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/cvs/deliantra/server/server/attack.C
Revision: 1.61
Committed: Tue May 1 05:48:20 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +9 -8 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
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",
1092 dam, hitter->debug_desc (), op->debug_desc ());
1093 return 0;
1094 }
1095
1096 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1097 * people can't mess with that or it otherwise get confused. */
1098 if (attacknum == ATNR_INTERNAL)
1099 return dam;
1100
1101 if (hitter->slaying)
1102 {
1103 if ((op->race && strstr (hitter->slaying, op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1105 {
1106 doesnt_slay = 0;
1107 dam *= 3;
1108 }
1109 }
1110
1111 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1112 if (op->resist[attacknum])
1113 {
1114 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1115 * in case 0>dam>1, we try to "simulate" a float value-effect */
1116 dam *= (100 - op->resist[attacknum]);
1117 if (dam >= 100)
1118 dam /= 100;
1119 else
1120 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1121 }
1122
1123 /* Special hack. By default, if immune to something, you
1124 * shouldn't need to worry. However, acid is an exception, since
1125 * it can still damage your items. Only include attacktypes if
1126 * special processing is needed */
1127
1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1131 return 0;
1132
1133 /* Keep this in order - makes things easier to find */
1134
1135 switch (attacknum)
1136 {
1137 case ATNR_PHYSICAL:
1138 /* here also check for diseases */
1139 check_physically_infect (op, hitter);
1140 break;
1141
1142 /* Don't need to do anything for:
1143 magic,
1144 fire,
1145 electricity,
1146 cold */
1147
1148 case ATNR_CONFUSION:
1149 case ATNR_POISON:
1150 case ATNR_SLOW:
1151 case ATNR_PARALYZE:
1152 case ATNR_FEAR:
1153 case ATNR_CANCELLATION:
1154 case ATNR_DEPLETE:
1155 case ATNR_BLIND:
1156 {
1157 /* chance for inflicting a special attack depends on the
1158 * difference between attacker's and defender's level
1159 */
1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1161
1162 /* First, only creatures/players with speed can be affected.
1163 * Second, just getting hit doesn't mean it always affects
1164 * you. Third, you still get a saving through against the
1165 * effect.
1166 */
1167 if (op->speed &&
1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1169 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1170 {
1171
1172 /* Player has been hit by something */
1173 if (attacknum == ATNR_CONFUSION)
1174 confuse_player (op, hitter, dam);
1175 else if (attacknum == ATNR_POISON)
1176 poison_player (op, hitter, dam);
1177 else if (attacknum == ATNR_SLOW)
1178 slow_player (op, hitter, dam);
1179 else if (attacknum == ATNR_PARALYZE)
1180 paralyze_player (op, hitter, dam);
1181 else if (attacknum == ATNR_FEAR)
1182 scare_creature (op, hitter);
1183 else if (attacknum == ATNR_CANCELLATION)
1184 cancellation (op);
1185 else if (attacknum == ATNR_DEPLETE)
1186 op->drain_stat ();
1187 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1188 blind_player (op, hitter, dam);
1189 }
1190
1191 dam = 0; /* These are all effects and don't do real damage */
1192 }
1193 break;
1194
1195 case ATNR_ACID:
1196 {
1197 int flag = 0;
1198
1199 /* Items only get corroded if you're not on a battleground and
1200 * if your acid resistance is below 50%. */
1201 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1202 {
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 {
1205 if (tmp->invisible)
1206 continue;
1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1208 /* >= 10% acid res. on items will protect these */
1209 continue;
1210 if (!(tmp->materials & M_IRON))
1211 continue;
1212 if (tmp->magic < -4) /* Let's stop at -5 */
1213 continue;
1214 if (tmp->type == RING
1215 /* removed boots and gloves from exclusion list in PR */
1216 || tmp->type == GIRDLE
1217 || tmp->type == AMULET
1218 || tmp->type == WAND
1219 || tmp->type == ROD
1220 || tmp->type == HORN)
1221 continue; /* To avoid some strange effects */
1222
1223 /* High damage acid has better chance of corroding
1224 objects */
1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1226 {
1227 if (op->type == PLAYER)
1228 /* Make this more visible */
1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1231 flag = 1;
1232 tmp->magic--;
1233 if (op->type == PLAYER)
1234 esrv_send_item (op, tmp);
1235 }
1236 }
1237
1238 if (flag)
1239 op->update_stats (); /* Something was corroded */
1240 }
1241 }
1242 break;
1243
1244 case ATNR_DRAIN:
1245 {
1246 /* rate is the proportion of exp drained. High rate means
1247 * not much is drained, low rate means a lot is drained.
1248 */
1249 int rate;
1250
1251 if (op->resist[ATNR_DRAIN] >= 0)
1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1253 else
1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1255
1256 if (op->stats.exp <= rate)
1257 {
1258 if (op->type == GOLEM)
1259 dam = 999; /* Its force is "sucked" away. 8) */
1260 else
1261 /* If we can't drain, lets try to do physical damage */
1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1263 }
1264 else
1265 {
1266 /* Randomly give the hitter some hp */
1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1268 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1269 hitter->stats.hp++;
1270
1271 /* Can't do drains on battleground spaces.
1272 * Move the wiz check up here - before, the hitter wouldn't gain exp
1273 * exp, but the wiz would still lose exp! If drainee is a wiz,
1274 * nothing happens.
1275 * Try to credit the owner. We try to display player -> player drain
1276 * attacks, hence all the != PLAYER checks.
1277 */
1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1279 {
1280 object *owner = hitter->owner;
1281
1282 if (owner && owner != hitter)
1283 {
1284 if (op->type != PLAYER || owner->type != PLAYER)
1285 change_exp (owner, op->stats.exp / (rate * 2),
1286 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1287 }
1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1289 change_exp (hitter, op->stats.exp / (rate * 2),
1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1291
1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1293 }
1294
1295 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1296 * drain attack, you won't know that you are actually sucking out EXP,
1297 * as the messages will say you missed
1298 */
1299 }
1300 }
1301 break;
1302
1303 case ATNR_TURN_UNDEAD:
1304 {
1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1306 {
1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1308 object *god = find_god (determine_god (owner));
1309 int div = 1;
1310
1311 /* if undead are not an enemy of your god, you turn them
1312 * at half strength */
1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1314 div = 2;
1315
1316 /* Give a bonus if you resist turn undead */
1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1318 scare_creature (op, owner);
1319 }
1320 else
1321 dam = 0; /* don't damage non undead - should we damage
1322 undead? */
1323 }
1324 break;
1325
1326 case ATNR_DEATH:
1327 deathstrike_player (op, hitter, &dam);
1328 break;
1329
1330 case ATNR_CHAOS:
1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1332 dam = 0;
1333 break;
1334
1335 case ATNR_COUNTERSPELL:
1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1337 dam = 0;
1338 /* This should never happen. Counterspell is handled
1339 * seperately and filtered out. If this does happen,
1340 * Counterspell has no effect on anything but spells, so it
1341 * does no damage. */
1342 break;
1343
1344 case ATNR_HOLYWORD:
1345 {
1346 /* This has already been handled by hit_player,
1347 * no need to check twice -- DAMN */
1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1349
1350 /* As with turn undead above, give a bonus on the saving throw */
1351 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1352 scare_creature (op, owner);
1353 }
1354 break;
1355
1356 case ATNR_LIFE_STEALING:
1357 {
1358 int new_hp;
1359
1360 /* this is replacement to drain for players, instead of taking
1361 * exp it takes hp. It is geared for players, probably not
1362 * much use giving it to monsters
1363 *
1364 * life stealing doesn't do a lot of damage, but it gives the
1365 * damage it does do to the player. Given that,
1366 * it only does 1/10'th normal damage (hence the divide by
1367 * 1000).
1368 */
1369 /* You can't steal life from something undead */
1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1371 return 0;
1372
1373 /* If drain protection is higher than life stealing, use that */
1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1376 else
1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1379 /* You die at -1 hp, not zero. */
1380 if (dam > (op->stats.hp + 1))
1381 dam = op->stats.hp + 1;
1382
1383 new_hp = hitter->stats.hp + dam;
1384 if (new_hp > hitter->stats.maxhp)
1385 new_hp = hitter->stats.maxhp;
1386
1387 if (new_hp > hitter->stats.hp)
1388 hitter->stats.hp = new_hp;
1389 }
1390 }
1391
1392 return dam;
1393 }
1394
1395 /* GROS: This code comes from hit_player. It has been made external to
1396 * allow script procedures to "kill" objects in a combat-like fashion.
1397 * It was initially used by (kill-object) developed for the Collector's
1398 * Sword. Note that nothing has been changed from the original version
1399 * of the following code.
1400 * op is what is being killed.
1401 * dam is the damage done to it.
1402 * hitter is what is hitting it.
1403 * type is the attacktype.
1404 *
1405 * This function was a bit of a mess with hitter getting changed,
1406 * values being stored away but not used, etc. I've cleaned it up
1407 * a bit - I think it should be functionally equivalant.
1408 * MSW 2002-07-17
1409 */
1410 int
1411 kill_object (object *op, int dam, object *hitter, int type)
1412 {
1413 char buf[MAX_BUF];
1414 const char *skill;
1415 int maxdam = 0;
1416 int battleg = 0; /* true if op standing on battleground */
1417 int pk = 0; /* true if op and what controls hitter are both players */
1418 object *owner = 0;
1419 object *skop = 0;
1420
1421 if (op->stats.hp >= 0)
1422 return -1;
1423
1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1425 return 0;
1426
1427 /* maxdam needs to be the amount of damage it took to kill
1428 * this creature. The function(s) that call us have already
1429 * adjusted the creatures HP total, so that is negative.
1430 */
1431 maxdam = dam + op->stats.hp + 1;
1432
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1435
1436 if (op->type == DOOR)
1437 {
1438 op->set_speed (0.1);
1439 op->speed_left = -0.05;
1440 return maxdam;
1441 }
1442
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1444 {
1445 op->destroy ();
1446 return maxdam;
1447 }
1448
1449 /* Now lets start dealing with experience we get for killing something */
1450
1451 owner = hitter->owner;
1452 if (!owner)
1453 owner = hitter;
1454
1455 /* is the victim (op) standing on battleground? */
1456 if (op_on_battleground (op, NULL, NULL))
1457 battleg = 1;
1458
1459 /* is this player killing? */
1460 if (op->type == PLAYER && owner->type == PLAYER)
1461 pk = 1;
1462
1463 /* Player killed something */
1464 if (owner->type == PLAYER)
1465 {
1466 Log_Kill (owner->name,
1467 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1468
1469 /* Log players killing other players - makes it easier to detect
1470 * and filter out malicious player killers - that is why the
1471 * ip address is included.
1472 */
1473 if (op->type == PLAYER && !battleg)
1474 {
1475 time_t t = time (NULL);
1476 struct tm *tmv;
1477 char buf[256];
1478
1479 tmv = localtime (&t);
1480 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1481
1482 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1483 }
1484
1485 /* try to filter some things out - basically, if you are
1486 * killing a level 1 creature and your level 20, you
1487 * probably don't want to see that.
1488 */
1489 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1490 {
1491 if (owner != hitter)
1492 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1493 else
1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1495
1496 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1499 }
1500
1501 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV
1504 * Fix bug in that we were changing the luck of the hitter, not
1505 * player that the object belonged to - so if you killed another player
1506 * with spells, pets, whatever, there was no penalty.
1507 * Changed to make luck penalty configurable in settings.
1508 */
1509 if (op->type == PLAYER && owner != op && !battleg)
1510 owner->change_luck (-settings.pk_luck_penalty);
1511
1512 /* This code below deals with finding the appropriate skill
1513 * to credit exp to. This is a bit problematic - we should
1514 * probably never really have to look at current_weapon->skill
1515 */
1516 skill = 0;
1517
1518 if (hitter->skill && hitter->type != PLAYER)
1519 skill = hitter->skill;
1520 else if (owner->chosen_skill)
1521 {
1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1524 }
1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1526 skill = owner->current_weapon->skill;
1527 else
1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1529
1530 /* We have the skill we want to credit to - now find the object this goes
1531 * to. Make sure skop is an actual skill, and not a skill tool!
1532 */
1533 if ((!skop || skop->type != SKILL) && skill)
1534 {
1535 int i;
1536
1537 for (i = 0; i < NUM_SKILLS; i++)
1538 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1539 {
1540 skop = owner->contr->last_skill_ob[i];
1541 break;
1542 }
1543 }
1544 } /* Was it a player that hit somethign */
1545 else
1546 skill = 0;
1547
1548 /* Pet (or spell) killed something. */
1549 if (owner != hitter)
1550 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1551 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1552 else
1553 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1554 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1555 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1556
1557 /* These may have been set in the player code section above */
1558 if (!skop)
1559 skop = hitter->chosen_skill;
1560
1561 if (!skill && skop)
1562 skill = skop->skill;
1563
1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1565
1566 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1568 {
1569 int exp;
1570
1571 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1573 if (op->type == PLAYER)
1574 {
1575 if (battleg)
1576 {
1577 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1578 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1579 }
1580 else
1581 exp = op->stats.exp / 1000;
1582 }
1583 else
1584 exp = calc_skill_exp (owner, op, skop);
1585
1586 /* if op is standing on "battleground" (arena), no way to gain
1587 * exp by killing him
1588 */
1589 if (battleg)
1590 exp = 0;
1591
1592 /* Don't know why this is set this way - doesn't make
1593 * sense to just divide everything by two for no reason.
1594 */
1595
1596 if (!settings.simple_exp)
1597 exp = exp / 2;
1598
1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1600 change_exp (owner, exp, skill, 0);
1601 else
1602 {
1603 int shares = 0, count = 0;
1604 partylist *party = owner->contr->party;
1605
1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1607
1608 for_all_players (pl)
1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1610 {
1611 count++;
1612 shares += (pl->ob->level + 4);
1613 }
1614
1615 if (count == 1 || shares > exp || !shares)
1616 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617 else
1618 {
1619 int share = exp / shares, given = 0, nexp;
1620
1621 for_all_players (pl)
1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1623 {
1624 nexp = (pl->ob->level + 4) * share;
1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626 given += nexp;
1627 }
1628
1629 exp -= given;
1630 /* give any remainder to the player */
1631 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1632 }
1633 } /* else part of a party */
1634 } /* end if person didn't kill himself */
1635
1636 if (op->type != PLAYER)
1637 {
1638 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1639 {
1640 object *owner1 = op->owner;
1641
1642 if (owner1 && owner1->type == PLAYER)
1643 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1645 /* Maybe we should include the owner that killed this, maybe not */
1646 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1647 }
1648
1649 remove_friendly_object (op);
1650 }
1651
1652 op->destroy ();
1653 }
1654 else
1655 {
1656 /* Player has been killed! */
1657 if (owner->type == PLAYER)
1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1659 else
1660 assign (op->contr->killer, hitter->name);
1661 }
1662
1663 /* This was return -1 - that doesn't seem correct - if we return -1, process
1664 * continues in the calling function.
1665 */
1666 return maxdam;
1667 }
1668
1669 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1670 * Returns 0 this is not friendly fire
1671 */
1672 int
1673 friendly_fire (object *op, object *hitter)
1674 {
1675 object *owner;
1676 int friendlyfire;
1677
1678 if (hitter->head)
1679 hitter = hitter->head;
1680
1681 friendlyfire = 0;
1682
1683 if (op->type == PLAYER)
1684 {
1685 if (op_on_battleground (hitter, 0, 0))
1686 return 0;
1687
1688 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1689 return 1;
1690
1691 if ((owner = hitter->owner) != NULL)
1692 {
1693 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1694 friendlyfire = 2;
1695 }
1696
1697 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1698 friendlyfire = 0;
1699 }
1700 return friendlyfire;
1701 }
1702
1703
1704 /* This isn't used just for players, but in fact most objects.
1705 * op is the object to be hit, dam is the amount of damage, hitter
1706 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter.
1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1709 * modify it.
1710 */
1711 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1713 int
1714 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1715 {
1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1717 int maxattacktype, attacknum;
1718 int body_attack = op && op->head; /* Did we hit op's head? */
1719 int simple_attack;
1720 int rtn_kill = 0;
1721 int friendlyfire;
1722
1723 if (get_attack_mode (&op, &hitter, &simple_attack))
1724 return 0;
1725
1726 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1727 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1728 return 0;
1729
1730 #ifdef PROHIBIT_PLAYERKILL
1731 if (op->type == PLAYER)
1732 {
1733 object *owner = hitter->owner;
1734
1735 if (!owner)
1736 owner = hitter;
1737
1738 if (owner->type == PLAYER
1739 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner)
1742 return 0;
1743 }
1744 #endif
1745
1746 if (body_attack)
1747 {
1748 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still
1750 * might have. So just remove the paralyze and slow attacktypes,
1751 * and keep on processing if we have other attacktypes.
1752 * return if only magic or nothing is left - under normal code
1753 * we don't attack with pure magic if there is another attacktype.
1754 * Only do processing if the initial attacktype includes one of those
1755 * attack so we don't cancel out things like magic bullet.
1756 */
1757 if (type & (AT_PARALYZE | AT_SLOW))
1758 {
1759 type &= ~(AT_PARALYZE | AT_SLOW);
1760
1761 if (!type || type == AT_MAGIC)
1762 return 0;
1763 }
1764 }
1765
1766 if (!simple_attack && op->type == DOOR)
1767 {
1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1769 if (tmp->type == RUNE || tmp->type == TRAP)
1770 {
1771 spring_trap (tmp, hitter);
1772
1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1774 return 0;
1775
1776 break;
1777 }
1778 }
1779
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1781 {
1782 /* FIXME: If a player is killed by a rune in a door, the
1783 * destroyed() check above doesn't return, and might get here.
1784 */
1785
1786 /* FIXME: This for example happens when a dead door is on a mover and
1787 gets it's speed_left raised on each mover-tick.
1788 Doors are removed in a kinda funny way by giving them speed and speed_left
1789 and waiting for that to run out.
1790 */
1791 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1792 return 0;
1793 }
1794
1795 #ifdef ATTACK_DEBUG
1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1797 #endif
1798
1799 if (magic)
1800 {
1801 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1802 * in case 0>dam>1, we try to "simulate" a float value-effect */
1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1804 if (dam >= 100)
1805 dam /= 100;
1806 else
1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1808 }
1809
1810 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1811 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1812 */
1813 if (type & AT_CHAOS)
1814 {
1815 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1816 update_object (op, UP_OBJ_FACE);
1817 type &= ~AT_CHAOS;
1818 }
1819
1820 /* Holyword is really an attacktype modifier (like magic is). If
1821 * holyword is part of an attacktype, then make sure the creature is
1822 * a proper match, otherwise no damage.
1823 */
1824 if (type & AT_HOLYWORD)
1825 {
1826 object *god;
1827
1828 if ((!hitter->slaying ||
1829 (!(op->race && strstr (hitter->slaying, op->race)) &&
1830 !(op->name && strstr (hitter->slaying, op->name)))) &&
1831 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1832 (hitter->title != NULL
1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1834 return 0;
1835 }
1836
1837 maxattacktype = type; /* initialise this to something */
1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1839 {
1840 /* Magic isn't really a true attack type - it gets combined with other
1841 * attack types. As such, skip it over. However, if magic is
1842 * the only attacktype in the group, then still attack with it
1843 */
1844 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1845 continue;
1846
1847 /* Go through and hit the player with each attacktype, one by one.
1848 * hit_player_attacktype only figures out the damage, doesn't inflict
1849 * it. It will do the appropriate action for attacktypes with
1850 * effects (slow, paralization, etc.
1851 */
1852 if (type & attacktype)
1853 {
1854 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1855 /* the >= causes us to prefer messages from special attacks, if
1856 * the damage is equal.
1857 */
1858 if (ndam >= maxdam)
1859 {
1860 maxdam = ndam;
1861 maxattacktype = 1 << attacknum;
1862 }
1863 }
1864 }
1865
1866 /* if this is friendly fire then do a set % of damage only
1867 * Note - put a check in to make sure this attack is actually
1868 * doing damage - otherwise, the +1 in the code below will make
1869 * an attack do damage before when it otherwise didn't
1870 */
1871 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam)
1873 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875 #ifndef COZY_SERVER
1876 maxdam++;
1877 #endif
1878
1879 #ifdef ATTACK_DEBUG
1880 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882 #endif
1883 }
1884
1885 if (!full_hit)
1886 {
1887 archetype *at;
1888 int area;
1889 int remainder;
1890
1891 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more)
1893 area++;
1894 assert (area > 0);
1895
1896 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */
1898 remainder = 100 * (maxdam % area) / area;
1899 maxdam /= area;
1900 if (rndm (100) < remainder)
1901 maxdam++;
1902 }
1903
1904 #ifdef ATTACK_DEBUG
1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1906 #endif
1907
1908 // for now, only do this for active objects, otherwise they
1909 // keep a refcount for a long time and I see no usefulness
1910 // for an non-active objetc to know its enemy.
1911 if (op->active)
1912 if (hitter->owner)
1913 op->enemy = hitter->owner;
1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1915 op->enemy = hitter;
1916
1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1918 {
1919 /* The unaggressives look after themselves 8) */
1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1921 npc_call_help (op);
1922 }
1923
1924 if (magic && did_make_save (op, op->level, 0))
1925 maxdam = maxdam / 2;
1926
1927 attack_message (maxdam, maxattacktype, op, hitter);
1928
1929 op->stats.hp -= maxdam;
1930
1931 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1932 if ((op->stats.hp >= 0) &&
1933 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1934 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1935 {
1936
1937 if (QUERY_FLAG (op, FLAG_MONSTER))
1938 SET_FLAG (op, FLAG_RUN_AWAY);
1939 else
1940 scare_creature (op, hitter);
1941 }
1942
1943 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1944 {
1945 if (maxdam)
1946 tear_down_wall (op);
1947
1948 return maxdam; /* nothing more to do for wall */
1949 }
1950
1951 /* See if the creature has been killed */
1952 rtn_kill = kill_object (op, maxdam, hitter, type);
1953 if (rtn_kill != -1)
1954 return rtn_kill;
1955
1956
1957 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1958 * that before if the player was immune to ghosthit, the monster
1959 * remained - that is no longer the case.
1960 */
1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1962 hitter->destroy ();
1963
1964 /* Lets handle creatures that are splitting now */
1965 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1966 {
1967 int i;
1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1969 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1970 object *owner = op->owner;
1971
1972 if (!op->other_arch)
1973 {
1974 LOG (llevError, "SPLITTING without other_arch error.\n");
1975 return maxdam;
1976 }
1977
1978 op->remove ();
1979
1980 for (i = 0; i < NROFNEWOBJS (op); i++)
1981 { /* This doesn't handle op->more yet */
1982 object *tmp = arch_to_object (op->other_arch);
1983 int j;
1984
1985 tmp->stats.hp = op->stats.hp;
1986
1987 if (friendly)
1988 {
1989 add_friendly_object (tmp);
1990 tmp->attack_movement = PETMOVE;
1991
1992 if (owner)
1993 tmp->set_owner (owner);
1994 }
1995
1996 if (unaggressive)
1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1998
1999 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2000
2001 if (j == -1) /* No spot to put this monster */
2002 tmp->destroy ();
2003 else
2004 {
2005 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2006 insert_ob_in_map (tmp, op->map, NULL, 0);
2007 }
2008 }
2009
2010 op->destroy ();
2011 }
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy ();
2014
2015 return maxdam;
2016 }
2017
2018
2019 void
2020 poison_player (object *op, object *hitter, int dam)
2021 {
2022 archetype *at = archetype::find ("poisoning");
2023 object *tmp = present_arch_in_ob (at, op);
2024
2025 if (tmp == NULL)
2026 {
2027 if ((tmp = arch_to_object (at)) == NULL)
2028 LOG (llevError, "Failed to clone arch poisoning.\n");
2029 else
2030 {
2031 tmp = insert_ob_in_ob (tmp, op);
2032 /* peterm: give poisoning some teeth. It should
2033 * be able to kill things better than it does:
2034 * damage should be dependent something--I choose to
2035 * do this: if it's a monster, the damage from the
2036 * poisoning goes as the level of the monster/2.
2037 * If anything else, goes as damage.
2038 */
2039
2040 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2041 tmp->stats.dam += hitter->level / 2;
2042 else
2043 tmp->stats.dam = dam;
2044
2045 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2046 if (hitter->skill && hitter->skill != tmp->skill)
2047 {
2048 tmp->skill = hitter->skill;
2049 }
2050
2051 tmp->stats.food += dam; /* more damage, longer poisoning */
2052
2053 if (op->type == PLAYER)
2054 {
2055 /* player looses stats, maximum is -10 of each */
2056 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2057 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2059 tmp->stats.Int = MAX (-dam / 7, -10);
2060 SET_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2063 }
2064 if (hitter->type == PLAYER)
2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2067 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2068 }
2069 tmp->speed_left = 0;
2070 }
2071 else
2072 tmp->stats.food++;
2073 }
2074
2075 void
2076 slow_player (object *op, object *hitter, int dam)
2077 {
2078 archetype *at = archetype::find ("slowness");
2079 object *tmp;
2080
2081 if (at == NULL)
2082 {
2083 LOG (llevError, "Can't find slowness archetype.\n");
2084 }
2085 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2086 {
2087 tmp = arch_to_object (at);
2088 tmp = insert_ob_in_ob (tmp, op);
2089 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2090 }
2091 else
2092 tmp->stats.food++;
2093 SET_FLAG (tmp, FLAG_APPLIED);
2094 tmp->speed_left = 0;
2095 op->update_stats ();
2096 }
2097
2098 void
2099 confuse_player (object *op, object *hitter, int dam)
2100 {
2101 object *tmp;
2102 int maxduration;
2103
2104 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2105 if (!tmp)
2106 {
2107 tmp = get_archetype (FORCE_NAME);
2108 tmp = insert_ob_in_ob (tmp, op);
2109 }
2110
2111 /* Duration added per hit and max. duration of confusion both depend
2112 * on the player's resistance
2113 */
2114 tmp->speed = 0.05;
2115 tmp->subtype = FORCE_CONFUSION;
2116 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2117 tmp->name = "confusion";
2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2119 if (tmp->duration > maxduration)
2120 tmp->duration = maxduration;
2121
2122 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2123 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2124 SET_FLAG (op, FLAG_CONFUSED);
2125 }
2126
2127 void
2128 blind_player (object *op, object *hitter, int dam)
2129 {
2130 object *tmp, *owner;
2131
2132 /* Save some work if we know it isn't going to affect the player */
2133 if (op->resist[ATNR_BLIND] == 100)
2134 return;
2135
2136 tmp = present_in_ob (BLINDNESS, op);
2137 if (!tmp)
2138 {
2139 tmp = get_archetype ("blindness");
2140 SET_FLAG (tmp, FLAG_BLIND);
2141 SET_FLAG (tmp, FLAG_APPLIED);
2142 /* use floats so we don't lose too much precision due to rounding errors.
2143 * speed is a float anyways.
2144 */
2145 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2146
2147 tmp = insert_ob_in_ob (tmp, op);
2148 change_abil (op, tmp); /* Mostly to display any messages */
2149 op->update_stats (); /* This takes care of some other stuff */
2150
2151 if (hitter->owner)
2152 owner = hitter->owner;
2153 else
2154 owner = hitter;
2155
2156 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2157 }
2158 tmp->stats.food += dam;
2159 if (tmp->stats.food > 10)
2160 tmp->stats.food = 10;
2161 }
2162
2163 void
2164 paralyze_player (object *op, object *hitter, int dam)
2165 {
2166 float effect, max;
2167
2168 /* object *tmp; */
2169
2170 /* This is strange stuff... someone knows for what this is
2171 * written? Well, i think this can and should be removed
2172 */
2173
2174 /*
2175 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2176 tmp=clone_arch(PARAIMAGE);
2177 tmp->x=op->x,tmp->y=op->y;
2178 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2179 }
2180 */
2181
2182 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2183 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2184
2185 if (effect == 0)
2186 return;
2187
2188 op->speed_left -= FABS (op->speed) * effect;
2189 /* tmp->stats.food+=(signed short) effect/op->speed; */
2190
2191 /* max number of ticks to be affected for. */
2192 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2193 if (op->speed_left < -(FABS (op->speed) * max))
2194 op->speed_left = (float) -(FABS (op->speed) * max);
2195
2196 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2197 }
2198
2199 /* Attempts to kill 'op'. hitter is the attack object, dam is
2200 * the computed damaged.
2201 */
2202 void
2203 deathstrike_player (object *op, object *hitter, int *dam)
2204 {
2205 /* The intention of a death attack is to kill outright things
2206 ** that are a lot weaker than the attacker, have a chance of killing
2207 ** things somewhat weaker than the caster, and no chance of
2208 ** killing something equal or stronger than the attacker.
2209 ** Also, if a deathstrike attack has a slaying, any monster
2210 ** whose name or race matches a comma-delimited list in the slaying
2211 ** field of the deathstriking object */
2212
2213 int atk_lev, def_lev, kill_lev;
2214
2215 if (hitter->slaying)
2216 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2217 return;
2218
2219 def_lev = op->level;
2220 if (def_lev < 1)
2221 {
2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2223 def_lev = 1;
2224 }
2225
2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2228 atk_lev, def_lev); */
2229
2230 if (atk_lev >= def_lev)
2231 {
2232 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2233
2234 /* Note that the below effectively means the ratio of the atk vs
2235 * defener level is important - if level 52 character has very little
2236 * chance of killing a level 50 monster. This should probably be
2237 * redone.
2238 */
2239 if (kill_lev >= def_lev)
2240 {
2241 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2242 /* I think this doesn't really do much. Because of
2243 * integer rounding, this only makes any difference if the
2244 * attack level is double the defender level.
2245 */
2246 *dam *= kill_lev / def_lev;
2247 }
2248 }
2249 else
2250 *dam = 0; /* no harm done */
2251 }
2252
2253 /* thrown_item_effect() - handles any special effects of thrown
2254 * items (like attacking living creatures--a potion thrown at a
2255 * monster).
2256 */
2257 static void
2258 thrown_item_effect (object *hitter, object *victim)
2259 {
2260 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2261 {
2262 /* May not need a switch for just 2 types, but this makes it
2263 * easier for expansion.
2264 */
2265 switch (hitter->type)
2266 {
2267 case POTION:
2268 /* should player get a save throw instead of checking magic protection? */
2269 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2270 (void) apply_potion (victim, hitter);
2271 break;
2272
2273 case POISON: /* poison drinks */
2274 /* As with potions, should monster get a save? */
2275 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2276 apply_poison (victim, hitter);
2277 break;
2278
2279 /* Removed case statements that did nothing.
2280 * food may be poisonous, but monster must be willing to eat it,
2281 * so we don't handle it here.
2282 * Containers should perhaps break open, but that code was disabled.
2283 */
2284 }
2285 }
2286 }
2287
2288 /* adj_attackroll() - adjustments to attacks by various conditions */
2289
2290 int
2291 adj_attackroll (object *hitter, object *target)
2292 {
2293 object *attacker = hitter;
2294 int adjust = 0;
2295
2296 /* safety */
2297 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2298 {
2299 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2300 return 0;
2301 }
2302
2303 /* aimed missiles use the owning object's sight */
2304 if (is_aimed_missile (hitter))
2305 {
2306 if ((attacker = hitter->owner) == NULL)
2307 attacker = hitter;
2308 /* A player who saves but hasn't quit still could have objects
2309 * owned by him - need to handle that case to avoid crashes.
2310 */
2311 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2312 attacker = hitter;
2313 }
2314 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2315 return 0;
2316
2317 /* determine the condtions under which we make an attack.
2318 * Add more cases, as the need occurs. */
2319
2320 if (!can_see_enemy (attacker, target))
2321 {
2322 /* target is unseen */
2323 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2324 adjust -= 10;
2325 /* dark map penalty for the hitter (lacks infravision if we got here). */
2326 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2327 adjust -= target->map->darkness;
2328 }
2329
2330 if (QUERY_FLAG (attacker, FLAG_SCARED))
2331 adjust -= 3;
2332
2333 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2334 adjust += 1;
2335
2336 if (QUERY_FLAG (target, FLAG_SCARED))
2337 adjust += 1;
2338
2339 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2340 adjust -= 3;
2341
2342 /* if we attack at a different 'altitude' its harder */
2343 if ((attacker->move_type & target->move_type) == 0)
2344 adjust -= 2;
2345
2346 #if 0
2347 /* slower attacks are less likely to succeed. We should use a
2348 * comparison between attacker/target speeds BUT, players have
2349 * a generally faster speed, so this will wind up being a HUGE
2350 * disadantage for the monsters! Too bad, because missiles which
2351 * fly fast should have a better chance of hitting a slower target.
2352 */
2353 if (hitter->speed < target->speed)
2354 adjust += ((float) hitter->speed - target->speed);
2355 #endif
2356
2357 #if 0
2358 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2359 #endif
2360
2361 return adjust;
2362 }
2363
2364 /* determine if the object is an 'aimed' missile */
2365 int
2366 is_aimed_missile (object *op)
2367 {
2368
2369 /* I broke what used to be one big if into a few nested
2370 * ones so that figuring out the logic is at least possible.
2371 */
2372 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1;
2378 }
2379
2380 return 0;
2381 }