ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.10
Committed: Mon Sep 11 11:46:52 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +4 -1 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_attack_c =
4 * "$Id: attack.C,v 1.9 2006-09-10 15:59:57 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28 */
29 #include <assert.h>
30 #include <global.h>
31 #include <living.h>
32 #include <material.h>
33 #include <skills.h>
34
35 #ifndef __CEXTRACT__
36 # include <sproto.h>
37 #endif
38
39 #include <sounds.h>
40
41 typedef struct att_msg_str
42 {
43 char *msg1;
44 char *msg2;
45 } att_msg;
46
47 /*#define ATTACK_DEBUG*/
48
49 /* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52 void
53 cancellation (object *op)
54 {
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81 }
82
83
84
85 /* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item).
88 */
89
90 int
91 did_make_save_item (object *op, int type, object *originator)
92 {
93 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt;
95
96 if (op->materialname == NULL)
97 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL)
107 return TRUE;
108 roll = rndm (1, 20);
109
110 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype.
117 */
118 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129
130 for (number = 0; number < NROFATTACKS; number++)
131 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++;
136 if (op->resist[number] == 100)
137 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++;
142 }
143
144 if (saves == attacks || attacks == 0)
145 return TRUE;
146 if ((saves == 0) || (rndm (1, attacks) > saves))
147 return FALSE;
148 return TRUE;
149 }
150
151 /* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.)
154 */
155
156 void
157 save_throw_object (object *op, int type, object *originator)
158 {
159 if (!did_make_save_item (op, type, originator))
160 {
161 object *env = op->env;
162 int x = op->x, y = op->y;
163 mapstruct *m = op->map;
164
165 op = stop_item (op);
166 if (op == NULL)
167 return;
168
169 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t.
176 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 {
179 const char *arch = op->other_arch->name;
180
181 op = decrease_ob_nr (op, 1);
182 if (op)
183 fix_stopped_item (op, m, originator);
184 if ((op = get_archetype (arch)) != NULL)
185 {
186 if (env)
187 {
188 op->x = env->x, op->y = env->y;
189 insert_ob_in_ob (op, env);
190 if (env->contr)
191 esrv_send_item (env, op);
192 }
193 else
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0);
197 }
198 }
199 return;
200 }
201 if (type & AT_CANCELLATION)
202 { /* Cancellation. */
203 cancellation (op);
204 fix_stopped_item (op, m, originator);
205 return;
206 }
207 if (op->nrof > 1)
208 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED))
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env)
231 {
232 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env);
235 }
236 else
237 {
238 replace_insert_ob_in_map ("burnout", originator);
239 }
240 }
241 return;
242 }
243 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube");
248
249 if (at == NULL)
250 return;
251 op = stop_item (op);
252 if (op == NULL)
253 return;
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255 {
256 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want
260 * that for ones we create.
261 */
262 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0);
265 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED))
267 remove_ob (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return;
270 }
271 }
272
273 /* Object op is hitting the map.
274 * op is going in direction 'dir'
275 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise.
278 */
279
280 int
281 hit_map (object *op, int dir, int type, int full_hit)
282 {
283 object *tmp, *next;
284 mapstruct *map;
285 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED))
291 {
292 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0;
294 }
295
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
299 return 0;
300 }
301
302 if (!op->map)
303 {
304 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
305 return 0;
306 }
307
308 if (op->head)
309 op = op->head;
310
311 op_tag = op->count;
312
313 map = op->map;
314 x = op->x + freearr_x[dir];
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318
319 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
322 return 0;
323
324 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive
326 */
327
328 if (type & AT_COUNTERSPELL)
329 {
330 counterspell (op, dir); /* see spell_effect.c */
331
332 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing.
334 */
335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
337 return 0;
338 }
339 type &= ~AT_COUNTERSPELL;
340 }
341
342 if (type & AT_CHAOS)
343 {
344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
345 update_object (op, UP_OBJ_FACE);
346 type &= ~AT_CHAOS;
347 }
348
349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
367 break;
368 }
369 tmp = next;
370 next = tmp->above;
371 if (next)
372 next_tag = next->count;
373
374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used.
383 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y)
385 continue;
386
387 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1;
391 if (was_destroyed (op, op_tag))
392 break;
393 }
394 /* Here we are potentially destroying an object. If the object has
395 * NO_PASS set, it is also immune - you can't destroy walls. Note
396 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement
398 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now.
400 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
402 {
403 save_throw_object (tmp, type, op);
404 if (was_destroyed (op, op_tag))
405 break;
406 }
407 }
408 return 0;
409 }
410
411 void
412 attack_message (int dam, int type, object *op, object *hitter)
413 {
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0;
416 mapstruct *map;
417 object *next, *tmp;
418
419 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919]
422 */
423
424 if (dam == 9998 && op->type == DOOR)
425 {
426 sprintf (buf1, "unlock %s", &op->name);
427 sprintf (buf2, " unlocks");
428 found++;
429 }
430 if (dam < 0)
431 {
432 sprintf (buf1, "hit %s", &op->name);
433 sprintf (buf2, " hits");
434 found++;
435 }
436 else if (dam == 0)
437 {
438 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses");
440 found++;
441 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
449 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (op->type == DOOR && !found)
455 {
456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
457 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
458 {
459 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++;
462 break;
463 }
464 }
465 else if (hitter->type == PLAYER && IS_LIVE (op))
466 {
467 if (USING_SKILL (hitter, SK_KARATE))
468 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
471 {
472 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
473 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
474 found++;
475 break;
476 }
477 }
478 else if (USING_SKILL (hitter, SK_CLAWING))
479 {
480 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
481 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
482 {
483 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
484 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
485 found++;
486 break;
487 }
488 }
489 else if (USING_SKILL (hitter, SK_PUNCHING))
490 {
491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
492 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
493 {
494 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
495 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
496 found++;
497 break;
498 }
499 }
500 }
501 if (found)
502 {
503 /* done */
504 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
506 {
507 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_DRAIN && IS_LIVE (op))
517 {
518 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op))
529 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++;
536 break;
537 }
538 }
539 else if (type & AT_COLD && IS_LIVE (op))
540 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
545 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
546 found++;
547 break;
548 }
549 }
550 else if (type & AT_FIRE)
551 {
552 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
553 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
554 {
555 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
556 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557 found++;
558 break;
559 }
560 }
561 else if (hitter->current_weapon != NULL)
562 {
563 int mtype;
564
565 switch (hitter->current_weapon->weapontype)
566 {
567 case WEAP_HIT:
568 mtype = ATM_BASIC;
569 break;
570 case WEAP_SLASH:
571 mtype = ATM_SLASH;
572 break;
573 case WEAP_PIERCE:
574 mtype = ATM_PIERCE;
575 break;
576 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE;
578 break;
579 case WEAP_SLICE:
580 mtype = ATM_SLICE;
581 break;
582 case WEAP_STAB:
583 mtype = ATM_STAB;
584 break;
585 case WEAP_WHIP:
586 mtype = ATM_WHIP;
587 break;
588 case WEAP_CRUSH:
589 mtype = ATM_CRUSH;
590 break;
591 case WEAP_BLUD:
592 mtype = ATM_BLUD;
593 break;
594 default:
595 mtype = ATM_BASIC;
596 break;
597 }
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602 strcpy (buf2, attack_mess[mtype][i].buf3);
603 found++;
604 break;
605 }
606 }
607 else
608 {
609 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
610 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
611 {
612 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
613 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
614 found++;
615 break;
616 }
617 }
618
619 if (!found)
620 {
621 strcpy (buf1, "hit");
622 strcpy (buf2, " hits");
623 }
624
625 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
627 return;
628
629 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5))
631 return;
632
633 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 {
636 if (get_owner (hitter) != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else
639 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2);
641 if (dam != 0)
642 {
643 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
645 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
647 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
649 }
650 }
651 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */
653
654 if (hitter->type == PLAYER)
655 {
656 sprintf (buf, "You %s.", buf1);
657 if (dam != 0)
658 {
659 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
661 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
663 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
665 }
666 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
669 {
670 /* look for stacked spells and start reducing the message chances */
671 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 {
673 i = 4;
674 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y))
676 return;
677 next = get_map_ob (map, hitter->x, hitter->y);
678 if (next)
679 while (next)
680 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3;
683 tmp = next;
684 next = tmp->above;
685 }
686 if (i < 0)
687 return;
688 if (rndm (0, i) != 0)
689 return;
690 }
691 else if (rndm (0, 5) != 0)
692 return;
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 }
697 }
698
699
700 static int
701 get_attack_mode (object **target, object **hitter, int *simple_attack)
702 {
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1;
707 }
708 if ((*target)->head)
709 *target = (*target)->head;
710 if ((*hitter)->head)
711 *hitter = (*hitter)->head;
712 if ((*hitter)->env != NULL || (*target)->env != NULL)
713 {
714 *simple_attack = 1;
715 return 0;
716 }
717 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
719 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
721 return 1;
722 }
723 *simple_attack = 0;
724 return 0;
725 }
726
727 static int
728 abort_attack (object *target, object *hitter, int simple_attack)
729 {
730
731 /* Check if target and hitter are still in a relation similar to the one
732 * determined by get_attack_mode(). Returns true if the relation has changed.
733 */
734 int new_mode;
735
736 if (hitter->env == target || target->env == hitter)
737 new_mode = 1;
738 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
739 return 1;
740 else
741 new_mode = 0;
742 return new_mode != simple_attack;
743 }
744
745 static void thrown_item_effect (object *, object *);
746
747 static int
748 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749 {
750 int simple_attack, roll, dam = 0;
751 uint32 type;
752 shstr op_name;
753 tag_t op_tag, hitter_tag;
754
755 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error;
757
758 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0);
761
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767
768 /*
769 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters.
771 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
773 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail.
778 */
779 op->speed_left--;
780 process_object (op);
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
782 goto error;
783 }
784
785 op_name = op->name;
786
787 roll = random_roll (1, 20, hitter, PREFER_HIGH);
788
789 /* Adjust roll for various situations. */
790 if (!simple_attack)
791 roll += adj_attackroll (hitter, op);
792
793 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 {
796 int hitdam = base_dam;
797
798 if (settings.casting_time == TRUE)
799 {
800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 {
802 hitter->casting_time = -1;
803 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
804 }
805 if ((op->casting_time > -1) && (hitdam > 0))
806 {
807 op->casting_time = -1;
808 if (op->type == PLAYER)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
811 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 }
813 }
814 }
815 if (!simple_attack)
816 {
817 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this.
819 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP);
822
823 /* If the victim can't see the attacker, it may alert others
824 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
826 npc_call_help (op);
827
828 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 {
831 make_visible (op);
832 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834 }
835
836 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object.
840 */
841 thrown_item_effect (hitter, op);
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
843 goto leave;
844 }
845
846 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below.
848 */
849 if (hitdam <= 0)
850 hitdam = 1;
851
852 type = hitter->attacktype;
853 if (!type)
854 type = AT_PHYSICAL;
855 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
862 goto leave;
863 }
864
865 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here.
867 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
870 goto leave;
871 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */
873
874 /*attack_message(dam, type, op, hitter); */
875
876 goto leave;
877
878 error:
879 dam = 1;
880
881 leave:
882
883 return dam;
884 }
885
886 int
887 attack_ob (object *op, object *hitter)
888 {
889
890 if (hitter->head)
891 hitter = hitter->head;
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893 }
894
895 /* op is the arrow, tmp is what is stopping the arrow.
896 *
897 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
898 */
899 static int
900 stick_arrow (object *op, object *tmp)
901 {
902 /* If the missile hit a player, we insert it in their inventory.
903 * However, if the missile is heavy, we don't do so (assume it falls
904 * to the ground after a hit). What a good value for this is up to
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around.
907 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 {
910 if (tmp->head != NULL)
911 tmp = tmp->head;
912
913 remove_ob (op);
914 op = insert_ob_in_ob (op, tmp);
915
916 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op);
918
919 return 1;
920 }
921 else
922 return 0;
923 }
924
925 /* hit_with_arrow() disassembles the missile, attacks the victim and
926 * reassembles the missile.
927 *
928 * It returns a pointer to the reassembled missile, or NULL if the missile
929 * isn't available anymore.
930 */
931 object *
932 hit_with_arrow (object *op, object *victim)
933 {
934 object *container, *hitter;
935 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938
939 /* Disassemble missile */
940 if (op->inv)
941 {
942 container = op;
943 hitter = op->inv;
944 remove_ob (hitter);
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
946 /* Note that we now have an empty THROWN_OBJ on the map. Code that
947 * might be called until this THROWN_OBJ is either reassembled or
948 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */
950 }
951 else
952 {
953 container = NULL;
954 hitter = op;
955 }
956
957 /* Try to hit victim */
958 victim_x = victim->x;
959 victim_y = victim->y;
960 victim_tag = victim->count;
961 hitter_tag = hitter->count;
962
963 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists
968 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!)
970 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
972 {
973 if (container)
974 {
975 remove_ob (container);
976 free_object (container);
977 }
978 return NULL;
979 }
980
981 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target
984 */
985 if (hit_something && op->speed <= 10.0)
986 {
987 /* Stop arrow */
988 if (container == NULL)
989 {
990 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL)
992 return NULL;
993 }
994 else
995 {
996 remove_ob (container);
997 free_object (container);
998 }
999
1000 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1002 return NULL;
1003
1004 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise?
1010 */
1011 if (victim_x != hitter->x || victim_y != hitter->y)
1012 {
1013 remove_ob (hitter);
1014 hitter->x = victim_x;
1015 hitter->y = victim_y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0);
1017 }
1018 else
1019 {
1020 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL);
1022 }
1023 return NULL;
1024 }
1025
1026 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0;
1028
1029 /* Missile missed victim - reassemble missile */
1030 if (container)
1031 {
1032 remove_ob (hitter);
1033 insert_ob_in_ob (hitter, container);
1034 }
1035 return op;
1036 }
1037
1038
1039 void
1040 tear_down_wall (object *op)
1041 {
1042 int perc = 0;
1043
1044 if (!op->stats.maxhp)
1045 {
1046 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1047 perc = 1;
1048 }
1049 else if (!GET_ANIM_ID (op))
1050 {
1051 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0)
1053 {
1054 remove_ob (op); /* Should update LOS */
1055 free_object (op);
1056 /* Don't know why this is here - remove_ob should do it for us */
1057 /*update_position(m, x, y); */
1058 }
1059 return; /* no animations, so nothing more to do */
1060 }
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1062 if (perc >= (int) NUM_ANIMATIONS (op))
1063 perc = NUM_ANIMATIONS (op) - 1;
1064 else if (perc < 1)
1065 perc = 1;
1066 SET_ANIMATION (op, perc);
1067 update_object (op, UP_OBJ_FACE);
1068 if (perc == NUM_ANIMATIONS (op) - 1)
1069 { /* Reached the last animation */
1070 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */
1074 free_object (op);
1075
1076 /* remove_ob should call update_position for us */
1077 /*update_position(m, x, y); */
1078
1079 }
1080 else
1081 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0;
1085 CLEAR_FLAG (op, FLAG_ALIVE);
1086 }
1087 }
1088 }
1089
1090 void
1091 scare_creature (object *target, object *hitter)
1092 {
1093 object *owner = get_owner (hitter);
1094
1095 if (!owner)
1096 owner = hitter;
1097
1098 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy)
1100 target->enemy = owner;
1101 }
1102
1103
1104 /* This returns the amount of damage hitter does to op with the
1105 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */
1110
1111 int
1112 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113 {
1114
1115 int doesnt_slay = 1;
1116
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS)
1119 {
1120 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1121 return 0;
1122 }
1123
1124 if (dam < 0)
1125 {
1126 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1127 return 0;
1128 }
1129
1130 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1131 * people can't mess with that or it otherwise get confused. */
1132 if (attacknum == ATNR_INTERNAL)
1133 return dam;
1134
1135 if (hitter->slaying)
1136 {
1137 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1138 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1139 {
1140 doesnt_slay = 0;
1141 dam *= 3;
1142 }
1143 }
1144
1145 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1146 if (op->resist[attacknum])
1147 {
1148 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1149 * in case 0>dam>1, we try to "simulate" a float value-effect */
1150 dam *= (100 - op->resist[attacknum]);
1151 if (dam >= 100)
1152 dam /= 100;
1153 else
1154 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1155 }
1156
1157 /* Special hack. By default, if immune to something, you
1158 * shouldn't need to worry. However, acid is an exception, since
1159 * it can still damage your items. Only include attacktypes if
1160 * special processing is needed */
1161
1162 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1163 return 0;
1164
1165 /* Keep this in order - makes things easier to find */
1166
1167 switch (attacknum)
1168 {
1169 case ATNR_PHYSICAL:
1170 /* here also check for diseases */
1171 check_physically_infect (op, hitter);
1172 break;
1173
1174 /* Don't need to do anything for:
1175 magic,
1176 fire,
1177 electricity,
1178 cold */
1179
1180 case ATNR_CONFUSION:
1181 case ATNR_POISON:
1182 case ATNR_SLOW:
1183 case ATNR_PARALYZE:
1184 case ATNR_FEAR:
1185 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE:
1187 case ATNR_BLIND:
1188 {
1189 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level
1191 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193
1194 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the
1197 * effect.
1198 */
1199 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1201 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 {
1203
1204 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op);
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam);
1221 }
1222 dam = 0; /* These are all effects and don't do real damage */
1223 }
1224 break;
1225 case ATNR_ACID:
1226 {
1227 int flag = 0;
1228
1229 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1236 {
1237 if (tmp->invisible)
1238 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */
1241 continue;
1242 if (!(tmp->material & M_IRON))
1243 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue;
1246 if (tmp->type == RING ||
1247 /* removed boots and gloves from exclusion list in
1248 PR */
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */
1251
1252 /* High damage acid has better chance of corroding
1253 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1255 {
1256 if (op->type == PLAYER)
1257 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1;
1261 tmp->magic--;
1262 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp);
1264 }
1265 }
1266 if (flag)
1267 fix_player (op); /* Something was corroded */
1268 }
1269 }
1270 break;
1271 case ATNR_DRAIN:
1272 {
1273 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained.
1275 */
1276 int rate;
1277
1278 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282
1283 if (op->stats.exp <= rate)
1284 {
1285 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */
1287 else
1288 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 }
1291 else
1292 {
1293 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++;
1297
1298 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp
1300 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks.
1304 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1306 {
1307 object *owner = get_owner (hitter);
1308
1309 if (owner && owner != hitter)
1310 {
1311 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 {
1317 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 }
1320 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 }
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1323 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed
1325 */
1326 }
1327 }
1328 break;
1329 case ATNR_TURN_UNDEAD:
1330 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1334 object *god = find_god (determine_god (owner));
1335 int div = 1;
1336
1337 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1340 div = 2;
1341 /* Give a bonus if you resist turn undead */
1342 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner);
1344 }
1345 else
1346 dam = 0; /* don't damage non undead - should we damage
1347 undead? */
1348 }
1349 break;
1350 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam);
1352 break;
1353 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1355 dam = 0;
1356 break;
1357 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1359 dam = 0;
1360 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */
1364 break;
1365 case ATNR_HOLYWORD:
1366 {
1367 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */
1369
1370 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1371
1372 /* As with turn undead above, give a bonus on the saving throw */
1373 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner);
1375 }
1376 break;
1377 case ATNR_LIFE_STEALING:
1378 {
1379 int new_hp;
1380
1381 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters
1384 *
1385 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000).
1389 */
1390 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0;
1393 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1398 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1;
1401 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp;
1404 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp;
1406 }
1407 }
1408 return dam;
1409 }
1410
1411
1412 /* GROS: This code comes from hit_player. It has been made external to
1413 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version
1416 * of the following code.
1417 * op is what is being killed.
1418 * dam is the damage done to it.
1419 * hitter is what is hitting it.
1420 * type is the attacktype.
1421 *
1422 * This function was a bit of a mess with hitter getting changed,
1423 * values being stored away but not used, etc. I've cleaned it up
1424 * a bit - I think it should be functionally equivalant.
1425 * MSW 2002-07-17
1426 */
1427 int
1428 kill_object (object *op, int dam, object *hitter, int type)
1429 {
1430 char buf[MAX_BUF];
1431 const char *skill;
1432 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL;
1436 object *skop = NULL;
1437
1438 if (op->stats.hp >= 0)
1439 return -1;
1440
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1442 return 0;
1443
1444 /* maxdam needs to be the amount of damage it took to kill
1445 * this creature. The function(s) that call us have already
1446 * adjusted the creatures HP total, so that is negative.
1447 */
1448 maxdam = dam + op->stats.hp + 1;
1449
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452
1453 if (op->type == DOOR)
1454 {
1455 op->speed = 0.1;
1456 update_ob_speed (op);
1457 op->speed_left = -0.05;
1458 return maxdam;
1459 }
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 {
1462 remove_friendly_object (op);
1463 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1464 {
1465 op->owner->contr->ranges[range_golem] = NULL;
1466 op->owner->contr->golem_count = 0;
1467 }
1468
1469 remove_ob (op);
1470 free_object (op);
1471 return maxdam;
1472 }
1473
1474 /* Now lets start dealing with experience we get for killing something */
1475
1476 owner = get_owner (hitter);
1477 if (owner == NULL)
1478 owner = hitter;
1479
1480 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1;
1483
1484 /* is this player killing? */
1485 if (op->type == PLAYER && owner->type == PLAYER)
1486 pk = 1;
1487
1488 /* Player killed something */
1489 if (owner->type == PLAYER)
1490 {
1491 Log_Kill (owner->name,
1492 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1493
1494 /* Log players killing other players - makes it easier to detect
1495 * and filter out malicious player killers - that is why the
1496 * ip address is included.
1497 */
1498 if (op->type == PLAYER && !battleg)
1499 {
1500 time_t t = time (NULL);
1501 struct tm *tmv;
1502 char buf[256];
1503
1504 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1508 }
1509
1510 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that.
1513 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 {
1516 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 }
1524 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1527 }
1528
1529 /* If a player kills another player, not on
1530 * battleground, the "killer" looses 1 luck. Since this is
1531 * not reversible, it's actually quite a pain IMHO. -AV
1532 * Fix bug in that we were changing the luck of the hitter, not
1533 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings.
1536 */
1537 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty);
1539
1540 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill
1543 */
1544 skill = NULL;
1545 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill;
1547 else if (owner->chosen_skill)
1548 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill;
1551 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1553 skill = owner->current_weapon->skill;
1554 else
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1556
1557 /* We have the skill we want to credit to - now find the object this goes
1558 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */
1560 if ((!skop || skop->type != SKILL) && skill)
1561 {
1562 int i;
1563
1564 for (i = 0; i < NUM_SKILLS; i++)
1565 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1566 {
1567 skop = owner->contr->last_skill_ob[i];
1568 break;
1569 }
1570 }
1571 } /* Was it a player that hit somethign */
1572 else
1573 {
1574 skill = NULL;
1575 }
1576
1577 /* Pet (or spell) killed something. */
1578 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else
1584 {
1585 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 }
1589 /* These may have been set in the player code section above */
1590 if (!skop)
1591 skop = hitter->chosen_skill;
1592 if (!skill && skop)
1593 skill = skop->skill;
1594
1595 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596
1597
1598 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1600 {
1601 int exp;
1602
1603 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER)
1606 {
1607 if (battleg)
1608 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1610 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1611 }
1612 else
1613 exp = op->stats.exp / 1000;
1614 }
1615 else
1616 exp = calc_skill_exp (owner, op, skop);
1617
1618 /* if op is standing on "battleground" (arena), no way to gain
1619 * exp by killing him
1620 */
1621 if (battleg)
1622 exp = 0;
1623
1624 /* Don't know why this is set this way - doesn't make
1625 * sense to just divide everything by two for no reason.
1626 */
1627
1628 if (!settings.simple_exp)
1629 exp = exp / 2;
1630
1631 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0);
1634 }
1635 else
1636 {
1637 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party;
1642
1643 #ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645 #endif
1646 for (pl = first_player; pl != NULL; pl = pl->next)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 {
1650 count++;
1651 shares += (pl->ob->level + 4);
1652 }
1653 }
1654 if (count == 1 || shares > exp)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else
1657 {
1658 int share = exp / shares, given = 0, nexp;
1659
1660 for (pl = first_player; pl != NULL; pl = pl->next)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 {
1664 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp;
1667 }
1668 }
1669 exp -= given;
1670 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 }
1673 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */
1676
1677 if (op->type != PLAYER)
1678 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 {
1681 object *owner1 = get_owner (op);
1682
1683 if (owner1 != NULL && owner1->type == PLAYER)
1684 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1686 /* Maybe we should include the owner that killed this, maybe not */
1687 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1688 }
1689 remove_friendly_object (op);
1690 }
1691 remove_ob (op);
1692 free_object (op);
1693 }
1694 /* Player has been killed! */
1695 else
1696 {
1697 if (owner->type == PLAYER)
1698 {
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 }
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function.
1709 */
1710 return maxdam;
1711 }
1712
1713 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire
1715 */
1716
1717 int
1718 friendly_fire (object *op, object *hitter)
1719 {
1720 object *owner;
1721 int friendlyfire;
1722
1723 if (hitter->head)
1724 hitter = hitter->head;
1725
1726 friendlyfire = 0;
1727
1728 if (op->type == PLAYER)
1729 {
1730 if (op_on_battleground (hitter, 0, 0))
1731 return 0;
1732
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1;
1735
1736 if ((owner = get_owner (hitter)) != NULL)
1737 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2;
1740 }
1741
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0;
1744 }
1745 return friendlyfire;
1746 }
1747
1748
1749 /* This isn't used just for players, but in fact most objects.
1750 * op is the object to be hit, dam is the amount of damage, hitter
1751 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it.
1755 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760 int
1761 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762 {
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0;
1769 int friendlyfire;
1770
1771 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0;
1773
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1775 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0;
1777
1778 #ifdef PROHIBIT_PLAYERKILL
1779 if (op->type == PLAYER)
1780 {
1781 object *owner = get_owner (hitter);
1782
1783 if (!owner)
1784 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1786 {
1787 return 0;
1788 }
1789 }
1790 #endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794
1795 if (body_attack)
1796 {
1797 /* slow and paralyze must hit the head. But we don't want to just
1798 * return - we still need to process other attacks the spell still
1799 * might have. So just remove the paralyze and slow attacktypes,
1800 * and keep on processing if we have other attacktypes.
1801 * return if only magic or nothing is left - under normal code
1802 * we don't attack with pure magic if there is another attacktype.
1803 * Only do processing if the initial attacktype includes one of those
1804 * attack so we don't cancel out things like magic bullet.
1805 */
1806 if (type & (AT_PARALYZE | AT_SLOW))
1807 {
1808 type &= ~(AT_PARALYZE | AT_SLOW);
1809 if (!type || type == AT_MAGIC)
1810 return 0;
1811 }
1812 }
1813
1814 if (!simple_attack && op->type == DOOR)
1815 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP)
1820 {
1821 spring_trap (tmp, hitter);
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1823 return 0;
1824 break;
1825 }
1826 }
1827
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 {
1830 /* FIXME: If a player is killed by a rune in a door, the
1831 * was_destroyed() check above doesn't return, and might get here.
1832 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1834 return 0;
1835 }
1836
1837 #ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1839 #endif
1840
1841 if (magic)
1842 {
1843 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1844 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100)
1847 dam /= 100;
1848 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1850 }
1851
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1853 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */
1855 if (type & AT_CHAOS)
1856 {
1857 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1858 update_object (op, UP_OBJ_FACE);
1859 type &= ~AT_CHAOS;
1860 }
1861
1862 /* Holyword is really an attacktype modifier (like magic is). If
1863 * holyword is part of an attacktype, then make sure the creature is
1864 * a proper match, otherwise no damage.
1865 */
1866 if (type & AT_HOLYWORD)
1867 {
1868 object *god;
1869
1870 if ((!hitter->slaying ||
1871 (!(op->race && strstr (hitter->slaying, op->race)) &&
1872 !(op->name && strstr (hitter->slaying, op->name)))) &&
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1874 (hitter->title != NULL
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1876 return 0;
1877 }
1878
1879 maxattacktype = type; /* initialize this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 {
1882 /* Magic isn't really a true attack type - it gets combined with other
1883 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it
1885 */
1886 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1887 continue;
1888
1889 /* Go through and hit the player with each attacktype, one by one.
1890 * hit_player_attacktype only figures out the damage, doesn't inflict
1891 * it. It will do the appropriate action for attacktypes with
1892 * effects (slow, paralization, etc.
1893 */
1894 if (type & attacktype)
1895 {
1896 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1897 /* the >= causes us to prefer messages from special attacks, if
1898 * the damage is equal.
1899 */
1900 if (ndam >= maxdam)
1901 {
1902 maxdam = ndam;
1903 maxattacktype = 1 << attacknum;
1904 }
1905 }
1906 }
1907
1908 /* if this is friendly fire then do a set % of damage only
1909 * Note - put a check in to make sure this attack is actually
1910 * doing damage - otherwise, the +1 in the code below will make
1911 * an attack do damage before when it otherwise didn't
1912 */
1913 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam)
1915 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917 #ifndef COZY_SERVER
1918 maxdam++;
1919 #endif
1920
1921 #ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924 #endif
1925 }
1926
1927 if (!full_hit)
1928 {
1929 archetype *at;
1930 int area;
1931 int remainder;
1932
1933 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more)
1935 area++;
1936 assert (area > 0);
1937
1938 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */
1940 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area;
1942 if (RANDOM () % 100 < remainder)
1943 maxdam++;
1944 }
1945
1946 #ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948 #endif
1949
1950 if (get_owner (hitter))
1951 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter;
1954
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 {
1957 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1959 npc_call_help (op);
1960 }
1961
1962 if (magic && did_make_save (op, op->level, 0))
1963 maxdam = maxdam / 2;
1964
1965 attack_message (maxdam, maxattacktype, op, hitter);
1966
1967 op->stats.hp -= maxdam;
1968
1969 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1970 if ((op->stats.hp >= 0) &&
1971 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1972 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1973 {
1974
1975 if (QUERY_FLAG (op, FLAG_MONSTER))
1976 SET_FLAG (op, FLAG_RUN_AWAY);
1977 else
1978 scare_creature (op, hitter);
1979 }
1980
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 {
1983 if (maxdam)
1984 tear_down_wall (op);
1985 return maxdam; /* nothing more to do for wall */
1986 }
1987
1988 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type);
1990 if (rtn_kill != -1)
1991 return rtn_kill;
1992
1993
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1995 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case.
1997 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 {
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2001 remove_friendly_object (hitter);
2002 remove_ob (hitter);
2003 free_object (hitter);
2004 }
2005 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 {
2008 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op);
2012
2013 if (!op->other_arch)
2014 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam;
2017 }
2018 remove_ob (op);
2019 for (i = 0; i < NROFNEWOBJS (op); i++)
2020 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch);
2022 int j;
2023
2024 tmp->stats.hp = op->stats.hp;
2025 if (friendly)
2026 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE;
2030 if (owner != NULL)
2031 set_owner (tmp, owner);
2032 }
2033 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2036 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp);
2038 else
2039 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 }
2043 }
2044 if (friendly)
2045 remove_friendly_object (op);
2046 free_object (op);
2047 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 {
2050 remove_ob (hitter);
2051 free_object (hitter);
2052 }
2053 return maxdam;
2054 }
2055
2056
2057 void
2058 poison_player (object *op, object *hitter, int dam)
2059 {
2060 archetype *at = find_archetype ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op);
2062
2063 if (tmp == NULL)
2064 {
2065 if ((tmp = arch_to_object (at)) == NULL)
2066 LOG (llevError, "Failed to clone arch poisoning.\n");
2067 else
2068 {
2069 tmp = insert_ob_in_ob (tmp, op);
2070 /* peterm: give poisoning some teeth. It should
2071 * be able to kill things better than it does:
2072 * damage should be dependent something--I choose to
2073 * do this: if it's a monster, the damage from the
2074 * poisoning goes as the level of the monster/2.
2075 * If anything else, goes as damage.
2076 */
2077
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2;
2080 else
2081 tmp->stats.dam = dam;
2082
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill)
2085 {
2086 tmp->skill = hitter->skill;
2087 }
2088
2089 tmp->stats.food += dam; /* more damage, longer poisoning */
2090
2091 if (op->type == PLAYER)
2092 {
2093 /* player looses stats, maximum is -10 of each */
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op);
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2101 }
2102 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2105 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 }
2107 tmp->speed_left = 0;
2108 }
2109 else
2110 tmp->stats.food++;
2111 }
2112
2113 void
2114 slow_player (object *op, object *hitter, int dam)
2115 {
2116 archetype *at = find_archetype ("slowness");
2117 object *tmp;
2118
2119 if (at == NULL)
2120 {
2121 LOG (llevError, "Can't find slowness archetype.\n");
2122 }
2123 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124 {
2125 tmp = arch_to_object (at);
2126 tmp = insert_ob_in_ob (tmp, op);
2127 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128 }
2129 else
2130 tmp->stats.food++;
2131 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0;
2133 fix_player (op);
2134 }
2135
2136 void
2137 confuse_player (object *op, object *hitter, int dam)
2138 {
2139 object *tmp;
2140 int maxduration;
2141
2142 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2143 if (!tmp)
2144 {
2145 tmp = get_archetype (FORCE_NAME);
2146 tmp = insert_ob_in_ob (tmp, op);
2147 }
2148
2149 /* Duration added per hit and max. duration of confusion both depend
2150 * on the player's resistance
2151 */
2152 tmp->speed = 0.05;
2153 tmp->subtype = FORCE_CONFUSION;
2154 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155 tmp->name = "confusion";
2156 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2157 if (tmp->duration > maxduration)
2158 tmp->duration = maxduration;
2159
2160 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2162 SET_FLAG (op, FLAG_CONFUSED);
2163 }
2164
2165 void
2166 blind_player (object *op, object *hitter, int dam)
2167 {
2168 object *tmp, *owner;
2169
2170 /* Save some work if we know it isn't going to affect the player */
2171 if (op->resist[ATNR_BLIND] == 100)
2172 return;
2173
2174 tmp = present_in_ob (BLINDNESS, op);
2175 if (!tmp)
2176 {
2177 tmp = get_archetype ("blindness");
2178 SET_FLAG (tmp, FLAG_BLIND);
2179 SET_FLAG (tmp, FLAG_APPLIED);
2180 /* use floats so we don't lose too much precision due to rounding errors.
2181 * speed is a float anyways.
2182 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184
2185 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */
2188
2189 if (hitter->owner)
2190 owner = get_owner (hitter);
2191 else
2192 owner = hitter;
2193
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 }
2196 tmp->stats.food += dam;
2197 if (tmp->stats.food > 10)
2198 tmp->stats.food = 10;
2199 }
2200
2201 void
2202 paralyze_player (object *op, object *hitter, int dam)
2203 {
2204 float effect, max;
2205
2206 /* object *tmp; */
2207
2208 /* This is strange stuff... someone knows for what this is
2209 * written? Well, i think this can and should be removed
2210 */
2211
2212 /*
2213 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2214 tmp=clone_arch(PARAIMAGE);
2215 tmp->x=op->x,tmp->y=op->y;
2216 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2217 }
2218 */
2219
2220 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2221 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2222
2223 if (effect == 0)
2224 return;
2225
2226 op->speed_left -= FABS (op->speed) * effect;
2227 /* tmp->stats.food+=(signed short) effect/op->speed; */
2228
2229 /* max number of ticks to be affected for. */
2230 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2231 if (op->speed_left < -(FABS (op->speed) * max))
2232 op->speed_left = (float) -(FABS (op->speed) * max);
2233
2234 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2235 }
2236
2237
2238 /* Attempts to kill 'op'. hitter is the attack object, dam is
2239 * the computed damaged.
2240 */
2241 void
2242 deathstrike_player (object *op, object *hitter, int *dam)
2243 {
2244 /* The intention of a death attack is to kill outright things
2245 ** that are a lot weaker than the attacker, have a chance of killing
2246 ** things somewhat weaker than the caster, and no chance of
2247 ** killing something equal or stronger than the attacker.
2248 ** Also, if a deathstrike attack has a slaying, any monster
2249 ** whose name or race matches a comma-delimited list in the slaying
2250 ** field of the deathstriking object */
2251
2252 int atk_lev, def_lev, kill_lev;
2253
2254 if (hitter->slaying)
2255 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2256 return;
2257
2258 def_lev = op->level;
2259 if (def_lev < 1)
2260 {
2261 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2262 def_lev = 1;
2263 }
2264 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266 atk_lev, def_lev); */
2267
2268 if (atk_lev >= def_lev)
2269 {
2270 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2271
2272 /* Note that the below effectively means the ratio of the atk vs
2273 * defener level is important - if level 52 character has very little
2274 * chance of killing a level 50 monster. This should probably be
2275 * redone.
2276 */
2277 if (kill_lev >= def_lev)
2278 {
2279 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2280 /* I think this doesn't really do much. Because of
2281 * integer rounding, this only makes any difference if the
2282 * attack level is double the defender level.
2283 */
2284 *dam *= kill_lev / def_lev;
2285 }
2286 }
2287 else
2288 {
2289 *dam = 0; /* no harm done */
2290 }
2291 }
2292
2293 /* thrown_item_effect() - handles any special effects of thrown
2294 * items (like attacking living creatures--a potion thrown at a
2295 * monster).
2296 */
2297 static void
2298 thrown_item_effect (object *hitter, object *victim)
2299 {
2300 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2301 {
2302 /* May not need a switch for just 2 types, but this makes it
2303 * easier for expansion.
2304 */
2305 switch (hitter->type)
2306 {
2307 case POTION:
2308 /* should player get a save throw instead of checking magic protection? */
2309 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2310 (void) apply_potion (victim, hitter);
2311 break;
2312
2313 case POISON: /* poison drinks */
2314 /* As with potions, should monster get a save? */
2315 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2316 apply_poison (victim, hitter);
2317 break;
2318
2319 /* Removed case statements that did nothing.
2320 * food may be poisonous, but monster must be willing to eat it,
2321 * so we don't handle it here.
2322 * Containers should perhaps break open, but that code was disabled.
2323 */
2324 }
2325 }
2326 }
2327
2328 /* adj_attackroll() - adjustments to attacks by various conditions */
2329
2330 int
2331 adj_attackroll (object *hitter, object *target)
2332 {
2333 object *attacker = hitter;
2334 int adjust = 0;
2335
2336 /* safety */
2337 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2338 {
2339 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2340 return 0;
2341 }
2342
2343 /* aimed missiles use the owning object's sight */
2344 if (is_aimed_missile (hitter))
2345 {
2346 if ((attacker = get_owner (hitter)) == NULL)
2347 attacker = hitter;
2348 /* A player who saves but hasn't quit still could have objects
2349 * owned by him - need to handle that case to avoid crashes.
2350 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2352 attacker = hitter;
2353 }
2354 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2355 return 0;
2356
2357 /* determine the condtions under which we make an attack.
2358 * Add more cases, as the need occurs. */
2359
2360 if (!can_see_enemy (attacker, target))
2361 {
2362 /* target is unseen */
2363 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2364 adjust -= 10;
2365 /* dark map penalty for the hitter (lacks infravision if we got here). */
2366 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2367 adjust -= target->map->darkness;
2368 }
2369
2370 if (QUERY_FLAG (attacker, FLAG_SCARED))
2371 adjust -= 3;
2372
2373 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2374 adjust += 1;
2375
2376 if (QUERY_FLAG (target, FLAG_SCARED))
2377 adjust += 1;
2378
2379 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2380 adjust -= 3;
2381
2382 /* if we attack at a different 'altitude' its harder */
2383 if ((attacker->move_type & target->move_type) == 0)
2384 adjust -= 2;
2385
2386 #if 0
2387 /* slower attacks are less likely to succeed. We should use a
2388 * comparison between attacker/target speeds BUT, players have
2389 * a generally faster speed, so this will wind up being a HUGE
2390 * disadantage for the monsters! Too bad, because missiles which
2391 * fly fast should have a better chance of hitting a slower target.
2392 */
2393 if (hitter->speed < target->speed)
2394 adjust += ((float) hitter->speed - target->speed);
2395 #endif
2396
2397 #if 0
2398 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2399 #endif
2400
2401 return adjust;
2402 }
2403
2404
2405 /* determine if the object is an 'aimed' missile */
2406 int
2407 is_aimed_missile (object *op)
2408 {
2409
2410 /* I broke what used to be one big if into a few nested
2411 * ones so that figuring out the logic is at least possible.
2412 */
2413 if (op && (op->move_type & MOVE_FLYING))
2414 {
2415 if (op->type == ARROW || op->type == THROWN_OBJ)
2416 return 1;
2417 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2418 return 1;
2419 }
2420 return 0;
2421 }