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/cvs/deliantra/server/server/attack.C
Revision: 1.80
Committed: Mon Apr 21 06:35:26 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.79: +3 -7 lines
Log Message:
refactor decrease_ob* into ->decrease method.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (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 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = get_archetype (arch)))
172 {
173 if (env)
174 {
175 op->x = env->x, op->y = env->y;
176 insert_ob_in_ob (op, env);
177 if (env->contr)
178 esrv_send_item (env, op);
179 }
180 else
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 }
186
187 return;
188 }
189
190 if (type & AT_CANCELLATION)
191 { /* Cancellation. */
192 cancellation (op);
193 fix_stopped_item (op, m, originator);
194 return;
195 }
196
197 if (op->nrof > 1)
198 {
199 if (op->decrease (rndm (0, op->nrof - 1)))
200 fix_stopped_item (op, m, originator);
201 }
202 else
203 {
204 if (op->env)
205 {
206 object *tmp = op->in_player ();
207
208 if (tmp)
209 esrv_del_item (tmp->contr, op->count);
210 }
211
212 op->destroy ();
213 }
214
215 if (type & (AT_FIRE | AT_ELECTRICITY))
216 if (env)
217 {
218 op = get_archetype ("burnout");
219 op->x = env->x, op->y = env->y;
220 insert_ob_in_ob (op, env);
221 }
222 else
223 replace_insert_ob_in_map ("burnout", originator);
224
225 return;
226 }
227
228 /* The value of 50 is arbitrary. */
229 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
230 {
231 object *tmp;
232 archetype *at = archetype::find ("icecube");
233
234 if (at == NULL)
235 return;
236
237 op = stop_item (op);
238 if (op == NULL)
239 return;
240
241 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
242 {
243 tmp = arch_to_object (at);
244 tmp->x = op->x, tmp->y = op->y;
245 /* This was in the old (pre new movement code) -
246 * icecubes have slow_move set to 1 - don't want
247 * that for ones we create.
248 */
249 tmp->move_slow_penalty = 0;
250 tmp->move_slow = 0;
251 insert_ob_in_map (tmp, op->map, originator, 0);
252 }
253
254 if (!QUERY_FLAG (op, FLAG_REMOVED))
255 op->remove ();
256
257 insert_ob_in_ob (op, tmp);
258 return;
259 }
260 }
261
262 /* Object op is hitting the map.
263 * op is going in direction 'dir'
264 * type is the attacktype of the object.
265 * full_hit is set if monster area does not matter.
266 * returns 1 if it hits something, 0 otherwise.
267 */
268 int
269 hit_map (object *op, int dir, int type, int full_hit)
270 {
271 maptile *map;
272 sint16 x, y;
273 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
274
275 if (QUERY_FLAG (op, FLAG_FREED))
276 {
277 LOG (llevError, "BUG: hit_map(): free object\n");
278 return 0;
279 }
280
281 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
282 {
283 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
284 return 0;
285 }
286
287 if (!op->map)
288 {
289 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
290 return 0;
291 }
292
293 if (op->head)
294 op = op->head;
295
296 map = op->map;
297 x = op->x + freearr_x[dir];
298 y = op->y + freearr_y[dir];
299
300 if (!xy_normalise (map, x, y))
301 return 0;
302
303 // elmex: a safe map tile can't be hit!
304 // this should prevent most harmful effects on items and players there.
305 mapspace &ms = map->at (x, y);
306
307 if (ms.flags () & P_SAFE)
308 return 0;
309
310 /* peterm: a few special cases for special attacktypes --counterspell
311 * must be out here because it strikes things which are not alive
312 */
313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
315 if (type & AT_COUNTERSPELL)
316 {
317 counterspell (op, dir); /* see spell_effect.c */
318
319 /* If the only attacktype is counterspell or magic, don't need
320 * to do any further processing.
321 */
322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
346 object *tmp = next;
347 next = tmp->above;
348
349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
350 * For example, 'tmp' was put in an icecube.
351 * This is one of the few cases where on_same_map should not be used.
352 */
353 if (tmp->map != map || tmp->x != x || tmp->y != y)
354 continue;
355
356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
357 {
358 hit_player (tmp, op->stats.dam, op, type, full_hit);
359 retflag |= 1;
360
361 if (op->destroyed ())
362 break;
363 }
364 /* Here we are potentially destroying an object. If the object has
365 * NO_PASS set, it is also immune - you can't destroy walls. Note
366 * that weak walls have is_alive set, which prevent objects from
367 * passing over/through them. We don't care what type of movement
368 * the wall blocks - if it blocks any type of movement, can't be
369 * destroyed right now.
370 */
371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
372 {
373 save_throw_object (tmp, type, op);
374
375 if (op->destroyed ())
376 break;
377 }
378 }
379
380 return 0;
381 }
382
383 void
384 attack_message (int dam, int type, object *op, object *hitter)
385 {
386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
387 int i, found = 0;
388 maptile *map;
389 object *next, *tmp;
390
391 /* put in a few special messages for some of the common attacktypes
392 * a player might have. For example, fire, electric, cold, etc
393 * [garbled 20010919]
394 */
395
396 if (dam == 9998 && op->type == DOOR)
397 {
398 sprintf (buf1, "unlock %s", &op->name);
399 sprintf (buf2, " unlocks");
400 found++;
401 }
402 if (dam < 0)
403 {
404 sprintf (buf1, "hit %s", &op->name);
405 sprintf (buf2, " hits");
406 found++;
407 }
408 else if (dam == 0)
409 {
410 sprintf (buf1, "missed %s", &op->name);
411 sprintf (buf2, " misses");
412 found++;
413 }
414 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
415 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
416 {
417 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
418 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
419 {
420 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
421 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
422 found++;
423 break;
424 }
425 }
426 else if (op->type == DOOR && !found)
427 {
428 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
429 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
430 {
431 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
432 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
433 found++;
434 break;
435 }
436 }
437 else if (hitter->type == PLAYER && op->is_alive ())
438 {
439 if (USING_SKILL (hitter, SK_KARATE))
440 {
441 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
442 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
443 {
444 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
445 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
446 found++;
447 break;
448 }
449 }
450 else if (USING_SKILL (hitter, SK_CLAWING))
451 {
452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
453 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
454 {
455 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
456 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
457 found++;
458 break;
459 }
460 }
461 else if (USING_SKILL (hitter, SK_PUNCHING))
462 {
463 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
464 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
465 {
466 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
467 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
468 found++;
469 break;
470 }
471 }
472 }
473
474 if (found)
475 {
476 /* done */
477 }
478 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
479 {
480 sprintf (buf1, "hit"); /* just in case */
481 for (i = 0; i < MAXATTACKMESS; i++)
482 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
483 {
484 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
485 found++;
486 break;
487 }
488 }
489 else if (type & AT_DRAIN && op->is_alive ())
490 {
491 /* drain is first, because some items have multiple attypes */
492 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
493 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
494 {
495 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
496 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
497 found++;
498 break;
499 }
500 }
501 else if (type & AT_ELECTRICITY && op->is_alive ())
502 {
503 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
504 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
505 {
506 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
507 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
508 found++;
509 break;
510 }
511 }
512 else if (type & AT_COLD && op->is_alive ())
513 {
514 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
515 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
516 {
517 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
518 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
519 found++;
520 break;
521 }
522 }
523 else if (type & AT_FIRE)
524 {
525 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
526 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
527 {
528 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
529 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
530 found++;
531 break;
532 }
533 }
534 else if (hitter->current_weapon != NULL)
535 {
536 int mtype;
537
538 switch (hitter->current_weapon->weapontype)
539 {
540 case WEAP_HIT:
541 mtype = ATM_BASIC;
542 break;
543 case WEAP_SLASH:
544 mtype = ATM_SLASH;
545 break;
546 case WEAP_PIERCE:
547 mtype = ATM_PIERCE;
548 break;
549 case WEAP_CLEAVE:
550 mtype = ATM_CLEAVE;
551 break;
552 case WEAP_SLICE:
553 mtype = ATM_SLICE;
554 break;
555 case WEAP_STAB:
556 mtype = ATM_STAB;
557 break;
558 case WEAP_WHIP:
559 mtype = ATM_WHIP;
560 break;
561 case WEAP_CRUSH:
562 mtype = ATM_CRUSH;
563 break;
564 case WEAP_BLUD:
565 mtype = ATM_BLUD;
566 break;
567 default:
568 mtype = ATM_BASIC;
569 break;
570 }
571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
573 {
574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
575 strcpy (buf2, attack_mess[mtype][i].buf3);
576 found++;
577 break;
578 }
579 }
580 else
581 {
582 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
583 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
584 {
585 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
586 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
587 found++;
588 break;
589 }
590 }
591
592 if (!found)
593 {
594 strcpy (buf1, "hit");
595 strcpy (buf2, " hits");
596 }
597
598 /* bail out if a monster is casting spells */
599 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
600 return;
601
602 /* scale down magic considerably. */
603 if (type & AT_MAGIC && rndm (0, 5))
604 return;
605
606 /* Did a player hurt another player? Inform both! */
607 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
608 {
609 if (hitter->owner != NULL)
610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
611 else
612 {
613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
615 if (dam != 0)
616 {
617 if (dam < 10)
618 op->contr->play_sound (sound_find ("player_is_hit1"));
619 else if (dam < 20)
620 op->contr->play_sound (sound_find ("player_is_hit2"));
621 else
622 op->contr->play_sound (sound_find ("player_is_hit3"));
623 }
624 }
625
626 new_draw_info (NDI_BLACK, 0, op, buf);
627 } /* end of player hitting player */
628
629 if (hitter->type == PLAYER)
630 {
631 sprintf (buf, "You %s.", buf1);
632
633 if (dam != 0)
634 {
635 if (dam < 10)
636 op->play_sound (sound_find ("player_hits1"));
637 else if (dam < 20)
638 op->play_sound (sound_find ("player_hits2"));
639 else
640 op->play_sound (sound_find ("player_hits3"));
641 }
642
643 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 {
647 /* look for stacked spells and start reducing the message chances */
648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
649 {
650 i = 4;
651 map = hitter->map;
652 if (out_of_map (map, hitter->x, hitter->y))
653 return;
654
655 next = GET_MAP_OB (map, hitter->x, hitter->y);
656 if (next)
657 while (next)
658 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3;
661
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 op->play_sound (sound_find ("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
691 if ((*target)->head)
692 *target = (*target)->head;
693
694 if ((*hitter)->head)
695 *hitter = (*hitter)->head;
696
697 if ((*hitter)->env != NULL || (*target)->env != NULL)
698 {
699 *simple_attack = 1;
700 return 0;
701 }
702
703 if (QUERY_FLAG (*target, FLAG_REMOVED)
704 || QUERY_FLAG (*hitter, FLAG_REMOVED)
705 || !(*hitter)->map
706 || !on_same_map (*hitter, *target))
707 {
708 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
709 (*hitter)->debug_desc (), (*target)->debug_desc ());
710 return 1;
711 }
712
713 *simple_attack = 0;
714 return 0;
715 }
716
717 static int
718 abort_attack (object *target, object *hitter, int simple_attack)
719 {
720
721 /* Check if target and hitter are still in a relation similar to the one
722 * determined by get_attack_mode(). Returns true if the relation has changed.
723 */
724 int new_mode;
725
726 if (hitter->env == target || target->env == hitter)
727 new_mode = 1;
728 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
729 return 1;
730 else
731 new_mode = 0;
732 return new_mode != simple_attack;
733 }
734
735 static void thrown_item_effect (object *, object *);
736
737 static int
738 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
739 {
740 int simple_attack, roll, dam = 0;
741 uint32 type;
742 shstr op_name;
743
744 if (get_attack_mode (&op, &hitter, &simple_attack))
745 goto error;
746
747 if (hitter->current_weapon)
748 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
749 return RESULT_INT (0);
750
751 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
752 return RESULT_INT (0);
753
754 /*
755 * A little check to make it more difficult to dance forward and back
756 * to avoid ever being hit by monsters.
757 */
758 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
759 {
760 /* Decrease speed BEFORE calling process_object. Otherwise, an
761 * infinite loop occurs, with process_object calling move_monster,
762 * which then gets here again. By decreasing the speed before
763 * we call process_object, the 'if' statement above will fail.
764 */
765 --op->speed_left;
766 process_object (op);
767
768 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
769 goto error;
770 }
771
772 op_name = op->name;
773
774 roll = random_roll (1, 20, hitter, PREFER_HIGH);
775
776 /* Adjust roll for various situations. */
777 if (!simple_attack)
778 roll += adj_attackroll (hitter, op);
779
780 /* See if we hit the creature */
781 if (roll == 20 || op->stats.ac >= base_wc - roll)
782 {
783 int hitdam = base_dam;
784
785 if (!simple_attack)
786 {
787 /* If you hit something, the victim should *always* wake up.
788 * Before, invisible hitters could avoid doing this.
789 * -b.t. */
790 if (QUERY_FLAG (op, FLAG_SLEEP))
791 CLEAR_FLAG (op, FLAG_SLEEP);
792
793 /* If the victim can't see the attacker, it may alert others
794 * for help. */
795 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
796 npc_call_help (op);
797
798 /* if you were hidden and hit by a creature, you are discovered */
799 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
800 {
801 make_visible (op);
802
803 if (op->type == PLAYER)
804 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
805 }
806
807 /* thrown items (hitter) will have various effects
808 * when they hit the victim. For things like thrown daggers,
809 * this sets 'hitter' to the actual dagger, and not the
810 * wrapper object.
811 */
812 thrown_item_effect (hitter, op);
813
814 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
815 goto leave;
816 }
817
818 /* Need to do at least 1 damage, otherwise there is no point
819 * to go further and it will cause FPE's below.
820 */
821 if (hitdam <= 0)
822 hitdam = 1;
823
824 type = hitter->attacktype;
825
826 if (!type)
827 type = AT_PHYSICAL;
828
829 /* Handle monsters that hit back */
830 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
831 {
832 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
834
835 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
836
837 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
838 goto leave;
839 }
840
841 /* In the new attack code, it should handle multiple attack
842 * types in its area, so remove it from here.
843 */
844 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
845
846 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
847 goto leave;
848 } /* end of if hitter hit op */
849 /* if we missed, dam=0 */
850
851 /*attack_message(dam, type, op, hitter); */
852
853 goto leave;
854
855 error:
856 dam = 1;
857
858 leave:
859
860 return dam;
861 }
862
863 int
864 attack_ob (object *op, object *hitter)
865 {
866 hitter = hitter->head_ ();
867
868 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
869 }
870
871 /* op is the arrow, tmp is what is stopping the arrow.
872 *
873 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
874 */
875 static int
876 stick_arrow (object *op, object *tmp)
877 {
878 /* If the missile hit a player, we insert it in their inventory.
879 * However, if the missile is heavy, we don't do so (assume it falls
880 * to the ground after a hit). What a good value for this is up to
881 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
882 * stick around.
883 */
884 if (op->weight <= 5000 && tmp->stats.hp >= 0)
885 {
886 tmp = tmp->head_ ();
887
888 op->remove ();
889 op = insert_ob_in_ob (op, tmp);
890
891 if (tmp->type == PLAYER)
892 esrv_send_item (tmp, op);
893
894 return 1;
895 }
896 else
897 return 0;
898 }
899
900 /* hit_with_arrow() disassembles the missile, attacks the victim and
901 * reassembles the missile.
902 *
903 * It returns a pointer to the reassembled missile, or NULL if the missile
904 * isn't available anymore.
905 */
906 object *
907 hit_with_arrow (object *op, object *victim)
908 {
909 object *container, *hitter;
910 int hit_something = 0;
911
912 /* Disassemble missile */
913 if (op->inv)
914 {
915 container = op;
916 hitter = op->inv;
917 hitter->remove ();
918 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
919 /* Note that we now have an empty THROWN_OBJ on the map. Code that
920 * might be called until this THROWN_OBJ is either reassembled or
921 * removed at the end of this function must be able to deal with empty
922 * THROWN_OBJs. */
923 }
924 else
925 {
926 container = 0;
927 hitter = op;
928 }
929
930 /* Try to hit victim */
931 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
932
933 /* Arrow attacks door, rune of summoning is triggered, demon is put on
934 * arrow, move_apply() calls this function, arrow sticks in demon,
935 * attack_ob_simple() returns, and we've got an arrow that still exists
936 * but is no longer on the map. Ugh. (Beware: Such things can happen at
937 * other places as well!)
938 */
939 if (hitter->destroyed () || hitter->env != NULL)
940 {
941 if (container)
942 {
943 container->remove ();
944 container->destroy ();
945 }
946
947 return 0;
948 }
949
950 /* Missile hit victim */
951 /* if the speed is > 10, then this is a fast moving arrow, we go straight
952 * through the target
953 */
954 if (hit_something && op->speed <= 10.0)
955 {
956 /* Stop arrow */
957 if (!container)
958 {
959 hitter = fix_stopped_arrow (hitter);
960 if (!hitter)
961 return 0;
962 }
963 else
964 container->destroy ();
965
966 /* Try to stick arrow into victim */
967 if (!victim->destroyed () && stick_arrow (hitter, victim))
968 return 0;
969
970 /* Else try to put arrow on victim's map square
971 * remove check for P_WALL here. If the arrow got to this
972 * space, that is good enough - with the new movement code,
973 * there is now the potential for lots of spaces where something
974 * can fly over but not otherwise move over. What is the correct
975 * way to handle those otherwise?
976 */
977 if (victim->x != hitter->x || victim->y != hitter->y)
978 {
979 hitter->remove ();
980 hitter->x = victim->x;
981 hitter->y = victim->y;
982 insert_ob_in_map (hitter, victim->map, hitter, 0);
983 }
984 else
985 /* Else leave arrow where it is */
986 merge_ob (hitter, NULL);
987
988 return 0;
989 }
990
991 if (hit_something && op->speed >= 10.0)
992 op->speed -= 1.0;
993
994 /* Missile missed victim - reassemble missile */
995 if (container)
996 {
997 hitter->remove ();
998 insert_ob_in_ob (hitter, container);
999 }
1000
1001 return op;
1002 }
1003
1004 void
1005 tear_down_wall (object *op)
1006 {
1007 int perc = 0;
1008
1009 if (!op->stats.maxhp)
1010 {
1011 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1012 perc = 1;
1013 }
1014 else if (!GET_ANIM_ID (op))
1015 {
1016 /* Object has been called - no animations, so remove it */
1017 if (op->stats.hp < 0)
1018 op->destroy ();
1019
1020 return; /* no animations, so nothing more to do */
1021 }
1022
1023 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1024
1025 if (perc >= (int) NUM_ANIMATIONS (op))
1026 perc = NUM_ANIMATIONS (op) - 1;
1027 else if (perc < 1)
1028 perc = 1;
1029
1030 SET_ANIMATION (op, perc);
1031 update_object (op, UP_OBJ_FACE);
1032
1033 if (perc == NUM_ANIMATIONS (op) - 1)
1034 { /* Reached the last animation */
1035 if (op->face == blank_face)
1036 /* If the last face is blank, remove the ob */
1037 op->destroy ();
1038 else
1039 { /* The last face was not blank, leave an image */
1040 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1041 update_all_los (op->map, op->x, op->y);
1042 op->move_block = 0;
1043 CLEAR_FLAG (op, FLAG_ALIVE);
1044 }
1045 }
1046 }
1047
1048 void
1049 scare_creature (object *target, object *hitter)
1050 {
1051 object *owner = hitter->owner;
1052
1053 if (!owner)
1054 owner = hitter;
1055
1056 SET_FLAG (target, FLAG_SCARED);
1057 if (!target->enemy)
1058 target->enemy = owner;
1059 }
1060
1061 /* This returns the amount of damage hitter does to op with the
1062 * appropriate attacktype. Only 1 attacktype should be set at a time.
1063 * This doesn't damage the player, but returns how much it should
1064 * take. However, it will do other effects (paralyzation, slow, etc.)
1065 * Note - changed for PR code - we now pass the attack number and not
1066 * the attacktype. Makes it easier for the PR code. */
1067 int
1068 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1069 {
1070 int doesnt_slay = 1;
1071
1072 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1073 if (attacknum >= NROFATTACKS)
1074 {
1075 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1076 return 0;
1077 }
1078
1079 if (dam < 0)
1080 {
1081 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1082 dam, hitter->debug_desc (), op->debug_desc ());
1083 return 0;
1084 }
1085
1086 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1087 * people can't mess with that or it otherwise get confused. */
1088 if (attacknum == ATNR_INTERNAL)
1089 return dam;
1090
1091 if (hitter->slaying)
1092 {
1093 if ((op->race && strstr (hitter->slaying, op->race))
1094 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1095 {
1096 doesnt_slay = 0;
1097 dam *= 3;
1098 }
1099 }
1100
1101 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1102 if (op->resist[attacknum])
1103 {
1104 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1105 * in case 0>dam>1, we try to "simulate" a float value-effect */
1106 dam *= (100 - op->resist[attacknum]);
1107 if (dam >= 100)
1108 dam /= 100;
1109 else
1110 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1111 }
1112
1113 /* Special hack. By default, if immune to something, you
1114 * shouldn't need to worry. However, acid is an exception, since
1115 * it can still damage your items. Only include attacktypes if
1116 * special processing is needed */
1117
1118 if (op->resist[attacknum] >= 100
1119 && doesnt_slay
1120 && attacknum != ATNR_ACID)
1121 return 0;
1122
1123 /* Keep this in order - makes things easier to find */
1124
1125 switch (attacknum)
1126 {
1127 case ATNR_PHYSICAL:
1128 /* here also check for diseases */
1129 check_physically_infect (op, hitter);
1130 break;
1131
1132 /* Don't need to do anything for:
1133 magic,
1134 fire,
1135 electricity,
1136 cold */
1137
1138 case ATNR_CONFUSION:
1139 case ATNR_POISON:
1140 case ATNR_SLOW:
1141 case ATNR_PARALYZE:
1142 case ATNR_FEAR:
1143 case ATNR_CANCELLATION:
1144 case ATNR_DEPLETE:
1145 case ATNR_BLIND:
1146 {
1147 /* chance for inflicting a special attack depends on the
1148 * difference between attacker's and defender's level
1149 */
1150 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1151
1152 /* First, only creatures/players with speed can be affected.
1153 * Second, just getting hit doesn't mean it always affects
1154 * you. Third, you still get a saving through against the
1155 * effect.
1156 */
1157 if (op->speed &&
1158 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1159 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1160 {
1161
1162 /* Player has been hit by something */
1163 if (attacknum == ATNR_CONFUSION)
1164 confuse_player (op, hitter, dam);
1165 else if (attacknum == ATNR_POISON)
1166 poison_player (op, hitter, dam);
1167 else if (attacknum == ATNR_SLOW)
1168 slow_player (op, hitter, dam);
1169 else if (attacknum == ATNR_PARALYZE)
1170 paralyze_player (op, hitter, dam);
1171 else if (attacknum == ATNR_FEAR)
1172 scare_creature (op, hitter);
1173 else if (attacknum == ATNR_CANCELLATION)
1174 cancellation (op);
1175 else if (attacknum == ATNR_DEPLETE)
1176 op->drain_stat ();
1177 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1178 blind_player (op, hitter, dam);
1179 }
1180
1181 dam = 0; /* These are all effects and don't do real damage */
1182 }
1183 break;
1184
1185 case ATNR_ACID:
1186 {
1187 int flag = 0;
1188
1189 /* Items only get corroded if you're not on a battleground and
1190 * if your acid resistance is below 50%. */
1191 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1192 {
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 {
1195 if (tmp->invisible)
1196 continue;
1197 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1198 /* >= 10% acid res. on items will protect these */
1199 continue;
1200 if (!(tmp->materials & M_IRON))
1201 continue;
1202 if (tmp->magic < -4) /* Let's stop at -5 */
1203 continue;
1204 if (tmp->type == RING
1205 /* removed boots and gloves from exclusion list in PR */
1206 || tmp->type == GIRDLE
1207 || tmp->type == AMULET
1208 || tmp->type == WAND
1209 || tmp->type == ROD
1210 || tmp->type == HORN)
1211 continue; /* To avoid some strange effects */
1212
1213 /* High damage acid has better chance of corroding
1214 objects */
1215 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1216 {
1217 if (op->type == PLAYER)
1218 /* Make this more visible */
1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1220 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1221 flag = 1;
1222 tmp->magic--;
1223 if (op->type == PLAYER)
1224 esrv_send_item (op, tmp);
1225 }
1226 }
1227
1228 if (flag)
1229 op->update_stats (); /* Something was corroded */
1230 }
1231 }
1232 break;
1233
1234 case ATNR_DRAIN:
1235 {
1236 /* rate is the proportion of exp drained. High rate means
1237 * not much is drained, low rate means a lot is drained.
1238 */
1239 int rate;
1240
1241 if (op->resist[ATNR_DRAIN] >= 0)
1242 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1243 else
1244 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1245
1246 if (op->stats.exp <= rate)
1247 {
1248 if (op->type == GOLEM)
1249 dam = 999; /* Its force is "sucked" away. 8) */
1250 else
1251 /* If we can't drain, lets try to do physical damage */
1252 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1253 }
1254 else
1255 {
1256 /* Randomly give the hitter some hp */
1257 if (hitter->stats.hp < hitter->stats.maxhp &&
1258 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1259 hitter->stats.hp++;
1260
1261 /* Can't do drains on battleground spaces.
1262 * Move the wiz check up here - before, the hitter wouldn't gain exp
1263 * exp, but the wiz would still lose exp! If drainee is a wiz,
1264 * nothing happens.
1265 * Try to credit the owner. We try to display player -> player drain
1266 * attacks, hence all the != PLAYER checks.
1267 */
1268 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1269 {
1270 object *owner = hitter->owner;
1271
1272 if (owner && owner != hitter)
1273 {
1274 if (op->type != PLAYER || owner->type != PLAYER)
1275 change_exp (owner, op->stats.exp / (rate * 2),
1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1277 }
1278 else if (op->type != PLAYER || hitter->type != PLAYER)
1279 change_exp (hitter, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281
1282 change_exp (op, -op->stats.exp / rate, NULL, 0);
1283 }
1284
1285 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1286 * drain attack, you won't know that you are actually sucking out EXP,
1287 * as the messages will say you missed
1288 */
1289 }
1290 }
1291 break;
1292
1293 case ATNR_TURN_UNDEAD:
1294 {
1295 if (QUERY_FLAG (op, FLAG_UNDEAD))
1296 {
1297 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1298 object *god = find_god (determine_god (owner));
1299 int div = 1;
1300
1301 /* if undead are not an enemy of your god, you turn them
1302 * at half strength */
1303 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1304 div = 2;
1305
1306 /* Give a bonus if you resist turn undead */
1307 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1308 scare_creature (op, owner);
1309 }
1310 else
1311 dam = 0; /* don't damage non undead - should we damage
1312 undead? */
1313 }
1314 break;
1315
1316 case ATNR_DEATH:
1317 deathstrike_player (op, hitter, &dam);
1318 break;
1319
1320 case ATNR_CHAOS:
1321 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1322 dam = 0;
1323 break;
1324
1325 case ATNR_COUNTERSPELL:
1326 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1327 dam = 0;
1328 /* This should never happen. Counterspell is handled
1329 * seperately and filtered out. If this does happen,
1330 * Counterspell has no effect on anything but spells, so it
1331 * does no damage. */
1332 break;
1333
1334 case ATNR_HOLYWORD:
1335 {
1336 /* This has already been handled by hit_player,
1337 * no need to check twice -- DAMN */
1338 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1339
1340 /* As with turn undead above, give a bonus on the saving throw */
1341 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342 scare_creature (op, owner);
1343 }
1344 break;
1345
1346 case ATNR_LIFE_STEALING:
1347 {
1348 int new_hp;
1349
1350 /* this is replacement to drain for players, instead of taking
1351 * exp it takes hp. It is geared for players, probably not
1352 * much use giving it to monsters
1353 *
1354 * life stealing doesn't do a lot of damage, but it gives the
1355 * damage it does do to the player. Given that,
1356 * it only does 1/10'th normal damage (hence the divide by
1357 * 1000).
1358 */
1359 /* You can't steal life from something undead */
1360 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1361 return 0;
1362
1363 /* If drain protection is higher than life stealing, use that */
1364 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1365 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1366 else
1367 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1368
1369 /* You die at -1 hp, not zero. */
1370 if (dam > (op->stats.hp + 1))
1371 dam = op->stats.hp + 1;
1372
1373 new_hp = hitter->stats.hp + dam;
1374 if (new_hp > hitter->stats.maxhp)
1375 new_hp = hitter->stats.maxhp;
1376
1377 if (new_hp > hitter->stats.hp)
1378 hitter->stats.hp = new_hp;
1379 }
1380 }
1381
1382 return dam;
1383 }
1384
1385 /* GROS: This code comes from hit_player. It has been made external to
1386 * allow script procedures to "kill" objects in a combat-like fashion.
1387 * It was initially used by (kill-object) developed for the Collector's
1388 * Sword. Note that nothing has been changed from the original version
1389 * of the following code.
1390 * op is what is being killed.
1391 * dam is the damage done to it.
1392 * hitter is what is hitting it.
1393 * type is the attacktype.
1394 *
1395 * This function was a bit of a mess with hitter getting changed,
1396 * values being stored away but not used, etc. I've cleaned it up
1397 * a bit - I think it should be functionally equivalant.
1398 * MSW 2002-07-17
1399 */
1400 int
1401 kill_object (object *op, int dam, object *hitter, int type)
1402 {
1403 char buf[MAX_BUF];
1404 const char *skill;
1405 int maxdam = 0;
1406 int battleg = 0; /* true if op standing on battleground */
1407 int pk = 0; /* true if op and what controls hitter are both players */
1408 object *owner = 0;
1409 object *skop = 0;
1410
1411 if (op->stats.hp >= 0)
1412 return -1;
1413
1414 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1415 return 0;
1416
1417 /* maxdam needs to be the amount of damage it took to kill
1418 * this creature. The function(s) that call us have already
1419 * adjusted the creatures HP total, so that is negative.
1420 */
1421 maxdam = dam + op->stats.hp + 1;
1422
1423 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1424 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1425
1426 if (op->type == DOOR)
1427 {
1428 op->set_speed (0.1f);
1429 op->speed_left = -0.05f;
1430 return maxdam;
1431 }
1432
1433 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1434 {
1435 op->destroy ();
1436 return maxdam;
1437 }
1438
1439 /* Now lets start dealing with experience we get for killing something */
1440
1441 owner = hitter->owner;
1442 if (!owner)
1443 owner = hitter;
1444
1445 /* is the victim (op) standing on battleground? */
1446 if (op_on_battleground (op, NULL, NULL))
1447 battleg = 1;
1448
1449 /* is this player killing? */
1450 if (op->type == PLAYER && owner->type == PLAYER)
1451 pk = 1;
1452
1453 /* Player killed something */
1454 if (owner->type == PLAYER)
1455 {
1456 Log_Kill (owner->name,
1457 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1458
1459 /* Log players killing other players - makes it easier to detect
1460 * and filter out malicious player killers - that is why the
1461 * ip address is included.
1462 */
1463 if (op->type == PLAYER && !battleg)
1464 {
1465 time_t t = time (NULL);
1466 struct tm *tmv;
1467 char buf[256];
1468
1469 tmv = localtime (&t);
1470 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1471
1472 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1473 }
1474
1475 /* try to filter some things out - basically, if you are
1476 * killing a level 1 creature and your level 20, you
1477 * probably don't want to see that.
1478 */
1479 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1480 {
1481 if (owner != hitter)
1482 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1483 else
1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1485
1486 /* Only play sounds for melee kills */
1487 if (hitter->type == PLAYER)
1488 owner->play_sound (sound_find ("player_kills"));
1489 }
1490
1491 /* If a player kills another player, not on
1492 * battleground, the "killer" looses 1 luck. Since this is
1493 * not reversible, it's actually quite a pain IMHO. -AV
1494 * Fix bug in that we were changing the luck of the hitter, not
1495 * player that the object belonged to - so if you killed another player
1496 * with spells, pets, whatever, there was no penalty.
1497 * Changed to make luck penalty configurable in settings.
1498 */
1499 if (op->type == PLAYER && owner != op && !battleg)
1500 owner->change_luck (-settings.pk_luck_penalty);
1501
1502 /* This code below deals with finding the appropriate skill
1503 * to credit exp to. This is a bit problematic - we should
1504 * probably never really have to look at current_weapon->skill
1505 */
1506 skill = 0;
1507
1508 if (hitter->skill && hitter->type != PLAYER)
1509 skill = hitter->skill;
1510 else if (owner->chosen_skill)
1511 {
1512 skop = owner->chosen_skill;
1513 skill = skop->skill;
1514 }
1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516 skill = owner->current_weapon->skill;
1517 else
1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519
1520 /* We have the skill we want to credit to - now find the object this goes
1521 * to. Make sure skop is an actual skill, and not a skill tool!
1522 */
1523 if ((!skop || skop->type != SKILL) && skill)
1524 {
1525 int i;
1526
1527 for (i = 0; i < NUM_SKILLS; i++)
1528 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1529 {
1530 skop = owner->contr->last_skill_ob[i];
1531 break;
1532 }
1533 }
1534 } /* Was it a player that hit somethign */
1535 else
1536 skill = 0;
1537
1538 /* Pet (or spell) killed something. */
1539 if (owner != hitter)
1540 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1541 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542 else
1543 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1544 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1545 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546
1547 /* These may have been set in the player code section above */
1548 if (!skop)
1549 skop = hitter->chosen_skill;
1550
1551 if (!skill && skop)
1552 skill = skop->skill;
1553
1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555
1556 /* If you didn't kill yourself, and your not the wizard */
1557 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1558 {
1559 int exp;
1560
1561 /* Really don't give much experience for killing other players */
1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1563 if (op->type == PLAYER)
1564 {
1565 if (battleg)
1566 {
1567 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1568 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1569 }
1570 else
1571 exp = op->stats.exp / 1000;
1572 }
1573 else
1574 exp = calc_skill_exp (owner, op, skop);
1575
1576 /* if op is standing on "battleground" (arena), no way to gain
1577 * exp by killing him
1578 */
1579 if (battleg)
1580 exp = 0;
1581
1582 /* Don't know why this is set this way - doesn't make
1583 * sense to just divide everything by two for no reason.
1584 */
1585
1586 if (!settings.simple_exp)
1587 exp = exp / 2;
1588
1589 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 change_exp (owner, exp, skill, 0);
1591 else
1592 {
1593 int shares = 0, count = 0;
1594 partylist *party = owner->contr->party;
1595
1596 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1597
1598 for_all_players (pl)
1599 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1600 {
1601 count++;
1602 shares += (pl->ob->level + 4);
1603 }
1604
1605 if (count == 1 || shares > exp || !shares)
1606 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1607 else
1608 {
1609 int share = exp / shares, given = 0, nexp;
1610
1611 for_all_players (pl)
1612 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1613 {
1614 nexp = (pl->ob->level + 4) * share;
1615 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1616 given += nexp;
1617 }
1618
1619 exp -= given;
1620 /* give any remainder to the player */
1621 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1622 }
1623 } /* else part of a party */
1624 } /* end if person didn't kill himself */
1625
1626 if (op->type != PLAYER)
1627 {
1628 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1629 {
1630 object *owner1 = op->owner;
1631
1632 if (owner1 && owner1->type == PLAYER)
1633 {
1634 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1635 /* Maybe we should include the owner that killed this, maybe not */
1636 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1637 }
1638
1639 remove_friendly_object (op);
1640 }
1641
1642 op->destroy ();
1643 }
1644 else
1645 {
1646 /* Player has been killed! */
1647 if (owner->type == PLAYER)
1648 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1649 else
1650 assign (op->contr->killer, hitter->name);
1651 }
1652
1653 /* This was return -1 - that doesn't seem correct - if we return -1, process
1654 * continues in the calling function.
1655 */
1656 return maxdam;
1657 }
1658
1659 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1660 * Returns 0 this is not friendly fire
1661 */
1662 int
1663 friendly_fire (object *op, object *hitter)
1664 {
1665 object *owner;
1666 int friendlyfire;
1667
1668 if (hitter->head)
1669 hitter = hitter->head;
1670
1671 friendlyfire = 0;
1672
1673 if (op->type == PLAYER)
1674 {
1675 if (op_on_battleground (hitter, 0, 0))
1676 return 0;
1677
1678 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1679 return 1;
1680
1681 if ((owner = hitter->owner) != NULL)
1682 {
1683 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1684 friendlyfire = 2;
1685 }
1686
1687 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1688 friendlyfire = 0;
1689 }
1690
1691 return friendlyfire;
1692 }
1693
1694 /* This isn't used just for players, but in fact most objects.
1695 * op is the object to be hit, dam is the amount of damage, hitter
1696 * is what is hitting the object, type is the attacktype, and
1697 * full_hit is set if monster area does not matter.
1698 * dam is base damage - protections/vulnerabilities/slaying matches can
1699 * modify it.
1700 */
1701 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1702 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1703 int
1704 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1705 {
1706 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1707 int maxattacktype, attacknum;
1708 int body_attack = op && op->head; /* Did we hit op's head? */
1709 int simple_attack;
1710 int rtn_kill = 0;
1711 int friendlyfire;
1712
1713 if (get_attack_mode (&op, &hitter, &simple_attack))
1714 return 0;
1715
1716 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1717 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1718 return 0;
1719
1720 // only allow pk for hostile players
1721 if (op->type == PLAYER)
1722 {
1723 object *owner = hitter->owner;
1724
1725 if (!owner)
1726 owner = hitter;
1727
1728 if (owner->type == PLAYER
1729 && (!op_on_battleground (op, 0, 0)
1730 && (op->contr->peaceful || owner->contr->peaceful))
1731 && op != owner)
1732 return 0;
1733 }
1734
1735 if (body_attack)
1736 {
1737 /* slow and paralyze must hit the head. But we don't want to just
1738 * return - we still need to process other attacks the spell still
1739 * might have. So just remove the paralyze and slow attacktypes,
1740 * and keep on processing if we have other attacktypes.
1741 * return if only magic or nothing is left - under normal code
1742 * we don't attack with pure magic if there is another attacktype.
1743 * Only do processing if the initial attacktype includes one of those
1744 * attack so we don't cancel out things like magic bullet.
1745 */
1746 if (type & (AT_PARALYZE | AT_SLOW))
1747 {
1748 type &= ~(AT_PARALYZE | AT_SLOW);
1749
1750 if (!type || type == AT_MAGIC)
1751 return 0;
1752 }
1753 }
1754
1755 if (!simple_attack && op->type == DOOR)
1756 {
1757 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1758 if (tmp->type == RUNE || tmp->type == TRAP)
1759 {
1760 spring_trap (tmp, hitter);
1761
1762 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1763 return 0;
1764
1765 break;
1766 }
1767 }
1768
1769 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1770 {
1771 /* FIXME: If a player is killed by a rune in a door, the
1772 * destroyed() check above doesn't return, and might get here.
1773 */
1774
1775 /* FIXME: This for example happens when a dead door is on a mover and
1776 gets it's speed_left raised on each mover-tick.
1777 Doors are removed in a kinda funny way by giving them speed and speed_left
1778 and waiting for that to run out.
1779 */
1780 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1781 return 0;
1782 }
1783
1784 #ifdef ATTACK_DEBUG
1785 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1786 #endif
1787
1788 if (magic)
1789 {
1790 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1791 * in case 0>dam>1, we try to "simulate" a float value-effect */
1792 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1793 if (dam >= 100)
1794 dam /= 100;
1795 else
1796 dam = (dam > rndm (0, 99)) ? 1 : 0;
1797 }
1798
1799 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1800 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1801 */
1802 if (type & AT_CHAOS)
1803 {
1804 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1805 update_object (op, UP_OBJ_FACE);
1806 type &= ~AT_CHAOS;
1807 }
1808
1809 /* Holyword is really an attacktype modifier (like magic is). If
1810 * holyword is part of an attacktype, then make sure the creature is
1811 * a proper match, otherwise no damage.
1812 */
1813 if (type & AT_HOLYWORD)
1814 {
1815 object *god;
1816
1817 if ((!hitter->slaying ||
1818 (!(op->race && strstr (hitter->slaying, op->race)) &&
1819 !(op->name && strstr (hitter->slaying, op->name)))) &&
1820 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1821 (hitter->title != NULL
1822 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1823 return 0;
1824 }
1825
1826 maxattacktype = type; /* initialise this to something */
1827 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1828 {
1829 /* Magic isn't really a true attack type - it gets combined with other
1830 * attack types. As such, skip it over. However, if magic is
1831 * the only attacktype in the group, then still attack with it
1832 */
1833 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1834 continue;
1835
1836 /* Go through and hit the player with each attacktype, one by one.
1837 * hit_player_attacktype only figures out the damage, doesn't inflict
1838 * it. It will do the appropriate action for attacktypes with
1839 * effects (slow, paralization, etc.
1840 */
1841 if (type & attacktype)
1842 {
1843 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1844 /* the >= causes us to prefer messages from special attacks, if
1845 * the damage is equal.
1846 */
1847 if (ndam >= maxdam)
1848 {
1849 maxdam = ndam;
1850 maxattacktype = 1 << attacknum;
1851 }
1852 }
1853 }
1854
1855 /* if this is friendly fire then do a set % of damage only
1856 * Note - put a check in to make sure this attack is actually
1857 * doing damage - otherwise, the +1 in the code below will make
1858 * an attack do damage before when it otherwise didn't
1859 */
1860 friendlyfire = friendly_fire (op, hitter);
1861 if (friendlyfire && maxdam)
1862 {
1863 maxdam = ((dam * settings.set_friendly_fire) / 100);
1864
1865 #ifdef ATTACK_DEBUG
1866 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1867 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1868 #endif
1869 }
1870
1871 if (!full_hit)
1872 {
1873 int area;
1874 int remainder;
1875
1876 area = 0;
1877
1878 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1879 area++;
1880
1881 assert (area > 0);
1882
1883 /* basically: maxdam /= area; we try to "simulate" a float
1884 value-effect */
1885 remainder = 100 * (maxdam % area) / area;
1886 maxdam /= area;
1887 if (rndm (100) < remainder)
1888 maxdam++;
1889 }
1890
1891 #ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1893 #endif
1894
1895 // for now, only do this for active objects, otherwise they
1896 // keep a refcount for a long time and I see no usefulness
1897 // for an non-active objetc to know its enemy.
1898 if (op->active)
1899 if (hitter->owner)
1900 op->enemy = hitter->owner;
1901 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1902 op->enemy = hitter;
1903
1904 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1905 {
1906 /* The unaggressives look after themselves 8) */
1907 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1908 npc_call_help (op);
1909 }
1910
1911 if (magic && did_make_save (op, op->level, 0))
1912 maxdam = maxdam / 2;
1913
1914 attack_message (maxdam, maxattacktype, op, hitter);
1915
1916 op->stats.hp -= maxdam;
1917
1918 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1919 if ((op->stats.hp >= 0) &&
1920 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1921 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1922 {
1923
1924 if (QUERY_FLAG (op, FLAG_MONSTER))
1925 SET_FLAG (op, FLAG_RUN_AWAY);
1926 else
1927 scare_creature (op, hitter);
1928 }
1929
1930 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1931 {
1932 if (maxdam)
1933 tear_down_wall (op);
1934
1935 return maxdam; /* nothing more to do for wall */
1936 }
1937
1938 /* See if the creature has been killed */
1939 rtn_kill = kill_object (op, maxdam, hitter, type);
1940 if (rtn_kill != -1)
1941 return rtn_kill;
1942
1943
1944 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1945 * that before if the player was immune to ghosthit, the monster
1946 * remained - that is no longer the case.
1947 */
1948 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1949 hitter->destroy ();
1950
1951 /* Lets handle creatures that are splitting now */
1952 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1953 {
1954 int i;
1955 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1956 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1957 object *owner = op->owner;
1958
1959 if (!op->other_arch)
1960 {
1961 LOG (llevError, "SPLITTING without other_arch error.\n");
1962 return maxdam;
1963 }
1964
1965 op->remove ();
1966
1967 for (i = 0; i < op->stats.food; i++)
1968 { /* This doesn't handle op->more yet */
1969 object *tmp = arch_to_object (op->other_arch);
1970 int j;
1971
1972 tmp->stats.hp = op->stats.hp;
1973
1974 if (friendly)
1975 {
1976 add_friendly_object (tmp);
1977 tmp->attack_movement = PETMOVE;
1978
1979 if (owner)
1980 tmp->set_owner (owner);
1981 }
1982
1983 if (unaggressive)
1984 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1985
1986 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1987
1988 if (j == -1) /* No spot to put this monster */
1989 tmp->destroy ();
1990 else
1991 {
1992 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1993 insert_ob_in_map (tmp, op->map, NULL, 0);
1994 }
1995 }
1996
1997 op->destroy ();
1998 }
1999 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2000 hitter->destroy ();
2001
2002 return maxdam;
2003 }
2004
2005 void
2006 poison_player (object *op, object *hitter, int dam)
2007 {
2008 archetype *at = archetype::find ("poisoning");
2009 object *tmp = present_arch_in_ob (at, op);
2010
2011 if (tmp == NULL)
2012 {
2013 if ((tmp = arch_to_object (at)) == NULL)
2014 LOG (llevError, "Failed to clone arch poisoning.\n");
2015 else
2016 {
2017 tmp = insert_ob_in_ob (tmp, op);
2018 /* peterm: give poisoning some teeth. It should
2019 * be able to kill things better than it does:
2020 * damage should be dependent something--I choose to
2021 * do this: if it's a monster, the damage from the
2022 * poisoning goes as the level of the monster/2.
2023 * If anything else, goes as damage.
2024 */
2025
2026 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2027 tmp->stats.dam += hitter->level / 2;
2028 else
2029 tmp->stats.dam = dam;
2030
2031 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2032 if (hitter->skill && hitter->skill != tmp->skill)
2033 {
2034 tmp->skill = hitter->skill;
2035 }
2036
2037 tmp->stats.food += dam; /* more damage, longer poisoning */
2038
2039 if (op->type == PLAYER)
2040 {
2041 /* player looses stats, maximum is -10 of each */
2042 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2043 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2044 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2045 tmp->stats.Int = MAX (-dam / 7, -10);
2046 SET_FLAG (tmp, FLAG_APPLIED);
2047 op->update_stats ();
2048 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2049 op->play_sound (tmp->sound);
2050 }
2051
2052 if (hitter->type == PLAYER)
2053 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2054 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2055 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2056 }
2057
2058 tmp->speed_left = 0;
2059 }
2060 else
2061 tmp->stats.food++;
2062 }
2063
2064 void
2065 slow_player (object *op, object *hitter, int dam)
2066 {
2067 archetype *at = archetype::find ("slowness");
2068 object *tmp;
2069
2070 if (at == NULL)
2071 LOG (llevError, "Can't find slowness archetype.\n");
2072
2073 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2074 {
2075 tmp = arch_to_object (at);
2076 tmp = insert_ob_in_ob (tmp, op);
2077 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2078 }
2079 else
2080 tmp->stats.food++;
2081
2082 SET_FLAG (tmp, FLAG_APPLIED);
2083 tmp->speed_left = 0;
2084 op->update_stats ();
2085 }
2086
2087 void
2088 confuse_player (object *op, object *hitter, int dam)
2089 {
2090 object *tmp;
2091 int maxduration;
2092
2093 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2094 if (!tmp)
2095 {
2096 tmp = get_archetype (FORCE_NAME);
2097 tmp = insert_ob_in_ob (tmp, op);
2098 }
2099
2100 /* Duration added per hit and max. duration of confusion both depend
2101 * on the player's resistance
2102 */
2103 tmp->speed = 0.05;
2104 tmp->subtype = FORCE_CONFUSION;
2105 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2106 tmp->name = "confusion";
2107 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2108
2109 if (tmp->duration > maxduration)
2110 tmp->duration = maxduration;
2111
2112 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2113 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2114
2115 SET_FLAG (op, FLAG_CONFUSED);
2116 }
2117
2118 void
2119 blind_player (object *op, object *hitter, int dam)
2120 {
2121 object *tmp, *owner;
2122
2123 /* Save some work if we know it isn't going to affect the player */
2124 if (op->resist[ATNR_BLIND] == 100)
2125 return;
2126
2127 tmp = present_in_ob (BLINDNESS, op);
2128 if (!tmp)
2129 {
2130 tmp = get_archetype ("blindness");
2131 SET_FLAG (tmp, FLAG_BLIND);
2132 SET_FLAG (tmp, FLAG_APPLIED);
2133 /* use floats so we don't lose too much precision due to rounding errors.
2134 * speed is a float anyways.
2135 */
2136 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2137
2138 tmp = insert_ob_in_ob (tmp, op);
2139 change_abil (op, tmp); /* Mostly to display any messages */
2140 op->update_stats (); /* This takes care of some other stuff */
2141
2142 if (hitter->owner)
2143 owner = hitter->owner;
2144 else
2145 owner = hitter;
2146
2147 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2148 }
2149 tmp->stats.food += dam;
2150 if (tmp->stats.food > 10)
2151 tmp->stats.food = 10;
2152 }
2153
2154 void
2155 paralyze_player (object *op, object *hitter, int dam)
2156 {
2157 float effect, max;
2158
2159 /* object *tmp; */
2160
2161 /* This is strange stuff... someone knows for what this is
2162 * written? Well, i think this can and should be removed
2163 */
2164
2165 /*
2166 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2167 tmp=clone_arch(PARAIMAGE);
2168 tmp->x=op->x,tmp->y=op->y;
2169 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2170 }
2171 */
2172
2173 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2174 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2175
2176 if (effect == 0)
2177 return;
2178
2179 op->speed_left -= FABS (op->speed) * effect;
2180 /* tmp->stats.food+=(signed short) effect/op->speed; */
2181
2182 /* max number of ticks to be affected for. */
2183 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2184 if (op->speed_left < -(FABS (op->speed) * max))
2185 op->speed_left = (float) -(FABS (op->speed) * max);
2186
2187 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2188 }
2189
2190 /* Attempts to kill 'op'. hitter is the attack object, dam is
2191 * the computed damaged.
2192 */
2193 void
2194 deathstrike_player (object *op, object *hitter, int *dam)
2195 {
2196 /* The intention of a death attack is to kill outright things
2197 ** that are a lot weaker than the attacker, have a chance of killing
2198 ** things somewhat weaker than the caster, and no chance of
2199 ** killing something equal or stronger than the attacker.
2200 ** Also, if a deathstrike attack has a slaying, any monster
2201 ** whose name or race matches a comma-delimited list in the slaying
2202 ** field of the deathstriking object */
2203
2204 int atk_lev, def_lev, kill_lev;
2205
2206 if (hitter->slaying)
2207 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2208 return;
2209
2210 def_lev = op->level;
2211 if (def_lev < 1)
2212 {
2213 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2214 def_lev = 1;
2215 }
2216
2217 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2218 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2219 atk_lev, def_lev); */
2220
2221 if (atk_lev >= def_lev)
2222 {
2223 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2224
2225 /* Note that the below effectively means the ratio of the atk vs
2226 * defener level is important - if level 52 character has very little
2227 * chance of killing a level 50 monster. This should probably be
2228 * redone.
2229 */
2230 if (kill_lev >= def_lev)
2231 {
2232 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2233 /* I think this doesn't really do much. Because of
2234 * integer rounding, this only makes any difference if the
2235 * attack level is double the defender level.
2236 */
2237 *dam *= kill_lev / def_lev;
2238 }
2239 }
2240 else
2241 *dam = 0; /* no harm done */
2242 }
2243
2244 /* thrown_item_effect() - handles any special effects of thrown
2245 * items (like attacking living creatures--a potion thrown at a
2246 * monster).
2247 */
2248 static void
2249 thrown_item_effect (object *hitter, object *victim)
2250 {
2251 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2252 {
2253 /* May not need a switch for just 2 types, but this makes it
2254 * easier for expansion.
2255 */
2256 switch (hitter->type)
2257 {
2258 case POTION:
2259 /* should player get a save throw instead of checking magic protection? */
2260 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2261 (void) apply_potion (victim, hitter);
2262 break;
2263
2264 case POISON: /* poison drinks */
2265 /* As with potions, should monster get a save? */
2266 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2267 apply_poison (victim, hitter);
2268 break;
2269
2270 /* Removed case statements that did nothing.
2271 * food may be poisonous, but monster must be willing to eat it,
2272 * so we don't handle it here.
2273 * Containers should perhaps break open, but that code was disabled.
2274 */
2275 }
2276 }
2277 }
2278
2279 /* adj_attackroll() - adjustments to attacks by various conditions */
2280 int
2281 adj_attackroll (object *hitter, object *target)
2282 {
2283 object *attacker = hitter;
2284 int adjust = 0;
2285
2286 /* safety */
2287 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2288 {
2289 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2290 return 0;
2291 }
2292
2293 /* aimed missiles use the owning object's sight */
2294 if (is_aimed_missile (hitter))
2295 {
2296 if ((attacker = hitter->owner) == NULL)
2297 attacker = hitter;
2298 /* A player who saves but hasn't quit still could have objects
2299 * owned by him - need to handle that case to avoid crashes.
2300 */
2301 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2302 attacker = hitter;
2303 }
2304 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2305 return 0;
2306
2307 /* determine the condtions under which we make an attack.
2308 * Add more cases, as the need occurs. */
2309
2310 if (!can_see_enemy (attacker, target))
2311 {
2312 /* target is unseen */
2313 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2314 adjust -= 10;
2315 /* dark map penalty for the hitter (lacks infravision if we got here). */
2316 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2317 adjust -= target->map->darkness;
2318 }
2319
2320 if (QUERY_FLAG (attacker, FLAG_SCARED))
2321 adjust -= 3;
2322
2323 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2324 adjust += 1;
2325
2326 if (QUERY_FLAG (target, FLAG_SCARED))
2327 adjust += 1;
2328
2329 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2330 adjust -= 3;
2331
2332 /* if we attack at a different 'altitude' its harder */
2333 if ((attacker->move_type & target->move_type) == 0)
2334 adjust -= 2;
2335
2336 #if 0
2337 /* slower attacks are less likely to succeed. We should use a
2338 * comparison between attacker/target speeds BUT, players have
2339 * a generally faster speed, so this will wind up being a HUGE
2340 * disadantage for the monsters! Too bad, because missiles which
2341 * fly fast should have a better chance of hitting a slower target.
2342 */
2343 if (hitter->speed < target->speed)
2344 adjust += ((float) hitter->speed - target->speed);
2345 #endif
2346
2347 #if 0
2348 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2349 #endif
2350
2351 return adjust;
2352 }
2353
2354 /* determine if the object is an 'aimed' missile */
2355 int
2356 is_aimed_missile (object *op)
2357 {
2358
2359 /* I broke what used to be one big if into a few nested
2360 * ones so that figuring out the logic is at least possible.
2361 */
2362 if (op && (op->move_type & MOVE_FLYING))
2363 if (op->type == ARROW || op->type == THROWN_OBJ)
2364 return 1;
2365 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2366 return 1;
2367
2368 return 0;
2369 }