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/cvs/deliantra/server/server/attack.C
Revision: 1.11
Committed: Mon Sep 11 20:26:41 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +8 -5 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_attack_c =
4 * "$Id: attack.C,v 1.10 2006-09-11 11:46:52 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 | 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 return 0;
337
338 type &= ~AT_COUNTERSPELL;
339 }
340
341 if (type & AT_CHAOS)
342 {
343 shuffle_attack (op, 1); /*1 flag tells it to change the face */
344 update_object (op, UP_OBJ_FACE);
345 type &= ~AT_CHAOS;
346 }
347
348 next = get_map_ob (map, x, y);
349 if (next)
350 next_tag = next->count;
351
352 while (next)
353 {
354 if (was_destroyed (next, next_tag))
355 {
356 /* There may still be objects that were above 'next', but there is no
357 * simple way to find out short of copying all object references and
358 * tags into a temporary array before we start processing the first
359 * object. That's why we just abort.
360 *
361 * This happens whenever attack spells (like fire) hit a pile
362 * of objects. This is not a bug - nor an error. The errormessage
363 * below was spamming the logs for absolutely no reason.
364 */
365 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
366 break;
367 }
368
369 tmp = next;
370 next = tmp->above;
371
372 if (next)
373 next_tag = next->count;
374
375 if (QUERY_FLAG (tmp, FLAG_FREED))
376 {
377 LOG (llevError, "BUG: hit_map(): found freed object\n");
378 break;
379 }
380
381 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
382 * For example, 'tmp' was put in an icecube.
383 * This is one of the few cases where on_same_map should not be used.
384 */
385 if (tmp->map != map || tmp->x != x || tmp->y != y)
386 continue;
387
388 if (QUERY_FLAG (tmp, FLAG_ALIVE))
389 {
390 hit_player (tmp, op->stats.dam, op, type, full_hit);
391 retflag |= 1;
392 if (was_destroyed (op, op_tag))
393 break;
394 }
395
396 /* Here we are potentially destroying an object. If the object has
397 * NO_PASS set, it is also immune - you can't destroy walls. Note
398 * that weak walls have is_alive set, which prevent objects from
399 * passing over/through them. We don't care what type of movement
400 * the wall blocks - if it blocks any type of movement, can't be
401 * destroyed right now.
402 */
403 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
404 {
405 save_throw_object (tmp, type, op);
406 if (was_destroyed (op, op_tag))
407 break;
408 }
409 }
410
411 return 0;
412 }
413
414 void
415 attack_message (int dam, int type, object *op, object *hitter)
416 {
417 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
418 int i, found = 0;
419 mapstruct *map;
420 object *next, *tmp;
421
422 /* put in a few special messages for some of the common attacktypes
423 * a player might have. For example, fire, electric, cold, etc
424 * [garbled 20010919]
425 */
426
427 if (dam == 9998 && op->type == DOOR)
428 {
429 sprintf (buf1, "unlock %s", &op->name);
430 sprintf (buf2, " unlocks");
431 found++;
432 }
433 if (dam < 0)
434 {
435 sprintf (buf1, "hit %s", &op->name);
436 sprintf (buf2, " hits");
437 found++;
438 }
439 else if (dam == 0)
440 {
441 sprintf (buf1, "missed %s", &op->name);
442 sprintf (buf2, " misses");
443 found++;
444 }
445 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
446 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
447 {
448 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
449 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
450 {
451 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
452 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
453 found++;
454 break;
455 }
456 }
457 else if (op->type == DOOR && !found)
458 {
459 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
460 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
461 {
462 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
463 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
464 found++;
465 break;
466 }
467 }
468 else if (hitter->type == PLAYER && IS_LIVE (op))
469 {
470 if (USING_SKILL (hitter, SK_KARATE))
471 {
472 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
473 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
474 {
475 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
476 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
477 found++;
478 break;
479 }
480 }
481 else if (USING_SKILL (hitter, SK_CLAWING))
482 {
483 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
484 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
485 {
486 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
487 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
488 found++;
489 break;
490 }
491 }
492 else if (USING_SKILL (hitter, SK_PUNCHING))
493 {
494 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
495 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
496 {
497 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
498 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
499 found++;
500 break;
501 }
502 }
503 }
504 if (found)
505 {
506 /* done */
507 }
508 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
509 {
510 sprintf (buf1, "hit"); /* just in case */
511 for (i = 0; i < MAXATTACKMESS; i++)
512 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
513 {
514 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
515 found++;
516 break;
517 }
518 }
519 else if (type & AT_DRAIN && IS_LIVE (op))
520 {
521 /* drain is first, because some items have multiple attypes */
522 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
523 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
524 {
525 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
526 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
527 found++;
528 break;
529 }
530 }
531 else if (type & AT_ELECTRICITY && IS_LIVE (op))
532 {
533 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
534 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
535 {
536 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
537 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
538 found++;
539 break;
540 }
541 }
542 else if (type & AT_COLD && IS_LIVE (op))
543 {
544 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
545 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
546 {
547 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
548 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
549 found++;
550 break;
551 }
552 }
553 else if (type & AT_FIRE)
554 {
555 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
556 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
557 {
558 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
559 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
560 found++;
561 break;
562 }
563 }
564 else if (hitter->current_weapon != NULL)
565 {
566 int mtype;
567
568 switch (hitter->current_weapon->weapontype)
569 {
570 case WEAP_HIT:
571 mtype = ATM_BASIC;
572 break;
573 case WEAP_SLASH:
574 mtype = ATM_SLASH;
575 break;
576 case WEAP_PIERCE:
577 mtype = ATM_PIERCE;
578 break;
579 case WEAP_CLEAVE:
580 mtype = ATM_CLEAVE;
581 break;
582 case WEAP_SLICE:
583 mtype = ATM_SLICE;
584 break;
585 case WEAP_STAB:
586 mtype = ATM_STAB;
587 break;
588 case WEAP_WHIP:
589 mtype = ATM_WHIP;
590 break;
591 case WEAP_CRUSH:
592 mtype = ATM_CRUSH;
593 break;
594 case WEAP_BLUD:
595 mtype = ATM_BLUD;
596 break;
597 default:
598 mtype = ATM_BASIC;
599 break;
600 }
601 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
602 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
603 {
604 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
605 strcpy (buf2, attack_mess[mtype][i].buf3);
606 found++;
607 break;
608 }
609 }
610 else
611 {
612 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
613 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
614 {
615 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
616 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
617 found++;
618 break;
619 }
620 }
621
622 if (!found)
623 {
624 strcpy (buf1, "hit");
625 strcpy (buf2, " hits");
626 }
627
628 /* bail out if a monster is casting spells */
629 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
630 return;
631
632 /* scale down magic considerably. */
633 if (type & AT_MAGIC && rndm (0, 5))
634 return;
635
636 /* Did a player hurt another player? Inform both! */
637 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
638 {
639 if (get_owner (hitter) != NULL)
640 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
641 else
642 {
643 sprintf (buf, "%s%s you.", &hitter->name, buf2);
644 if (dam != 0)
645 {
646 if (dam < 10)
647 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
648 else if (dam < 20)
649 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
650 else
651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
652 }
653 }
654 new_draw_info (NDI_BLACK, 0, op, buf);
655 } /* end of player hitting player */
656
657 if (hitter->type == PLAYER)
658 {
659 sprintf (buf, "You %s.", buf1);
660 if (dam != 0)
661 {
662 if (dam < 10)
663 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
664 else if (dam < 20)
665 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
666 else
667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
668 }
669 new_draw_info (NDI_BLACK, 0, hitter, buf);
670 }
671 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
672 {
673 /* look for stacked spells and start reducing the message chances */
674 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
675 {
676 i = 4;
677 map = hitter->map;
678 if (out_of_map (map, hitter->x, hitter->y))
679 return;
680 next = get_map_ob (map, hitter->x, hitter->y);
681 if (next)
682 while (next)
683 {
684 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
685 i *= 3;
686 tmp = next;
687 next = tmp->above;
688 }
689 if (i < 0)
690 return;
691 if (rndm (0, i) != 0)
692 return;
693 }
694 else if (rndm (0, 5) != 0)
695 return;
696 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
697 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
698 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
699 }
700 }
701
702
703 static int
704 get_attack_mode (object **target, object **hitter, int *simple_attack)
705 {
706 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
707 {
708 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
709 return 1;
710 }
711 if ((*target)->head)
712 *target = (*target)->head;
713 if ((*hitter)->head)
714 *hitter = (*hitter)->head;
715 if ((*hitter)->env != NULL || (*target)->env != NULL)
716 {
717 *simple_attack = 1;
718 return 0;
719 }
720 if (QUERY_FLAG (*target, FLAG_REMOVED)
721 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
722 {
723 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
724 return 1;
725 }
726 *simple_attack = 0;
727 return 0;
728 }
729
730 static int
731 abort_attack (object *target, object *hitter, int simple_attack)
732 {
733
734 /* Check if target and hitter are still in a relation similar to the one
735 * determined by get_attack_mode(). Returns true if the relation has changed.
736 */
737 int new_mode;
738
739 if (hitter->env == target || target->env == hitter)
740 new_mode = 1;
741 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
742 return 1;
743 else
744 new_mode = 0;
745 return new_mode != simple_attack;
746 }
747
748 static void thrown_item_effect (object *, object *);
749
750 static int
751 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
752 {
753 int simple_attack, roll, dam = 0;
754 uint32 type;
755 shstr op_name;
756 tag_t op_tag, hitter_tag;
757
758 if (get_attack_mode (&op, &hitter, &simple_attack))
759 goto error;
760
761 if (hitter->current_weapon)
762 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
763 return RESULT_INT (0);
764
765 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
766 return RESULT_INT (0);
767
768 op_tag = op->count;
769 hitter_tag = hitter->count;
770
771 /*
772 * A little check to make it more difficult to dance forward and back
773 * to avoid ever being hit by monsters.
774 */
775 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
776 {
777 /* Decrease speed BEFORE calling process_object. Otherwise, an
778 * infinite loop occurs, with process_object calling move_monster,
779 * which then gets here again. By decreasing the speed before
780 * we call process_object, the 'if' statement above will fail.
781 */
782 op->speed_left--;
783 process_object (op);
784 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
785 goto error;
786 }
787
788 op_name = op->name;
789
790 roll = random_roll (1, 20, hitter, PREFER_HIGH);
791
792 /* Adjust roll for various situations. */
793 if (!simple_attack)
794 roll += adj_attackroll (hitter, op);
795
796 /* See if we hit the creature */
797 if (roll == 20 || op->stats.ac >= base_wc - roll)
798 {
799 int hitdam = base_dam;
800
801 if (settings.casting_time == TRUE)
802 {
803 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
804 {
805 hitter->casting_time = -1;
806 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
807 }
808 if ((op->casting_time > -1) && (hitdam > 0))
809 {
810 op->casting_time = -1;
811 if (op->type == PLAYER)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
814 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
815 }
816 }
817 }
818 if (!simple_attack)
819 {
820 /* If you hit something, the victim should *always* wake up.
821 * Before, invisible hitters could avoid doing this.
822 * -b.t. */
823 if (QUERY_FLAG (op, FLAG_SLEEP))
824 CLEAR_FLAG (op, FLAG_SLEEP);
825
826 /* If the victim can't see the attacker, it may alert others
827 * for help. */
828 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
829 npc_call_help (op);
830
831 /* if you were hidden and hit by a creature, you are discovered */
832 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
833 {
834 make_visible (op);
835 if (op->type == PLAYER)
836 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
837 }
838
839 /* thrown items (hitter) will have various effects
840 * when they hit the victim. For things like thrown daggers,
841 * this sets 'hitter' to the actual dagger, and not the
842 * wrapper object.
843 */
844 thrown_item_effect (hitter, op);
845 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
846 goto leave;
847 }
848
849 /* Need to do at least 1 damage, otherwise there is no point
850 * to go further and it will cause FPE's below.
851 */
852 if (hitdam <= 0)
853 hitdam = 1;
854
855 type = hitter->attacktype;
856 if (!type)
857 type = AT_PHYSICAL;
858 /* Handle monsters that hit back */
859 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
860 {
861 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
862 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
863 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
864 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
865 goto leave;
866 }
867
868 /* In the new attack code, it should handle multiple attack
869 * types in its area, so remove it from here.
870 */
871 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
872 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
873 goto leave;
874 } /* end of if hitter hit op */
875 /* if we missed, dam=0 */
876
877 /*attack_message(dam, type, op, hitter); */
878
879 goto leave;
880
881 error:
882 dam = 1;
883
884 leave:
885
886 return dam;
887 }
888
889 int
890 attack_ob (object *op, object *hitter)
891 {
892
893 if (hitter->head)
894 hitter = hitter->head;
895 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
896 }
897
898 /* op is the arrow, tmp is what is stopping the arrow.
899 *
900 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
901 */
902 static int
903 stick_arrow (object *op, object *tmp)
904 {
905 /* If the missile hit a player, we insert it in their inventory.
906 * However, if the missile is heavy, we don't do so (assume it falls
907 * to the ground after a hit). What a good value for this is up to
908 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
909 * stick around.
910 */
911 if (op->weight <= 5000 && tmp->stats.hp >= 0)
912 {
913 if (tmp->head != NULL)
914 tmp = tmp->head;
915
916 remove_ob (op);
917 op = insert_ob_in_ob (op, tmp);
918
919 if (tmp->type == PLAYER)
920 esrv_send_item (tmp, op);
921
922 return 1;
923 }
924 else
925 return 0;
926 }
927
928 /* hit_with_arrow() disassembles the missile, attacks the victim and
929 * reassembles the missile.
930 *
931 * It returns a pointer to the reassembled missile, or NULL if the missile
932 * isn't available anymore.
933 */
934 object *
935 hit_with_arrow (object *op, object *victim)
936 {
937 object *container, *hitter;
938 int hit_something = 0;
939 tag_t victim_tag, hitter_tag;
940 sint16 victim_x, victim_y;
941
942 /* Disassemble missile */
943 if (op->inv)
944 {
945 container = op;
946 hitter = op->inv;
947 remove_ob (hitter);
948 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
949 /* Note that we now have an empty THROWN_OBJ on the map. Code that
950 * might be called until this THROWN_OBJ is either reassembled or
951 * removed at the end of this function must be able to deal with empty
952 * THROWN_OBJs. */
953 }
954 else
955 {
956 container = NULL;
957 hitter = op;
958 }
959
960 /* Try to hit victim */
961 victim_x = victim->x;
962 victim_y = victim->y;
963 victim_tag = victim->count;
964 hitter_tag = hitter->count;
965
966 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
967
968 /* Arrow attacks door, rune of summoning is triggered, demon is put on
969 * arrow, move_apply() calls this function, arrow sticks in demon,
970 * attack_ob_simple() returns, and we've got an arrow that still exists
971 * but is no longer on the map. Ugh. (Beware: Such things can happen at
972 * other places as well!)
973 */
974 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
975 {
976 if (container)
977 {
978 remove_ob (container);
979 free_object (container);
980 }
981 return NULL;
982 }
983
984 /* Missile hit victim */
985 /* if the speed is > 10, then this is a fast moving arrow, we go straight
986 * through the target
987 */
988 if (hit_something && op->speed <= 10.0)
989 {
990 /* Stop arrow */
991 if (container == NULL)
992 {
993 hitter = fix_stopped_arrow (hitter);
994 if (hitter == NULL)
995 return NULL;
996 }
997 else
998 {
999 remove_ob (container);
1000 free_object (container);
1001 }
1002
1003 /* Try to stick arrow into victim */
1004 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1005 return NULL;
1006
1007 /* Else try to put arrow on victim's map square
1008 * remove check for P_WALL here. If the arrow got to this
1009 * space, that is good enough - with the new movement code,
1010 * there is now the potential for lots of spaces where something
1011 * can fly over but not otherwise move over. What is the correct
1012 * way to handle those otherwise?
1013 */
1014 if (victim_x != hitter->x || victim_y != hitter->y)
1015 {
1016 remove_ob (hitter);
1017 hitter->x = victim_x;
1018 hitter->y = victim_y;
1019 insert_ob_in_map (hitter, victim->map, hitter, 0);
1020 }
1021 else
1022 {
1023 /* Else leave arrow where it is */
1024 merge_ob (hitter, NULL);
1025 }
1026 return NULL;
1027 }
1028
1029 if (hit_something && op->speed >= 10.0)
1030 op->speed -= 1.0;
1031
1032 /* Missile missed victim - reassemble missile */
1033 if (container)
1034 {
1035 remove_ob (hitter);
1036 insert_ob_in_ob (hitter, container);
1037 }
1038 return op;
1039 }
1040
1041
1042 void
1043 tear_down_wall (object *op)
1044 {
1045 int perc = 0;
1046
1047 if (!op->stats.maxhp)
1048 {
1049 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1050 perc = 1;
1051 }
1052 else if (!GET_ANIM_ID (op))
1053 {
1054 /* Object has been called - no animations, so remove it */
1055 if (op->stats.hp < 0)
1056 {
1057 remove_ob (op); /* Should update LOS */
1058 free_object (op);
1059 /* Don't know why this is here - remove_ob should do it for us */
1060 /*update_position(m, x, y); */
1061 }
1062 return; /* no animations, so nothing more to do */
1063 }
1064 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1065 if (perc >= (int) NUM_ANIMATIONS (op))
1066 perc = NUM_ANIMATIONS (op) - 1;
1067 else if (perc < 1)
1068 perc = 1;
1069 SET_ANIMATION (op, perc);
1070 update_object (op, UP_OBJ_FACE);
1071 if (perc == NUM_ANIMATIONS (op) - 1)
1072 { /* Reached the last animation */
1073 if (op->face == blank_face)
1074 {
1075 /* If the last face is blank, remove the ob */
1076 remove_ob (op); /* Should update LOS */
1077 free_object (op);
1078
1079 /* remove_ob should call update_position for us */
1080 /*update_position(m, x, y); */
1081
1082 }
1083 else
1084 { /* The last face was not blank, leave an image */
1085 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1086 update_all_los (op->map, op->x, op->y);
1087 op->move_block = 0;
1088 CLEAR_FLAG (op, FLAG_ALIVE);
1089 }
1090 }
1091 }
1092
1093 void
1094 scare_creature (object *target, object *hitter)
1095 {
1096 object *owner = get_owner (hitter);
1097
1098 if (!owner)
1099 owner = hitter;
1100
1101 SET_FLAG (target, FLAG_SCARED);
1102 if (!target->enemy)
1103 target->enemy = owner;
1104 }
1105
1106
1107 /* This returns the amount of damage hitter does to op with the
1108 * appropriate attacktype. Only 1 attacktype should be set at a time.
1109 * This doesn't damage the player, but returns how much it should
1110 * take. However, it will do other effects (paralyzation, slow, etc.)
1111 * Note - changed for PR code - we now pass the attack number and not
1112 * the attacktype. Makes it easier for the PR code. */
1113
1114 int
1115 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1116 {
1117
1118 int doesnt_slay = 1;
1119
1120 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1121 if (attacknum >= NROFATTACKS)
1122 {
1123 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1124 return 0;
1125 }
1126
1127 if (dam < 0)
1128 {
1129 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1130 return 0;
1131 }
1132
1133 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1134 * people can't mess with that or it otherwise get confused. */
1135 if (attacknum == ATNR_INTERNAL)
1136 return dam;
1137
1138 if (hitter->slaying)
1139 {
1140 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1141 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1142 {
1143 doesnt_slay = 0;
1144 dam *= 3;
1145 }
1146 }
1147
1148 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1149 if (op->resist[attacknum])
1150 {
1151 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1152 * in case 0>dam>1, we try to "simulate" a float value-effect */
1153 dam *= (100 - op->resist[attacknum]);
1154 if (dam >= 100)
1155 dam /= 100;
1156 else
1157 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1158 }
1159
1160 /* Special hack. By default, if immune to something, you
1161 * shouldn't need to worry. However, acid is an exception, since
1162 * it can still damage your items. Only include attacktypes if
1163 * special processing is needed */
1164
1165 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1166 return 0;
1167
1168 /* Keep this in order - makes things easier to find */
1169
1170 switch (attacknum)
1171 {
1172 case ATNR_PHYSICAL:
1173 /* here also check for diseases */
1174 check_physically_infect (op, hitter);
1175 break;
1176
1177 /* Don't need to do anything for:
1178 magic,
1179 fire,
1180 electricity,
1181 cold */
1182
1183 case ATNR_CONFUSION:
1184 case ATNR_POISON:
1185 case ATNR_SLOW:
1186 case ATNR_PARALYZE:
1187 case ATNR_FEAR:
1188 case ATNR_CANCELLATION:
1189 case ATNR_DEPLETE:
1190 case ATNR_BLIND:
1191 {
1192 /* chance for inflicting a special attack depends on the
1193 * difference between attacker's and defender's level
1194 */
1195 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1196
1197 /* First, only creatures/players with speed can be affected.
1198 * Second, just getting hit doesn't mean it always affects
1199 * you. Third, you still get a saving through against the
1200 * effect.
1201 */
1202 if (op->speed &&
1203 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1204 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1205 {
1206
1207 /* Player has been hit by something */
1208 if (attacknum == ATNR_CONFUSION)
1209 confuse_player (op, hitter, dam);
1210 else if (attacknum == ATNR_POISON)
1211 poison_player (op, hitter, dam);
1212 else if (attacknum == ATNR_SLOW)
1213 slow_player (op, hitter, dam);
1214 else if (attacknum == ATNR_PARALYZE)
1215 paralyze_player (op, hitter, dam);
1216 else if (attacknum == ATNR_FEAR)
1217 scare_creature (op, hitter);
1218 else if (attacknum == ATNR_CANCELLATION)
1219 cancellation (op);
1220 else if (attacknum == ATNR_DEPLETE)
1221 drain_stat (op);
1222 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1223 blind_player (op, hitter, dam);
1224 }
1225 dam = 0; /* These are all effects and don't do real damage */
1226 }
1227 break;
1228 case ATNR_ACID:
1229 {
1230 int flag = 0;
1231
1232 /* Items only get corroded if you're not on a battleground and
1233 * if your acid resistance is below 50%. */
1234 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1235 {
1236 object *tmp;
1237
1238 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1239 {
1240 if (tmp->invisible)
1241 continue;
1242 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1243 /* >= 10% acid res. on itmes will protect these */
1244 continue;
1245 if (!(tmp->material & M_IRON))
1246 continue;
1247 if (tmp->magic < -4) /* Let's stop at -5 */
1248 continue;
1249 if (tmp->type == RING ||
1250 /* removed boots and gloves from exclusion list in
1251 PR */
1252 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1253 continue; /* To avoid some strange effects */
1254
1255 /* High damage acid has better chance of corroding
1256 objects */
1257 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1258 {
1259 if (op->type == PLAYER)
1260 /* Make this more visible */
1261 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1262 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1263 flag = 1;
1264 tmp->magic--;
1265 if (op->type == PLAYER)
1266 esrv_send_item (op, tmp);
1267 }
1268 }
1269 if (flag)
1270 fix_player (op); /* Something was corroded */
1271 }
1272 }
1273 break;
1274 case ATNR_DRAIN:
1275 {
1276 /* rate is the proportion of exp drained. High rate means
1277 * not much is drained, low rate means a lot is drained.
1278 */
1279 int rate;
1280
1281 if (op->resist[ATNR_DRAIN] >= 0)
1282 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1283 else
1284 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1285
1286 if (op->stats.exp <= rate)
1287 {
1288 if (op->type == GOLEM)
1289 dam = 999; /* Its force is "sucked" away. 8) */
1290 else
1291 /* If we can't drain, lets try to do physical damage */
1292 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1293 }
1294 else
1295 {
1296 /* Randomly give the hitter some hp */
1297 if (hitter->stats.hp < hitter->stats.maxhp &&
1298 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1299 hitter->stats.hp++;
1300
1301 /* Can't do drains on battleground spaces.
1302 * Move the wiz check up here - before, the hitter wouldn't gain exp
1303 * exp, but the wiz would still lose exp! If drainee is a wiz,
1304 * nothing happens.
1305 * Try to credit the owner. We try to display player -> player drain
1306 * attacks, hence all the != PLAYER checks.
1307 */
1308 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1309 {
1310 object *owner = get_owner (hitter);
1311
1312 if (owner && owner != hitter)
1313 {
1314 if (op->type != PLAYER || owner->type != PLAYER)
1315 change_exp (owner, op->stats.exp / (rate * 2),
1316 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1317 }
1318 else if (op->type != PLAYER || hitter->type != PLAYER)
1319 {
1320 change_exp (hitter, op->stats.exp / (rate * 2),
1321 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1322 }
1323 change_exp (op, -op->stats.exp / rate, NULL, 0);
1324 }
1325 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1326 * drain attack, you won't know that you are actually sucking out EXP,
1327 * as the messages will say you missed
1328 */
1329 }
1330 }
1331 break;
1332 case ATNR_TURN_UNDEAD:
1333 {
1334 if (QUERY_FLAG (op, FLAG_UNDEAD))
1335 {
1336 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1337 object *god = find_god (determine_god (owner));
1338 int div = 1;
1339
1340 /* if undead are not an enemy of your god, you turn them
1341 * at half strength */
1342 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1343 div = 2;
1344 /* Give a bonus if you resist turn undead */
1345 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1346 scare_creature (op, owner);
1347 }
1348 else
1349 dam = 0; /* don't damage non undead - should we damage
1350 undead? */
1351 }
1352 break;
1353 case ATNR_DEATH:
1354 deathstrike_player (op, hitter, &dam);
1355 break;
1356 case ATNR_CHAOS:
1357 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1358 dam = 0;
1359 break;
1360 case ATNR_COUNTERSPELL:
1361 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1362 dam = 0;
1363 /* This should never happen. Counterspell is handled
1364 * seperately and filtered out. If this does happen,
1365 * Counterspell has no effect on anything but spells, so it
1366 * does no damage. */
1367 break;
1368 case ATNR_HOLYWORD:
1369 {
1370 /* This has already been handled by hit_player,
1371 * no need to check twice -- DAMN */
1372
1373 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1374
1375 /* As with turn undead above, give a bonus on the saving throw */
1376 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1377 scare_creature (op, owner);
1378 }
1379 break;
1380 case ATNR_LIFE_STEALING:
1381 {
1382 int new_hp;
1383
1384 /* this is replacement to drain for players, instead of taking
1385 * exp it takes hp. It is geared for players, probably not
1386 * much use giving it to monsters
1387 *
1388 * life stealing doesn't do a lot of damage, but it gives the
1389 * damage it does do to the player. Given that,
1390 * it only does 1/10'th normal damage (hence the divide by
1391 * 1000).
1392 */
1393 /* You can't steal life from something undead */
1394 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1395 return 0;
1396 /* If drain protection is higher than life stealing, use that */
1397 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1398 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1399 else
1400 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1401 /* You die at -1 hp, not zero. */
1402 if (dam > (op->stats.hp + 1))
1403 dam = op->stats.hp + 1;
1404 new_hp = hitter->stats.hp + dam;
1405 if (new_hp > hitter->stats.maxhp)
1406 new_hp = hitter->stats.maxhp;
1407 if (new_hp > hitter->stats.hp)
1408 hitter->stats.hp = new_hp;
1409 }
1410 }
1411 return dam;
1412 }
1413
1414
1415 /* GROS: This code comes from hit_player. It has been made external to
1416 * allow script procedures to "kill" objects in a combat-like fashion.
1417 * It was initially used by (kill-object) developed for the Collector's
1418 * Sword. Note that nothing has been changed from the original version
1419 * of the following code.
1420 * op is what is being killed.
1421 * dam is the damage done to it.
1422 * hitter is what is hitting it.
1423 * type is the attacktype.
1424 *
1425 * This function was a bit of a mess with hitter getting changed,
1426 * values being stored away but not used, etc. I've cleaned it up
1427 * a bit - I think it should be functionally equivalant.
1428 * MSW 2002-07-17
1429 */
1430 int
1431 kill_object (object *op, int dam, object *hitter, int type)
1432 {
1433 char buf[MAX_BUF];
1434 const char *skill;
1435 int maxdam = 0;
1436 int battleg = 0; /* true if op standing on battleground */
1437 int pk = 0; /* true if op and what controls hitter are both players */
1438 object *owner = NULL;
1439 object *skop = NULL;
1440
1441 if (op->stats.hp >= 0)
1442 return -1;
1443
1444 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1445 return 0;
1446
1447 /* maxdam needs to be the amount of damage it took to kill
1448 * this creature. The function(s) that call us have already
1449 * adjusted the creatures HP total, so that is negative.
1450 */
1451 maxdam = dam + op->stats.hp + 1;
1452
1453 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1454 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1455
1456 if (op->type == DOOR)
1457 {
1458 op->speed = 0.1;
1459 update_ob_speed (op);
1460 op->speed_left = -0.05;
1461 return maxdam;
1462 }
1463 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1464 {
1465 remove_friendly_object (op);
1466 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1467 {
1468 op->owner->contr->ranges[range_golem] = NULL;
1469 op->owner->contr->golem_count = 0;
1470 }
1471
1472 remove_ob (op);
1473 free_object (op);
1474 return maxdam;
1475 }
1476
1477 /* Now lets start dealing with experience we get for killing something */
1478
1479 owner = get_owner (hitter);
1480 if (owner == NULL)
1481 owner = hitter;
1482
1483 /* is the victim (op) standing on battleground? */
1484 if (op_on_battleground (op, NULL, NULL))
1485 battleg = 1;
1486
1487 /* is this player killing? */
1488 if (op->type == PLAYER && owner->type == PLAYER)
1489 pk = 1;
1490
1491 /* Player killed something */
1492 if (owner->type == PLAYER)
1493 {
1494 Log_Kill (owner->name,
1495 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1496
1497 /* Log players killing other players - makes it easier to detect
1498 * and filter out malicious player killers - that is why the
1499 * ip address is included.
1500 */
1501 if (op->type == PLAYER && !battleg)
1502 {
1503 time_t t = time (NULL);
1504 struct tm *tmv;
1505 char buf[256];
1506
1507 tmv = localtime (&t);
1508 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1509
1510 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1511 }
1512
1513 /* try to filter some things out - basically, if you are
1514 * killing a level 1 creature and your level 20, you
1515 * probably don't want to see that.
1516 */
1517 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1518 {
1519 if (owner != hitter)
1520 {
1521 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1522 }
1523 else
1524 {
1525 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1526 }
1527 /* Only play sounds for melee kills */
1528 if (hitter->type == PLAYER)
1529 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1530 }
1531
1532 /* If a player kills another player, not on
1533 * battleground, the "killer" looses 1 luck. Since this is
1534 * not reversible, it's actually quite a pain IMHO. -AV
1535 * Fix bug in that we were changing the luck of the hitter, not
1536 * player that the object belonged to - so if you killed another player
1537 * with spells, pets, whatever, there was no penalty.
1538 * Changed to make luck penalty configurable in settings.
1539 */
1540 if (op->type == PLAYER && owner != op && !battleg)
1541 change_luck (owner, -settings.pk_luck_penalty);
1542
1543 /* This code below deals with finding the appropriate skill
1544 * to credit exp to. This is a bit problematic - we should
1545 * probably never really have to look at current_weapon->skill
1546 */
1547 skill = NULL;
1548 if (hitter->skill && hitter->type != PLAYER)
1549 skill = hitter->skill;
1550 else if (owner->chosen_skill)
1551 {
1552 skill = owner->chosen_skill->skill;
1553 skop = owner->chosen_skill;
1554 }
1555 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1556 skill = owner->current_weapon->skill;
1557 else
1558 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1559
1560 /* We have the skill we want to credit to - now find the object this goes
1561 * to. Make sure skop is an actual skill, and not a skill tool!
1562 */
1563 if ((!skop || skop->type != SKILL) && skill)
1564 {
1565 int i;
1566
1567 for (i = 0; i < NUM_SKILLS; i++)
1568 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1569 {
1570 skop = owner->contr->last_skill_ob[i];
1571 break;
1572 }
1573 }
1574 } /* Was it a player that hit somethign */
1575 else
1576 {
1577 skill = NULL;
1578 }
1579
1580 /* Pet (or spell) killed something. */
1581 if (owner != hitter)
1582 {
1583 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1584 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1585 }
1586 else
1587 {
1588 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1589 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1590 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1591 }
1592 /* These may have been set in the player code section above */
1593 if (!skop)
1594 skop = hitter->chosen_skill;
1595 if (!skill && skop)
1596 skill = skop->skill;
1597
1598 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1599
1600
1601 /* If you didn't kill yourself, and your not the wizard */
1602 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1603 {
1604 int exp;
1605
1606 /* Really don't give much experience for killing other players */
1607 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1608 if (op->type == PLAYER)
1609 {
1610 if (battleg)
1611 {
1612 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1613 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1614 }
1615 else
1616 exp = op->stats.exp / 1000;
1617 }
1618 else
1619 exp = calc_skill_exp (owner, op, skop);
1620
1621 /* if op is standing on "battleground" (arena), no way to gain
1622 * exp by killing him
1623 */
1624 if (battleg)
1625 exp = 0;
1626
1627 /* Don't know why this is set this way - doesn't make
1628 * sense to just divide everything by two for no reason.
1629 */
1630
1631 if (!settings.simple_exp)
1632 exp = exp / 2;
1633
1634 if (owner->type != PLAYER || owner->contr->party == NULL)
1635 {
1636 change_exp (owner, exp, skill, 0);
1637 }
1638 else
1639 {
1640 int shares = 0, count = 0;
1641
1642 player *pl;
1643
1644 partylist *party = owner->contr->party;
1645
1646 #ifdef PARTY_KILL_LOG
1647 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1648 #endif
1649 for (pl = first_player; pl != NULL; pl = pl->next)
1650 {
1651 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1652 {
1653 count++;
1654 shares += (pl->ob->level + 4);
1655 }
1656 }
1657 if (count == 1 || shares > exp)
1658 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1659 else
1660 {
1661 int share = exp / shares, given = 0, nexp;
1662
1663 for (pl = first_player; pl != NULL; pl = pl->next)
1664 {
1665 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1666 {
1667 nexp = (pl->ob->level + 4) * share;
1668 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1669 given += nexp;
1670 }
1671 }
1672 exp -= given;
1673 /* give any remainder to the player */
1674 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1675 }
1676 } /* else part of a party */
1677
1678 } /* end if person didn't kill himself */
1679
1680 if (op->type != PLAYER)
1681 {
1682 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1683 {
1684 object *owner1 = get_owner (op);
1685
1686 if (owner1 != NULL && owner1->type == PLAYER)
1687 {
1688 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1689 /* Maybe we should include the owner that killed this, maybe not */
1690 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1691 }
1692 remove_friendly_object (op);
1693 }
1694 remove_ob (op);
1695 free_object (op);
1696 }
1697 /* Player has been killed! */
1698 else
1699 {
1700 if (owner->type == PLAYER)
1701 {
1702 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1703 }
1704 else
1705 {
1706 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1707 op->contr->killer[BIG_NAME - 1] = '\0';
1708 }
1709 }
1710 /* This was return -1 - that doesn't seem correct - if we return -1, process
1711 * continues in the calling function.
1712 */
1713 return maxdam;
1714 }
1715
1716 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1717 * Returns 0 this is not friendly fire
1718 */
1719
1720 int
1721 friendly_fire (object *op, object *hitter)
1722 {
1723 object *owner;
1724 int friendlyfire;
1725
1726 if (hitter->head)
1727 hitter = hitter->head;
1728
1729 friendlyfire = 0;
1730
1731 if (op->type == PLAYER)
1732 {
1733 if (op_on_battleground (hitter, 0, 0))
1734 return 0;
1735
1736 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1737 return 1;
1738
1739 if ((owner = get_owner (hitter)) != NULL)
1740 {
1741 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1742 friendlyfire = 2;
1743 }
1744
1745 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1746 friendlyfire = 0;
1747 }
1748 return friendlyfire;
1749 }
1750
1751
1752 /* This isn't used just for players, but in fact most objects.
1753 * op is the object to be hit, dam is the amount of damage, hitter
1754 * is what is hitting the object, type is the attacktype, and
1755 * full_hit is set if monster area does not matter.
1756 * dam is base damage - protections/vulnerabilities/slaying matches can
1757 * modify it.
1758 */
1759
1760 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1761 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1762
1763 int
1764 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1765 {
1766 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1767 int maxattacktype, attacknum;
1768 int body_attack = op && op->head; /* Did we hit op's head? */
1769 int simple_attack;
1770 tag_t op_tag, hitter_tag;
1771 int rtn_kill = 0;
1772 int friendlyfire;
1773
1774 if (get_attack_mode (&op, &hitter, &simple_attack))
1775 return 0;
1776
1777 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1778 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1779 return 0;
1780
1781 #ifdef PROHIBIT_PLAYERKILL
1782 if (op->type == PLAYER)
1783 {
1784 object *owner = get_owner (hitter);
1785
1786 if (!owner)
1787 owner = hitter;
1788 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1789 {
1790 return 0;
1791 }
1792 }
1793 #endif
1794
1795 op_tag = op->count;
1796 hitter_tag = hitter->count;
1797
1798 if (body_attack)
1799 {
1800 /* slow and paralyze must hit the head. But we don't want to just
1801 * return - we still need to process other attacks the spell still
1802 * might have. So just remove the paralyze and slow attacktypes,
1803 * and keep on processing if we have other attacktypes.
1804 * return if only magic or nothing is left - under normal code
1805 * we don't attack with pure magic if there is another attacktype.
1806 * Only do processing if the initial attacktype includes one of those
1807 * attack so we don't cancel out things like magic bullet.
1808 */
1809 if (type & (AT_PARALYZE | AT_SLOW))
1810 {
1811 type &= ~(AT_PARALYZE | AT_SLOW);
1812 if (!type || type == AT_MAGIC)
1813 return 0;
1814 }
1815 }
1816
1817 if (!simple_attack && op->type == DOOR)
1818 {
1819 object *tmp;
1820
1821 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1822 if (tmp->type == RUNE || tmp->type == TRAP)
1823 {
1824 spring_trap (tmp, hitter);
1825 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1826 return 0;
1827 break;
1828 }
1829 }
1830
1831 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1832 {
1833 /* FIXME: If a player is killed by a rune in a door, the
1834 * was_destroyed() check above doesn't return, and might get here.
1835 */
1836 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1837 return 0;
1838 }
1839
1840 #ifdef ATTACK_DEBUG
1841 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1842 #endif
1843
1844 if (magic)
1845 {
1846 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1847 * in case 0>dam>1, we try to "simulate" a float value-effect */
1848 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1849 if (dam >= 100)
1850 dam /= 100;
1851 else
1852 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1853 }
1854
1855 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1856 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1857 */
1858 if (type & AT_CHAOS)
1859 {
1860 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1861 update_object (op, UP_OBJ_FACE);
1862 type &= ~AT_CHAOS;
1863 }
1864
1865 /* Holyword is really an attacktype modifier (like magic is). If
1866 * holyword is part of an attacktype, then make sure the creature is
1867 * a proper match, otherwise no damage.
1868 */
1869 if (type & AT_HOLYWORD)
1870 {
1871 object *god;
1872
1873 if ((!hitter->slaying ||
1874 (!(op->race && strstr (hitter->slaying, op->race)) &&
1875 !(op->name && strstr (hitter->slaying, op->name)))) &&
1876 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1877 (hitter->title != NULL
1878 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1879 return 0;
1880 }
1881
1882 maxattacktype = type; /* initialize this to something */
1883 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1884 {
1885 /* Magic isn't really a true attack type - it gets combined with other
1886 * attack types. As such, skip it over. However, if magic is
1887 * the only attacktype in the group, then still attack with it
1888 */
1889 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1890 continue;
1891
1892 /* Go through and hit the player with each attacktype, one by one.
1893 * hit_player_attacktype only figures out the damage, doesn't inflict
1894 * it. It will do the appropriate action for attacktypes with
1895 * effects (slow, paralization, etc.
1896 */
1897 if (type & attacktype)
1898 {
1899 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1900 /* the >= causes us to prefer messages from special attacks, if
1901 * the damage is equal.
1902 */
1903 if (ndam >= maxdam)
1904 {
1905 maxdam = ndam;
1906 maxattacktype = 1 << attacknum;
1907 }
1908 }
1909 }
1910
1911 /* if this is friendly fire then do a set % of damage only
1912 * Note - put a check in to make sure this attack is actually
1913 * doing damage - otherwise, the +1 in the code below will make
1914 * an attack do damage before when it otherwise didn't
1915 */
1916 friendlyfire = friendly_fire (op, hitter);
1917 if (friendlyfire && maxdam)
1918 {
1919 maxdam = ((dam * settings.set_friendly_fire) / 100);
1920 #ifndef COZY_SERVER
1921 maxdam++;
1922 #endif
1923
1924 #ifdef ATTACK_DEBUG
1925 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1926 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1927 #endif
1928 }
1929
1930 if (!full_hit)
1931 {
1932 archetype *at;
1933 int area;
1934 int remainder;
1935
1936 area = 0;
1937 for (at = op->arch; at != NULL; at = at->more)
1938 area++;
1939 assert (area > 0);
1940
1941 /* basically: maxdam /= area; we try to "simulate" a float
1942 value-effect */
1943 remainder = 100 * (maxdam % area) / area;
1944 maxdam /= area;
1945 if (RANDOM () % 100 < remainder)
1946 maxdam++;
1947 }
1948
1949 #ifdef ATTACK_DEBUG
1950 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1951 #endif
1952
1953 if (get_owner (hitter))
1954 op->enemy = hitter->owner;
1955 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1956 op->enemy = hitter;
1957
1958 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1959 {
1960 /* The unaggressives look after themselves 8) */
1961 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1962 npc_call_help (op);
1963 }
1964
1965 if (magic && did_make_save (op, op->level, 0))
1966 maxdam = maxdam / 2;
1967
1968 attack_message (maxdam, maxattacktype, op, hitter);
1969
1970 op->stats.hp -= maxdam;
1971
1972 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1973 if ((op->stats.hp >= 0) &&
1974 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1975 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1976 {
1977
1978 if (QUERY_FLAG (op, FLAG_MONSTER))
1979 SET_FLAG (op, FLAG_RUN_AWAY);
1980 else
1981 scare_creature (op, hitter);
1982 }
1983
1984 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1985 {
1986 if (maxdam)
1987 tear_down_wall (op);
1988 return maxdam; /* nothing more to do for wall */
1989 }
1990
1991 /* See if the creature has been killed */
1992 rtn_kill = kill_object (op, maxdam, hitter, type);
1993 if (rtn_kill != -1)
1994 return rtn_kill;
1995
1996
1997 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1998 * that before if the player was immune to ghosthit, the monster
1999 * remained - that is no longer the case.
2000 */
2001 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2002 {
2003 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2004 remove_friendly_object (hitter);
2005 remove_ob (hitter);
2006 free_object (hitter);
2007 }
2008 /* Lets handle creatures that are splitting now */
2009 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2010 {
2011 int i;
2012 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2013 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2014 object *owner = get_owner (op);
2015
2016 if (!op->other_arch)
2017 {
2018 LOG (llevError, "SPLITTING without other_arch error.\n");
2019 return maxdam;
2020 }
2021 remove_ob (op);
2022 for (i = 0; i < NROFNEWOBJS (op); i++)
2023 { /* This doesn't handle op->more yet */
2024 object *tmp = arch_to_object (op->other_arch);
2025 int j;
2026
2027 tmp->stats.hp = op->stats.hp;
2028 if (friendly)
2029 {
2030 SET_FLAG (tmp, FLAG_FRIENDLY);
2031 add_friendly_object (tmp);
2032 tmp->attack_movement = PETMOVE;
2033 if (owner != NULL)
2034 set_owner (tmp, owner);
2035 }
2036 if (unaggressive)
2037 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2038 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2039 if (j == -1) /* No spot to put this monster */
2040 free_object (tmp);
2041 else
2042 {
2043 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2044 insert_ob_in_map (tmp, op->map, NULL, 0);
2045 }
2046 }
2047 if (friendly)
2048 remove_friendly_object (op);
2049 free_object (op);
2050 }
2051 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2052 {
2053 remove_ob (hitter);
2054 free_object (hitter);
2055 }
2056 return maxdam;
2057 }
2058
2059
2060 void
2061 poison_player (object *op, object *hitter, int dam)
2062 {
2063 archetype *at = find_archetype ("poisoning");
2064 object *tmp = present_arch_in_ob (at, op);
2065
2066 if (tmp == NULL)
2067 {
2068 if ((tmp = arch_to_object (at)) == NULL)
2069 LOG (llevError, "Failed to clone arch poisoning.\n");
2070 else
2071 {
2072 tmp = insert_ob_in_ob (tmp, op);
2073 /* peterm: give poisoning some teeth. It should
2074 * be able to kill things better than it does:
2075 * damage should be dependent something--I choose to
2076 * do this: if it's a monster, the damage from the
2077 * poisoning goes as the level of the monster/2.
2078 * If anything else, goes as damage.
2079 */
2080
2081 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2082 tmp->stats.dam += hitter->level / 2;
2083 else
2084 tmp->stats.dam = dam;
2085
2086 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2087 if (hitter->skill && hitter->skill != tmp->skill)
2088 {
2089 tmp->skill = hitter->skill;
2090 }
2091
2092 tmp->stats.food += dam; /* more damage, longer poisoning */
2093
2094 if (op->type == PLAYER)
2095 {
2096 /* player looses stats, maximum is -10 of each */
2097 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2098 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2099 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2100 tmp->stats.Int = MAX (-dam / 7, -10);
2101 SET_FLAG (tmp, FLAG_APPLIED);
2102 fix_player (op);
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2104 }
2105 if (hitter->type == PLAYER)
2106 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2107 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2108 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2109 }
2110 tmp->speed_left = 0;
2111 }
2112 else
2113 tmp->stats.food++;
2114 }
2115
2116 void
2117 slow_player (object *op, object *hitter, int dam)
2118 {
2119 archetype *at = find_archetype ("slowness");
2120 object *tmp;
2121
2122 if (at == NULL)
2123 {
2124 LOG (llevError, "Can't find slowness archetype.\n");
2125 }
2126 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2127 {
2128 tmp = arch_to_object (at);
2129 tmp = insert_ob_in_ob (tmp, op);
2130 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2131 }
2132 else
2133 tmp->stats.food++;
2134 SET_FLAG (tmp, FLAG_APPLIED);
2135 tmp->speed_left = 0;
2136 fix_player (op);
2137 }
2138
2139 void
2140 confuse_player (object *op, object *hitter, int dam)
2141 {
2142 object *tmp;
2143 int maxduration;
2144
2145 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2146 if (!tmp)
2147 {
2148 tmp = get_archetype (FORCE_NAME);
2149 tmp = insert_ob_in_ob (tmp, op);
2150 }
2151
2152 /* Duration added per hit and max. duration of confusion both depend
2153 * on the player's resistance
2154 */
2155 tmp->speed = 0.05;
2156 tmp->subtype = FORCE_CONFUSION;
2157 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2158 tmp->name = "confusion";
2159 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2160 if (tmp->duration > maxduration)
2161 tmp->duration = maxduration;
2162
2163 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2164 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2165 SET_FLAG (op, FLAG_CONFUSED);
2166 }
2167
2168 void
2169 blind_player (object *op, object *hitter, int dam)
2170 {
2171 object *tmp, *owner;
2172
2173 /* Save some work if we know it isn't going to affect the player */
2174 if (op->resist[ATNR_BLIND] == 100)
2175 return;
2176
2177 tmp = present_in_ob (BLINDNESS, op);
2178 if (!tmp)
2179 {
2180 tmp = get_archetype ("blindness");
2181 SET_FLAG (tmp, FLAG_BLIND);
2182 SET_FLAG (tmp, FLAG_APPLIED);
2183 /* use floats so we don't lose too much precision due to rounding errors.
2184 * speed is a float anyways.
2185 */
2186 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2187
2188 tmp = insert_ob_in_ob (tmp, op);
2189 change_abil (op, tmp); /* Mostly to display any messages */
2190 fix_player (op); /* This takes care of some other stuff */
2191
2192 if (hitter->owner)
2193 owner = get_owner (hitter);
2194 else
2195 owner = hitter;
2196
2197 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2198 }
2199 tmp->stats.food += dam;
2200 if (tmp->stats.food > 10)
2201 tmp->stats.food = 10;
2202 }
2203
2204 void
2205 paralyze_player (object *op, object *hitter, int dam)
2206 {
2207 float effect, max;
2208
2209 /* object *tmp; */
2210
2211 /* This is strange stuff... someone knows for what this is
2212 * written? Well, i think this can and should be removed
2213 */
2214
2215 /*
2216 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2217 tmp=clone_arch(PARAIMAGE);
2218 tmp->x=op->x,tmp->y=op->y;
2219 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2220 }
2221 */
2222
2223 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2224 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2225
2226 if (effect == 0)
2227 return;
2228
2229 op->speed_left -= FABS (op->speed) * effect;
2230 /* tmp->stats.food+=(signed short) effect/op->speed; */
2231
2232 /* max number of ticks to be affected for. */
2233 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2234 if (op->speed_left < -(FABS (op->speed) * max))
2235 op->speed_left = (float) -(FABS (op->speed) * max);
2236
2237 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2238 }
2239
2240
2241 /* Attempts to kill 'op'. hitter is the attack object, dam is
2242 * the computed damaged.
2243 */
2244 void
2245 deathstrike_player (object *op, object *hitter, int *dam)
2246 {
2247 /* The intention of a death attack is to kill outright things
2248 ** that are a lot weaker than the attacker, have a chance of killing
2249 ** things somewhat weaker than the caster, and no chance of
2250 ** killing something equal or stronger than the attacker.
2251 ** Also, if a deathstrike attack has a slaying, any monster
2252 ** whose name or race matches a comma-delimited list in the slaying
2253 ** field of the deathstriking object */
2254
2255 int atk_lev, def_lev, kill_lev;
2256
2257 if (hitter->slaying)
2258 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2259 return;
2260
2261 def_lev = op->level;
2262 if (def_lev < 1)
2263 {
2264 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2265 def_lev = 1;
2266 }
2267 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2268 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2269 atk_lev, def_lev); */
2270
2271 if (atk_lev >= def_lev)
2272 {
2273 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2274
2275 /* Note that the below effectively means the ratio of the atk vs
2276 * defener level is important - if level 52 character has very little
2277 * chance of killing a level 50 monster. This should probably be
2278 * redone.
2279 */
2280 if (kill_lev >= def_lev)
2281 {
2282 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2283 /* I think this doesn't really do much. Because of
2284 * integer rounding, this only makes any difference if the
2285 * attack level is double the defender level.
2286 */
2287 *dam *= kill_lev / def_lev;
2288 }
2289 }
2290 else
2291 {
2292 *dam = 0; /* no harm done */
2293 }
2294 }
2295
2296 /* thrown_item_effect() - handles any special effects of thrown
2297 * items (like attacking living creatures--a potion thrown at a
2298 * monster).
2299 */
2300 static void
2301 thrown_item_effect (object *hitter, object *victim)
2302 {
2303 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2304 {
2305 /* May not need a switch for just 2 types, but this makes it
2306 * easier for expansion.
2307 */
2308 switch (hitter->type)
2309 {
2310 case POTION:
2311 /* should player get a save throw instead of checking magic protection? */
2312 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2313 (void) apply_potion (victim, hitter);
2314 break;
2315
2316 case POISON: /* poison drinks */
2317 /* As with potions, should monster get a save? */
2318 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2319 apply_poison (victim, hitter);
2320 break;
2321
2322 /* Removed case statements that did nothing.
2323 * food may be poisonous, but monster must be willing to eat it,
2324 * so we don't handle it here.
2325 * Containers should perhaps break open, but that code was disabled.
2326 */
2327 }
2328 }
2329 }
2330
2331 /* adj_attackroll() - adjustments to attacks by various conditions */
2332
2333 int
2334 adj_attackroll (object *hitter, object *target)
2335 {
2336 object *attacker = hitter;
2337 int adjust = 0;
2338
2339 /* safety */
2340 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2341 {
2342 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2343 return 0;
2344 }
2345
2346 /* aimed missiles use the owning object's sight */
2347 if (is_aimed_missile (hitter))
2348 {
2349 if ((attacker = get_owner (hitter)) == NULL)
2350 attacker = hitter;
2351 /* A player who saves but hasn't quit still could have objects
2352 * owned by him - need to handle that case to avoid crashes.
2353 */
2354 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2355 attacker = hitter;
2356 }
2357 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2358 return 0;
2359
2360 /* determine the condtions under which we make an attack.
2361 * Add more cases, as the need occurs. */
2362
2363 if (!can_see_enemy (attacker, target))
2364 {
2365 /* target is unseen */
2366 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2367 adjust -= 10;
2368 /* dark map penalty for the hitter (lacks infravision if we got here). */
2369 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2370 adjust -= target->map->darkness;
2371 }
2372
2373 if (QUERY_FLAG (attacker, FLAG_SCARED))
2374 adjust -= 3;
2375
2376 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2377 adjust += 1;
2378
2379 if (QUERY_FLAG (target, FLAG_SCARED))
2380 adjust += 1;
2381
2382 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2383 adjust -= 3;
2384
2385 /* if we attack at a different 'altitude' its harder */
2386 if ((attacker->move_type & target->move_type) == 0)
2387 adjust -= 2;
2388
2389 #if 0
2390 /* slower attacks are less likely to succeed. We should use a
2391 * comparison between attacker/target speeds BUT, players have
2392 * a generally faster speed, so this will wind up being a HUGE
2393 * disadantage for the monsters! Too bad, because missiles which
2394 * fly fast should have a better chance of hitting a slower target.
2395 */
2396 if (hitter->speed < target->speed)
2397 adjust += ((float) hitter->speed - target->speed);
2398 #endif
2399
2400 #if 0
2401 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2402 #endif
2403
2404 return adjust;
2405 }
2406
2407
2408 /* determine if the object is an 'aimed' missile */
2409 int
2410 is_aimed_missile (object *op)
2411 {
2412
2413 /* I broke what used to be one big if into a few nested
2414 * ones so that figuring out the logic is at least possible.
2415 */
2416 if (op && (op->move_type & MOVE_FLYING))
2417 {
2418 if (op->type == ARROW || op->type == THROWN_OBJ)
2419 return 1;
2420 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2421 return 1;
2422 }
2423 return 0;
2424 }