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/cvs/deliantra/server/server/attack.C
Revision: 1.108
Committed: Tue May 5 04:51:56 2009 UTC (15 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_79
Changes since 1.107: +14 -23 lines
Log Message:
adjust los lightness a bit

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29 #include <sounds.h>
30 #include <sproto.h>
31
32 typedef struct att_msg_str
33 {
34 char *msg1;
35 char *msg2;
36 } att_msg;
37
38 /*#define ATTACK_DEBUG*/
39
40 /* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43 void
44 cancellation (object *op)
45 {
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70 }
71
72 /* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item).
75 */
76 int
77 did_make_save_item (object *op, int type, object *originator)
78 {
79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt;
81
82 if (!op->materialname)
83 {
84 for (mt = materialt; mt; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0) return TRUE;
110
111 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE;
113
114 for (number = 0; number < NROFATTACKS; number++)
115 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143 void
144 save_throw_object (object *op, int type, object *originator)
145 {
146 if (!did_make_save_item (op, type, originator))
147 {
148 object *env = op->env;
149 int x = op->x, y = op->y;
150 maptile *m = op->map;
151
152 op = stop_item (op);
153 if (!op)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY)
165 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166 || op->type == LAMP
167 || op->type == TORCH
168 ))
169 {
170 switch (op->type)
171 {
172 case LAMP:
173 // turn on a lamp
174 apply_lamp (op, true);
175 break;
176
177 default:
178 // for instance icecubes:
179 if (op->other_arch)
180 {
181 const char *arch = op->other_arch->archname;
182
183 if (op->decrease ())
184 fix_stopped_item (op, m, originator);
185
186 if ((op = archetype::get (arch)))
187 {
188 if (env)
189 env->insert (op);
190 else
191 m->insert (op, x, y, originator);
192 }
193 }
194 }
195 return;
196 }
197
198 if (type & AT_CANCELLATION)
199 { /* Cancellation. */
200 cancellation (op);
201 fix_stopped_item (op, m, originator);
202 return;
203 }
204
205 if (op->nrof > 1)
206 {
207 if (op->decrease (rndm (0, op->nrof - 1)))
208 fix_stopped_item (op, m, originator);
209 }
210 else
211 {
212 // drop everything to the ground, if possible
213 op->insert_at (originator);
214 op->drop_and_destroy ();
215 }
216
217 if (type & (AT_FIRE | AT_ELECTRICITY))
218 if (env)
219 {
220 op = archetype::get (shstr_burnout);
221 op->x = env->x, op->y = env->y;
222 env->insert (op);
223 }
224 else
225 replace_insert_ob_in_map (shstr_burnout, originator);
226
227 return;
228 }
229
230 /* The value of 50 is arbitrary. */
231 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
232 {
233 archetype *at = archetype::find (shstr_icecube);
234
235 if (at == NULL)
236 return;
237
238 op = stop_item (op);
239 if (op == NULL)
240 return;
241
242 object *tmp = present_arch (at, op->map, op->x, op->y);
243 if (!tmp)
244 {
245 tmp = arch_to_object (at);
246 tmp->x = op->x, tmp->y = op->y;
247 /* This was in the old (pre new movement code) -
248 * icecubes have slow_move set to 1 - don't want
249 * that for ones we create.
250 */
251 tmp->move_slow_penalty = 0;
252 tmp->move_slow = 0;
253 insert_ob_in_map (tmp, op->map, originator, 0);
254 }
255
256 tmp->insert (op);
257 return;
258 }
259 }
260
261 /* Object op is hitting the map.
262 * op is going in direction 'dir'
263 * type is the attacktype of the object.
264 * full_hit is set if monster area does not matter.
265 * returns 1 if it hits something, 0 otherwise.
266 */
267 int
268 hit_map (object *op, int dir, int type, int full_hit)
269 {
270 maptile *map;
271 sint16 x, y;
272 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
273
274 if (QUERY_FLAG (op, FLAG_FREED))
275 {
276 LOG (llevError, "BUG: hit_map(): free object\n");
277 return 0;
278 }
279
280 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
281 {
282 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
283 return 0;
284 }
285
286 if (!op->map)
287 {
288 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
289 return 0;
290 }
291
292 if (op->head)
293 op = op->head;
294
295 mapxy pos (op);
296 pos.move (dir);
297
298 if (!pos.normalise ())
299 return 0;
300
301 // elmex: a safe map tile can't be hit!
302 // this should prevent most harmful effects on items and players there.
303 mapspace &ms = pos.ms ();
304
305 if (ms.flags () & P_SAFE)
306 return 0;
307
308 /* peterm: a few special cases for special attacktypes --counterspell
309 * must be out here because it strikes things which are not alive
310 */
311 if (type & (AT_COUNTERSPELL | AT_CHAOS))
312 {
313 if (type & AT_COUNTERSPELL)
314 {
315 counterspell (op, dir); /* see spell_effect.c */
316
317 /* If the only attacktype is counterspell or magic, don't need
318 * to do any further processing.
319 */
320 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
321 return 0;
322
323 type &= ~AT_COUNTERSPELL;
324 }
325
326 if (type & AT_CHAOS)
327 {
328 shuffle_attack (op, 1); /* flag tells it to change the face */
329 update_object (op, UP_OBJ_FACE);
330 type &= ~AT_CHAOS;
331 }
332 }
333
334 /* There may still be objects that were above 'next', but there is no
335 * simple way to find out short of copying all object references and
336 * tags into a temporary array before we start processing the first
337 * object. That's why we just abort on destroy.
338 *
339 * This happens whenever attack spells (like fire) hit a pile
340 * of objects. This is not a bug - nor an error.
341 */
342 for (object *next = ms.bot; next && !next->destroyed (); )
343 {
344 object *tmp = next;
345 next = tmp->above;
346
347 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
348 * For example, 'tmp' was put in an icecube.
349 * This is one of the few cases where on_same_map should not be used.
350 */
351 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
352 continue;
353
354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
355 {
356 hit_player (tmp, op->stats.dam, op, type, full_hit);
357 retflag |= 1;
358
359 if (op->destroyed ())
360 break;
361 }
362 /* Here we are potentially destroying an object. If the object has
363 * NO_PASS set, it is also immune - you can't destroy walls. Note
364 * that weak walls have is_alive set, which prevent objects from
365 * passing over/through them. We don't care what type of movement
366 * the wall blocks - if it blocks any type of movement, can't be
367 * destroyed right now.
368 */
369 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
370 {
371 save_throw_object (tmp, type, op);
372
373 if (op->destroyed ())
374 break;
375 }
376 }
377
378 return 0;
379 }
380
381 void
382 attack_message (int dam, int type, object *op, object *hitter)
383 {
384 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
385 int i, found = 0;
386 maptile *map;
387 object *next, *tmp;
388
389 /* put in a few special messages for some of the common attacktypes
390 * a player might have. For example, fire, electric, cold, etc
391 * [garbled 20010919]
392 */
393
394 if (dam == 9998 && op->type == DOOR)
395 {
396 sprintf (buf1, "unlock %s", &op->name);
397 sprintf (buf2, " unlocks");
398 found++;
399 }
400 if (dam < 0)
401 {
402 sprintf (buf1, "hit %s", &op->name);
403 sprintf (buf2, " hits");
404 found++;
405 }
406 else if (dam == 0)
407 {
408 sprintf (buf1, "missed %s", &op->name);
409 sprintf (buf2, " misses");
410 found++;
411 }
412 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
413 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
414 {
415 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
416 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
417 {
418 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
419 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
420 found++;
421 break;
422 }
423 }
424 else if (op->type == DOOR && !found)
425 {
426 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
427 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
428 {
429 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
430 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
431 found++;
432 break;
433 }
434 }
435 else if (hitter->type == PLAYER && op->is_alive ())
436 {
437 if (USING_SKILL (hitter, SK_KARATE))
438 {
439 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
440 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
441 {
442 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
443 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
444 found++;
445 break;
446 }
447 }
448 else if (USING_SKILL (hitter, SK_CLAWING))
449 {
450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
451 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
452 {
453 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
454 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
455 found++;
456 break;
457 }
458 }
459 else if (USING_SKILL (hitter, SK_PUNCHING))
460 {
461 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
462 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
463 {
464 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
465 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
466 found++;
467 break;
468 }
469 }
470 }
471
472 if (found)
473 {
474 /* done */
475 }
476 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
477 {
478 sprintf (buf1, "hit"); /* just in case */
479 for (i = 0; i < MAXATTACKMESS; i++)
480 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
481 {
482 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
483 found++;
484 break;
485 }
486 }
487 else if (type & AT_DRAIN && op->is_alive ())
488 {
489 /* drain is first, because some items have multiple attypes */
490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
491 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
492 {
493 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
494 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
495 found++;
496 break;
497 }
498 }
499 else if (type & AT_ELECTRICITY && op->is_alive ())
500 {
501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
502 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
503 {
504 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
505 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
506 found++;
507 break;
508 }
509 }
510 else if (type & AT_COLD && op->is_alive ())
511 {
512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
513 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
514 {
515 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
516 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
517 found++;
518 break;
519 }
520 }
521 else if (type & AT_FIRE)
522 {
523 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
524 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
525 {
526 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
527 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
528 found++;
529 break;
530 }
531 }
532 else if (hitter->current_weapon != NULL)
533 {
534 int mtype;
535
536 switch (hitter->current_weapon->weapontype)
537 {
538 case WEAP_HIT:
539 mtype = ATM_BASIC;
540 break;
541 case WEAP_SLASH:
542 mtype = ATM_SLASH;
543 break;
544 case WEAP_PIERCE:
545 mtype = ATM_PIERCE;
546 break;
547 case WEAP_CLEAVE:
548 mtype = ATM_CLEAVE;
549 break;
550 case WEAP_SLICE:
551 mtype = ATM_SLICE;
552 break;
553 case WEAP_STAB:
554 mtype = ATM_STAB;
555 break;
556 case WEAP_WHIP:
557 mtype = ATM_WHIP;
558 break;
559 case WEAP_CRUSH:
560 mtype = ATM_CRUSH;
561 break;
562 case WEAP_BLUD:
563 mtype = ATM_BLUD;
564 break;
565 default:
566 mtype = ATM_BASIC;
567 break;
568 }
569
570 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
571 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
572 {
573 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
574 strcpy (buf2, attack_mess[mtype][i].buf3);
575 found++;
576 break;
577 }
578 }
579 else
580 {
581 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
582 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
583 {
584 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
585 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
586 found++;
587 break;
588 }
589 }
590
591 if (!found)
592 {
593 strcpy (buf1, "hit");
594 strcpy (buf2, " hits");
595 }
596
597 /* bail out if a monster is casting spells */
598 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
599 return;
600
601 /* scale down magic considerably. */
602 if (type & AT_MAGIC && rndm (0, 5))
603 return;
604
605 /* Did a player hurt another player? Inform both! */
606 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
607 {
608 if (hitter->owner != NULL)
609 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
610 else
611 {
612 sprintf (buf, "%s%s you.", &hitter->name, buf2);
613
614 if (dam != 0)
615 {
616 if (dam < 10)
617 op->contr->play_sound (sound_find ("player_is_hit1"));
618 else if (dam < 20)
619 op->contr->play_sound (sound_find ("player_is_hit2"));
620 else
621 op->contr->play_sound (sound_find ("player_is_hit3"));
622 }
623 }
624
625 new_draw_info (NDI_BLACK, 0, op, buf);
626 } /* end of player hitting player */
627
628 if (hitter->type == PLAYER)
629 {
630 sprintf (buf, "You %s.", buf1);
631
632 if (dam != 0)
633 {
634 if (dam < 10)
635 op->play_sound (sound_find ("player_hits1"));
636 else if (dam < 20)
637 op->play_sound (sound_find ("player_hits2"));
638 else
639 op->play_sound (sound_find ("player_hits3"));
640 }
641
642 new_draw_info (NDI_BLACK, 0, hitter, buf);
643 }
644 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
645 {
646 /* look for stacked spells and start reducing the message chances */
647 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
648 {
649 i = 4;
650 map = hitter->map;
651 if (out_of_map (map, hitter->x, hitter->y))
652 return;
653
654 next = GET_MAP_OB (map, hitter->x, hitter->y);
655 if (next)
656 while (next)
657 {
658 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
659 i *= 3;
660
661 tmp = next;
662 next = tmp->above;
663 }
664
665 if (i < 0)
666 return;
667
668 if (rndm (0, i) != 0)
669 return;
670 }
671 else if (rndm (0, 5) != 0)
672 return;
673
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 }
678 }
679
680
681 static int
682 get_attack_mode (object **target, object **hitter, int *simple_attack)
683 {
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1;
688 }
689
690 if ((*target)->head)
691 *target = (*target)->head;
692
693 if ((*hitter)->head)
694 *hitter = (*hitter)->head;
695
696 if ((*target)->type == LOCKED_DOOR)
697 return 1; // locked doors cannot be hit
698
699 if ((*hitter)->env || (*target)->env)
700 {
701 *simple_attack = 1;
702 return 0;
703 }
704
705 if (QUERY_FLAG (*target, FLAG_REMOVED)
706 || QUERY_FLAG (*hitter, FLAG_REMOVED)
707 || !(*hitter)->map
708 || !on_same_map (*hitter, *target))
709 {
710 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711 (*hitter)->debug_desc (), (*target)->debug_desc ());
712 return 1;
713 }
714
715 *simple_attack = 0;
716 return 0;
717 }
718
719 static int
720 abort_attack (object *target, object *hitter, int simple_attack)
721 {
722
723 /* Check if target and hitter are still in a relation similar to the one
724 * determined by get_attack_mode(). Returns true if the relation has changed.
725 */
726 int new_mode;
727
728 if (hitter->env == target || target->env == hitter)
729 new_mode = 1;
730 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
731 return 1;
732 else
733 new_mode = 0;
734 return new_mode != simple_attack;
735 }
736
737 static void thrown_item_effect (object *, object *);
738
739 static int
740 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
741 {
742 int simple_attack, roll, dam = 0;
743 uint32 type;
744 shstr op_name;
745
746 if (get_attack_mode (&op, &hitter, &simple_attack))
747 goto error;
748
749 if (hitter->current_weapon)
750 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
751 return RESULT_INT (0);
752
753 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
754 return RESULT_INT (0);
755
756 /*
757 * A little check to make it more difficult to dance forward and back
758 * to avoid ever being hit by monsters.
759 */
760 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
761 {
762 /* Decrease speed BEFORE calling process_object. Otherwise, an
763 * infinite loop occurs, with process_object calling move_monster,
764 * which then gets here again. By decreasing the speed before
765 * we call process_object, the 'if' statement above will fail.
766 */
767 --op->speed_left;
768 process_object (op);
769
770 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
771 goto error;
772 }
773
774 op_name = op->name;
775
776 roll = random_roll (1, 20, hitter, PREFER_HIGH);
777
778 /* Adjust roll for various situations. */
779 if (!simple_attack)
780 roll += adj_attackroll (hitter, op);
781
782 /* See if we hit the creature */
783 if (roll == 20 || op->stats.ac >= base_wc - roll)
784 {
785 int hitdam = base_dam;
786
787 if (!simple_attack)
788 {
789 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this.
791 * -b.t. */
792 if (QUERY_FLAG (op, FLAG_SLEEP))
793 CLEAR_FLAG (op, FLAG_SLEEP);
794
795 /* If the victim can't see the attacker, it may alert others
796 * for help. */
797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
798 npc_call_help (op);
799
800 /* if you were hidden and hit by a creature, you are discovered */
801 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
802 {
803 make_visible (op);
804
805 if (op->type == PLAYER)
806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
807 }
808
809 /* thrown items (hitter) will have various effects
810 * when they hit the victim. For things like thrown daggers,
811 * this sets 'hitter' to the actual dagger, and not the
812 * wrapper object.
813 */
814 thrown_item_effect (hitter, op);
815
816 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
817 goto leave;
818 }
819
820 /* Need to do at least 1 damage, otherwise there is no point
821 * to go further and it will cause FPE's below.
822 */
823 if (hitdam <= 0)
824 hitdam = 1;
825
826 type = hitter->attacktype;
827
828 if (!type)
829 type = AT_PHYSICAL;
830
831 /* Handle monsters that hit back */
832 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
833 {
834 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
835 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
836
837 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
838
839 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
840 goto leave;
841 }
842
843 /* In the new attack code, it should handle multiple attack
844 * types in its area, so remove it from here.
845 */
846 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
847
848 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
849 goto leave;
850 } /* end of if hitter hit op */
851 /* if we missed, dam=0 */
852
853 /*attack_message(dam, type, op, hitter); */
854
855 goto leave;
856
857 error:
858 dam = 1;
859
860 leave:
861
862 return dam;
863 }
864
865 int
866 attack_ob (object *op, object *hitter)
867 {
868 hitter = hitter->head_ ();
869
870 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
871 }
872
873 /* op is the arrow, tmp is what is stopping the arrow.
874 *
875 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
876 */
877 static int
878 stick_arrow (object *op, object *tmp)
879 {
880 /* If the missile hit a player, we insert it in their inventory.
881 * However, if the missile is heavy, we don't do so (assume it falls
882 * to the ground after a hit). What a good value for this is up to
883 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
884 * stick around.
885 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 {
888 tmp->head_ ()->insert (op);
889 return 1;
890 }
891 else
892 return 0;
893 }
894
895 /* hit_with_arrow() disassembles the missile, attacks the victim and
896 * reassembles the missile.
897 *
898 * It returns a pointer to the reassembled missile, or NULL if the missile
899 * isn't available anymore.
900 */
901 object *
902 hit_with_arrow (object *op, object *victim)
903 {
904 object *container, *hitter;
905 int hit_something = 0;
906
907 /* Disassemble missile */
908 if (op->inv)
909 {
910 container = op;
911 hitter = op->inv;
912 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
913 /* Note that we now have an empty THROWN_OBJ on the map. Code that
914 * might be called until this THROWN_OBJ is either reassembled or
915 * removed at the end of this function must be able to deal with empty
916 * THROWN_OBJs. */
917 }
918 else
919 {
920 container = 0;
921 hitter = op;
922 }
923
924 /* Try to hit victim */
925 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
926
927 /* Arrow attacks door, rune of summoning is triggered, demon is put on
928 * arrow, move_apply() calls this function, arrow sticks in demon,
929 * attack_ob_simple() returns, and we've got an arrow that still exists
930 * but is no longer on the map. Ugh. (Beware: Such things can happen at
931 * other places as well!)
932 */
933 if (hitter->destroyed () || hitter->env != NULL)
934 {
935 if (container)
936 container->destroy ();
937
938 return 0;
939 }
940
941 /* Missile hit victim */
942 /* if the speed is > 10, then this is a fast moving arrow, we go straight
943 * through the target
944 */
945 if (hit_something && op->speed <= 10.0)
946 {
947 /* Stop arrow */
948 if (!container)
949 {
950 hitter = fix_stopped_arrow (hitter);
951 if (!hitter)
952 return 0;
953 }
954 else
955 container->destroy ();
956
957 /* Try to stick arrow into victim */
958 if (!victim->destroyed () && stick_arrow (hitter, victim))
959 return 0;
960
961 /* Else try to put arrow on victim's map square
962 * remove check for P_WALL here. If the arrow got to this
963 * space, that is good enough - with the new movement code,
964 * there is now the potential for lots of spaces where something
965 * can fly over but not otherwise move over. What is the correct
966 * way to handle those otherwise?
967 */
968 if (victim->x != hitter->x || victim->y != hitter->y)
969 {
970 if (victim->destroyed ())
971 hitter->destroy ();
972 else
973 {
974 hitter->remove ();
975 hitter->x = victim->x;
976 hitter->y = victim->y;
977 insert_ob_in_map (hitter, victim->map, hitter, 0);
978 }
979 }
980 else
981 /* Else leave arrow where it is */
982 merge_ob (hitter, NULL);
983
984 return 0;
985 }
986
987 if (hit_something && op->speed >= 10.0)
988 op->speed -= 1.0;
989
990 /* Missile missed victim - reassemble missile */
991 if (container)
992 {
993 hitter->remove ();
994 insert_ob_in_ob (hitter, container);
995 }
996
997 return op;
998 }
999
1000 void
1001 tear_down_wall (object *op)
1002 {
1003 if (!op->stats.maxhp)
1004 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1005 else if (!op->has_anim ())
1006 {
1007 /* Object has been called - no animations, so remove it */
1008 if (op->stats.hp < 0)
1009 op->destroy ();
1010
1011 return; /* no animations, so nothing more to do */
1012 }
1013
1014 // we use frames 1..num-2 as intermediate frames, so
1015 // the last frame is used only when hp < 0.
1016 int perc = clamp (
1017 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1018 0, op->anim_frames () - 1
1019 );
1020
1021 op->set_anim_frame (perc);
1022 update_object (op, UP_OBJ_FACE);
1023
1024 if (op->stats.hp < 0)
1025 { /* Reached the last animation */
1026 if (op->face == blank_face)
1027 /* If the last face is blank, remove the ob */
1028 op->destroy ();
1029 else
1030 { /* The last face was not blank, leave an image */
1031 op->flag [FLAG_BLOCKSVIEW] = false;
1032 update_all_los (op->map, op->x, op->y);
1033 op->move_block = 0;
1034 op->flag [FLAG_ALIVE] = false;
1035 }
1036 }
1037 }
1038
1039 void
1040 scare_creature (object *target, object *hitter)
1041 {
1042 target->flag [FLAG_SCARED] = true;
1043
1044 if (!target->enemy)
1045 target->enemy = hitter->outer_owner ();
1046 }
1047
1048 /* This returns the amount of damage hitter does to op with the
1049 * appropriate attacktype. Only 1 attacktype should be set at a time.
1050 * This doesn't damage the player, but returns how much it should
1051 * take. However, it will do other effects (paralyzation, slow, etc.)
1052 * Note - changed for PR code - we now pass the attack number and not
1053 * the attacktype. Makes it easier for the PR code. */
1054 int
1055 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1056 {
1057 int doesnt_slay = 1;
1058
1059 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1060 if (attacknum >= NROFATTACKS)
1061 {
1062 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1063 return 0;
1064 }
1065
1066 if (dam < 0)
1067 {
1068 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1069 dam, hitter->debug_desc (), op->debug_desc ());
1070 return 0;
1071 }
1072
1073 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1074 * people can't mess with that or it otherwise get confused. */
1075 if (attacknum == ATNR_INTERNAL)
1076 return dam;
1077
1078 if (hitter->slaying)
1079 {
1080 if ((op->race && hitter->slaying.contains (op->race))
1081 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1082 {
1083 doesnt_slay = 0;
1084 dam *= 3;
1085 }
1086 }
1087
1088 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1089 if (op->resist[attacknum])
1090 {
1091 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1092 * in case 0>dam>1, we try to "simulate" a float value-effect */
1093 dam *= (100 - op->resist[attacknum]);
1094 if (dam >= 100)
1095 dam /= 100;
1096 else
1097 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1098 }
1099
1100 /* Special hack. By default, if immune to something, you
1101 * shouldn't need to worry. However, acid is an exception, since
1102 * it can still damage your items. Only include attacktypes if
1103 * special processing is needed */
1104
1105 if (op->resist[attacknum] >= 100
1106 && doesnt_slay
1107 && attacknum != ATNR_ACID)
1108 return 0;
1109
1110 /* Keep this in order - makes things easier to find */
1111
1112 switch (attacknum)
1113 {
1114 case ATNR_PHYSICAL:
1115 /* here also check for diseases */
1116 check_physically_infect (op, hitter);
1117 break;
1118
1119 /* Don't need to do anything for:
1120 magic,
1121 fire,
1122 electricity,
1123 cold */
1124
1125 case ATNR_CONFUSION:
1126 case ATNR_POISON:
1127 case ATNR_SLOW:
1128 case ATNR_PARALYZE:
1129 case ATNR_FEAR:
1130 case ATNR_CANCELLATION:
1131 case ATNR_DEPLETE:
1132 case ATNR_BLIND:
1133 {
1134 /* chance for inflicting a special attack depends on the
1135 * difference between attacker's and defender's level
1136 */
1137 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1138
1139 /* First, only creatures/players with speed can be affected.
1140 * Second, just getting hit doesn't mean it always affects
1141 * you. Third, you still get a saving through against the
1142 * effect.
1143 */
1144 if (op->speed &&
1145 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1146 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1147 {
1148
1149 /* Player has been hit by something */
1150 if (attacknum == ATNR_CONFUSION)
1151 confuse_player (op, hitter, dam);
1152 else if (attacknum == ATNR_POISON)
1153 poison_player (op, hitter, dam);
1154 else if (attacknum == ATNR_SLOW)
1155 slow_player (op, hitter, dam);
1156 else if (attacknum == ATNR_PARALYZE)
1157 paralyze_player (op, hitter, dam);
1158 else if (attacknum == ATNR_FEAR)
1159 scare_creature (op, hitter);
1160 else if (attacknum == ATNR_CANCELLATION)
1161 cancellation (op);
1162 else if (attacknum == ATNR_DEPLETE)
1163 op->drain_stat ();
1164 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1165 blind_player (op, hitter, dam);
1166 }
1167
1168 dam = 0; /* These are all effects and don't do real damage */
1169 }
1170 break;
1171
1172 case ATNR_ACID:
1173 {
1174 int flag = 0;
1175
1176 /* Items only get corroded if you're not on a battleground and
1177 * if your acid resistance is below 50%. */
1178 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1179 {
1180 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1181 {
1182 if (tmp->invisible)
1183 continue;
1184 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1185 /* >= 10% acid res. on items will protect these */
1186 continue;
1187 if (!(tmp->materials & M_IRON))
1188 continue;
1189 if (tmp->magic < -4) /* Let's stop at -5 */
1190 continue;
1191 if (tmp->type == RING
1192 /* removed boots and gloves from exclusion list in PR */
1193 || tmp->type == GIRDLE
1194 || tmp->type == AMULET
1195 || tmp->type == WAND
1196 || tmp->type == ROD
1197 || tmp->type == HORN)
1198 continue; /* To avoid some strange effects */
1199
1200 /* High damage acid has better chance of corroding
1201 objects */
1202 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1203 {
1204 flag = 1;
1205 tmp->magic--;
1206
1207 if (object *pl = tmp->visible_to ())
1208 {
1209 /* Make this more visible */
1210 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1211 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1212
1213 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1214 }
1215 }
1216 }
1217
1218 if (flag)
1219 op->update_stats (); /* Something was corroded */
1220 }
1221 }
1222 break;
1223
1224 case ATNR_DRAIN:
1225 {
1226 /* rate is the proportion of exp drained. High rate means
1227 * not much is drained, low rate means a lot is drained.
1228 */
1229 int rate;
1230
1231 if (op->resist[ATNR_DRAIN] >= 0)
1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1233 else
1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1235
1236 if (op->stats.exp <= rate)
1237 {
1238 if (op->type == GOLEM)
1239 dam = 999; /* Its force is "sucked" away. 8) */
1240 else
1241 /* If we can't drain, lets try to do physical damage */
1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1243 }
1244 else
1245 {
1246 /* Randomly give the hitter some hp */
1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1248 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1249 hitter->stats.hp++;
1250
1251 /* Can't do drains on battleground spaces.
1252 * Move the wiz check up here - before, the hitter wouldn't gain exp
1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1254 * nothing happens.
1255 * Try to credit the owner. We try to display player -> player drain
1256 * attacks, hence all the != PLAYER checks.
1257 */
1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1259 {
1260 object *owner = hitter->owner;
1261
1262 if (owner && owner != hitter)
1263 {
1264 if (op->type != PLAYER || owner->type != PLAYER)
1265 change_exp (owner, op->stats.exp / (rate * 2),
1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1267 }
1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1269 change_exp (hitter, op->stats.exp / (rate * 2),
1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1271
1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1273 }
1274
1275 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1276 * drain attack, you won't know that you are actually sucking out EXP,
1277 * as the messages will say you missed
1278 */
1279 }
1280 }
1281 break;
1282
1283 case ATNR_TURN_UNDEAD:
1284 {
1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1286 {
1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1288 object *god = find_god (determine_god (owner));
1289 int div = 1;
1290
1291 /* if undead are not an enemy of your god, you turn them
1292 * at half strength */
1293 if (!god || !god->slaying.contains (shstr_undead))
1294 div = 2;
1295
1296 /* Give a bonus if you resist turn undead */
1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298 scare_creature (op, owner);
1299 }
1300 else
1301 dam = 0; /* don't damage non undead - should we damage
1302 undead? */
1303 }
1304 break;
1305
1306 case ATNR_DEATH:
1307 deathstrike_player (op, hitter, &dam);
1308 break;
1309
1310 case ATNR_CHAOS:
1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1312 dam = 0;
1313 break;
1314
1315 case ATNR_COUNTERSPELL:
1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1317 dam = 0;
1318 /* This should never happen. Counterspell is handled
1319 * seperately and filtered out. If this does happen,
1320 * Counterspell has no effect on anything but spells, so it
1321 * does no damage. */
1322 break;
1323
1324 case ATNR_HOLYWORD:
1325 {
1326 /* This has already been handled by hit_player,
1327 * no need to check twice -- DAMN */
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329
1330 /* As with turn undead above, give a bonus on the saving throw */
1331 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1332 scare_creature (op, owner);
1333 }
1334 break;
1335
1336 case ATNR_LIFE_STEALING:
1337 {
1338 int new_hp;
1339
1340 /* this is replacement to drain for players, instead of taking
1341 * exp it takes hp. It is geared for players, probably not
1342 * much use giving it to monsters
1343 *
1344 * life stealing doesn't do a lot of damage, but it gives the
1345 * damage it does do to the player. Given that,
1346 * it only does 1/10'th normal damage (hence the divide by
1347 * 1000).
1348 */
1349 /* You can't steal life from something undead */
1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1351 return 0;
1352
1353 /* If drain protection is higher than life stealing, use that */
1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else
1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1359 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1;
1362
1363 new_hp = hitter->stats.hp + dam;
1364 if (new_hp > hitter->stats.maxhp)
1365 new_hp = hitter->stats.maxhp;
1366
1367 if (new_hp > hitter->stats.hp)
1368 hitter->stats.hp = new_hp;
1369 }
1370 }
1371
1372 return dam;
1373 }
1374
1375 /* GROS: This code comes from hit_player. It has been made external to
1376 * allow script procedures to "kill" objects in a combat-like fashion.
1377 * It was initially used by (kill-object) developed for the Collector's
1378 * Sword. Note that nothing has been changed from the original version
1379 * of the following code.
1380 * op is what is being killed.
1381 * dam is the damage done to it.
1382 * hitter is what is hitting it.
1383 * type is the attacktype.
1384 *
1385 * This function was a bit of a mess with hitter getting changed,
1386 * values being stored away but not used, etc. I've cleaned it up
1387 * a bit - I think it should be functionally equivalant.
1388 * MSW 2002-07-17
1389 */
1390 int
1391 kill_object (object *op, int dam, object *hitter, int type)
1392 {
1393 char buf[MAX_BUF];
1394 shstr skill;
1395 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0;
1399 object *skop = 0;
1400
1401 if (op->stats.hp >= 0)
1402 return -1;
1403
1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1405 return 0;
1406
1407 /* maxdam needs to be the amount of damage it took to kill
1408 * this creature. The function(s) that call us have already
1409 * adjusted the creatures HP total, so that is negative.
1410 */
1411 maxdam = dam + op->stats.hp + 1;
1412
1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415
1416 if (op->type == DOOR)
1417 {
1418 op->set_speed (0.1f);
1419 op->speed_left = -0.05f;
1420 return maxdam;
1421 }
1422
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1424 {
1425 op->drop_and_destroy ();
1426 return maxdam;
1427 }
1428
1429 /* Now lets start dealing with experience we get for killing something */
1430
1431 owner = hitter->outer_owner ();
1432 if (!owner)
1433 owner = hitter;
1434
1435 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL))
1437 battleg = 1;
1438
1439 /* is this player killing? */
1440 if (op->type == PLAYER && owner->type == PLAYER)
1441 pk = 1;
1442
1443 /* Player killed something */
1444 if (owner->type == PLAYER)
1445 {
1446 /* Log players killing other players - makes it easier to detect
1447 * and filter out malicious player killers - that is why the
1448 * ip address is included.
1449 */
1450 if (op->type == PLAYER && !battleg)
1451 {
1452 time_t t = time (NULL);
1453 struct tm *tmv;
1454 char buf[256];
1455
1456 tmv = localtime (&t);
1457 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1458
1459 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1460 }
1461
1462 /* try to filter some things out - basically, if you are
1463 * killing a level 1 creature and your level 20, you
1464 * probably don't want to see that.
1465 */
1466 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1467 {
1468 if (owner != hitter)
1469 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1470 else
1471 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1472
1473 /* Only play sounds for melee kills */
1474 if (hitter->type == PLAYER)
1475 owner->play_sound (sound_find ("player_kills"));
1476 }
1477
1478 /* If a player kills another player, not on
1479 * battleground, the "killer" looses 1 luck. Since this is
1480 * not reversible, it's actually quite a pain IMHO. -AV
1481 * Fix bug in that we were changing the luck of the hitter, not
1482 * player that the object belonged to - so if you killed another player
1483 * with spells, pets, whatever, there was no penalty.
1484 * Changed to make luck penalty configurable in settings.
1485 */
1486 if (op->type == PLAYER && owner != op && !battleg)
1487 owner->change_luck (-settings.pk_luck_penalty);
1488
1489 /* This code below deals with finding the appropriate skill
1490 * to credit exp to. This is a bit problematic - we should
1491 * probably never really have to look at current_weapon->skill
1492 */
1493 if (hitter->skill && hitter->type != PLAYER)
1494 skill = hitter->skill;
1495 else if (owner->chosen_skill)
1496 {
1497 skop = owner->chosen_skill;
1498 skill = skop->skill;
1499 }
1500 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1501 skill = owner->current_weapon->skill;
1502 else
1503 {
1504 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1505 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1506 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1507 skill = 0;
1508 }
1509
1510 /* We have the skill we want to credit to - now find the object this goes
1511 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */
1513 skop = owner->contr->find_skill (skill);
1514 } /* Was it a player that hit somethign */
1515 else
1516 skill = 0;
1517
1518 /* These may have been set in the player code section above */
1519 if (!skop)
1520 skop = hitter->chosen_skill;
1521
1522 if (!skill && skop)
1523 skill = skop->skill;
1524
1525 /* If you didn't kill yourself, and your not the wizard */
1526 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1527 {
1528 int exp;
1529
1530 /* Really don't give much experience for killing other players */
1531 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1532 if (op->type == PLAYER)
1533 {
1534 if (battleg)
1535 {
1536 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1537 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1538 }
1539 else
1540 exp = op->stats.exp / 1000;
1541 }
1542 else
1543 exp = calc_skill_exp (owner, op, skop);
1544
1545 /* if op is standing on "battleground" (arena), no way to gain
1546 * exp by killing him
1547 */
1548 if (battleg)
1549 exp = 0;
1550
1551 /* Don't know why this is set this way - doesn't make
1552 * sense to just divide everything by two for no reason.
1553 */
1554
1555 if (!settings.simple_exp)
1556 exp = exp / 2;
1557
1558 if (owner->type != PLAYER || owner->contr->party == NULL)
1559 change_exp (owner, exp, skill, 0);
1560 else
1561 {
1562 int shares = 0, count = 0;
1563 partylist *party = owner->contr->party;
1564
1565 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1566
1567 for_all_players (pl)
1568 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1569 {
1570 count++;
1571 shares += (pl->ob->level + 4);
1572 }
1573
1574 if (count == 1 || shares > exp || !shares)
1575 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1576 else
1577 {
1578 int share = exp / shares, given = 0, nexp;
1579
1580 for_all_players (pl)
1581 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1582 {
1583 nexp = (pl->ob->level + 4) * share;
1584 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1585 given += nexp;
1586 }
1587
1588 exp -= given;
1589 /* give any remainder to the player */
1590 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1591 }
1592 } /* else part of a party */
1593 } /* end if person didn't kill himself */
1594
1595 if (op->type != PLAYER)
1596 {
1597 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1598 {
1599 object *owner1 = op->owner;
1600
1601 if (owner1 && owner1->type == PLAYER)
1602 {
1603 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1604 /* Maybe we should include the owner that killed this, maybe not */
1605 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1606 }
1607
1608 remove_friendly_object (op);
1609 }
1610
1611 op->drop_and_destroy ();
1612 }
1613 else
1614 /* Player has been killed! */
1615 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1616
1617 /* This was return -1 - that doesn't seem correct - if we return -1, process
1618 * continues in the calling function.
1619 */
1620 return maxdam;
1621 }
1622
1623 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1624 * Returns 0 this is not friendly fire
1625 */
1626 int
1627 friendly_fire (object *op, object *hitter)
1628 {
1629 object *owner;
1630 int friendlyfire;
1631
1632 if (hitter->head)
1633 hitter = hitter->head;
1634
1635 friendlyfire = 0;
1636
1637 if (op->type == PLAYER)
1638 {
1639 if (op_on_battleground (hitter, 0, 0))
1640 return 0;
1641
1642 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1643 return 1;
1644
1645 if ((owner = hitter->owner) != NULL)
1646 {
1647 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1648 friendlyfire = 2;
1649 }
1650
1651 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1652 friendlyfire = 0;
1653 }
1654
1655 return friendlyfire;
1656 }
1657
1658 /* This isn't used just for players, but in fact most objects.
1659 * op is the object to be hit, dam is the amount of damage, hitter
1660 * is what is hitting the object, type is the attacktype, and
1661 * full_hit is set if monster area does not matter.
1662 * dam is base damage - protections/vulnerabilities/slaying matches can
1663 * modify it.
1664 */
1665 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1666 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1667 int
1668 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1669 {
1670 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1671 int maxattacktype, attacknum;
1672 int body_attack = op && op->head; /* Did we hit op's head? */
1673 int simple_attack;
1674 int rtn_kill = 0;
1675 int friendlyfire;
1676
1677 if (get_attack_mode (&op, &hitter, &simple_attack))
1678 return 0;
1679
1680 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1681 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1682 return 0;
1683
1684 // only allow pk for hostile players
1685 if (op->type == PLAYER)
1686 {
1687 object *owner = hitter->owner;
1688
1689 if (!owner)
1690 owner = hitter;
1691
1692 if (owner->type == PLAYER
1693 && (!op_on_battleground (op, 0, 0)
1694 && (op->contr->peaceful || owner->contr->peaceful))
1695 && op != owner)
1696 return 0;
1697 }
1698
1699 if (body_attack)
1700 {
1701 /* slow and paralyze must hit the head. But we don't want to just
1702 * return - we still need to process other attacks the spell still
1703 * might have. So just remove the paralyze and slow attacktypes,
1704 * and keep on processing if we have other attacktypes.
1705 * return if only magic or nothing is left - under normal code
1706 * we don't attack with pure magic if there is another attacktype.
1707 * Only do processing if the initial attacktype includes one of those
1708 * attack so we don't cancel out things like magic bullet.
1709 */
1710 if (type & (AT_PARALYZE | AT_SLOW))
1711 {
1712 type &= ~(AT_PARALYZE | AT_SLOW);
1713
1714 if (!type || type == AT_MAGIC)
1715 return 0;
1716 }
1717 }
1718
1719 if (!simple_attack && op->type == DOOR)
1720 {
1721 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1722 if (tmp->type == RUNE || tmp->type == TRAP)
1723 {
1724 spring_trap (tmp, hitter);
1725
1726 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1727 return 0;
1728
1729 break;
1730 }
1731 }
1732
1733 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1734 {
1735 /* FIXME: If a player is killed by a rune in a door, the
1736 * destroyed() check above doesn't return, and might get here.
1737 */
1738
1739 /* FIXME: This for example happens when a dead door is on a mover and
1740 gets it's speed_left raised on each mover-tick.
1741 Doors are removed in a kinda funny way by giving them speed and speed_left
1742 and waiting for that to run out.
1743 */
1744 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1745 return 0;
1746 }
1747
1748 #ifdef ATTACK_DEBUG
1749 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1750 #endif
1751
1752 if (magic)
1753 {
1754 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1755 * in case 0>dam>1, we try to "simulate" a float value-effect */
1756 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1757 if (dam >= 100)
1758 dam /= 100;
1759 else
1760 dam = (dam > rndm (0, 99)) ? 1 : 0;
1761 }
1762
1763 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1764 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1765 */
1766 if (type & AT_CHAOS)
1767 {
1768 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1769 update_object (op, UP_OBJ_FACE);
1770 type &= ~AT_CHAOS;
1771 }
1772
1773 /* Holyword is really an attacktype modifier (like magic is). If
1774 * holyword is part of an attacktype, then make sure the creature is
1775 * a proper match, otherwise no damage.
1776 */
1777 if (type & AT_HOLYWORD)
1778 {
1779 object *god;
1780
1781 if ((!hitter->slaying
1782 || (!(op->race && hitter->slaying.contains (op->race))
1783 && !(op->name && hitter->slaying.contains (op->name))))
1784 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1785 || (hitter->title
1786 && (god = find_god (determine_god (hitter))) != NULL
1787 && god->race.contains (shstr_undead))))
1788 return 0;
1789 }
1790
1791 maxattacktype = type; /* initialise this to something */
1792 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1793 {
1794 /* Magic isn't really a true attack type - it gets combined with other
1795 * attack types. As such, skip it over. However, if magic is
1796 * the only attacktype in the group, then still attack with it
1797 */
1798 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1799 continue;
1800
1801 /* Go through and hit the player with each attacktype, one by one.
1802 * hit_player_attacktype only figures out the damage, doesn't inflict
1803 * it. It will do the appropriate action for attacktypes with
1804 * effects (slow, paralization, etc.
1805 */
1806 if (type & attacktype)
1807 {
1808 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1809 /* the >= causes us to prefer messages from special attacks, if
1810 * the damage is equal.
1811 */
1812 if (ndam >= maxdam)
1813 {
1814 maxdam = ndam;
1815 maxattacktype = 1 << attacknum;
1816 }
1817 }
1818 }
1819
1820 /* if this is friendly fire then do a set % of damage only
1821 * Note - put a check in to make sure this attack is actually
1822 * doing damage - otherwise, the +1 in the code below will make
1823 * an attack do damage before when it otherwise didn't
1824 */
1825 friendlyfire = friendly_fire (op, hitter);
1826 if (friendlyfire && maxdam)
1827 {
1828 maxdam = ((dam * settings.set_friendly_fire) / 100);
1829
1830 #ifdef ATTACK_DEBUG
1831 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1832 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1833 #endif
1834 }
1835
1836 if (!full_hit)
1837 {
1838 int area;
1839 int remainder;
1840
1841 area = 0;
1842
1843 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1844 area++;
1845
1846 assert (area > 0);
1847
1848 /* basically: maxdam /= area; we try to "simulate" a float
1849 value-effect */
1850 remainder = 100 * (maxdam % area) / area;
1851 maxdam /= area;
1852 if (rndm (100) < remainder)
1853 maxdam++;
1854 }
1855
1856 #ifdef ATTACK_DEBUG
1857 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1858 #endif
1859
1860 // for now, only do this for active objects, otherwise they
1861 // keep a refcount for a long time and I see no usefulness
1862 // for an non-active objetc to know its enemy.
1863 if (op->active)
1864 if (hitter->owner)
1865 op->enemy = hitter->owner;
1866 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1867 op->enemy = hitter;
1868
1869 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1870 {
1871 /* The unaggressives look after themselves 8) */
1872 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1873 npc_call_help (op);
1874 }
1875
1876 if (magic && did_make_save (op, op->level, 0))
1877 maxdam = maxdam / 2;
1878
1879 attack_message (maxdam, maxattacktype, op, hitter);
1880
1881 op->stats.hp -= maxdam;
1882
1883 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1884 if ((op->stats.hp >= 0) &&
1885 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1886 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1887 {
1888
1889 if (QUERY_FLAG (op, FLAG_MONSTER))
1890 SET_FLAG (op, FLAG_RUN_AWAY);
1891 else
1892 scare_creature (op, hitter);
1893 }
1894
1895 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1896 {
1897 if (maxdam)
1898 tear_down_wall (op);
1899
1900 return maxdam; /* nothing more to do for wall */
1901 }
1902
1903 /* See if the creature has been killed */
1904 rtn_kill = kill_object (op, maxdam, hitter, type);
1905 if (rtn_kill != -1)
1906 return rtn_kill;
1907
1908 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1909 * that before if the player was immune to ghosthit, the monster
1910 * remained - that is no longer the case.
1911 */
1912 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1913 hitter->drop_and_destroy ();
1914 /* Lets handle creatures that are splitting now */
1915 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1916 {
1917 int i;
1918 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1919 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1920 object *owner = op->owner;
1921
1922 if (!op->other_arch)
1923 {
1924 LOG (llevError, "SPLITTING without other_arch error.\n");
1925 return maxdam;
1926 }
1927
1928 op->remove ();
1929
1930 for (i = 0; i < op->stats.food; i++)
1931 { /* This doesn't handle op->more yet */
1932 object *tmp = arch_to_object (op->other_arch);
1933 int j;
1934
1935 tmp->stats.hp = op->stats.hp;
1936
1937 if (friendly)
1938 {
1939 add_friendly_object (tmp);
1940 tmp->attack_movement = PETMOVE;
1941
1942 if (owner)
1943 tmp->set_owner (owner);
1944 }
1945
1946 if (unaggressive)
1947 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1948
1949 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1950
1951 if (j == -1) /* No spot to put this monster */
1952 tmp->destroy ();
1953 else
1954 {
1955 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1956 insert_ob_in_map (tmp, op->map, NULL, 0);
1957 }
1958 }
1959
1960 op->destroy ();
1961 }
1962 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1963 hitter->drop_and_destroy ();
1964
1965 return maxdam;
1966 }
1967
1968 void
1969 poison_player (object *op, object *hitter, int dam)
1970 {
1971 archetype *at = archetype::find ("poisoning");
1972 object *tmp = present_arch_in_ob (at, op);
1973
1974 if (tmp == NULL)
1975 {
1976 if ((tmp = arch_to_object (at)) == NULL)
1977 LOG (llevError, "Failed to clone arch poisoning.\n");
1978 else
1979 {
1980 tmp = insert_ob_in_ob (tmp, op);
1981 /* peterm: give poisoning some teeth. It should
1982 * be able to kill things better than it does:
1983 * damage should be dependent something--I choose to
1984 * do this: if it's a monster, the damage from the
1985 * poisoning goes as the level of the monster/2.
1986 * If anything else, goes as damage.
1987 */
1988
1989 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1990 tmp->stats.dam += hitter->level / 2;
1991 else
1992 tmp->stats.dam = dam;
1993
1994 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1995 if (hitter->skill && hitter->skill != tmp->skill)
1996 {
1997 tmp->skill = hitter->skill;
1998 }
1999
2000 tmp->stats.food += dam; /* more damage, longer poisoning */
2001
2002 if (op->type == PLAYER)
2003 {
2004 /* player looses stats, maximum is -10 of each */
2005 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2006 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2007 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2008 tmp->stats.Int = MAX (-dam / 7, -10);
2009 SET_FLAG (tmp, FLAG_APPLIED);
2010 op->update_stats ();
2011 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2012 op->play_sound (tmp->sound);
2013 }
2014
2015 if (hitter->type == PLAYER)
2016 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2017 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2018 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2019 }
2020
2021 tmp->speed_left = 0;
2022 }
2023 else
2024 tmp->stats.food++;
2025 }
2026
2027 void
2028 slow_player (object *op, object *hitter, int dam)
2029 {
2030 archetype *at = archetype::find ("slowness");
2031 object *tmp;
2032
2033 if (at == NULL)
2034 LOG (llevError, "Can't find slowness archetype.\n");
2035
2036 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2037 {
2038 tmp = arch_to_object (at);
2039 tmp = insert_ob_in_ob (tmp, op);
2040 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2041 }
2042 else
2043 tmp->stats.food++;
2044
2045 SET_FLAG (tmp, FLAG_APPLIED);
2046 tmp->speed_left = 0;
2047 op->update_stats ();
2048 }
2049
2050 void
2051 confuse_player (object *op, object *hitter, int dam)
2052 {
2053 object *tmp;
2054 int maxduration;
2055
2056 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2057 if (!tmp)
2058 {
2059 tmp = get_archetype (FORCE_NAME);
2060 tmp = insert_ob_in_ob (tmp, op);
2061 }
2062
2063 /* Duration added per hit and max. duration of confusion both depend
2064 * on the player's resistance
2065 */
2066 tmp->speed = 0.05;
2067 tmp->subtype = FORCE_CONFUSION;
2068 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2069 tmp->name = "confusion";
2070 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2071
2072 if (tmp->duration > maxduration)
2073 tmp->duration = maxduration;
2074
2075 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2076 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2077
2078 SET_FLAG (op, FLAG_CONFUSED);
2079 }
2080
2081 void
2082 blind_player (object *op, object *hitter, int dam)
2083 {
2084 object *tmp, *owner;
2085
2086 /* Save some work if we know it isn't going to affect the player */
2087 if (op->resist[ATNR_BLIND] == 100)
2088 return;
2089
2090 tmp = present_in_ob (BLINDNESS, op);
2091 if (!tmp)
2092 {
2093 tmp = get_archetype ("blindness");
2094 SET_FLAG (tmp, FLAG_BLIND);
2095 SET_FLAG (tmp, FLAG_APPLIED);
2096 /* use floats so we don't lose too much precision due to rounding errors.
2097 * speed is a float anyways.
2098 */
2099 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2100
2101 tmp = insert_ob_in_ob (tmp, op);
2102 change_abil (op, tmp); /* Mostly to display any messages */
2103 op->update_stats (); /* This takes care of some other stuff */
2104
2105 if (hitter->owner)
2106 owner = hitter->owner;
2107 else
2108 owner = hitter;
2109
2110 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2111 }
2112 tmp->stats.food += dam;
2113 if (tmp->stats.food > 10)
2114 tmp->stats.food = 10;
2115 }
2116
2117 void
2118 paralyze_player (object *op, object *hitter, int dam)
2119 {
2120 float effect, max;
2121
2122 /* object *tmp; */
2123
2124 /* This is strange stuff... someone knows for what this is
2125 * written? Well, i think this can and should be removed
2126 */
2127
2128 /*
2129 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2130 tmp=clone_arch(PARAIMAGE);
2131 tmp->x=op->x,tmp->y=op->y;
2132 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2133 }
2134 */
2135
2136 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2137 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2138
2139 if (effect == 0)
2140 return;
2141
2142 op->speed_left -= FABS (op->speed) * effect;
2143 /* tmp->stats.food+=(signed short) effect/op->speed; */
2144
2145 /* max number of ticks to be affected for. */
2146 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2147 if (op->speed_left < -(FABS (op->speed) * max))
2148 op->speed_left = (float) -(FABS (op->speed) * max);
2149
2150 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2151 }
2152
2153 /* Attempts to kill 'op'. hitter is the attack object, dam is
2154 * the computed damaged.
2155 */
2156 void
2157 deathstrike_player (object *op, object *hitter, int *dam)
2158 {
2159 /* The intention of a death attack is to kill outright things
2160 ** that are a lot weaker than the attacker, have a chance of killing
2161 ** things somewhat weaker than the caster, and no chance of
2162 ** killing something equal or stronger than the attacker.
2163 ** Also, if a deathstrike attack has a slaying, any monster
2164 ** whose name or race matches a comma-delimited list in the slaying
2165 ** field of the deathstriking object */
2166
2167 int atk_lev, def_lev, kill_lev;
2168
2169 if (hitter->slaying)
2170 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2171 || (op->race && hitter->slaying.contains (op->race))))
2172 return;
2173
2174 def_lev = op->level;
2175 if (def_lev < 1)
2176 {
2177 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2178 def_lev = 1;
2179 }
2180
2181 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2182 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2183 atk_lev, def_lev); */
2184
2185 if (atk_lev >= def_lev)
2186 {
2187 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2188
2189 /* Note that the below effectively means the ratio of the atk vs
2190 * defener level is important - if level 52 character has very little
2191 * chance of killing a level 50 monster. This should probably be
2192 * redone.
2193 */
2194 if (kill_lev >= def_lev)
2195 {
2196 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2197 /* I think this doesn't really do much. Because of
2198 * integer rounding, this only makes any difference if the
2199 * attack level is double the defender level.
2200 */
2201 *dam *= kill_lev / def_lev;
2202 }
2203 }
2204 else
2205 *dam = 0; /* no harm done */
2206 }
2207
2208 /* thrown_item_effect() - handles any special effects of thrown
2209 * items (like attacking living creatures--a potion thrown at a
2210 * monster).
2211 */
2212 static void
2213 thrown_item_effect (object *hitter, object *victim)
2214 {
2215 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2216 {
2217 /* May not need a switch for just 2 types, but this makes it
2218 * easier for expansion.
2219 */
2220 switch (hitter->type)
2221 {
2222 case POTION:
2223 /* should player get a save throw instead of checking magic protection? */
2224 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2225 (void) apply_potion (victim, hitter);
2226 break;
2227
2228 case POISON: /* poison drinks */
2229 /* As with potions, should monster get a save? */
2230 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2231 apply_poison (victim, hitter);
2232 break;
2233
2234 /* Removed case statements that did nothing.
2235 * food may be poisonous, but monster must be willing to eat it,
2236 * so we don't handle it here.
2237 * Containers should perhaps break open, but that code was disabled.
2238 */
2239 }
2240 }
2241 }
2242
2243 /* adj_attackroll() - adjustments to attacks by various conditions */
2244 int
2245 adj_attackroll (object *hitter, object *target)
2246 {
2247 object *attacker = hitter;
2248 int adjust = 0;
2249
2250 /* safety */
2251 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2252 {
2253 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2254 return 0;
2255 }
2256
2257 /* aimed missiles use the owning object's sight */
2258 if (is_aimed_missile (hitter))
2259 {
2260 if ((attacker = hitter->owner) == NULL)
2261 attacker = hitter;
2262 /* A player who saves but hasn't quit still could have objects
2263 * owned by him - need to handle that case to avoid crashes.
2264 */
2265 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2266 attacker = hitter;
2267 }
2268 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2269 return 0;
2270
2271 /* determine the condtions under which we make an attack.
2272 * Add more cases, as the need occurs. */
2273
2274 if (!can_see_enemy (attacker, target))
2275 {
2276 /* target is unseen */
2277 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2278 adjust -= 10;
2279 /* dark map penalty for the hitter (lacks infravision if we got here). */
2280 else if (!stand_in_light (target))
2281 adjust -= target->map->darklevel ();
2282 }
2283
2284 if (QUERY_FLAG (attacker, FLAG_SCARED))
2285 adjust -= 3;
2286
2287 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2288 adjust += 1;
2289
2290 if (QUERY_FLAG (target, FLAG_SCARED))
2291 adjust += 1;
2292
2293 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2294 adjust -= 3;
2295
2296 /* if we attack at a different 'altitude' its harder */
2297 if ((attacker->move_type & target->move_type) == 0)
2298 adjust -= 2;
2299
2300 #if 0
2301 /* slower attacks are less likely to succeed. We should use a
2302 * comparison between attacker/target speeds BUT, players have
2303 * a generally faster speed, so this will wind up being a HUGE
2304 * disadantage for the monsters! Too bad, because missiles which
2305 * fly fast should have a better chance of hitting a slower target.
2306 */
2307 if (hitter->speed < target->speed)
2308 adjust += ((float) hitter->speed - target->speed);
2309 #endif
2310
2311 #if 0
2312 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2313 #endif
2314
2315 return adjust;
2316 }
2317
2318 /* determine if the object is an 'aimed' missile */
2319 int
2320 is_aimed_missile (object *op)
2321 {
2322
2323 /* I broke what used to be one big if into a few nested
2324 * ones so that figuring out the logic is at least possible.
2325 */
2326 if (op && (op->move_type & MOVE_FLYING))
2327 if (op->type == ARROW || op->type == THROWN_OBJ)
2328 return 1;
2329 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2330 return 1;
2331
2332 return 0;
2333 }