* Did a player hurt another player? Inform both! */
611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 {
613 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else
616 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
619 if (dam != 0)
620 {
621 if (dam < 10)
622 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20)
624 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else
626 op->contr->play_sound (sound_find ("player_is_hit3"));
627 }
628 }
629
630 new_draw_info (NDI_BLACK, 0, op, buf);
631 } /* end of player hitting player */
632
633 if (hitter->type == PLAYER)
634 {
635 sprintf (buf, "You %s.", buf1);
636
637 if (dam != 0)
638 {
639 if (dam < 10)
640 op->play_sound (sound_find ("player_hits1"));
641 else if (dam < 20)
642 op->play_sound (sound_find ("player_hits2"));
643 else
644 op->play_sound (sound_find ("player_hits3"));
645 }
646
647 new_draw_info (NDI_BLACK, 0, hitter, buf);
648 }
649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
650 {
651 /* look for stacked spells and start reducing the message chances */
652 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
653 {
654 i = 4;
655 map = hitter->map;
656 if (out_of_map (map, hitter->x, hitter->y))
657 return;
658
659 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next)
661 while (next)
662 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3;
665
666 tmp = next;
667 next = tmp->above;
668 }
669
670 if (i < 0)
671 return;
672
673 if (rndm (0, i) != 0)
674 return;
675 }
676 else if (rndm (0, 5) != 0)
677 return;
678
679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
680 op->play_sound (sound_find ("player_hits4"));
681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
682 }
683 }
684
685
686 static int
687 get_attack_mode (object **target, object **hitter, int *simple_attack)
688 {
689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
690 {
691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
692 return 1;
693 }
694
695 if ((*target)->head)
696 *target = (*target)->head;
697
698 if ((*hitter)->head)
699 *hitter = (*hitter)->head;
700
701 if ((*hitter)->env != NULL || (*target)->env != NULL)
702 {
703 *simple_attack = 1;
704 return 0;
705 }
706
707 if (QUERY_FLAG (*target, FLAG_REMOVED)
708 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
709 {
710 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711 (*hitter)->debug_desc (), (*target)->debug_desc ());
712 return 1;
713 }
714
715 *simple_attack = 0;
716 return 0;
717 }
718
719 static int
720 abort_attack (object *target, object *hitter, int simple_attack)
721 {
722
723 /* Check if target and hitter are still in a relation similar to the one
724 * determined by get_attack_mode(). Returns true if the relation has changed.
725 */
726 int new_mode;
727
728 if (hitter->env == target || target->env == hitter)
729 new_mode = 1;
730 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
731 return 1;
732 else
733 new_mode = 0;
734 return new_mode != simple_attack;
735 }
736
737 static void thrown_item_effect (object *, object *);
738
739 static int
740 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
741 {
742 int simple_attack, roll, dam = 0;
743 uint32 type;
744 shstr op_name;
745
746 if (get_attack_mode (&op, &hitter, &simple_attack))
747 goto error;
748
749 if (hitter->current_weapon)
750 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
751 return RESULT_INT (0);
752
753 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
754 return RESULT_INT (0);
755
756 /*
757 * A little check to make it more difficult to dance forward and back
758 * to avoid ever being hit by monsters.
759 */
760 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
761 {
762 /* Decrease speed BEFORE calling process_object. Otherwise, an
763 * infinite loop occurs, with process_object calling move_monster,
764 * which then gets here again. By decreasing the speed before
765 * we call process_object, the 'if' statement above will fail.
766 */
767 --op->speed_left;
768 process_object (op);
769
770 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
771 goto error;
772 }
773
774 op_name = op->name;
775
776 roll = random_roll (1, 20, hitter, PREFER_HIGH);
777
778 /* Adjust roll for various situations. */
779 if (!simple_attack)
780 roll += adj_attackroll (hitter, op);
781
782 /* See if we hit the creature */
783 if (roll == 20 || op->stats.ac >= base_wc - roll)
784 {
785 int hitdam = base_dam;
786
787 if (!simple_attack)
788 {
789 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this.
791 * -b.t. */
792 if (QUERY_FLAG (op, FLAG_SLEEP))
793 CLEAR_FLAG (op, FLAG_SLEEP);
794
795 /* If the victim can't see the attacker, it may alert others
796 * for help. */
797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
798 npc_call_help (op);
799
800 /* if you were hidden and hit by a creature, you are discovered */
801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
802 {
803 make_visible (op);
804
805 if (op->type == PLAYER)
806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
807 }
808
809 /* thrown items (hitter) will have various effects
810 * when they hit the victim. For things like thrown daggers,
811 * this sets 'hitter' to the actual dagger, and not the
812 * wrapper object.
813 */
814 thrown_item_effect (hitter, op);
815
816 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
817 goto leave;
818 }
819
820 /* Need to do at least 1 damage, otherwise there is no point
821 * to go further and it will cause FPE's below.
822 */
823 if (hitdam <= 0)
824 hitdam = 1;
825
826 type = hitter->attacktype;
827
828 if (!type)
829 type = AT_PHYSICAL;
830
831 /* Handle monsters that hit back */
832 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
833 {
834 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
835 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
836
837 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
838
839 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
840 goto leave;
841 }
842
843 /* In the new attack code, it should handle multiple attack
844 * types in its area, so remove it from here.
845 */
846 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
847
848 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
849 goto leave;
850 } /* end of if hitter hit op */
851 /* if we missed, dam=0 */
852
853 /*attack_message(dam, type, op, hitter); */
854
855 goto leave;
856
857 error:
858 dam = 1;
859
860 leave:
861
862 return dam;
863 }
864
865 int
866 attack_ob (object *op, object *hitter)
867 {
868 hitter = hitter->head_ ();
869
870 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
871 }
872
873 /* op is the arrow, tmp is what is stopping the arrow.
874 *
875 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
876 */
877 static int
878 stick_arrow (object *op, object *tmp)
879 {
880 /* If the missile hit a player, we insert it in their inventory.
881 * However, if the missile is heavy, we don't do so (assume it falls
882 * to the ground after a hit). What a good value for this is up to
883 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
884 * stick around.
885 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 {
888 tmp = tmp->head_ ();
889
890 op->remove ();
891 op = insert_ob_in_ob (op, tmp);
892
893 if (tmp->type == PLAYER)
894 esrv_send_item (tmp, op);
895
896 return 1;
897 }
898 else
899 return 0;
900 }
901
902 /* hit_with_arrow() disassembles the missile, attacks the victim and
903 * reassembles the missile.
904 *
905 * It returns a pointer to the reassembled missile, or NULL if the missile
906 * isn't available anymore.
907 */
908 object *
909 hit_with_arrow (object *op, object *victim)
910 {
911 object *container, *hitter;
912 int hit_something = 0;
913
914 /* Disassemble missile */
915 if (op->inv)
916 {
917 container = op;
918 hitter = op->inv;
919 hitter->remove ();
920 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
921 /* Note that we now have an empty THROWN_OBJ on the map. Code that
922 * might be called until this THROWN_OBJ is either reassembled or
923 * removed at the end of this function must be able to deal with empty
924 * THROWN_OBJs. */
925 }
926 else
927 {
928 container = 0;
929 hitter = op;
930 }
931
932 /* Try to hit victim */
933 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
934
935 /* Arrow attacks door, rune of summoning is triggered, demon is put on
936 * arrow, move_apply() calls this function, arrow sticks in demon,
937 * attack_ob_simple() returns, and we've got an arrow that still exists
938 * but is no longer on the map. Ugh. (Beware: Such things can happen at
939 * other places as well!)
940 */
941 if (hitter->destroyed () || hitter->env != NULL)
942 {
943 if (container)
944 {
945 container->remove ();
946 container->destroy ();
947 }
948
949 return 0;
950 }
951
952 /* Missile hit victim */
953 /* if the speed is > 10, then this is a fast moving arrow, we go straight
954 * through the target
955 */
956 if (hit_something && op->speed <= 10.0)
957 {
958 /* Stop arrow */
959 if (!container)
960 {
961 hitter = fix_stopped_arrow (hitter);
962 if (!hitter)
963 return 0;
964 }
965 else
966 container->destroy ();
967
968 /* Try to stick arrow into victim */
969 if (!victim->destroyed () && stick_arrow (hitter, victim))
970 return 0;
971
972 /* Else try to put arrow on victim's map square
973 * remove check for P_WALL here. If the arrow got to this
974 * space, that is good enough - with the new movement code,
975 * there is now the potential for lots of spaces where something
976 * can fly over but not otherwise move over. What is the correct
977 * way to handle those otherwise?
978 */
979 if (victim->x != hitter->x || victim->y != hitter->y)
980 {
981 hitter->remove ();
982 hitter->x = victim->x;
983 hitter->y = victim->y;
984 insert_ob_in_map (hitter, victim->map, hitter, 0);
985 }
986 else
987 /* Else leave arrow where it is */
988 merge_ob (hitter, NULL);
989
990 return 0;
991 }
992
993 if (hit_something && op->speed >= 10.0)
994 op->speed -= 1.0;
995
996 /* Missile missed victim - reassemble missile */
997 if (container)
998 {
999 hitter->remove ();
1000 insert_ob_in_ob (hitter, container);
1001 }
1002
1003 return op;
1004 }
1005
1006 void
1007 tear_down_wall (object *op)
1008 {
1009 int perc = 0;
1010
1011 if (!op->stats.maxhp)
1012 {
1013 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1014 perc = 1;
1015 }
1016 else if (!GET_ANIM_ID (op))
1017 {
1018 /* Object has been called - no animations, so remove it */
1019 if (op->stats.hp < 0)
1020 op->destroy ();
1021
1022 return; /* no animations, so nothing more to do */
1023 }
1024
1025 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1026
1027 if (perc >= (int) NUM_ANIMATIONS (op))
1028 perc = NUM_ANIMATIONS (op) - 1;
1029 else if (perc < 1)
1030 perc = 1;
1031
1032 SET_ANIMATION (op, perc);
1033 update_object (op, UP_OBJ_FACE);
1034
1035 if (perc == NUM_ANIMATIONS (op) - 1)
1036 { /* Reached the last animation */
1037 if (op->face == blank_face)
1038 /* If the last face is blank, remove the ob */
1039 op->destroy ();
1040 else
1041 { /* The last face was not blank, leave an image */
1042 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1043 update_all_los (op->map, op->x, op->y);
1044 op->move_block = 0;
1045 CLEAR_FLAG (op, FLAG_ALIVE);
1046 }
1047 }
1048 }
1049
1050 void
1051 scare_creature (object *target, object *hitter)
1052 {
1053 object *owner = hitter->owner;
1054
1055 if (!owner)
1056 owner = hitter;
1057
1058 SET_FLAG (target, FLAG_SCARED);
1059 if (!target->enemy)
1060 target->enemy = owner;
1061 }
1062
1063 /* This returns the amount of damage hitter does to op with the
1064 * appropriate attacktype. Only 1 attacktype should be set at a time.
1065 * This doesn't damage the player, but returns how much it should
1066 * take. However, it will do other effects (paralyzation, slow, etc.)
1067 * Note - changed for PR code - we now pass the attack number and not
1068 * the attacktype. Makes it easier for the PR code. */
1069 int
1070 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1071 {
1072 int doesnt_slay = 1;
1073
1074 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1075 if (attacknum >= NROFATTACKS)
1076 {
1077 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1078 return 0;
1079 }
1080
1081 if (dam < 0)
1082 {
1083 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1084 dam, hitter->debug_desc (), op->debug_desc ());
1085 return 0;
1086 }
1087
1088 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1089 * people can't mess with that or it otherwise get confused. */
1090 if (attacknum == ATNR_INTERNAL)
1091 return dam;
1092
1093 if (hitter->slaying)
1094 {
1095 if ((op->race && strstr (hitter->slaying, op->race))
1096 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1097 {
1098 doesnt_slay = 0;
1099 dam *= 3;
1100 }
1101 }
1102
1103 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1104 if (op->resist[attacknum])
1105 {
1106 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1107 * in case 0>dam>1, we try to "simulate" a float value-effect */
1108 dam *= (100 - op->resist[attacknum]);
1109 if (dam >= 100)
1110 dam /= 100;
1111 else
1112 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1113 }
1114
1115 /* Special hack. By default, if immune to something, you
1116 * shouldn't need to worry. However, acid is an exception, since
1117 * it can still damage your items. Only include attacktypes if
1118 * special processing is needed */
1119
1120 if (op->resist[attacknum] >= 100
1121 && doesnt_slay
1122 && attacknum != ATNR_ACID)
1123 return 0;
1124
1125 /* Keep this in order - makes things easier to find */
1126
1127 switch (attacknum)
1128 {
1129 case ATNR_PHYSICAL:
1130 /* here also check for diseases */
1131 check_physically_infect (op, hitter);
1132 break;
1133
1134 /* Don't need to do anything for:
1135 magic,
1136 fire,
1137 electricity,
1138 cold */
1139
1140 case ATNR_CONFUSION:
1141 case ATNR_POISON:
1142 case ATNR_SLOW:
1143 case ATNR_PARALYZE:
1144 case ATNR_FEAR:
1145 case ATNR_CANCELLATION:
1146 case ATNR_DEPLETE:
1147 case ATNR_BLIND:
1148 {
1149 /* chance for inflicting a special attack depends on the
1150 * difference between attacker's and defender's level
1151 */
1152 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1153
1154 /* First, only creatures/players with speed can be affected.
1155 * Second, just getting hit doesn't mean it always affects
1156 * you. Third, you still get a saving through against the
1157 * effect.
1158 */
1159 if (op->speed &&
1160 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1161 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1162 {
1163
1164 /* Player has been hit by something */
1165 if (attacknum == ATNR_CONFUSION)
1166 confuse_player (op, hitter, dam);
1167 else if (attacknum == ATNR_POISON)
1168 poison_player (op, hitter, dam);
1169 else if (attacknum == ATNR_SLOW)
1170 slow_player (op, hitter, dam);
1171 else if (attacknum == ATNR_PARALYZE)
1172 paralyze_player (op, hitter, dam);
1173 else if (attacknum == ATNR_FEAR)
1174 scare_creature (op, hitter);
1175 else if (attacknum == ATNR_CANCELLATION)
1176 cancellation (op);
1177 else if (attacknum == ATNR_DEPLETE)
1178 op->drain_stat ();
1179 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1180 blind_player (op, hitter, dam);
1181 }
1182
1183 dam = 0; /* These are all effects and don't do real damage */
1184 }
1185 break;
1186
1187 case ATNR_ACID:
1188 {
1189 int flag = 0;
1190
1191 /* Items only get corroded if you're not on a battleground and
1192 * if your acid resistance is below 50%. */
1193 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1194 {
1195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1196 {
1197 if (tmp->invisible)
1198 continue;
1199 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1200 /* >= 10% acid res. on items will protect these */
1201 continue;
1202 if (!(tmp->materials & M_IRON))
1203 continue;
1204 if (tmp->magic < -4) /* Let's stop at -5 */
1205 continue;
1206 if (tmp->type == RING
1207 /* removed boots and gloves from exclusion list in PR */
1208 || tmp->type == GIRDLE
1209 || tmp->type == AMULET
1210 || tmp->type == WAND
1211 || tmp->type == ROD
1212 || tmp->type == HORN)
1213 continue; /* To avoid some strange effects */
1214
1215 /* High damage acid has better chance of corroding
1216 objects */
1217 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1218 {
1219 if (op->type == PLAYER)
1220 /* Make this more visible */
1221 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1222 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1223 flag = 1;
1224 tmp->magic--;
1225 if (op->type == PLAYER)
1226 esrv_send_item (op, tmp);
1227 }
1228 }
1229
1230 if (flag)
1231 op->update_stats (); /* Something was corroded */
1232 }
1233 }
1234 break;
1235
1236 case ATNR_DRAIN:
1237 {
1238 /* rate is the proportion of exp drained. High rate means
1239 * not much is drained, low rate means a lot is drained.
1240 */
1241 int rate;
1242
1243 if (op->resist[ATNR_DRAIN] >= 0)
1244 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1245 else
1246 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1247
1248 if (op->stats.exp <= rate)
1249 {
1250 if (op->type == GOLEM)
1251 dam = 999; /* Its force is "sucked" away. 8) */
1252 else
1253 /* If we can't drain, lets try to do physical damage */
1254 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1255 }
1256 else
1257 {
1258 /* Randomly give the hitter some hp */
1259 if (hitter->stats.hp < hitter->stats.maxhp &&
1260 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1261 hitter->stats.hp++;
1262
1263 /* Can't do drains on battleground spaces.
1264 * Move the wiz check up here - before, the hitter wouldn't gain exp
1265 * exp, but the wiz would still lose exp! If drainee is a wiz,
1266 * nothing happens.
1267 * Try to credit the owner. We try to display player -> player drain
1268 * attacks, hence all the != PLAYER checks.
1269 */
1270 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1271 {
1272 object *owner = hitter->owner;
1273
1274 if (owner && owner != hitter)
1275 {
1276 if (op->type != PLAYER || owner->type != PLAYER)
1277 change_exp (owner, op->stats.exp / (rate * 2),
1278 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1279 }
1280 else if (op->type != PLAYER || hitter->type != PLAYER)
1281 change_exp (hitter, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1283
1284 change_exp (op, -op->stats.exp / rate, NULL, 0);
1285 }
1286
1287 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1288 * drain attack, you won't know that you are actually sucking out EXP,
1289 * as the messages will say you missed
1290 */
1291 }
1292 }
1293 break;
1294
1295 case ATNR_TURN_UNDEAD:
1296 {
1297 if (QUERY_FLAG (op, FLAG_UNDEAD))
1298 {
1299 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1300 object *god = find_god (determine_god (owner));
1301 int div = 1;
1302
1303 /* if undead are not an enemy of your god, you turn them
1304 * at half strength */
1305 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1306 div = 2;
1307
1308 /* Give a bonus if you resist turn undead */
1309 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1310 scare_creature (op, owner);
1311 }
1312 else
1313 dam = 0; /* don't damage non undead - should we damage
1314 undead? */
1315 }
1316 break;
1317
1318 case ATNR_DEATH:
1319 deathstrike_player (op, hitter, &dam);
1320 break;
1321
1322 case ATNR_CHAOS:
1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1324 dam = 0;
1325 break;
1326
1327 case ATNR_COUNTERSPELL:
1328 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1329 dam = 0;
1330 /* This should never happen. Counterspell is handled
1331 * seperately and filtered out. If this does happen,
1332 * Counterspell has no effect on anything but spells, so it
1333 * does no damage. */
1334 break;
1335
1336 case ATNR_HOLYWORD:
1337 {
1338 /* This has already been handled by hit_player,
1339 * no need to check twice -- DAMN */
1340 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1341
1342 /* As with turn undead above, give a bonus on the saving throw */
1343 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1344 scare_creature (op, owner);
1345 }
1346 break;
1347
1348 case ATNR_LIFE_STEALING:
1349 {
1350 int new_hp;
1351
1352 /* this is replacement to drain for players, instead of taking
1353 * exp it takes hp. It is geared for players, probably not
1354 * much use giving it to monsters
1355 *
1356 * life stealing doesn't do a lot of damage, but it gives the
1357 * damage it does do to the player. Given that,
1358 * it only does 1/10'th normal damage (hence the divide by
1359 * 1000).
1360 */
1361 /* You can't steal life from something undead */
1362 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1363 return 0;
1364
1365 /* If drain protection is higher than life stealing, use that */
1366 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1367 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1368 else
1369 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1370
1371 /* You die at -1 hp, not zero. */
1372 if (dam > (op->stats.hp + 1))
1373 dam = op->stats.hp + 1;
1374
1375 new_hp = hitter->stats.hp + dam;
1376 if (new_hp > hitter->stats.maxhp)
1377 new_hp = hitter->stats.maxhp;
1378
1379 if (new_hp > hitter->stats.hp)
1380 hitter->stats.hp = new_hp;
1381 }
1382 }
1383
1384 return dam;
1385 }
1386
1387 /* GROS: This code comes from hit_player. It has been made external to
1388 * allow script procedures to "kill" objects in a combat-like fashion.
1389 * It was initially used by (kill-object) developed for the Collector's
1390 * Sword. Note that nothing has been changed from the original version
1391 * of the following code.
1392 * op is what is being killed.
1393 * dam is the damage done to it.
1394 * hitter is what is hitting it.
1395 * type is the attacktype.
1396 *
1397 * This function was a bit of a mess with hitter getting changed,
1398 * values being stored away but not used, etc. I've cleaned it up
1399 * a bit - I think it should be functionally equivalant.
1400 * MSW 2002-07-17
1401 */
1402 int
1403 kill_object (object *op, int dam, object *hitter, int type)
1404 {
1405 char buf[MAX_BUF];
1406 const char *skill;
1407 int maxdam = 0;
1408 int battleg = 0; /* true if op standing on battleground */
1409 int pk = 0; /* true if op and what controls hitter are both players */
1410 object *owner = 0;
1411 object *skop = 0;
1412
1413 if (op->stats.hp >= 0)
1414 return -1;
1415
1416 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1417 return 0;
1418
1419 /* maxdam needs to be the amount of damage it took to kill
1420 * this creature. The function(s) that call us have already
1421 * adjusted the creatures HP total, so that is negative.
1422 */
1423 maxdam = dam + op->stats.hp + 1;
1424
1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1426 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1427
1428 if (op->type == DOOR)
1429 {
1430 op->set_speed (0.1f);
1431 op->speed_left = -0.05f;
1432 return maxdam;
1433 }
1434
1435 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1436 {
1437 op->destroy ();
1438 return maxdam;
1439 }
1440
1441 /* Now lets start dealing with experience we get for killing something */
1442
1443 owner = hitter->owner;
1444 if (!owner)
1445 owner = hitter;
1446
1447 /* is the victim (op) standing on battleground? */
1448 if (op_on_battleground (op, NULL, NULL))
1449 battleg = 1;
1450
1451 /* is this player killing? */
1452 if (op->type == PLAYER && owner->type == PLAYER)
1453 pk = 1;
1454
1455 /* Player killed something */
1456 if (owner->type == PLAYER)
1457 {
1458 Log_Kill (owner->name,
1459 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1460
1461 /* Log players killing other players - makes it easier to detect
1462 * and filter out malicious player killers - that is why the
1463 * ip address is included.
1464 */
1465 if (op->type == PLAYER && !battleg)
1466 {
1467 time_t t = time (NULL);
1468 struct tm *tmv;
1469 char buf[256];
1470
1471 tmv = localtime (&t);
1472 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1473
1474 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1475 }
1476
1477 /* try to filter some things out - basically, if you are
1478 * killing a level 1 creature and your level 20, you
1479 * probably don't want to see that.
1480 */
1481 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1482 {
1483 if (owner != hitter)
1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1485 else
1486 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1487
1488 /* Only play sounds for melee kills */
1489 if (hitter->type == PLAYER)
1490 owner->play_sound (sound_find ("player_kills"));
1491 }
1492
1493 /* If a player kills another player, not on
1494 * battleground, the "killer" looses 1 luck. Since this is
1495 * not reversible, it's actually quite a pain IMHO. -AV
1496 * Fix bug in that we were changing the luck of the hitter, not
1497 * player that the object belonged to - so if you killed another player
1498 * with spells, pets, whatever, there was no penalty.
1499 * Changed to make luck penalty configurable in settings.
1500 */
1501 if (op->type == PLAYER && owner != op && !battleg)
1502 owner->change_luck (-settings.pk_luck_penalty);
1503
1504 /* This code below deals with finding the appropriate skill
1505 * to credit exp to. This is a bit problematic - we should
1506 * probably never really have to look at current_weapon->skill
1507 */
1508 skill = 0;
1509
1510 if (hitter->skill && hitter->type != PLAYER)
1511 skill = hitter->skill;
1512 else if (owner->chosen_skill)
1513 {
1514 skop = owner->chosen_skill;
1515 skill = skop->skill;
1516 }
1517 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1518 skill = owner->current_weapon->skill;
1519 else
1520 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1521
1522 /* We have the skill we want to credit to - now find the object this goes
1523 * to. Make sure skop is an actual skill, and not a skill tool!
1524 */
1525 if ((!skop || skop->type != SKILL) && skill)
1526 {
1527 int i;
1528
1529 for (i = 0; i < NUM_SKILLS; i++)
1530 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1531 {
1532 skop = owner->contr->last_skill_ob[i];
1533 break;
1534 }
1535 }
1536 } /* Was it a player that hit somethign */
1537 else
1538 skill = 0;
1539
1540 /* Pet (or spell) killed something. */
1541 if (owner != hitter)
1542 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1543 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1544 else
1545 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1546 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1547 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1548
1549 /* These may have been set in the player code section above */
1550 if (!skop)
1551 skop = hitter->chosen_skill;
1552
1553 if (!skill && skop)
1554 skill = skop->skill;
1555
1556 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1557
1558 /* If you didn't kill yourself, and your not the wizard */
1559 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1560 {
1561 int exp;
1562
1563 /* Really don't give much experience for killing other players */
1564 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1565 if (op->type == PLAYER)
1566 {
1567 if (battleg)
1568 {
1569 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1570 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1571 }
1572 else
1573 exp = op->stats.exp / 1000;
1574 }
1575 else
1576 exp = calc_skill_exp (owner, op, skop);
1577
1578 /* if op is standing on "battleground" (arena), no way to gain
1579 * exp by killing him
1580 */
1581 if (battleg)
1582 exp = 0;
1583
1584 /* Don't know why this is set this way - doesn't make
1585 * sense to just divide everything by two for no reason.
1586 */
1587
1588 if (!settings.simple_exp)
1589 exp = exp / 2;
1590
1591 if (owner->type != PLAYER || owner->contr->party == NULL)
1592 change_exp (owner, exp, skill, 0);
1593 else
1594 {
1595 int shares = 0, count = 0;
1596 partylist *party = owner->contr->party;
1597
1598 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1599
1600 for_all_players (pl)
1601 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1602 {
1603 count++;
1604 shares += (pl->ob->level + 4);
1605 }
1606
1607 if (count == 1 || shares > exp || !shares)
1608 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1609 else
1610 {
1611 int share = exp / shares, given = 0, nexp;
1612
1613 for_all_players (pl)
1614 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1615 {
1616 nexp = (pl->ob->level + 4) * share;
1617 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1618 given += nexp;
1619 }
1620
1621 exp -= given;
1622 /* give any remainder to the player */
1623 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1624 }
1625 } /* else part of a party */
1626 } /* end if person didn't kill himself */
1627
1628 if (op->type != PLAYER)
1629 {
1630 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1631 {
1632 object *owner1 = op->owner;
1633
1634 if (owner1 && owner1->type == PLAYER)
1635 {
1636 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1637 /* Maybe we should include the owner that killed this, maybe not */
1638 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1639 }
1640
1641 remove_friendly_object (op);
1642 }
1643
1644 op->destroy ();
1645 }
1646 else
1647 {
1648 /* Player has been killed! */
1649 if (owner->type == PLAYER)
1650 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1651 else
1652 assign (op->contr->killer, hitter->name);
1653 }
1654
1655 /* This was return -1 - that doesn't seem correct - if we return -1, process
1656 * continues in the calling function.
1657 */
1658 return maxdam;
1659 }
1660
1661 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1662 * Returns 0 this is not friendly fire
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
1693 return friendlyfire;
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 // only allow pk for hostile players
1723 if (op->type == PLAYER)
1724 {
1725 object *owner = hitter->owner;
1726
1727 if (!owner)
1728 owner = hitter;
1729
1730 if (owner->type == PLAYER
1731 && (!op_on_battleground (op, 0, 0)
1732 && (op->contr->peaceful || owner->contr->peaceful))
1733 && op != owner)
1734 return 0;
1735 }
1736
1737 if (body_attack)
1738 {
1739 /* slow and paralyze must hit the head. But we don't want to just
1740 * return - we still need to process other attacks the spell still
1741 * might have. So just remove the paralyze and slow attacktypes,
1742 * and keep on processing if we have other attacktypes.
1743 * return if only magic or nothing is left - under normal code
1744 * we don't attack with pure magic if there is another attacktype.
1745 * Only do processing if the initial attacktype includes one of those
1746 * attack so we don't cancel out things like magic bullet.
1747 */
1748 if (type & (AT_PARALYZE | AT_SLOW))
1749 {
1750 type &= ~(AT_PARALYZE | AT_SLOW);
1751
1752 if (!type || type == AT_MAGIC)
1753 return 0;
1754 }
1755 }
1756
1757 if (!simple_attack && op->type == DOOR)
1758 {
1759 for (object *tmp = op->inv; tmp; 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
1777 /* FIXME: This for example happens when a dead door is on a mover and
1778 gets it's speed_left raised on each mover-tick.
1779 Doors are removed in a kinda funny way by giving them speed and speed_left
1780 and waiting for that to run out.
1781 */
1782 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1783 return 0;
1784 }
1785
1786 #ifdef ATTACK_DEBUG
1787 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1788 #endif
1789
1790 if (magic)
1791 {
1792 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1793 * in case 0>dam>1, we try to "simulate" a float value-effect */
1794 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1795 if (dam >= 100)
1796 dam /= 100;
1797 else
1798 dam = (dam > rndm (0, 99)) ? 1 : 0;
1799 }
1800
1801 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1802 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1803 */
1804 if (type & AT_CHAOS)
1805 {
1806 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1807 update_object (op, UP_OBJ_FACE);
1808 type &= ~AT_CHAOS;
1809 }
1810
1811 /* Holyword is really an attacktype modifier (like magic is). If
1812 * holyword is part of an attacktype, then make sure the creature is
1813 * a proper match, otherwise no damage.
1814 */
1815 if (type & AT_HOLYWORD)
1816 {
1817 object *god;
1818
1819 if ((!hitter->slaying ||
1820 (!(op->race && strstr (hitter->slaying, op->race)) &&
1821 !(op->name && strstr (hitter->slaying, op->name)))) &&
1822 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1823 (hitter->title != NULL
1824 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1825 return 0;
1826 }
1827
1828 maxattacktype = type; /* initialise this to something */
1829 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1830 {
1831 /* Magic isn't really a true attack type - it gets combined with other
1832 * attack types. As such, skip it over. However, if magic is
1833 * the only attacktype in the group, then still attack with it
1834 */
1835 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1836 continue;
1837
1838 /* Go through and hit the player with each attacktype, one by one.
1839 * hit_player_attacktype only figures out the damage, doesn't inflict
1840 * it. It will do the appropriate action for attacktypes with
1841 * effects (slow, paralization, etc.
1842 */
1843 if (type & attacktype)
1844 {
1845 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1846 /* the >= causes us to prefer messages from special attacks, if
1847 * the damage is equal.
1848 */
1849 if (ndam >= maxdam)
1850 {
1851 maxdam = ndam;
1852 maxattacktype = 1 << attacknum;
1853 }
1854 }
1855 }
1856
1857 /* if this is friendly fire then do a set % of damage only
1858 * Note - put a check in to make sure this attack is actually
1859 * doing damage - otherwise, the +1 in the code below will make
1860 * an attack do damage before when it otherwise didn't
1861 */
1862 friendlyfire = friendly_fire (op, hitter);
1863 if (friendlyfire && maxdam)
1864 {
1865 maxdam = ((dam * settings.set_friendly_fire) / 100);
1866
1867 #ifdef ATTACK_DEBUG
1868 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1869 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1870 #endif
1871 }
1872
1873 if (!full_hit)
1874 {
1875 int area;
1876 int remainder;
1877
1878 area = 0;
1879
1880 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1881 area++;
1882
1883 assert (area > 0);
1884
1885 /* basically: maxdam /= area; we try to "simulate" a float
1886 value-effect */
1887 remainder = 100 * (maxdam % area) / area;
1888 maxdam /= area;
1889 if (rndm (100) < remainder)
1890 maxdam++;
1891 }
1892
1893 #ifdef ATTACK_DEBUG
1894 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1895 #endif
1896
1897 // for now, only do this for active objects, otherwise they
1898 // keep a refcount for a long time and I see no usefulness
1899 // for an non-active objetc to know its enemy.
1900 if (op->active)
1901 if (hitter->owner)
1902 op->enemy = hitter->owner;
1903 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1904 op->enemy = hitter;
1905
1906 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1907 {
1908 /* The unaggressives look after themselves 8) */
1909 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1910 npc_call_help (op);
1911 }
1912
1913 if (magic && did_make_save (op, op->level, 0))
1914 maxdam = maxdam / 2;
1915
1916 attack_message (maxdam, maxattacktype, op, hitter);
1917
1918 op->stats.hp -= maxdam;
1919
1920 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1921 if ((op->stats.hp >= 0) &&
1922 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1923 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1924 {
1925
1926 if (QUERY_FLAG (op, FLAG_MONSTER))
1927 SET_FLAG (op, FLAG_RUN_AWAY);
1928 else
1929 scare_creature (op, hitter);
1930 }
1931
1932 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1933 {
1934 if (maxdam)
1935 tear_down_wall (op);
1936
1937 return maxdam; /* nothing more to do for wall */
1938 }
1939
1940 /* See if the creature has been killed */
1941 rtn_kill = kill_object (op, maxdam, hitter, type);
1942 if (rtn_kill != -1)
1943 return rtn_kill;
1944
1945
1946 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1947 * that before if the player was immune to ghosthit, the monster
1948 * remained - that is no longer the case.
1949 */
1950 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1951 hitter->destroy ();
1952
1953 /* Lets handle creatures that are splitting now */
1954 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1955 {
1956 int i;
1957 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1958 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1959 object *owner = op->owner;
1960
1961 if (!op->other_arch)
1962 {
1963 LOG (llevError, "SPLITTING without other_arch error.\n");
1964 return maxdam;
1965 }
1966
1967 op->remove ();
1968
1969 for (i = 0; i < op->stats.food; i++)
1970 { /* This doesn't handle op->more yet */
1971 object *tmp = arch_to_object (op->other_arch);
1972 int j;
1973
1974 tmp->stats.hp = op->stats.hp;
1975
1976 if (friendly)
1977 {
1978 add_friendly_object (tmp);
1979 tmp->attack_movement = PETMOVE;
1980
1981 if (owner)
1982 tmp->set_owner (owner);
1983 }
1984
1985 if (unaggressive)
1986 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1987
1988 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1989
1990 if (j == -1) /* No spot to put this monster */
1991 tmp->destroy ();
1992 else
1993 {
1994 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1995 insert_ob_in_map (tmp, op->map, NULL, 0);
1996 }
1997 }
1998
1999 op->destroy ();
2000 }
2001 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2002 hitter->destroy ();
2003
2004 return maxdam;
2005 }
2006
2007 void
2008 poison_player (object *op, object *hitter, int dam)
2009 {
2010 archetype *at = archetype::find ("poisoning");
2011 object *tmp = present_arch_in_ob (at, op);
2012
2013 if (tmp == NULL)
2014 {
2015 if ((tmp = arch_to_object (at)) == NULL)
2016 LOG (llevError, "Failed to clone arch poisoning.\n");
2017 else
2018 {
2019 tmp = insert_ob_in_ob (tmp, op);
2020 /* peterm: give poisoning some teeth. It should
2021 * be able to kill things better than it does:
2022 * damage should be dependent something--I choose to
2023 * do this: if it's a monster, the damage from the
2024 * poisoning goes as the level of the monster/2.
2025 * If anything else, goes as damage.
2026 */
2027
2028 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2029 tmp->stats.dam += hitter->level / 2;
2030 else
2031 tmp->stats.dam = dam;
2032
2033 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2034 if (hitter->skill && hitter->skill != tmp->skill)
2035 {
2036 tmp->skill = hitter->skill;
2037 }
2038
2039 tmp->stats.food += dam; /* more damage, longer poisoning */
2040
2041 if (op->type == PLAYER)
2042 {
2043 /* player looses stats, maximum is -10 of each */
2044 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2045 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2046 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2047 tmp->stats.Int = MAX (-dam / 7, -10);
2048 SET_FLAG (tmp, FLAG_APPLIED);
2049 op->update_stats ();
2050 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2051 op->play_sound (tmp->sound);
2052 }
2053
2054 if (hitter->type == PLAYER)
2055 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2056 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2057 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2058 }
2059
2060 tmp->speed_left = 0;
2061 }
2062 else
2063 tmp->stats.food++;
2064 }
2065
2066 void
2067 slow_player (object *op, object *hitter, int dam)
2068 {
2069 archetype *at = archetype::find ("slowness");
2070 object *tmp;
2071
2072 if (at == NULL)
2073 LOG (llevError, "Can't find slowness archetype.\n");
2074
2075 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2076 {
2077 tmp = arch_to_object (at);
2078 tmp = insert_ob_in_ob (tmp, op);
2079 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2080 }
2081 else
2082 tmp->stats.food++;
2083
2084 SET_FLAG (tmp, FLAG_APPLIED);
2085 tmp->speed_left = 0;
2086 op->update_stats ();
2087 }
2088
2089 void
2090 confuse_player (object *op, object *hitter, int dam)
2091 {
2092 object *tmp;
2093 int maxduration;
2094
2095 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2096 if (!tmp)
2097 {
2098 tmp = get_archetype (FORCE_NAME);
2099 tmp = insert_ob_in_ob (tmp, op);
2100 }
2101
2102 /* Duration added per hit and max. duration of confusion both depend
2103 * on the player's resistance
2104 */
2105 tmp->speed = 0.05;
2106 tmp->subtype = FORCE_CONFUSION;
2107 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2108 tmp->name = "confusion";
2109 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2110
2111 if (tmp->duration > maxduration)
2112 tmp->duration = maxduration;
2113
2114 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2115 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2116
2117 SET_FLAG (op, FLAG_CONFUSED);
2118 }
2119
2120 void
2121 blind_player (object *op, object *hitter, int dam)
2122 {
2123 object *tmp, *owner;
2124
2125 /* Save some work if we know it isn't going to affect the player */
2126 if (op->resist[ATNR_BLIND] == 100)
2127 return;
2128
2129 tmp = present_in_ob (BLINDNESS, op);
2130 if (!tmp)
2131 {
2132 tmp = get_archetype ("blindness");
2133 SET_FLAG (tmp, FLAG_BLIND);
2134 SET_FLAG (tmp, FLAG_APPLIED);
2135 /* use floats so we don't lose too much precision due to rounding errors.
2136 * speed is a float anyways.
2137 */
2138 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2139
2140 tmp = insert_ob_in_ob (tmp, op);
2141 change_abil (op, tmp); /* Mostly to display any messages */
2142 op->update_stats (); /* This takes care of some other stuff */
2143
2144 if (hitter->owner)
2145 owner = hitter->owner;
2146 else
2147 owner = hitter;
2148
2149 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2150 }
2151 tmp->stats.food += dam;
2152 if (tmp->stats.food > 10)
2153 tmp->stats.food = 10;
2154 }
2155
2156 void
2157 paralyze_player (object *op, object *hitter, int dam)
2158 {
2159 float effect, max;
2160
2161 /* object *tmp; */
2162
2163 /* This is strange stuff... someone knows for what this is
2164 * written? Well, i think this can and should be removed
2165 */
2166
2167 /*
2168 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2169 tmp=clone_arch(PARAIMAGE);
2170 tmp->x=op->x,tmp->y=op->y;
2171 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2172 }
2173 */
2174
2175 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2176 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2177
2178 if (effect == 0)
2179 return;
2180
2181 op->speed_left -= FABS (op->speed) * effect;
2182 /* tmp->stats.food+=(signed short) effect/op->speed; */
2183
2184 /* max number of ticks to be affected for. */
2185 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2186 if (op->speed_left < -(FABS (op->speed) * max))
2187 op->speed_left = (float) -(FABS (op->speed) * max);
2188
2189 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2190 }
2191
2192 /* Attempts to kill 'op'. hitter is the attack object, dam is
2193 * the computed damaged.
2194 */
2195 void
2196 deathstrike_player (object *op, object *hitter, int *dam)
2197 {
2198 /* The intention of a death attack is to kill outright things
2199 ** that are a lot weaker than the attacker, have a chance of killing
2200 ** things somewhat weaker than the caster, and no chance of
2201 ** killing something equal or stronger than the attacker.
2202 ** Also, if a deathstrike attack has a slaying, any monster
2203 ** whose name or race matches a comma-delimited list in the slaying
2204 ** field of the deathstriking object */
2205
2206 int atk_lev, def_lev, kill_lev;
2207
2208 if (hitter->slaying)
2209 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2210 return;
2211
2212 def_lev = op->level;
2213 if (def_lev < 1)
2214 {
2215 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2216 def_lev = 1;
2217 }
2218
2219 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2220 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2221 atk_lev, def_lev); */
2222
2223 if (atk_lev >= def_lev)
2224 {
2225 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2226
2227 /* Note that the below effectively means the ratio of the atk vs
2228 * defener level is important - if level 52 character has very little
2229 * chance of killing a level 50 monster. This should probably be
2230 * redone.
2231 */
2232 if (kill_lev >= def_lev)
2233 {
2234 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2235 /* I think this doesn't really do much. Because of
2236 * integer rounding, this only makes any difference if the
2237 * attack level is double the defender level.
2238 */
2239 *dam *= kill_lev / def_lev;
2240 }
2241 }
2242 else
2243 *dam = 0; /* no harm done */
2244 }
2245
2246 /* thrown_item_effect() - handles any special effects of thrown
2247 * items (like attacking living creatures--a potion thrown at a
2248 * monster).
2249 */
2250 static void
2251 thrown_item_effect (object *hitter, object *victim)
2252 {
2253 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2254 {
2255 /* May not need a switch for just 2 types, but this makes it
2256 * easier for expansion.
2257 */
2258 switch (hitter->type)
2259 {
2260 case POTION:
2261 /* should player get a save throw instead of checking magic protection? */
2262 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2263 (void) apply_potion (victim, hitter);
2264 break;
2265
2266 case POISON: /* poison drinks */
2267 /* As with potions, should monster get a save? */
2268 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2269 apply_poison (victim, hitter);
2270 break;
2271
2272 /* Removed case statements that did nothing.
2273 * food may be poisonous, but monster must be willing to eat it,
2274 * so we don't handle it here.
2275 * Containers should perhaps break open, but that code was disabled.
2276 */
2277 }
2278 }
2279 }
2280
2281 /* adj_attackroll() - adjustments to attacks by various conditions */
2282 int
2283 adj_attackroll (object *hitter, object *target)
2284 {
2285 object *attacker = hitter;
2286 int adjust = 0;
2287
2288 /* safety */
2289 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2290 {
2291 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2292 return 0;
2293 }
2294
2295 /* aimed missiles use the owning object's sight */
2296 if (is_aimed_missile (hitter))
2297 {
2298 if ((attacker = hitter->owner) == NULL)
2299 attacker = hitter;
2300 /* A player who saves but hasn't quit still could have objects
2301 * owned by him - need to handle that case to avoid crashes.
2302 */
2303 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2304 attacker = hitter;
2305 }
2306 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2307 return 0;
2308
2309 /* determine the condtions under which we make an attack.
2310 * Add more cases, as the need occurs. */
2311
2312 if (!can_see_enemy (attacker, target))
2313 {
2314 /* target is unseen */
2315 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2316 adjust -= 10;
2317 /* dark map penalty for the hitter (lacks infravision if we got here). */
2318 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2319 adjust -= target->map->darkness;
2320 }
2321
2322 if (QUERY_FLAG (attacker, FLAG_SCARED))
2323 adjust -= 3;
2324
2325 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2326 adjust += 1;
2327
2328 if (QUERY_FLAG (target, FLAG_SCARED))
2329 adjust += 1;
2330
2331 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2332 adjust -= 3;
2333
2334 /* if we attack at a different 'altitude' its harder */
2335 if ((attacker->move_type & target->move_type) == 0)
2336 adjust -= 2;
2337
2338 #if 0
2339 /* slower attacks are less likely to succeed. We should use a
2340 * comparison between attacker/target speeds BUT, players have
2341 * a generally faster speed, so this will wind up being a HUGE
2342 * disadantage for the monsters! Too bad, because missiles which
2343 * fly fast should have a better chance of hitting a slower target.
2344 */
2345 if (hitter->speed < target->speed)
2346 adjust += ((float) hitter->speed - target->speed);
2347 #endif
2348
2349 #if 0
2350 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2351 #endif
2352
2353 return adjust;
2354 }
2355
2356 /* determine if the object is an 'aimed' missile */
2357 int
2358 is_aimed_missile (object *op)
2359 {
2360
2361 /* I broke what used to be one big if into a few nested
2362 * ones so that figuring out the logic is at least possible.
2363 */
2364 if (op && (op->move_type & MOVE_FLYING))
2365 if (op->type == ARROW || op->type == THROWN_OBJ)
2366 return 1;
2367 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2368 return 1;
2369
2370 return 0;
2371 }