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/cvs/deliantra/server/server/attack.C
Revision: 1.9
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +1943 -1740 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_attack_c =
4 * "$Id: attack.C,v 1.8 2006-09-03 00:18:42 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28 */
29 #include <assert.h>
30 #include <global.h>
31 #include <living.h>
32 #include <material.h>
33 #include <skills.h>
34
35 #ifndef __CEXTRACT__
36 # include <sproto.h>
37 #endif
38
39 #include <sounds.h>
40
41 typedef struct att_msg_str
42 {
43 char *msg1;
44 char *msg2;
45 } att_msg;
46
47 /*#define ATTACK_DEBUG*/
48
49 /* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52 void
53 cancellation (object *op)
54 {
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81 }
82
83
84
85 /* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item).
88 */
89
90 int
91 did_make_save_item (object *op, int type, object *originator)
92 {
93 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt;
95
96 if (op->materialname == NULL)
97 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL)
107 return TRUE;
108 roll = rndm (1, 20);
109
110 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype.
117 */
118 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129
130 for (number = 0; number < NROFATTACKS; number++)
131 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++;
136 if (op->resist[number] == 100)
137 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++;
142 }
143
144 if (saves == attacks || attacks == 0)
145 return TRUE;
146 if ((saves == 0) || (rndm (1, attacks) > saves))
147 return FALSE;
148 return TRUE;
149 }
150
151 /* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.)
154 */
155
156 void
157 save_throw_object (object *op, int type, object *originator)
158 {
159 if (!did_make_save_item (op, type, originator))
160 {
161 object *env = op->env;
162 int x = op->x, y = op->y;
163 mapstruct *m = op->map;
164
165 op = stop_item (op);
166 if (op == NULL)
167 return;
168
169 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t.
176 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 {
179 const char *arch = op->other_arch->name;
180
181 op = decrease_ob_nr (op, 1);
182 if (op)
183 fix_stopped_item (op, m, originator);
184 if ((op = get_archetype (arch)) != NULL)
185 {
186 if (env)
187 {
188 op->x = env->x, op->y = env->y;
189 insert_ob_in_ob (op, env);
190 if (env->contr)
191 esrv_send_item (env, op);
192 }
193 else
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0);
197 }
198 }
199 return;
200 }
201 if (type & AT_CANCELLATION)
202 { /* Cancellation. */
203 cancellation (op);
204 fix_stopped_item (op, m, originator);
205 return;
206 }
207 if (op->nrof > 1)
208 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED))
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env)
231 {
232 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env);
235 }
236 else
237 {
238 replace_insert_ob_in_map ("burnout", originator);
239 }
240 }
241 return;
242 }
243 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube");
248
249 if (at == NULL)
250 return;
251 op = stop_item (op);
252 if (op == NULL)
253 return;
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255 {
256 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want
260 * that for ones we create.
261 */
262 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0);
265 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED))
267 remove_ob (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return;
270 }
271 }
272
273 /* Object op is hitting the map.
274 * op is going in direction 'dir'
275 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise.
278 */
279
280 int
281 hit_map (object *op, int dir, int type, int full_hit)
282 {
283 object *tmp, *next;
284 mapstruct *map;
285 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED))
291 {
292 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0;
294 }
295
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
299 return 0;
300 }
301
302 if (!op->map)
303 {
304 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
305 return 0;
306 }
307
308 if (op->head)
309 op = op->head;
310
311 op_tag = op->count;
312
313 map = op->map;
314 x = op->x + freearr_x[dir];
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318
319 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
322 return 0;
323
324 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive
326 */
327
328 if (type & AT_COUNTERSPELL)
329 {
330 counterspell (op, dir); /* see spell_effect.c */
331
332 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing.
334 */
335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
337 return 0;
338 }
339 type &= ~AT_COUNTERSPELL;
340 }
341
342 if (type & AT_CHAOS)
343 {
344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
345 update_object (op, UP_OBJ_FACE);
346 type &= ~AT_CHAOS;
347 }
348
349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
367 break;
368 }
369 tmp = next;
370 next = tmp->above;
371 if (next)
372 next_tag = next->count;
373
374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used.
383 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y)
385 continue;
386
387 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1;
391 if (was_destroyed (op, op_tag))
392 break;
393 }
394 /* Here we are potentially destroying an object. If the object has
395 * NO_PASS set, it is also immune - you can't destroy walls. Note
396 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement
398 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now.
400 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
402 {
403 save_throw_object (tmp, type, op);
404 if (was_destroyed (op, op_tag))
405 break;
406 }
407 }
408 return 0;
409 }
410
411 void
412 attack_message (int dam, int type, object *op, object *hitter)
413 {
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0;
416 mapstruct *map;
417 object *next, *tmp;
418
419 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919]
422 */
423
424 if (dam == 9998 && op->type == DOOR)
425 {
426 sprintf (buf1, "unlock %s", &op->name);
427 sprintf (buf2, " unlocks");
428 found++;
429 }
430 if (dam < 0)
431 {
432 sprintf (buf1, "hit %s", &op->name);
433 sprintf (buf2, " hits");
434 found++;
435 }
436 else if (dam == 0)
437 {
438 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses");
440 found++;
441 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
449 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (op->type == DOOR && !found)
455 {
456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
457 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
458 {
459 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++;
462 break;
463 }
464 }
465 else if (hitter->type == PLAYER && IS_LIVE (op))
466 {
467 if (USING_SKILL (hitter, SK_KARATE))
468 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
471 {
472 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
473 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
474 found++;
475 break;
476 }
477 }
478 else if (USING_SKILL (hitter, SK_CLAWING))
479 {
480 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
481 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
482 {
483 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
484 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
485 found++;
486 break;
487 }
488 }
489 else if (USING_SKILL (hitter, SK_PUNCHING))
490 {
491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
492 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
493 {
494 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
495 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
496 found++;
497 break;
498 }
499 }
500 }
501 if (found)
502 {
503 /* done */
504 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
506 {
507 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_DRAIN && IS_LIVE (op))
517 {
518 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op))
529 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++;
536 break;
537 }
538 }
539 else if (type & AT_COLD && IS_LIVE (op))
540 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
545 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
546 found++;
547 break;
548 }
549 }
550 else if (type & AT_FIRE)
551 {
552 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
553 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
554 {
555 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
556 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557 found++;
558 break;
559 }
560 }
561 else if (hitter->current_weapon != NULL)
562 {
563 int mtype;
564
565 switch (hitter->current_weapon->weapontype)
566 {
567 case WEAP_HIT:
568 mtype = ATM_BASIC;
569 break;
570 case WEAP_SLASH:
571 mtype = ATM_SLASH;
572 break;
573 case WEAP_PIERCE:
574 mtype = ATM_PIERCE;
575 break;
576 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE;
578 break;
579 case WEAP_SLICE:
580 mtype = ATM_SLICE;
581 break;
582 case WEAP_STAB:
583 mtype = ATM_STAB;
584 break;
585 case WEAP_WHIP:
586 mtype = ATM_WHIP;
587 break;
588 case WEAP_CRUSH:
589 mtype = ATM_CRUSH;
590 break;
591 case WEAP_BLUD:
592 mtype = ATM_BLUD;
593 break;
594 default:
595 mtype = ATM_BASIC;
596 break;
597 }
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602 strcpy (buf2, attack_mess[mtype][i].buf3);
603 found++;
604 break;
605 }
606 }
607 else
608 {
609 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
610 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
611 {
612 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
613 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
614 found++;
615 break;
616 }
617 }
618
619 if (!found)
620 {
621 strcpy (buf1, "hit");
622 strcpy (buf2, " hits");
623 }
624
625 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
627 return;
628
629 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5))
631 return;
632
633 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 {
636 if (get_owner (hitter) != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else
639 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2);
641 if (dam != 0)
642 {
643 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
645 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
647 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
649 }
650 }
651 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */
653
654 if (hitter->type == PLAYER)
655 {
656 sprintf (buf, "You %s.", buf1);
657 if (dam != 0)
658 {
659 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
661 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
663 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
665 }
666 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
669 {
670 /* look for stacked spells and start reducing the message chances */
671 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 {
673 i = 4;
674 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y))
676 return;
677 next = get_map_ob (map, hitter->x, hitter->y);
678 if (next)
679 while (next)
680 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3;
683 tmp = next;
684 next = tmp->above;
685 }
686 if (i < 0)
687 return;
688 if (rndm (0, i) != 0)
689 return;
690 }
691 else if (rndm (0, 5) != 0)
692 return;
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 }
697 }
698
699
700 static int
701 get_attack_mode (object **target, object **hitter, int *simple_attack)
702 {
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1;
707 }
708 if ((*target)->head)
709 *target = (*target)->head;
710 if ((*hitter)->head)
711 *hitter = (*hitter)->head;
712 if ((*hitter)->env != NULL || (*target)->env != NULL)
713 {
714 *simple_attack = 1;
715 return 0;
716 }
717 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
719 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
721 return 1;
722 }
723 *simple_attack = 0;
724 return 0;
725 }
726
727 static int
728 abort_attack (object *target, object *hitter, int simple_attack)
729 {
730
731 /* Check if target and hitter are still in a relation similar to the one
732 * determined by get_attack_mode(). Returns true if the relation has changed.
733 */
734 int new_mode;
735
736 if (hitter->env == target || target->env == hitter)
737 new_mode = 1;
738 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
739 return 1;
740 else
741 new_mode = 0;
742 return new_mode != simple_attack;
743 }
744
745 static void thrown_item_effect (object *, object *);
746
747 static int
748 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749 {
750 int simple_attack, roll, dam = 0;
751 uint32 type;
752 shstr op_name;
753 tag_t op_tag, hitter_tag;
754
755 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error;
757
758 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0);
761
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767
768 /*
769 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters.
771 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
773 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail.
778 */
779 op->speed_left--;
780 process_object (op);
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
782 goto error;
783 }
784
785 op_name = op->name;
786
787 roll = random_roll (1, 20, hitter, PREFER_HIGH);
788
789 /* Adjust roll for various situations. */
790 if (!simple_attack)
791 roll += adj_attackroll (hitter, op);
792
793 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 {
796 int hitdam = base_dam;
797
798 if (settings.casting_time == TRUE)
799 {
800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 {
802 hitter->casting_time = -1;
803 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
804 }
805 if ((op->casting_time > -1) && (hitdam > 0))
806 {
807 op->casting_time = -1;
808 if (op->type == PLAYER)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
811 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 }
813 }
814 }
815 if (!simple_attack)
816 {
817 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this.
819 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP);
822
823 /* If the victim can't see the attacker, it may alert others
824 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
826 npc_call_help (op);
827
828 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 {
831 make_visible (op);
832 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834 }
835
836 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object.
840 */
841 thrown_item_effect (hitter, op);
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
843 goto leave;
844 }
845
846 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below.
848 */
849 if (hitdam <= 0)
850 hitdam = 1;
851
852 type = hitter->attacktype;
853 if (!type)
854 type = AT_PHYSICAL;
855 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
862 goto leave;
863 }
864
865 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here.
867 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
870 goto leave;
871 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */
873
874 /*attack_message(dam, type, op, hitter); */
875
876 goto leave;
877
878 error:
879 dam = 1;
880
881 leave:
882
883 return dam;
884 }
885
886 int
887 attack_ob (object *op, object *hitter)
888 {
889
890 if (hitter->head)
891 hitter = hitter->head;
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893 }
894
895 /* op is the arrow, tmp is what is stopping the arrow.
896 *
897 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
898 */
899 static int
900 stick_arrow (object *op, object *tmp)
901 {
902 /* If the missile hit a player, we insert it in their inventory.
903 * However, if the missile is heavy, we don't do so (assume it falls
904 * to the ground after a hit). What a good value for this is up to
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around.
907 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 {
910 if (tmp->head != NULL)
911 tmp = tmp->head;
912 remove_ob (op);
913 op = insert_ob_in_ob (op, tmp);
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916 return 1;
917 }
918 else
919 return 0;
920 }
921
922 /* hit_with_arrow() disassembles the missile, attacks the victim and
923 * reassembles the missile.
924 *
925 * It returns a pointer to the reassembled missile, or NULL if the missile
926 * isn't available anymore.
927 */
928 object *
929 hit_with_arrow (object *op, object *victim)
930 {
931 object *container, *hitter;
932 int hit_something = 0;
933 tag_t victim_tag, hitter_tag;
934 sint16 victim_x, victim_y;
935
936 /* Disassemble missile */
937 if (op->inv)
938 {
939 container = op;
940 hitter = op->inv;
941 remove_ob (hitter);
942 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
943 /* Note that we now have an empty THROWN_OBJ on the map. Code that
944 * might be called until this THROWN_OBJ is either reassembled or
945 * removed at the end of this function must be able to deal with empty
946 * THROWN_OBJs. */
947 }
948 else
949 {
950 container = NULL;
951 hitter = op;
952 }
953
954 /* Try to hit victim */
955 victim_x = victim->x;
956 victim_y = victim->y;
957 victim_tag = victim->count;
958 hitter_tag = hitter->count;
959
960 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
961
962 /* Arrow attacks door, rune of summoning is triggered, demon is put on
963 * arrow, move_apply() calls this function, arrow sticks in demon,
964 * attack_ob_simple() returns, and we've got an arrow that still exists
965 * but is no longer on the map. Ugh. (Beware: Such things can happen at
966 * other places as well!)
967 */
968 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
969 {
970 if (container)
971 {
972 remove_ob (container);
973 free_object (container);
974 }
975 return NULL;
976 }
977
978 /* Missile hit victim */
979 /* if the speed is > 10, then this is a fast moving arrow, we go straight
980 * through the target
981 */
982 if (hit_something && op->speed <= 10.0)
983 {
984 /* Stop arrow */
985 if (container == NULL)
986 {
987 hitter = fix_stopped_arrow (hitter);
988 if (hitter == NULL)
989 return NULL;
990 }
991 else
992 {
993 remove_ob (container);
994 free_object (container);
995 }
996
997 /* Try to stick arrow into victim */
998 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
999 return NULL;
1000
1001 /* Else try to put arrow on victim's map square
1002 * remove check for P_WALL here. If the arrow got to this
1003 * space, that is good enough - with the new movement code,
1004 * there is now the potential for lots of spaces where something
1005 * can fly over but not otherwise move over. What is the correct
1006 * way to handle those otherwise?
1007 */
1008 if (victim_x != hitter->x || victim_y != hitter->y)
1009 {
1010 remove_ob (hitter);
1011 hitter->x = victim_x;
1012 hitter->y = victim_y;
1013 insert_ob_in_map (hitter, victim->map, hitter, 0);
1014 }
1015 else
1016 {
1017 /* Else leave arrow where it is */
1018 merge_ob (hitter, NULL);
1019 }
1020 return NULL;
1021 }
1022
1023 if (hit_something && op->speed >= 10.0)
1024 op->speed -= 1.0;
1025
1026 /* Missile missed victim - reassemble missile */
1027 if (container)
1028 {
1029 remove_ob (hitter);
1030 insert_ob_in_ob (hitter, container);
1031 }
1032 return op;
1033 }
1034
1035
1036 void
1037 tear_down_wall (object *op)
1038 {
1039 int perc = 0;
1040
1041 if (!op->stats.maxhp)
1042 {
1043 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1044 perc = 1;
1045 }
1046 else if (!GET_ANIM_ID (op))
1047 {
1048 /* Object has been called - no animations, so remove it */
1049 if (op->stats.hp < 0)
1050 {
1051 remove_ob (op); /* Should update LOS */
1052 free_object (op);
1053 /* Don't know why this is here - remove_ob should do it for us */
1054 /*update_position(m, x, y); */
1055 }
1056 return; /* no animations, so nothing more to do */
1057 }
1058 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1059 if (perc >= (int) NUM_ANIMATIONS (op))
1060 perc = NUM_ANIMATIONS (op) - 1;
1061 else if (perc < 1)
1062 perc = 1;
1063 SET_ANIMATION (op, perc);
1064 update_object (op, UP_OBJ_FACE);
1065 if (perc == NUM_ANIMATIONS (op) - 1)
1066 { /* Reached the last animation */
1067 if (op->face == blank_face)
1068 {
1069 /* If the last face is blank, remove the ob */
1070 remove_ob (op); /* Should update LOS */
1071 free_object (op);
1072
1073 /* remove_ob should call update_position for us */
1074 /*update_position(m, x, y); */
1075
1076 }
1077 else
1078 { /* The last face was not blank, leave an image */
1079 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1080 update_all_los (op->map, op->x, op->y);
1081 op->move_block = 0;
1082 CLEAR_FLAG (op, FLAG_ALIVE);
1083 }
1084 }
1085 }
1086
1087 void
1088 scare_creature (object *target, object *hitter)
1089 {
1090 object *owner = get_owner (hitter);
1091
1092 if (!owner)
1093 owner = hitter;
1094
1095 SET_FLAG (target, FLAG_SCARED);
1096 if (!target->enemy)
1097 target->enemy = owner;
1098 }
1099
1100
1101 /* This returns the amount of damage hitter does to op with the
1102 * appropriate attacktype. Only 1 attacktype should be set at a time.
1103 * This doesn't damage the player, but returns how much it should
1104 * take. However, it will do other effects (paralyzation, slow, etc.)
1105 * Note - changed for PR code - we now pass the attack number and not
1106 * the attacktype. Makes it easier for the PR code. */
1107
1108 int
1109 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1110 {
1111
1112 int doesnt_slay = 1;
1113
1114 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1115 if (attacknum >= NROFATTACKS)
1116 {
1117 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1118 return 0;
1119 }
1120
1121 if (dam < 0)
1122 {
1123 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1124 return 0;
1125 }
1126
1127 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1128 * people can't mess with that or it otherwise get confused. */
1129 if (attacknum == ATNR_INTERNAL)
1130 return dam;
1131
1132 if (hitter->slaying)
1133 {
1134 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1135 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1136 {
1137 doesnt_slay = 0;
1138 dam *= 3;
1139 }
1140 }
1141
1142 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1143 if (op->resist[attacknum])
1144 {
1145 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1146 * in case 0>dam>1, we try to "simulate" a float value-effect */
1147 dam *= (100 - op->resist[attacknum]);
1148 if (dam >= 100)
1149 dam /= 100;
1150 else
1151 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1152 }
1153
1154 /* Special hack. By default, if immune to something, you
1155 * shouldn't need to worry. However, acid is an exception, since
1156 * it can still damage your items. Only include attacktypes if
1157 * special processing is needed */
1158
1159 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1160 return 0;
1161
1162 /* Keep this in order - makes things easier to find */
1163
1164 switch (attacknum)
1165 {
1166 case ATNR_PHYSICAL:
1167 /* here also check for diseases */
1168 check_physically_infect (op, hitter);
1169 break;
1170
1171 /* Don't need to do anything for:
1172 magic,
1173 fire,
1174 electricity,
1175 cold */
1176
1177 case ATNR_CONFUSION:
1178 case ATNR_POISON:
1179 case ATNR_SLOW:
1180 case ATNR_PARALYZE:
1181 case ATNR_FEAR:
1182 case ATNR_CANCELLATION:
1183 case ATNR_DEPLETE:
1184 case ATNR_BLIND:
1185 {
1186 /* chance for inflicting a special attack depends on the
1187 * difference between attacker's and defender's level
1188 */
1189 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1190
1191 /* First, only creatures/players with speed can be affected.
1192 * Second, just getting hit doesn't mean it always affects
1193 * you. Third, you still get a saving through against the
1194 * effect.
1195 */
1196 if (op->speed &&
1197 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1198 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1199 {
1200
1201 /* Player has been hit by something */
1202 if (attacknum == ATNR_CONFUSION)
1203 confuse_player (op, hitter, dam);
1204 else if (attacknum == ATNR_POISON)
1205 poison_player (op, hitter, dam);
1206 else if (attacknum == ATNR_SLOW)
1207 slow_player (op, hitter, dam);
1208 else if (attacknum == ATNR_PARALYZE)
1209 paralyze_player (op, hitter, dam);
1210 else if (attacknum == ATNR_FEAR)
1211 scare_creature (op, hitter);
1212 else if (attacknum == ATNR_CANCELLATION)
1213 cancellation (op);
1214 else if (attacknum == ATNR_DEPLETE)
1215 drain_stat (op);
1216 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1217 blind_player (op, hitter, dam);
1218 }
1219 dam = 0; /* These are all effects and don't do real damage */
1220 }
1221 break;
1222 case ATNR_ACID:
1223 {
1224 int flag = 0;
1225
1226 /* Items only get corroded if you're not on a battleground and
1227 * if your acid resistance is below 50%. */
1228 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1229 {
1230 object *tmp;
1231
1232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1233 {
1234 if (tmp->invisible)
1235 continue;
1236 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1237 /* >= 10% acid res. on itmes will protect these */
1238 continue;
1239 if (!(tmp->material & M_IRON))
1240 continue;
1241 if (tmp->magic < -4) /* Let's stop at -5 */
1242 continue;
1243 if (tmp->type == RING ||
1244 /* removed boots and gloves from exclusion list in
1245 PR */
1246 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1247 continue; /* To avoid some strange effects */
1248
1249 /* High damage acid has better chance of corroding
1250 objects */
1251 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1252 {
1253 if (op->type == PLAYER)
1254 /* Make this more visible */
1255 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1256 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1257 flag = 1;
1258 tmp->magic--;
1259 if (op->type == PLAYER)
1260 esrv_send_item (op, tmp);
1261 }
1262 }
1263 if (flag)
1264 fix_player (op); /* Something was corroded */
1265 }
1266 }
1267 break;
1268 case ATNR_DRAIN:
1269 {
1270 /* rate is the proportion of exp drained. High rate means
1271 * not much is drained, low rate means a lot is drained.
1272 */
1273 int rate;
1274
1275 if (op->resist[ATNR_DRAIN] >= 0)
1276 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1277 else
1278 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1279
1280 if (op->stats.exp <= rate)
1281 {
1282 if (op->type == GOLEM)
1283 dam = 999; /* Its force is "sucked" away. 8) */
1284 else
1285 /* If we can't drain, lets try to do physical damage */
1286 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1287 }
1288 else
1289 {
1290 /* Randomly give the hitter some hp */
1291 if (hitter->stats.hp < hitter->stats.maxhp &&
1292 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1293 hitter->stats.hp++;
1294
1295 /* Can't do drains on battleground spaces.
1296 * Move the wiz check up here - before, the hitter wouldn't gain exp
1297 * exp, but the wiz would still lose exp! If drainee is a wiz,
1298 * nothing happens.
1299 * Try to credit the owner. We try to display player -> player drain
1300 * attacks, hence all the != PLAYER checks.
1301 */
1302 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1303 {
1304 object *owner = get_owner (hitter);
1305
1306 if (owner && owner != hitter)
1307 {
1308 if (op->type != PLAYER || owner->type != PLAYER)
1309 change_exp (owner, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1311 }
1312 else if (op->type != PLAYER || hitter->type != PLAYER)
1313 {
1314 change_exp (hitter, op->stats.exp / (rate * 2),
1315 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1316 }
1317 change_exp (op, -op->stats.exp / rate, NULL, 0);
1318 }
1319 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1320 * drain attack, you won't know that you are actually sucking out EXP,
1321 * as the messages will say you missed
1322 */
1323 }
1324 }
1325 break;
1326 case ATNR_TURN_UNDEAD:
1327 {
1328 if (QUERY_FLAG (op, FLAG_UNDEAD))
1329 {
1330 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1331 object *god = find_god (determine_god (owner));
1332 int div = 1;
1333
1334 /* if undead are not an enemy of your god, you turn them
1335 * at half strength */
1336 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1337 div = 2;
1338 /* Give a bonus if you resist turn undead */
1339 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1340 scare_creature (op, owner);
1341 }
1342 else
1343 dam = 0; /* don't damage non undead - should we damage
1344 undead? */
1345 }
1346 break;
1347 case ATNR_DEATH:
1348 deathstrike_player (op, hitter, &dam);
1349 break;
1350 case ATNR_CHAOS:
1351 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1352 dam = 0;
1353 break;
1354 case ATNR_COUNTERSPELL:
1355 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1356 dam = 0;
1357 /* This should never happen. Counterspell is handled
1358 * seperately and filtered out. If this does happen,
1359 * Counterspell has no effect on anything but spells, so it
1360 * does no damage. */
1361 break;
1362 case ATNR_HOLYWORD:
1363 {
1364 /* This has already been handled by hit_player,
1365 * no need to check twice -- DAMN */
1366
1367 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1368
1369 /* As with turn undead above, give a bonus on the saving throw */
1370 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1371 scare_creature (op, owner);
1372 }
1373 break;
1374 case ATNR_LIFE_STEALING:
1375 {
1376 int new_hp;
1377
1378 /* this is replacement to drain for players, instead of taking
1379 * exp it takes hp. It is geared for players, probably not
1380 * much use giving it to monsters
1381 *
1382 * life stealing doesn't do a lot of damage, but it gives the
1383 * damage it does do to the player. Given that,
1384 * it only does 1/10'th normal damage (hence the divide by
1385 * 1000).
1386 */
1387 /* You can't steal life from something undead */
1388 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1389 return 0;
1390 /* If drain protection is higher than life stealing, use that */
1391 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1392 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1393 else
1394 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1395 /* You die at -1 hp, not zero. */
1396 if (dam > (op->stats.hp + 1))
1397 dam = op->stats.hp + 1;
1398 new_hp = hitter->stats.hp + dam;
1399 if (new_hp > hitter->stats.maxhp)
1400 new_hp = hitter->stats.maxhp;
1401 if (new_hp > hitter->stats.hp)
1402 hitter->stats.hp = new_hp;
1403 }
1404 }
1405 return dam;
1406 }
1407
1408
1409 /* GROS: This code comes from hit_player. It has been made external to
1410 * allow script procedures to "kill" objects in a combat-like fashion.
1411 * It was initially used by (kill-object) developed for the Collector's
1412 * Sword. Note that nothing has been changed from the original version
1413 * of the following code.
1414 * op is what is being killed.
1415 * dam is the damage done to it.
1416 * hitter is what is hitting it.
1417 * type is the attacktype.
1418 *
1419 * This function was a bit of a mess with hitter getting changed,
1420 * values being stored away but not used, etc. I've cleaned it up
1421 * a bit - I think it should be functionally equivalant.
1422 * MSW 2002-07-17
1423 */
1424 int
1425 kill_object (object *op, int dam, object *hitter, int type)
1426 {
1427 char buf[MAX_BUF];
1428 const char *skill;
1429 int maxdam = 0;
1430 int battleg = 0; /* true if op standing on battleground */
1431 int pk = 0; /* true if op and what controls hitter are both players */
1432 object *owner = NULL;
1433 object *skop = NULL;
1434
1435 if (op->stats.hp >= 0)
1436 return -1;
1437
1438 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1439 return 0;
1440
1441 /* maxdam needs to be the amount of damage it took to kill
1442 * this creature. The function(s) that call us have already
1443 * adjusted the creatures HP total, so that is negative.
1444 */
1445 maxdam = dam + op->stats.hp + 1;
1446
1447 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1448 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1449
1450 if (op->type == DOOR)
1451 {
1452 op->speed = 0.1;
1453 update_ob_speed (op);
1454 op->speed_left = -0.05;
1455 return maxdam;
1456 }
1457 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1458 {
1459 remove_friendly_object (op);
1460 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1461 {
1462 op->owner->contr->ranges[range_golem] = NULL;
1463 op->owner->contr->golem_count = 0;
1464 }
1465
1466 remove_ob (op);
1467 free_object (op);
1468 return maxdam;
1469 }
1470
1471 /* Now lets start dealing with experience we get for killing something */
1472
1473 owner = get_owner (hitter);
1474 if (owner == NULL)
1475 owner = hitter;
1476
1477 /* is the victim (op) standing on battleground? */
1478 if (op_on_battleground (op, NULL, NULL))
1479 battleg = 1;
1480
1481 /* is this player killing? */
1482 if (op->type == PLAYER && owner->type == PLAYER)
1483 pk = 1;
1484
1485 /* Player killed something */
1486 if (owner->type == PLAYER)
1487 {
1488 Log_Kill (owner->name,
1489 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1490
1491 /* Log players killing other players - makes it easier to detect
1492 * and filter out malicious player killers - that is why the
1493 * ip address is included.
1494 */
1495 if (op->type == PLAYER && !battleg)
1496 {
1497 time_t t = time (NULL);
1498 struct tm *tmv;
1499 char buf[256];
1500
1501 tmv = localtime (&t);
1502 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1503
1504 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1505 }
1506
1507 /* try to filter some things out - basically, if you are
1508 * killing a level 1 creature and your level 20, you
1509 * probably don't want to see that.
1510 */
1511 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1512 {
1513 if (owner != hitter)
1514 {
1515 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1516 }
1517 else
1518 {
1519 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1520 }
1521 /* Only play sounds for melee kills */
1522 if (hitter->type == PLAYER)
1523 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1524 }
1525
1526 /* If a player kills another player, not on
1527 * battleground, the "killer" looses 1 luck. Since this is
1528 * not reversible, it's actually quite a pain IMHO. -AV
1529 * Fix bug in that we were changing the luck of the hitter, not
1530 * player that the object belonged to - so if you killed another player
1531 * with spells, pets, whatever, there was no penalty.
1532 * Changed to make luck penalty configurable in settings.
1533 */
1534 if (op->type == PLAYER && owner != op && !battleg)
1535 change_luck (owner, -settings.pk_luck_penalty);
1536
1537 /* This code below deals with finding the appropriate skill
1538 * to credit exp to. This is a bit problematic - we should
1539 * probably never really have to look at current_weapon->skill
1540 */
1541 skill = NULL;
1542 if (hitter->skill && hitter->type != PLAYER)
1543 skill = hitter->skill;
1544 else if (owner->chosen_skill)
1545 {
1546 skill = owner->chosen_skill->skill;
1547 skop = owner->chosen_skill;
1548 }
1549 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1550 skill = owner->current_weapon->skill;
1551 else
1552 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1553
1554 /* We have the skill we want to credit to - now find the object this goes
1555 * to. Make sure skop is an actual skill, and not a skill tool!
1556 */
1557 if ((!skop || skop->type != SKILL) && skill)
1558 {
1559 int i;
1560
1561 for (i = 0; i < NUM_SKILLS; i++)
1562 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1563 {
1564 skop = owner->contr->last_skill_ob[i];
1565 break;
1566 }
1567 }
1568 } /* Was it a player that hit somethign */
1569 else
1570 {
1571 skill = NULL;
1572 }
1573
1574 /* Pet (or spell) killed something. */
1575 if (owner != hitter)
1576 {
1577 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1578 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1579 }
1580 else
1581 {
1582 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1583 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1584 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1585 }
1586 /* These may have been set in the player code section above */
1587 if (!skop)
1588 skop = hitter->chosen_skill;
1589 if (!skill && skop)
1590 skill = skop->skill;
1591
1592 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1593
1594
1595 /* If you didn't kill yourself, and your not the wizard */
1596 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1597 {
1598 int exp;
1599
1600 /* Really don't give much experience for killing other players */
1601 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1602 if (op->type == PLAYER)
1603 {
1604 if (battleg)
1605 {
1606 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1607 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1608 }
1609 else
1610 exp = op->stats.exp / 1000;
1611 }
1612 else
1613 exp = calc_skill_exp (owner, op, skop);
1614
1615 /* if op is standing on "battleground" (arena), no way to gain
1616 * exp by killing him
1617 */
1618 if (battleg)
1619 exp = 0;
1620
1621 /* Don't know why this is set this way - doesn't make
1622 * sense to just divide everything by two for no reason.
1623 */
1624
1625 if (!settings.simple_exp)
1626 exp = exp / 2;
1627
1628 if (owner->type != PLAYER || owner->contr->party == NULL)
1629 {
1630 change_exp (owner, exp, skill, 0);
1631 }
1632 else
1633 {
1634 int shares = 0, count = 0;
1635
1636 player *pl;
1637
1638 partylist *party = owner->contr->party;
1639
1640 #ifdef PARTY_KILL_LOG
1641 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1642 #endif
1643 for (pl = first_player; pl != NULL; pl = pl->next)
1644 {
1645 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1646 {
1647 count++;
1648 shares += (pl->ob->level + 4);
1649 }
1650 }
1651 if (count == 1 || shares > exp)
1652 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1653 else
1654 {
1655 int share = exp / shares, given = 0, nexp;
1656
1657 for (pl = first_player; pl != NULL; pl = pl->next)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 {
1661 nexp = (pl->ob->level + 4) * share;
1662 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1663 given += nexp;
1664 }
1665 }
1666 exp -= given;
1667 /* give any remainder to the player */
1668 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1669 }
1670 } /* else part of a party */
1671
1672 } /* end if person didn't kill himself */
1673
1674 if (op->type != PLAYER)
1675 {
1676 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1677 {
1678 object *owner1 = get_owner (op);
1679
1680 if (owner1 != NULL && owner1->type == PLAYER)
1681 {
1682 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1683 /* Maybe we should include the owner that killed this, maybe not */
1684 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1685 }
1686 remove_friendly_object (op);
1687 }
1688 remove_ob (op);
1689 free_object (op);
1690 }
1691 /* Player has been killed! */
1692 else
1693 {
1694 if (owner->type == PLAYER)
1695 {
1696 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1697 }
1698 else
1699 {
1700 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1701 op->contr->killer[BIG_NAME - 1] = '\0';
1702 }
1703 }
1704 /* This was return -1 - that doesn't seem correct - if we return -1, process
1705 * continues in the calling function.
1706 */
1707 return maxdam;
1708 }
1709
1710 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1711 * Returns 0 this is not friendly fire
1712 */
1713
1714 int
1715 friendly_fire (object *op, object *hitter)
1716 {
1717 object *owner;
1718 int friendlyfire;
1719
1720 if (hitter->head)
1721 hitter = hitter->head;
1722
1723 friendlyfire = 0;
1724
1725 if (op->type == PLAYER)
1726 {
1727 if (op_on_battleground (hitter, 0, 0))
1728 return 0;
1729
1730 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1731 return 1;
1732
1733 if ((owner = get_owner (hitter)) != NULL)
1734 {
1735 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1736 friendlyfire = 2;
1737 }
1738
1739 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1740 friendlyfire = 0;
1741 }
1742 return friendlyfire;
1743 }
1744
1745
1746 /* This isn't used just for players, but in fact most objects.
1747 * op is the object to be hit, dam is the amount of damage, hitter
1748 * is what is hitting the object, type is the attacktype, and
1749 * full_hit is set if monster area does not matter.
1750 * dam is base damage - protections/vulnerabilities/slaying matches can
1751 * modify it.
1752 */
1753
1754 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1755 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1756
1757 int
1758 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1759 {
1760 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1761 int maxattacktype, attacknum;
1762 int body_attack = op && op->head; /* Did we hit op's head? */
1763 int simple_attack;
1764 tag_t op_tag, hitter_tag;
1765 int rtn_kill = 0;
1766 int friendlyfire;
1767
1768 if (get_attack_mode (&op, &hitter, &simple_attack))
1769 return 0;
1770
1771 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1772 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1773 return 0;
1774
1775 #ifdef PROHIBIT_PLAYERKILL
1776 if (op->type == PLAYER)
1777 {
1778 object *owner = get_owner (hitter);
1779
1780 if (!owner)
1781 owner = hitter;
1782 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1783 {
1784 return 0;
1785 }
1786 }
1787 #endif
1788
1789 op_tag = op->count;
1790 hitter_tag = hitter->count;
1791
1792 if (body_attack)
1793 {
1794 /* slow and paralyze must hit the head. But we don't want to just
1795 * return - we still need to process other attacks the spell still
1796 * might have. So just remove the paralyze and slow attacktypes,
1797 * and keep on processing if we have other attacktypes.
1798 * return if only magic or nothing is left - under normal code
1799 * we don't attack with pure magic if there is another attacktype.
1800 * Only do processing if the initial attacktype includes one of those
1801 * attack so we don't cancel out things like magic bullet.
1802 */
1803 if (type & (AT_PARALYZE | AT_SLOW))
1804 {
1805 type &= ~(AT_PARALYZE | AT_SLOW);
1806 if (!type || type == AT_MAGIC)
1807 return 0;
1808 }
1809 }
1810
1811 if (!simple_attack && op->type == DOOR)
1812 {
1813 object *tmp;
1814
1815 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1816 if (tmp->type == RUNE || tmp->type == TRAP)
1817 {
1818 spring_trap (tmp, hitter);
1819 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1820 return 0;
1821 break;
1822 }
1823 }
1824
1825 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1826 {
1827 /* FIXME: If a player is killed by a rune in a door, the
1828 * was_destroyed() check above doesn't return, and might get here.
1829 */
1830 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1831 return 0;
1832 }
1833
1834 #ifdef ATTACK_DEBUG
1835 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1836 #endif
1837
1838 if (magic)
1839 {
1840 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1841 * in case 0>dam>1, we try to "simulate" a float value-effect */
1842 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1843 if (dam >= 100)
1844 dam /= 100;
1845 else
1846 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1847 }
1848
1849 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1850 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1851 */
1852 if (type & AT_CHAOS)
1853 {
1854 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1855 update_object (op, UP_OBJ_FACE);
1856 type &= ~AT_CHAOS;
1857 }
1858
1859 /* Holyword is really an attacktype modifier (like magic is). If
1860 * holyword is part of an attacktype, then make sure the creature is
1861 * a proper match, otherwise no damage.
1862 */
1863 if (type & AT_HOLYWORD)
1864 {
1865 object *god;
1866
1867 if ((!hitter->slaying ||
1868 (!(op->race && strstr (hitter->slaying, op->race)) &&
1869 !(op->name && strstr (hitter->slaying, op->name)))) &&
1870 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1871 (hitter->title != NULL
1872 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1873 return 0;
1874 }
1875
1876 maxattacktype = type; /* initialize this to something */
1877 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1878 {
1879 /* Magic isn't really a true attack type - it gets combined with other
1880 * attack types. As such, skip it over. However, if magic is
1881 * the only attacktype in the group, then still attack with it
1882 */
1883 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1884 continue;
1885
1886 /* Go through and hit the player with each attacktype, one by one.
1887 * hit_player_attacktype only figures out the damage, doesn't inflict
1888 * it. It will do the appropriate action for attacktypes with
1889 * effects (slow, paralization, etc.
1890 */
1891 if (type & attacktype)
1892 {
1893 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1894 /* the >= causes us to prefer messages from special attacks, if
1895 * the damage is equal.
1896 */
1897 if (ndam >= maxdam)
1898 {
1899 maxdam = ndam;
1900 maxattacktype = 1 << attacknum;
1901 }
1902 }
1903 }
1904
1905 /* if this is friendly fire then do a set % of damage only
1906 * Note - put a check in to make sure this attack is actually
1907 * doing damage - otherwise, the +1 in the code below will make
1908 * an attack do damage before when it otherwise didn't
1909 */
1910 friendlyfire = friendly_fire (op, hitter);
1911 if (friendlyfire && maxdam)
1912 {
1913 maxdam = ((dam * settings.set_friendly_fire) / 100);
1914 #ifndef COZY_SERVER
1915 maxdam++;
1916 #endif
1917
1918 #ifdef ATTACK_DEBUG
1919 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1920 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1921 #endif
1922 }
1923
1924 if (!full_hit)
1925 {
1926 archetype *at;
1927 int area;
1928 int remainder;
1929
1930 area = 0;
1931 for (at = op->arch; at != NULL; at = at->more)
1932 area++;
1933 assert (area > 0);
1934
1935 /* basically: maxdam /= area; we try to "simulate" a float
1936 value-effect */
1937 remainder = 100 * (maxdam % area) / area;
1938 maxdam /= area;
1939 if (RANDOM () % 100 < remainder)
1940 maxdam++;
1941 }
1942
1943 #ifdef ATTACK_DEBUG
1944 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1945 #endif
1946
1947 if (get_owner (hitter))
1948 op->enemy = hitter->owner;
1949 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1950 op->enemy = hitter;
1951
1952 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1953 {
1954 /* The unaggressives look after themselves 8) */
1955 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1956 npc_call_help (op);
1957 }
1958
1959 if (magic && did_make_save (op, op->level, 0))
1960 maxdam = maxdam / 2;
1961
1962 attack_message (maxdam, maxattacktype, op, hitter);
1963
1964 op->stats.hp -= maxdam;
1965
1966 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1967 if ((op->stats.hp >= 0) &&
1968 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1969 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1970 {
1971
1972 if (QUERY_FLAG (op, FLAG_MONSTER))
1973 SET_FLAG (op, FLAG_RUN_AWAY);
1974 else
1975 scare_creature (op, hitter);
1976 }
1977
1978 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1979 {
1980 if (maxdam)
1981 tear_down_wall (op);
1982 return maxdam; /* nothing more to do for wall */
1983 }
1984
1985 /* See if the creature has been killed */
1986 rtn_kill = kill_object (op, maxdam, hitter, type);
1987 if (rtn_kill != -1)
1988 return rtn_kill;
1989
1990
1991 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1992 * that before if the player was immune to ghosthit, the monster
1993 * remained - that is no longer the case.
1994 */
1995 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1996 {
1997 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1998 remove_friendly_object (hitter);
1999 remove_ob (hitter);
2000 free_object (hitter);
2001 }
2002 /* Lets handle creatures that are splitting now */
2003 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2004 {
2005 int i;
2006 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2007 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2008 object *owner = get_owner (op);
2009
2010 if (!op->other_arch)
2011 {
2012 LOG (llevError, "SPLITTING without other_arch error.\n");
2013 return maxdam;
2014 }
2015 remove_ob (op);
2016 for (i = 0; i < NROFNEWOBJS (op); i++)
2017 { /* This doesn't handle op->more yet */
2018 object *tmp = arch_to_object (op->other_arch);
2019 int j;
2020
2021 tmp->stats.hp = op->stats.hp;
2022 if (friendly)
2023 {
2024 SET_FLAG (tmp, FLAG_FRIENDLY);
2025 add_friendly_object (tmp);
2026 tmp->attack_movement = PETMOVE;
2027 if (owner != NULL)
2028 set_owner (tmp, owner);
2029 }
2030 if (unaggressive)
2031 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2032 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2033 if (j == -1) /* No spot to put this monster */
2034 free_object (tmp);
2035 else
2036 {
2037 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2038 insert_ob_in_map (tmp, op->map, NULL, 0);
2039 }
2040 }
2041 if (friendly)
2042 remove_friendly_object (op);
2043 free_object (op);
2044 }
2045 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2046 {
2047 remove_ob (hitter);
2048 free_object (hitter);
2049 }
2050 return maxdam;
2051 }
2052
2053
2054 void
2055 poison_player (object *op, object *hitter, int dam)
2056 {
2057 archetype *at = find_archetype ("poisoning");
2058 object *tmp = present_arch_in_ob (at, op);
2059
2060 if (tmp == NULL)
2061 {
2062 if ((tmp = arch_to_object (at)) == NULL)
2063 LOG (llevError, "Failed to clone arch poisoning.\n");
2064 else
2065 {
2066 tmp = insert_ob_in_ob (tmp, op);
2067 /* peterm: give poisoning some teeth. It should
2068 * be able to kill things better than it does:
2069 * damage should be dependent something--I choose to
2070 * do this: if it's a monster, the damage from the
2071 * poisoning goes as the level of the monster/2.
2072 * If anything else, goes as damage.
2073 */
2074
2075 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2076 tmp->stats.dam += hitter->level / 2;
2077 else
2078 tmp->stats.dam = dam;
2079
2080 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2081 if (hitter->skill && hitter->skill != tmp->skill)
2082 {
2083 tmp->skill = hitter->skill;
2084 }
2085
2086 tmp->stats.food += dam; /* more damage, longer poisoning */
2087
2088 if (op->type == PLAYER)
2089 {
2090 /* player looses stats, maximum is -10 of each */
2091 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2092 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2093 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2094 tmp->stats.Int = MAX (-dam / 7, -10);
2095 SET_FLAG (tmp, FLAG_APPLIED);
2096 fix_player (op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2098 }
2099 if (hitter->type == PLAYER)
2100 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2101 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2102 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2103 }
2104 tmp->speed_left = 0;
2105 }
2106 else
2107 tmp->stats.food++;
2108 }
2109
2110 void
2111 slow_player (object *op, object *hitter, int dam)
2112 {
2113 archetype *at = find_archetype ("slowness");
2114 object *tmp;
2115
2116 if (at == NULL)
2117 {
2118 LOG (llevError, "Can't find slowness archetype.\n");
2119 }
2120 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2121 {
2122 tmp = arch_to_object (at);
2123 tmp = insert_ob_in_ob (tmp, op);
2124 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2125 }
2126 else
2127 tmp->stats.food++;
2128 SET_FLAG (tmp, FLAG_APPLIED);
2129 tmp->speed_left = 0;
2130 fix_player (op);
2131 }
2132
2133 void
2134 confuse_player (object *op, object *hitter, int dam)
2135 {
2136 object *tmp;
2137 int maxduration;
2138
2139 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2140 if (!tmp)
2141 {
2142 tmp = get_archetype (FORCE_NAME);
2143 tmp = insert_ob_in_ob (tmp, op);
2144 }
2145
2146 /* Duration added per hit and max. duration of confusion both depend
2147 * on the player's resistance
2148 */
2149 tmp->speed = 0.05;
2150 tmp->subtype = FORCE_CONFUSION;
2151 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2152 tmp->name = "confusion";
2153 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2154 if (tmp->duration > maxduration)
2155 tmp->duration = maxduration;
2156
2157 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2158 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2159 SET_FLAG (op, FLAG_CONFUSED);
2160 }
2161
2162 void
2163 blind_player (object *op, object *hitter, int dam)
2164 {
2165 object *tmp, *owner;
2166
2167 /* Save some work if we know it isn't going to affect the player */
2168 if (op->resist[ATNR_BLIND] == 100)
2169 return;
2170
2171 tmp = present_in_ob (BLINDNESS, op);
2172 if (!tmp)
2173 {
2174 tmp = get_archetype ("blindness");
2175 SET_FLAG (tmp, FLAG_BLIND);
2176 SET_FLAG (tmp, FLAG_APPLIED);
2177 /* use floats so we don't lose too much precision due to rounding errors.
2178 * speed is a float anyways.
2179 */
2180 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2181
2182 tmp = insert_ob_in_ob (tmp, op);
2183 change_abil (op, tmp); /* Mostly to display any messages */
2184 fix_player (op); /* This takes care of some other stuff */
2185
2186 if (hitter->owner)
2187 owner = get_owner (hitter);
2188 else
2189 owner = hitter;
2190
2191 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2192 }
2193 tmp->stats.food += dam;
2194 if (tmp->stats.food > 10)
2195 tmp->stats.food = 10;
2196 }
2197
2198 void
2199 paralyze_player (object *op, object *hitter, int dam)
2200 {
2201 float effect, max;
2202
2203 /* object *tmp; */
2204
2205 /* This is strange stuff... someone knows for what this is
2206 * written? Well, i think this can and should be removed
2207 */
2208
2209 /*
2210 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2211 tmp=clone_arch(PARAIMAGE);
2212 tmp->x=op->x,tmp->y=op->y;
2213 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2214 }
2215 */
2216
2217 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2218 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2219
2220 if (effect == 0)
2221 return;
2222
2223 op->speed_left -= FABS (op->speed) * effect;
2224 /* tmp->stats.food+=(signed short) effect/op->speed; */
2225
2226 /* max number of ticks to be affected for. */
2227 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2228 if (op->speed_left < -(FABS (op->speed) * max))
2229 op->speed_left = (float) -(FABS (op->speed) * max);
2230
2231 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2232 }
2233
2234
2235 /* Attempts to kill 'op'. hitter is the attack object, dam is
2236 * the computed damaged.
2237 */
2238 void
2239 deathstrike_player (object *op, object *hitter, int *dam)
2240 {
2241 /* The intention of a death attack is to kill outright things
2242 ** that are a lot weaker than the attacker, have a chance of killing
2243 ** things somewhat weaker than the caster, and no chance of
2244 ** killing something equal or stronger than the attacker.
2245 ** Also, if a deathstrike attack has a slaying, any monster
2246 ** whose name or race matches a comma-delimited list in the slaying
2247 ** field of the deathstriking object */
2248
2249 int atk_lev, def_lev, kill_lev;
2250
2251 if (hitter->slaying)
2252 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2253 return;
2254
2255 def_lev = op->level;
2256 if (def_lev < 1)
2257 {
2258 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2259 def_lev = 1;
2260 }
2261 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2262 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2263 atk_lev, def_lev); */
2264
2265 if (atk_lev >= def_lev)
2266 {
2267 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2268
2269 /* Note that the below effectively means the ratio of the atk vs
2270 * defener level is important - if level 52 character has very little
2271 * chance of killing a level 50 monster. This should probably be
2272 * redone.
2273 */
2274 if (kill_lev >= def_lev)
2275 {
2276 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2277 /* I think this doesn't really do much. Because of
2278 * integer rounding, this only makes any difference if the
2279 * attack level is double the defender level.
2280 */
2281 *dam *= kill_lev / def_lev;
2282 }
2283 }
2284 else
2285 {
2286 *dam = 0; /* no harm done */
2287 }
2288 }
2289
2290 /* thrown_item_effect() - handles any special effects of thrown
2291 * items (like attacking living creatures--a potion thrown at a
2292 * monster).
2293 */
2294 static void
2295 thrown_item_effect (object *hitter, object *victim)
2296 {
2297 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2298 {
2299 /* May not need a switch for just 2 types, but this makes it
2300 * easier for expansion.
2301 */
2302 switch (hitter->type)
2303 {
2304 case POTION:
2305 /* should player get a save throw instead of checking magic protection? */
2306 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2307 (void) apply_potion (victim, hitter);
2308 break;
2309
2310 case POISON: /* poison drinks */
2311 /* As with potions, should monster get a save? */
2312 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2313 apply_poison (victim, hitter);
2314 break;
2315
2316 /* Removed case statements that did nothing.
2317 * food may be poisonous, but monster must be willing to eat it,
2318 * so we don't handle it here.
2319 * Containers should perhaps break open, but that code was disabled.
2320 */
2321 }
2322 }
2323 }
2324
2325 /* adj_attackroll() - adjustments to attacks by various conditions */
2326
2327 int
2328 adj_attackroll (object *hitter, object *target)
2329 {
2330 object *attacker = hitter;
2331 int adjust = 0;
2332
2333 /* safety */
2334 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2335 {
2336 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2337 return 0;
2338 }
2339
2340 /* aimed missiles use the owning object's sight */
2341 if (is_aimed_missile (hitter))
2342 {
2343 if ((attacker = get_owner (hitter)) == NULL)
2344 attacker = hitter;
2345 /* A player who saves but hasn't quit still could have objects
2346 * owned by him - need to handle that case to avoid crashes.
2347 */
2348 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2349 attacker = hitter;
2350 }
2351 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2352 return 0;
2353
2354 /* determine the condtions under which we make an attack.
2355 * Add more cases, as the need occurs. */
2356
2357 if (!can_see_enemy (attacker, target))
2358 {
2359 /* target is unseen */
2360 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2361 adjust -= 10;
2362 /* dark map penalty for the hitter (lacks infravision if we got here). */
2363 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2364 adjust -= target->map->darkness;
2365 }
2366
2367 if (QUERY_FLAG (attacker, FLAG_SCARED))
2368 adjust -= 3;
2369
2370 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2371 adjust += 1;
2372
2373 if (QUERY_FLAG (target, FLAG_SCARED))
2374 adjust += 1;
2375
2376 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2377 adjust -= 3;
2378
2379 /* if we attack at a different 'altitude' its harder */
2380 if ((attacker->move_type & target->move_type) == 0)
2381 adjust -= 2;
2382
2383 #if 0
2384 /* slower attacks are less likely to succeed. We should use a
2385 * comparison between attacker/target speeds BUT, players have
2386 * a generally faster speed, so this will wind up being a HUGE
2387 * disadantage for the monsters! Too bad, because missiles which
2388 * fly fast should have a better chance of hitting a slower target.
2389 */
2390 if (hitter->speed < target->speed)
2391 adjust += ((float) hitter->speed - target->speed);
2392 #endif
2393
2394 #if 0
2395 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2396 #endif
2397
2398 return adjust;
2399 }
2400
2401
2402 /* determine if the object is an 'aimed' missile */
2403 int
2404 is_aimed_missile (object *op)
2405 {
2406
2407 /* I broke what used to be one big if into a few nested
2408 * ones so that figuring out the logic is at least possible.
2409 */
2410 if (op && (op->move_type & MOVE_FLYING))
2411 {
2412 if (op->type == ARROW || op->type == THROWN_OBJ)
2413 return 1;
2414 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2415 return 1;
2416 }
2417 return 0;
2418 }