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/cvs/deliantra/server/server/attack.C
Revision: 1.15
Committed: Thu Sep 14 20:46:10 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +7 -2 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_attack_c =
4 * "$Id: attack.C,v 1.14 2006-09-14 17:10:25 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28 */
29 #include <assert.h>
30 #include <global.h>
31 #include <living.h>
32 #include <material.h>
33 #include <skills.h>
34
35 #ifndef __CEXTRACT__
36 # include <sproto.h>
37 #endif
38
39 #include <sounds.h>
40
41 typedef struct att_msg_str
42 {
43 char *msg1;
44 char *msg2;
45 } att_msg;
46
47 /*#define ATTACK_DEBUG*/
48
49 /* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52 void
53 cancellation (object *op)
54 {
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81 }
82
83
84
85 /* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item).
88 */
89
90 int
91 did_make_save_item (object *op, int type, object *originator)
92 {
93 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt;
95
96 if (op->materialname == NULL)
97 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL)
107 return TRUE;
108 roll = rndm (1, 20);
109
110 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype.
117 */
118 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129
130 for (number = 0; number < NROFATTACKS; number++)
131 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++;
136 if (op->resist[number] == 100)
137 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++;
142 }
143
144 if (saves == attacks || attacks == 0)
145 return TRUE;
146 if ((saves == 0) || (rndm (1, attacks) > saves))
147 return FALSE;
148 return TRUE;
149 }
150
151 /* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.)
154 */
155
156 void
157 save_throw_object (object *op, int type, object *originator)
158 {
159 if (!did_make_save_item (op, type, originator))
160 {
161 object *env = op->env;
162 int x = op->x, y = op->y;
163 mapstruct *m = op->map;
164
165 op = stop_item (op);
166 if (op == NULL)
167 return;
168
169 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t.
176 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 {
179 const char *arch = op->other_arch->name;
180
181 op = decrease_ob_nr (op, 1);
182
183 if (op)
184 fix_stopped_item (op, m, originator);
185
186 if ((op = get_archetype (arch)) != NULL)
187 {
188 if (env)
189 {
190 op->x = env->x, op->y = env->y;
191 insert_ob_in_ob (op, env);
192 if (env->contr)
193 esrv_send_item (env, op);
194 }
195 else
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0);
199 }
200 }
201
202 return;
203 }
204
205 if (type & AT_CANCELLATION)
206 { /* Cancellation. */
207 cancellation (op);
208 fix_stopped_item (op, m, originator);
209 return;
210 }
211
212 if (op->nrof > 1)
213 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
215
216 if (op)
217 fix_stopped_item (op, m, originator);
218 }
219 else
220 {
221 if (op->env)
222 {
223 object *tmp = is_player_inv (op->env);
224
225 if (tmp)
226 esrv_del_item (tmp->contr, op->count);
227 }
228
229 if (!QUERY_FLAG (op, FLAG_REMOVED))
230 remove_ob (op);
231
232 free_object (op);
233 }
234
235 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env)
237 {
238 op = get_archetype ("burnout");
239 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env);
241 }
242 else
243 replace_insert_ob_in_map ("burnout", originator);
244
245 return;
246 }
247
248 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
250 {
251 object *tmp;
252 archetype *at = find_archetype ("icecube");
253
254 if (at == NULL)
255 return;
256
257 op = stop_item (op);
258 if (op == NULL)
259 return;
260
261 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
262 {
263 tmp = arch_to_object (at);
264 tmp->x = op->x, tmp->y = op->y;
265 /* This was in the old (pre new movement code) -
266 * icecubes have slow_move set to 1 - don't want
267 * that for ones we create.
268 */
269 tmp->move_slow_penalty = 0;
270 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0);
272 }
273
274 if (!QUERY_FLAG (op, FLAG_REMOVED))
275 remove_ob (op);
276
277 insert_ob_in_ob (op, tmp);
278 return;
279 }
280 }
281
282 /* Object op is hitting the map.
283 * op is going in direction 'dir'
284 * type is the attacktype of the object.
285 * full_hit is set if monster area does not matter.
286 * returns 1 if it hits something, 0 otherwise.
287 */
288
289 int
290 hit_map (object *op, int dir, int type, int full_hit)
291 {
292 object *tmp, *next;
293 mapstruct *map;
294 sint16 x, y;
295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296
297 tag_t op_tag, next_tag = 0;
298
299 if (QUERY_FLAG (op, FLAG_FREED))
300 {
301 LOG (llevError, "BUG: hit_map(): free object\n");
302 return 0;
303 }
304
305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
306 {
307 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
308 return 0;
309 }
310
311 if (!op->map)
312 {
313 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
314 return 0;
315 }
316
317 if (op->head)
318 op = op->head;
319
320 op_tag = op->count;
321
322 map = op->map;
323 x = op->x + freearr_x[dir];
324 y = op->y + freearr_y[dir];
325
326 int mflags = get_map_flags (map, &map, x, y, &x, &y);
327
328 // elmex: a safe map tile can't be hit!
329 // this should prevent most harmful effects on items and players there.
330 if (mflags & (P_OUT_OF_MAP | P_SAFE))
331 return 0;
332
333 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive
335 */
336
337 if (type & AT_COUNTERSPELL)
338 {
339 counterspell (op, dir); /* see spell_effect.c */
340
341 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing.
343 */
344 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
345 return 0;
346
347 type &= ~AT_COUNTERSPELL;
348 }
349
350 if (type & AT_CHAOS)
351 {
352 shuffle_attack (op, 1); /*1 flag tells it to change the face */
353 update_object (op, UP_OBJ_FACE);
354 type &= ~AT_CHAOS;
355 }
356
357 next = get_map_ob (map, x, y);
358 if (next)
359 next_tag = next->count;
360
361 while (next)
362 {
363 if (was_destroyed (next, next_tag))
364 {
365 /* There may still be objects that were above 'next', but there is no
366 * simple way to find out short of copying all object references and
367 * tags into a temporary array before we start processing the first
368 * object. That's why we just abort.
369 *
370 * This happens whenever attack spells (like fire) hit a pile
371 * of objects. This is not a bug - nor an error. The errormessage
372 * below was spamming the logs for absolutely no reason.
373 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
375 break;
376 }
377
378 tmp = next;
379 next = tmp->above;
380
381 if (next)
382 next_tag = next->count;
383
384 if (QUERY_FLAG (tmp, FLAG_FREED))
385 {
386 LOG (llevError, "BUG: hit_map(): found freed object\n");
387 break;
388 }
389
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used.
393 */
394 if (tmp->map != map || tmp->x != x || tmp->y != y)
395 continue;
396
397 if (QUERY_FLAG (tmp, FLAG_ALIVE))
398 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1;
401 if (was_destroyed (op, op_tag))
402 break;
403 }
404
405 /* Here we are potentially destroying an object. If the object has
406 * NO_PASS set, it is also immune - you can't destroy walls. Note
407 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement
409 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now.
411 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
413 {
414 save_throw_object (tmp, type, op);
415 if (was_destroyed (op, op_tag))
416 break;
417 }
418 }
419
420 return 0;
421 }
422
423 void
424 attack_message (int dam, int type, object *op, object *hitter)
425 {
426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 int i, found = 0;
428 mapstruct *map;
429 object *next, *tmp;
430
431 /* put in a few special messages for some of the common attacktypes
432 * a player might have. For example, fire, electric, cold, etc
433 * [garbled 20010919]
434 */
435
436 if (dam == 9998 && op->type == DOOR)
437 {
438 sprintf (buf1, "unlock %s", &op->name);
439 sprintf (buf2, " unlocks");
440 found++;
441 }
442 if (dam < 0)
443 {
444 sprintf (buf1, "hit %s", &op->name);
445 sprintf (buf2, " hits");
446 found++;
447 }
448 else if (dam == 0)
449 {
450 sprintf (buf1, "missed %s", &op->name);
451 sprintf (buf2, " misses");
452 found++;
453 }
454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
456 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
458 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
461 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
462 found++;
463 break;
464 }
465 }
466 else if (op->type == DOOR && !found)
467 {
468 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
469 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
470 {
471 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
472 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473 found++;
474 break;
475 }
476 }
477 else if (hitter->type == PLAYER && IS_LIVE (op))
478 {
479 if (USING_SKILL (hitter, SK_KARATE))
480 {
481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
482 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
483 {
484 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
485 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
486 found++;
487 break;
488 }
489 }
490 else if (USING_SKILL (hitter, SK_CLAWING))
491 {
492 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
493 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
494 {
495 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
496 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
497 found++;
498 break;
499 }
500 }
501 else if (USING_SKILL (hitter, SK_PUNCHING))
502 {
503 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
504 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
505 {
506 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
507 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
508 found++;
509 break;
510 }
511 }
512 }
513 if (found)
514 {
515 /* done */
516 }
517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
518 {
519 sprintf (buf1, "hit"); /* just in case */
520 for (i = 0; i < MAXATTACKMESS; i++)
521 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522 {
523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_DRAIN && IS_LIVE (op))
529 {
530 /* drain is first, because some items have multiple attypes */
531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
532 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533 {
534 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536 found++;
537 break;
538 }
539 }
540 else if (type & AT_ELECTRICITY && IS_LIVE (op))
541 {
542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
543 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544 {
545 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547 found++;
548 break;
549 }
550 }
551 else if (type & AT_COLD && IS_LIVE (op))
552 {
553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
554 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555 {
556 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
557 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
558 found++;
559 break;
560 }
561 }
562 else if (type & AT_FIRE)
563 {
564 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
565 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
566 {
567 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
568 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
569 found++;
570 break;
571 }
572 }
573 else if (hitter->current_weapon != NULL)
574 {
575 int mtype;
576
577 switch (hitter->current_weapon->weapontype)
578 {
579 case WEAP_HIT:
580 mtype = ATM_BASIC;
581 break;
582 case WEAP_SLASH:
583 mtype = ATM_SLASH;
584 break;
585 case WEAP_PIERCE:
586 mtype = ATM_PIERCE;
587 break;
588 case WEAP_CLEAVE:
589 mtype = ATM_CLEAVE;
590 break;
591 case WEAP_SLICE:
592 mtype = ATM_SLICE;
593 break;
594 case WEAP_STAB:
595 mtype = ATM_STAB;
596 break;
597 case WEAP_WHIP:
598 mtype = ATM_WHIP;
599 break;
600 case WEAP_CRUSH:
601 mtype = ATM_CRUSH;
602 break;
603 case WEAP_BLUD:
604 mtype = ATM_BLUD;
605 break;
606 default:
607 mtype = ATM_BASIC;
608 break;
609 }
610 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
611 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
612 {
613 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
614 strcpy (buf2, attack_mess[mtype][i].buf3);
615 found++;
616 break;
617 }
618 }
619 else
620 {
621 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
622 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
623 {
624 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
625 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
626 found++;
627 break;
628 }
629 }
630
631 if (!found)
632 {
633 strcpy (buf1, "hit");
634 strcpy (buf2, " hits");
635 }
636
637 /* bail out if a monster is casting spells */
638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
639 return;
640
641 /* scale down magic considerably. */
642 if (type & AT_MAGIC && rndm (0, 5))
643 return;
644
645 /* Did a player hurt another player? Inform both! */
646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 {
648 if (get_owner (hitter) != NULL)
649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650 else
651 {
652 sprintf (buf, "%s%s you.", &hitter->name, buf2);
653 if (dam != 0)
654 {
655 if (dam < 10)
656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
657 else if (dam < 20)
658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
659 else
660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
661 }
662 }
663 new_draw_info (NDI_BLACK, 0, op, buf);
664 } /* end of player hitting player */
665
666 if (hitter->type == PLAYER)
667 {
668 sprintf (buf, "You %s.", buf1);
669 if (dam != 0)
670 {
671 if (dam < 10)
672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
673 else if (dam < 20)
674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
675 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
677 }
678 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
681 {
682 /* look for stacked spells and start reducing the message chances */
683 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 {
685 i = 4;
686 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y))
688 return;
689 next = get_map_ob (map, hitter->x, hitter->y);
690 if (next)
691 while (next)
692 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3;
695 tmp = next;
696 next = tmp->above;
697 }
698 if (i < 0)
699 return;
700 if (rndm (0, i) != 0)
701 return;
702 }
703 else if (rndm (0, 5) != 0)
704 return;
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 }
709 }
710
711
712 static int
713 get_attack_mode (object **target, object **hitter, int *simple_attack)
714 {
715 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
716 {
717 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
718 return 1;
719 }
720 if ((*target)->head)
721 *target = (*target)->head;
722 if ((*hitter)->head)
723 *hitter = (*hitter)->head;
724 if ((*hitter)->env != NULL || (*target)->env != NULL)
725 {
726 *simple_attack = 1;
727 return 0;
728 }
729 if (QUERY_FLAG (*target, FLAG_REMOVED)
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
731 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
733 return 1;
734 }
735 *simple_attack = 0;
736 return 0;
737 }
738
739 static int
740 abort_attack (object *target, object *hitter, int simple_attack)
741 {
742
743 /* Check if target and hitter are still in a relation similar to the one
744 * determined by get_attack_mode(). Returns true if the relation has changed.
745 */
746 int new_mode;
747
748 if (hitter->env == target || target->env == hitter)
749 new_mode = 1;
750 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
751 return 1;
752 else
753 new_mode = 0;
754 return new_mode != simple_attack;
755 }
756
757 static void thrown_item_effect (object *, object *);
758
759 static int
760 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761 {
762 int simple_attack, roll, dam = 0;
763 uint32 type;
764 shstr op_name;
765 tag_t op_tag, hitter_tag;
766
767 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error;
769
770 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0);
773
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779
780 /*
781 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters.
783 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
785 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail.
790 */
791 op->speed_left--;
792 process_object (op);
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
794 goto error;
795 }
796
797 op_name = op->name;
798
799 roll = random_roll (1, 20, hitter, PREFER_HIGH);
800
801 /* Adjust roll for various situations. */
802 if (!simple_attack)
803 roll += adj_attackroll (hitter, op);
804
805 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 {
808 int hitdam = base_dam;
809
810 if (settings.casting_time == TRUE)
811 {
812 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
813 {
814 hitter->casting_time = -1;
815 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
816 }
817 if ((op->casting_time > -1) && (hitdam > 0))
818 {
819 op->casting_time = -1;
820 if (op->type == PLAYER)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
823 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
824 }
825 }
826 }
827 if (!simple_attack)
828 {
829 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this.
831 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP))
833 CLEAR_FLAG (op, FLAG_SLEEP);
834
835 /* If the victim can't see the attacker, it may alert others
836 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
838 npc_call_help (op);
839
840 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
842 {
843 make_visible (op);
844 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
846 }
847
848 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object.
852 */
853 thrown_item_effect (hitter, op);
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
855 goto leave;
856 }
857
858 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below.
860 */
861 if (hitdam <= 0)
862 hitdam = 1;
863
864 type = hitter->attacktype;
865 if (!type)
866 type = AT_PHYSICAL;
867 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
874 goto leave;
875 }
876
877 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here.
879 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
881 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
882 goto leave;
883 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */
885
886 /*attack_message(dam, type, op, hitter); */
887
888 goto leave;
889
890 error:
891 dam = 1;
892
893 leave:
894
895 return dam;
896 }
897
898 int
899 attack_ob (object *op, object *hitter)
900 {
901
902 if (hitter->head)
903 hitter = hitter->head;
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905 }
906
907 /* op is the arrow, tmp is what is stopping the arrow.
908 *
909 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
910 */
911 static int
912 stick_arrow (object *op, object *tmp)
913 {
914 /* If the missile hit a player, we insert it in their inventory.
915 * However, if the missile is heavy, we don't do so (assume it falls
916 * to the ground after a hit). What a good value for this is up to
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around.
919 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 {
922 if (tmp->head != NULL)
923 tmp = tmp->head;
924
925 remove_ob (op);
926 op = insert_ob_in_ob (op, tmp);
927
928 if (tmp->type == PLAYER)
929 esrv_send_item (tmp, op);
930
931 return 1;
932 }
933 else
934 return 0;
935 }
936
937 /* hit_with_arrow() disassembles the missile, attacks the victim and
938 * reassembles the missile.
939 *
940 * It returns a pointer to the reassembled missile, or NULL if the missile
941 * isn't available anymore.
942 */
943 object *
944 hit_with_arrow (object *op, object *victim)
945 {
946 object *container, *hitter;
947 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950
951 /* Disassemble missile */
952 if (op->inv)
953 {
954 container = op;
955 hitter = op->inv;
956 remove_ob (hitter);
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
958 /* Note that we now have an empty THROWN_OBJ on the map. Code that
959 * might be called until this THROWN_OBJ is either reassembled or
960 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */
962 }
963 else
964 {
965 container = NULL;
966 hitter = op;
967 }
968
969 /* Try to hit victim */
970 victim_x = victim->x;
971 victim_y = victim->y;
972 victim_tag = victim->count;
973 hitter_tag = hitter->count;
974
975 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists
980 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!)
982 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
984 {
985 if (container)
986 {
987 remove_ob (container);
988 free_object (container);
989 }
990 return NULL;
991 }
992
993 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target
996 */
997 if (hit_something && op->speed <= 10.0)
998 {
999 /* Stop arrow */
1000 if (container == NULL)
1001 {
1002 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL)
1004 return NULL;
1005 }
1006 else
1007 {
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011
1012 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1014 return NULL;
1015
1016 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise?
1022 */
1023 if (victim_x != hitter->x || victim_y != hitter->y)
1024 {
1025 remove_ob (hitter);
1026 hitter->x = victim_x;
1027 hitter->y = victim_y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0);
1029 }
1030 else
1031 {
1032 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL);
1034 }
1035 return NULL;
1036 }
1037
1038 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0;
1040
1041 /* Missile missed victim - reassemble missile */
1042 if (container)
1043 {
1044 remove_ob (hitter);
1045 insert_ob_in_ob (hitter, container);
1046 }
1047 return op;
1048 }
1049
1050
1051 void
1052 tear_down_wall (object *op)
1053 {
1054 int perc = 0;
1055
1056 if (!op->stats.maxhp)
1057 {
1058 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1059 perc = 1;
1060 }
1061 else if (!GET_ANIM_ID (op))
1062 {
1063 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0)
1065 {
1066 remove_ob (op); /* Should update LOS */
1067 free_object (op);
1068 /* Don't know why this is here - remove_ob should do it for us */
1069 /*update_position(m, x, y); */
1070 }
1071 return; /* no animations, so nothing more to do */
1072 }
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1074 if (perc >= (int) NUM_ANIMATIONS (op))
1075 perc = NUM_ANIMATIONS (op) - 1;
1076 else if (perc < 1)
1077 perc = 1;
1078 SET_ANIMATION (op, perc);
1079 update_object (op, UP_OBJ_FACE);
1080 if (perc == NUM_ANIMATIONS (op) - 1)
1081 { /* Reached the last animation */
1082 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */
1086 free_object (op);
1087
1088 /* remove_ob should call update_position for us */
1089 /*update_position(m, x, y); */
1090
1091 }
1092 else
1093 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1095 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0;
1097 CLEAR_FLAG (op, FLAG_ALIVE);
1098 }
1099 }
1100 }
1101
1102 void
1103 scare_creature (object *target, object *hitter)
1104 {
1105 object *owner = get_owner (hitter);
1106
1107 if (!owner)
1108 owner = hitter;
1109
1110 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy)
1112 target->enemy = owner;
1113 }
1114
1115
1116 /* This returns the amount of damage hitter does to op with the
1117 * appropriate attacktype. Only 1 attacktype should be set at a time.
1118 * This doesn't damage the player, but returns how much it should
1119 * take. However, it will do other effects (paralyzation, slow, etc.)
1120 * Note - changed for PR code - we now pass the attack number and not
1121 * the attacktype. Makes it easier for the PR code. */
1122
1123 int
1124 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1125 {
1126
1127 int doesnt_slay = 1;
1128
1129 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1130 if (attacknum >= NROFATTACKS)
1131 {
1132 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1133 return 0;
1134 }
1135
1136 if (dam < 0)
1137 {
1138 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1139 return 0;
1140 }
1141
1142 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1143 * people can't mess with that or it otherwise get confused. */
1144 if (attacknum == ATNR_INTERNAL)
1145 return dam;
1146
1147 if (hitter->slaying)
1148 {
1149 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1150 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1151 {
1152 doesnt_slay = 0;
1153 dam *= 3;
1154 }
1155 }
1156
1157 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1158 if (op->resist[attacknum])
1159 {
1160 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1161 * in case 0>dam>1, we try to "simulate" a float value-effect */
1162 dam *= (100 - op->resist[attacknum]);
1163 if (dam >= 100)
1164 dam /= 100;
1165 else
1166 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1167 }
1168
1169 /* Special hack. By default, if immune to something, you
1170 * shouldn't need to worry. However, acid is an exception, since
1171 * it can still damage your items. Only include attacktypes if
1172 * special processing is needed */
1173
1174 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1175 return 0;
1176
1177 /* Keep this in order - makes things easier to find */
1178
1179 switch (attacknum)
1180 {
1181 case ATNR_PHYSICAL:
1182 /* here also check for diseases */
1183 check_physically_infect (op, hitter);
1184 break;
1185
1186 /* Don't need to do anything for:
1187 magic,
1188 fire,
1189 electricity,
1190 cold */
1191
1192 case ATNR_CONFUSION:
1193 case ATNR_POISON:
1194 case ATNR_SLOW:
1195 case ATNR_PARALYZE:
1196 case ATNR_FEAR:
1197 case ATNR_CANCELLATION:
1198 case ATNR_DEPLETE:
1199 case ATNR_BLIND:
1200 {
1201 /* chance for inflicting a special attack depends on the
1202 * difference between attacker's and defender's level
1203 */
1204 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1205
1206 /* First, only creatures/players with speed can be affected.
1207 * Second, just getting hit doesn't mean it always affects
1208 * you. Third, you still get a saving through against the
1209 * effect.
1210 */
1211 if (op->speed &&
1212 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1213 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1214 {
1215
1216 /* Player has been hit by something */
1217 if (attacknum == ATNR_CONFUSION)
1218 confuse_player (op, hitter, dam);
1219 else if (attacknum == ATNR_POISON)
1220 poison_player (op, hitter, dam);
1221 else if (attacknum == ATNR_SLOW)
1222 slow_player (op, hitter, dam);
1223 else if (attacknum == ATNR_PARALYZE)
1224 paralyze_player (op, hitter, dam);
1225 else if (attacknum == ATNR_FEAR)
1226 scare_creature (op, hitter);
1227 else if (attacknum == ATNR_CANCELLATION)
1228 cancellation (op);
1229 else if (attacknum == ATNR_DEPLETE)
1230 drain_stat (op);
1231 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1232 blind_player (op, hitter, dam);
1233 }
1234 dam = 0; /* These are all effects and don't do real damage */
1235 }
1236 break;
1237 case ATNR_ACID:
1238 {
1239 int flag = 0;
1240
1241 /* Items only get corroded if you're not on a battleground and
1242 * if your acid resistance is below 50%. */
1243 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1244 {
1245 object *tmp;
1246
1247 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1248 {
1249 if (tmp->invisible)
1250 continue;
1251 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1252 /* >= 10% acid res. on itmes will protect these */
1253 continue;
1254 if (!(tmp->material & M_IRON))
1255 continue;
1256 if (tmp->magic < -4) /* Let's stop at -5 */
1257 continue;
1258 if (tmp->type == RING ||
1259 /* removed boots and gloves from exclusion list in
1260 PR */
1261 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1262 continue; /* To avoid some strange effects */
1263
1264 /* High damage acid has better chance of corroding
1265 objects */
1266 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1267 {
1268 if (op->type == PLAYER)
1269 /* Make this more visible */
1270 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1271 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1272 flag = 1;
1273 tmp->magic--;
1274 if (op->type == PLAYER)
1275 esrv_send_item (op, tmp);
1276 }
1277 }
1278 if (flag)
1279 fix_player (op); /* Something was corroded */
1280 }
1281 }
1282 break;
1283 case ATNR_DRAIN:
1284 {
1285 /* rate is the proportion of exp drained. High rate means
1286 * not much is drained, low rate means a lot is drained.
1287 */
1288 int rate;
1289
1290 if (op->resist[ATNR_DRAIN] >= 0)
1291 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1292 else
1293 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1294
1295 if (op->stats.exp <= rate)
1296 {
1297 if (op->type == GOLEM)
1298 dam = 999; /* Its force is "sucked" away. 8) */
1299 else
1300 /* If we can't drain, lets try to do physical damage */
1301 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1302 }
1303 else
1304 {
1305 /* Randomly give the hitter some hp */
1306 if (hitter->stats.hp < hitter->stats.maxhp &&
1307 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1308 hitter->stats.hp++;
1309
1310 /* Can't do drains on battleground spaces.
1311 * Move the wiz check up here - before, the hitter wouldn't gain exp
1312 * exp, but the wiz would still lose exp! If drainee is a wiz,
1313 * nothing happens.
1314 * Try to credit the owner. We try to display player -> player drain
1315 * attacks, hence all the != PLAYER checks.
1316 */
1317 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1318 {
1319 object *owner = get_owner (hitter);
1320
1321 if (owner && owner != hitter)
1322 {
1323 if (op->type != PLAYER || owner->type != PLAYER)
1324 change_exp (owner, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1326 }
1327 else if (op->type != PLAYER || hitter->type != PLAYER)
1328 {
1329 change_exp (hitter, op->stats.exp / (rate * 2),
1330 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1331 }
1332 change_exp (op, -op->stats.exp / rate, NULL, 0);
1333 }
1334 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1335 * drain attack, you won't know that you are actually sucking out EXP,
1336 * as the messages will say you missed
1337 */
1338 }
1339 }
1340 break;
1341 case ATNR_TURN_UNDEAD:
1342 {
1343 if (QUERY_FLAG (op, FLAG_UNDEAD))
1344 {
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 object *god = find_god (determine_god (owner));
1347 int div = 1;
1348
1349 /* if undead are not an enemy of your god, you turn them
1350 * at half strength */
1351 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1352 div = 2;
1353 /* Give a bonus if you resist turn undead */
1354 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1355 scare_creature (op, owner);
1356 }
1357 else
1358 dam = 0; /* don't damage non undead - should we damage
1359 undead? */
1360 }
1361 break;
1362 case ATNR_DEATH:
1363 deathstrike_player (op, hitter, &dam);
1364 break;
1365 case ATNR_CHAOS:
1366 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1367 dam = 0;
1368 break;
1369 case ATNR_COUNTERSPELL:
1370 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1371 dam = 0;
1372 /* This should never happen. Counterspell is handled
1373 * seperately and filtered out. If this does happen,
1374 * Counterspell has no effect on anything but spells, so it
1375 * does no damage. */
1376 break;
1377 case ATNR_HOLYWORD:
1378 {
1379 /* This has already been handled by hit_player,
1380 * no need to check twice -- DAMN */
1381 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1382
1383 /* As with turn undead above, give a bonus on the saving throw */
1384 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1385 scare_creature (op, owner);
1386 }
1387 break;
1388 case ATNR_LIFE_STEALING:
1389 {
1390 int new_hp;
1391
1392 /* this is replacement to drain for players, instead of taking
1393 * exp it takes hp. It is geared for players, probably not
1394 * much use giving it to monsters
1395 *
1396 * life stealing doesn't do a lot of damage, but it gives the
1397 * damage it does do to the player. Given that,
1398 * it only does 1/10'th normal damage (hence the divide by
1399 * 1000).
1400 */
1401 /* You can't steal life from something undead */
1402 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1403 return 0;
1404 /* If drain protection is higher than life stealing, use that */
1405 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1406 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1407 else
1408 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1409 /* You die at -1 hp, not zero. */
1410 if (dam > (op->stats.hp + 1))
1411 dam = op->stats.hp + 1;
1412 new_hp = hitter->stats.hp + dam;
1413 if (new_hp > hitter->stats.maxhp)
1414 new_hp = hitter->stats.maxhp;
1415 if (new_hp > hitter->stats.hp)
1416 hitter->stats.hp = new_hp;
1417 }
1418 }
1419 return dam;
1420 }
1421
1422
1423 /* GROS: This code comes from hit_player. It has been made external to
1424 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version
1427 * of the following code.
1428 * op is what is being killed.
1429 * dam is the damage done to it.
1430 * hitter is what is hitting it.
1431 * type is the attacktype.
1432 *
1433 * This function was a bit of a mess with hitter getting changed,
1434 * values being stored away but not used, etc. I've cleaned it up
1435 * a bit - I think it should be functionally equivalant.
1436 * MSW 2002-07-17
1437 */
1438 int
1439 kill_object (object *op, int dam, object *hitter, int type)
1440 {
1441 char buf[MAX_BUF];
1442 const char *skill;
1443 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL;
1447 object *skop = NULL;
1448
1449 if (op->stats.hp >= 0)
1450 return -1;
1451
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1453 return 0;
1454
1455 /* maxdam needs to be the amount of damage it took to kill
1456 * this creature. The function(s) that call us have already
1457 * adjusted the creatures HP total, so that is negative.
1458 */
1459 maxdam = dam + op->stats.hp + 1;
1460
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463
1464 if (op->type == DOOR)
1465 {
1466 op->speed = 0.1;
1467 update_ob_speed (op);
1468 op->speed_left = -0.05;
1469 return maxdam;
1470 }
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472 {
1473 remove_friendly_object (op);
1474 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1475 {
1476 op->owner->contr->ranges[range_golem] = NULL;
1477 op->owner->contr->golem_count = 0;
1478 }
1479
1480 remove_ob (op);
1481 free_object (op);
1482 return maxdam;
1483 }
1484
1485 /* Now lets start dealing with experience we get for killing something */
1486
1487 owner = get_owner (hitter);
1488 if (owner == NULL)
1489 owner = hitter;
1490
1491 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1;
1494
1495 /* is this player killing? */
1496 if (op->type == PLAYER && owner->type == PLAYER)
1497 pk = 1;
1498
1499 /* Player killed something */
1500 if (owner->type == PLAYER)
1501 {
1502 Log_Kill (owner->name,
1503 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1504
1505 /* Log players killing other players - makes it easier to detect
1506 * and filter out malicious player killers - that is why the
1507 * ip address is included.
1508 */
1509 if (op->type == PLAYER && !battleg)
1510 {
1511 time_t t = time (NULL);
1512 struct tm *tmv;
1513 char buf[256];
1514
1515 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1519 }
1520
1521 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that.
1524 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 {
1527 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 }
1535 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1538 }
1539
1540 /* If a player kills another player, not on
1541 * battleground, the "killer" looses 1 luck. Since this is
1542 * not reversible, it's actually quite a pain IMHO. -AV
1543 * Fix bug in that we were changing the luck of the hitter, not
1544 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings.
1547 */
1548 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty);
1550
1551 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill
1554 */
1555 skill = NULL;
1556 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill;
1558 else if (owner->chosen_skill)
1559 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill;
1562 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1564 skill = owner->current_weapon->skill;
1565 else
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1567
1568 /* We have the skill we want to credit to - now find the object this goes
1569 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */
1571 if ((!skop || skop->type != SKILL) && skill)
1572 {
1573 int i;
1574
1575 for (i = 0; i < NUM_SKILLS; i++)
1576 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1577 {
1578 skop = owner->contr->last_skill_ob[i];
1579 break;
1580 }
1581 }
1582 } /* Was it a player that hit somethign */
1583 else
1584 {
1585 skill = NULL;
1586 }
1587
1588 /* Pet (or spell) killed something. */
1589 if (owner != hitter)
1590 {
1591 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1592 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 else
1595 {
1596 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1597 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1598 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1599 }
1600 /* These may have been set in the player code section above */
1601 if (!skop)
1602 skop = hitter->chosen_skill;
1603 if (!skill && skop)
1604 skill = skop->skill;
1605
1606 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1607
1608
1609 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1611 {
1612 int exp;
1613
1614 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER)
1617 {
1618 if (battleg)
1619 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1622 }
1623 else
1624 exp = op->stats.exp / 1000;
1625 }
1626 else
1627 exp = calc_skill_exp (owner, op, skop);
1628
1629 /* if op is standing on "battleground" (arena), no way to gain
1630 * exp by killing him
1631 */
1632 if (battleg)
1633 exp = 0;
1634
1635 /* Don't know why this is set this way - doesn't make
1636 * sense to just divide everything by two for no reason.
1637 */
1638
1639 if (!settings.simple_exp)
1640 exp = exp / 2;
1641
1642 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0);
1645 }
1646 else
1647 {
1648 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party;
1653
1654 #ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656 #endif
1657 for (pl = first_player; pl != NULL; pl = pl->next)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 {
1661 count++;
1662 shares += (pl->ob->level + 4);
1663 }
1664 }
1665 if (count == 1 || shares > exp)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else
1668 {
1669 int share = exp / shares, given = 0, nexp;
1670
1671 for (pl = first_player; pl != NULL; pl = pl->next)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 {
1675 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp;
1678 }
1679 }
1680 exp -= given;
1681 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 }
1684 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */
1687
1688 if (op->type != PLAYER)
1689 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691 {
1692 object *owner1 = get_owner (op);
1693
1694 if (owner1 != NULL && owner1->type == PLAYER)
1695 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1697 /* Maybe we should include the owner that killed this, maybe not */
1698 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1699 }
1700
1701 remove_friendly_object (op);
1702 }
1703
1704 remove_ob (op);
1705 free_object (op);
1706 }
1707 /* Player has been killed! */
1708 else
1709 {
1710 if (owner->type == PLAYER)
1711 {
1712 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1713 }
1714 else
1715 assign (op->contr->killer, hitter->name);
1716 }
1717
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process
1719 * continues in the calling function.
1720 */
1721 return maxdam;
1722 }
1723
1724 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire
1726 */
1727
1728 int
1729 friendly_fire (object *op, object *hitter)
1730 {
1731 object *owner;
1732 int friendlyfire;
1733
1734 if (hitter->head)
1735 hitter = hitter->head;
1736
1737 friendlyfire = 0;
1738
1739 if (op->type == PLAYER)
1740 {
1741 if (op_on_battleground (hitter, 0, 0))
1742 return 0;
1743
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1;
1746
1747 if ((owner = get_owner (hitter)) != NULL)
1748 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2;
1751 }
1752
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0;
1755 }
1756 return friendlyfire;
1757 }
1758
1759
1760 /* This isn't used just for players, but in fact most objects.
1761 * op is the object to be hit, dam is the amount of damage, hitter
1762 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it.
1766 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771 int
1772 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1773 {
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1775 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */
1777 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0;
1780 int friendlyfire;
1781
1782 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0;
1784
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1786 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1787 return 0;
1788
1789 #ifdef PROHIBIT_PLAYERKILL
1790 if (op->type == PLAYER)
1791 {
1792 object *owner = get_owner (hitter);
1793
1794 if (!owner)
1795 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1797 {
1798 return 0;
1799 }
1800 }
1801 #endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805
1806 if (body_attack)
1807 {
1808 /* slow and paralyze must hit the head. But we don't want to just
1809 * return - we still need to process other attacks the spell still
1810 * might have. So just remove the paralyze and slow attacktypes,
1811 * and keep on processing if we have other attacktypes.
1812 * return if only magic or nothing is left - under normal code
1813 * we don't attack with pure magic if there is another attacktype.
1814 * Only do processing if the initial attacktype includes one of those
1815 * attack so we don't cancel out things like magic bullet.
1816 */
1817 if (type & (AT_PARALYZE | AT_SLOW))
1818 {
1819 type &= ~(AT_PARALYZE | AT_SLOW);
1820 if (!type || type == AT_MAGIC)
1821 return 0;
1822 }
1823 }
1824
1825 if (!simple_attack && op->type == DOOR)
1826 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP)
1831 {
1832 spring_trap (tmp, hitter);
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1834 return 0;
1835 break;
1836 }
1837 }
1838
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1840 {
1841 /* FIXME: If a player is killed by a rune in a door, the
1842 * was_destroyed() check above doesn't return, and might get here.
1843 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1845 return 0;
1846 }
1847
1848 #ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1850 #endif
1851
1852 if (magic)
1853 {
1854 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1855 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100)
1858 dam /= 100;
1859 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1861 }
1862
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1864 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */
1866 if (type & AT_CHAOS)
1867 {
1868 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1869 update_object (op, UP_OBJ_FACE);
1870 type &= ~AT_CHAOS;
1871 }
1872
1873 /* Holyword is really an attacktype modifier (like magic is). If
1874 * holyword is part of an attacktype, then make sure the creature is
1875 * a proper match, otherwise no damage.
1876 */
1877 if (type & AT_HOLYWORD)
1878 {
1879 object *god;
1880
1881 if ((!hitter->slaying ||
1882 (!(op->race && strstr (hitter->slaying, op->race)) &&
1883 !(op->name && strstr (hitter->slaying, op->name)))) &&
1884 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1885 (hitter->title != NULL
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1887 return 0;
1888 }
1889
1890 maxattacktype = type; /* initialize this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1892 {
1893 /* Magic isn't really a true attack type - it gets combined with other
1894 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it
1896 */
1897 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1898 continue;
1899
1900 /* Go through and hit the player with each attacktype, one by one.
1901 * hit_player_attacktype only figures out the damage, doesn't inflict
1902 * it. It will do the appropriate action for attacktypes with
1903 * effects (slow, paralization, etc.
1904 */
1905 if (type & attacktype)
1906 {
1907 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1908 /* the >= causes us to prefer messages from special attacks, if
1909 * the damage is equal.
1910 */
1911 if (ndam >= maxdam)
1912 {
1913 maxdam = ndam;
1914 maxattacktype = 1 << attacknum;
1915 }
1916 }
1917 }
1918
1919 /* if this is friendly fire then do a set % of damage only
1920 * Note - put a check in to make sure this attack is actually
1921 * doing damage - otherwise, the +1 in the code below will make
1922 * an attack do damage before when it otherwise didn't
1923 */
1924 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam)
1926 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928 #ifndef COZY_SERVER
1929 maxdam++;
1930 #endif
1931
1932 #ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935 #endif
1936 }
1937
1938 if (!full_hit)
1939 {
1940 archetype *at;
1941 int area;
1942 int remainder;
1943
1944 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more)
1946 area++;
1947 assert (area > 0);
1948
1949 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */
1951 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area;
1953 if (RANDOM () % 100 < remainder)
1954 maxdam++;
1955 }
1956
1957 #ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959 #endif
1960
1961 if (get_owner (hitter))
1962 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1964 op->enemy = hitter;
1965
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967 {
1968 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1970 npc_call_help (op);
1971 }
1972
1973 if (magic && did_make_save (op, op->level, 0))
1974 maxdam = maxdam / 2;
1975
1976 attack_message (maxdam, maxattacktype, op, hitter);
1977
1978 op->stats.hp -= maxdam;
1979
1980 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1981 if ((op->stats.hp >= 0) &&
1982 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1983 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1984 {
1985
1986 if (QUERY_FLAG (op, FLAG_MONSTER))
1987 SET_FLAG (op, FLAG_RUN_AWAY);
1988 else
1989 scare_creature (op, hitter);
1990 }
1991
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993 {
1994 if (maxdam)
1995 tear_down_wall (op);
1996 return maxdam; /* nothing more to do for wall */
1997 }
1998
1999 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type);
2001 if (rtn_kill != -1)
2002 return rtn_kill;
2003
2004
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2006 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case.
2008 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010 {
2011 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2012 remove_friendly_object (hitter);
2013 remove_ob (hitter);
2014 free_object (hitter);
2015 }
2016 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2018 {
2019 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2022 object *owner = get_owner (op);
2023
2024 if (!op->other_arch)
2025 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam;
2028 }
2029 remove_ob (op);
2030 for (i = 0; i < NROFNEWOBJS (op); i++)
2031 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch);
2033 int j;
2034
2035 tmp->stats.hp = op->stats.hp;
2036 if (friendly)
2037 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE;
2041 if (owner != NULL)
2042 set_owner (tmp, owner);
2043 }
2044 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2047 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp);
2049 else
2050 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 }
2054 }
2055 if (friendly)
2056 remove_friendly_object (op);
2057 free_object (op);
2058 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 {
2061 remove_ob (hitter);
2062 free_object (hitter);
2063 }
2064 return maxdam;
2065 }
2066
2067
2068 void
2069 poison_player (object *op, object *hitter, int dam)
2070 {
2071 archetype *at = find_archetype ("poisoning");
2072 object *tmp = present_arch_in_ob (at, op);
2073
2074 if (tmp == NULL)
2075 {
2076 if ((tmp = arch_to_object (at)) == NULL)
2077 LOG (llevError, "Failed to clone arch poisoning.\n");
2078 else
2079 {
2080 tmp = insert_ob_in_ob (tmp, op);
2081 /* peterm: give poisoning some teeth. It should
2082 * be able to kill things better than it does:
2083 * damage should be dependent something--I choose to
2084 * do this: if it's a monster, the damage from the
2085 * poisoning goes as the level of the monster/2.
2086 * If anything else, goes as damage.
2087 */
2088
2089 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090 tmp->stats.dam += hitter->level / 2;
2091 else
2092 tmp->stats.dam = dam;
2093
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill)
2096 {
2097 tmp->skill = hitter->skill;
2098 }
2099
2100 tmp->stats.food += dam; /* more damage, longer poisoning */
2101
2102 if (op->type == PLAYER)
2103 {
2104 /* player looses stats, maximum is -10 of each */
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10);
2109 SET_FLAG (tmp, FLAG_APPLIED);
2110 fix_player (op);
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2112 }
2113 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2116 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 }
2118 tmp->speed_left = 0;
2119 }
2120 else
2121 tmp->stats.food++;
2122 }
2123
2124 void
2125 slow_player (object *op, object *hitter, int dam)
2126 {
2127 archetype *at = find_archetype ("slowness");
2128 object *tmp;
2129
2130 if (at == NULL)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n");
2133 }
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 {
2136 tmp = arch_to_object (at);
2137 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 }
2140 else
2141 tmp->stats.food++;
2142 SET_FLAG (tmp, FLAG_APPLIED);
2143 tmp->speed_left = 0;
2144 fix_player (op);
2145 }
2146
2147 void
2148 confuse_player (object *op, object *hitter, int dam)
2149 {
2150 object *tmp;
2151 int maxduration;
2152
2153 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2154 if (!tmp)
2155 {
2156 tmp = get_archetype (FORCE_NAME);
2157 tmp = insert_ob_in_ob (tmp, op);
2158 }
2159
2160 /* Duration added per hit and max. duration of confusion both depend
2161 * on the player's resistance
2162 */
2163 tmp->speed = 0.05;
2164 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion";
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2168 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration;
2170
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2173 SET_FLAG (op, FLAG_CONFUSED);
2174 }
2175
2176 void
2177 blind_player (object *op, object *hitter, int dam)
2178 {
2179 object *tmp, *owner;
2180
2181 /* Save some work if we know it isn't going to affect the player */
2182 if (op->resist[ATNR_BLIND] == 100)
2183 return;
2184
2185 tmp = present_in_ob (BLINDNESS, op);
2186 if (!tmp)
2187 {
2188 tmp = get_archetype ("blindness");
2189 SET_FLAG (tmp, FLAG_BLIND);
2190 SET_FLAG (tmp, FLAG_APPLIED);
2191 /* use floats so we don't lose too much precision due to rounding errors.
2192 * speed is a float anyways.
2193 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195
2196 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */
2199
2200 if (hitter->owner)
2201 owner = get_owner (hitter);
2202 else
2203 owner = hitter;
2204
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206 }
2207 tmp->stats.food += dam;
2208 if (tmp->stats.food > 10)
2209 tmp->stats.food = 10;
2210 }
2211
2212 void
2213 paralyze_player (object *op, object *hitter, int dam)
2214 {
2215 float effect, max;
2216
2217 /* object *tmp; */
2218
2219 /* This is strange stuff... someone knows for what this is
2220 * written? Well, i think this can and should be removed
2221 */
2222
2223 /*
2224 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2225 tmp=clone_arch(PARAIMAGE);
2226 tmp->x=op->x,tmp->y=op->y;
2227 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2228 }
2229 */
2230
2231 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2232 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2233
2234 if (effect == 0)
2235 return;
2236
2237 op->speed_left -= FABS (op->speed) * effect;
2238 /* tmp->stats.food+=(signed short) effect/op->speed; */
2239
2240 /* max number of ticks to be affected for. */
2241 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2242 if (op->speed_left < -(FABS (op->speed) * max))
2243 op->speed_left = (float) -(FABS (op->speed) * max);
2244
2245 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2246 }
2247
2248
2249 /* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged.
2251 */
2252 void
2253 deathstrike_player (object *op, object *hitter, int *dam)
2254 {
2255 /* The intention of a death attack is to kill outright things
2256 ** that are a lot weaker than the attacker, have a chance of killing
2257 ** things somewhat weaker than the caster, and no chance of
2258 ** killing something equal or stronger than the attacker.
2259 ** Also, if a deathstrike attack has a slaying, any monster
2260 ** whose name or race matches a comma-delimited list in the slaying
2261 ** field of the deathstriking object */
2262
2263 int atk_lev, def_lev, kill_lev;
2264
2265 if (hitter->slaying)
2266 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2267 return;
2268
2269 def_lev = op->level;
2270 if (def_lev < 1)
2271 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2273 def_lev = 1;
2274 }
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */
2278
2279 if (atk_lev >= def_lev)
2280 {
2281 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2282
2283 /* Note that the below effectively means the ratio of the atk vs
2284 * defener level is important - if level 52 character has very little
2285 * chance of killing a level 50 monster. This should probably be
2286 * redone.
2287 */
2288 if (kill_lev >= def_lev)
2289 {
2290 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2291 /* I think this doesn't really do much. Because of
2292 * integer rounding, this only makes any difference if the
2293 * attack level is double the defender level.
2294 */
2295 *dam *= kill_lev / def_lev;
2296 }
2297 }
2298 else
2299 {
2300 *dam = 0; /* no harm done */
2301 }
2302 }
2303
2304 /* thrown_item_effect() - handles any special effects of thrown
2305 * items (like attacking living creatures--a potion thrown at a
2306 * monster).
2307 */
2308 static void
2309 thrown_item_effect (object *hitter, object *victim)
2310 {
2311 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312 {
2313 /* May not need a switch for just 2 types, but this makes it
2314 * easier for expansion.
2315 */
2316 switch (hitter->type)
2317 {
2318 case POTION:
2319 /* should player get a save throw instead of checking magic protection? */
2320 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2321 (void) apply_potion (victim, hitter);
2322 break;
2323
2324 case POISON: /* poison drinks */
2325 /* As with potions, should monster get a save? */
2326 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2327 apply_poison (victim, hitter);
2328 break;
2329
2330 /* Removed case statements that did nothing.
2331 * food may be poisonous, but monster must be willing to eat it,
2332 * so we don't handle it here.
2333 * Containers should perhaps break open, but that code was disabled.
2334 */
2335 }
2336 }
2337 }
2338
2339 /* adj_attackroll() - adjustments to attacks by various conditions */
2340
2341 int
2342 adj_attackroll (object *hitter, object *target)
2343 {
2344 object *attacker = hitter;
2345 int adjust = 0;
2346
2347 /* safety */
2348 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2349 {
2350 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2351 return 0;
2352 }
2353
2354 /* aimed missiles use the owning object's sight */
2355 if (is_aimed_missile (hitter))
2356 {
2357 if ((attacker = get_owner (hitter)) == NULL)
2358 attacker = hitter;
2359 /* A player who saves but hasn't quit still could have objects
2360 * owned by him - need to handle that case to avoid crashes.
2361 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2363 attacker = hitter;
2364 }
2365 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2366 return 0;
2367
2368 /* determine the condtions under which we make an attack.
2369 * Add more cases, as the need occurs. */
2370
2371 if (!can_see_enemy (attacker, target))
2372 {
2373 /* target is unseen */
2374 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2375 adjust -= 10;
2376 /* dark map penalty for the hitter (lacks infravision if we got here). */
2377 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2378 adjust -= target->map->darkness;
2379 }
2380
2381 if (QUERY_FLAG (attacker, FLAG_SCARED))
2382 adjust -= 3;
2383
2384 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2385 adjust += 1;
2386
2387 if (QUERY_FLAG (target, FLAG_SCARED))
2388 adjust += 1;
2389
2390 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2391 adjust -= 3;
2392
2393 /* if we attack at a different 'altitude' its harder */
2394 if ((attacker->move_type & target->move_type) == 0)
2395 adjust -= 2;
2396
2397 #if 0
2398 /* slower attacks are less likely to succeed. We should use a
2399 * comparison between attacker/target speeds BUT, players have
2400 * a generally faster speed, so this will wind up being a HUGE
2401 * disadantage for the monsters! Too bad, because missiles which
2402 * fly fast should have a better chance of hitting a slower target.
2403 */
2404 if (hitter->speed < target->speed)
2405 adjust += ((float) hitter->speed - target->speed);
2406 #endif
2407
2408 #if 0
2409 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2410 #endif
2411
2412 return adjust;
2413 }
2414
2415
2416 /* determine if the object is an 'aimed' missile */
2417 int
2418 is_aimed_missile (object *op)
2419 {
2420
2421 /* I broke what used to be one big if into a few nested
2422 * ones so that figuring out the logic is at least possible.
2423 */
2424 if (op && (op->move_type & MOVE_FLYING))
2425 {
2426 if (op->type == ARROW || op->type == THROWN_OBJ)
2427 return 1;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2429 return 1;
2430 }
2431 return 0;
2432 }