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/cvs/deliantra/server/server/attack.C
Revision: 1.95
Committed: Mon Sep 29 10:31:32 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.94: +5 -14 lines
Log Message:
introduce drop_and_destroy and use it

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