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/cvs/deliantra/server/server/attack.C
Revision: 1.107
Committed: Mon Jan 12 00:17:23 2009 UTC (15 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_76, rel-2_77, rel-2_78
Changes since 1.106: +27 -11 lines
Log Message:
added new lamp and torch system.

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 = 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)
165 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166 || op->type == LAMP
167 || op->type == TORCH
168 ))
169 {
170 switch (op->type)
171 {
172 case LAMP:
173 // turn on a lamp
174 apply_lamp (op, true);
175 break;
176
177 default:
178 // for instance icecubes:
179 if (op->other_arch)
180 {
181 const char *arch = op->other_arch->archname;
182
183 if (op->decrease ())
184 fix_stopped_item (op, m, originator);
185
186 if ((op = archetype::get (arch)))
187 {
188 if (env)
189 env->insert (op);
190 else
191 m->insert (op, x, y, originator);
192 }
193 }
194 }
195 return;
196 }
197
198 if (type & AT_CANCELLATION)
199 { /* Cancellation. */
200 cancellation (op);
201 fix_stopped_item (op, m, originator);
202 return;
203 }
204
205 if (op->nrof > 1)
206 {
207 if (op->decrease (rndm (0, op->nrof - 1)))
208 fix_stopped_item (op, m, originator);
209 }
210 else
211 {
212 // drop everything to the ground, if possible
213 op->insert_at (originator);
214 op->drop_and_destroy ();
215 }
216
217 if (type & (AT_FIRE | AT_ELECTRICITY))
218 if (env)
219 {
220 op = archetype::get (shstr_burnout);
221 op->x = env->x, op->y = env->y;
222 env->insert (op);
223 }
224 else
225 replace_insert_ob_in_map (shstr_burnout, originator);
226
227 return;
228 }
229
230 /* The value of 50 is arbitrary. */
231 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
232 {
233 archetype *at = archetype::find (shstr_icecube);
234
235 if (at == NULL)
236 return;
237
238 op = stop_item (op);
239 if (op == NULL)
240 return;
241
242 object *tmp = present_arch (at, op->map, op->x, op->y);
243 if (!tmp)
244 {
245 tmp = arch_to_object (at);
246 tmp->x = op->x, tmp->y = op->y;
247 /* This was in the old (pre new movement code) -
248 * icecubes have slow_move set to 1 - don't want
249 * that for ones we create.
250 */
251 tmp->move_slow_penalty = 0;
252 tmp->move_slow = 0;
253 insert_ob_in_map (tmp, op->map, originator, 0);
254 }
255
256 tmp->insert (op);
257 return;
258 }
259 }
260
261 /* Object op is hitting the map.
262 * op is going in direction 'dir'
263 * type is the attacktype of the object.
264 * full_hit is set if monster area does not matter.
265 * returns 1 if it hits something, 0 otherwise.
266 */
267 int
268 hit_map (object *op, int dir, int type, int full_hit)
269 {
270 maptile *map;
271 sint16 x, y;
272 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
273
274 if (QUERY_FLAG (op, FLAG_FREED))
275 {
276 LOG (llevError, "BUG: hit_map(): free object\n");
277 return 0;
278 }
279
280 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
281 {
282 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
283 return 0;
284 }
285
286 if (!op->map)
287 {
288 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
289 return 0;
290 }
291
292 if (op->head)
293 op = op->head;
294
295 mapxy pos (op);
296 pos.move (dir);
297
298 if (!pos.normalise ())
299 return 0;
300
301 // elmex: a safe map tile can't be hit!
302 // this should prevent most harmful effects on items and players there.
303 mapspace &ms = pos.ms ();
304
305 if (ms.flags () & P_SAFE)
306 return 0;
307
308 /* peterm: a few special cases for special attacktypes --counterspell
309 * must be out here because it strikes things which are not alive
310 */
311 if (type & (AT_COUNTERSPELL | AT_CHAOS))
312 {
313 if (type & AT_COUNTERSPELL)
314 {
315 counterspell (op, dir); /* see spell_effect.c */
316
317 /* If the only attacktype is counterspell or magic, don't need
318 * to do any further processing.
319 */
320 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
321 return 0;
322
323 type &= ~AT_COUNTERSPELL;
324 }
325
326 if (type & AT_CHAOS)
327 {
328 shuffle_attack (op, 1); /* flag tells it to change the face */
329 update_object (op, UP_OBJ_FACE);
330 type &= ~AT_CHAOS;
331 }
332 }
333
334 /* There may still be objects that were above 'next', but there is no
335 * simple way to find out short of copying all object references and
336 * tags into a temporary array before we start processing the first
337 * object. That's why we just abort on destroy.
338 *
339 * This happens whenever attack spells (like fire) hit a pile
340 * of objects. This is not a bug - nor an error.
341 */
342 for (object *next = ms.bot; next && !next->destroyed (); )
343 {
344 object *tmp = next;
345 next = tmp->above;
346
347 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
348 * For example, 'tmp' was put in an icecube.
349 * This is one of the few cases where on_same_map should not be used.
350 */
351 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
352 continue;
353
354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
355 {
356 hit_player (tmp, op->stats.dam, op, type, full_hit);
357 retflag |= 1;
358
359 if (op->destroyed ())
360 break;
361 }
362 /* Here we are potentially destroying an object. If the object has
363 * NO_PASS set, it is also immune - you can't destroy walls. Note
364 * that weak walls have is_alive set, which prevent objects from
365 * passing over/through them. We don't care what type of movement
366 * the wall blocks - if it blocks any type of movement, can't be
367 * destroyed right now.
368 */
369 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
370 {
371 save_throw_object (tmp, type, op);
372
373 if (op->destroyed ())
374 break;
375 }
376 }
377
378 return 0;
379 }
380
381 void
382 attack_message (int dam, int type, object *op, object *hitter)
383 {
384 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
385 int i, found = 0;
386 maptile *map;
387 object *next, *tmp;
388
389 /* put in a few special messages for some of the common attacktypes
390 * a player might have. For example, fire, electric, cold, etc
391 * [garbled 20010919]
392 */
393
394 if (dam == 9998 && op->type == DOOR)
395 {
396 sprintf (buf1, "unlock %s", &op->name);
397 sprintf (buf2, " unlocks");
398 found++;
399 }
400 if (dam < 0)
401 {
402 sprintf (buf1, "hit %s", &op->name);
403 sprintf (buf2, " hits");
404 found++;
405 }
406 else if (dam == 0)
407 {
408 sprintf (buf1, "missed %s", &op->name);
409 sprintf (buf2, " misses");
410 found++;
411 }
412 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
413 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
414 {
415 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
416 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
417 {
418 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
419 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
420 found++;
421 break;
422 }
423 }
424 else if (op->type == DOOR && !found)
425 {
426 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
427 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
428 {
429 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
430 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
431 found++;
432 break;
433 }
434 }
435 else if (hitter->type == PLAYER && op->is_alive ())
436 {
437 if (USING_SKILL (hitter, SK_KARATE))
438 {
439 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
440 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
441 {
442 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
443 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
444 found++;
445 break;
446 }
447 }
448 else if (USING_SKILL (hitter, SK_CLAWING))
449 {
450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
451 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
452 {
453 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
454 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
455 found++;
456 break;
457 }
458 }
459 else if (USING_SKILL (hitter, SK_PUNCHING))
460 {
461 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
462 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
463 {
464 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
465 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
466 found++;
467 break;
468 }
469 }
470 }
471
472 if (found)
473 {
474 /* done */
475 }
476 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
477 {
478 sprintf (buf1, "hit"); /* just in case */
479 for (i = 0; i < MAXATTACKMESS; i++)
480 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
481 {
482 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
483 found++;
484 break;
485 }
486 }
487 else if (type & AT_DRAIN && op->is_alive ())
488 {
489 /* drain is first, because some items have multiple attypes */
490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
491 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
492 {
493 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
494 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
495 found++;
496 break;
497 }
498 }
499 else if (type & AT_ELECTRICITY && op->is_alive ())
500 {
501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
502 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
503 {
504 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
505 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
506 found++;
507 break;
508 }
509 }
510 else if (type & AT_COLD && op->is_alive ())
511 {
512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
513 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
514 {
515 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
516 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
517 found++;
518 break;
519 }
520 }
521 else if (type & AT_FIRE)
522 {
523 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
524 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
525 {
526 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
527 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
528 found++;
529 break;
530 }
531 }
532 else if (hitter->current_weapon != NULL)
533 {
534 int mtype;
535
536 switch (hitter->current_weapon->weapontype)
537 {
538 case WEAP_HIT:
539 mtype = ATM_BASIC;
540 break;
541 case WEAP_SLASH:
542 mtype = ATM_SLASH;
543 break;
544 case WEAP_PIERCE:
545 mtype = ATM_PIERCE;
546 break;
547 case WEAP_CLEAVE:
548 mtype = ATM_CLEAVE;
549 break;
550 case WEAP_SLICE:
551 mtype = ATM_SLICE;
552 break;
553 case WEAP_STAB:
554 mtype = ATM_STAB;
555 break;
556 case WEAP_WHIP:
557 mtype = ATM_WHIP;
558 break;
559 case WEAP_CRUSH:
560 mtype = ATM_CRUSH;
561 break;
562 case WEAP_BLUD:
563 mtype = ATM_BLUD;
564 break;
565 default:
566 mtype = ATM_BASIC;
567 break;
568 }
569
570 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
571 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
572 {
573 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
574 strcpy (buf2, attack_mess[mtype][i].buf3);
575 found++;
576 break;
577 }
578 }
579 else
580 {
581 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
582 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
583 {
584 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
585 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
586 found++;
587 break;
588 }
589 }
590
591 if (!found)
592 {
593 strcpy (buf1, "hit");
594 strcpy (buf2, " hits");
595 }
596
597 /* bail out if a monster is casting spells */
598 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
599 return;
600
601 /* scale down magic considerably. */
602 if (type & AT_MAGIC && rndm (0, 5))
603 return;
604
605 /* Did a player hurt another player? Inform both! */
606 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
607 {
608 if (hitter->owner != NULL)
609 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
610 else
611 {
612 sprintf (buf, "%s%s you.", &hitter->name, buf2);
613
614 if (dam != 0)
615 {
616 if (dam < 10)
617 op->contr->play_sound (sound_find ("player_is_hit1"));
618 else if (dam < 20)
619 op->contr->play_sound (sound_find ("player_is_hit2"));
620 else
621 op->contr->play_sound (sound_find ("player_is_hit3"));
622 }
623 }
624
625 new_draw_info (NDI_BLACK, 0, op, buf);
626 } /* end of player hitting player */
627
628 if (hitter->type == PLAYER)
629 {
630 sprintf (buf, "You %s.", buf1);
631
632 if (dam != 0)
633 {
634 if (dam < 10)
635 op->play_sound (sound_find ("player_hits1"));
636 else if (dam < 20)
637 op->play_sound (sound_find ("player_hits2"));
638 else
639 op->play_sound (sound_find ("player_hits3"));
640 }
641
642 new_draw_info (NDI_BLACK, 0, hitter, buf);
643 }
644 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
645 {
646 /* look for stacked spells and start reducing the message chances */
647 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
648 {
649 i = 4;
650 map = hitter->map;
651 if (out_of_map (map, hitter->x, hitter->y))
652 return;
653
654 next = GET_MAP_OB (map, hitter->x, hitter->y);
655 if (next)
656 while (next)
657 {
658 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
659 i *= 3;
660
661 tmp = next;
662 next = tmp->above;
663 }
664
665 if (i < 0)
666 return;
667
668 if (rndm (0, i) != 0)
669 return;
670 }
671 else if (rndm (0, 5) != 0)
672 return;
673
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 }
678 }
679
680
681 static int
682 get_attack_mode (object **target, object **hitter, int *simple_attack)
683 {
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1;
688 }
689
690 if ((*target)->head)
691 *target = (*target)->head;
692
693 if ((*hitter)->head)
694 *hitter = (*hitter)->head;
695
696 if ((*target)->type == LOCKED_DOOR)
697 return 1; // locked doors cannot be hit
698
699 if ((*hitter)->env || (*target)->env)
700 {
701 *simple_attack = 1;
702 return 0;
703 }
704
705 if (QUERY_FLAG (*target, FLAG_REMOVED)
706 || QUERY_FLAG (*hitter, FLAG_REMOVED)
707 || !(*hitter)->map
708 || !on_same_map (*hitter, *target))
709 {
710 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711 (*hitter)->debug_desc (), (*target)->debug_desc ());
712 return 1;
713 }
714
715 *simple_attack = 0;
716 return 0;
717 }
718
719 static int
720 abort_attack (object *target, object *hitter, int simple_attack)
721 {
722
723 /* Check if target and hitter are still in a relation similar to the one
724 * determined by get_attack_mode(). Returns true if the relation has changed.
725 */
726 int new_mode;
727
728 if (hitter->env == target || target->env == hitter)
729 new_mode = 1;
730 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
731 return 1;
732 else
733 new_mode = 0;
734 return new_mode != simple_attack;
735 }
736
737 static void thrown_item_effect (object *, object *);
738
739 static int
740 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
741 {
742 int simple_attack, roll, dam = 0;
743 uint32 type;
744 shstr op_name;
745
746 if (get_attack_mode (&op, &hitter, &simple_attack))
747 goto error;
748
749 if (hitter->current_weapon)
750 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
751 return RESULT_INT (0);
752
753 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
754 return RESULT_INT (0);
755
756 /*
757 * A little check to make it more difficult to dance forward and back
758 * to avoid ever being hit by monsters.
759 */
760 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
761 {
762 /* Decrease speed BEFORE calling process_object. Otherwise, an
763 * infinite loop occurs, with process_object calling move_monster,
764 * which then gets here again. By decreasing the speed before
765 * we call process_object, the 'if' statement above will fail.
766 */
767 --op->speed_left;
768 process_object (op);
769
770 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
771 goto error;
772 }
773
774 op_name = op->name;
775
776 roll = random_roll (1, 20, hitter, PREFER_HIGH);
777
778 /* Adjust roll for various situations. */
779 if (!simple_attack)
780 roll += adj_attackroll (hitter, op);
781
782 /* See if we hit the creature */
783 if (roll == 20 || op->stats.ac >= base_wc - roll)
784 {
785 int hitdam = base_dam;
786
787 if (!simple_attack)
788 {
789 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this.
791 * -b.t. */
792 if (QUERY_FLAG (op, FLAG_SLEEP))
793 CLEAR_FLAG (op, FLAG_SLEEP);
794
795 /* If the victim can't see the attacker, it may alert others
796 * for help. */
797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
798 npc_call_help (op);
799
800 /* if you were hidden and hit by a creature, you are discovered */
801 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
802 {
803 make_visible (op);
804
805 if (op->type == PLAYER)
806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
807 }
808
809 /* thrown items (hitter) will have various effects
810 * when they hit the victim. For things like thrown daggers,
811 * this sets 'hitter' to the actual dagger, and not the
812 * wrapper object.
813 */
814 thrown_item_effect (hitter, op);
815
816 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
817 goto leave;
818 }
819
820 /* Need to do at least 1 damage, otherwise there is no point
821 * to go further and it will cause FPE's below.
822 */
823 if (hitdam <= 0)
824 hitdam = 1;
825
826 type = hitter->attacktype;
827
828 if (!type)
829 type = AT_PHYSICAL;
830
831 /* Handle monsters that hit back */
832 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
833 {
834 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
835 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
836
837 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
838
839 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
840 goto leave;
841 }
842
843 /* In the new attack code, it should handle multiple attack
844 * types in its area, so remove it from here.
845 */
846 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
847
848 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
849 goto leave;
850 } /* end of if hitter hit op */
851 /* if we missed, dam=0 */
852
853 /*attack_message(dam, type, op, hitter); */
854
855 goto leave;
856
857 error:
858 dam = 1;
859
860 leave:
861
862 return dam;
863 }
864
865 int
866 attack_ob (object *op, object *hitter)
867 {
868 hitter = hitter->head_ ();
869
870 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
871 }
872
873 /* op is the arrow, tmp is what is stopping the arrow.
874 *
875 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
876 */
877 static int
878 stick_arrow (object *op, object *tmp)
879 {
880 /* If the missile hit a player, we insert it in their inventory.
881 * However, if the missile is heavy, we don't do so (assume it falls
882 * to the ground after a hit). What a good value for this is up to
883 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
884 * stick around.
885 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 {
888 tmp->head_ ()->insert (op);
889 return 1;
890 }
891 else
892 return 0;
893 }
894
895 /* hit_with_arrow() disassembles the missile, attacks the victim and
896 * reassembles the missile.
897 *
898 * It returns a pointer to the reassembled missile, or NULL if the missile
899 * isn't available anymore.
900 */
901 object *
902 hit_with_arrow (object *op, object *victim)
903 {
904 object *container, *hitter;
905 int hit_something = 0;
906
907 /* Disassemble missile */
908 if (op->inv)
909 {
910 container = op;
911 hitter = op->inv;
912 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
913 /* Note that we now have an empty THROWN_OBJ on the map. Code that
914 * might be called until this THROWN_OBJ is either reassembled or
915 * removed at the end of this function must be able to deal with empty
916 * THROWN_OBJs. */
917 }
918 else
919 {
920 container = 0;
921 hitter = op;
922 }
923
924 /* Try to hit victim */
925 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
926
927 /* Arrow attacks door, rune of summoning is triggered, demon is put on
928 * arrow, move_apply() calls this function, arrow sticks in demon,
929 * attack_ob_simple() returns, and we've got an arrow that still exists
930 * but is no longer on the map. Ugh. (Beware: Such things can happen at
931 * other places as well!)
932 */
933 if (hitter->destroyed () || hitter->env != NULL)
934 {
935 if (container)
936 container->destroy ();
937
938 return 0;
939 }
940
941 /* Missile hit victim */
942 /* if the speed is > 10, then this is a fast moving arrow, we go straight
943 * through the target
944 */
945 if (hit_something && op->speed <= 10.0)
946 {
947 /* Stop arrow */
948 if (!container)
949 {
950 hitter = fix_stopped_arrow (hitter);
951 if (!hitter)
952 return 0;
953 }
954 else
955 container->destroy ();
956
957 /* Try to stick arrow into victim */
958 if (!victim->destroyed () && stick_arrow (hitter, victim))
959 return 0;
960
961 /* Else try to put arrow on victim's map square
962 * remove check for P_WALL here. If the arrow got to this
963 * space, that is good enough - with the new movement code,
964 * there is now the potential for lots of spaces where something
965 * can fly over but not otherwise move over. What is the correct
966 * way to handle those otherwise?
967 */
968 if (victim->x != hitter->x || victim->y != hitter->y)
969 {
970 if (victim->destroyed ())
971 hitter->destroy ();
972 else
973 {
974 hitter->remove ();
975 hitter->x = victim->x;
976 hitter->y = victim->y;
977 insert_ob_in_map (hitter, victim->map, hitter, 0);
978 }
979 }
980 else
981 /* Else leave arrow where it is */
982 merge_ob (hitter, NULL);
983
984 return 0;
985 }
986
987 if (hit_something && op->speed >= 10.0)
988 op->speed -= 1.0;
989
990 /* Missile missed victim - reassemble missile */
991 if (container)
992 {
993 hitter->remove ();
994 insert_ob_in_ob (hitter, container);
995 }
996
997 return op;
998 }
999
1000 void
1001 tear_down_wall (object *op)
1002 {
1003 int perc = 0;
1004
1005 if (!op->stats.maxhp)
1006 {
1007 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1008 perc = 1;
1009 }
1010 else if (!GET_ANIM_ID (op))
1011 {
1012 /* Object has been called - no animations, so remove it */
1013 if (op->stats.hp < 0)
1014 op->destroy ();
1015
1016 return; /* no animations, so nothing more to do */
1017 }
1018
1019 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1020
1021 if (perc >= (int) NUM_ANIMATIONS (op))
1022 perc = NUM_ANIMATIONS (op) - 1;
1023 else if (perc < 1)
1024 perc = 1;
1025
1026 SET_ANIMATION (op, perc);
1027 update_object (op, UP_OBJ_FACE);
1028
1029 if (perc == NUM_ANIMATIONS (op) - 1)
1030 { /* Reached the last animation */
1031 if (op->face == blank_face)
1032 /* If the last face is blank, remove the ob */
1033 op->destroy ();
1034 else
1035 { /* The last face was not blank, leave an image */
1036 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1037 update_all_los (op->map, op->x, op->y);
1038 op->move_block = 0;
1039 CLEAR_FLAG (op, FLAG_ALIVE);
1040 }
1041 }
1042 }
1043
1044 void
1045 scare_creature (object *target, object *hitter)
1046 {
1047 object *owner = hitter->owner;
1048
1049 if (!owner)
1050 owner = hitter;
1051
1052 SET_FLAG (target, FLAG_SCARED);
1053 if (!target->enemy)
1054 target->enemy = owner;
1055 }
1056
1057 /* This returns the amount of damage hitter does to op with the
1058 * appropriate attacktype. Only 1 attacktype should be set at a time.
1059 * This doesn't damage the player, but returns how much it should
1060 * take. However, it will do other effects (paralyzation, slow, etc.)
1061 * Note - changed for PR code - we now pass the attack number and not
1062 * the attacktype. Makes it easier for the PR code. */
1063 int
1064 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1065 {
1066 int doesnt_slay = 1;
1067
1068 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1069 if (attacknum >= NROFATTACKS)
1070 {
1071 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1072 return 0;
1073 }
1074
1075 if (dam < 0)
1076 {
1077 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1078 dam, hitter->debug_desc (), op->debug_desc ());
1079 return 0;
1080 }
1081
1082 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1083 * people can't mess with that or it otherwise get confused. */
1084 if (attacknum == ATNR_INTERNAL)
1085 return dam;
1086
1087 if (hitter->slaying)
1088 {
1089 if ((op->race && hitter->slaying.contains (op->race))
1090 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1091 {
1092 doesnt_slay = 0;
1093 dam *= 3;
1094 }
1095 }
1096
1097 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1098 if (op->resist[attacknum])
1099 {
1100 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1101 * in case 0>dam>1, we try to "simulate" a float value-effect */
1102 dam *= (100 - op->resist[attacknum]);
1103 if (dam >= 100)
1104 dam /= 100;
1105 else
1106 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1107 }
1108
1109 /* Special hack. By default, if immune to something, you
1110 * shouldn't need to worry. However, acid is an exception, since
1111 * it can still damage your items. Only include attacktypes if
1112 * special processing is needed */
1113
1114 if (op->resist[attacknum] >= 100
1115 && doesnt_slay
1116 && attacknum != ATNR_ACID)
1117 return 0;
1118
1119 /* Keep this in order - makes things easier to find */
1120
1121 switch (attacknum)
1122 {
1123 case ATNR_PHYSICAL:
1124 /* here also check for diseases */
1125 check_physically_infect (op, hitter);
1126 break;
1127
1128 /* Don't need to do anything for:
1129 magic,
1130 fire,
1131 electricity,
1132 cold */
1133
1134 case ATNR_CONFUSION:
1135 case ATNR_POISON:
1136 case ATNR_SLOW:
1137 case ATNR_PARALYZE:
1138 case ATNR_FEAR:
1139 case ATNR_CANCELLATION:
1140 case ATNR_DEPLETE:
1141 case ATNR_BLIND:
1142 {
1143 /* chance for inflicting a special attack depends on the
1144 * difference between attacker's and defender's level
1145 */
1146 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1147
1148 /* First, only creatures/players with speed can be affected.
1149 * Second, just getting hit doesn't mean it always affects
1150 * you. Third, you still get a saving through against the
1151 * effect.
1152 */
1153 if (op->speed &&
1154 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1155 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1156 {
1157
1158 /* Player has been hit by something */
1159 if (attacknum == ATNR_CONFUSION)
1160 confuse_player (op, hitter, dam);
1161 else if (attacknum == ATNR_POISON)
1162 poison_player (op, hitter, dam);
1163 else if (attacknum == ATNR_SLOW)
1164 slow_player (op, hitter, dam);
1165 else if (attacknum == ATNR_PARALYZE)
1166 paralyze_player (op, hitter, dam);
1167 else if (attacknum == ATNR_FEAR)
1168 scare_creature (op, hitter);
1169 else if (attacknum == ATNR_CANCELLATION)
1170 cancellation (op);
1171 else if (attacknum == ATNR_DEPLETE)
1172 op->drain_stat ();
1173 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1174 blind_player (op, hitter, dam);
1175 }
1176
1177 dam = 0; /* These are all effects and don't do real damage */
1178 }
1179 break;
1180
1181 case ATNR_ACID:
1182 {
1183 int flag = 0;
1184
1185 /* Items only get corroded if you're not on a battleground and
1186 * if your acid resistance is below 50%. */
1187 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1188 {
1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1190 {
1191 if (tmp->invisible)
1192 continue;
1193 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1194 /* >= 10% acid res. on items will protect these */
1195 continue;
1196 if (!(tmp->materials & M_IRON))
1197 continue;
1198 if (tmp->magic < -4) /* Let's stop at -5 */
1199 continue;
1200 if (tmp->type == RING
1201 /* removed boots and gloves from exclusion list in PR */
1202 || tmp->type == GIRDLE
1203 || tmp->type == AMULET
1204 || tmp->type == WAND
1205 || tmp->type == ROD
1206 || tmp->type == HORN)
1207 continue; /* To avoid some strange effects */
1208
1209 /* High damage acid has better chance of corroding
1210 objects */
1211 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1212 {
1213 flag = 1;
1214 tmp->magic--;
1215
1216 if (object *pl = tmp->visible_to ())
1217 {
1218 /* Make this more visible */
1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1220 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1221
1222 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1223 }
1224 }
1225 }
1226
1227 if (flag)
1228 op->update_stats (); /* Something was corroded */
1229 }
1230 }
1231 break;
1232
1233 case ATNR_DRAIN:
1234 {
1235 /* rate is the proportion of exp drained. High rate means
1236 * not much is drained, low rate means a lot is drained.
1237 */
1238 int rate;
1239
1240 if (op->resist[ATNR_DRAIN] >= 0)
1241 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1242 else
1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1244
1245 if (op->stats.exp <= rate)
1246 {
1247 if (op->type == GOLEM)
1248 dam = 999; /* Its force is "sucked" away. 8) */
1249 else
1250 /* If we can't drain, lets try to do physical damage */
1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1252 }
1253 else
1254 {
1255 /* Randomly give the hitter some hp */
1256 if (hitter->stats.hp < hitter->stats.maxhp &&
1257 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1258 hitter->stats.hp++;
1259
1260 /* Can't do drains on battleground spaces.
1261 * Move the wiz check up here - before, the hitter wouldn't gain exp
1262 * exp, but the wiz would still lose exp! If drainee is a wiz,
1263 * nothing happens.
1264 * Try to credit the owner. We try to display player -> player drain
1265 * attacks, hence all the != PLAYER checks.
1266 */
1267 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1268 {
1269 object *owner = hitter->owner;
1270
1271 if (owner && owner != hitter)
1272 {
1273 if (op->type != PLAYER || owner->type != PLAYER)
1274 change_exp (owner, op->stats.exp / (rate * 2),
1275 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1276 }
1277 else if (op->type != PLAYER || hitter->type != PLAYER)
1278 change_exp (hitter, op->stats.exp / (rate * 2),
1279 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1280
1281 change_exp (op, -op->stats.exp / rate, NULL, 0);
1282 }
1283
1284 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1285 * drain attack, you won't know that you are actually sucking out EXP,
1286 * as the messages will say you missed
1287 */
1288 }
1289 }
1290 break;
1291
1292 case ATNR_TURN_UNDEAD:
1293 {
1294 if (QUERY_FLAG (op, FLAG_UNDEAD))
1295 {
1296 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1297 object *god = find_god (determine_god (owner));
1298 int div = 1;
1299
1300 /* if undead are not an enemy of your god, you turn them
1301 * at half strength */
1302 if (!god || !god->slaying.contains (shstr_undead))
1303 div = 2;
1304
1305 /* Give a bonus if you resist turn undead */
1306 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1307 scare_creature (op, owner);
1308 }
1309 else
1310 dam = 0; /* don't damage non undead - should we damage
1311 undead? */
1312 }
1313 break;
1314
1315 case ATNR_DEATH:
1316 deathstrike_player (op, hitter, &dam);
1317 break;
1318
1319 case ATNR_CHAOS:
1320 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1321 dam = 0;
1322 break;
1323
1324 case ATNR_COUNTERSPELL:
1325 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1326 dam = 0;
1327 /* This should never happen. Counterspell is handled
1328 * seperately and filtered out. If this does happen,
1329 * Counterspell has no effect on anything but spells, so it
1330 * does no damage. */
1331 break;
1332
1333 case ATNR_HOLYWORD:
1334 {
1335 /* This has already been handled by hit_player,
1336 * no need to check twice -- DAMN */
1337 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1338
1339 /* As with turn undead above, give a bonus on the saving throw */
1340 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1341 scare_creature (op, owner);
1342 }
1343 break;
1344
1345 case ATNR_LIFE_STEALING:
1346 {
1347 int new_hp;
1348
1349 /* this is replacement to drain for players, instead of taking
1350 * exp it takes hp. It is geared for players, probably not
1351 * much use giving it to monsters
1352 *
1353 * life stealing doesn't do a lot of damage, but it gives the
1354 * damage it does do to the player. Given that,
1355 * it only does 1/10'th normal damage (hence the divide by
1356 * 1000).
1357 */
1358 /* You can't steal life from something undead */
1359 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1360 return 0;
1361
1362 /* If drain protection is higher than life stealing, use that */
1363 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1364 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1365 else
1366 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1367
1368 /* You die at -1 hp, not zero. */
1369 if (dam > (op->stats.hp + 1))
1370 dam = op->stats.hp + 1;
1371
1372 new_hp = hitter->stats.hp + dam;
1373 if (new_hp > hitter->stats.maxhp)
1374 new_hp = hitter->stats.maxhp;
1375
1376 if (new_hp > hitter->stats.hp)
1377 hitter->stats.hp = new_hp;
1378 }
1379 }
1380
1381 return dam;
1382 }
1383
1384 /* GROS: This code comes from hit_player. It has been made external to
1385 * allow script procedures to "kill" objects in a combat-like fashion.
1386 * It was initially used by (kill-object) developed for the Collector's
1387 * Sword. Note that nothing has been changed from the original version
1388 * of the following code.
1389 * op is what is being killed.
1390 * dam is the damage done to it.
1391 * hitter is what is hitting it.
1392 * type is the attacktype.
1393 *
1394 * This function was a bit of a mess with hitter getting changed,
1395 * values being stored away but not used, etc. I've cleaned it up
1396 * a bit - I think it should be functionally equivalant.
1397 * MSW 2002-07-17
1398 */
1399 int
1400 kill_object (object *op, int dam, object *hitter, int type)
1401 {
1402 char buf[MAX_BUF];
1403 shstr skill;
1404 int maxdam = 0;
1405 int battleg = 0; /* true if op standing on battleground */
1406 int pk = 0; /* true if op and what controls hitter are both players */
1407 object *owner = 0;
1408 object *skop = 0;
1409
1410 if (op->stats.hp >= 0)
1411 return -1;
1412
1413 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1414 return 0;
1415
1416 /* maxdam needs to be the amount of damage it took to kill
1417 * this creature. The function(s) that call us have already
1418 * adjusted the creatures HP total, so that is negative.
1419 */
1420 maxdam = dam + op->stats.hp + 1;
1421
1422 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1423 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1424
1425 if (op->type == DOOR)
1426 {
1427 op->set_speed (0.1f);
1428 op->speed_left = -0.05f;
1429 return maxdam;
1430 }
1431
1432 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1433 {
1434 op->drop_and_destroy ();
1435 return maxdam;
1436 }
1437
1438 /* Now lets start dealing with experience we get for killing something */
1439
1440 owner = hitter->outer_owner ();
1441 if (!owner)
1442 owner = hitter;
1443
1444 /* is the victim (op) standing on battleground? */
1445 if (op_on_battleground (op, NULL, NULL))
1446 battleg = 1;
1447
1448 /* is this player killing? */
1449 if (op->type == PLAYER && owner->type == PLAYER)
1450 pk = 1;
1451
1452 /* Player killed something */
1453 if (owner->type == PLAYER)
1454 {
1455 /* Log players killing other players - makes it easier to detect
1456 * and filter out malicious player killers - that is why the
1457 * ip address is included.
1458 */
1459 if (op->type == PLAYER && !battleg)
1460 {
1461 time_t t = time (NULL);
1462 struct tm *tmv;
1463 char buf[256];
1464
1465 tmv = localtime (&t);
1466 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1467
1468 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1469 }
1470
1471 /* try to filter some things out - basically, if you are
1472 * killing a level 1 creature and your level 20, you
1473 * probably don't want to see that.
1474 */
1475 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1476 {
1477 if (owner != hitter)
1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1479 else
1480 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1481
1482 /* Only play sounds for melee kills */
1483 if (hitter->type == PLAYER)
1484 owner->play_sound (sound_find ("player_kills"));
1485 }
1486
1487 /* If a player kills another player, not on
1488 * battleground, the "killer" looses 1 luck. Since this is
1489 * not reversible, it's actually quite a pain IMHO. -AV
1490 * Fix bug in that we were changing the luck of the hitter, not
1491 * player that the object belonged to - so if you killed another player
1492 * with spells, pets, whatever, there was no penalty.
1493 * Changed to make luck penalty configurable in settings.
1494 */
1495 if (op->type == PLAYER && owner != op && !battleg)
1496 owner->change_luck (-settings.pk_luck_penalty);
1497
1498 /* This code below deals with finding the appropriate skill
1499 * to credit exp to. This is a bit problematic - we should
1500 * probably never really have to look at current_weapon->skill
1501 */
1502 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill;
1504 else if (owner->chosen_skill)
1505 {
1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1508 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1510 skill = owner->current_weapon->skill;
1511 else
1512 {
1513 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1514 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1515 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1516 skill = 0;
1517 }
1518
1519 /* We have the skill we want to credit to - now find the object this goes
1520 * to. Make sure skop is an actual skill, and not a skill tool!
1521 */
1522 skop = owner->contr->find_skill (skill);
1523 } /* Was it a player that hit somethign */
1524 else
1525 skill = 0;
1526
1527 /* These may have been set in the player code section above */
1528 if (!skop)
1529 skop = hitter->chosen_skill;
1530
1531 if (!skill && skop)
1532 skill = skop->skill;
1533
1534 /* If you didn't kill yourself, and your not the wizard */
1535 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1536 {
1537 int exp;
1538
1539 /* Really don't give much experience for killing other players */
1540 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1541 if (op->type == PLAYER)
1542 {
1543 if (battleg)
1544 {
1545 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1546 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1547 }
1548 else
1549 exp = op->stats.exp / 1000;
1550 }
1551 else
1552 exp = calc_skill_exp (owner, op, skop);
1553
1554 /* if op is standing on "battleground" (arena), no way to gain
1555 * exp by killing him
1556 */
1557 if (battleg)
1558 exp = 0;
1559
1560 /* Don't know why this is set this way - doesn't make
1561 * sense to just divide everything by two for no reason.
1562 */
1563
1564 if (!settings.simple_exp)
1565 exp = exp / 2;
1566
1567 if (owner->type != PLAYER || owner->contr->party == NULL)
1568 change_exp (owner, exp, skill, 0);
1569 else
1570 {
1571 int shares = 0, count = 0;
1572 partylist *party = owner->contr->party;
1573
1574 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1575
1576 for_all_players (pl)
1577 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1578 {
1579 count++;
1580 shares += (pl->ob->level + 4);
1581 }
1582
1583 if (count == 1 || shares > exp || !shares)
1584 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1585 else
1586 {
1587 int share = exp / shares, given = 0, nexp;
1588
1589 for_all_players (pl)
1590 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1591 {
1592 nexp = (pl->ob->level + 4) * share;
1593 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1594 given += nexp;
1595 }
1596
1597 exp -= given;
1598 /* give any remainder to the player */
1599 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1600 }
1601 } /* else part of a party */
1602 } /* end if person didn't kill himself */
1603
1604 if (op->type != PLAYER)
1605 {
1606 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1607 {
1608 object *owner1 = op->owner;
1609
1610 if (owner1 && owner1->type == PLAYER)
1611 {
1612 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1613 /* Maybe we should include the owner that killed this, maybe not */
1614 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1615 }
1616
1617 remove_friendly_object (op);
1618 }
1619
1620 op->drop_and_destroy ();
1621 }
1622 else
1623 /* Player has been killed! */
1624 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1625
1626 /* This was return -1 - that doesn't seem correct - if we return -1, process
1627 * continues in the calling function.
1628 */
1629 return maxdam;
1630 }
1631
1632 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1633 * Returns 0 this is not friendly fire
1634 */
1635 int
1636 friendly_fire (object *op, object *hitter)
1637 {
1638 object *owner;
1639 int friendlyfire;
1640
1641 if (hitter->head)
1642 hitter = hitter->head;
1643
1644 friendlyfire = 0;
1645
1646 if (op->type == PLAYER)
1647 {
1648 if (op_on_battleground (hitter, 0, 0))
1649 return 0;
1650
1651 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1652 return 1;
1653
1654 if ((owner = hitter->owner) != NULL)
1655 {
1656 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1657 friendlyfire = 2;
1658 }
1659
1660 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1661 friendlyfire = 0;
1662 }
1663
1664 return friendlyfire;
1665 }
1666
1667 /* This isn't used just for players, but in fact most objects.
1668 * op is the object to be hit, dam is the amount of damage, hitter
1669 * is what is hitting the object, type is the attacktype, and
1670 * full_hit is set if monster area does not matter.
1671 * dam is base damage - protections/vulnerabilities/slaying matches can
1672 * modify it.
1673 */
1674 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1675 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1676 int
1677 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1678 {
1679 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1680 int maxattacktype, attacknum;
1681 int body_attack = op && op->head; /* Did we hit op's head? */
1682 int simple_attack;
1683 int rtn_kill = 0;
1684 int friendlyfire;
1685
1686 if (get_attack_mode (&op, &hitter, &simple_attack))
1687 return 0;
1688
1689 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1690 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1691 return 0;
1692
1693 // only allow pk for hostile players
1694 if (op->type == PLAYER)
1695 {
1696 object *owner = hitter->owner;
1697
1698 if (!owner)
1699 owner = hitter;
1700
1701 if (owner->type == PLAYER
1702 && (!op_on_battleground (op, 0, 0)
1703 && (op->contr->peaceful || owner->contr->peaceful))
1704 && op != owner)
1705 return 0;
1706 }
1707
1708 if (body_attack)
1709 {
1710 /* slow and paralyze must hit the head. But we don't want to just
1711 * return - we still need to process other attacks the spell still
1712 * might have. So just remove the paralyze and slow attacktypes,
1713 * and keep on processing if we have other attacktypes.
1714 * return if only magic or nothing is left - under normal code
1715 * we don't attack with pure magic if there is another attacktype.
1716 * Only do processing if the initial attacktype includes one of those
1717 * attack so we don't cancel out things like magic bullet.
1718 */
1719 if (type & (AT_PARALYZE | AT_SLOW))
1720 {
1721 type &= ~(AT_PARALYZE | AT_SLOW);
1722
1723 if (!type || type == AT_MAGIC)
1724 return 0;
1725 }
1726 }
1727
1728 if (!simple_attack && op->type == DOOR)
1729 {
1730 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1731 if (tmp->type == RUNE || tmp->type == TRAP)
1732 {
1733 spring_trap (tmp, hitter);
1734
1735 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1736 return 0;
1737
1738 break;
1739 }
1740 }
1741
1742 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1743 {
1744 /* FIXME: If a player is killed by a rune in a door, the
1745 * destroyed() check above doesn't return, and might get here.
1746 */
1747
1748 /* FIXME: This for example happens when a dead door is on a mover and
1749 gets it's speed_left raised on each mover-tick.
1750 Doors are removed in a kinda funny way by giving them speed and speed_left
1751 and waiting for that to run out.
1752 */
1753 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1754 return 0;
1755 }
1756
1757 #ifdef ATTACK_DEBUG
1758 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1759 #endif
1760
1761 if (magic)
1762 {
1763 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1764 * in case 0>dam>1, we try to "simulate" a float value-effect */
1765 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1766 if (dam >= 100)
1767 dam /= 100;
1768 else
1769 dam = (dam > rndm (0, 99)) ? 1 : 0;
1770 }
1771
1772 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1773 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1774 */
1775 if (type & AT_CHAOS)
1776 {
1777 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1778 update_object (op, UP_OBJ_FACE);
1779 type &= ~AT_CHAOS;
1780 }
1781
1782 /* Holyword is really an attacktype modifier (like magic is). If
1783 * holyword is part of an attacktype, then make sure the creature is
1784 * a proper match, otherwise no damage.
1785 */
1786 if (type & AT_HOLYWORD)
1787 {
1788 object *god;
1789
1790 if ((!hitter->slaying
1791 || (!(op->race && hitter->slaying.contains (op->race))
1792 && !(op->name && hitter->slaying.contains (op->name))))
1793 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1794 || (hitter->title
1795 && (god = find_god (determine_god (hitter))) != NULL
1796 && god->race.contains (shstr_undead))))
1797 return 0;
1798 }
1799
1800 maxattacktype = type; /* initialise this to something */
1801 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1802 {
1803 /* Magic isn't really a true attack type - it gets combined with other
1804 * attack types. As such, skip it over. However, if magic is
1805 * the only attacktype in the group, then still attack with it
1806 */
1807 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1808 continue;
1809
1810 /* Go through and hit the player with each attacktype, one by one.
1811 * hit_player_attacktype only figures out the damage, doesn't inflict
1812 * it. It will do the appropriate action for attacktypes with
1813 * effects (slow, paralization, etc.
1814 */
1815 if (type & attacktype)
1816 {
1817 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1818 /* the >= causes us to prefer messages from special attacks, if
1819 * the damage is equal.
1820 */
1821 if (ndam >= maxdam)
1822 {
1823 maxdam = ndam;
1824 maxattacktype = 1 << attacknum;
1825 }
1826 }
1827 }
1828
1829 /* if this is friendly fire then do a set % of damage only
1830 * Note - put a check in to make sure this attack is actually
1831 * doing damage - otherwise, the +1 in the code below will make
1832 * an attack do damage before when it otherwise didn't
1833 */
1834 friendlyfire = friendly_fire (op, hitter);
1835 if (friendlyfire && maxdam)
1836 {
1837 maxdam = ((dam * settings.set_friendly_fire) / 100);
1838
1839 #ifdef ATTACK_DEBUG
1840 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1841 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1842 #endif
1843 }
1844
1845 if (!full_hit)
1846 {
1847 int area;
1848 int remainder;
1849
1850 area = 0;
1851
1852 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1853 area++;
1854
1855 assert (area > 0);
1856
1857 /* basically: maxdam /= area; we try to "simulate" a float
1858 value-effect */
1859 remainder = 100 * (maxdam % area) / area;
1860 maxdam /= area;
1861 if (rndm (100) < remainder)
1862 maxdam++;
1863 }
1864
1865 #ifdef ATTACK_DEBUG
1866 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1867 #endif
1868
1869 // for now, only do this for active objects, otherwise they
1870 // keep a refcount for a long time and I see no usefulness
1871 // for an non-active objetc to know its enemy.
1872 if (op->active)
1873 if (hitter->owner)
1874 op->enemy = hitter->owner;
1875 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1876 op->enemy = hitter;
1877
1878 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1879 {
1880 /* The unaggressives look after themselves 8) */
1881 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1882 npc_call_help (op);
1883 }
1884
1885 if (magic && did_make_save (op, op->level, 0))
1886 maxdam = maxdam / 2;
1887
1888 attack_message (maxdam, maxattacktype, op, hitter);
1889
1890 op->stats.hp -= maxdam;
1891
1892 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1893 if ((op->stats.hp >= 0) &&
1894 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1895 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1896 {
1897
1898 if (QUERY_FLAG (op, FLAG_MONSTER))
1899 SET_FLAG (op, FLAG_RUN_AWAY);
1900 else
1901 scare_creature (op, hitter);
1902 }
1903
1904 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1905 {
1906 if (maxdam)
1907 tear_down_wall (op);
1908
1909 return maxdam; /* nothing more to do for wall */
1910 }
1911
1912 /* See if the creature has been killed */
1913 rtn_kill = kill_object (op, maxdam, hitter, type);
1914 if (rtn_kill != -1)
1915 return rtn_kill;
1916
1917 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1918 * that before if the player was immune to ghosthit, the monster
1919 * remained - that is no longer the case.
1920 */
1921 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1922 hitter->drop_and_destroy ();
1923 /* Lets handle creatures that are splitting now */
1924 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1925 {
1926 int i;
1927 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1928 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1929 object *owner = op->owner;
1930
1931 if (!op->other_arch)
1932 {
1933 LOG (llevError, "SPLITTING without other_arch error.\n");
1934 return maxdam;
1935 }
1936
1937 op->remove ();
1938
1939 for (i = 0; i < op->stats.food; i++)
1940 { /* This doesn't handle op->more yet */
1941 object *tmp = arch_to_object (op->other_arch);
1942 int j;
1943
1944 tmp->stats.hp = op->stats.hp;
1945
1946 if (friendly)
1947 {
1948 add_friendly_object (tmp);
1949 tmp->attack_movement = PETMOVE;
1950
1951 if (owner)
1952 tmp->set_owner (owner);
1953 }
1954
1955 if (unaggressive)
1956 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1957
1958 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1959
1960 if (j == -1) /* No spot to put this monster */
1961 tmp->destroy ();
1962 else
1963 {
1964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1965 insert_ob_in_map (tmp, op->map, NULL, 0);
1966 }
1967 }
1968
1969 op->destroy ();
1970 }
1971 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1972 hitter->drop_and_destroy ();
1973
1974 return maxdam;
1975 }
1976
1977 void
1978 poison_player (object *op, object *hitter, int dam)
1979 {
1980 archetype *at = archetype::find ("poisoning");
1981 object *tmp = present_arch_in_ob (at, op);
1982
1983 if (tmp == NULL)
1984 {
1985 if ((tmp = arch_to_object (at)) == NULL)
1986 LOG (llevError, "Failed to clone arch poisoning.\n");
1987 else
1988 {
1989 tmp = insert_ob_in_ob (tmp, op);
1990 /* peterm: give poisoning some teeth. It should
1991 * be able to kill things better than it does:
1992 * damage should be dependent something--I choose to
1993 * do this: if it's a monster, the damage from the
1994 * poisoning goes as the level of the monster/2.
1995 * If anything else, goes as damage.
1996 */
1997
1998 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1999 tmp->stats.dam += hitter->level / 2;
2000 else
2001 tmp->stats.dam = dam;
2002
2003 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2004 if (hitter->skill && hitter->skill != tmp->skill)
2005 {
2006 tmp->skill = hitter->skill;
2007 }
2008
2009 tmp->stats.food += dam; /* more damage, longer poisoning */
2010
2011 if (op->type == PLAYER)
2012 {
2013 /* player looses stats, maximum is -10 of each */
2014 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2015 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2016 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2017 tmp->stats.Int = MAX (-dam / 7, -10);
2018 SET_FLAG (tmp, FLAG_APPLIED);
2019 op->update_stats ();
2020 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2021 op->play_sound (tmp->sound);
2022 }
2023
2024 if (hitter->type == PLAYER)
2025 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2026 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2027 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2028 }
2029
2030 tmp->speed_left = 0;
2031 }
2032 else
2033 tmp->stats.food++;
2034 }
2035
2036 void
2037 slow_player (object *op, object *hitter, int dam)
2038 {
2039 archetype *at = archetype::find ("slowness");
2040 object *tmp;
2041
2042 if (at == NULL)
2043 LOG (llevError, "Can't find slowness archetype.\n");
2044
2045 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2046 {
2047 tmp = arch_to_object (at);
2048 tmp = insert_ob_in_ob (tmp, op);
2049 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2050 }
2051 else
2052 tmp->stats.food++;
2053
2054 SET_FLAG (tmp, FLAG_APPLIED);
2055 tmp->speed_left = 0;
2056 op->update_stats ();
2057 }
2058
2059 void
2060 confuse_player (object *op, object *hitter, int dam)
2061 {
2062 object *tmp;
2063 int maxduration;
2064
2065 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2066 if (!tmp)
2067 {
2068 tmp = get_archetype (FORCE_NAME);
2069 tmp = insert_ob_in_ob (tmp, op);
2070 }
2071
2072 /* Duration added per hit and max. duration of confusion both depend
2073 * on the player's resistance
2074 */
2075 tmp->speed = 0.05;
2076 tmp->subtype = FORCE_CONFUSION;
2077 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2078 tmp->name = "confusion";
2079 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2080
2081 if (tmp->duration > maxduration)
2082 tmp->duration = maxduration;
2083
2084 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2085 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2086
2087 SET_FLAG (op, FLAG_CONFUSED);
2088 }
2089
2090 void
2091 blind_player (object *op, object *hitter, int dam)
2092 {
2093 object *tmp, *owner;
2094
2095 /* Save some work if we know it isn't going to affect the player */
2096 if (op->resist[ATNR_BLIND] == 100)
2097 return;
2098
2099 tmp = present_in_ob (BLINDNESS, op);
2100 if (!tmp)
2101 {
2102 tmp = get_archetype ("blindness");
2103 SET_FLAG (tmp, FLAG_BLIND);
2104 SET_FLAG (tmp, FLAG_APPLIED);
2105 /* use floats so we don't lose too much precision due to rounding errors.
2106 * speed is a float anyways.
2107 */
2108 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2109
2110 tmp = insert_ob_in_ob (tmp, op);
2111 change_abil (op, tmp); /* Mostly to display any messages */
2112 op->update_stats (); /* This takes care of some other stuff */
2113
2114 if (hitter->owner)
2115 owner = hitter->owner;
2116 else
2117 owner = hitter;
2118
2119 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2120 }
2121 tmp->stats.food += dam;
2122 if (tmp->stats.food > 10)
2123 tmp->stats.food = 10;
2124 }
2125
2126 void
2127 paralyze_player (object *op, object *hitter, int dam)
2128 {
2129 float effect, max;
2130
2131 /* object *tmp; */
2132
2133 /* This is strange stuff... someone knows for what this is
2134 * written? Well, i think this can and should be removed
2135 */
2136
2137 /*
2138 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2139 tmp=clone_arch(PARAIMAGE);
2140 tmp->x=op->x,tmp->y=op->y;
2141 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2142 }
2143 */
2144
2145 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2146 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2147
2148 if (effect == 0)
2149 return;
2150
2151 op->speed_left -= FABS (op->speed) * effect;
2152 /* tmp->stats.food+=(signed short) effect/op->speed; */
2153
2154 /* max number of ticks to be affected for. */
2155 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2156 if (op->speed_left < -(FABS (op->speed) * max))
2157 op->speed_left = (float) -(FABS (op->speed) * max);
2158
2159 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2160 }
2161
2162 /* Attempts to kill 'op'. hitter is the attack object, dam is
2163 * the computed damaged.
2164 */
2165 void
2166 deathstrike_player (object *op, object *hitter, int *dam)
2167 {
2168 /* The intention of a death attack is to kill outright things
2169 ** that are a lot weaker than the attacker, have a chance of killing
2170 ** things somewhat weaker than the caster, and no chance of
2171 ** killing something equal or stronger than the attacker.
2172 ** Also, if a deathstrike attack has a slaying, any monster
2173 ** whose name or race matches a comma-delimited list in the slaying
2174 ** field of the deathstriking object */
2175
2176 int atk_lev, def_lev, kill_lev;
2177
2178 if (hitter->slaying)
2179 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2180 || (op->race && hitter->slaying.contains (op->race))))
2181 return;
2182
2183 def_lev = op->level;
2184 if (def_lev < 1)
2185 {
2186 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2187 def_lev = 1;
2188 }
2189
2190 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2191 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2192 atk_lev, def_lev); */
2193
2194 if (atk_lev >= def_lev)
2195 {
2196 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2197
2198 /* Note that the below effectively means the ratio of the atk vs
2199 * defener level is important - if level 52 character has very little
2200 * chance of killing a level 50 monster. This should probably be
2201 * redone.
2202 */
2203 if (kill_lev >= def_lev)
2204 {
2205 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2206 /* I think this doesn't really do much. Because of
2207 * integer rounding, this only makes any difference if the
2208 * attack level is double the defender level.
2209 */
2210 *dam *= kill_lev / def_lev;
2211 }
2212 }
2213 else
2214 *dam = 0; /* no harm done */
2215 }
2216
2217 /* thrown_item_effect() - handles any special effects of thrown
2218 * items (like attacking living creatures--a potion thrown at a
2219 * monster).
2220 */
2221 static void
2222 thrown_item_effect (object *hitter, object *victim)
2223 {
2224 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2225 {
2226 /* May not need a switch for just 2 types, but this makes it
2227 * easier for expansion.
2228 */
2229 switch (hitter->type)
2230 {
2231 case POTION:
2232 /* should player get a save throw instead of checking magic protection? */
2233 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2234 (void) apply_potion (victim, hitter);
2235 break;
2236
2237 case POISON: /* poison drinks */
2238 /* As with potions, should monster get a save? */
2239 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2240 apply_poison (victim, hitter);
2241 break;
2242
2243 /* Removed case statements that did nothing.
2244 * food may be poisonous, but monster must be willing to eat it,
2245 * so we don't handle it here.
2246 * Containers should perhaps break open, but that code was disabled.
2247 */
2248 }
2249 }
2250 }
2251
2252 /* adj_attackroll() - adjustments to attacks by various conditions */
2253 int
2254 adj_attackroll (object *hitter, object *target)
2255 {
2256 object *attacker = hitter;
2257 int adjust = 0;
2258
2259 /* safety */
2260 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2261 {
2262 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2263 return 0;
2264 }
2265
2266 /* aimed missiles use the owning object's sight */
2267 if (is_aimed_missile (hitter))
2268 {
2269 if ((attacker = hitter->owner) == NULL)
2270 attacker = hitter;
2271 /* A player who saves but hasn't quit still could have objects
2272 * owned by him - need to handle that case to avoid crashes.
2273 */
2274 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2275 attacker = hitter;
2276 }
2277 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2278 return 0;
2279
2280 /* determine the condtions under which we make an attack.
2281 * Add more cases, as the need occurs. */
2282
2283 if (!can_see_enemy (attacker, target))
2284 {
2285 /* target is unseen */
2286 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2287 adjust -= 10;
2288 /* dark map penalty for the hitter (lacks infravision if we got here). */
2289 else if (!stand_in_light (target))
2290 adjust -= target->map->darklevel ();
2291 }
2292
2293 if (QUERY_FLAG (attacker, FLAG_SCARED))
2294 adjust -= 3;
2295
2296 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2297 adjust += 1;
2298
2299 if (QUERY_FLAG (target, FLAG_SCARED))
2300 adjust += 1;
2301
2302 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2303 adjust -= 3;
2304
2305 /* if we attack at a different 'altitude' its harder */
2306 if ((attacker->move_type & target->move_type) == 0)
2307 adjust -= 2;
2308
2309 #if 0
2310 /* slower attacks are less likely to succeed. We should use a
2311 * comparison between attacker/target speeds BUT, players have
2312 * a generally faster speed, so this will wind up being a HUGE
2313 * disadantage for the monsters! Too bad, because missiles which
2314 * fly fast should have a better chance of hitting a slower target.
2315 */
2316 if (hitter->speed < target->speed)
2317 adjust += ((float) hitter->speed - target->speed);
2318 #endif
2319
2320 #if 0
2321 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2322 #endif
2323
2324 return adjust;
2325 }
2326
2327 /* determine if the object is an 'aimed' missile */
2328 int
2329 is_aimed_missile (object *op)
2330 {
2331
2332 /* I broke what used to be one big if into a few nested
2333 * ones so that figuring out the logic is at least possible.
2334 */
2335 if (op && (op->move_type & MOVE_FLYING))
2336 if (op->type == ARROW || op->type == THROWN_OBJ)
2337 return 1;
2338 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2339 return 1;
2340
2341 return 0;
2342 }