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/cvs/deliantra/server/server/attack.C
Revision: 1.59
Committed: Sun Apr 29 18:11:21 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.58: +15 -14 lines
Log Message:
indent, avoid lots of double<=>float conversions

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70 }
71
72 /* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item).
75 */
76 int
77 did_make_save_item (object *op, int type, object *originator)
78 {
79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt;
81
82 if (op->materialname == NULL)
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (mt == NULL)
92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143 void
144 save_throw_object (object *op, int type, object *originator)
145 {
146 if (!did_make_save_item (op, type, originator))
147 {
148 object *env = op->env;
149 int x = op->x, y = op->y;
150 maptile *m = op->map;
151
152 op = stop_item (op);
153 if (op == NULL)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 {
166 const char *arch = op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 {
175 if (env)
176 {
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 }
188
189 return;
190 }
191
192 if (type & AT_CANCELLATION)
193 { /* Cancellation. */
194 cancellation (op);
195 fix_stopped_item (op, m, originator);
196 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 }
218
219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env)
221 {
222 op = get_archetype ("burnout");
223 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env);
225 }
226 else
227 replace_insert_ob_in_map ("burnout", originator);
228
229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube");
237
238 if (at == NULL)
239 return;
240
241 op = stop_item (op);
242 if (op == NULL)
243 return;
244
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 if (!QUERY_FLAG (op, FLAG_REMOVED))
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return;
263 }
264 }
265
266 /* Object op is hitting the map.
267 * op is going in direction 'dir'
268 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise.
271 */
272 int
273 hit_map (object *op, int dir, int type, int full_hit)
274 {
275 maptile *map;
276 sint16 x, y;
277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
278
279 if (QUERY_FLAG (op, FLAG_FREED))
280 {
281 LOG (llevError, "BUG: hit_map(): free object\n");
282 return 0;
283 }
284
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
288 return 0;
289 }
290
291 if (!op->map)
292 {
293 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
294 return 0;
295 }
296
297 if (op->head)
298 op = op->head;
299
300 map = op->map;
301 x = op->x + freearr_x[dir];
302 y = op->y + freearr_y[dir];
303
304 if (!xy_normalise (map, x, y))
305 return 0;
306
307 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
312 return 0;
313
314 /* peterm: a few special cases for special attacktypes --counterspell
315 * must be out here because it strikes things which are not alive
316 */
317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
319 if (type & AT_COUNTERSPELL)
320 {
321 counterspell (op, dir); /* see spell_effect.c */
322
323 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
350 object *tmp = next;
351 next = tmp->above;
352
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used.
356 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y)
358 continue;
359
360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1;
364
365 if (op->destroyed ())
366 break;
367 }
368 /* Here we are potentially destroying an object. If the object has
369 * NO_PASS set, it is also immune - you can't destroy walls. Note
370 * that weak walls have is_alive set, which prevent objects from
371 * passing over/through them. We don't care what type of movement
372 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now.
374 */
375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
376 {
377 save_throw_object (tmp, type, op);
378
379 if (op->destroyed ())
380 break;
381 }
382 }
383
384 return 0;
385 }
386
387 void
388 attack_message (int dam, int type, object *op, object *hitter)
389 {
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0;
392 maptile *map;
393 object *next, *tmp;
394
395 /* put in a few special messages for some of the common attacktypes
396 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919]
398 */
399
400 if (dam == 9998 && op->type == DOOR)
401 {
402 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks");
404 found++;
405 }
406 if (dam < 0)
407 {
408 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits");
410 found++;
411 }
412 else if (dam == 0)
413 {
414 sprintf (buf1, "missed %s", &op->name);
415 sprintf (buf2, " misses");
416 found++;
417 }
418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
420 {
421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
423 {
424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
425 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426 found++;
427 break;
428 }
429 }
430 else if (op->type == DOOR && !found)
431 {
432 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434 {
435 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437 found++;
438 break;
439 }
440 }
441 else if (hitter->type == PLAYER && op->is_alive ())
442 {
443 if (USING_SKILL (hitter, SK_KARATE))
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (USING_SKILL (hitter, SK_CLAWING))
455 {
456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
458 {
459 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
460 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
461 found++;
462 break;
463 }
464 }
465 else if (USING_SKILL (hitter, SK_PUNCHING))
466 {
467 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
469 {
470 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
471 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
472 found++;
473 break;
474 }
475 }
476 }
477
478 if (found)
479 {
480 /* done */
481 }
482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 {
484 sprintf (buf1, "hit"); /* just in case */
485 for (i = 0; i < MAXATTACKMESS; i++)
486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487 {
488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_DRAIN && op->is_alive ())
494 {
495 /* drain is first, because some items have multiple attypes */
496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498 {
499 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_ELECTRICITY && op->is_alive ())
506 {
507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509 {
510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_COLD && op->is_alive ())
517 {
518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520 {
521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523 found++;
524 break;
525 }
526 }
527 else if (type & AT_FIRE)
528 {
529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531 {
532 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++;
535 break;
536 }
537 }
538 else if (hitter->current_weapon != NULL)
539 {
540 int mtype;
541
542 switch (hitter->current_weapon->weapontype)
543 {
544 case WEAP_HIT:
545 mtype = ATM_BASIC;
546 break;
547 case WEAP_SLASH:
548 mtype = ATM_SLASH;
549 break;
550 case WEAP_PIERCE:
551 mtype = ATM_PIERCE;
552 break;
553 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 }
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3);
580 found++;
581 break;
582 }
583 }
584 else
585 {
586 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588 {
589 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591 found++;
592 break;
593 }
594 }
595
596 if (!found)
597 {
598 strcpy (buf1, "hit");
599 strcpy (buf2, " hits");
600 }
601
602 /* bail out if a monster is casting spells */
603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 return;
605
606 /* scale down magic considerably. */
607 if (type & AT_MAGIC && rndm (0, 5))
608 return;
609
610 /* Did a player hurt another player? Inform both! */
611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 {
613 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else
616 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618 if (dam != 0)
619 {
620 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
622 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
624 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
626 }
627 }
628 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */
630
631 if (hitter->type == PLAYER)
632 {
633 sprintf (buf, "You %s.", buf1);
634 if (dam != 0)
635 {
636 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
638 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
640 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
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 tmp = next;
662 next = tmp->above;
663 }
664
665 if (i < 0)
666 return;
667
668 if (rndm (0, i) != 0)
669 return;
670 }
671 else if (rndm (0, 5) != 0)
672 return;
673
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 }
678 }
679
680
681 static int
682 get_attack_mode (object **target, object **hitter, int *simple_attack)
683 {
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1;
688 }
689 if ((*target)->head)
690 *target = (*target)->head;
691 if ((*hitter)->head)
692 *hitter = (*hitter)->head;
693 if ((*hitter)->env != NULL || (*target)->env != NULL)
694 {
695 *simple_attack = 1;
696 return 0;
697 }
698 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
700 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
702 return 1;
703 }
704 *simple_attack = 0;
705 return 0;
706 }
707
708 static int
709 abort_attack (object *target, object *hitter, int simple_attack)
710 {
711
712 /* Check if target and hitter are still in a relation similar to the one
713 * determined by get_attack_mode(). Returns true if the relation has changed.
714 */
715 int new_mode;
716
717 if (hitter->env == target || target->env == hitter)
718 new_mode = 1;
719 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
720 return 1;
721 else
722 new_mode = 0;
723 return new_mode != simple_attack;
724 }
725
726 static void thrown_item_effect (object *, object *);
727
728 static int
729 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
730 {
731 int simple_attack, roll, dam = 0;
732 uint32 type;
733 shstr op_name;
734
735 if (get_attack_mode (&op, &hitter, &simple_attack))
736 goto error;
737
738 if (hitter->current_weapon)
739 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
740 return RESULT_INT (0);
741
742 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
743 return RESULT_INT (0);
744
745 /*
746 * A little check to make it more difficult to dance forward and back
747 * to avoid ever being hit by monsters.
748 */
749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
750 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail.
755 */
756 op->speed_left--;
757 process_object (op);
758
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error;
761 }
762
763 op_name = op->name;
764
765 roll = random_roll (1, 20, hitter, PREFER_HIGH);
766
767 /* Adjust roll for various situations. */
768 if (!simple_attack)
769 roll += adj_attackroll (hitter, op);
770
771 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 {
774 int hitdam = base_dam;
775
776 if (settings.casting_time == TRUE)
777 {
778 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 {
780 hitter->casting_time = -1;
781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
782 }
783
784 if (op->casting_time > -1 && hitdam > 0)
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794
795 if (!simple_attack)
796 {
797 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this.
799 * -b.t. */
800 if (QUERY_FLAG (op, FLAG_SLEEP))
801 CLEAR_FLAG (op, FLAG_SLEEP);
802
803 /* If the victim can't see the attacker, it may alert others
804 * for help. */
805 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
806 npc_call_help (op);
807
808 /* if you were hidden and hit by a creature, you are discovered */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810 {
811 make_visible (op);
812
813 if (op->type == PLAYER)
814 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
815 }
816
817 /* thrown items (hitter) will have various effects
818 * when they hit the victim. For things like thrown daggers,
819 * this sets 'hitter' to the actual dagger, and not the
820 * wrapper object.
821 */
822 thrown_item_effect (hitter, op);
823
824 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
825 goto leave;
826 }
827
828 /* Need to do at least 1 damage, otherwise there is no point
829 * to go further and it will cause FPE's below.
830 */
831 if (hitdam <= 0)
832 hitdam = 1;
833
834 type = hitter->attacktype;
835
836 if (!type)
837 type = AT_PHYSICAL;
838
839 /* Handle monsters that hit back */
840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
841 {
842 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
843 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
844
845 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
846
847 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
848 goto leave;
849 }
850
851 /* In the new attack code, it should handle multiple attack
852 * types in its area, so remove it from here.
853 */
854 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
855
856 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
857 goto leave;
858 } /* end of if hitter hit op */
859 /* if we missed, dam=0 */
860
861 /*attack_message(dam, type, op, hitter); */
862
863 goto leave;
864
865 error:
866 dam = 1;
867
868 leave:
869
870 return dam;
871 }
872
873 int
874 attack_ob (object *op, object *hitter)
875 {
876 hitter = hitter->head_ ();
877
878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
879 }
880
881 /* op is the arrow, tmp is what is stopping the arrow.
882 *
883 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
884 */
885 static int
886 stick_arrow (object *op, object *tmp)
887 {
888 /* If the missile hit a player, we insert it in their inventory.
889 * However, if the missile is heavy, we don't do so (assume it falls
890 * to the ground after a hit). What a good value for this is up to
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around.
893 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 {
896 tmp = tmp->head_ ();
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1;
905 }
906 else
907 return 0;
908 }
909
910 /* hit_with_arrow() disassembles the missile, attacks the victim and
911 * reassembles the missile.
912 *
913 * It returns a pointer to the reassembled missile, or NULL if the missile
914 * isn't available anymore.
915 */
916 object *
917 hit_with_arrow (object *op, object *victim)
918 {
919 object *container, *hitter;
920 int hit_something = 0;
921
922 /* Disassemble missile */
923 if (op->inv)
924 {
925 container = op;
926 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or
931 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */
933 }
934 else
935 {
936 container = 0;
937 hitter = op;
938 }
939
940 /* Try to hit victim */
941 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
942
943 /* Arrow attacks door, rune of summoning is triggered, demon is put on
944 * arrow, move_apply() calls this function, arrow sticks in demon,
945 * attack_ob_simple() returns, and we've got an arrow that still exists
946 * but is no longer on the map. Ugh. (Beware: Such things can happen at
947 * other places as well!)
948 */
949 if (hitter->destroyed () || hitter->env != NULL)
950 {
951 if (container)
952 {
953 container->remove ();
954 container->destroy ();
955 }
956
957 return 0;
958 }
959
960 /* Missile hit victim */
961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
962 * through the target
963 */
964 if (hit_something && op->speed <= 10.0)
965 {
966 /* Stop arrow */
967 if (!container)
968 {
969 hitter = fix_stopped_arrow (hitter);
970 if (!hitter)
971 return 0;
972 }
973 else
974 container->destroy ();
975
976 /* Try to stick arrow into victim */
977 if (!victim->destroyed () && stick_arrow (hitter, victim))
978 return 0;
979
980 /* Else try to put arrow on victim's map square
981 * remove check for P_WALL here. If the arrow got to this
982 * space, that is good enough - with the new movement code,
983 * there is now the potential for lots of spaces where something
984 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise?
986 */
987 if (victim->x != hitter->x || victim->y != hitter->y)
988 {
989 hitter->remove ();
990 hitter->x = victim->x;
991 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 }
994 else
995 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL);
997
998 return 0;
999 }
1000
1001 if (hit_something && op->speed >= 10.0)
1002 op->speed -= 1.0;
1003
1004 /* Missile missed victim - reassemble missile */
1005 if (container)
1006 {
1007 hitter->remove ();
1008 insert_ob_in_ob (hitter, container);
1009 }
1010
1011 return op;
1012 }
1013
1014 void
1015 tear_down_wall (object *op)
1016 {
1017 int perc = 0;
1018
1019 if (!op->stats.maxhp)
1020 {
1021 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1022 perc = 1;
1023 }
1024 else if (!GET_ANIM_ID (op))
1025 {
1026 /* Object has been called - no animations, so remove it */
1027 if (op->stats.hp < 0)
1028 op->destroy ();
1029
1030 return; /* no animations, so nothing more to do */
1031 }
1032
1033 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1034
1035 if (perc >= (int) NUM_ANIMATIONS (op))
1036 perc = NUM_ANIMATIONS (op) - 1;
1037 else if (perc < 1)
1038 perc = 1;
1039
1040 SET_ANIMATION (op, perc);
1041 update_object (op, UP_OBJ_FACE);
1042
1043 if (perc == NUM_ANIMATIONS (op) - 1)
1044 { /* Reached the last animation */
1045 if (op->face == blank_face)
1046 /* If the last face is blank, remove the ob */
1047 op->destroy ();
1048 else
1049 { /* The last face was not blank, leave an image */
1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1051 update_all_los (op->map, op->x, op->y);
1052 op->move_block = 0;
1053 CLEAR_FLAG (op, FLAG_ALIVE);
1054 }
1055 }
1056 }
1057
1058 void
1059 scare_creature (object *target, object *hitter)
1060 {
1061 object *owner = hitter->owner;
1062
1063 if (!owner)
1064 owner = hitter;
1065
1066 SET_FLAG (target, FLAG_SCARED);
1067 if (!target->enemy)
1068 target->enemy = owner;
1069 }
1070
1071 /* This returns the amount of damage hitter does to op with the
1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * This doesn't damage the player, but returns how much it should
1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1075 * Note - changed for PR code - we now pass the attack number and not
1076 * the attacktype. Makes it easier for the PR code. */
1077 int
1078 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1079 {
1080 int doesnt_slay = 1;
1081
1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1083 if (attacknum >= NROFATTACKS)
1084 {
1085 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1086 return 0;
1087 }
1088
1089 if (dam < 0)
1090 {
1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1092 return 0;
1093 }
1094
1095 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1096 * people can't mess with that or it otherwise get confused. */
1097 if (attacknum == ATNR_INTERNAL)
1098 return dam;
1099
1100 if (hitter->slaying)
1101 {
1102 if ((op->race && strstr (hitter->slaying, op->race))
1103 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1104 {
1105 doesnt_slay = 0;
1106 dam *= 3;
1107 }
1108 }
1109
1110 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1111 if (op->resist[attacknum])
1112 {
1113 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1114 * in case 0>dam>1, we try to "simulate" a float value-effect */
1115 dam *= (100 - op->resist[attacknum]);
1116 if (dam >= 100)
1117 dam /= 100;
1118 else
1119 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1120 }
1121
1122 /* Special hack. By default, if immune to something, you
1123 * shouldn't need to worry. However, acid is an exception, since
1124 * it can still damage your items. Only include attacktypes if
1125 * special processing is needed */
1126
1127 if (op->resist[attacknum] >= 100
1128 && doesnt_slay
1129 && attacknum != ATNR_ACID)
1130 return 0;
1131
1132 /* Keep this in order - makes things easier to find */
1133
1134 switch (attacknum)
1135 {
1136 case ATNR_PHYSICAL:
1137 /* here also check for diseases */
1138 check_physically_infect (op, hitter);
1139 break;
1140
1141 /* Don't need to do anything for:
1142 magic,
1143 fire,
1144 electricity,
1145 cold */
1146
1147 case ATNR_CONFUSION:
1148 case ATNR_POISON:
1149 case ATNR_SLOW:
1150 case ATNR_PARALYZE:
1151 case ATNR_FEAR:
1152 case ATNR_CANCELLATION:
1153 case ATNR_DEPLETE:
1154 case ATNR_BLIND:
1155 {
1156 /* chance for inflicting a special attack depends on the
1157 * difference between attacker's and defender's level
1158 */
1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1160
1161 /* First, only creatures/players with speed can be affected.
1162 * Second, just getting hit doesn't mean it always affects
1163 * you. Third, you still get a saving through against the
1164 * effect.
1165 */
1166 if (op->speed &&
1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169 {
1170
1171 /* Player has been hit by something */
1172 if (attacknum == ATNR_CONFUSION)
1173 confuse_player (op, hitter, dam);
1174 else if (attacknum == ATNR_POISON)
1175 poison_player (op, hitter, dam);
1176 else if (attacknum == ATNR_SLOW)
1177 slow_player (op, hitter, dam);
1178 else if (attacknum == ATNR_PARALYZE)
1179 paralyze_player (op, hitter, dam);
1180 else if (attacknum == ATNR_FEAR)
1181 scare_creature (op, hitter);
1182 else if (attacknum == ATNR_CANCELLATION)
1183 cancellation (op);
1184 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam);
1188 }
1189
1190 dam = 0; /* These are all effects and don't do real damage */
1191 }
1192 break;
1193
1194 case ATNR_ACID:
1195 {
1196 int flag = 0;
1197
1198 /* Items only get corroded if you're not on a battleground and
1199 * if your acid resistance is below 50%. */
1200 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201 {
1202 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1203 {
1204 if (tmp->invisible)
1205 continue;
1206 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1207 /* >= 10% acid res. on items will protect these */
1208 continue;
1209 if (!(tmp->materials & M_IRON))
1210 continue;
1211 if (tmp->magic < -4) /* Let's stop at -5 */
1212 continue;
1213 if (tmp->type == RING
1214 /* removed boots and gloves from exclusion list in PR */
1215 || tmp->type == GIRDLE
1216 || tmp->type == AMULET
1217 || tmp->type == WAND
1218 || tmp->type == ROD
1219 || tmp->type == HORN)
1220 continue; /* To avoid some strange effects */
1221
1222 /* High damage acid has better chance of corroding
1223 objects */
1224 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1225 {
1226 if (op->type == PLAYER)
1227 /* Make this more visible */
1228 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1229 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1230 flag = 1;
1231 tmp->magic--;
1232 if (op->type == PLAYER)
1233 esrv_send_item (op, tmp);
1234 }
1235 }
1236
1237 if (flag)
1238 op->update_stats (); /* Something was corroded */
1239 }
1240 }
1241 break;
1242
1243 case ATNR_DRAIN:
1244 {
1245 /* rate is the proportion of exp drained. High rate means
1246 * not much is drained, low rate means a lot is drained.
1247 */
1248 int rate;
1249
1250 if (op->resist[ATNR_DRAIN] >= 0)
1251 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1252 else
1253 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1254
1255 if (op->stats.exp <= rate)
1256 {
1257 if (op->type == GOLEM)
1258 dam = 999; /* Its force is "sucked" away. 8) */
1259 else
1260 /* If we can't drain, lets try to do physical damage */
1261 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1262 }
1263 else
1264 {
1265 /* Randomly give the hitter some hp */
1266 if (hitter->stats.hp < hitter->stats.maxhp &&
1267 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1268 hitter->stats.hp++;
1269
1270 /* Can't do drains on battleground spaces.
1271 * Move the wiz check up here - before, the hitter wouldn't gain exp
1272 * exp, but the wiz would still lose exp! If drainee is a wiz,
1273 * nothing happens.
1274 * Try to credit the owner. We try to display player -> player drain
1275 * attacks, hence all the != PLAYER checks.
1276 */
1277 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1278 {
1279 object *owner = hitter->owner;
1280
1281 if (owner && owner != hitter)
1282 {
1283 if (op->type != PLAYER || owner->type != PLAYER)
1284 change_exp (owner, op->stats.exp / (rate * 2),
1285 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1286 }
1287 else if (op->type != PLAYER || hitter->type != PLAYER)
1288 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290
1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 }
1293
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP,
1296 * as the messages will say you missed
1297 */
1298 }
1299 }
1300 break;
1301
1302 case ATNR_TURN_UNDEAD:
1303 {
1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1305 {
1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1307 object *god = find_god (determine_god (owner));
1308 int div = 1;
1309
1310 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313 div = 2;
1314
1315 /* Give a bonus if you resist turn undead */
1316 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1317 scare_creature (op, owner);
1318 }
1319 else
1320 dam = 0; /* don't damage non undead - should we damage
1321 undead? */
1322 }
1323 break;
1324
1325 case ATNR_DEATH:
1326 deathstrike_player (op, hitter, &dam);
1327 break;
1328
1329 case ATNR_CHAOS:
1330 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1331 dam = 0;
1332 break;
1333
1334 case ATNR_COUNTERSPELL:
1335 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1336 dam = 0;
1337 /* This should never happen. Counterspell is handled
1338 * seperately and filtered out. If this does happen,
1339 * Counterspell has no effect on anything but spells, so it
1340 * does no damage. */
1341 break;
1342
1343 case ATNR_HOLYWORD:
1344 {
1345 /* This has already been handled by hit_player,
1346 * no need to check twice -- DAMN */
1347 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1348
1349 /* As with turn undead above, give a bonus on the saving throw */
1350 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1351 scare_creature (op, owner);
1352 }
1353 break;
1354
1355 case ATNR_LIFE_STEALING:
1356 {
1357 int new_hp;
1358
1359 /* this is replacement to drain for players, instead of taking
1360 * exp it takes hp. It is geared for players, probably not
1361 * much use giving it to monsters
1362 *
1363 * life stealing doesn't do a lot of damage, but it gives the
1364 * damage it does do to the player. Given that,
1365 * it only does 1/10'th normal damage (hence the divide by
1366 * 1000).
1367 */
1368 /* You can't steal life from something undead */
1369 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1370 return 0;
1371
1372 /* If drain protection is higher than life stealing, use that */
1373 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1374 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1375 else
1376 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1377
1378 /* You die at -1 hp, not zero. */
1379 if (dam > (op->stats.hp + 1))
1380 dam = op->stats.hp + 1;
1381
1382 new_hp = hitter->stats.hp + dam;
1383 if (new_hp > hitter->stats.maxhp)
1384 new_hp = hitter->stats.maxhp;
1385
1386 if (new_hp > hitter->stats.hp)
1387 hitter->stats.hp = new_hp;
1388 }
1389 }
1390
1391 return dam;
1392 }
1393
1394 /* GROS: This code comes from hit_player. It has been made external to
1395 * allow script procedures to "kill" objects in a combat-like fashion.
1396 * It was initially used by (kill-object) developed for the Collector's
1397 * Sword. Note that nothing has been changed from the original version
1398 * of the following code.
1399 * op is what is being killed.
1400 * dam is the damage done to it.
1401 * hitter is what is hitting it.
1402 * type is the attacktype.
1403 *
1404 * This function was a bit of a mess with hitter getting changed,
1405 * values being stored away but not used, etc. I've cleaned it up
1406 * a bit - I think it should be functionally equivalant.
1407 * MSW 2002-07-17
1408 */
1409 int
1410 kill_object (object *op, int dam, object *hitter, int type)
1411 {
1412 char buf[MAX_BUF];
1413 const char *skill;
1414 int maxdam = 0;
1415 int battleg = 0; /* true if op standing on battleground */
1416 int pk = 0; /* true if op and what controls hitter are both players */
1417 object *owner = NULL;
1418 object *skop = NULL;
1419
1420 if (op->stats.hp >= 0)
1421 return -1;
1422
1423 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1424 return 0;
1425
1426 /* maxdam needs to be the amount of damage it took to kill
1427 * this creature. The function(s) that call us have already
1428 * adjusted the creatures HP total, so that is negative.
1429 */
1430 maxdam = dam + op->stats.hp + 1;
1431
1432 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1433 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1434
1435 if (op->type == DOOR)
1436 {
1437 op->set_speed (0.1);
1438 op->speed_left = -0.05;
1439 return maxdam;
1440 }
1441
1442 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1443 {
1444 op->destroy ();
1445 return maxdam;
1446 }
1447
1448 /* Now lets start dealing with experience we get for killing something */
1449
1450 owner = hitter->owner;
1451 if (!owner)
1452 owner = hitter;
1453
1454 /* is the victim (op) standing on battleground? */
1455 if (op_on_battleground (op, NULL, NULL))
1456 battleg = 1;
1457
1458 /* is this player killing? */
1459 if (op->type == PLAYER && owner->type == PLAYER)
1460 pk = 1;
1461
1462 /* Player killed something */
1463 if (owner->type == PLAYER)
1464 {
1465 Log_Kill (owner->name,
1466 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1467
1468 /* Log players killing other players - makes it easier to detect
1469 * and filter out malicious player killers - that is why the
1470 * ip address is included.
1471 */
1472 if (op->type == PLAYER && !battleg)
1473 {
1474 time_t t = time (NULL);
1475 struct tm *tmv;
1476 char buf[256];
1477
1478 tmv = localtime (&t);
1479 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1480
1481 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1482 }
1483
1484 /* try to filter some things out - basically, if you are
1485 * killing a level 1 creature and your level 20, you
1486 * probably don't want to see that.
1487 */
1488 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1489 {
1490 if (owner != hitter)
1491 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1492 else
1493 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1494
1495 /* Only play sounds for melee kills */
1496 if (hitter->type == PLAYER)
1497 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1498 }
1499
1500 /* If a player kills another player, not on
1501 * battleground, the "killer" looses 1 luck. Since this is
1502 * not reversible, it's actually quite a pain IMHO. -AV
1503 * Fix bug in that we were changing the luck of the hitter, not
1504 * player that the object belonged to - so if you killed another player
1505 * with spells, pets, whatever, there was no penalty.
1506 * Changed to make luck penalty configurable in settings.
1507 */
1508 if (op->type == PLAYER && owner != op && !battleg)
1509 owner->change_luck (-settings.pk_luck_penalty);
1510
1511 /* This code below deals with finding the appropriate skill
1512 * to credit exp to. This is a bit problematic - we should
1513 * probably never really have to look at current_weapon->skill
1514 */
1515 skill = 0;
1516
1517 if (hitter->skill && hitter->type != PLAYER)
1518 skill = hitter->skill;
1519 else if (owner->chosen_skill)
1520 {
1521 skill = owner->chosen_skill->skill;
1522 skop = owner->chosen_skill;
1523 }
1524 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1525 skill = owner->current_weapon->skill;
1526 else
1527 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1528
1529 /* We have the skill we want to credit to - now find the object this goes
1530 * to. Make sure skop is an actual skill, and not a skill tool!
1531 */
1532 if ((!skop || skop->type != SKILL) && skill)
1533 {
1534 int i;
1535
1536 for (i = 0; i < NUM_SKILLS; i++)
1537 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1538 {
1539 skop = owner->contr->last_skill_ob[i];
1540 break;
1541 }
1542 }
1543 } /* Was it a player that hit somethign */
1544 else
1545 skill = 0;
1546
1547 /* Pet (or spell) killed something. */
1548 if (owner != hitter)
1549 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1550 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1551 else
1552 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1553 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1554 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555
1556 /* These may have been set in the player code section above */
1557 if (!skop)
1558 skop = hitter->chosen_skill;
1559
1560 if (!skill && skop)
1561 skill = skop->skill;
1562
1563 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1564
1565 /* If you didn't kill yourself, and your not the wizard */
1566 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1567 {
1568 int exp;
1569
1570 /* Really don't give much experience for killing other players */
1571 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1572 if (op->type == PLAYER)
1573 {
1574 if (battleg)
1575 {
1576 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1577 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1578 }
1579 else
1580 exp = op->stats.exp / 1000;
1581 }
1582 else
1583 exp = calc_skill_exp (owner, op, skop);
1584
1585 /* if op is standing on "battleground" (arena), no way to gain
1586 * exp by killing him
1587 */
1588 if (battleg)
1589 exp = 0;
1590
1591 /* Don't know why this is set this way - doesn't make
1592 * sense to just divide everything by two for no reason.
1593 */
1594
1595 if (!settings.simple_exp)
1596 exp = exp / 2;
1597
1598 if (owner->type != PLAYER || owner->contr->party == NULL)
1599 change_exp (owner, exp, skill, 0);
1600 else
1601 {
1602 int shares = 0, count = 0;
1603 partylist *party = owner->contr->party;
1604
1605 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1606
1607 for_all_players (pl)
1608 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1609 {
1610 count++;
1611 shares += (pl->ob->level + 4);
1612 }
1613
1614 if (count == 1 || shares > exp || !shares)
1615 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1616 else
1617 {
1618 int share = exp / shares, given = 0, nexp;
1619
1620 for_all_players (pl)
1621 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1622 {
1623 nexp = (pl->ob->level + 4) * share;
1624 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1625 given += nexp;
1626 }
1627
1628 exp -= given;
1629 /* give any remainder to the player */
1630 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1631 }
1632 } /* else part of a party */
1633 } /* end if person didn't kill himself */
1634
1635 if (op->type != PLAYER)
1636 {
1637 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1638 {
1639 object *owner1 = op->owner;
1640
1641 if (owner1 && owner1->type == PLAYER)
1642 {
1643 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1644 /* Maybe we should include the owner that killed this, maybe not */
1645 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1646 }
1647
1648 remove_friendly_object (op);
1649 }
1650
1651 op->destroy ();
1652 }
1653 else
1654 {
1655 /* Player has been killed! */
1656 if (owner->type == PLAYER)
1657 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1658 else
1659 assign (op->contr->killer, hitter->name);
1660 }
1661
1662 /* This was return -1 - that doesn't seem correct - if we return -1, process
1663 * continues in the calling function.
1664 */
1665 return maxdam;
1666 }
1667
1668 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1669 * Returns 0 this is not friendly fire
1670 */
1671 int
1672 friendly_fire (object *op, object *hitter)
1673 {
1674 object *owner;
1675 int friendlyfire;
1676
1677 if (hitter->head)
1678 hitter = hitter->head;
1679
1680 friendlyfire = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 if (op_on_battleground (hitter, 0, 0))
1685 return 0;
1686
1687 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1688 return 1;
1689
1690 if ((owner = hitter->owner) != NULL)
1691 {
1692 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1693 friendlyfire = 2;
1694 }
1695
1696 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1697 friendlyfire = 0;
1698 }
1699 return friendlyfire;
1700 }
1701
1702
1703 /* This isn't used just for players, but in fact most objects.
1704 * op is the object to be hit, dam is the amount of damage, hitter
1705 * is what is hitting the object, type is the attacktype, and
1706 * full_hit is set if monster area does not matter.
1707 * dam is base damage - protections/vulnerabilities/slaying matches can
1708 * modify it.
1709 */
1710 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1711 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1712 int
1713 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1714 {
1715 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1716 int maxattacktype, attacknum;
1717 int body_attack = op && op->head; /* Did we hit op's head? */
1718 int simple_attack;
1719 int rtn_kill = 0;
1720 int friendlyfire;
1721
1722 if (get_attack_mode (&op, &hitter, &simple_attack))
1723 return 0;
1724
1725 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1726 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1727 return 0;
1728
1729 #ifdef PROHIBIT_PLAYERKILL
1730 if (op->type == PLAYER)
1731 {
1732 object *owner = hitter->owner;
1733
1734 if (!owner)
1735 owner = hitter;
1736
1737 if (owner->type == PLAYER
1738 && (!op_on_battleground (op, 0, 0)
1739 && (op->contr->peaceful || owner->contr->peaceful))
1740 && op != owner)
1741 return 0;
1742 }
1743 #endif
1744
1745 if (body_attack)
1746 {
1747 /* slow and paralyze must hit the head. But we don't want to just
1748 * return - we still need to process other attacks the spell still
1749 * might have. So just remove the paralyze and slow attacktypes,
1750 * and keep on processing if we have other attacktypes.
1751 * return if only magic or nothing is left - under normal code
1752 * we don't attack with pure magic if there is another attacktype.
1753 * Only do processing if the initial attacktype includes one of those
1754 * attack so we don't cancel out things like magic bullet.
1755 */
1756 if (type & (AT_PARALYZE | AT_SLOW))
1757 {
1758 type &= ~(AT_PARALYZE | AT_SLOW);
1759
1760 if (!type || type == AT_MAGIC)
1761 return 0;
1762 }
1763 }
1764
1765 if (!simple_attack && op->type == DOOR)
1766 {
1767 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1768 if (tmp->type == RUNE || tmp->type == TRAP)
1769 {
1770 spring_trap (tmp, hitter);
1771
1772 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1773 return 0;
1774
1775 break;
1776 }
1777 }
1778
1779 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1780 {
1781 /* FIXME: If a player is killed by a rune in a door, the
1782 * destroyed() check above doesn't return, and might get here.
1783 */
1784
1785 /* FIXME: This for example happens when a dead door is on a mover and
1786 gets it's speed_left raised on each mover-tick.
1787 Doors are removed in a kinda funny way by giving them speed and speed_left
1788 and waiting for that to run out.
1789 */
1790 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1791 return 0;
1792 }
1793
1794 #ifdef ATTACK_DEBUG
1795 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1796 #endif
1797
1798 if (magic)
1799 {
1800 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1801 * in case 0>dam>1, we try to "simulate" a float value-effect */
1802 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1803 if (dam >= 100)
1804 dam /= 100;
1805 else
1806 dam = (dam > rndm (0, 99)) ? 1 : 0;
1807 }
1808
1809 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1810 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1811 */
1812 if (type & AT_CHAOS)
1813 {
1814 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1815 update_object (op, UP_OBJ_FACE);
1816 type &= ~AT_CHAOS;
1817 }
1818
1819 /* Holyword is really an attacktype modifier (like magic is). If
1820 * holyword is part of an attacktype, then make sure the creature is
1821 * a proper match, otherwise no damage.
1822 */
1823 if (type & AT_HOLYWORD)
1824 {
1825 object *god;
1826
1827 if ((!hitter->slaying ||
1828 (!(op->race && strstr (hitter->slaying, op->race)) &&
1829 !(op->name && strstr (hitter->slaying, op->name)))) &&
1830 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1831 (hitter->title != NULL
1832 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1833 return 0;
1834 }
1835
1836 maxattacktype = type; /* initialise this to something */
1837 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1838 {
1839 /* Magic isn't really a true attack type - it gets combined with other
1840 * attack types. As such, skip it over. However, if magic is
1841 * the only attacktype in the group, then still attack with it
1842 */
1843 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1844 continue;
1845
1846 /* Go through and hit the player with each attacktype, one by one.
1847 * hit_player_attacktype only figures out the damage, doesn't inflict
1848 * it. It will do the appropriate action for attacktypes with
1849 * effects (slow, paralization, etc.
1850 */
1851 if (type & attacktype)
1852 {
1853 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1854 /* the >= causes us to prefer messages from special attacks, if
1855 * the damage is equal.
1856 */
1857 if (ndam >= maxdam)
1858 {
1859 maxdam = ndam;
1860 maxattacktype = 1 << attacknum;
1861 }
1862 }
1863 }
1864
1865 /* if this is friendly fire then do a set % of damage only
1866 * Note - put a check in to make sure this attack is actually
1867 * doing damage - otherwise, the +1 in the code below will make
1868 * an attack do damage before when it otherwise didn't
1869 */
1870 friendlyfire = friendly_fire (op, hitter);
1871 if (friendlyfire && maxdam)
1872 {
1873 maxdam = ((dam * settings.set_friendly_fire) / 100);
1874 #ifndef COZY_SERVER
1875 maxdam++;
1876 #endif
1877
1878 #ifdef ATTACK_DEBUG
1879 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1880 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1881 #endif
1882 }
1883
1884 if (!full_hit)
1885 {
1886 archetype *at;
1887 int area;
1888 int remainder;
1889
1890 area = 0;
1891 for (at = op->arch; at != NULL; at = at->more)
1892 area++;
1893 assert (area > 0);
1894
1895 /* basically: maxdam /= area; we try to "simulate" a float
1896 value-effect */
1897 remainder = 100 * (maxdam % area) / area;
1898 maxdam /= area;
1899 if (rndm (100) < remainder)
1900 maxdam++;
1901 }
1902
1903 #ifdef ATTACK_DEBUG
1904 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1905 #endif
1906
1907 // for now, only do this for active objects, otherwise they
1908 // keep a refcount for a long time and I see no usefulness
1909 // for an non-active objetc to know its enemy.
1910 if (op->active)
1911 if (hitter->owner)
1912 op->enemy = hitter->owner;
1913 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1914 op->enemy = hitter;
1915
1916 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1917 {
1918 /* The unaggressives look after themselves 8) */
1919 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1920 npc_call_help (op);
1921 }
1922
1923 if (magic && did_make_save (op, op->level, 0))
1924 maxdam = maxdam / 2;
1925
1926 attack_message (maxdam, maxattacktype, op, hitter);
1927
1928 op->stats.hp -= maxdam;
1929
1930 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1931 if ((op->stats.hp >= 0) &&
1932 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1933 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1934 {
1935
1936 if (QUERY_FLAG (op, FLAG_MONSTER))
1937 SET_FLAG (op, FLAG_RUN_AWAY);
1938 else
1939 scare_creature (op, hitter);
1940 }
1941
1942 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1943 {
1944 if (maxdam)
1945 tear_down_wall (op);
1946
1947 return maxdam; /* nothing more to do for wall */
1948 }
1949
1950 /* See if the creature has been killed */
1951 rtn_kill = kill_object (op, maxdam, hitter, type);
1952 if (rtn_kill != -1)
1953 return rtn_kill;
1954
1955
1956 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1957 * that before if the player was immune to ghosthit, the monster
1958 * remained - that is no longer the case.
1959 */
1960 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1961 hitter->destroy ();
1962
1963 /* Lets handle creatures that are splitting now */
1964 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1965 {
1966 int i;
1967 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1968 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1969 object *owner = op->owner;
1970
1971 if (!op->other_arch)
1972 {
1973 LOG (llevError, "SPLITTING without other_arch error.\n");
1974 return maxdam;
1975 }
1976
1977 op->remove ();
1978
1979 for (i = 0; i < NROFNEWOBJS (op); i++)
1980 { /* This doesn't handle op->more yet */
1981 object *tmp = arch_to_object (op->other_arch);
1982 int j;
1983
1984 tmp->stats.hp = op->stats.hp;
1985
1986 if (friendly)
1987 {
1988 add_friendly_object (tmp);
1989 tmp->attack_movement = PETMOVE;
1990
1991 if (owner)
1992 tmp->set_owner (owner);
1993 }
1994
1995 if (unaggressive)
1996 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1997
1998 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1999
2000 if (j == -1) /* No spot to put this monster */
2001 tmp->destroy ();
2002 else
2003 {
2004 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2005 insert_ob_in_map (tmp, op->map, NULL, 0);
2006 }
2007 }
2008
2009 op->destroy ();
2010 }
2011 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2012 hitter->destroy ();
2013
2014 return maxdam;
2015 }
2016
2017
2018 void
2019 poison_player (object *op, object *hitter, int dam)
2020 {
2021 archetype *at = archetype::find ("poisoning");
2022 object *tmp = present_arch_in_ob (at, op);
2023
2024 if (tmp == NULL)
2025 {
2026 if ((tmp = arch_to_object (at)) == NULL)
2027 LOG (llevError, "Failed to clone arch poisoning.\n");
2028 else
2029 {
2030 tmp = insert_ob_in_ob (tmp, op);
2031 /* peterm: give poisoning some teeth. It should
2032 * be able to kill things better than it does:
2033 * damage should be dependent something--I choose to
2034 * do this: if it's a monster, the damage from the
2035 * poisoning goes as the level of the monster/2.
2036 * If anything else, goes as damage.
2037 */
2038
2039 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2040 tmp->stats.dam += hitter->level / 2;
2041 else
2042 tmp->stats.dam = dam;
2043
2044 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2045 if (hitter->skill && hitter->skill != tmp->skill)
2046 {
2047 tmp->skill = hitter->skill;
2048 }
2049
2050 tmp->stats.food += dam; /* more damage, longer poisoning */
2051
2052 if (op->type == PLAYER)
2053 {
2054 /* player looses stats, maximum is -10 of each */
2055 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2056 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2057 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2058 tmp->stats.Int = MAX (-dam / 7, -10);
2059 SET_FLAG (tmp, FLAG_APPLIED);
2060 op->update_stats ();
2061 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2062 }
2063 if (hitter->type == PLAYER)
2064 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2065 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2066 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2067 }
2068 tmp->speed_left = 0;
2069 }
2070 else
2071 tmp->stats.food++;
2072 }
2073
2074 void
2075 slow_player (object *op, object *hitter, int dam)
2076 {
2077 archetype *at = archetype::find ("slowness");
2078 object *tmp;
2079
2080 if (at == NULL)
2081 {
2082 LOG (llevError, "Can't find slowness archetype.\n");
2083 }
2084 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2085 {
2086 tmp = arch_to_object (at);
2087 tmp = insert_ob_in_ob (tmp, op);
2088 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2089 }
2090 else
2091 tmp->stats.food++;
2092 SET_FLAG (tmp, FLAG_APPLIED);
2093 tmp->speed_left = 0;
2094 op->update_stats ();
2095 }
2096
2097 void
2098 confuse_player (object *op, object *hitter, int dam)
2099 {
2100 object *tmp;
2101 int maxduration;
2102
2103 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2104 if (!tmp)
2105 {
2106 tmp = get_archetype (FORCE_NAME);
2107 tmp = insert_ob_in_ob (tmp, op);
2108 }
2109
2110 /* Duration added per hit and max. duration of confusion both depend
2111 * on the player's resistance
2112 */
2113 tmp->speed = 0.05;
2114 tmp->subtype = FORCE_CONFUSION;
2115 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2116 tmp->name = "confusion";
2117 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2118 if (tmp->duration > maxduration)
2119 tmp->duration = maxduration;
2120
2121 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2122 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2123 SET_FLAG (op, FLAG_CONFUSED);
2124 }
2125
2126 void
2127 blind_player (object *op, object *hitter, int dam)
2128 {
2129 object *tmp, *owner;
2130
2131 /* Save some work if we know it isn't going to affect the player */
2132 if (op->resist[ATNR_BLIND] == 100)
2133 return;
2134
2135 tmp = present_in_ob (BLINDNESS, op);
2136 if (!tmp)
2137 {
2138 tmp = get_archetype ("blindness");
2139 SET_FLAG (tmp, FLAG_BLIND);
2140 SET_FLAG (tmp, FLAG_APPLIED);
2141 /* use floats so we don't lose too much precision due to rounding errors.
2142 * speed is a float anyways.
2143 */
2144 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2145
2146 tmp = insert_ob_in_ob (tmp, op);
2147 change_abil (op, tmp); /* Mostly to display any messages */
2148 op->update_stats (); /* This takes care of some other stuff */
2149
2150 if (hitter->owner)
2151 owner = hitter->owner;
2152 else
2153 owner = hitter;
2154
2155 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2156 }
2157 tmp->stats.food += dam;
2158 if (tmp->stats.food > 10)
2159 tmp->stats.food = 10;
2160 }
2161
2162 void
2163 paralyze_player (object *op, object *hitter, int dam)
2164 {
2165 float effect, max;
2166
2167 /* object *tmp; */
2168
2169 /* This is strange stuff... someone knows for what this is
2170 * written? Well, i think this can and should be removed
2171 */
2172
2173 /*
2174 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2175 tmp=clone_arch(PARAIMAGE);
2176 tmp->x=op->x,tmp->y=op->y;
2177 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2178 }
2179 */
2180
2181 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2182 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2183
2184 if (effect == 0)
2185 return;
2186
2187 op->speed_left -= FABS (op->speed) * effect;
2188 /* tmp->stats.food+=(signed short) effect/op->speed; */
2189
2190 /* max number of ticks to be affected for. */
2191 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2192 if (op->speed_left < -(FABS (op->speed) * max))
2193 op->speed_left = (float) -(FABS (op->speed) * max);
2194
2195 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2196 }
2197
2198 /* Attempts to kill 'op'. hitter is the attack object, dam is
2199 * the computed damaged.
2200 */
2201 void
2202 deathstrike_player (object *op, object *hitter, int *dam)
2203 {
2204 /* The intention of a death attack is to kill outright things
2205 ** that are a lot weaker than the attacker, have a chance of killing
2206 ** things somewhat weaker than the caster, and no chance of
2207 ** killing something equal or stronger than the attacker.
2208 ** Also, if a deathstrike attack has a slaying, any monster
2209 ** whose name or race matches a comma-delimited list in the slaying
2210 ** field of the deathstriking object */
2211
2212 int atk_lev, def_lev, kill_lev;
2213
2214 if (hitter->slaying)
2215 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2216 return;
2217
2218 def_lev = op->level;
2219 if (def_lev < 1)
2220 {
2221 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2222 def_lev = 1;
2223 }
2224
2225 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2226 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2227 atk_lev, def_lev); */
2228
2229 if (atk_lev >= def_lev)
2230 {
2231 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2232
2233 /* Note that the below effectively means the ratio of the atk vs
2234 * defener level is important - if level 52 character has very little
2235 * chance of killing a level 50 monster. This should probably be
2236 * redone.
2237 */
2238 if (kill_lev >= def_lev)
2239 {
2240 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2241 /* I think this doesn't really do much. Because of
2242 * integer rounding, this only makes any difference if the
2243 * attack level is double the defender level.
2244 */
2245 *dam *= kill_lev / def_lev;
2246 }
2247 }
2248 else
2249 *dam = 0; /* no harm done */
2250 }
2251
2252 /* thrown_item_effect() - handles any special effects of thrown
2253 * items (like attacking living creatures--a potion thrown at a
2254 * monster).
2255 */
2256 static void
2257 thrown_item_effect (object *hitter, object *victim)
2258 {
2259 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2260 {
2261 /* May not need a switch for just 2 types, but this makes it
2262 * easier for expansion.
2263 */
2264 switch (hitter->type)
2265 {
2266 case POTION:
2267 /* should player get a save throw instead of checking magic protection? */
2268 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2269 (void) apply_potion (victim, hitter);
2270 break;
2271
2272 case POISON: /* poison drinks */
2273 /* As with potions, should monster get a save? */
2274 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2275 apply_poison (victim, hitter);
2276 break;
2277
2278 /* Removed case statements that did nothing.
2279 * food may be poisonous, but monster must be willing to eat it,
2280 * so we don't handle it here.
2281 * Containers should perhaps break open, but that code was disabled.
2282 */
2283 }
2284 }
2285 }
2286
2287 /* adj_attackroll() - adjustments to attacks by various conditions */
2288
2289 int
2290 adj_attackroll (object *hitter, object *target)
2291 {
2292 object *attacker = hitter;
2293 int adjust = 0;
2294
2295 /* safety */
2296 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2297 {
2298 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2299 return 0;
2300 }
2301
2302 /* aimed missiles use the owning object's sight */
2303 if (is_aimed_missile (hitter))
2304 {
2305 if ((attacker = hitter->owner) == NULL)
2306 attacker = hitter;
2307 /* A player who saves but hasn't quit still could have objects
2308 * owned by him - need to handle that case to avoid crashes.
2309 */
2310 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2311 attacker = hitter;
2312 }
2313 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2314 return 0;
2315
2316 /* determine the condtions under which we make an attack.
2317 * Add more cases, as the need occurs. */
2318
2319 if (!can_see_enemy (attacker, target))
2320 {
2321 /* target is unseen */
2322 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2323 adjust -= 10;
2324 /* dark map penalty for the hitter (lacks infravision if we got here). */
2325 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2326 adjust -= target->map->darkness;
2327 }
2328
2329 if (QUERY_FLAG (attacker, FLAG_SCARED))
2330 adjust -= 3;
2331
2332 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2333 adjust += 1;
2334
2335 if (QUERY_FLAG (target, FLAG_SCARED))
2336 adjust += 1;
2337
2338 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2339 adjust -= 3;
2340
2341 /* if we attack at a different 'altitude' its harder */
2342 if ((attacker->move_type & target->move_type) == 0)
2343 adjust -= 2;
2344
2345 #if 0
2346 /* slower attacks are less likely to succeed. We should use a
2347 * comparison between attacker/target speeds BUT, players have
2348 * a generally faster speed, so this will wind up being a HUGE
2349 * disadantage for the monsters! Too bad, because missiles which
2350 * fly fast should have a better chance of hitting a slower target.
2351 */
2352 if (hitter->speed < target->speed)
2353 adjust += ((float) hitter->speed - target->speed);
2354 #endif
2355
2356 #if 0
2357 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2358 #endif
2359
2360 return adjust;
2361 }
2362
2363 /* determine if the object is an 'aimed' missile */
2364 int
2365 is_aimed_missile (object *op)
2366 {
2367
2368 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible.
2370 */
2371 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1;
2377 }
2378
2379 return 0;
2380 }