ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.94
Committed: Mon Sep 29 10:20:49 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +21 -18 lines
Log Message:
do the same everywhere else

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70 }
71
72 /* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item).
75 */
76 int
77 did_make_save_item (object *op, int type, object *originator)
78 {
79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt;
81
82 if (!op->materialname)
83 {
84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0) return TRUE;
110
111 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE;
113
114 for (number = 0; number < NROFATTACKS; number++)
115 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143 void
144 save_throw_object (object *op, int type, object *originator)
145 {
146 if (!did_make_save_item (op, type, originator))
147 {
148 object *env = op->env;
149 int x = op->x, y = op->y;
150 maptile *m = op->map;
151
152 op = stop_item (op);
153 if (!op)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 {
166 const char *arch = op->other_arch->archname;
167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
173 if (env)
174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
178
179 return;
180 }
181
182 if (type & AT_CANCELLATION)
183 { /* Cancellation. */
184 cancellation (op);
185 fix_stopped_item (op, m, originator);
186 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 op->insert_at (originator);
198 op->destroy_inv (true); // be explicit about dropping
199 op->destroy (true);
200 }
201
202 if (type & (AT_FIRE | AT_ELECTRICITY))
203 if (env)
204 {
205 op = archetype::get (shstr_burnout);
206 op->x = env->x, op->y = env->y;
207 env->insert (op);
208 }
209 else
210 replace_insert_ob_in_map (shstr_burnout, originator);
211
212 return;
213 }
214
215 /* The value of 50 is arbitrary. */
216 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
217 {
218 archetype *at = archetype::find (shstr_icecube);
219
220 if (at == NULL)
221 return;
222
223 op = stop_item (op);
224 if (op == NULL)
225 return;
226
227 object *tmp = present_arch (at, op->map, op->x, op->y);
228 if (!tmp)
229 {
230 tmp = arch_to_object (at);
231 tmp->x = op->x, tmp->y = op->y;
232 /* This was in the old (pre new movement code) -
233 * icecubes have slow_move set to 1 - don't want
234 * that for ones we create.
235 */
236 tmp->move_slow_penalty = 0;
237 tmp->move_slow = 0;
238 insert_ob_in_map (tmp, op->map, originator, 0);
239 }
240
241 tmp->insert (op);
242 return;
243 }
244 }
245
246 /* Object op is hitting the map.
247 * op is going in direction 'dir'
248 * type is the attacktype of the object.
249 * full_hit is set if monster area does not matter.
250 * returns 1 if it hits something, 0 otherwise.
251 */
252 int
253 hit_map (object *op, int dir, int type, int full_hit)
254 {
255 maptile *map;
256 sint16 x, y;
257 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
258
259 if (QUERY_FLAG (op, FLAG_FREED))
260 {
261 LOG (llevError, "BUG: hit_map(): free object\n");
262 return 0;
263 }
264
265 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
266 {
267 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
268 return 0;
269 }
270
271 if (!op->map)
272 {
273 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
274 return 0;
275 }
276
277 if (op->head)
278 op = op->head;
279
280 mapxy pos (op);
281 pos.move (dir);
282
283 if (!pos.normalise ())
284 return 0;
285
286 // elmex: a safe map tile can't be hit!
287 // this should prevent most harmful effects on items and players there.
288 mapspace &ms = pos.ms ();
289
290 if (ms.flags () & P_SAFE)
291 return 0;
292
293 /* peterm: a few special cases for special attacktypes --counterspell
294 * must be out here because it strikes things which are not alive
295 */
296 if (type & (AT_COUNTERSPELL | AT_CHAOS))
297 {
298 if (type & AT_COUNTERSPELL)
299 {
300 counterspell (op, dir); /* see spell_effect.c */
301
302 /* If the only attacktype is counterspell or magic, don't need
303 * to do any further processing.
304 */
305 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
306 return 0;
307
308 type &= ~AT_COUNTERSPELL;
309 }
310
311 if (type & AT_CHAOS)
312 {
313 shuffle_attack (op, 1); /* flag tells it to change the face */
314 update_object (op, UP_OBJ_FACE);
315 type &= ~AT_CHAOS;
316 }
317 }
318
319 /* There may still be objects that were above 'next', but there is no
320 * simple way to find out short of copying all object references and
321 * tags into a temporary array before we start processing the first
322 * object. That's why we just abort on destroy.
323 *
324 * This happens whenever attack spells (like fire) hit a pile
325 * of objects. This is not a bug - nor an error.
326 */
327 for (object *next = ms.bot; next && !next->destroyed (); )
328 {
329 object *tmp = next;
330 next = tmp->above;
331
332 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
333 * For example, 'tmp' was put in an icecube.
334 * This is one of the few cases where on_same_map should not be used.
335 */
336 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
337 continue;
338
339 if (QUERY_FLAG (tmp, FLAG_ALIVE))
340 {
341 hit_player (tmp, op->stats.dam, op, type, full_hit);
342 retflag |= 1;
343
344 if (op->destroyed ())
345 break;
346 }
347 /* Here we are potentially destroying an object. If the object has
348 * NO_PASS set, it is also immune - you can't destroy walls. Note
349 * that weak walls have is_alive set, which prevent objects from
350 * passing over/through them. We don't care what type of movement
351 * the wall blocks - if it blocks any type of movement, can't be
352 * destroyed right now.
353 */
354 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
355 {
356 save_throw_object (tmp, type, op);
357
358 if (op->destroyed ())
359 break;
360 }
361 }
362
363 return 0;
364 }
365
366 void
367 attack_message (int dam, int type, object *op, object *hitter)
368 {
369 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
370 int i, found = 0;
371 maptile *map;
372 object *next, *tmp;
373
374 /* put in a few special messages for some of the common attacktypes
375 * a player might have. For example, fire, electric, cold, etc
376 * [garbled 20010919]
377 */
378
379 if (dam == 9998 && op->type == DOOR)
380 {
381 sprintf (buf1, "unlock %s", &op->name);
382 sprintf (buf2, " unlocks");
383 found++;
384 }
385 if (dam < 0)
386 {
387 sprintf (buf1, "hit %s", &op->name);
388 sprintf (buf2, " hits");
389 found++;
390 }
391 else if (dam == 0)
392 {
393 sprintf (buf1, "missed %s", &op->name);
394 sprintf (buf2, " misses");
395 found++;
396 }
397 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
398 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
399 {
400 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
401 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
402 {
403 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
404 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
405 found++;
406 break;
407 }
408 }
409 else if (op->type == DOOR && !found)
410 {
411 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
412 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
413 {
414 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
415 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
416 found++;
417 break;
418 }
419 }
420 else if (hitter->type == PLAYER && op->is_alive ())
421 {
422 if (USING_SKILL (hitter, SK_KARATE))
423 {
424 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
425 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
426 {
427 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
428 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
429 found++;
430 break;
431 }
432 }
433 else if (USING_SKILL (hitter, SK_CLAWING))
434 {
435 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
436 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
437 {
438 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
439 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
440 found++;
441 break;
442 }
443 }
444 else if (USING_SKILL (hitter, SK_PUNCHING))
445 {
446 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
447 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
448 {
449 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
450 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
451 found++;
452 break;
453 }
454 }
455 }
456
457 if (found)
458 {
459 /* done */
460 }
461 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
462 {
463 sprintf (buf1, "hit"); /* just in case */
464 for (i = 0; i < MAXATTACKMESS; i++)
465 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
466 {
467 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
468 found++;
469 break;
470 }
471 }
472 else if (type & AT_DRAIN && op->is_alive ())
473 {
474 /* drain is first, because some items have multiple attypes */
475 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
476 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
477 {
478 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
479 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
480 found++;
481 break;
482 }
483 }
484 else if (type & AT_ELECTRICITY && op->is_alive ())
485 {
486 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
487 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
488 {
489 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
490 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
491 found++;
492 break;
493 }
494 }
495 else if (type & AT_COLD && op->is_alive ())
496 {
497 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
498 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
499 {
500 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
501 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
502 found++;
503 break;
504 }
505 }
506 else if (type & AT_FIRE)
507 {
508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
509 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
510 {
511 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
512 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
513 found++;
514 break;
515 }
516 }
517 else if (hitter->current_weapon != NULL)
518 {
519 int mtype;
520
521 switch (hitter->current_weapon->weapontype)
522 {
523 case WEAP_HIT:
524 mtype = ATM_BASIC;
525 break;
526 case WEAP_SLASH:
527 mtype = ATM_SLASH;
528 break;
529 case WEAP_PIERCE:
530 mtype = ATM_PIERCE;
531 break;
532 case WEAP_CLEAVE:
533 mtype = ATM_CLEAVE;
534 break;
535 case WEAP_SLICE:
536 mtype = ATM_SLICE;
537 break;
538 case WEAP_STAB:
539 mtype = ATM_STAB;
540 break;
541 case WEAP_WHIP:
542 mtype = ATM_WHIP;
543 break;
544 case WEAP_CRUSH:
545 mtype = ATM_CRUSH;
546 break;
547 case WEAP_BLUD:
548 mtype = ATM_BLUD;
549 break;
550 default:
551 mtype = ATM_BASIC;
552 break;
553 }
554
555 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
556 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
557 {
558 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
559 strcpy (buf2, attack_mess[mtype][i].buf3);
560 found++;
561 break;
562 }
563 }
564 else
565 {
566 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
567 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
568 {
569 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
570 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
571 found++;
572 break;
573 }
574 }
575
576 if (!found)
577 {
578 strcpy (buf1, "hit");
579 strcpy (buf2, " hits");
580 }
581
582 /* bail out if a monster is casting spells */
583 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
584 return;
585
586 /* scale down magic considerably. */
587 if (type & AT_MAGIC && rndm (0, 5))
588 return;
589
590 /* Did a player hurt another player? Inform both! */
591 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
592 {
593 if (hitter->owner != NULL)
594 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
595 else
596 {
597 sprintf (buf, "%s%s you.", &hitter->name, buf2);
598
599 if (dam != 0)
600 {
601 if (dam < 10)
602 op->contr->play_sound (sound_find ("player_is_hit1"));
603 else if (dam < 20)
604 op->contr->play_sound (sound_find ("player_is_hit2"));
605 else
606 op->contr->play_sound (sound_find ("player_is_hit3"));
607 }
608 }
609
610 new_draw_info (NDI_BLACK, 0, op, buf);
611 } /* end of player hitting player */
612
613 if (hitter->type == PLAYER)
614 {
615 sprintf (buf, "You %s.", buf1);
616
617 if (dam != 0)
618 {
619 if (dam < 10)
620 op->play_sound (sound_find ("player_hits1"));
621 else if (dam < 20)
622 op->play_sound (sound_find ("player_hits2"));
623 else
624 op->play_sound (sound_find ("player_hits3"));
625 }
626
627 new_draw_info (NDI_BLACK, 0, hitter, buf);
628 }
629 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
630 {
631 /* look for stacked spells and start reducing the message chances */
632 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
633 {
634 i = 4;
635 map = hitter->map;
636 if (out_of_map (map, hitter->x, hitter->y))
637 return;
638
639 next = GET_MAP_OB (map, hitter->x, hitter->y);
640 if (next)
641 while (next)
642 {
643 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
644 i *= 3;
645
646 tmp = next;
647 next = tmp->above;
648 }
649
650 if (i < 0)
651 return;
652
653 if (rndm (0, i) != 0)
654 return;
655 }
656 else if (rndm (0, 5) != 0)
657 return;
658
659 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
660 op->play_sound (sound_find ("player_hits4"));
661 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
662 }
663 }
664
665
666 static int
667 get_attack_mode (object **target, object **hitter, int *simple_attack)
668 {
669 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
670 {
671 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
672 return 1;
673 }
674
675 if ((*target)->head)
676 *target = (*target)->head;
677
678 if ((*hitter)->head)
679 *hitter = (*hitter)->head;
680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
684 if ((*hitter)->env || (*target)->env)
685 {
686 *simple_attack = 1;
687 return 0;
688 }
689
690 if (QUERY_FLAG (*target, FLAG_REMOVED)
691 || QUERY_FLAG (*hitter, FLAG_REMOVED)
692 || !(*hitter)->map
693 || !on_same_map (*hitter, *target))
694 {
695 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
696 (*hitter)->debug_desc (), (*target)->debug_desc ());
697 return 1;
698 }
699
700 *simple_attack = 0;
701 return 0;
702 }
703
704 static int
705 abort_attack (object *target, object *hitter, int simple_attack)
706 {
707
708 /* Check if target and hitter are still in a relation similar to the one
709 * determined by get_attack_mode(). Returns true if the relation has changed.
710 */
711 int new_mode;
712
713 if (hitter->env == target || target->env == hitter)
714 new_mode = 1;
715 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
716 return 1;
717 else
718 new_mode = 0;
719 return new_mode != simple_attack;
720 }
721
722 static void thrown_item_effect (object *, object *);
723
724 static int
725 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
726 {
727 int simple_attack, roll, dam = 0;
728 uint32 type;
729 shstr op_name;
730
731 if (get_attack_mode (&op, &hitter, &simple_attack))
732 goto error;
733
734 if (hitter->current_weapon)
735 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
736 return RESULT_INT (0);
737
738 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
739 return RESULT_INT (0);
740
741 /*
742 * A little check to make it more difficult to dance forward and back
743 * to avoid ever being hit by monsters.
744 */
745 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
746 {
747 /* Decrease speed BEFORE calling process_object. Otherwise, an
748 * infinite loop occurs, with process_object calling move_monster,
749 * which then gets here again. By decreasing the speed before
750 * we call process_object, the 'if' statement above will fail.
751 */
752 --op->speed_left;
753 process_object (op);
754
755 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
756 goto error;
757 }
758
759 op_name = op->name;
760
761 roll = random_roll (1, 20, hitter, PREFER_HIGH);
762
763 /* Adjust roll for various situations. */
764 if (!simple_attack)
765 roll += adj_attackroll (hitter, op);
766
767 /* See if we hit the creature */
768 if (roll == 20 || op->stats.ac >= base_wc - roll)
769 {
770 int hitdam = base_dam;
771
772 if (!simple_attack)
773 {
774 /* If you hit something, the victim should *always* wake up.
775 * Before, invisible hitters could avoid doing this.
776 * -b.t. */
777 if (QUERY_FLAG (op, FLAG_SLEEP))
778 CLEAR_FLAG (op, FLAG_SLEEP);
779
780 /* If the victim can't see the attacker, it may alert others
781 * for help. */
782 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
783 npc_call_help (op);
784
785 /* if you were hidden and hit by a creature, you are discovered */
786 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
787 {
788 make_visible (op);
789
790 if (op->type == PLAYER)
791 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
792 }
793
794 /* thrown items (hitter) will have various effects
795 * when they hit the victim. For things like thrown daggers,
796 * this sets 'hitter' to the actual dagger, and not the
797 * wrapper object.
798 */
799 thrown_item_effect (hitter, op);
800
801 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
802 goto leave;
803 }
804
805 /* Need to do at least 1 damage, otherwise there is no point
806 * to go further and it will cause FPE's below.
807 */
808 if (hitdam <= 0)
809 hitdam = 1;
810
811 type = hitter->attacktype;
812
813 if (!type)
814 type = AT_PHYSICAL;
815
816 /* Handle monsters that hit back */
817 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
818 {
819 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
820 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
821
822 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
823
824 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
825 goto leave;
826 }
827
828 /* In the new attack code, it should handle multiple attack
829 * types in its area, so remove it from here.
830 */
831 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
832
833 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
834 goto leave;
835 } /* end of if hitter hit op */
836 /* if we missed, dam=0 */
837
838 /*attack_message(dam, type, op, hitter); */
839
840 goto leave;
841
842 error:
843 dam = 1;
844
845 leave:
846
847 return dam;
848 }
849
850 int
851 attack_ob (object *op, object *hitter)
852 {
853 hitter = hitter->head_ ();
854
855 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
856 }
857
858 /* op is the arrow, tmp is what is stopping the arrow.
859 *
860 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
861 */
862 static int
863 stick_arrow (object *op, object *tmp)
864 {
865 /* If the missile hit a player, we insert it in their inventory.
866 * However, if the missile is heavy, we don't do so (assume it falls
867 * to the ground after a hit). What a good value for this is up to
868 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
869 * stick around.
870 */
871 if (op->weight <= 5000 && tmp->stats.hp >= 0)
872 {
873 tmp->head_ ()->insert (op);
874 return 1;
875 }
876 else
877 return 0;
878 }
879
880 /* hit_with_arrow() disassembles the missile, attacks the victim and
881 * reassembles the missile.
882 *
883 * It returns a pointer to the reassembled missile, or NULL if the missile
884 * isn't available anymore.
885 */
886 object *
887 hit_with_arrow (object *op, object *victim)
888 {
889 object *container, *hitter;
890 int hit_something = 0;
891
892 /* Disassemble missile */
893 if (op->inv)
894 {
895 container = op;
896 hitter = op->inv;
897 container->insert_at (hitter, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
898 /* Note that we now have an empty THROWN_OBJ on the map. Code that
899 * might be called until this THROWN_OBJ is either reassembled or
900 * removed at the end of this function must be able to deal with empty
901 * THROWN_OBJs. */
902 }
903 else
904 {
905 container = 0;
906 hitter = op;
907 }
908
909 /* Try to hit victim */
910 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
911
912 /* Arrow attacks door, rune of summoning is triggered, demon is put on
913 * arrow, move_apply() calls this function, arrow sticks in demon,
914 * attack_ob_simple() returns, and we've got an arrow that still exists
915 * but is no longer on the map. Ugh. (Beware: Such things can happen at
916 * other places as well!)
917 */
918 if (hitter->destroyed () || hitter->env != NULL)
919 {
920 if (container)
921 container->destroy (true);
922
923 return 0;
924 }
925
926 /* Missile hit victim */
927 /* if the speed is > 10, then this is a fast moving arrow, we go straight
928 * through the target
929 */
930 if (hit_something && op->speed <= 10.0)
931 {
932 /* Stop arrow */
933 if (!container)
934 {
935 hitter = fix_stopped_arrow (hitter);
936 if (!hitter)
937 return 0;
938 }
939 else
940 container->destroy (true);
941
942 /* Try to stick arrow into victim */
943 if (!victim->destroyed () && stick_arrow (hitter, victim))
944 return 0;
945
946 /* Else try to put arrow on victim's map square
947 * remove check for P_WALL here. If the arrow got to this
948 * space, that is good enough - with the new movement code,
949 * there is now the potential for lots of spaces where something
950 * can fly over but not otherwise move over. What is the correct
951 * way to handle those otherwise?
952 */
953 if (victim->x != hitter->x || victim->y != hitter->y)
954 {
955 hitter->remove ();
956 hitter->x = victim->x;
957 hitter->y = victim->y;
958 insert_ob_in_map (hitter, victim->map, hitter, 0);
959 }
960 else
961 /* Else leave arrow where it is */
962 merge_ob (hitter, NULL);
963
964 return 0;
965 }
966
967 if (hit_something && op->speed >= 10.0)
968 op->speed -= 1.0;
969
970 /* Missile missed victim - reassemble missile */
971 if (container)
972 {
973 hitter->remove ();
974 insert_ob_in_ob (hitter, container);
975 }
976
977 return op;
978 }
979
980 void
981 tear_down_wall (object *op)
982 {
983 int perc = 0;
984
985 if (!op->stats.maxhp)
986 {
987 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
988 perc = 1;
989 }
990 else if (!GET_ANIM_ID (op))
991 {
992 /* Object has been called - no animations, so remove it */
993 if (op->stats.hp < 0)
994 op->destroy (true);
995
996 return; /* no animations, so nothing more to do */
997 }
998
999 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1000
1001 if (perc >= (int) NUM_ANIMATIONS (op))
1002 perc = NUM_ANIMATIONS (op) - 1;
1003 else if (perc < 1)
1004 perc = 1;
1005
1006 SET_ANIMATION (op, perc);
1007 update_object (op, UP_OBJ_FACE);
1008
1009 if (perc == NUM_ANIMATIONS (op) - 1)
1010 { /* Reached the last animation */
1011 if (op->face == blank_face)
1012 /* If the last face is blank, remove the ob */
1013 op->destroy (true);
1014 else
1015 { /* The last face was not blank, leave an image */
1016 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1017 update_all_los (op->map, op->x, op->y);
1018 op->move_block = 0;
1019 CLEAR_FLAG (op, FLAG_ALIVE);
1020 }
1021 }
1022 }
1023
1024 void
1025 scare_creature (object *target, object *hitter)
1026 {
1027 object *owner = hitter->owner;
1028
1029 if (!owner)
1030 owner = hitter;
1031
1032 SET_FLAG (target, FLAG_SCARED);
1033 if (!target->enemy)
1034 target->enemy = owner;
1035 }
1036
1037 /* This returns the amount of damage hitter does to op with the
1038 * appropriate attacktype. Only 1 attacktype should be set at a time.
1039 * This doesn't damage the player, but returns how much it should
1040 * take. However, it will do other effects (paralyzation, slow, etc.)
1041 * Note - changed for PR code - we now pass the attack number and not
1042 * the attacktype. Makes it easier for the PR code. */
1043 int
1044 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1045 {
1046 int doesnt_slay = 1;
1047
1048 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1049 if (attacknum >= NROFATTACKS)
1050 {
1051 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1052 return 0;
1053 }
1054
1055 if (dam < 0)
1056 {
1057 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1058 dam, hitter->debug_desc (), op->debug_desc ());
1059 return 0;
1060 }
1061
1062 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1063 * people can't mess with that or it otherwise get confused. */
1064 if (attacknum == ATNR_INTERNAL)
1065 return dam;
1066
1067 if (hitter->slaying)
1068 {
1069 if ((op->race && strstr (hitter->slaying, op->race))
1070 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1071 {
1072 doesnt_slay = 0;
1073 dam *= 3;
1074 }
1075 }
1076
1077 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1078 if (op->resist[attacknum])
1079 {
1080 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1081 * in case 0>dam>1, we try to "simulate" a float value-effect */
1082 dam *= (100 - op->resist[attacknum]);
1083 if (dam >= 100)
1084 dam /= 100;
1085 else
1086 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1087 }
1088
1089 /* Special hack. By default, if immune to something, you
1090 * shouldn't need to worry. However, acid is an exception, since
1091 * it can still damage your items. Only include attacktypes if
1092 * special processing is needed */
1093
1094 if (op->resist[attacknum] >= 100
1095 && doesnt_slay
1096 && attacknum != ATNR_ACID)
1097 return 0;
1098
1099 /* Keep this in order - makes things easier to find */
1100
1101 switch (attacknum)
1102 {
1103 case ATNR_PHYSICAL:
1104 /* here also check for diseases */
1105 check_physically_infect (op, hitter);
1106 break;
1107
1108 /* Don't need to do anything for:
1109 magic,
1110 fire,
1111 electricity,
1112 cold */
1113
1114 case ATNR_CONFUSION:
1115 case ATNR_POISON:
1116 case ATNR_SLOW:
1117 case ATNR_PARALYZE:
1118 case ATNR_FEAR:
1119 case ATNR_CANCELLATION:
1120 case ATNR_DEPLETE:
1121 case ATNR_BLIND:
1122 {
1123 /* chance for inflicting a special attack depends on the
1124 * difference between attacker's and defender's level
1125 */
1126 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1127
1128 /* First, only creatures/players with speed can be affected.
1129 * Second, just getting hit doesn't mean it always affects
1130 * you. Third, you still get a saving through against the
1131 * effect.
1132 */
1133 if (op->speed &&
1134 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1135 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1136 {
1137
1138 /* Player has been hit by something */
1139 if (attacknum == ATNR_CONFUSION)
1140 confuse_player (op, hitter, dam);
1141 else if (attacknum == ATNR_POISON)
1142 poison_player (op, hitter, dam);
1143 else if (attacknum == ATNR_SLOW)
1144 slow_player (op, hitter, dam);
1145 else if (attacknum == ATNR_PARALYZE)
1146 paralyze_player (op, hitter, dam);
1147 else if (attacknum == ATNR_FEAR)
1148 scare_creature (op, hitter);
1149 else if (attacknum == ATNR_CANCELLATION)
1150 cancellation (op);
1151 else if (attacknum == ATNR_DEPLETE)
1152 op->drain_stat ();
1153 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1154 blind_player (op, hitter, dam);
1155 }
1156
1157 dam = 0; /* These are all effects and don't do real damage */
1158 }
1159 break;
1160
1161 case ATNR_ACID:
1162 {
1163 int flag = 0;
1164
1165 /* Items only get corroded if you're not on a battleground and
1166 * if your acid resistance is below 50%. */
1167 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1168 {
1169 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1170 {
1171 if (tmp->invisible)
1172 continue;
1173 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1174 /* >= 10% acid res. on items will protect these */
1175 continue;
1176 if (!(tmp->materials & M_IRON))
1177 continue;
1178 if (tmp->magic < -4) /* Let's stop at -5 */
1179 continue;
1180 if (tmp->type == RING
1181 /* removed boots and gloves from exclusion list in PR */
1182 || tmp->type == GIRDLE
1183 || tmp->type == AMULET
1184 || tmp->type == WAND
1185 || tmp->type == ROD
1186 || tmp->type == HORN)
1187 continue; /* To avoid some strange effects */
1188
1189 /* High damage acid has better chance of corroding
1190 objects */
1191 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1192 {
1193 flag = 1;
1194 tmp->magic--;
1195
1196 if (object *pl = tmp->visible_to ())
1197 {
1198 /* Make this more visible */
1199 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1200 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1201
1202 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1203 }
1204 }
1205 }
1206
1207 if (flag)
1208 op->update_stats (); /* Something was corroded */
1209 }
1210 }
1211 break;
1212
1213 case ATNR_DRAIN:
1214 {
1215 /* rate is the proportion of exp drained. High rate means
1216 * not much is drained, low rate means a lot is drained.
1217 */
1218 int rate;
1219
1220 if (op->resist[ATNR_DRAIN] >= 0)
1221 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1222 else
1223 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1224
1225 if (op->stats.exp <= rate)
1226 {
1227 if (op->type == GOLEM)
1228 dam = 999; /* Its force is "sucked" away. 8) */
1229 else
1230 /* If we can't drain, lets try to do physical damage */
1231 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1232 }
1233 else
1234 {
1235 /* Randomly give the hitter some hp */
1236 if (hitter->stats.hp < hitter->stats.maxhp &&
1237 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1238 hitter->stats.hp++;
1239
1240 /* Can't do drains on battleground spaces.
1241 * Move the wiz check up here - before, the hitter wouldn't gain exp
1242 * exp, but the wiz would still lose exp! If drainee is a wiz,
1243 * nothing happens.
1244 * Try to credit the owner. We try to display player -> player drain
1245 * attacks, hence all the != PLAYER checks.
1246 */
1247 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1248 {
1249 object *owner = hitter->owner;
1250
1251 if (owner && owner != hitter)
1252 {
1253 if (op->type != PLAYER || owner->type != PLAYER)
1254 change_exp (owner, op->stats.exp / (rate * 2),
1255 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1256 }
1257 else if (op->type != PLAYER || hitter->type != PLAYER)
1258 change_exp (hitter, op->stats.exp / (rate * 2),
1259 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1260
1261 change_exp (op, -op->stats.exp / rate, NULL, 0);
1262 }
1263
1264 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1265 * drain attack, you won't know that you are actually sucking out EXP,
1266 * as the messages will say you missed
1267 */
1268 }
1269 }
1270 break;
1271
1272 case ATNR_TURN_UNDEAD:
1273 {
1274 if (QUERY_FLAG (op, FLAG_UNDEAD))
1275 {
1276 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1277 object *god = find_god (determine_god (owner));
1278 int div = 1;
1279
1280 /* if undead are not an enemy of your god, you turn them
1281 * at half strength */
1282 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1283 div = 2;
1284
1285 /* Give a bonus if you resist turn undead */
1286 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1287 scare_creature (op, owner);
1288 }
1289 else
1290 dam = 0; /* don't damage non undead - should we damage
1291 undead? */
1292 }
1293 break;
1294
1295 case ATNR_DEATH:
1296 deathstrike_player (op, hitter, &dam);
1297 break;
1298
1299 case ATNR_CHAOS:
1300 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1301 dam = 0;
1302 break;
1303
1304 case ATNR_COUNTERSPELL:
1305 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1306 dam = 0;
1307 /* This should never happen. Counterspell is handled
1308 * seperately and filtered out. If this does happen,
1309 * Counterspell has no effect on anything but spells, so it
1310 * does no damage. */
1311 break;
1312
1313 case ATNR_HOLYWORD:
1314 {
1315 /* This has already been handled by hit_player,
1316 * no need to check twice -- DAMN */
1317 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1318
1319 /* As with turn undead above, give a bonus on the saving throw */
1320 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1321 scare_creature (op, owner);
1322 }
1323 break;
1324
1325 case ATNR_LIFE_STEALING:
1326 {
1327 int new_hp;
1328
1329 /* this is replacement to drain for players, instead of taking
1330 * exp it takes hp. It is geared for players, probably not
1331 * much use giving it to monsters
1332 *
1333 * life stealing doesn't do a lot of damage, but it gives the
1334 * damage it does do to the player. Given that,
1335 * it only does 1/10'th normal damage (hence the divide by
1336 * 1000).
1337 */
1338 /* You can't steal life from something undead */
1339 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1340 return 0;
1341
1342 /* If drain protection is higher than life stealing, use that */
1343 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1344 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1345 else
1346 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1347
1348 /* You die at -1 hp, not zero. */
1349 if (dam > (op->stats.hp + 1))
1350 dam = op->stats.hp + 1;
1351
1352 new_hp = hitter->stats.hp + dam;
1353 if (new_hp > hitter->stats.maxhp)
1354 new_hp = hitter->stats.maxhp;
1355
1356 if (new_hp > hitter->stats.hp)
1357 hitter->stats.hp = new_hp;
1358 }
1359 }
1360
1361 return dam;
1362 }
1363
1364 /* GROS: This code comes from hit_player. It has been made external to
1365 * allow script procedures to "kill" objects in a combat-like fashion.
1366 * It was initially used by (kill-object) developed for the Collector's
1367 * Sword. Note that nothing has been changed from the original version
1368 * of the following code.
1369 * op is what is being killed.
1370 * dam is the damage done to it.
1371 * hitter is what is hitting it.
1372 * type is the attacktype.
1373 *
1374 * This function was a bit of a mess with hitter getting changed,
1375 * values being stored away but not used, etc. I've cleaned it up
1376 * a bit - I think it should be functionally equivalant.
1377 * MSW 2002-07-17
1378 */
1379 int
1380 kill_object (object *op, int dam, object *hitter, int type)
1381 {
1382 char buf[MAX_BUF];
1383 shstr skill;
1384 int maxdam = 0;
1385 int battleg = 0; /* true if op standing on battleground */
1386 int pk = 0; /* true if op and what controls hitter are both players */
1387 object *owner = 0;
1388 object *skop = 0;
1389
1390 if (op->stats.hp >= 0)
1391 return -1;
1392
1393 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1394 return 0;
1395
1396 /* maxdam needs to be the amount of damage it took to kill
1397 * this creature. The function(s) that call us have already
1398 * adjusted the creatures HP total, so that is negative.
1399 */
1400 maxdam = dam + op->stats.hp + 1;
1401
1402 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1403 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1404
1405 if (op->type == DOOR)
1406 {
1407 op->set_speed (0.1f);
1408 op->speed_left = -0.05f;
1409 return maxdam;
1410 }
1411
1412 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1413 {
1414 op->destroy_inv (true); // be explicit about dropping
1415 op->destroy (true);
1416 return maxdam;
1417 }
1418
1419 /* Now lets start dealing with experience we get for killing something */
1420
1421 owner = hitter->outer_owner ();
1422 if (!owner)
1423 owner = hitter;
1424
1425 /* is the victim (op) standing on battleground? */
1426 if (op_on_battleground (op, NULL, NULL))
1427 battleg = 1;
1428
1429 /* is this player killing? */
1430 if (op->type == PLAYER && owner->type == PLAYER)
1431 pk = 1;
1432
1433 /* Player killed something */
1434 if (owner->type == PLAYER)
1435 {
1436 /* Log players killing other players - makes it easier to detect
1437 * and filter out malicious player killers - that is why the
1438 * ip address is included.
1439 */
1440 if (op->type == PLAYER && !battleg)
1441 {
1442 time_t t = time (NULL);
1443 struct tm *tmv;
1444 char buf[256];
1445
1446 tmv = localtime (&t);
1447 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1448
1449 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1450 }
1451
1452 /* try to filter some things out - basically, if you are
1453 * killing a level 1 creature and your level 20, you
1454 * probably don't want to see that.
1455 */
1456 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1457 {
1458 if (owner != hitter)
1459 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1460 else
1461 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1462
1463 /* Only play sounds for melee kills */
1464 if (hitter->type == PLAYER)
1465 owner->play_sound (sound_find ("player_kills"));
1466 }
1467
1468 /* If a player kills another player, not on
1469 * battleground, the "killer" looses 1 luck. Since this is
1470 * not reversible, it's actually quite a pain IMHO. -AV
1471 * Fix bug in that we were changing the luck of the hitter, not
1472 * player that the object belonged to - so if you killed another player
1473 * with spells, pets, whatever, there was no penalty.
1474 * Changed to make luck penalty configurable in settings.
1475 */
1476 if (op->type == PLAYER && owner != op && !battleg)
1477 owner->change_luck (-settings.pk_luck_penalty);
1478
1479 /* This code below deals with finding the appropriate skill
1480 * to credit exp to. This is a bit problematic - we should
1481 * probably never really have to look at current_weapon->skill
1482 */
1483 if (hitter->skill && hitter->type != PLAYER)
1484 skill = hitter->skill;
1485 else if (owner->chosen_skill)
1486 {
1487 skop = owner->chosen_skill;
1488 skill = skop->skill;
1489 }
1490 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1491 skill = owner->current_weapon->skill;
1492 else
1493 {
1494 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1495 skill = 0;
1496 }
1497
1498 /* We have the skill we want to credit to - now find the object this goes
1499 * to. Make sure skop is an actual skill, and not a skill tool!
1500 */
1501 skop = owner->contr->find_skill (skill);
1502 } /* Was it a player that hit somethign */
1503 else
1504 skill = 0;
1505
1506 /* These may have been set in the player code section above */
1507 if (!skop)
1508 skop = hitter->chosen_skill;
1509
1510 if (!skill && skop)
1511 skill = skop->skill;
1512
1513 /* If you didn't kill yourself, and your not the wizard */
1514 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1515 {
1516 int exp;
1517
1518 /* Really don't give much experience for killing other players */
1519 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1520 if (op->type == PLAYER)
1521 {
1522 if (battleg)
1523 {
1524 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1525 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1526 }
1527 else
1528 exp = op->stats.exp / 1000;
1529 }
1530 else
1531 exp = calc_skill_exp (owner, op, skop);
1532
1533 /* if op is standing on "battleground" (arena), no way to gain
1534 * exp by killing him
1535 */
1536 if (battleg)
1537 exp = 0;
1538
1539 /* Don't know why this is set this way - doesn't make
1540 * sense to just divide everything by two for no reason.
1541 */
1542
1543 if (!settings.simple_exp)
1544 exp = exp / 2;
1545
1546 if (owner->type != PLAYER || owner->contr->party == NULL)
1547 change_exp (owner, exp, skill, 0);
1548 else
1549 {
1550 int shares = 0, count = 0;
1551 partylist *party = owner->contr->party;
1552
1553 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1554
1555 for_all_players (pl)
1556 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1557 {
1558 count++;
1559 shares += (pl->ob->level + 4);
1560 }
1561
1562 if (count == 1 || shares > exp || !shares)
1563 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1564 else
1565 {
1566 int share = exp / shares, given = 0, nexp;
1567
1568 for_all_players (pl)
1569 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1570 {
1571 nexp = (pl->ob->level + 4) * share;
1572 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1573 given += nexp;
1574 }
1575
1576 exp -= given;
1577 /* give any remainder to the player */
1578 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1579 }
1580 } /* else part of a party */
1581 } /* end if person didn't kill himself */
1582
1583 if (op->type != PLAYER)
1584 {
1585 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1586 {
1587 object *owner1 = op->owner;
1588
1589 if (owner1 && owner1->type == PLAYER)
1590 {
1591 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1592 /* Maybe we should include the owner that killed this, maybe not */
1593 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1594 }
1595
1596 remove_friendly_object (op);
1597 }
1598
1599 op->destroy_inv (true); // be explicit about dropping
1600 op->destroy (true);
1601 }
1602 else
1603 /* Player has been killed! */
1604 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1605
1606 /* This was return -1 - that doesn't seem correct - if we return -1, process
1607 * continues in the calling function.
1608 */
1609 return maxdam;
1610 }
1611
1612 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1613 * Returns 0 this is not friendly fire
1614 */
1615 int
1616 friendly_fire (object *op, object *hitter)
1617 {
1618 object *owner;
1619 int friendlyfire;
1620
1621 if (hitter->head)
1622 hitter = hitter->head;
1623
1624 friendlyfire = 0;
1625
1626 if (op->type == PLAYER)
1627 {
1628 if (op_on_battleground (hitter, 0, 0))
1629 return 0;
1630
1631 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1632 return 1;
1633
1634 if ((owner = hitter->owner) != NULL)
1635 {
1636 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1637 friendlyfire = 2;
1638 }
1639
1640 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1641 friendlyfire = 0;
1642 }
1643
1644 return friendlyfire;
1645 }
1646
1647 /* This isn't used just for players, but in fact most objects.
1648 * op is the object to be hit, dam is the amount of damage, hitter
1649 * is what is hitting the object, type is the attacktype, and
1650 * full_hit is set if monster area does not matter.
1651 * dam is base damage - protections/vulnerabilities/slaying matches can
1652 * modify it.
1653 */
1654 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1655 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1656 int
1657 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1658 {
1659 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1660 int maxattacktype, attacknum;
1661 int body_attack = op && op->head; /* Did we hit op's head? */
1662 int simple_attack;
1663 int rtn_kill = 0;
1664 int friendlyfire;
1665
1666 if (get_attack_mode (&op, &hitter, &simple_attack))
1667 return 0;
1668
1669 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1670 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1671 return 0;
1672
1673 // only allow pk for hostile players
1674 if (op->type == PLAYER)
1675 {
1676 object *owner = hitter->owner;
1677
1678 if (!owner)
1679 owner = hitter;
1680
1681 if (owner->type == PLAYER
1682 && (!op_on_battleground (op, 0, 0)
1683 && (op->contr->peaceful || owner->contr->peaceful))
1684 && op != owner)
1685 return 0;
1686 }
1687
1688 if (body_attack)
1689 {
1690 /* slow and paralyze must hit the head. But we don't want to just
1691 * return - we still need to process other attacks the spell still
1692 * might have. So just remove the paralyze and slow attacktypes,
1693 * and keep on processing if we have other attacktypes.
1694 * return if only magic or nothing is left - under normal code
1695 * we don't attack with pure magic if there is another attacktype.
1696 * Only do processing if the initial attacktype includes one of those
1697 * attack so we don't cancel out things like magic bullet.
1698 */
1699 if (type & (AT_PARALYZE | AT_SLOW))
1700 {
1701 type &= ~(AT_PARALYZE | AT_SLOW);
1702
1703 if (!type || type == AT_MAGIC)
1704 return 0;
1705 }
1706 }
1707
1708 if (!simple_attack && op->type == DOOR)
1709 {
1710 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1711 if (tmp->type == RUNE || tmp->type == TRAP)
1712 {
1713 spring_trap (tmp, hitter);
1714
1715 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1716 return 0;
1717
1718 break;
1719 }
1720 }
1721
1722 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1723 {
1724 /* FIXME: If a player is killed by a rune in a door, the
1725 * destroyed() check above doesn't return, and might get here.
1726 */
1727
1728 /* FIXME: This for example happens when a dead door is on a mover and
1729 gets it's speed_left raised on each mover-tick.
1730 Doors are removed in a kinda funny way by giving them speed and speed_left
1731 and waiting for that to run out.
1732 */
1733 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1734 return 0;
1735 }
1736
1737 #ifdef ATTACK_DEBUG
1738 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1739 #endif
1740
1741 if (magic)
1742 {
1743 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1744 * in case 0>dam>1, we try to "simulate" a float value-effect */
1745 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1746 if (dam >= 100)
1747 dam /= 100;
1748 else
1749 dam = (dam > rndm (0, 99)) ? 1 : 0;
1750 }
1751
1752 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1753 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1754 */
1755 if (type & AT_CHAOS)
1756 {
1757 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1758 update_object (op, UP_OBJ_FACE);
1759 type &= ~AT_CHAOS;
1760 }
1761
1762 /* Holyword is really an attacktype modifier (like magic is). If
1763 * holyword is part of an attacktype, then make sure the creature is
1764 * a proper match, otherwise no damage.
1765 */
1766 if (type & AT_HOLYWORD)
1767 {
1768 object *god;
1769
1770 if ((!hitter->slaying ||
1771 (!(op->race && strstr (hitter->slaying, op->race)) &&
1772 !(op->name && strstr (hitter->slaying, op->name)))) &&
1773 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1774 (hitter->title != NULL
1775 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1776 return 0;
1777 }
1778
1779 maxattacktype = type; /* initialise this to something */
1780 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1781 {
1782 /* Magic isn't really a true attack type - it gets combined with other
1783 * attack types. As such, skip it over. However, if magic is
1784 * the only attacktype in the group, then still attack with it
1785 */
1786 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1787 continue;
1788
1789 /* Go through and hit the player with each attacktype, one by one.
1790 * hit_player_attacktype only figures out the damage, doesn't inflict
1791 * it. It will do the appropriate action for attacktypes with
1792 * effects (slow, paralization, etc.
1793 */
1794 if (type & attacktype)
1795 {
1796 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1797 /* the >= causes us to prefer messages from special attacks, if
1798 * the damage is equal.
1799 */
1800 if (ndam >= maxdam)
1801 {
1802 maxdam = ndam;
1803 maxattacktype = 1 << attacknum;
1804 }
1805 }
1806 }
1807
1808 /* if this is friendly fire then do a set % of damage only
1809 * Note - put a check in to make sure this attack is actually
1810 * doing damage - otherwise, the +1 in the code below will make
1811 * an attack do damage before when it otherwise didn't
1812 */
1813 friendlyfire = friendly_fire (op, hitter);
1814 if (friendlyfire && maxdam)
1815 {
1816 maxdam = ((dam * settings.set_friendly_fire) / 100);
1817
1818 #ifdef ATTACK_DEBUG
1819 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1820 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1821 #endif
1822 }
1823
1824 if (!full_hit)
1825 {
1826 int area;
1827 int remainder;
1828
1829 area = 0;
1830
1831 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1832 area++;
1833
1834 assert (area > 0);
1835
1836 /* basically: maxdam /= area; we try to "simulate" a float
1837 value-effect */
1838 remainder = 100 * (maxdam % area) / area;
1839 maxdam /= area;
1840 if (rndm (100) < remainder)
1841 maxdam++;
1842 }
1843
1844 #ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1846 #endif
1847
1848 // for now, only do this for active objects, otherwise they
1849 // keep a refcount for a long time and I see no usefulness
1850 // for an non-active objetc to know its enemy.
1851 if (op->active)
1852 if (hitter->owner)
1853 op->enemy = hitter->owner;
1854 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1855 op->enemy = hitter;
1856
1857 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1858 {
1859 /* The unaggressives look after themselves 8) */
1860 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1861 npc_call_help (op);
1862 }
1863
1864 if (magic && did_make_save (op, op->level, 0))
1865 maxdam = maxdam / 2;
1866
1867 attack_message (maxdam, maxattacktype, op, hitter);
1868
1869 op->stats.hp -= maxdam;
1870
1871 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1872 if ((op->stats.hp >= 0) &&
1873 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1874 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1875 {
1876
1877 if (QUERY_FLAG (op, FLAG_MONSTER))
1878 SET_FLAG (op, FLAG_RUN_AWAY);
1879 else
1880 scare_creature (op, hitter);
1881 }
1882
1883 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1884 {
1885 if (maxdam)
1886 tear_down_wall (op);
1887
1888 return maxdam; /* nothing more to do for wall */
1889 }
1890
1891 /* See if the creature has been killed */
1892 rtn_kill = kill_object (op, maxdam, hitter, type);
1893 if (rtn_kill != -1)
1894 return rtn_kill;
1895
1896 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1897 * that before if the player was immune to ghosthit, the monster
1898 * remained - that is no longer the case.
1899 */
1900 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1901 {
1902 hitter->destroy_inv (true); // be explicit about dropping
1903 hitter->destroy (true);
1904 }
1905 /* Lets handle creatures that are splitting now */
1906 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1907 {
1908 int i;
1909 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1910 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1911 object *owner = op->owner;
1912
1913 if (!op->other_arch)
1914 {
1915 LOG (llevError, "SPLITTING without other_arch error.\n");
1916 return maxdam;
1917 }
1918
1919 op->remove ();
1920
1921 for (i = 0; i < op->stats.food; i++)
1922 { /* This doesn't handle op->more yet */
1923 object *tmp = arch_to_object (op->other_arch);
1924 int j;
1925
1926 tmp->stats.hp = op->stats.hp;
1927
1928 if (friendly)
1929 {
1930 add_friendly_object (tmp);
1931 tmp->attack_movement = PETMOVE;
1932
1933 if (owner)
1934 tmp->set_owner (owner);
1935 }
1936
1937 if (unaggressive)
1938 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1939
1940 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1941
1942 if (j == -1) /* No spot to put this monster */
1943 tmp->destroy (true);
1944 else
1945 {
1946 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1947 insert_ob_in_map (tmp, op->map, NULL, 0);
1948 }
1949 }
1950
1951 op->destroy (true);
1952 }
1953 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1954 {
1955 hitter->destroy_inv (true); // be explicit about dropping
1956 hitter->destroy (true);
1957 }
1958
1959 return maxdam;
1960 }
1961
1962 void
1963 poison_player (object *op, object *hitter, int dam)
1964 {
1965 archetype *at = archetype::find ("poisoning");
1966 object *tmp = present_arch_in_ob (at, op);
1967
1968 if (tmp == NULL)
1969 {
1970 if ((tmp = arch_to_object (at)) == NULL)
1971 LOG (llevError, "Failed to clone arch poisoning.\n");
1972 else
1973 {
1974 tmp = insert_ob_in_ob (tmp, op);
1975 /* peterm: give poisoning some teeth. It should
1976 * be able to kill things better than it does:
1977 * damage should be dependent something--I choose to
1978 * do this: if it's a monster, the damage from the
1979 * poisoning goes as the level of the monster/2.
1980 * If anything else, goes as damage.
1981 */
1982
1983 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1984 tmp->stats.dam += hitter->level / 2;
1985 else
1986 tmp->stats.dam = dam;
1987
1988 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1989 if (hitter->skill && hitter->skill != tmp->skill)
1990 {
1991 tmp->skill = hitter->skill;
1992 }
1993
1994 tmp->stats.food += dam; /* more damage, longer poisoning */
1995
1996 if (op->type == PLAYER)
1997 {
1998 /* player looses stats, maximum is -10 of each */
1999 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2000 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2001 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2002 tmp->stats.Int = MAX (-dam / 7, -10);
2003 SET_FLAG (tmp, FLAG_APPLIED);
2004 op->update_stats ();
2005 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2006 op->play_sound (tmp->sound);
2007 }
2008
2009 if (hitter->type == PLAYER)
2010 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2011 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2012 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2013 }
2014
2015 tmp->speed_left = 0;
2016 }
2017 else
2018 tmp->stats.food++;
2019 }
2020
2021 void
2022 slow_player (object *op, object *hitter, int dam)
2023 {
2024 archetype *at = archetype::find ("slowness");
2025 object *tmp;
2026
2027 if (at == NULL)
2028 LOG (llevError, "Can't find slowness archetype.\n");
2029
2030 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2031 {
2032 tmp = arch_to_object (at);
2033 tmp = insert_ob_in_ob (tmp, op);
2034 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2035 }
2036 else
2037 tmp->stats.food++;
2038
2039 SET_FLAG (tmp, FLAG_APPLIED);
2040 tmp->speed_left = 0;
2041 op->update_stats ();
2042 }
2043
2044 void
2045 confuse_player (object *op, object *hitter, int dam)
2046 {
2047 object *tmp;
2048 int maxduration;
2049
2050 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2051 if (!tmp)
2052 {
2053 tmp = get_archetype (FORCE_NAME);
2054 tmp = insert_ob_in_ob (tmp, op);
2055 }
2056
2057 /* Duration added per hit and max. duration of confusion both depend
2058 * on the player's resistance
2059 */
2060 tmp->speed = 0.05;
2061 tmp->subtype = FORCE_CONFUSION;
2062 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063 tmp->name = "confusion";
2064 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2065
2066 if (tmp->duration > maxduration)
2067 tmp->duration = maxduration;
2068
2069 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2071
2072 SET_FLAG (op, FLAG_CONFUSED);
2073 }
2074
2075 void
2076 blind_player (object *op, object *hitter, int dam)
2077 {
2078 object *tmp, *owner;
2079
2080 /* Save some work if we know it isn't going to affect the player */
2081 if (op->resist[ATNR_BLIND] == 100)
2082 return;
2083
2084 tmp = present_in_ob (BLINDNESS, op);
2085 if (!tmp)
2086 {
2087 tmp = get_archetype ("blindness");
2088 SET_FLAG (tmp, FLAG_BLIND);
2089 SET_FLAG (tmp, FLAG_APPLIED);
2090 /* use floats so we don't lose too much precision due to rounding errors.
2091 * speed is a float anyways.
2092 */
2093 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2094
2095 tmp = insert_ob_in_ob (tmp, op);
2096 change_abil (op, tmp); /* Mostly to display any messages */
2097 op->update_stats (); /* This takes care of some other stuff */
2098
2099 if (hitter->owner)
2100 owner = hitter->owner;
2101 else
2102 owner = hitter;
2103
2104 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2105 }
2106 tmp->stats.food += dam;
2107 if (tmp->stats.food > 10)
2108 tmp->stats.food = 10;
2109 }
2110
2111 void
2112 paralyze_player (object *op, object *hitter, int dam)
2113 {
2114 float effect, max;
2115
2116 /* object *tmp; */
2117
2118 /* This is strange stuff... someone knows for what this is
2119 * written? Well, i think this can and should be removed
2120 */
2121
2122 /*
2123 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2124 tmp=clone_arch(PARAIMAGE);
2125 tmp->x=op->x,tmp->y=op->y;
2126 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2127 }
2128 */
2129
2130 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2131 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2132
2133 if (effect == 0)
2134 return;
2135
2136 op->speed_left -= FABS (op->speed) * effect;
2137 /* tmp->stats.food+=(signed short) effect/op->speed; */
2138
2139 /* max number of ticks to be affected for. */
2140 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2141 if (op->speed_left < -(FABS (op->speed) * max))
2142 op->speed_left = (float) -(FABS (op->speed) * max);
2143
2144 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2145 }
2146
2147 /* Attempts to kill 'op'. hitter is the attack object, dam is
2148 * the computed damaged.
2149 */
2150 void
2151 deathstrike_player (object *op, object *hitter, int *dam)
2152 {
2153 /* The intention of a death attack is to kill outright things
2154 ** that are a lot weaker than the attacker, have a chance of killing
2155 ** things somewhat weaker than the caster, and no chance of
2156 ** killing something equal or stronger than the attacker.
2157 ** Also, if a deathstrike attack has a slaying, any monster
2158 ** whose name or race matches a comma-delimited list in the slaying
2159 ** field of the deathstriking object */
2160
2161 int atk_lev, def_lev, kill_lev;
2162
2163 if (hitter->slaying)
2164 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2165 return;
2166
2167 def_lev = op->level;
2168 if (def_lev < 1)
2169 {
2170 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2171 def_lev = 1;
2172 }
2173
2174 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2175 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2176 atk_lev, def_lev); */
2177
2178 if (atk_lev >= def_lev)
2179 {
2180 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2181
2182 /* Note that the below effectively means the ratio of the atk vs
2183 * defener level is important - if level 52 character has very little
2184 * chance of killing a level 50 monster. This should probably be
2185 * redone.
2186 */
2187 if (kill_lev >= def_lev)
2188 {
2189 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2190 /* I think this doesn't really do much. Because of
2191 * integer rounding, this only makes any difference if the
2192 * attack level is double the defender level.
2193 */
2194 *dam *= kill_lev / def_lev;
2195 }
2196 }
2197 else
2198 *dam = 0; /* no harm done */
2199 }
2200
2201 /* thrown_item_effect() - handles any special effects of thrown
2202 * items (like attacking living creatures--a potion thrown at a
2203 * monster).
2204 */
2205 static void
2206 thrown_item_effect (object *hitter, object *victim)
2207 {
2208 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2209 {
2210 /* May not need a switch for just 2 types, but this makes it
2211 * easier for expansion.
2212 */
2213 switch (hitter->type)
2214 {
2215 case POTION:
2216 /* should player get a save throw instead of checking magic protection? */
2217 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2218 (void) apply_potion (victim, hitter);
2219 break;
2220
2221 case POISON: /* poison drinks */
2222 /* As with potions, should monster get a save? */
2223 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2224 apply_poison (victim, hitter);
2225 break;
2226
2227 /* Removed case statements that did nothing.
2228 * food may be poisonous, but monster must be willing to eat it,
2229 * so we don't handle it here.
2230 * Containers should perhaps break open, but that code was disabled.
2231 */
2232 }
2233 }
2234 }
2235
2236 /* adj_attackroll() - adjustments to attacks by various conditions */
2237 int
2238 adj_attackroll (object *hitter, object *target)
2239 {
2240 object *attacker = hitter;
2241 int adjust = 0;
2242
2243 /* safety */
2244 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2245 {
2246 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2247 return 0;
2248 }
2249
2250 /* aimed missiles use the owning object's sight */
2251 if (is_aimed_missile (hitter))
2252 {
2253 if ((attacker = hitter->owner) == NULL)
2254 attacker = hitter;
2255 /* A player who saves but hasn't quit still could have objects
2256 * owned by him - need to handle that case to avoid crashes.
2257 */
2258 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2259 attacker = hitter;
2260 }
2261 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2262 return 0;
2263
2264 /* determine the condtions under which we make an attack.
2265 * Add more cases, as the need occurs. */
2266
2267 if (!can_see_enemy (attacker, target))
2268 {
2269 /* target is unseen */
2270 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2271 adjust -= 10;
2272 /* dark map penalty for the hitter (lacks infravision if we got here). */
2273 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2274 adjust -= target->map->darkness;
2275 }
2276
2277 if (QUERY_FLAG (attacker, FLAG_SCARED))
2278 adjust -= 3;
2279
2280 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2281 adjust += 1;
2282
2283 if (QUERY_FLAG (target, FLAG_SCARED))
2284 adjust += 1;
2285
2286 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2287 adjust -= 3;
2288
2289 /* if we attack at a different 'altitude' its harder */
2290 if ((attacker->move_type & target->move_type) == 0)
2291 adjust -= 2;
2292
2293 #if 0
2294 /* slower attacks are less likely to succeed. We should use a
2295 * comparison between attacker/target speeds BUT, players have
2296 * a generally faster speed, so this will wind up being a HUGE
2297 * disadantage for the monsters! Too bad, because missiles which
2298 * fly fast should have a better chance of hitting a slower target.
2299 */
2300 if (hitter->speed < target->speed)
2301 adjust += ((float) hitter->speed - target->speed);
2302 #endif
2303
2304 #if 0
2305 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2306 #endif
2307
2308 return adjust;
2309 }
2310
2311 /* determine if the object is an 'aimed' missile */
2312 int
2313 is_aimed_missile (object *op)
2314 {
2315
2316 /* I broke what used to be one big if into a few nested
2317 * ones so that figuring out the logic is at least possible.
2318 */
2319 if (op && (op->move_type & MOVE_FLYING))
2320 if (op->type == ARROW || op->type == THROWN_OBJ)
2321 return 1;
2322 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2323 return 1;
2324
2325 return 0;
2326 }