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/cvs/deliantra/server/server/attack.C
Revision: 1.87
Committed: Mon Jul 14 18:36:43 2008 UTC (15 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.86: +21 -24 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, 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)
83 {
84 for (mt = materialt; mt && mt->next; 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) return TRUE;
110
111 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE;
113
114 for (number = 0; number < NROFATTACKS; number++)
115 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
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 potential "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 = archetype::get (arch)))
172 {
173 if (env)
174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
178
179 return;
180 }
181
182 if (type & AT_CANCELLATION)
183 { /* Cancellation. */
184 cancellation (op);
185 fix_stopped_item (op, m, originator);
186 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 while (op->inv)
198 op->inv->insert_at (originator);
199
200 op->destroy ();
201 }
202
203 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env)
205 {
206 op = archetype::get (shstr_burnout);
207 op->x = env->x, op->y = env->y;
208 env->insert (op);
209 }
210 else
211 replace_insert_ob_in_map (shstr_burnout, originator);
212
213 return;
214 }
215
216 /* The value of 50 is arbitrary. */
217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
218 {
219 archetype *at = archetype::find (shstr_icecube);
220
221 if (at == NULL)
222 return;
223
224 op = stop_item (op);
225 if (op == NULL)
226 return;
227
228 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp)
230 {
231 tmp = arch_to_object (at);
232 tmp->x = op->x, tmp->y = op->y;
233 /* This was in the old (pre new movement code) -
234 * icecubes have slow_move set to 1 - don't want
235 * that for ones we create.
236 */
237 tmp->move_slow_penalty = 0;
238 tmp->move_slow = 0;
239 insert_ob_in_map (tmp, op->map, originator, 0);
240 }
241
242 tmp->insert (op);
243 return;
244 }
245 }
246
247 /* Object op is hitting the map.
248 * op is going in direction 'dir'
249 * type is the attacktype of the object.
250 * full_hit is set if monster area does not matter.
251 * returns 1 if it hits something, 0 otherwise.
252 */
253 int
254 hit_map (object *op, int dir, int type, int full_hit)
255 {
256 maptile *map;
257 sint16 x, y;
258 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
259
260 if (QUERY_FLAG (op, FLAG_FREED))
261 {
262 LOG (llevError, "BUG: hit_map(): free object\n");
263 return 0;
264 }
265
266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
267 {
268 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
269 return 0;
270 }
271
272 if (!op->map)
273 {
274 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
275 return 0;
276 }
277
278 if (op->head)
279 op = op->head;
280
281 mapxy pos (op);
282 pos.move (dir);
283
284 if (!pos.normalise ())
285 return 0;
286
287 // elmex: a safe map tile can't be hit!
288 // this should prevent most harmful effects on items and players there.
289 mapspace &ms = pos.ms ();
290
291 if (ms.flags () & P_SAFE)
292 return 0;
293
294 /* peterm: a few special cases for special attacktypes --counterspell
295 * must be out here because it strikes things which are not alive
296 */
297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 {
299 if (type & AT_COUNTERSPELL)
300 {
301 counterspell (op, dir); /* see spell_effect.c */
302
303 /* If the only attacktype is counterspell or magic, don't need
304 * to do any further processing.
305 */
306 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
307 return 0;
308
309 type &= ~AT_COUNTERSPELL;
310 }
311
312 if (type & AT_CHAOS)
313 {
314 shuffle_attack (op, 1); /* flag tells it to change the face */
315 update_object (op, UP_OBJ_FACE);
316 type &= ~AT_CHAOS;
317 }
318 }
319
320 /* There may still be objects that were above 'next', but there is no
321 * simple way to find out short of copying all object references and
322 * tags into a temporary array before we start processing the first
323 * object. That's why we just abort on destroy.
324 *
325 * This happens whenever attack spells (like fire) hit a pile
326 * of objects. This is not a bug - nor an error.
327 */
328 for (object *next = ms.bot; next && !next->destroyed (); )
329 {
330 object *tmp = next;
331 next = tmp->above;
332
333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
334 * For example, 'tmp' was put in an icecube.
335 * This is one of the few cases where on_same_map should not be used.
336 */
337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
338 continue;
339
340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
341 {
342 hit_player (tmp, op->stats.dam, op, type, full_hit);
343 retflag |= 1;
344
345 if (op->destroyed ())
346 break;
347 }
348 /* Here we are potentially destroying an object. If the object has
349 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now.
354 */
355 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
356 {
357 save_throw_object (tmp, type, op);
358
359 if (op->destroyed ())
360 break;
361 }
362 }
363
364 return 0;
365 }
366
367 void
368 attack_message (int dam, int type, object *op, object *hitter)
369 {
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found = 0;
372 maptile *map;
373 object *next, *tmp;
374
375 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919]
378 */
379
380 if (dam == 9998 && op->type == DOOR)
381 {
382 sprintf (buf1, "unlock %s", &op->name);
383 sprintf (buf2, " unlocks");
384 found++;
385 }
386 if (dam < 0)
387 {
388 sprintf (buf1, "hit %s", &op->name);
389 sprintf (buf2, " hits");
390 found++;
391 }
392 else if (dam == 0)
393 {
394 sprintf (buf1, "missed %s", &op->name);
395 sprintf (buf2, " misses");
396 found++;
397 }
398 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
399 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
400 {
401 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
402 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
403 {
404 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
405 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
406 found++;
407 break;
408 }
409 }
410 else if (op->type == DOOR && !found)
411 {
412 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
413 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
414 {
415 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
416 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
417 found++;
418 break;
419 }
420 }
421 else if (hitter->type == PLAYER && op->is_alive ())
422 {
423 if (USING_SKILL (hitter, SK_KARATE))
424 {
425 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427 {
428 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
430 found++;
431 break;
432 }
433 }
434 else if (USING_SKILL (hitter, SK_CLAWING))
435 {
436 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
438 {
439 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
440 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
441 found++;
442 break;
443 }
444 }
445 else if (USING_SKILL (hitter, SK_PUNCHING))
446 {
447 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
449 {
450 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
451 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
452 found++;
453 break;
454 }
455 }
456 }
457
458 if (found)
459 {
460 /* done */
461 }
462 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
463 {
464 sprintf (buf1, "hit"); /* just in case */
465 for (i = 0; i < MAXATTACKMESS; i++)
466 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
467 {
468 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
469 found++;
470 break;
471 }
472 }
473 else if (type & AT_DRAIN && op->is_alive ())
474 {
475 /* drain is first, because some items have multiple attypes */
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
477 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
478 {
479 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
480 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
481 found++;
482 break;
483 }
484 }
485 else if (type & AT_ELECTRICITY && op->is_alive ())
486 {
487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
488 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
489 {
490 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
491 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
492 found++;
493 break;
494 }
495 }
496 else if (type & AT_COLD && op->is_alive ())
497 {
498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
499 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
500 {
501 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
502 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
503 found++;
504 break;
505 }
506 }
507 else if (type & AT_FIRE)
508 {
509 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
510 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
511 {
512 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
513 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
514 found++;
515 break;
516 }
517 }
518 else if (hitter->current_weapon != NULL)
519 {
520 int mtype;
521
522 switch (hitter->current_weapon->weapontype)
523 {
524 case WEAP_HIT:
525 mtype = ATM_BASIC;
526 break;
527 case WEAP_SLASH:
528 mtype = ATM_SLASH;
529 break;
530 case WEAP_PIERCE:
531 mtype = ATM_PIERCE;
532 break;
533 case WEAP_CLEAVE:
534 mtype = ATM_CLEAVE;
535 break;
536 case WEAP_SLICE:
537 mtype = ATM_SLICE;
538 break;
539 case WEAP_STAB:
540 mtype = ATM_STAB;
541 break;
542 case WEAP_WHIP:
543 mtype = ATM_WHIP;
544 break;
545 case WEAP_CRUSH:
546 mtype = ATM_CRUSH;
547 break;
548 case WEAP_BLUD:
549 mtype = ATM_BLUD;
550 break;
551 default:
552 mtype = ATM_BASIC;
553 break;
554 }
555
556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
558 {
559 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
560 strcpy (buf2, attack_mess[mtype][i].buf3);
561 found++;
562 break;
563 }
564 }
565 else
566 {
567 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
568 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
569 {
570 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
571 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
572 found++;
573 break;
574 }
575 }
576
577 if (!found)
578 {
579 strcpy (buf1, "hit");
580 strcpy (buf2, " hits");
581 }
582
583 /* bail out if a monster is casting spells */
584 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
585 return;
586
587 /* scale down magic considerably. */
588 if (type & AT_MAGIC && rndm (0, 5))
589 return;
590
591 /* Did a player hurt another player? Inform both! */
592 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
593 {
594 if (hitter->owner != NULL)
595 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
596 else
597 {
598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
600 if (dam != 0)
601 {
602 if (dam < 10)
603 op->contr->play_sound (sound_find ("player_is_hit1"));
604 else if (dam < 20)
605 op->contr->play_sound (sound_find ("player_is_hit2"));
606 else
607 op->contr->play_sound (sound_find ("player_is_hit3"));
608 }
609 }
610
611 new_draw_info (NDI_BLACK, 0, op, buf);
612 } /* end of player hitting player */
613
614 if (hitter->type == PLAYER)
615 {
616 sprintf (buf, "You %s.", buf1);
617
618 if (dam != 0)
619 {
620 if (dam < 10)
621 op->play_sound (sound_find ("player_hits1"));
622 else if (dam < 20)
623 op->play_sound (sound_find ("player_hits2"));
624 else
625 op->play_sound (sound_find ("player_hits3"));
626 }
627
628 new_draw_info (NDI_BLACK, 0, hitter, buf);
629 }
630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
631 {
632 /* look for stacked spells and start reducing the message chances */
633 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
634 {
635 i = 4;
636 map = hitter->map;
637 if (out_of_map (map, hitter->x, hitter->y))
638 return;
639
640 next = GET_MAP_OB (map, hitter->x, hitter->y);
641 if (next)
642 while (next)
643 {
644 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
645 i *= 3;
646
647 tmp = next;
648 next = tmp->above;
649 }
650
651 if (i < 0)
652 return;
653
654 if (rndm (0, i) != 0)
655 return;
656 }
657 else if (rndm (0, 5) != 0)
658 return;
659
660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
661 op->play_sound (sound_find ("player_hits4"));
662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
663 }
664 }
665
666
667 static int
668 get_attack_mode (object **target, object **hitter, int *simple_attack)
669 {
670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
671 {
672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
673 return 1;
674 }
675
676 if ((*target)->head)
677 *target = (*target)->head;
678
679 if ((*hitter)->head)
680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
685 if ((*hitter)->env || (*target)->env)
686 {
687 *simple_attack = 1;
688 return 0;
689 }
690
691 if (QUERY_FLAG (*target, FLAG_REMOVED)
692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
695 {
696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
698 return 1;
699 }
700
701 *simple_attack = 0;
702 return 0;
703 }
704
705 static int
706 abort_attack (object *target, object *hitter, int simple_attack)
707 {
708
709 /* Check if target and hitter are still in a relation similar to the one
710 * determined by get_attack_mode(). Returns true if the relation has changed.
711 */
712 int new_mode;
713
714 if (hitter->env == target || target->env == hitter)
715 new_mode = 1;
716 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
717 return 1;
718 else
719 new_mode = 0;
720 return new_mode != simple_attack;
721 }
722
723 static void thrown_item_effect (object *, object *);
724
725 static int
726 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
727 {
728 int simple_attack, roll, dam = 0;
729 uint32 type;
730 shstr op_name;
731
732 if (get_attack_mode (&op, &hitter, &simple_attack))
733 goto error;
734
735 if (hitter->current_weapon)
736 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
737 return RESULT_INT (0);
738
739 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
740 return RESULT_INT (0);
741
742 /*
743 * A little check to make it more difficult to dance forward and back
744 * to avoid ever being hit by monsters.
745 */
746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
747 {
748 /* Decrease speed BEFORE calling process_object. Otherwise, an
749 * infinite loop occurs, with process_object calling move_monster,
750 * which then gets here again. By decreasing the speed before
751 * we call process_object, the 'if' statement above will fail.
752 */
753 --op->speed_left;
754 process_object (op);
755
756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
757 goto error;
758 }
759
760 op_name = op->name;
761
762 roll = random_roll (1, 20, hitter, PREFER_HIGH);
763
764 /* Adjust roll for various situations. */
765 if (!simple_attack)
766 roll += adj_attackroll (hitter, op);
767
768 /* See if we hit the creature */
769 if (roll == 20 || op->stats.ac >= base_wc - roll)
770 {
771 int hitdam = base_dam;
772
773 if (!simple_attack)
774 {
775 /* If you hit something, the victim should *always* wake up.
776 * Before, invisible hitters could avoid doing this.
777 * -b.t. */
778 if (QUERY_FLAG (op, FLAG_SLEEP))
779 CLEAR_FLAG (op, FLAG_SLEEP);
780
781 /* If the victim can't see the attacker, it may alert others
782 * for help. */
783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
784 npc_call_help (op);
785
786 /* if you were hidden and hit by a creature, you are discovered */
787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
788 {
789 make_visible (op);
790
791 if (op->type == PLAYER)
792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
793 }
794
795 /* thrown items (hitter) will have various effects
796 * when they hit the victim. For things like thrown daggers,
797 * this sets 'hitter' to the actual dagger, and not the
798 * wrapper object.
799 */
800 thrown_item_effect (hitter, op);
801
802 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
803 goto leave;
804 }
805
806 /* Need to do at least 1 damage, otherwise there is no point
807 * to go further and it will cause FPE's below.
808 */
809 if (hitdam <= 0)
810 hitdam = 1;
811
812 type = hitter->attacktype;
813
814 if (!type)
815 type = AT_PHYSICAL;
816
817 /* Handle monsters that hit back */
818 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
819 {
820 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
821 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
822
823 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
824
825 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
826 goto leave;
827 }
828
829 /* In the new attack code, it should handle multiple attack
830 * types in its area, so remove it from here.
831 */
832 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
833
834 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
835 goto leave;
836 } /* end of if hitter hit op */
837 /* if we missed, dam=0 */
838
839 /*attack_message(dam, type, op, hitter); */
840
841 goto leave;
842
843 error:
844 dam = 1;
845
846 leave:
847
848 return dam;
849 }
850
851 int
852 attack_ob (object *op, object *hitter)
853 {
854 hitter = hitter->head_ ();
855
856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
857 }
858
859 /* op is the arrow, tmp is what is stopping the arrow.
860 *
861 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
862 */
863 static int
864 stick_arrow (object *op, object *tmp)
865 {
866 /* If the missile hit a player, we insert it in their inventory.
867 * However, if the missile is heavy, we don't do so (assume it falls
868 * to the ground after a hit). What a good value for this is up to
869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
870 * stick around.
871 */
872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
873 {
874 tmp->head_ ()->insert (op);
875 return 1;
876 }
877 else
878 return 0;
879 }
880
881 /* hit_with_arrow() disassembles the missile, attacks the victim and
882 * reassembles the missile.
883 *
884 * It returns a pointer to the reassembled missile, or NULL if the missile
885 * isn't available anymore.
886 */
887 object *
888 hit_with_arrow (object *op, object *victim)
889 {
890 object *container, *hitter;
891 int hit_something = 0;
892
893 /* Disassemble missile */
894 if (op->inv)
895 {
896 container = op;
897 hitter = op->inv;
898 hitter->remove ();
899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
900 /* Note that we now have an empty THROWN_OBJ on the map. Code that
901 * might be called until this THROWN_OBJ is either reassembled or
902 * removed at the end of this function must be able to deal with empty
903 * THROWN_OBJs. */
904 }
905 else
906 {
907 container = 0;
908 hitter = op;
909 }
910
911 /* Try to hit victim */
912 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
913
914 /* Arrow attacks door, rune of summoning is triggered, demon is put on
915 * arrow, move_apply() calls this function, arrow sticks in demon,
916 * attack_ob_simple() returns, and we've got an arrow that still exists
917 * but is no longer on the map. Ugh. (Beware: Such things can happen at
918 * other places as well!)
919 */
920 if (hitter->destroyed () || hitter->env != NULL)
921 {
922 if (container)
923 {
924 container->remove ();
925 container->destroy ();
926 }
927
928 return 0;
929 }
930
931 /* Missile hit victim */
932 /* if the speed is > 10, then this is a fast moving arrow, we go straight
933 * through the target
934 */
935 if (hit_something && op->speed <= 10.0)
936 {
937 /* Stop arrow */
938 if (!container)
939 {
940 hitter = fix_stopped_arrow (hitter);
941 if (!hitter)
942 return 0;
943 }
944 else
945 container->destroy ();
946
947 /* Try to stick arrow into victim */
948 if (!victim->destroyed () && stick_arrow (hitter, victim))
949 return 0;
950
951 /* Else try to put arrow on victim's map square
952 * remove check for P_WALL here. If the arrow got to this
953 * space, that is good enough - with the new movement code,
954 * there is now the potential for lots of spaces where something
955 * can fly over but not otherwise move over. What is the correct
956 * way to handle those otherwise?
957 */
958 if (victim->x != hitter->x || victim->y != hitter->y)
959 {
960 hitter->remove ();
961 hitter->x = victim->x;
962 hitter->y = victim->y;
963 insert_ob_in_map (hitter, victim->map, hitter, 0);
964 }
965 else
966 /* Else leave arrow where it is */
967 merge_ob (hitter, NULL);
968
969 return 0;
970 }
971
972 if (hit_something && op->speed >= 10.0)
973 op->speed -= 1.0;
974
975 /* Missile missed victim - reassemble missile */
976 if (container)
977 {
978 hitter->remove ();
979 insert_ob_in_ob (hitter, container);
980 }
981
982 return op;
983 }
984
985 void
986 tear_down_wall (object *op)
987 {
988 int perc = 0;
989
990 if (!op->stats.maxhp)
991 {
992 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
993 perc = 1;
994 }
995 else if (!GET_ANIM_ID (op))
996 {
997 /* Object has been called - no animations, so remove it */
998 if (op->stats.hp < 0)
999 op->destroy ();
1000
1001 return; /* no animations, so nothing more to do */
1002 }
1003
1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1005
1006 if (perc >= (int) NUM_ANIMATIONS (op))
1007 perc = NUM_ANIMATIONS (op) - 1;
1008 else if (perc < 1)
1009 perc = 1;
1010
1011 SET_ANIMATION (op, perc);
1012 update_object (op, UP_OBJ_FACE);
1013
1014 if (perc == NUM_ANIMATIONS (op) - 1)
1015 { /* Reached the last animation */
1016 if (op->face == blank_face)
1017 /* If the last face is blank, remove the ob */
1018 op->destroy ();
1019 else
1020 { /* The last face was not blank, leave an image */
1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1022 update_all_los (op->map, op->x, op->y);
1023 op->move_block = 0;
1024 CLEAR_FLAG (op, FLAG_ALIVE);
1025 }
1026 }
1027 }
1028
1029 void
1030 scare_creature (object *target, object *hitter)
1031 {
1032 object *owner = hitter->owner;
1033
1034 if (!owner)
1035 owner = hitter;
1036
1037 SET_FLAG (target, FLAG_SCARED);
1038 if (!target->enemy)
1039 target->enemy = owner;
1040 }
1041
1042 /* This returns the amount of damage hitter does to op with the
1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1044 * This doesn't damage the player, but returns how much it should
1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1046 * Note - changed for PR code - we now pass the attack number and not
1047 * the attacktype. Makes it easier for the PR code. */
1048 int
1049 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1050 {
1051 int doesnt_slay = 1;
1052
1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1054 if (attacknum >= NROFATTACKS)
1055 {
1056 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1057 return 0;
1058 }
1059
1060 if (dam < 0)
1061 {
1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1064 return 0;
1065 }
1066
1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1068 * people can't mess with that or it otherwise get confused. */
1069 if (attacknum == ATNR_INTERNAL)
1070 return dam;
1071
1072 if (hitter->slaying)
1073 {
1074 if ((op->race && strstr (hitter->slaying, op->race))
1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1076 {
1077 doesnt_slay = 0;
1078 dam *= 3;
1079 }
1080 }
1081
1082 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1083 if (op->resist[attacknum])
1084 {
1085 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1086 * in case 0>dam>1, we try to "simulate" a float value-effect */
1087 dam *= (100 - op->resist[attacknum]);
1088 if (dam >= 100)
1089 dam /= 100;
1090 else
1091 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1092 }
1093
1094 /* Special hack. By default, if immune to something, you
1095 * shouldn't need to worry. However, acid is an exception, since
1096 * it can still damage your items. Only include attacktypes if
1097 * special processing is needed */
1098
1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1102 return 0;
1103
1104 /* Keep this in order - makes things easier to find */
1105
1106 switch (attacknum)
1107 {
1108 case ATNR_PHYSICAL:
1109 /* here also check for diseases */
1110 check_physically_infect (op, hitter);
1111 break;
1112
1113 /* Don't need to do anything for:
1114 magic,
1115 fire,
1116 electricity,
1117 cold */
1118
1119 case ATNR_CONFUSION:
1120 case ATNR_POISON:
1121 case ATNR_SLOW:
1122 case ATNR_PARALYZE:
1123 case ATNR_FEAR:
1124 case ATNR_CANCELLATION:
1125 case ATNR_DEPLETE:
1126 case ATNR_BLIND:
1127 {
1128 /* chance for inflicting a special attack depends on the
1129 * difference between attacker's and defender's level
1130 */
1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1132
1133 /* First, only creatures/players with speed can be affected.
1134 * Second, just getting hit doesn't mean it always affects
1135 * you. Third, you still get a saving through against the
1136 * effect.
1137 */
1138 if (op->speed &&
1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1141 {
1142
1143 /* Player has been hit by something */
1144 if (attacknum == ATNR_CONFUSION)
1145 confuse_player (op, hitter, dam);
1146 else if (attacknum == ATNR_POISON)
1147 poison_player (op, hitter, dam);
1148 else if (attacknum == ATNR_SLOW)
1149 slow_player (op, hitter, dam);
1150 else if (attacknum == ATNR_PARALYZE)
1151 paralyze_player (op, hitter, dam);
1152 else if (attacknum == ATNR_FEAR)
1153 scare_creature (op, hitter);
1154 else if (attacknum == ATNR_CANCELLATION)
1155 cancellation (op);
1156 else if (attacknum == ATNR_DEPLETE)
1157 op->drain_stat ();
1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1159 blind_player (op, hitter, dam);
1160 }
1161
1162 dam = 0; /* These are all effects and don't do real damage */
1163 }
1164 break;
1165
1166 case ATNR_ACID:
1167 {
1168 int flag = 0;
1169
1170 /* Items only get corroded if you're not on a battleground and
1171 * if your acid resistance is below 50%. */
1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1173 {
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 {
1176 if (tmp->invisible)
1177 continue;
1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1179 /* >= 10% acid res. on items will protect these */
1180 continue;
1181 if (!(tmp->materials & M_IRON))
1182 continue;
1183 if (tmp->magic < -4) /* Let's stop at -5 */
1184 continue;
1185 if (tmp->type == RING
1186 /* removed boots and gloves from exclusion list in PR */
1187 || tmp->type == GIRDLE
1188 || tmp->type == AMULET
1189 || tmp->type == WAND
1190 || tmp->type == ROD
1191 || tmp->type == HORN)
1192 continue; /* To avoid some strange effects */
1193
1194 /* High damage acid has better chance of corroding
1195 objects */
1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1209 }
1210 }
1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1214 }
1215 }
1216 break;
1217
1218 case ATNR_DRAIN:
1219 {
1220 /* rate is the proportion of exp drained. High rate means
1221 * not much is drained, low rate means a lot is drained.
1222 */
1223 int rate;
1224
1225 if (op->resist[ATNR_DRAIN] >= 0)
1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1227 else
1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1229
1230 if (op->stats.exp <= rate)
1231 {
1232 if (op->type == GOLEM)
1233 dam = 999; /* Its force is "sucked" away. 8) */
1234 else
1235 /* If we can't drain, lets try to do physical damage */
1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1237 }
1238 else
1239 {
1240 /* Randomly give the hitter some hp */
1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1243 hitter->stats.hp++;
1244
1245 /* Can't do drains on battleground spaces.
1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1248 * nothing happens.
1249 * Try to credit the owner. We try to display player -> player drain
1250 * attacks, hence all the != PLAYER checks.
1251 */
1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1253 {
1254 object *owner = hitter->owner;
1255
1256 if (owner && owner != hitter)
1257 {
1258 if (op->type != PLAYER || owner->type != PLAYER)
1259 change_exp (owner, op->stats.exp / (rate * 2),
1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1261 }
1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1263 change_exp (hitter, op->stats.exp / (rate * 2),
1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1265
1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1267 }
1268
1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1270 * drain attack, you won't know that you are actually sucking out EXP,
1271 * as the messages will say you missed
1272 */
1273 }
1274 }
1275 break;
1276
1277 case ATNR_TURN_UNDEAD:
1278 {
1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1280 {
1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1282 object *god = find_god (determine_god (owner));
1283 int div = 1;
1284
1285 /* if undead are not an enemy of your god, you turn them
1286 * at half strength */
1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1288 div = 2;
1289
1290 /* Give a bonus if you resist turn undead */
1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1292 scare_creature (op, owner);
1293 }
1294 else
1295 dam = 0; /* don't damage non undead - should we damage
1296 undead? */
1297 }
1298 break;
1299
1300 case ATNR_DEATH:
1301 deathstrike_player (op, hitter, &dam);
1302 break;
1303
1304 case ATNR_CHAOS:
1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1306 dam = 0;
1307 break;
1308
1309 case ATNR_COUNTERSPELL:
1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1311 dam = 0;
1312 /* This should never happen. Counterspell is handled
1313 * seperately and filtered out. If this does happen,
1314 * Counterspell has no effect on anything but spells, so it
1315 * does no damage. */
1316 break;
1317
1318 case ATNR_HOLYWORD:
1319 {
1320 /* This has already been handled by hit_player,
1321 * no need to check twice -- DAMN */
1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1323
1324 /* As with turn undead above, give a bonus on the saving throw */
1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1326 scare_creature (op, owner);
1327 }
1328 break;
1329
1330 case ATNR_LIFE_STEALING:
1331 {
1332 int new_hp;
1333
1334 /* this is replacement to drain for players, instead of taking
1335 * exp it takes hp. It is geared for players, probably not
1336 * much use giving it to monsters
1337 *
1338 * life stealing doesn't do a lot of damage, but it gives the
1339 * damage it does do to the player. Given that,
1340 * it only does 1/10'th normal damage (hence the divide by
1341 * 1000).
1342 */
1343 /* You can't steal life from something undead */
1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1345 return 0;
1346
1347 /* If drain protection is higher than life stealing, use that */
1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1350 else
1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1353 /* You die at -1 hp, not zero. */
1354 if (dam > (op->stats.hp + 1))
1355 dam = op->stats.hp + 1;
1356
1357 new_hp = hitter->stats.hp + dam;
1358 if (new_hp > hitter->stats.maxhp)
1359 new_hp = hitter->stats.maxhp;
1360
1361 if (new_hp > hitter->stats.hp)
1362 hitter->stats.hp = new_hp;
1363 }
1364 }
1365
1366 return dam;
1367 }
1368
1369 /* GROS: This code comes from hit_player. It has been made external to
1370 * allow script procedures to "kill" objects in a combat-like fashion.
1371 * It was initially used by (kill-object) developed for the Collector's
1372 * Sword. Note that nothing has been changed from the original version
1373 * of the following code.
1374 * op is what is being killed.
1375 * dam is the damage done to it.
1376 * hitter is what is hitting it.
1377 * type is the attacktype.
1378 *
1379 * This function was a bit of a mess with hitter getting changed,
1380 * values being stored away but not used, etc. I've cleaned it up
1381 * a bit - I think it should be functionally equivalant.
1382 * MSW 2002-07-17
1383 */
1384 int
1385 kill_object (object *op, int dam, object *hitter, int type)
1386 {
1387 char buf[MAX_BUF];
1388 const char *skill;
1389 int maxdam = 0;
1390 int battleg = 0; /* true if op standing on battleground */
1391 int pk = 0; /* true if op and what controls hitter are both players */
1392 object *owner = 0;
1393 object *skop = 0;
1394
1395 if (op->stats.hp >= 0)
1396 return -1;
1397
1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1399 return 0;
1400
1401 /* maxdam needs to be the amount of damage it took to kill
1402 * this creature. The function(s) that call us have already
1403 * adjusted the creatures HP total, so that is negative.
1404 */
1405 maxdam = dam + op->stats.hp + 1;
1406
1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1409
1410 if (op->type == DOOR)
1411 {
1412 op->set_speed (0.1f);
1413 op->speed_left = -0.05f;
1414 return maxdam;
1415 }
1416
1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1418 {
1419 op->destroy ();
1420 return maxdam;
1421 }
1422
1423 /* Now lets start dealing with experience we get for killing something */
1424
1425 owner = hitter->owner;
1426 if (!owner)
1427 owner = hitter;
1428
1429 /* is the victim (op) standing on battleground? */
1430 if (op_on_battleground (op, NULL, NULL))
1431 battleg = 1;
1432
1433 /* is this player killing? */
1434 if (op->type == PLAYER && owner->type == PLAYER)
1435 pk = 1;
1436
1437 /* Player killed something */
1438 if (owner->type == PLAYER)
1439 {
1440 /* Log players killing other players - makes it easier to detect
1441 * and filter out malicious player killers - that is why the
1442 * ip address is included.
1443 */
1444 if (op->type == PLAYER && !battleg)
1445 {
1446 time_t t = time (NULL);
1447 struct tm *tmv;
1448 char buf[256];
1449
1450 tmv = localtime (&t);
1451 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1452
1453 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1454 }
1455
1456 /* try to filter some things out - basically, if you are
1457 * killing a level 1 creature and your level 20, you
1458 * probably don't want to see that.
1459 */
1460 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1461 {
1462 if (owner != hitter)
1463 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1464 else
1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1466
1467 /* Only play sounds for melee kills */
1468 if (hitter->type == PLAYER)
1469 owner->play_sound (sound_find ("player_kills"));
1470 }
1471
1472 /* If a player kills another player, not on
1473 * battleground, the "killer" looses 1 luck. Since this is
1474 * not reversible, it's actually quite a pain IMHO. -AV
1475 * Fix bug in that we were changing the luck of the hitter, not
1476 * player that the object belonged to - so if you killed another player
1477 * with spells, pets, whatever, there was no penalty.
1478 * Changed to make luck penalty configurable in settings.
1479 */
1480 if (op->type == PLAYER && owner != op && !battleg)
1481 owner->change_luck (-settings.pk_luck_penalty);
1482
1483 /* This code below deals with finding the appropriate skill
1484 * to credit exp to. This is a bit problematic - we should
1485 * probably never really have to look at current_weapon->skill
1486 */
1487 skill = 0;
1488
1489 if (hitter->skill && hitter->type != PLAYER)
1490 skill = hitter->skill;
1491 else if (owner->chosen_skill)
1492 {
1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1495 }
1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1497 skill = owner->current_weapon->skill;
1498 else
1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1500
1501 /* We have the skill we want to credit to - now find the object this goes
1502 * to. Make sure skop is an actual skill, and not a skill tool!
1503 */
1504 if ((!skop || skop->type != SKILL) && skill)
1505 {
1506 int i;
1507
1508 for (i = 0; i < NUM_SKILLS; i++)
1509 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1510 {
1511 skop = owner->contr->last_skill_ob[i];
1512 break;
1513 }
1514 }
1515 } /* Was it a player that hit somethign */
1516 else
1517 skill = 0;
1518
1519 /* Pet (or spell) killed something. */
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 /* These may have been set in the player code section above */
1529 if (!skop)
1530 skop = hitter->chosen_skill;
1531
1532 if (!skill && skop)
1533 skill = skop->skill;
1534
1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536
1537 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1539 {
1540 int exp;
1541
1542 /* Really don't give much experience for killing other players */
1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1544 if (op->type == PLAYER)
1545 {
1546 if (battleg)
1547 {
1548 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1549 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1550 }
1551 else
1552 exp = op->stats.exp / 1000;
1553 }
1554 else
1555 exp = calc_skill_exp (owner, op, skop);
1556
1557 /* if op is standing on "battleground" (arena), no way to gain
1558 * exp by killing him
1559 */
1560 if (battleg)
1561 exp = 0;
1562
1563 /* Don't know why this is set this way - doesn't make
1564 * sense to just divide everything by two for no reason.
1565 */
1566
1567 if (!settings.simple_exp)
1568 exp = exp / 2;
1569
1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1571 change_exp (owner, exp, skill, 0);
1572 else
1573 {
1574 int shares = 0, count = 0;
1575 partylist *party = owner->contr->party;
1576
1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1578
1579 for_all_players (pl)
1580 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1581 {
1582 count++;
1583 shares += (pl->ob->level + 4);
1584 }
1585
1586 if (count == 1 || shares > exp || !shares)
1587 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1588 else
1589 {
1590 int share = exp / shares, given = 0, nexp;
1591
1592 for_all_players (pl)
1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594 {
1595 nexp = (pl->ob->level + 4) * share;
1596 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1597 given += nexp;
1598 }
1599
1600 exp -= given;
1601 /* give any remainder to the player */
1602 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1603 }
1604 } /* else part of a party */
1605 } /* end if person didn't kill himself */
1606
1607 if (op->type != PLAYER)
1608 {
1609 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1610 {
1611 object *owner1 = op->owner;
1612
1613 if (owner1 && owner1->type == PLAYER)
1614 {
1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 /* Maybe we should include the owner that killed this, maybe not */
1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1618 }
1619
1620 remove_friendly_object (op);
1621 }
1622
1623 op->destroy ();
1624 }
1625 else
1626 /* Player has been killed! */
1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628
1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1630 * continues in the calling function.
1631 */
1632 return maxdam;
1633 }
1634
1635 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1636 * Returns 0 this is not friendly fire
1637 */
1638 int
1639 friendly_fire (object *op, object *hitter)
1640 {
1641 object *owner;
1642 int friendlyfire;
1643
1644 if (hitter->head)
1645 hitter = hitter->head;
1646
1647 friendlyfire = 0;
1648
1649 if (op->type == PLAYER)
1650 {
1651 if (op_on_battleground (hitter, 0, 0))
1652 return 0;
1653
1654 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1655 return 1;
1656
1657 if ((owner = hitter->owner) != NULL)
1658 {
1659 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1660 friendlyfire = 2;
1661 }
1662
1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1664 friendlyfire = 0;
1665 }
1666
1667 return friendlyfire;
1668 }
1669
1670 /* This isn't used just for players, but in fact most objects.
1671 * op is the object to be hit, dam is the amount of damage, hitter
1672 * is what is hitting the object, type is the attacktype, and
1673 * full_hit is set if monster area does not matter.
1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1675 * modify it.
1676 */
1677 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1679 int
1680 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1681 {
1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1683 int maxattacktype, attacknum;
1684 int body_attack = op && op->head; /* Did we hit op's head? */
1685 int simple_attack;
1686 int rtn_kill = 0;
1687 int friendlyfire;
1688
1689 if (get_attack_mode (&op, &hitter, &simple_attack))
1690 return 0;
1691
1692 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1694 return 0;
1695
1696 // only allow pk for hostile players
1697 if (op->type == PLAYER)
1698 {
1699 object *owner = hitter->owner;
1700
1701 if (!owner)
1702 owner = hitter;
1703
1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1708 return 0;
1709 }
1710
1711 if (body_attack)
1712 {
1713 /* slow and paralyze must hit the head. But we don't want to just
1714 * return - we still need to process other attacks the spell still
1715 * might have. So just remove the paralyze and slow attacktypes,
1716 * and keep on processing if we have other attacktypes.
1717 * return if only magic or nothing is left - under normal code
1718 * we don't attack with pure magic if there is another attacktype.
1719 * Only do processing if the initial attacktype includes one of those
1720 * attack so we don't cancel out things like magic bullet.
1721 */
1722 if (type & (AT_PARALYZE | AT_SLOW))
1723 {
1724 type &= ~(AT_PARALYZE | AT_SLOW);
1725
1726 if (!type || type == AT_MAGIC)
1727 return 0;
1728 }
1729 }
1730
1731 if (!simple_attack && op->type == DOOR)
1732 {
1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1734 if (tmp->type == RUNE || tmp->type == TRAP)
1735 {
1736 spring_trap (tmp, hitter);
1737
1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1739 return 0;
1740
1741 break;
1742 }
1743 }
1744
1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1746 {
1747 /* FIXME: If a player is killed by a rune in a door, the
1748 * destroyed() check above doesn't return, and might get here.
1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1757 return 0;
1758 }
1759
1760 #ifdef ATTACK_DEBUG
1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1762 #endif
1763
1764 if (magic)
1765 {
1766 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1767 * in case 0>dam>1, we try to "simulate" a float value-effect */
1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1769 if (dam >= 100)
1770 dam /= 100;
1771 else
1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1773 }
1774
1775 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1776 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1777 */
1778 if (type & AT_CHAOS)
1779 {
1780 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1781 update_object (op, UP_OBJ_FACE);
1782 type &= ~AT_CHAOS;
1783 }
1784
1785 /* Holyword is really an attacktype modifier (like magic is). If
1786 * holyword is part of an attacktype, then make sure the creature is
1787 * a proper match, otherwise no damage.
1788 */
1789 if (type & AT_HOLYWORD)
1790 {
1791 object *god;
1792
1793 if ((!hitter->slaying ||
1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1797 (hitter->title != NULL
1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1799 return 0;
1800 }
1801
1802 maxattacktype = type; /* initialise this to something */
1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1804 {
1805 /* Magic isn't really a true attack type - it gets combined with other
1806 * attack types. As such, skip it over. However, if magic is
1807 * the only attacktype in the group, then still attack with it
1808 */
1809 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1810 continue;
1811
1812 /* Go through and hit the player with each attacktype, one by one.
1813 * hit_player_attacktype only figures out the damage, doesn't inflict
1814 * it. It will do the appropriate action for attacktypes with
1815 * effects (slow, paralization, etc.
1816 */
1817 if (type & attacktype)
1818 {
1819 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1820 /* the >= causes us to prefer messages from special attacks, if
1821 * the damage is equal.
1822 */
1823 if (ndam >= maxdam)
1824 {
1825 maxdam = ndam;
1826 maxattacktype = 1 << attacknum;
1827 }
1828 }
1829 }
1830
1831 /* if this is friendly fire then do a set % of damage only
1832 * Note - put a check in to make sure this attack is actually
1833 * doing damage - otherwise, the +1 in the code below will make
1834 * an attack do damage before when it otherwise didn't
1835 */
1836 friendlyfire = friendly_fire (op, hitter);
1837 if (friendlyfire && maxdam)
1838 {
1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1840
1841 #ifdef ATTACK_DEBUG
1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1844 #endif
1845 }
1846
1847 if (!full_hit)
1848 {
1849 int area;
1850 int remainder;
1851
1852 area = 0;
1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1855 area++;
1856
1857 assert (area > 0);
1858
1859 /* basically: maxdam /= area; we try to "simulate" a float
1860 value-effect */
1861 remainder = 100 * (maxdam % area) / area;
1862 maxdam /= area;
1863 if (rndm (100) < remainder)
1864 maxdam++;
1865 }
1866
1867 #ifdef ATTACK_DEBUG
1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1869 #endif
1870
1871 // for now, only do this for active objects, otherwise they
1872 // keep a refcount for a long time and I see no usefulness
1873 // for an non-active objetc to know its enemy.
1874 if (op->active)
1875 if (hitter->owner)
1876 op->enemy = hitter->owner;
1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1878 op->enemy = hitter;
1879
1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1881 {
1882 /* The unaggressives look after themselves 8) */
1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1884 npc_call_help (op);
1885 }
1886
1887 if (magic && did_make_save (op, op->level, 0))
1888 maxdam = maxdam / 2;
1889
1890 attack_message (maxdam, maxattacktype, op, hitter);
1891
1892 op->stats.hp -= maxdam;
1893
1894 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1895 if ((op->stats.hp >= 0) &&
1896 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1897 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1898 {
1899
1900 if (QUERY_FLAG (op, FLAG_MONSTER))
1901 SET_FLAG (op, FLAG_RUN_AWAY);
1902 else
1903 scare_creature (op, hitter);
1904 }
1905
1906 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1907 {
1908 if (maxdam)
1909 tear_down_wall (op);
1910
1911 return maxdam; /* nothing more to do for wall */
1912 }
1913
1914 /* See if the creature has been killed */
1915 rtn_kill = kill_object (op, maxdam, hitter, type);
1916 if (rtn_kill != -1)
1917 return rtn_kill;
1918
1919
1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1921 * that before if the player was immune to ghosthit, the monster
1922 * remained - that is no longer the case.
1923 */
1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1925 hitter->destroy ();
1926
1927 /* Lets handle creatures that are splitting now */
1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1929 {
1930 int i;
1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1932 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1933 object *owner = op->owner;
1934
1935 if (!op->other_arch)
1936 {
1937 LOG (llevError, "SPLITTING without other_arch error.\n");
1938 return maxdam;
1939 }
1940
1941 op->remove ();
1942
1943 for (i = 0; i < op->stats.food; i++)
1944 { /* This doesn't handle op->more yet */
1945 object *tmp = arch_to_object (op->other_arch);
1946 int j;
1947
1948 tmp->stats.hp = op->stats.hp;
1949
1950 if (friendly)
1951 {
1952 add_friendly_object (tmp);
1953 tmp->attack_movement = PETMOVE;
1954
1955 if (owner)
1956 tmp->set_owner (owner);
1957 }
1958
1959 if (unaggressive)
1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1961
1962 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1963
1964 if (j == -1) /* No spot to put this monster */
1965 tmp->destroy ();
1966 else
1967 {
1968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1969 insert_ob_in_map (tmp, op->map, NULL, 0);
1970 }
1971 }
1972
1973 op->destroy ();
1974 }
1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1976 hitter->destroy ();
1977
1978 return maxdam;
1979 }
1980
1981 void
1982 poison_player (object *op, object *hitter, int dam)
1983 {
1984 archetype *at = archetype::find ("poisoning");
1985 object *tmp = present_arch_in_ob (at, op);
1986
1987 if (tmp == NULL)
1988 {
1989 if ((tmp = arch_to_object (at)) == NULL)
1990 LOG (llevError, "Failed to clone arch poisoning.\n");
1991 else
1992 {
1993 tmp = insert_ob_in_ob (tmp, op);
1994 /* peterm: give poisoning some teeth. It should
1995 * be able to kill things better than it does:
1996 * damage should be dependent something--I choose to
1997 * do this: if it's a monster, the damage from the
1998 * poisoning goes as the level of the monster/2.
1999 * If anything else, goes as damage.
2000 */
2001
2002 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2003 tmp->stats.dam += hitter->level / 2;
2004 else
2005 tmp->stats.dam = dam;
2006
2007 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2008 if (hitter->skill && hitter->skill != tmp->skill)
2009 {
2010 tmp->skill = hitter->skill;
2011 }
2012
2013 tmp->stats.food += dam; /* more damage, longer poisoning */
2014
2015 if (op->type == PLAYER)
2016 {
2017 /* player looses stats, maximum is -10 of each */
2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2021 tmp->stats.Int = MAX (-dam / 7, -10);
2022 SET_FLAG (tmp, FLAG_APPLIED);
2023 op->update_stats ();
2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
2026 }
2027
2028 if (hitter->type == PLAYER)
2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2032 }
2033
2034 tmp->speed_left = 0;
2035 }
2036 else
2037 tmp->stats.food++;
2038 }
2039
2040 void
2041 slow_player (object *op, object *hitter, int dam)
2042 {
2043 archetype *at = archetype::find ("slowness");
2044 object *tmp;
2045
2046 if (at == NULL)
2047 LOG (llevError, "Can't find slowness archetype.\n");
2048
2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2050 {
2051 tmp = arch_to_object (at);
2052 tmp = insert_ob_in_ob (tmp, op);
2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2054 }
2055 else
2056 tmp->stats.food++;
2057
2058 SET_FLAG (tmp, FLAG_APPLIED);
2059 tmp->speed_left = 0;
2060 op->update_stats ();
2061 }
2062
2063 void
2064 confuse_player (object *op, object *hitter, int dam)
2065 {
2066 object *tmp;
2067 int maxduration;
2068
2069 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2070 if (!tmp)
2071 {
2072 tmp = get_archetype (FORCE_NAME);
2073 tmp = insert_ob_in_ob (tmp, op);
2074 }
2075
2076 /* Duration added per hit and max. duration of confusion both depend
2077 * on the player's resistance
2078 */
2079 tmp->speed = 0.05;
2080 tmp->subtype = FORCE_CONFUSION;
2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2082 tmp->name = "confusion";
2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2085 if (tmp->duration > maxduration)
2086 tmp->duration = maxduration;
2087
2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090
2091 SET_FLAG (op, FLAG_CONFUSED);
2092 }
2093
2094 void
2095 blind_player (object *op, object *hitter, int dam)
2096 {
2097 object *tmp, *owner;
2098
2099 /* Save some work if we know it isn't going to affect the player */
2100 if (op->resist[ATNR_BLIND] == 100)
2101 return;
2102
2103 tmp = present_in_ob (BLINDNESS, op);
2104 if (!tmp)
2105 {
2106 tmp = get_archetype ("blindness");
2107 SET_FLAG (tmp, FLAG_BLIND);
2108 SET_FLAG (tmp, FLAG_APPLIED);
2109 /* use floats so we don't lose too much precision due to rounding errors.
2110 * speed is a float anyways.
2111 */
2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2113
2114 tmp = insert_ob_in_ob (tmp, op);
2115 change_abil (op, tmp); /* Mostly to display any messages */
2116 op->update_stats (); /* This takes care of some other stuff */
2117
2118 if (hitter->owner)
2119 owner = hitter->owner;
2120 else
2121 owner = hitter;
2122
2123 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2124 }
2125 tmp->stats.food += dam;
2126 if (tmp->stats.food > 10)
2127 tmp->stats.food = 10;
2128 }
2129
2130 void
2131 paralyze_player (object *op, object *hitter, int dam)
2132 {
2133 float effect, max;
2134
2135 /* object *tmp; */
2136
2137 /* This is strange stuff... someone knows for what this is
2138 * written? Well, i think this can and should be removed
2139 */
2140
2141 /*
2142 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2143 tmp=clone_arch(PARAIMAGE);
2144 tmp->x=op->x,tmp->y=op->y;
2145 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2146 }
2147 */
2148
2149 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2150 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2151
2152 if (effect == 0)
2153 return;
2154
2155 op->speed_left -= FABS (op->speed) * effect;
2156 /* tmp->stats.food+=(signed short) effect/op->speed; */
2157
2158 /* max number of ticks to be affected for. */
2159 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2160 if (op->speed_left < -(FABS (op->speed) * max))
2161 op->speed_left = (float) -(FABS (op->speed) * max);
2162
2163 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2164 }
2165
2166 /* Attempts to kill 'op'. hitter is the attack object, dam is
2167 * the computed damaged.
2168 */
2169 void
2170 deathstrike_player (object *op, object *hitter, int *dam)
2171 {
2172 /* The intention of a death attack is to kill outright things
2173 ** that are a lot weaker than the attacker, have a chance of killing
2174 ** things somewhat weaker than the caster, and no chance of
2175 ** killing something equal or stronger than the attacker.
2176 ** Also, if a deathstrike attack has a slaying, any monster
2177 ** whose name or race matches a comma-delimited list in the slaying
2178 ** field of the deathstriking object */
2179
2180 int atk_lev, def_lev, kill_lev;
2181
2182 if (hitter->slaying)
2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2184 return;
2185
2186 def_lev = op->level;
2187 if (def_lev < 1)
2188 {
2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2190 def_lev = 1;
2191 }
2192
2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2195 atk_lev, def_lev); */
2196
2197 if (atk_lev >= def_lev)
2198 {
2199 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2200
2201 /* Note that the below effectively means the ratio of the atk vs
2202 * defener level is important - if level 52 character has very little
2203 * chance of killing a level 50 monster. This should probably be
2204 * redone.
2205 */
2206 if (kill_lev >= def_lev)
2207 {
2208 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2209 /* I think this doesn't really do much. Because of
2210 * integer rounding, this only makes any difference if the
2211 * attack level is double the defender level.
2212 */
2213 *dam *= kill_lev / def_lev;
2214 }
2215 }
2216 else
2217 *dam = 0; /* no harm done */
2218 }
2219
2220 /* thrown_item_effect() - handles any special effects of thrown
2221 * items (like attacking living creatures--a potion thrown at a
2222 * monster).
2223 */
2224 static void
2225 thrown_item_effect (object *hitter, object *victim)
2226 {
2227 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2228 {
2229 /* May not need a switch for just 2 types, but this makes it
2230 * easier for expansion.
2231 */
2232 switch (hitter->type)
2233 {
2234 case POTION:
2235 /* should player get a save throw instead of checking magic protection? */
2236 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2237 (void) apply_potion (victim, hitter);
2238 break;
2239
2240 case POISON: /* poison drinks */
2241 /* As with potions, should monster get a save? */
2242 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2243 apply_poison (victim, hitter);
2244 break;
2245
2246 /* Removed case statements that did nothing.
2247 * food may be poisonous, but monster must be willing to eat it,
2248 * so we don't handle it here.
2249 * Containers should perhaps break open, but that code was disabled.
2250 */
2251 }
2252 }
2253 }
2254
2255 /* adj_attackroll() - adjustments to attacks by various conditions */
2256 int
2257 adj_attackroll (object *hitter, object *target)
2258 {
2259 object *attacker = hitter;
2260 int adjust = 0;
2261
2262 /* safety */
2263 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2264 {
2265 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2266 return 0;
2267 }
2268
2269 /* aimed missiles use the owning object's sight */
2270 if (is_aimed_missile (hitter))
2271 {
2272 if ((attacker = hitter->owner) == NULL)
2273 attacker = hitter;
2274 /* A player who saves but hasn't quit still could have objects
2275 * owned by him - need to handle that case to avoid crashes.
2276 */
2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2278 attacker = hitter;
2279 }
2280 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2281 return 0;
2282
2283 /* determine the condtions under which we make an attack.
2284 * Add more cases, as the need occurs. */
2285
2286 if (!can_see_enemy (attacker, target))
2287 {
2288 /* target is unseen */
2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2290 adjust -= 10;
2291 /* dark map penalty for the hitter (lacks infravision if we got here). */
2292 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2293 adjust -= target->map->darkness;
2294 }
2295
2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2297 adjust -= 3;
2298
2299 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2300 adjust += 1;
2301
2302 if (QUERY_FLAG (target, FLAG_SCARED))
2303 adjust += 1;
2304
2305 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2306 adjust -= 3;
2307
2308 /* if we attack at a different 'altitude' its harder */
2309 if ((attacker->move_type & target->move_type) == 0)
2310 adjust -= 2;
2311
2312 #if 0
2313 /* slower attacks are less likely to succeed. We should use a
2314 * comparison between attacker/target speeds BUT, players have
2315 * a generally faster speed, so this will wind up being a HUGE
2316 * disadantage for the monsters! Too bad, because missiles which
2317 * fly fast should have a better chance of hitting a slower target.
2318 */
2319 if (hitter->speed < target->speed)
2320 adjust += ((float) hitter->speed - target->speed);
2321 #endif
2322
2323 #if 0
2324 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2325 #endif
2326
2327 return adjust;
2328 }
2329
2330 /* determine if the object is an 'aimed' missile */
2331 int
2332 is_aimed_missile (object *op)
2333 {
2334
2335 /* I broke what used to be one big if into a few nested
2336 * ones so that figuring out the logic is at least possible.
2337 */
2338 if (op && (op->move_type & MOVE_FLYING))
2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2340 return 1;
2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2342 return 1;
2343
2344 return 0;
2345 }