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/cvs/deliantra/server/server/attack.C
Revision: 1.86
Committed: Sat May 17 14:57:23 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_55, rel-2_56
Changes since 1.85: +40 -37 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70 }
71
72 /* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item).
75 */
76 int
77 did_make_save_item (object *op, int type, object *originator)
78 {
79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt;
81
82 if (op->materialname == NULL)
83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143 void
144 save_throw_object (object *op, int type, object *originator)
145 {
146 if (!did_make_save_item (op, type, originator))
147 {
148 object *env = op->env;
149 int x = op->x, y = op->y;
150 maptile *m = op->map;
151
152 op = stop_item (op);
153 if (op == NULL)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 {
166 const char *arch = op->other_arch->archname;
167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
173 if (env)
174 {
175 op->x = env->x, op->y = env->y; //???? wtf
176 env->insert (op);
177 }
178 else
179 {
180 op->x = x, op->y = y;
181 insert_ob_in_map (op, m, originator, 0);
182 }
183 }
184
185 return;
186 }
187
188 if (type & AT_CANCELLATION)
189 { /* Cancellation. */
190 cancellation (op);
191 fix_stopped_item (op, m, originator);
192 return;
193 }
194
195 if (op->nrof > 1)
196 {
197 if (op->decrease (rndm (0, op->nrof - 1)))
198 fix_stopped_item (op, m, originator);
199 }
200 else
201 op->destroy ();
202
203 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env)
205 {
206 op = archetype::get (shstr_burnout);
207 op->x = env->x, op->y = env->y;
208 env->insert (op);
209 }
210 else
211 replace_insert_ob_in_map (shstr_burnout, originator);
212
213 return;
214 }
215
216 /* The value of 50 is arbitrary. */
217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
218 {
219 object *tmp;
220 archetype *at = archetype::find (shstr_icecube);
221
222 if (at == NULL)
223 return;
224
225 op = stop_item (op);
226 if (op == NULL)
227 return;
228
229 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
230 {
231 tmp = arch_to_object (at);
232 tmp->x = op->x, tmp->y = op->y;
233 /* This was in the old (pre new movement code) -
234 * icecubes have slow_move set to 1 - don't want
235 * that for ones we create.
236 */
237 tmp->move_slow_penalty = 0;
238 tmp->move_slow = 0;
239 insert_ob_in_map (tmp, op->map, originator, 0);
240 }
241
242 if (!QUERY_FLAG (op, FLAG_REMOVED))
243 op->remove ();
244
245 insert_ob_in_ob (op, tmp);
246 return;
247 }
248 }
249
250 /* Object op is hitting the map.
251 * op is going in direction 'dir'
252 * type is the attacktype of the object.
253 * full_hit is set if monster area does not matter.
254 * returns 1 if it hits something, 0 otherwise.
255 */
256 int
257 hit_map (object *op, int dir, int type, int full_hit)
258 {
259 maptile *map;
260 sint16 x, y;
261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
262
263 if (QUERY_FLAG (op, FLAG_FREED))
264 {
265 LOG (llevError, "BUG: hit_map(): free object\n");
266 return 0;
267 }
268
269 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
270 {
271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
272 return 0;
273 }
274
275 if (!op->map)
276 {
277 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
278 return 0;
279 }
280
281 if (op->head)
282 op = op->head;
283
284 mapxy pos (op);
285 pos.move (dir);
286
287 if (!pos.normalise ())
288 return 0;
289
290 // elmex: a safe map tile can't be hit!
291 // this should prevent most harmful effects on items and players there.
292 mapspace &ms = pos.ms ();
293
294 if (ms.flags () & P_SAFE)
295 return 0;
296
297 /* peterm: a few special cases for special attacktypes --counterspell
298 * must be out here because it strikes things which are not alive
299 */
300 if (type & (AT_COUNTERSPELL | AT_CHAOS))
301 {
302 if (type & AT_COUNTERSPELL)
303 {
304 counterspell (op, dir); /* see spell_effect.c */
305
306 /* If the only attacktype is counterspell or magic, don't need
307 * to do any further processing.
308 */
309 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
310 return 0;
311
312 type &= ~AT_COUNTERSPELL;
313 }
314
315 if (type & AT_CHAOS)
316 {
317 shuffle_attack (op, 1); /* flag tells it to change the face */
318 update_object (op, UP_OBJ_FACE);
319 type &= ~AT_CHAOS;
320 }
321 }
322
323 /* There may still be objects that were above 'next', but there is no
324 * simple way to find out short of copying all object references and
325 * tags into a temporary array before we start processing the first
326 * object. That's why we just abort on destroy.
327 *
328 * This happens whenever attack spells (like fire) hit a pile
329 * of objects. This is not a bug - nor an error.
330 */
331 for (object *next = ms.bot; next && !next->destroyed (); )
332 {
333 object *tmp = next;
334 next = tmp->above;
335
336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
337 * For example, 'tmp' was put in an icecube.
338 * This is one of the few cases where on_same_map should not be used.
339 */
340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
341 continue;
342
343 if (QUERY_FLAG (tmp, FLAG_ALIVE))
344 {
345 hit_player (tmp, op->stats.dam, op, type, full_hit);
346 retflag |= 1;
347
348 if (op->destroyed ())
349 break;
350 }
351 /* Here we are potentially destroying an object. If the object has
352 * NO_PASS set, it is also immune - you can't destroy walls. Note
353 * that weak walls have is_alive set, which prevent objects from
354 * passing over/through them. We don't care what type of movement
355 * the wall blocks - if it blocks any type of movement, can't be
356 * destroyed right now.
357 */
358 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
359 {
360 save_throw_object (tmp, type, op);
361
362 if (op->destroyed ())
363 break;
364 }
365 }
366
367 return 0;
368 }
369
370 void
371 attack_message (int dam, int type, object *op, object *hitter)
372 {
373 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
374 int i, found = 0;
375 maptile *map;
376 object *next, *tmp;
377
378 /* put in a few special messages for some of the common attacktypes
379 * a player might have. For example, fire, electric, cold, etc
380 * [garbled 20010919]
381 */
382
383 if (dam == 9998 && op->type == DOOR)
384 {
385 sprintf (buf1, "unlock %s", &op->name);
386 sprintf (buf2, " unlocks");
387 found++;
388 }
389 if (dam < 0)
390 {
391 sprintf (buf1, "hit %s", &op->name);
392 sprintf (buf2, " hits");
393 found++;
394 }
395 else if (dam == 0)
396 {
397 sprintf (buf1, "missed %s", &op->name);
398 sprintf (buf2, " misses");
399 found++;
400 }
401 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
402 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
403 {
404 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
405 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
406 {
407 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++;
410 break;
411 }
412 }
413 else if (op->type == DOOR && !found)
414 {
415 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
416 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
417 {
418 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++;
421 break;
422 }
423 }
424 else if (hitter->type == PLAYER && op->is_alive ())
425 {
426 if (USING_SKILL (hitter, SK_KARATE))
427 {
428 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
429 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
430 {
431 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
432 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
433 found++;
434 break;
435 }
436 }
437 else if (USING_SKILL (hitter, SK_CLAWING))
438 {
439 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
440 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
441 {
442 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
443 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
444 found++;
445 break;
446 }
447 }
448 else if (USING_SKILL (hitter, SK_PUNCHING))
449 {
450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
451 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
452 {
453 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
454 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
455 found++;
456 break;
457 }
458 }
459 }
460
461 if (found)
462 {
463 /* done */
464 }
465 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
466 {
467 sprintf (buf1, "hit"); /* just in case */
468 for (i = 0; i < MAXATTACKMESS; i++)
469 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
470 {
471 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
472 found++;
473 break;
474 }
475 }
476 else if (type & AT_DRAIN && op->is_alive ())
477 {
478 /* drain is first, because some items have multiple attypes */
479 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
480 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
481 {
482 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
483 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
484 found++;
485 break;
486 }
487 }
488 else if (type & AT_ELECTRICITY && op->is_alive ())
489 {
490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
491 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
492 {
493 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
494 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
495 found++;
496 break;
497 }
498 }
499 else if (type & AT_COLD && op->is_alive ())
500 {
501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
502 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
503 {
504 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
505 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
506 found++;
507 break;
508 }
509 }
510 else if (type & AT_FIRE)
511 {
512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
513 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
514 {
515 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
517 found++;
518 break;
519 }
520 }
521 else if (hitter->current_weapon != NULL)
522 {
523 int mtype;
524
525 switch (hitter->current_weapon->weapontype)
526 {
527 case WEAP_HIT:
528 mtype = ATM_BASIC;
529 break;
530 case WEAP_SLASH:
531 mtype = ATM_SLASH;
532 break;
533 case WEAP_PIERCE:
534 mtype = ATM_PIERCE;
535 break;
536 case WEAP_CLEAVE:
537 mtype = ATM_CLEAVE;
538 break;
539 case WEAP_SLICE:
540 mtype = ATM_SLICE;
541 break;
542 case WEAP_STAB:
543 mtype = ATM_STAB;
544 break;
545 case WEAP_WHIP:
546 mtype = ATM_WHIP;
547 break;
548 case WEAP_CRUSH:
549 mtype = ATM_CRUSH;
550 break;
551 case WEAP_BLUD:
552 mtype = ATM_BLUD;
553 break;
554 default:
555 mtype = ATM_BASIC;
556 break;
557 }
558
559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
561 {
562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
563 strcpy (buf2, attack_mess[mtype][i].buf3);
564 found++;
565 break;
566 }
567 }
568 else
569 {
570 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
571 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
572 {
573 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
574 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
575 found++;
576 break;
577 }
578 }
579
580 if (!found)
581 {
582 strcpy (buf1, "hit");
583 strcpy (buf2, " hits");
584 }
585
586 /* bail out if a monster is casting spells */
587 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
588 return;
589
590 /* scale down magic considerably. */
591 if (type & AT_MAGIC && rndm (0, 5))
592 return;
593
594 /* Did a player hurt another player? Inform both! */
595 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
596 {
597 if (hitter->owner != NULL)
598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
599 else
600 {
601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
603 if (dam != 0)
604 {
605 if (dam < 10)
606 op->contr->play_sound (sound_find ("player_is_hit1"));
607 else if (dam < 20)
608 op->contr->play_sound (sound_find ("player_is_hit2"));
609 else
610 op->contr->play_sound (sound_find ("player_is_hit3"));
611 }
612 }
613
614 new_draw_info (NDI_BLACK, 0, op, buf);
615 } /* end of player hitting player */
616
617 if (hitter->type == PLAYER)
618 {
619 sprintf (buf, "You %s.", buf1);
620
621 if (dam != 0)
622 {
623 if (dam < 10)
624 op->play_sound (sound_find ("player_hits1"));
625 else if (dam < 20)
626 op->play_sound (sound_find ("player_hits2"));
627 else
628 op->play_sound (sound_find ("player_hits3"));
629 }
630
631 new_draw_info (NDI_BLACK, 0, hitter, buf);
632 }
633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
634 {
635 /* look for stacked spells and start reducing the message chances */
636 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
637 {
638 i = 4;
639 map = hitter->map;
640 if (out_of_map (map, hitter->x, hitter->y))
641 return;
642
643 next = GET_MAP_OB (map, hitter->x, hitter->y);
644 if (next)
645 while (next)
646 {
647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
648 i *= 3;
649
650 tmp = next;
651 next = tmp->above;
652 }
653
654 if (i < 0)
655 return;
656
657 if (rndm (0, i) != 0)
658 return;
659 }
660 else if (rndm (0, 5) != 0)
661 return;
662
663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
664 op->play_sound (sound_find ("player_hits4"));
665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
666 }
667 }
668
669
670 static int
671 get_attack_mode (object **target, object **hitter, int *simple_attack)
672 {
673 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
674 {
675 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
676 return 1;
677 }
678
679 if ((*target)->head)
680 *target = (*target)->head;
681
682 if ((*hitter)->head)
683 *hitter = (*hitter)->head;
684
685 if ((*target)->type == LOCKED_DOOR)
686 return 1; // locked doors cannot be hit
687
688 if ((*hitter)->env || (*target)->env)
689 {
690 *simple_attack = 1;
691 return 0;
692 }
693
694 if (QUERY_FLAG (*target, FLAG_REMOVED)
695 || QUERY_FLAG (*hitter, FLAG_REMOVED)
696 || !(*hitter)->map
697 || !on_same_map (*hitter, *target))
698 {
699 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
700 (*hitter)->debug_desc (), (*target)->debug_desc ());
701 return 1;
702 }
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 > abs (op->speed) * -0.3f)
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 (!simple_attack)
777 {
778 /* If you hit something, the victim should *always* wake up.
779 * Before, invisible hitters could avoid doing this.
780 * -b.t. */
781 if (QUERY_FLAG (op, FLAG_SLEEP))
782 CLEAR_FLAG (op, FLAG_SLEEP);
783
784 /* If the victim can't see the attacker, it may alert others
785 * for help. */
786 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
787 npc_call_help (op);
788
789 /* if you were hidden and hit by a creature, you are discovered */
790 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
791 {
792 make_visible (op);
793
794 if (op->type == PLAYER)
795 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
796 }
797
798 /* thrown items (hitter) will have various effects
799 * when they hit the victim. For things like thrown daggers,
800 * this sets 'hitter' to the actual dagger, and not the
801 * wrapper object.
802 */
803 thrown_item_effect (hitter, op);
804
805 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
806 goto leave;
807 }
808
809 /* Need to do at least 1 damage, otherwise there is no point
810 * to go further and it will cause FPE's below.
811 */
812 if (hitdam <= 0)
813 hitdam = 1;
814
815 type = hitter->attacktype;
816
817 if (!type)
818 type = AT_PHYSICAL;
819
820 /* Handle monsters that hit back */
821 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
822 {
823 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
824 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
825
826 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
827
828 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
829 goto leave;
830 }
831
832 /* In the new attack code, it should handle multiple attack
833 * types in its area, so remove it from here.
834 */
835 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
836
837 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
838 goto leave;
839 } /* end of if hitter hit op */
840 /* if we missed, dam=0 */
841
842 /*attack_message(dam, type, op, hitter); */
843
844 goto leave;
845
846 error:
847 dam = 1;
848
849 leave:
850
851 return dam;
852 }
853
854 int
855 attack_ob (object *op, object *hitter)
856 {
857 hitter = hitter->head_ ();
858
859 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
860 }
861
862 /* op is the arrow, tmp is what is stopping the arrow.
863 *
864 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
865 */
866 static int
867 stick_arrow (object *op, object *tmp)
868 {
869 /* If the missile hit a player, we insert it in their inventory.
870 * However, if the missile is heavy, we don't do so (assume it falls
871 * to the ground after a hit). What a good value for this is up to
872 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
873 * stick around.
874 */
875 if (op->weight <= 5000 && tmp->stats.hp >= 0)
876 {
877 tmp->head_ ()->insert (op);
878 return 1;
879 }
880 else
881 return 0;
882 }
883
884 /* hit_with_arrow() disassembles the missile, attacks the victim and
885 * reassembles the missile.
886 *
887 * It returns a pointer to the reassembled missile, or NULL if the missile
888 * isn't available anymore.
889 */
890 object *
891 hit_with_arrow (object *op, object *victim)
892 {
893 object *container, *hitter;
894 int hit_something = 0;
895
896 /* Disassemble missile */
897 if (op->inv)
898 {
899 container = op;
900 hitter = op->inv;
901 hitter->remove ();
902 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
903 /* Note that we now have an empty THROWN_OBJ on the map. Code that
904 * might be called until this THROWN_OBJ is either reassembled or
905 * removed at the end of this function must be able to deal with empty
906 * THROWN_OBJs. */
907 }
908 else
909 {
910 container = 0;
911 hitter = op;
912 }
913
914 /* Try to hit victim */
915 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
916
917 /* Arrow attacks door, rune of summoning is triggered, demon is put on
918 * arrow, move_apply() calls this function, arrow sticks in demon,
919 * attack_ob_simple() returns, and we've got an arrow that still exists
920 * but is no longer on the map. Ugh. (Beware: Such things can happen at
921 * other places as well!)
922 */
923 if (hitter->destroyed () || hitter->env != NULL)
924 {
925 if (container)
926 {
927 container->remove ();
928 container->destroy ();
929 }
930
931 return 0;
932 }
933
934 /* Missile hit victim */
935 /* if the speed is > 10, then this is a fast moving arrow, we go straight
936 * through the target
937 */
938 if (hit_something && op->speed <= 10.0)
939 {
940 /* Stop arrow */
941 if (!container)
942 {
943 hitter = fix_stopped_arrow (hitter);
944 if (!hitter)
945 return 0;
946 }
947 else
948 container->destroy ();
949
950 /* Try to stick arrow into victim */
951 if (!victim->destroyed () && stick_arrow (hitter, victim))
952 return 0;
953
954 /* Else try to put arrow on victim's map square
955 * remove check for P_WALL here. If the arrow got to this
956 * space, that is good enough - with the new movement code,
957 * there is now the potential for lots of spaces where something
958 * can fly over but not otherwise move over. What is the correct
959 * way to handle those otherwise?
960 */
961 if (victim->x != hitter->x || victim->y != hitter->y)
962 {
963 hitter->remove ();
964 hitter->x = victim->x;
965 hitter->y = victim->y;
966 insert_ob_in_map (hitter, victim->map, hitter, 0);
967 }
968 else
969 /* Else leave arrow where it is */
970 merge_ob (hitter, NULL);
971
972 return 0;
973 }
974
975 if (hit_something && op->speed >= 10.0)
976 op->speed -= 1.0;
977
978 /* Missile missed victim - reassemble missile */
979 if (container)
980 {
981 hitter->remove ();
982 insert_ob_in_ob (hitter, container);
983 }
984
985 return op;
986 }
987
988 void
989 tear_down_wall (object *op)
990 {
991 int perc = 0;
992
993 if (!op->stats.maxhp)
994 {
995 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
996 perc = 1;
997 }
998 else if (!GET_ANIM_ID (op))
999 {
1000 /* Object has been called - no animations, so remove it */
1001 if (op->stats.hp < 0)
1002 op->destroy ();
1003
1004 return; /* no animations, so nothing more to do */
1005 }
1006
1007 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1008
1009 if (perc >= (int) NUM_ANIMATIONS (op))
1010 perc = NUM_ANIMATIONS (op) - 1;
1011 else if (perc < 1)
1012 perc = 1;
1013
1014 SET_ANIMATION (op, perc);
1015 update_object (op, UP_OBJ_FACE);
1016
1017 if (perc == NUM_ANIMATIONS (op) - 1)
1018 { /* Reached the last animation */
1019 if (op->face == blank_face)
1020 /* If the last face is blank, remove the ob */
1021 op->destroy ();
1022 else
1023 { /* The last face was not blank, leave an image */
1024 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1025 update_all_los (op->map, op->x, op->y);
1026 op->move_block = 0;
1027 CLEAR_FLAG (op, FLAG_ALIVE);
1028 }
1029 }
1030 }
1031
1032 void
1033 scare_creature (object *target, object *hitter)
1034 {
1035 object *owner = hitter->owner;
1036
1037 if (!owner)
1038 owner = hitter;
1039
1040 SET_FLAG (target, FLAG_SCARED);
1041 if (!target->enemy)
1042 target->enemy = owner;
1043 }
1044
1045 /* This returns the amount of damage hitter does to op with the
1046 * appropriate attacktype. Only 1 attacktype should be set at a time.
1047 * This doesn't damage the player, but returns how much it should
1048 * take. However, it will do other effects (paralyzation, slow, etc.)
1049 * Note - changed for PR code - we now pass the attack number and not
1050 * the attacktype. Makes it easier for the PR code. */
1051 int
1052 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1053 {
1054 int doesnt_slay = 1;
1055
1056 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1057 if (attacknum >= NROFATTACKS)
1058 {
1059 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1060 return 0;
1061 }
1062
1063 if (dam < 0)
1064 {
1065 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1066 dam, hitter->debug_desc (), op->debug_desc ());
1067 return 0;
1068 }
1069
1070 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1071 * people can't mess with that or it otherwise get confused. */
1072 if (attacknum == ATNR_INTERNAL)
1073 return dam;
1074
1075 if (hitter->slaying)
1076 {
1077 if ((op->race && strstr (hitter->slaying, op->race))
1078 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1079 {
1080 doesnt_slay = 0;
1081 dam *= 3;
1082 }
1083 }
1084
1085 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1086 if (op->resist[attacknum])
1087 {
1088 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1089 * in case 0>dam>1, we try to "simulate" a float value-effect */
1090 dam *= (100 - op->resist[attacknum]);
1091 if (dam >= 100)
1092 dam /= 100;
1093 else
1094 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1095 }
1096
1097 /* Special hack. By default, if immune to something, you
1098 * shouldn't need to worry. However, acid is an exception, since
1099 * it can still damage your items. Only include attacktypes if
1100 * special processing is needed */
1101
1102 if (op->resist[attacknum] >= 100
1103 && doesnt_slay
1104 && attacknum != ATNR_ACID)
1105 return 0;
1106
1107 /* Keep this in order - makes things easier to find */
1108
1109 switch (attacknum)
1110 {
1111 case ATNR_PHYSICAL:
1112 /* here also check for diseases */
1113 check_physically_infect (op, hitter);
1114 break;
1115
1116 /* Don't need to do anything for:
1117 magic,
1118 fire,
1119 electricity,
1120 cold */
1121
1122 case ATNR_CONFUSION:
1123 case ATNR_POISON:
1124 case ATNR_SLOW:
1125 case ATNR_PARALYZE:
1126 case ATNR_FEAR:
1127 case ATNR_CANCELLATION:
1128 case ATNR_DEPLETE:
1129 case ATNR_BLIND:
1130 {
1131 /* chance for inflicting a special attack depends on the
1132 * difference between attacker's and defender's level
1133 */
1134 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1135
1136 /* First, only creatures/players with speed can be affected.
1137 * Second, just getting hit doesn't mean it always affects
1138 * you. Third, you still get a saving through against the
1139 * effect.
1140 */
1141 if (op->speed &&
1142 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1143 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1144 {
1145
1146 /* Player has been hit by something */
1147 if (attacknum == ATNR_CONFUSION)
1148 confuse_player (op, hitter, dam);
1149 else if (attacknum == ATNR_POISON)
1150 poison_player (op, hitter, dam);
1151 else if (attacknum == ATNR_SLOW)
1152 slow_player (op, hitter, dam);
1153 else if (attacknum == ATNR_PARALYZE)
1154 paralyze_player (op, hitter, dam);
1155 else if (attacknum == ATNR_FEAR)
1156 scare_creature (op, hitter);
1157 else if (attacknum == ATNR_CANCELLATION)
1158 cancellation (op);
1159 else if (attacknum == ATNR_DEPLETE)
1160 op->drain_stat ();
1161 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1162 blind_player (op, hitter, dam);
1163 }
1164
1165 dam = 0; /* These are all effects and don't do real damage */
1166 }
1167 break;
1168
1169 case ATNR_ACID:
1170 {
1171 int flag = 0;
1172
1173 /* Items only get corroded if you're not on a battleground and
1174 * if your acid resistance is below 50%. */
1175 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1176 {
1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1178 {
1179 if (tmp->invisible)
1180 continue;
1181 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1182 /* >= 10% acid res. on items will protect these */
1183 continue;
1184 if (!(tmp->materials & M_IRON))
1185 continue;
1186 if (tmp->magic < -4) /* Let's stop at -5 */
1187 continue;
1188 if (tmp->type == RING
1189 /* removed boots and gloves from exclusion list in PR */
1190 || tmp->type == GIRDLE
1191 || tmp->type == AMULET
1192 || tmp->type == WAND
1193 || tmp->type == ROD
1194 || tmp->type == HORN)
1195 continue; /* To avoid some strange effects */
1196
1197 /* High damage acid has better chance of corroding
1198 objects */
1199 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1200 {
1201 flag = 1;
1202 tmp->magic--;
1203
1204 if (object *pl = tmp->visible_to ())
1205 {
1206 /* Make this more visible */
1207 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1208 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1209
1210 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1211 }
1212 }
1213 }
1214
1215 if (flag)
1216 op->update_stats (); /* Something was corroded */
1217 }
1218 }
1219 break;
1220
1221 case ATNR_DRAIN:
1222 {
1223 /* rate is the proportion of exp drained. High rate means
1224 * not much is drained, low rate means a lot is drained.
1225 */
1226 int rate;
1227
1228 if (op->resist[ATNR_DRAIN] >= 0)
1229 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1230 else
1231 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1232
1233 if (op->stats.exp <= rate)
1234 {
1235 if (op->type == GOLEM)
1236 dam = 999; /* Its force is "sucked" away. 8) */
1237 else
1238 /* If we can't drain, lets try to do physical damage */
1239 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1240 }
1241 else
1242 {
1243 /* Randomly give the hitter some hp */
1244 if (hitter->stats.hp < hitter->stats.maxhp &&
1245 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1246 hitter->stats.hp++;
1247
1248 /* Can't do drains on battleground spaces.
1249 * Move the wiz check up here - before, the hitter wouldn't gain exp
1250 * exp, but the wiz would still lose exp! If drainee is a wiz,
1251 * nothing happens.
1252 * Try to credit the owner. We try to display player -> player drain
1253 * attacks, hence all the != PLAYER checks.
1254 */
1255 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1256 {
1257 object *owner = hitter->owner;
1258
1259 if (owner && owner != hitter)
1260 {
1261 if (op->type != PLAYER || owner->type != PLAYER)
1262 change_exp (owner, op->stats.exp / (rate * 2),
1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1264 }
1265 else if (op->type != PLAYER || hitter->type != PLAYER)
1266 change_exp (hitter, op->stats.exp / (rate * 2),
1267 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1268
1269 change_exp (op, -op->stats.exp / rate, NULL, 0);
1270 }
1271
1272 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1273 * drain attack, you won't know that you are actually sucking out EXP,
1274 * as the messages will say you missed
1275 */
1276 }
1277 }
1278 break;
1279
1280 case ATNR_TURN_UNDEAD:
1281 {
1282 if (QUERY_FLAG (op, FLAG_UNDEAD))
1283 {
1284 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1285 object *god = find_god (determine_god (owner));
1286 int div = 1;
1287
1288 /* if undead are not an enemy of your god, you turn them
1289 * at half strength */
1290 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1291 div = 2;
1292
1293 /* Give a bonus if you resist turn undead */
1294 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1295 scare_creature (op, owner);
1296 }
1297 else
1298 dam = 0; /* don't damage non undead - should we damage
1299 undead? */
1300 }
1301 break;
1302
1303 case ATNR_DEATH:
1304 deathstrike_player (op, hitter, &dam);
1305 break;
1306
1307 case ATNR_CHAOS:
1308 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1309 dam = 0;
1310 break;
1311
1312 case ATNR_COUNTERSPELL:
1313 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1314 dam = 0;
1315 /* This should never happen. Counterspell is handled
1316 * seperately and filtered out. If this does happen,
1317 * Counterspell has no effect on anything but spells, so it
1318 * does no damage. */
1319 break;
1320
1321 case ATNR_HOLYWORD:
1322 {
1323 /* This has already been handled by hit_player,
1324 * no need to check twice -- DAMN */
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326
1327 /* As with turn undead above, give a bonus on the saving throw */
1328 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1329 scare_creature (op, owner);
1330 }
1331 break;
1332
1333 case ATNR_LIFE_STEALING:
1334 {
1335 int new_hp;
1336
1337 /* this is replacement to drain for players, instead of taking
1338 * exp it takes hp. It is geared for players, probably not
1339 * much use giving it to monsters
1340 *
1341 * life stealing doesn't do a lot of damage, but it gives the
1342 * damage it does do to the player. Given that,
1343 * it only does 1/10'th normal damage (hence the divide by
1344 * 1000).
1345 */
1346 /* You can't steal life from something undead */
1347 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1348 return 0;
1349
1350 /* If drain protection is higher than life stealing, use that */
1351 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1352 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1353 else
1354 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1355
1356 /* You die at -1 hp, not zero. */
1357 if (dam > (op->stats.hp + 1))
1358 dam = op->stats.hp + 1;
1359
1360 new_hp = hitter->stats.hp + dam;
1361 if (new_hp > hitter->stats.maxhp)
1362 new_hp = hitter->stats.maxhp;
1363
1364 if (new_hp > hitter->stats.hp)
1365 hitter->stats.hp = new_hp;
1366 }
1367 }
1368
1369 return dam;
1370 }
1371
1372 /* GROS: This code comes from hit_player. It has been made external to
1373 * allow script procedures to "kill" objects in a combat-like fashion.
1374 * It was initially used by (kill-object) developed for the Collector's
1375 * Sword. Note that nothing has been changed from the original version
1376 * of the following code.
1377 * op is what is being killed.
1378 * dam is the damage done to it.
1379 * hitter is what is hitting it.
1380 * type is the attacktype.
1381 *
1382 * This function was a bit of a mess with hitter getting changed,
1383 * values being stored away but not used, etc. I've cleaned it up
1384 * a bit - I think it should be functionally equivalant.
1385 * MSW 2002-07-17
1386 */
1387 int
1388 kill_object (object *op, int dam, object *hitter, int type)
1389 {
1390 char buf[MAX_BUF];
1391 const char *skill;
1392 int maxdam = 0;
1393 int battleg = 0; /* true if op standing on battleground */
1394 int pk = 0; /* true if op and what controls hitter are both players */
1395 object *owner = 0;
1396 object *skop = 0;
1397
1398 if (op->stats.hp >= 0)
1399 return -1;
1400
1401 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1402 return 0;
1403
1404 /* maxdam needs to be the amount of damage it took to kill
1405 * this creature. The function(s) that call us have already
1406 * adjusted the creatures HP total, so that is negative.
1407 */
1408 maxdam = dam + op->stats.hp + 1;
1409
1410 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1411 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1412
1413 if (op->type == DOOR)
1414 {
1415 op->set_speed (0.1f);
1416 op->speed_left = -0.05f;
1417 return maxdam;
1418 }
1419
1420 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1421 {
1422 op->destroy ();
1423 return maxdam;
1424 }
1425
1426 /* Now lets start dealing with experience we get for killing something */
1427
1428 owner = hitter->owner;
1429 if (!owner)
1430 owner = hitter;
1431
1432 /* is the victim (op) standing on battleground? */
1433 if (op_on_battleground (op, NULL, NULL))
1434 battleg = 1;
1435
1436 /* is this player killing? */
1437 if (op->type == PLAYER && owner->type == PLAYER)
1438 pk = 1;
1439
1440 /* Player killed something */
1441 if (owner->type == PLAYER)
1442 {
1443 /* Log players killing other players - makes it easier to detect
1444 * and filter out malicious player killers - that is why the
1445 * ip address is included.
1446 */
1447 if (op->type == PLAYER && !battleg)
1448 {
1449 time_t t = time (NULL);
1450 struct tm *tmv;
1451 char buf[256];
1452
1453 tmv = localtime (&t);
1454 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1455
1456 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1457 }
1458
1459 /* try to filter some things out - basically, if you are
1460 * killing a level 1 creature and your level 20, you
1461 * probably don't want to see that.
1462 */
1463 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1464 {
1465 if (owner != hitter)
1466 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1467 else
1468 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1469
1470 /* Only play sounds for melee kills */
1471 if (hitter->type == PLAYER)
1472 owner->play_sound (sound_find ("player_kills"));
1473 }
1474
1475 /* If a player kills another player, not on
1476 * battleground, the "killer" looses 1 luck. Since this is
1477 * not reversible, it's actually quite a pain IMHO. -AV
1478 * Fix bug in that we were changing the luck of the hitter, not
1479 * player that the object belonged to - so if you killed another player
1480 * with spells, pets, whatever, there was no penalty.
1481 * Changed to make luck penalty configurable in settings.
1482 */
1483 if (op->type == PLAYER && owner != op && !battleg)
1484 owner->change_luck (-settings.pk_luck_penalty);
1485
1486 /* This code below deals with finding the appropriate skill
1487 * to credit exp to. This is a bit problematic - we should
1488 * probably never really have to look at current_weapon->skill
1489 */
1490 skill = 0;
1491
1492 if (hitter->skill && hitter->type != PLAYER)
1493 skill = hitter->skill;
1494 else if (owner->chosen_skill)
1495 {
1496 skop = owner->chosen_skill;
1497 skill = skop->skill;
1498 }
1499 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1500 skill = owner->current_weapon->skill;
1501 else
1502 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1503
1504 /* We have the skill we want to credit to - now find the object this goes
1505 * to. Make sure skop is an actual skill, and not a skill tool!
1506 */
1507 if ((!skop || skop->type != SKILL) && skill)
1508 {
1509 int i;
1510
1511 for (i = 0; i < NUM_SKILLS; i++)
1512 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1513 {
1514 skop = owner->contr->last_skill_ob[i];
1515 break;
1516 }
1517 }
1518 } /* Was it a player that hit somethign */
1519 else
1520 skill = 0;
1521
1522 /* Pet (or spell) killed something. */
1523 if (owner != hitter)
1524 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1525 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1526 else
1527 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1528 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1529 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1530
1531 /* These may have been set in the player code section above */
1532 if (!skop)
1533 skop = hitter->chosen_skill;
1534
1535 if (!skill && skop)
1536 skill = skop->skill;
1537
1538 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1539
1540 /* If you didn't kill yourself, and your not the wizard */
1541 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1542 {
1543 int exp;
1544
1545 /* Really don't give much experience for killing other players */
1546 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1547 if (op->type == PLAYER)
1548 {
1549 if (battleg)
1550 {
1551 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1552 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1553 }
1554 else
1555 exp = op->stats.exp / 1000;
1556 }
1557 else
1558 exp = calc_skill_exp (owner, op, skop);
1559
1560 /* if op is standing on "battleground" (arena), no way to gain
1561 * exp by killing him
1562 */
1563 if (battleg)
1564 exp = 0;
1565
1566 /* Don't know why this is set this way - doesn't make
1567 * sense to just divide everything by two for no reason.
1568 */
1569
1570 if (!settings.simple_exp)
1571 exp = exp / 2;
1572
1573 if (owner->type != PLAYER || owner->contr->party == NULL)
1574 change_exp (owner, exp, skill, 0);
1575 else
1576 {
1577 int shares = 0, count = 0;
1578 partylist *party = owner->contr->party;
1579
1580 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1581
1582 for_all_players (pl)
1583 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1584 {
1585 count++;
1586 shares += (pl->ob->level + 4);
1587 }
1588
1589 if (count == 1 || shares > exp || !shares)
1590 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1591 else
1592 {
1593 int share = exp / shares, given = 0, nexp;
1594
1595 for_all_players (pl)
1596 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1597 {
1598 nexp = (pl->ob->level + 4) * share;
1599 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1600 given += nexp;
1601 }
1602
1603 exp -= given;
1604 /* give any remainder to the player */
1605 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1606 }
1607 } /* else part of a party */
1608 } /* end if person didn't kill himself */
1609
1610 if (op->type != PLAYER)
1611 {
1612 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1613 {
1614 object *owner1 = op->owner;
1615
1616 if (owner1 && owner1->type == PLAYER)
1617 {
1618 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1619 /* Maybe we should include the owner that killed this, maybe not */
1620 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1621 }
1622
1623 remove_friendly_object (op);
1624 }
1625
1626 op->destroy ();
1627 }
1628 else
1629 /* Player has been killed! */
1630 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1631
1632 /* This was return -1 - that doesn't seem correct - if we return -1, process
1633 * continues in the calling function.
1634 */
1635 return maxdam;
1636 }
1637
1638 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1639 * Returns 0 this is not friendly fire
1640 */
1641 int
1642 friendly_fire (object *op, object *hitter)
1643 {
1644 object *owner;
1645 int friendlyfire;
1646
1647 if (hitter->head)
1648 hitter = hitter->head;
1649
1650 friendlyfire = 0;
1651
1652 if (op->type == PLAYER)
1653 {
1654 if (op_on_battleground (hitter, 0, 0))
1655 return 0;
1656
1657 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1658 return 1;
1659
1660 if ((owner = hitter->owner) != NULL)
1661 {
1662 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1663 friendlyfire = 2;
1664 }
1665
1666 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1667 friendlyfire = 0;
1668 }
1669
1670 return friendlyfire;
1671 }
1672
1673 /* This isn't used just for players, but in fact most objects.
1674 * op is the object to be hit, dam is the amount of damage, hitter
1675 * is what is hitting the object, type is the attacktype, and
1676 * full_hit is set if monster area does not matter.
1677 * dam is base damage - protections/vulnerabilities/slaying matches can
1678 * modify it.
1679 */
1680 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1681 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1682 int
1683 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1684 {
1685 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1686 int maxattacktype, attacknum;
1687 int body_attack = op && op->head; /* Did we hit op's head? */
1688 int simple_attack;
1689 int rtn_kill = 0;
1690 int friendlyfire;
1691
1692 if (get_attack_mode (&op, &hitter, &simple_attack))
1693 return 0;
1694
1695 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1696 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1697 return 0;
1698
1699 // only allow pk for hostile players
1700 if (op->type == PLAYER)
1701 {
1702 object *owner = hitter->owner;
1703
1704 if (!owner)
1705 owner = hitter;
1706
1707 if (owner->type == PLAYER
1708 && (!op_on_battleground (op, 0, 0)
1709 && (op->contr->peaceful || owner->contr->peaceful))
1710 && op != owner)
1711 return 0;
1712 }
1713
1714 if (body_attack)
1715 {
1716 /* slow and paralyze must hit the head. But we don't want to just
1717 * return - we still need to process other attacks the spell still
1718 * might have. So just remove the paralyze and slow attacktypes,
1719 * and keep on processing if we have other attacktypes.
1720 * return if only magic or nothing is left - under normal code
1721 * we don't attack with pure magic if there is another attacktype.
1722 * Only do processing if the initial attacktype includes one of those
1723 * attack so we don't cancel out things like magic bullet.
1724 */
1725 if (type & (AT_PARALYZE | AT_SLOW))
1726 {
1727 type &= ~(AT_PARALYZE | AT_SLOW);
1728
1729 if (!type || type == AT_MAGIC)
1730 return 0;
1731 }
1732 }
1733
1734 if (!simple_attack && op->type == DOOR)
1735 {
1736 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1737 if (tmp->type == RUNE || tmp->type == TRAP)
1738 {
1739 spring_trap (tmp, hitter);
1740
1741 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1742 return 0;
1743
1744 break;
1745 }
1746 }
1747
1748 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1749 {
1750 /* FIXME: If a player is killed by a rune in a door, the
1751 * destroyed() check above doesn't return, and might get here.
1752 */
1753
1754 /* FIXME: This for example happens when a dead door is on a mover and
1755 gets it's speed_left raised on each mover-tick.
1756 Doors are removed in a kinda funny way by giving them speed and speed_left
1757 and waiting for that to run out.
1758 */
1759 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1760 return 0;
1761 }
1762
1763 #ifdef ATTACK_DEBUG
1764 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1765 #endif
1766
1767 if (magic)
1768 {
1769 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1770 * in case 0>dam>1, we try to "simulate" a float value-effect */
1771 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1772 if (dam >= 100)
1773 dam /= 100;
1774 else
1775 dam = (dam > rndm (0, 99)) ? 1 : 0;
1776 }
1777
1778 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1779 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1780 */
1781 if (type & AT_CHAOS)
1782 {
1783 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1784 update_object (op, UP_OBJ_FACE);
1785 type &= ~AT_CHAOS;
1786 }
1787
1788 /* Holyword is really an attacktype modifier (like magic is). If
1789 * holyword is part of an attacktype, then make sure the creature is
1790 * a proper match, otherwise no damage.
1791 */
1792 if (type & AT_HOLYWORD)
1793 {
1794 object *god;
1795
1796 if ((!hitter->slaying ||
1797 (!(op->race && strstr (hitter->slaying, op->race)) &&
1798 !(op->name && strstr (hitter->slaying, op->name)))) &&
1799 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1800 (hitter->title != NULL
1801 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1802 return 0;
1803 }
1804
1805 maxattacktype = type; /* initialise this to something */
1806 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1807 {
1808 /* Magic isn't really a true attack type - it gets combined with other
1809 * attack types. As such, skip it over. However, if magic is
1810 * the only attacktype in the group, then still attack with it
1811 */
1812 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1813 continue;
1814
1815 /* Go through and hit the player with each attacktype, one by one.
1816 * hit_player_attacktype only figures out the damage, doesn't inflict
1817 * it. It will do the appropriate action for attacktypes with
1818 * effects (slow, paralization, etc.
1819 */
1820 if (type & attacktype)
1821 {
1822 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1823 /* the >= causes us to prefer messages from special attacks, if
1824 * the damage is equal.
1825 */
1826 if (ndam >= maxdam)
1827 {
1828 maxdam = ndam;
1829 maxattacktype = 1 << attacknum;
1830 }
1831 }
1832 }
1833
1834 /* if this is friendly fire then do a set % of damage only
1835 * Note - put a check in to make sure this attack is actually
1836 * doing damage - otherwise, the +1 in the code below will make
1837 * an attack do damage before when it otherwise didn't
1838 */
1839 friendlyfire = friendly_fire (op, hitter);
1840 if (friendlyfire && maxdam)
1841 {
1842 maxdam = ((dam * settings.set_friendly_fire) / 100);
1843
1844 #ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1846 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1847 #endif
1848 }
1849
1850 if (!full_hit)
1851 {
1852 int area;
1853 int remainder;
1854
1855 area = 0;
1856
1857 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1858 area++;
1859
1860 assert (area > 0);
1861
1862 /* basically: maxdam /= area; we try to "simulate" a float
1863 value-effect */
1864 remainder = 100 * (maxdam % area) / area;
1865 maxdam /= area;
1866 if (rndm (100) < remainder)
1867 maxdam++;
1868 }
1869
1870 #ifdef ATTACK_DEBUG
1871 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1872 #endif
1873
1874 // for now, only do this for active objects, otherwise they
1875 // keep a refcount for a long time and I see no usefulness
1876 // for an non-active objetc to know its enemy.
1877 if (op->active)
1878 if (hitter->owner)
1879 op->enemy = hitter->owner;
1880 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1881 op->enemy = hitter;
1882
1883 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1884 {
1885 /* The unaggressives look after themselves 8) */
1886 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1887 npc_call_help (op);
1888 }
1889
1890 if (magic && did_make_save (op, op->level, 0))
1891 maxdam = maxdam / 2;
1892
1893 attack_message (maxdam, maxattacktype, op, hitter);
1894
1895 op->stats.hp -= maxdam;
1896
1897 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1898 if ((op->stats.hp >= 0) &&
1899 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1900 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1901 {
1902
1903 if (QUERY_FLAG (op, FLAG_MONSTER))
1904 SET_FLAG (op, FLAG_RUN_AWAY);
1905 else
1906 scare_creature (op, hitter);
1907 }
1908
1909 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1910 {
1911 if (maxdam)
1912 tear_down_wall (op);
1913
1914 return maxdam; /* nothing more to do for wall */
1915 }
1916
1917 /* See if the creature has been killed */
1918 rtn_kill = kill_object (op, maxdam, hitter, type);
1919 if (rtn_kill != -1)
1920 return rtn_kill;
1921
1922
1923 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1924 * that before if the player was immune to ghosthit, the monster
1925 * remained - that is no longer the case.
1926 */
1927 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1928 hitter->destroy ();
1929
1930 /* Lets handle creatures that are splitting now */
1931 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1932 {
1933 int i;
1934 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1935 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1936 object *owner = op->owner;
1937
1938 if (!op->other_arch)
1939 {
1940 LOG (llevError, "SPLITTING without other_arch error.\n");
1941 return maxdam;
1942 }
1943
1944 op->remove ();
1945
1946 for (i = 0; i < op->stats.food; i++)
1947 { /* This doesn't handle op->more yet */
1948 object *tmp = arch_to_object (op->other_arch);
1949 int j;
1950
1951 tmp->stats.hp = op->stats.hp;
1952
1953 if (friendly)
1954 {
1955 add_friendly_object (tmp);
1956 tmp->attack_movement = PETMOVE;
1957
1958 if (owner)
1959 tmp->set_owner (owner);
1960 }
1961
1962 if (unaggressive)
1963 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1964
1965 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1966
1967 if (j == -1) /* No spot to put this monster */
1968 tmp->destroy ();
1969 else
1970 {
1971 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1972 insert_ob_in_map (tmp, op->map, NULL, 0);
1973 }
1974 }
1975
1976 op->destroy ();
1977 }
1978 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1979 hitter->destroy ();
1980
1981 return maxdam;
1982 }
1983
1984 void
1985 poison_player (object *op, object *hitter, int dam)
1986 {
1987 archetype *at = archetype::find ("poisoning");
1988 object *tmp = present_arch_in_ob (at, op);
1989
1990 if (tmp == NULL)
1991 {
1992 if ((tmp = arch_to_object (at)) == NULL)
1993 LOG (llevError, "Failed to clone arch poisoning.\n");
1994 else
1995 {
1996 tmp = insert_ob_in_ob (tmp, op);
1997 /* peterm: give poisoning some teeth. It should
1998 * be able to kill things better than it does:
1999 * damage should be dependent something--I choose to
2000 * do this: if it's a monster, the damage from the
2001 * poisoning goes as the level of the monster/2.
2002 * If anything else, goes as damage.
2003 */
2004
2005 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2006 tmp->stats.dam += hitter->level / 2;
2007 else
2008 tmp->stats.dam = dam;
2009
2010 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2011 if (hitter->skill && hitter->skill != tmp->skill)
2012 {
2013 tmp->skill = hitter->skill;
2014 }
2015
2016 tmp->stats.food += dam; /* more damage, longer poisoning */
2017
2018 if (op->type == PLAYER)
2019 {
2020 /* player looses stats, maximum is -10 of each */
2021 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2022 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2023 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2024 tmp->stats.Int = MAX (-dam / 7, -10);
2025 SET_FLAG (tmp, FLAG_APPLIED);
2026 op->update_stats ();
2027 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2028 op->play_sound (tmp->sound);
2029 }
2030
2031 if (hitter->type == PLAYER)
2032 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2033 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2034 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2035 }
2036
2037 tmp->speed_left = 0;
2038 }
2039 else
2040 tmp->stats.food++;
2041 }
2042
2043 void
2044 slow_player (object *op, object *hitter, int dam)
2045 {
2046 archetype *at = archetype::find ("slowness");
2047 object *tmp;
2048
2049 if (at == NULL)
2050 LOG (llevError, "Can't find slowness archetype.\n");
2051
2052 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2053 {
2054 tmp = arch_to_object (at);
2055 tmp = insert_ob_in_ob (tmp, op);
2056 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2057 }
2058 else
2059 tmp->stats.food++;
2060
2061 SET_FLAG (tmp, FLAG_APPLIED);
2062 tmp->speed_left = 0;
2063 op->update_stats ();
2064 }
2065
2066 void
2067 confuse_player (object *op, object *hitter, int dam)
2068 {
2069 object *tmp;
2070 int maxduration;
2071
2072 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2073 if (!tmp)
2074 {
2075 tmp = get_archetype (FORCE_NAME);
2076 tmp = insert_ob_in_ob (tmp, op);
2077 }
2078
2079 /* Duration added per hit and max. duration of confusion both depend
2080 * on the player's resistance
2081 */
2082 tmp->speed = 0.05;
2083 tmp->subtype = FORCE_CONFUSION;
2084 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2085 tmp->name = "confusion";
2086 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2087
2088 if (tmp->duration > maxduration)
2089 tmp->duration = maxduration;
2090
2091 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2092 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2093
2094 SET_FLAG (op, FLAG_CONFUSED);
2095 }
2096
2097 void
2098 blind_player (object *op, object *hitter, int dam)
2099 {
2100 object *tmp, *owner;
2101
2102 /* Save some work if we know it isn't going to affect the player */
2103 if (op->resist[ATNR_BLIND] == 100)
2104 return;
2105
2106 tmp = present_in_ob (BLINDNESS, op);
2107 if (!tmp)
2108 {
2109 tmp = get_archetype ("blindness");
2110 SET_FLAG (tmp, FLAG_BLIND);
2111 SET_FLAG (tmp, FLAG_APPLIED);
2112 /* use floats so we don't lose too much precision due to rounding errors.
2113 * speed is a float anyways.
2114 */
2115 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2116
2117 tmp = insert_ob_in_ob (tmp, op);
2118 change_abil (op, tmp); /* Mostly to display any messages */
2119 op->update_stats (); /* This takes care of some other stuff */
2120
2121 if (hitter->owner)
2122 owner = hitter->owner;
2123 else
2124 owner = hitter;
2125
2126 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2127 }
2128 tmp->stats.food += dam;
2129 if (tmp->stats.food > 10)
2130 tmp->stats.food = 10;
2131 }
2132
2133 void
2134 paralyze_player (object *op, object *hitter, int dam)
2135 {
2136 float effect, max;
2137
2138 /* object *tmp; */
2139
2140 /* This is strange stuff... someone knows for what this is
2141 * written? Well, i think this can and should be removed
2142 */
2143
2144 /*
2145 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2146 tmp=clone_arch(PARAIMAGE);
2147 tmp->x=op->x,tmp->y=op->y;
2148 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2149 }
2150 */
2151
2152 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2153 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2154
2155 if (effect == 0)
2156 return;
2157
2158 op->speed_left -= FABS (op->speed) * effect;
2159 /* tmp->stats.food+=(signed short) effect/op->speed; */
2160
2161 /* max number of ticks to be affected for. */
2162 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2163 if (op->speed_left < -(FABS (op->speed) * max))
2164 op->speed_left = (float) -(FABS (op->speed) * max);
2165
2166 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2167 }
2168
2169 /* Attempts to kill 'op'. hitter is the attack object, dam is
2170 * the computed damaged.
2171 */
2172 void
2173 deathstrike_player (object *op, object *hitter, int *dam)
2174 {
2175 /* The intention of a death attack is to kill outright things
2176 ** that are a lot weaker than the attacker, have a chance of killing
2177 ** things somewhat weaker than the caster, and no chance of
2178 ** killing something equal or stronger than the attacker.
2179 ** Also, if a deathstrike attack has a slaying, any monster
2180 ** whose name or race matches a comma-delimited list in the slaying
2181 ** field of the deathstriking object */
2182
2183 int atk_lev, def_lev, kill_lev;
2184
2185 if (hitter->slaying)
2186 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2187 return;
2188
2189 def_lev = op->level;
2190 if (def_lev < 1)
2191 {
2192 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2193 def_lev = 1;
2194 }
2195
2196 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2197 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2198 atk_lev, def_lev); */
2199
2200 if (atk_lev >= def_lev)
2201 {
2202 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2203
2204 /* Note that the below effectively means the ratio of the atk vs
2205 * defener level is important - if level 52 character has very little
2206 * chance of killing a level 50 monster. This should probably be
2207 * redone.
2208 */
2209 if (kill_lev >= def_lev)
2210 {
2211 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2212 /* I think this doesn't really do much. Because of
2213 * integer rounding, this only makes any difference if the
2214 * attack level is double the defender level.
2215 */
2216 *dam *= kill_lev / def_lev;
2217 }
2218 }
2219 else
2220 *dam = 0; /* no harm done */
2221 }
2222
2223 /* thrown_item_effect() - handles any special effects of thrown
2224 * items (like attacking living creatures--a potion thrown at a
2225 * monster).
2226 */
2227 static void
2228 thrown_item_effect (object *hitter, object *victim)
2229 {
2230 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2231 {
2232 /* May not need a switch for just 2 types, but this makes it
2233 * easier for expansion.
2234 */
2235 switch (hitter->type)
2236 {
2237 case POTION:
2238 /* should player get a save throw instead of checking magic protection? */
2239 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2240 (void) apply_potion (victim, hitter);
2241 break;
2242
2243 case POISON: /* poison drinks */
2244 /* As with potions, should monster get a save? */
2245 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2246 apply_poison (victim, hitter);
2247 break;
2248
2249 /* Removed case statements that did nothing.
2250 * food may be poisonous, but monster must be willing to eat it,
2251 * so we don't handle it here.
2252 * Containers should perhaps break open, but that code was disabled.
2253 */
2254 }
2255 }
2256 }
2257
2258 /* adj_attackroll() - adjustments to attacks by various conditions */
2259 int
2260 adj_attackroll (object *hitter, object *target)
2261 {
2262 object *attacker = hitter;
2263 int adjust = 0;
2264
2265 /* safety */
2266 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2267 {
2268 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2269 return 0;
2270 }
2271
2272 /* aimed missiles use the owning object's sight */
2273 if (is_aimed_missile (hitter))
2274 {
2275 if ((attacker = hitter->owner) == NULL)
2276 attacker = hitter;
2277 /* A player who saves but hasn't quit still could have objects
2278 * owned by him - need to handle that case to avoid crashes.
2279 */
2280 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2281 attacker = hitter;
2282 }
2283 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2284 return 0;
2285
2286 /* determine the condtions under which we make an attack.
2287 * Add more cases, as the need occurs. */
2288
2289 if (!can_see_enemy (attacker, target))
2290 {
2291 /* target is unseen */
2292 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2293 adjust -= 10;
2294 /* dark map penalty for the hitter (lacks infravision if we got here). */
2295 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2296 adjust -= target->map->darkness;
2297 }
2298
2299 if (QUERY_FLAG (attacker, FLAG_SCARED))
2300 adjust -= 3;
2301
2302 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2303 adjust += 1;
2304
2305 if (QUERY_FLAG (target, FLAG_SCARED))
2306 adjust += 1;
2307
2308 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2309 adjust -= 3;
2310
2311 /* if we attack at a different 'altitude' its harder */
2312 if ((attacker->move_type & target->move_type) == 0)
2313 adjust -= 2;
2314
2315 #if 0
2316 /* slower attacks are less likely to succeed. We should use a
2317 * comparison between attacker/target speeds BUT, players have
2318 * a generally faster speed, so this will wind up being a HUGE
2319 * disadantage for the monsters! Too bad, because missiles which
2320 * fly fast should have a better chance of hitting a slower target.
2321 */
2322 if (hitter->speed < target->speed)
2323 adjust += ((float) hitter->speed - target->speed);
2324 #endif
2325
2326 #if 0
2327 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2328 #endif
2329
2330 return adjust;
2331 }
2332
2333 /* determine if the object is an 'aimed' missile */
2334 int
2335 is_aimed_missile (object *op)
2336 {
2337
2338 /* I broke what used to be one big if into a few nested
2339 * ones so that figuring out the logic is at least possible.
2340 */
2341 if (op && (op->move_type & MOVE_FLYING))
2342 if (op->type == ARROW || op->type == THROWN_OBJ)
2343 return 1;
2344 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2345 return 1;
2346
2347 return 0;
2348 }