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/cvs/deliantra/server/server/attack.C
Revision: 1.112
Committed: Mon Oct 12 14:00:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81
Changes since 1.111: +7 -6 lines
Log Message:
clarify license

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <assert.h>
26 #include <global.h>
27 #include <living.h>
28 #include <material.h>
29 #include <skills.h>
30 #include <sounds.h>
31 #include <sproto.h>
32
33 typedef struct att_msg_str
34 {
35 char *msg1;
36 char *msg2;
37 } att_msg;
38
39 /*#define ATTACK_DEBUG*/
40
41 /* cancels object *op. Cancellation basically means an object loses
42 * its magical benefits.
43 */
44 void
45 cancellation (object *op)
46 {
47 if (op->invisible)
48 return;
49
50 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
51 {
52 /* Recurse through the inventory */
53 for (object *tmp = op->inv; tmp; tmp = tmp->below)
54 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
55 cancellation (tmp);
56 }
57 else if (FABS (op->magic) <= rndm (0, 5))
58 {
59 /* Nullify this object. This code could probably be more complete */
60 /* in what abilities it should cancel */
61 op->magic = 0;
62
63 CLEAR_FLAG (op, FLAG_DAMNED);
64 CLEAR_FLAG (op, FLAG_CURSED);
65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
67
68 if (object *pl = op->visible_to ())
69 esrv_update_item (UPD_FLAGS, pl, op);
70 }
71 }
72
73 /* did_make_save_item just checks to make sure the item actually
74 * made its saving throw based on the tables. It does not take
75 * any further action (like destroying the item).
76 */
77 int
78 did_make_save_item (object *op, int type, object *originator)
79 {
80 int i, roll, saves = 0, attacks = 0, number;
81 materialtype_t *mt;
82
83 if (!op->materialname)
84 {
85 for (mt = materialt; mt; mt = mt->next)
86 if (op->materials & mt->material)
87 break;
88 }
89 else
90 mt = name_to_material (op->materialname);
91
92 if (!mt)
93 return TRUE;
94
95 roll = rndm (1, 20);
96
97 /* the attacktypes have no meaning for object saves
98 * If the type is only magic, don't adjust type - basically, if
99 * pure magic is hitting an object, it should save. However, if it
100 * is magic teamed with something else, then strip out the
101 * magic type, and instead let the fire, cold, or whatever component
102 * destroy the item. Otherwise, you get the case of poisoncloud
103 * destroying objects because it has magic attacktype.
104 */
105 if (type != AT_MAGIC)
106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
109
110 if (type == 0) return TRUE;
111
112 if (roll == 20) return TRUE;
113 if (roll == 1) return FALSE;
114
115 for (number = 0; number < NROFATTACKS; number++)
116 {
117 i = 1 << number;
118
119 if (!(i & type))
120 continue;
121
122 attacks++;
123 if (op->resist[number] == 100)
124 saves++;
125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
126 saves++;
127 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
128 saves++;
129 }
130
131 if (saves == attacks || attacks == 0)
132 return TRUE;
133
134 if (saves == 0 || (rndm (1, attacks) > saves))
135 return FALSE;
136
137 return TRUE;
138 }
139
140 /* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.)
143 */
144 void
145 save_throw_object (object *op, int type, object *originator)
146 {
147 if (!did_make_save_item (op, type, originator))
148 {
149 object *env = op->env;
150 int x = op->x, y = op->y;
151 maptile *m = op->map;
152
153 op = stop_item (op);
154 if (!op)
155 return;
156
157 /* Hacked the following so that type LIGHTER will work.
158 * Also, objects which are potential "lights" that are hit by
159 * flame/elect attacks will be set to glow. "lights" are any
160 * object with +/- glow_radius and an "other_arch" to change to.
161 * (and please note that we cant fail our save and reach this
162 * function if the object doesnt contain a material that can burn.
163 * So forget lighting magical swords on fire with this!) -b.t.
164 */
165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
169 ))
170 {
171 switch (op->type)
172 {
173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
182 {
183 const char *arch = op->other_arch->archname;
184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
190 if (env)
191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
195 }
196 }
197 return;
198 }
199
200 if (type & AT_CANCELLATION)
201 { /* Cancellation. */
202 cancellation (op);
203 fix_stopped_item (op, m, originator);
204 return;
205 }
206
207 if (op->nrof > 1)
208 {
209 if (op->decrease (rndm (0, op->nrof - 1)))
210 fix_stopped_item (op, m, originator);
211 }
212 else
213 {
214 // drop everything to the ground, if possible
215 op->insert_at (originator);
216 op->drop_and_destroy ();
217 }
218
219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env)
221 {
222 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y;
224 env->insert (op);
225 }
226 else
227 replace_insert_ob_in_map (shstr_burnout, originator);
228
229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 {
235 archetype *at = archetype::find (shstr_icecube);
236
237 if (at == NULL)
238 return;
239
240 op = stop_item (op);
241 if (op == NULL)
242 return;
243
244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 tmp->insert (op);
259 return;
260 }
261 }
262
263 /* Object op is hitting the map.
264 * op is going in direction 'dir'
265 * type is the attacktype of the object.
266 * full_hit is set if monster area does not matter.
267 * returns 1 if it hits something, 0 otherwise.
268 */
269 int
270 hit_map (object *op, int dir, int type, int full_hit)
271 {
272 maptile *map;
273 sint16 x, y;
274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
275
276 if (QUERY_FLAG (op, FLAG_FREED))
277 {
278 LOG (llevError, "BUG: hit_map(): free object\n");
279 return 0;
280 }
281
282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
283 {
284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
285 return 0;
286 }
287
288 if (!op->map)
289 {
290 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
291 return 0;
292 }
293
294 if (op->head)
295 op = op->head;
296
297 mapxy pos (op);
298 pos.move (dir);
299
300 if (!pos.normalise ())
301 return 0;
302
303 // elmex: a safe map tile can't be hit!
304 // this should prevent most harmful effects on items and players there.
305 mapspace &ms = pos.ms ();
306
307 if (ms.flags () & P_SAFE)
308 return 0;
309
310 /* peterm: a few special cases for special attacktypes --counterspell
311 * must be out here because it strikes things which are not alive
312 */
313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
315 if (type & AT_COUNTERSPELL)
316 {
317 counterspell (op, dir); /* see spell_effect.c */
318
319 /* If the only attacktype is counterspell or magic, don't need
320 * to do any further processing.
321 */
322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
346 object *tmp = next;
347 next = tmp->above;
348
349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
350 * For example, 'tmp' was put in an icecube.
351 * This is one of the few cases where on_same_map should not be used.
352 */
353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
354 continue;
355
356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
357 {
358 hit_player (tmp, op->stats.dam, op, type, full_hit);
359 retflag |= 1;
360
361 if (op->destroyed ())
362 break;
363 }
364 /* Here we are potentially destroying an object. If the object has
365 * NO_PASS set, it is also immune - you can't destroy walls. Note
366 * that weak walls have is_alive set, which prevent objects from
367 * passing over/through them. We don't care what type of movement
368 * the wall blocks - if it blocks any type of movement, can't be
369 * destroyed right now.
370 */
371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
372 {
373 save_throw_object (tmp, type, op);
374
375 if (op->destroyed ())
376 break;
377 }
378 }
379
380 return 0;
381 }
382
383 void
384 attack_message (int dam, int type, object *op, object *hitter)
385 {
386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
387 int i, found = 0;
388 maptile *map;
389 object *next, *tmp;
390
391 /* put in a few special messages for some of the common attacktypes
392 * a player might have. For example, fire, electric, cold, etc
393 * [garbled 20010919]
394 */
395
396 if (dam == 9998 && op->type == DOOR)
397 {
398 sprintf (buf1, "unlock %s", &op->name);
399 sprintf (buf2, " unlocks");
400 found++;
401 }
402 if (dam < 0)
403 {
404 sprintf (buf1, "hit %s", &op->name);
405 sprintf (buf2, " hits");
406 found++;
407 }
408 else if (dam == 0)
409 {
410 sprintf (buf1, "missed %s", &op->name);
411 sprintf (buf2, " misses");
412 found++;
413 }
414 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
415 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
416 {
417 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
418 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
419 {
420 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
421 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
422 found++;
423 break;
424 }
425 }
426 else if (op->type == DOOR && !found)
427 {
428 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
429 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
430 {
431 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
432 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
433 found++;
434 break;
435 }
436 }
437 else if (hitter->type == PLAYER && op->is_alive ())
438 {
439 if (USING_SKILL (hitter, SK_KARATE))
440 {
441 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
442 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
443 {
444 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
445 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
446 found++;
447 break;
448 }
449 }
450 else if (USING_SKILL (hitter, SK_CLAWING))
451 {
452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
453 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
454 {
455 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
456 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
457 found++;
458 break;
459 }
460 }
461 else if (USING_SKILL (hitter, SK_PUNCHING))
462 {
463 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
464 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
465 {
466 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
467 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
468 found++;
469 break;
470 }
471 }
472 }
473
474 if (found)
475 {
476 /* done */
477 }
478 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
479 {
480 sprintf (buf1, "hit"); /* just in case */
481 for (i = 0; i < MAXATTACKMESS; i++)
482 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
483 {
484 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
485 found++;
486 break;
487 }
488 }
489 else if (type & AT_DRAIN && op->is_alive ())
490 {
491 /* drain is first, because some items have multiple attypes */
492 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
493 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
494 {
495 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
496 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
497 found++;
498 break;
499 }
500 }
501 else if (type & AT_ELECTRICITY && op->is_alive ())
502 {
503 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
504 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
505 {
506 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
507 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
508 found++;
509 break;
510 }
511 }
512 else if (type & AT_COLD && op->is_alive ())
513 {
514 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
515 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
516 {
517 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
518 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
519 found++;
520 break;
521 }
522 }
523 else if (type & AT_FIRE)
524 {
525 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
526 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
527 {
528 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
529 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
530 found++;
531 break;
532 }
533 }
534 else if (hitter->current_weapon != NULL)
535 {
536 int mtype;
537
538 switch (hitter->current_weapon->weapontype)
539 {
540 case WEAP_HIT:
541 mtype = ATM_BASIC;
542 break;
543 case WEAP_SLASH:
544 mtype = ATM_SLASH;
545 break;
546 case WEAP_PIERCE:
547 mtype = ATM_PIERCE;
548 break;
549 case WEAP_CLEAVE:
550 mtype = ATM_CLEAVE;
551 break;
552 case WEAP_SLICE:
553 mtype = ATM_SLICE;
554 break;
555 case WEAP_STAB:
556 mtype = ATM_STAB;
557 break;
558 case WEAP_WHIP:
559 mtype = ATM_WHIP;
560 break;
561 case WEAP_CRUSH:
562 mtype = ATM_CRUSH;
563 break;
564 case WEAP_BLUD:
565 mtype = ATM_BLUD;
566 break;
567 default:
568 mtype = ATM_BASIC;
569 break;
570 }
571
572 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
573 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
574 {
575 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
576 strcpy (buf2, attack_mess[mtype][i].buf3);
577 found++;
578 break;
579 }
580 }
581 else
582 {
583 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
584 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
585 {
586 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
587 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
588 found++;
589 break;
590 }
591 }
592
593 if (!found)
594 {
595 strcpy (buf1, "hit");
596 strcpy (buf2, " hits");
597 }
598
599 /* bail out if a monster is casting spells */
600 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
601 return;
602
603 /* scale down magic considerably. */
604 if (type & AT_MAGIC && rndm (0, 5))
605 return;
606
607 /* Did a player hurt another player? Inform both! */
608 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
609 {
610 if (hitter->owner != NULL)
611 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
612 else
613 {
614 sprintf (buf, "%s%s you.", &hitter->name, buf2);
615
616 if (dam != 0)
617 {
618 if (dam < 10)
619 op->contr->play_sound (sound_find ("player_is_hit1"));
620 else if (dam < 20)
621 op->contr->play_sound (sound_find ("player_is_hit2"));
622 else
623 op->contr->play_sound (sound_find ("player_is_hit3"));
624 }
625 }
626
627 new_draw_info (NDI_BLACK, 0, op, buf);
628 } /* end of player hitting player */
629
630 if (hitter->type == PLAYER)
631 {
632 sprintf (buf, "You %s.", buf1);
633
634 if (dam != 0)
635 {
636 if (dam < 10)
637 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20)
639 op->play_sound (sound_find ("player_hits2"));
640 else
641 op->play_sound (sound_find ("player_hits3"));
642 }
643
644 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 {
648 /* look for stacked spells and start reducing the message chances */
649 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
650 {
651 i = 4;
652 map = hitter->map;
653 if (out_of_map (map, hitter->x, hitter->y))
654 return;
655
656 next = GET_MAP_OB (map, hitter->x, hitter->y);
657 if (next)
658 while (next)
659 {
660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
661 i *= 3;
662
663 tmp = next;
664 next = tmp->above;
665 }
666
667 if (i < 0)
668 return;
669
670 if (rndm (0, i) != 0)
671 return;
672 }
673 else if (rndm (0, 5) != 0)
674 return;
675
676 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
677 op->play_sound (sound_find ("player_hits4"));
678 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
679 }
680 }
681
682
683 static int
684 get_attack_mode (object **target, object **hitter, int *simple_attack)
685 {
686 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
687 {
688 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
689 return 1;
690 }
691
692 if ((*target)->head)
693 *target = (*target)->head;
694
695 if ((*hitter)->head)
696 *hitter = (*hitter)->head;
697
698 if ((*target)->type == LOCKED_DOOR)
699 return 1; // locked doors cannot be hit
700
701 if ((*hitter)->env || (*target)->env)
702 {
703 *simple_attack = 1;
704 return 0;
705 }
706
707 if (QUERY_FLAG (*target, FLAG_REMOVED)
708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
711 {
712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
714 return 1;
715 }
716
717 *simple_attack = 0;
718 return 0;
719 }
720
721 static int
722 abort_attack (object *target, object *hitter, int simple_attack)
723 {
724
725 /* Check if target and hitter are still in a relation similar to the one
726 * determined by get_attack_mode(). Returns true if the relation has changed.
727 */
728 int new_mode;
729
730 if (hitter->env == target || target->env == hitter)
731 new_mode = 1;
732 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
733 return 1;
734 else
735 new_mode = 0;
736 return new_mode != simple_attack;
737 }
738
739 static void thrown_item_effect (object *, object *);
740
741 static int
742 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
743 {
744 int simple_attack, roll, dam = 0;
745 uint32 type;
746 shstr op_name;
747
748 if (get_attack_mode (&op, &hitter, &simple_attack))
749 goto error;
750
751 if (hitter->current_weapon)
752 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
753 return RESULT_INT (0);
754
755 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
756 return RESULT_INT (0);
757
758 /*
759 * A little check to make it more difficult to dance forward and back
760 * to avoid ever being hit by monsters.
761 */
762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
763 {
764 /* Decrease speed BEFORE calling process_object. Otherwise, an
765 * infinite loop occurs, with process_object calling move_monster,
766 * which then gets here again. By decreasing the speed before
767 * we call process_object, the 'if' statement above will fail.
768 */
769 --op->speed_left;
770 process_object (op);
771
772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
773 goto error;
774 }
775
776 op_name = op->name;
777
778 roll = random_roll (1, 20, hitter, PREFER_HIGH);
779
780 /* Adjust roll for various situations. */
781 if (!simple_attack)
782 roll += adj_attackroll (hitter, op);
783
784 /* See if we hit the creature */
785 if (roll == 20 || op->stats.ac >= base_wc - roll)
786 {
787 int hitdam = base_dam;
788
789 if (!simple_attack)
790 {
791 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this.
793 * -b.t. */
794 if (QUERY_FLAG (op, FLAG_SLEEP))
795 CLEAR_FLAG (op, FLAG_SLEEP);
796
797 /* If the victim can't see the attacker, it may alert others
798 * for help. */
799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 npc_call_help (op);
801
802 /* if you were hidden and hit by a creature, you are discovered */
803 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
804 {
805 make_visible (op);
806
807 if (op->type == PLAYER)
808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
809 }
810
811 /* thrown items (hitter) will have various effects
812 * when they hit the victim. For things like thrown daggers,
813 * this sets 'hitter' to the actual dagger, and not the
814 * wrapper object.
815 */
816 thrown_item_effect (hitter, op);
817
818 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
819 goto leave;
820 }
821
822 /* Need to do at least 1 damage, otherwise there is no point
823 * to go further and it will cause FPE's below.
824 */
825 if (hitdam <= 0)
826 hitdam = 1;
827
828 type = hitter->attacktype;
829
830 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
831 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
832 * This check is important for the most simple monsters out there in the
833 * game content (maps, archs). For example orcs: They would have
834 * no attacktype at all.
835 *
836 * Some time in the future someone should just go into the game data
837 * and fix every monster out there ;-/ Until then we will kill some
838 * more trees in the african rain forests with this check.
839 */
840 if (!type)
841 type = AT_PHYSICAL;
842
843 /* Handle monsters that hit back */
844 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
845 {
846 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
847 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
848
849 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
850
851 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
852 goto leave;
853 }
854
855 /* In the new attack code, it should handle multiple attack
856 * types in its area, so remove it from here.
857 */
858 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
859
860 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
861 goto leave;
862 } /* end of if hitter hit op */
863 /* if we missed, dam=0 */
864
865 /*attack_message(dam, type, op, hitter); */
866
867 goto leave;
868
869 error:
870 dam = 1;
871
872 leave:
873
874 return dam;
875 }
876
877 int
878 attack_ob (object *op, object *hitter)
879 {
880 hitter = hitter->head_ ();
881
882 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
883 }
884
885 /* op is the arrow, tmp is what is stopping the arrow.
886 *
887 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
888 */
889 static int
890 stick_arrow (object *op, object *tmp)
891 {
892 /* If the missile hit a player, we insert it in their inventory.
893 * However, if the missile is heavy, we don't do so (assume it falls
894 * to the ground after a hit). What a good value for this is up to
895 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
896 * stick around.
897 */
898 if (op->weight <= 5000 && tmp->stats.hp >= 0)
899 {
900 tmp->head_ ()->insert (op);
901 return 1;
902 }
903 else
904 return 0;
905 }
906
907 /* hit_with_arrow() disassembles the missile, attacks the victim and
908 * reassembles the missile.
909 *
910 * It returns a pointer to the reassembled missile, or NULL if the missile
911 * isn't available anymore.
912 */
913 object *
914 hit_with_arrow (object *op, object *victim)
915 {
916 object *container, *hitter;
917 int hit_something = 0;
918
919 /* Disassemble missile */
920 if (op->inv)
921 {
922 container = op;
923 hitter = op->inv;
924 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
925 /* Note that we now have an empty THROWN_OBJ on the map. Code that
926 * might be called until this THROWN_OBJ is either reassembled or
927 * removed at the end of this function must be able to deal with empty
928 * THROWN_OBJs. */
929 }
930 else
931 {
932 container = 0;
933 hitter = op;
934 }
935
936 /* Try to hit victim */
937 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
938
939 /* Arrow attacks door, rune of summoning is triggered, demon is put on
940 * arrow, move_apply() calls this function, arrow sticks in demon,
941 * attack_ob_simple() returns, and we've got an arrow that still exists
942 * but is no longer on the map. Ugh. (Beware: Such things can happen at
943 * other places as well!)
944 */
945 if (hitter->destroyed () || hitter->env != NULL)
946 {
947 if (container)
948 container->destroy ();
949
950 return 0;
951 }
952
953 /* Missile hit victim */
954 /* if the speed is > 10, then this is a fast moving arrow, we go straight
955 * through the target
956 */
957 if (hit_something && op->speed <= 10.0)
958 {
959 /* Stop arrow */
960 if (!container)
961 {
962 hitter = fix_stopped_arrow (hitter);
963 if (!hitter)
964 return 0;
965 }
966 else
967 container->destroy ();
968
969 /* Try to stick arrow into victim */
970 if (!victim->destroyed () && stick_arrow (hitter, victim))
971 return 0;
972
973 /* Else try to put arrow on victim's map square
974 * remove check for P_WALL here. If the arrow got to this
975 * space, that is good enough - with the new movement code,
976 * there is now the potential for lots of spaces where something
977 * can fly over but not otherwise move over. What is the correct
978 * way to handle those otherwise?
979 */
980 if (victim->x != hitter->x || victim->y != hitter->y)
981 {
982 if (victim->destroyed ())
983 hitter->destroy ();
984 else
985 {
986 hitter->remove ();
987 hitter->x = victim->x;
988 hitter->y = victim->y;
989 insert_ob_in_map (hitter, victim->map, hitter, 0);
990 }
991 }
992 else
993 /* Else leave arrow where it is */
994 merge_ob (hitter, NULL);
995
996 return 0;
997 }
998
999 if (hit_something && op->speed >= 10.0)
1000 op->speed -= 1.0;
1001
1002 /* Missile missed victim - reassemble missile */
1003 if (container)
1004 {
1005 hitter->remove ();
1006 insert_ob_in_ob (hitter, container);
1007 }
1008
1009 return op;
1010 }
1011
1012 void
1013 tear_down_wall (object *op)
1014 {
1015 if (!op->stats.maxhp)
1016 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1017 else if (!op->has_anim ())
1018 {
1019 /* Object has been called - no animations, so remove it */
1020 if (op->stats.hp < 0)
1021 op->destroy ();
1022
1023 return; /* no animations, so nothing more to do */
1024 }
1025
1026 // we use frames 1..num-2 as intermediate frames, so
1027 // the last frame is used only when hp < 0.
1028 int perc = clamp (
1029 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1030 0, op->anim_frames () - 1
1031 );
1032
1033 op->set_anim_frame (perc);
1034 update_object (op, UP_OBJ_FACE);
1035
1036 if (op->stats.hp < 0)
1037 { /* Reached the last animation */
1038 if (op->face == blank_face)
1039 /* If the last face is blank, remove the ob */
1040 op->destroy ();
1041 else
1042 { /* The last face was not blank, leave an image */
1043 op->flag [FLAG_BLOCKSVIEW] = false;
1044 update_all_los (op->map, op->x, op->y);
1045 op->move_block = 0;
1046 op->flag [FLAG_ALIVE] = false;
1047 }
1048 }
1049 }
1050
1051 void
1052 scare_creature (object *target, object *hitter)
1053 {
1054 target->flag [FLAG_SCARED] = true;
1055
1056 if (!target->enemy)
1057 target->enemy = hitter->outer_owner ();
1058 }
1059
1060 /* This returns the amount of damage hitter does to op with the
1061 * appropriate attacktype. Only 1 attacktype should be set at a time.
1062 * This doesn't damage the player, but returns how much it should
1063 * take. However, it will do other effects (paralyzation, slow, etc.)
1064 * Note - changed for PR code - we now pass the attack number and not
1065 * the attacktype. Makes it easier for the PR code. */
1066 int
1067 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1068 {
1069 int doesnt_slay = 1;
1070
1071 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1072 if (attacknum >= NROFATTACKS)
1073 {
1074 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1075 return 0;
1076 }
1077
1078 if (dam < 0)
1079 {
1080 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1081 dam, hitter->debug_desc (), op->debug_desc ());
1082 return 0;
1083 }
1084
1085 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1086 * people can't mess with that or it otherwise get confused. */
1087 if (attacknum == ATNR_INTERNAL)
1088 return dam;
1089
1090 if (hitter->slaying)
1091 {
1092 if ((op->race && hitter->slaying.contains (op->race))
1093 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1094 {
1095 doesnt_slay = 0;
1096 dam *= 3;
1097 }
1098 }
1099
1100 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1101 if (op->resist[attacknum])
1102 {
1103 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1104 * in case 0>dam>1, we try to "simulate" a float value-effect */
1105 dam *= (100 - op->resist[attacknum]);
1106 if (dam >= 100)
1107 dam /= 100;
1108 else
1109 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1110 }
1111
1112 /* Special hack. By default, if immune to something, you
1113 * shouldn't need to worry. However, acid is an exception, since
1114 * it can still damage your items. Only include attacktypes if
1115 * special processing is needed */
1116
1117 if (op->resist[attacknum] >= 100
1118 && doesnt_slay
1119 && attacknum != ATNR_ACID)
1120 return 0;
1121
1122 /* Keep this in order - makes things easier to find */
1123
1124 switch (attacknum)
1125 {
1126 case ATNR_PHYSICAL:
1127 /* here also check for diseases */
1128 check_physically_infect (op, hitter);
1129 break;
1130
1131 /* Don't need to do anything for:
1132 magic,
1133 fire,
1134 electricity,
1135 cold */
1136
1137 case ATNR_CONFUSION:
1138 case ATNR_POISON:
1139 case ATNR_SLOW:
1140 case ATNR_PARALYZE:
1141 case ATNR_FEAR:
1142 case ATNR_CANCELLATION:
1143 case ATNR_DEPLETE:
1144 case ATNR_BLIND:
1145 {
1146 /* chance for inflicting a special attack depends on the
1147 * difference between attacker's and defender's level
1148 */
1149 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1150
1151 /* First, only creatures/players with speed can be affected.
1152 * Second, just getting hit doesn't mean it always affects
1153 * you. Third, you still get a saving through against the
1154 * effect.
1155 */
1156 if (op->speed &&
1157 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1158 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1159 {
1160
1161 /* Player has been hit by something */
1162 if (attacknum == ATNR_CONFUSION)
1163 confuse_player (op, hitter, dam);
1164 else if (attacknum == ATNR_POISON)
1165 poison_player (op, hitter, dam);
1166 else if (attacknum == ATNR_SLOW)
1167 slow_player (op, hitter, dam);
1168 else if (attacknum == ATNR_PARALYZE)
1169 paralyze_player (op, hitter, dam);
1170 else if (attacknum == ATNR_FEAR)
1171 scare_creature (op, hitter);
1172 else if (attacknum == ATNR_CANCELLATION)
1173 cancellation (op);
1174 else if (attacknum == ATNR_DEPLETE)
1175 op->drain_stat ();
1176 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1177 blind_player (op, hitter, dam);
1178 }
1179
1180 dam = 0; /* These are all effects and don't do real damage */
1181 }
1182 break;
1183
1184 case ATNR_ACID:
1185 {
1186 int flag = 0;
1187
1188 /* Items only get corroded if you're not on a battleground and
1189 * if your acid resistance is below 50%. */
1190 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1191 {
1192 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1193 {
1194 if (tmp->invisible)
1195 continue;
1196 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1197 /* >= 10% acid res. on items will protect these */
1198 continue;
1199 if (!(tmp->materials & M_IRON))
1200 continue;
1201 if (tmp->magic < -4) /* Let's stop at -5 */
1202 continue;
1203 if (tmp->type == RING
1204 /* removed boots and gloves from exclusion list in PR */
1205 || tmp->type == GIRDLE
1206 || tmp->type == AMULET
1207 || tmp->type == WAND
1208 || tmp->type == ROD
1209 || tmp->type == HORN)
1210 continue; /* To avoid some strange effects */
1211
1212 /* High damage acid has better chance of corroding
1213 objects */
1214 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1215 {
1216 flag = 1;
1217 tmp->magic--;
1218
1219 if (object *pl = tmp->visible_to ())
1220 {
1221 /* Make this more visible */
1222 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1223 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1224
1225 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1226 }
1227 }
1228 }
1229
1230 if (flag)
1231 op->update_stats (); /* Something was corroded */
1232 }
1233 }
1234 break;
1235
1236 case ATNR_DRAIN:
1237 {
1238 /* rate is the proportion of exp drained. High rate means
1239 * not much is drained, low rate means a lot is drained.
1240 */
1241 int rate;
1242
1243 if (op->resist[ATNR_DRAIN] >= 0)
1244 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1245 else
1246 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1247
1248 if (op->stats.exp <= rate)
1249 {
1250 if (op->type == GOLEM)
1251 dam = 999; /* Its force is "sucked" away. 8) */
1252 else
1253 /* If we can't drain, lets try to do physical damage */
1254 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1255 }
1256 else
1257 {
1258 /* Randomly give the hitter some hp */
1259 if (hitter->stats.hp < hitter->stats.maxhp &&
1260 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1261 hitter->stats.hp++;
1262
1263 /* Can't do drains on battleground spaces.
1264 * Move the wiz check up here - before, the hitter wouldn't gain exp
1265 * exp, but the wiz would still lose exp! If drainee is a wiz,
1266 * nothing happens.
1267 * Try to credit the owner. We try to display player -> player drain
1268 * attacks, hence all the != PLAYER checks.
1269 */
1270 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1271 {
1272 object *owner = hitter->owner;
1273
1274 if (owner && owner != hitter)
1275 {
1276 if (op->type != PLAYER || owner->type != PLAYER)
1277 change_exp (owner, op->stats.exp / (rate * 2),
1278 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1279 }
1280 else if (op->type != PLAYER || hitter->type != PLAYER)
1281 change_exp (hitter, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1283
1284 change_exp (op, -op->stats.exp / rate, NULL, 0);
1285 }
1286
1287 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1288 * drain attack, you won't know that you are actually sucking out EXP,
1289 * as the messages will say you missed
1290 */
1291 }
1292 }
1293 break;
1294
1295 case ATNR_TURN_UNDEAD:
1296 {
1297 if (QUERY_FLAG (op, FLAG_UNDEAD))
1298 {
1299 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1300 object *god = find_god (determine_god (owner));
1301 int div = 1;
1302
1303 /* if undead are not an enemy of your god, you turn them
1304 * at half strength */
1305 if (!god || !god->slaying.contains (shstr_undead))
1306 div = 2;
1307
1308 /* Give a bonus if you resist turn undead */
1309 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1310 scare_creature (op, owner);
1311 }
1312 else
1313 dam = 0; /* don't damage non undead - should we damage
1314 undead? */
1315 }
1316 break;
1317
1318 case ATNR_DEATH:
1319 deathstrike_player (op, hitter, &dam);
1320 break;
1321
1322 case ATNR_CHAOS:
1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1324 dam = 0;
1325 break;
1326
1327 case ATNR_COUNTERSPELL:
1328 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1329 dam = 0;
1330 /* This should never happen. Counterspell is handled
1331 * seperately and filtered out. If this does happen,
1332 * Counterspell has no effect on anything but spells, so it
1333 * does no damage. */
1334 break;
1335
1336 case ATNR_HOLYWORD:
1337 {
1338 /* This has already been handled by hit_player,
1339 * no need to check twice -- DAMN */
1340 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1341
1342 /* As with turn undead above, give a bonus on the saving throw */
1343 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1344 scare_creature (op, owner);
1345 }
1346 break;
1347
1348 case ATNR_LIFE_STEALING:
1349 {
1350 int new_hp;
1351
1352 /* this is replacement to drain for players, instead of taking
1353 * exp it takes hp. It is geared for players, probably not
1354 * much use giving it to monsters
1355 *
1356 * life stealing doesn't do a lot of damage, but it gives the
1357 * damage it does do to the player. Given that,
1358 * it only does 1/10'th normal damage (hence the divide by
1359 * 1000).
1360 */
1361 /* You can't steal life from something undead */
1362 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1363 return 0;
1364
1365 /* If drain protection is higher than life stealing, use that */
1366 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1367 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1368 else
1369 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1370
1371 /* You die at -1 hp, not zero. */
1372 if (dam > (op->stats.hp + 1))
1373 dam = op->stats.hp + 1;
1374
1375 new_hp = hitter->stats.hp + dam;
1376 if (new_hp > hitter->stats.maxhp)
1377 new_hp = hitter->stats.maxhp;
1378
1379 if (new_hp > hitter->stats.hp)
1380 hitter->stats.hp = new_hp;
1381 }
1382 }
1383
1384 return dam;
1385 }
1386
1387 /* GROS: This code comes from hit_player. It has been made external to
1388 * allow script procedures to "kill" objects in a combat-like fashion.
1389 * It was initially used by (kill-object) developed for the Collector's
1390 * Sword. Note that nothing has been changed from the original version
1391 * of the following code.
1392 * op is what is being killed.
1393 * dam is the damage done to it.
1394 * hitter is what is hitting it.
1395 * type is the attacktype.
1396 *
1397 * This function was a bit of a mess with hitter getting changed,
1398 * values being stored away but not used, etc. I've cleaned it up
1399 * a bit - I think it should be functionally equivalant.
1400 * MSW 2002-07-17
1401 */
1402 int
1403 kill_object (object *op, int dam, object *hitter, int type)
1404 {
1405 char buf[MAX_BUF];
1406 shstr skill;
1407 int maxdam = 0;
1408 int battleg = 0; /* true if op standing on battleground */
1409 int pk = 0; /* true if op and what controls hitter are both players */
1410 object *owner = 0;
1411 object *skop = 0;
1412
1413 if (op->stats.hp >= 0)
1414 return -1;
1415
1416 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1417 return 0;
1418
1419 /* maxdam needs to be the amount of damage it took to kill
1420 * this creature. The function(s) that call us have already
1421 * adjusted the creatures HP total, so that is negative.
1422 */
1423 maxdam = dam + op->stats.hp + 1;
1424
1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1426 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1427
1428 if (op->type == DOOR)
1429 {
1430 op->set_speed (0.1f);
1431 op->speed_left = -0.05f;
1432 return maxdam;
1433 }
1434
1435 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1436 {
1437 op->drop_and_destroy ();
1438 return maxdam;
1439 }
1440
1441 /* Now lets start dealing with experience we get for killing something */
1442
1443 owner = hitter->outer_owner ();
1444 if (!owner)
1445 owner = hitter;
1446
1447 /* is the victim (op) standing on battleground? */
1448 if (op_on_battleground (op, NULL, NULL))
1449 battleg = 1;
1450
1451 /* is this player killing? */
1452 if (op->type == PLAYER && owner->type == PLAYER)
1453 pk = 1;
1454
1455 /* Player killed something */
1456 if (owner->type == PLAYER)
1457 {
1458 /* Log players killing other players - makes it easier to detect
1459 * and filter out malicious player killers - that is why the
1460 * ip address is included.
1461 */
1462 if (op->type == PLAYER && !battleg)
1463 {
1464 time_t t = time (NULL);
1465 struct tm *tmv;
1466 char buf[256];
1467
1468 tmv = localtime (&t);
1469 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1470
1471 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1472 }
1473
1474 /* try to filter some things out - basically, if you are
1475 * killing a level 1 creature and your level 20, you
1476 * probably don't want to see that.
1477 */
1478 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1479 {
1480 if (owner != hitter)
1481 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1482 else
1483 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1484
1485 /* Only play sounds for melee kills */
1486 if (hitter->type == PLAYER)
1487 owner->play_sound (sound_find ("player_kills"));
1488 }
1489
1490 /* If a player kills another player, not on
1491 * battleground, the "killer" looses 1 luck. Since this is
1492 * not reversible, it's actually quite a pain IMHO. -AV
1493 * Fix bug in that we were changing the luck of the hitter, not
1494 * player that the object belonged to - so if you killed another player
1495 * with spells, pets, whatever, there was no penalty.
1496 * Changed to make luck penalty configurable in settings.
1497 */
1498 if (op->type == PLAYER && owner != op && !battleg)
1499 owner->change_luck (-settings.pk_luck_penalty);
1500
1501 /* This code below deals with finding the appropriate skill
1502 * to credit exp to. This is a bit problematic - we should
1503 * probably never really have to look at current_weapon->skill
1504 */
1505 if (hitter->skill && hitter->type != PLAYER)
1506 skill = hitter->skill;
1507 else if (owner->chosen_skill)
1508 {
1509 skop = owner->chosen_skill;
1510 skill = skop->skill;
1511 }
1512 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1513 skill = owner->current_weapon->skill;
1514 else
1515 {
1516 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1517 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1518 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1519 skill = 0;
1520 }
1521
1522 /* We have the skill we want to credit to - now find the object this goes
1523 * to. Make sure skop is an actual skill, and not a skill tool!
1524 */
1525 skop = owner->contr->find_skill (skill);
1526 } /* Was it a player that hit somethign */
1527 else
1528 skill = 0;
1529
1530 /* These may have been set in the player code section above */
1531 if (!skop)
1532 skop = hitter->chosen_skill;
1533
1534 if (!skill && skop)
1535 skill = skop->skill;
1536
1537 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1539 {
1540 int exp;
1541
1542 /* Really don't give much experience for killing other players */
1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1544 if (op->type == PLAYER)
1545 {
1546 if (battleg)
1547 {
1548 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1549 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1550 }
1551 else
1552 exp = op->stats.exp / 1000;
1553 }
1554 else
1555 exp = calc_skill_exp (owner, op, skop);
1556
1557 /* if op is standing on "battleground" (arena), no way to gain
1558 * exp by killing him
1559 */
1560 if (battleg)
1561 exp = 0;
1562
1563 /* Don't know why this is set this way - doesn't make
1564 * sense to just divide everything by two for no reason.
1565 */
1566
1567 if (!settings.simple_exp)
1568 exp = exp / 2;
1569
1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1571 change_exp (owner, exp, skill, 0);
1572 else
1573 {
1574 int shares = 0, count = 0;
1575 partylist *party = owner->contr->party;
1576
1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1578
1579 for_all_players (pl)
1580 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1581 {
1582 count++;
1583 shares += (pl->ob->level + 4);
1584 }
1585
1586 if (count == 1 || shares > exp || !shares)
1587 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1588 else
1589 {
1590 int share = exp / shares, given = 0, nexp;
1591
1592 for_all_players (pl)
1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594 {
1595 nexp = (pl->ob->level + 4) * share;
1596 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1597 given += nexp;
1598 }
1599
1600 exp -= given;
1601 /* give any remainder to the player */
1602 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1603 }
1604 } /* else part of a party */
1605 } /* end if person didn't kill himself */
1606
1607 if (op->type != PLAYER)
1608 {
1609 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1610 {
1611 object *owner1 = op->owner;
1612
1613 if (owner1 && owner1->type == PLAYER)
1614 {
1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 /* Maybe we should include the owner that killed this, maybe not */
1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1618 }
1619
1620 remove_friendly_object (op);
1621 }
1622
1623 op->drop_and_destroy ();
1624 }
1625 else
1626 /* Player has been killed! */
1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628
1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1630 * continues in the calling function.
1631 */
1632 return maxdam;
1633 }
1634
1635 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1636 * Returns 0 this is not friendly fire
1637 */
1638 int
1639 friendly_fire (object *op, object *hitter)
1640 {
1641 object *owner;
1642 int friendlyfire;
1643
1644 if (hitter->head)
1645 hitter = hitter->head;
1646
1647 friendlyfire = 0;
1648
1649 if (op->type == PLAYER)
1650 {
1651 if (op_on_battleground (hitter, 0, 0))
1652 return 0;
1653
1654 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1655 return 1;
1656
1657 if ((owner = hitter->owner) != NULL)
1658 {
1659 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1660 friendlyfire = 2;
1661 }
1662
1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1664 friendlyfire = 0;
1665 }
1666
1667 return friendlyfire;
1668 }
1669
1670 /* This isn't used just for players, but in fact most objects.
1671 * op is the object to be hit, dam is the amount of damage, hitter
1672 * is what is hitting the object, type is the attacktype, and
1673 * full_hit is set if monster area does not matter.
1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1675 * modify it.
1676 */
1677 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1679 int
1680 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1681 {
1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1683 int maxattacktype, attacknum;
1684 int body_attack = op && op->head; /* Did we hit op's head? */
1685 int simple_attack;
1686 int rtn_kill = 0;
1687 int friendlyfire;
1688
1689 if (get_attack_mode (&op, &hitter, &simple_attack))
1690 return 0;
1691
1692 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1694 return 0;
1695
1696 // only allow pk for hostile players
1697 if (op->type == PLAYER)
1698 {
1699 object *owner = hitter->owner;
1700
1701 if (!owner)
1702 owner = hitter;
1703
1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1708 return 0;
1709 }
1710
1711 if (body_attack)
1712 {
1713 /* slow and paralyze must hit the head. But we don't want to just
1714 * return - we still need to process other attacks the spell still
1715 * might have. So just remove the paralyze and slow attacktypes,
1716 * and keep on processing if we have other attacktypes.
1717 * return if only magic or nothing is left - under normal code
1718 * we don't attack with pure magic if there is another attacktype.
1719 * Only do processing if the initial attacktype includes one of those
1720 * attack so we don't cancel out things like magic bullet.
1721 */
1722 if (type & (AT_PARALYZE | AT_SLOW))
1723 {
1724 type &= ~(AT_PARALYZE | AT_SLOW);
1725
1726 if (!type || type == AT_MAGIC)
1727 return 0;
1728 }
1729 }
1730
1731 if (!simple_attack && op->type == DOOR)
1732 {
1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1734 if (tmp->type == RUNE || tmp->type == TRAP)
1735 {
1736 spring_trap (tmp, hitter);
1737
1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1739 return 0;
1740
1741 break;
1742 }
1743 }
1744
1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1746 {
1747 /* FIXME: If a player is killed by a rune in a door, the
1748 * destroyed() check above doesn't return, and might get here.
1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1757 return 0;
1758 }
1759
1760 #ifdef ATTACK_DEBUG
1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1762 #endif
1763
1764 if (magic)
1765 {
1766 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1767 * in case 0>dam>1, we try to "simulate" a float value-effect */
1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1769 if (dam >= 100)
1770 dam /= 100;
1771 else
1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1773 }
1774
1775 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1776 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1777 */
1778 if (type & AT_CHAOS)
1779 {
1780 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1781 update_object (op, UP_OBJ_FACE);
1782 type &= ~AT_CHAOS;
1783 }
1784
1785 /* Holyword is really an attacktype modifier (like magic is). If
1786 * holyword is part of an attacktype, then make sure the creature is
1787 * a proper match, otherwise no damage.
1788 */
1789 if (type & AT_HOLYWORD)
1790 {
1791 object *god;
1792
1793 if ((!hitter->slaying
1794 || (!(op->race && hitter->slaying.contains (op->race))
1795 && !(op->name && hitter->slaying.contains (op->name))))
1796 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1797 || (hitter->title
1798 && (god = find_god (determine_god (hitter))) != NULL
1799 && god->race.contains (shstr_undead))))
1800 return 0;
1801 }
1802
1803 maxattacktype = type; /* initialise this to something */
1804 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1805 {
1806 /* Magic isn't really a true attack type - it gets combined with other
1807 * attack types. As such, skip it over. However, if magic is
1808 * the only attacktype in the group, then still attack with it
1809 */
1810 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1811 continue;
1812
1813 /* Go through and hit the player with each attacktype, one by one.
1814 * hit_player_attacktype only figures out the damage, doesn't inflict
1815 * it. It will do the appropriate action for attacktypes with
1816 * effects (slow, paralization, etc.
1817 */
1818 if (type & attacktype)
1819 {
1820 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1821 /* the >= causes us to prefer messages from special attacks, if
1822 * the damage is equal.
1823 */
1824 if (ndam >= maxdam)
1825 {
1826 maxdam = ndam;
1827 maxattacktype = 1 << attacknum;
1828 }
1829 }
1830 }
1831
1832 /* if this is friendly fire then do a set % of damage only
1833 * Note - put a check in to make sure this attack is actually
1834 * doing damage - otherwise, the +1 in the code below will make
1835 * an attack do damage before when it otherwise didn't
1836 */
1837 friendlyfire = friendly_fire (op, hitter);
1838 if (friendlyfire && maxdam)
1839 {
1840 maxdam = ((dam * settings.set_friendly_fire) / 100);
1841
1842 #ifdef ATTACK_DEBUG
1843 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1844 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1845 #endif
1846 }
1847
1848 if (!full_hit)
1849 {
1850 int area;
1851 int remainder;
1852
1853 area = 0;
1854
1855 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1856 area++;
1857
1858 assert (area > 0);
1859
1860 /* basically: maxdam /= area; we try to "simulate" a float
1861 value-effect */
1862 remainder = 100 * (maxdam % area) / area;
1863 maxdam /= area;
1864 if (rndm (100) < remainder)
1865 maxdam++;
1866 }
1867
1868 #ifdef ATTACK_DEBUG
1869 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1870 #endif
1871
1872 // for now, only do this for active objects, otherwise they
1873 // keep a refcount for a long time and I see no usefulness
1874 // for an non-active objetc to know its enemy.
1875 if (op->active)
1876 if (hitter->owner)
1877 op->enemy = hitter->owner;
1878 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1879 op->enemy = hitter;
1880
1881 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1882 {
1883 /* The unaggressives look after themselves 8) */
1884 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1885 npc_call_help (op);
1886 }
1887
1888 if (magic && did_make_save (op, op->level, 0))
1889 maxdam = maxdam / 2;
1890
1891 attack_message (maxdam, maxattacktype, op, hitter);
1892
1893 op->stats.hp -= maxdam;
1894
1895 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1896 if ((op->stats.hp >= 0) &&
1897 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1898 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1899 {
1900
1901 if (QUERY_FLAG (op, FLAG_MONSTER))
1902 SET_FLAG (op, FLAG_RUN_AWAY);
1903 else
1904 scare_creature (op, hitter);
1905 }
1906
1907 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1908 {
1909 if (maxdam)
1910 tear_down_wall (op);
1911
1912 return maxdam; /* nothing more to do for wall */
1913 }
1914
1915 /* See if the creature has been killed */
1916 rtn_kill = kill_object (op, maxdam, hitter, type);
1917 if (rtn_kill != -1)
1918 return rtn_kill;
1919
1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1921 * that before if the player was immune to ghosthit, the monster
1922 * remained - that is no longer the case.
1923 */
1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1925 hitter->drop_and_destroy ();
1926 /* Lets handle creatures that are splitting now */
1927 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1928 {
1929 int i;
1930 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1931 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1932 object *owner = op->owner;
1933
1934 if (!op->other_arch)
1935 {
1936 LOG (llevError, "SPLITTING without other_arch error.\n");
1937 return maxdam;
1938 }
1939
1940 op->remove ();
1941
1942 for (i = 0; i < op->stats.food; i++)
1943 { /* This doesn't handle op->more yet */
1944 object *tmp = arch_to_object (op->other_arch);
1945 int j;
1946
1947 tmp->stats.hp = op->stats.hp;
1948
1949 if (friendly)
1950 {
1951 add_friendly_object (tmp);
1952 tmp->attack_movement = PETMOVE;
1953
1954 if (owner)
1955 tmp->set_owner (owner);
1956 }
1957
1958 if (unaggressive)
1959 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1960
1961 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1962
1963 if (j == -1) /* No spot to put this monster */
1964 tmp->destroy ();
1965 else
1966 {
1967 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1968 insert_ob_in_map (tmp, op->map, NULL, 0);
1969 }
1970 }
1971
1972 op->destroy ();
1973 }
1974 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1975 hitter->drop_and_destroy ();
1976
1977 return maxdam;
1978 }
1979
1980 void
1981 poison_player (object *op, object *hitter, int dam)
1982 {
1983 archetype *at = archetype::find ("poisoning");
1984 object *tmp = present_arch_in_ob (at, op);
1985
1986 if (tmp == NULL)
1987 {
1988 if ((tmp = arch_to_object (at)) == NULL)
1989 LOG (llevError, "Failed to clone arch poisoning.\n");
1990 else
1991 {
1992 tmp = insert_ob_in_ob (tmp, op);
1993 /* peterm: give poisoning some teeth. It should
1994 * be able to kill things better than it does:
1995 * damage should be dependent something--I choose to
1996 * do this: if it's a monster, the damage from the
1997 * poisoning goes as the level of the monster/2.
1998 * If anything else, goes as damage.
1999 */
2000
2001 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2002 tmp->stats.dam += hitter->level / 2;
2003 else
2004 tmp->stats.dam = dam;
2005
2006 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2007 if (hitter->skill && hitter->skill != tmp->skill)
2008 {
2009 tmp->skill = hitter->skill;
2010 }
2011
2012 tmp->stats.food += dam; /* more damage, longer poisoning */
2013
2014 if (op->type == PLAYER)
2015 {
2016 /* player looses stats, maximum is -10 of each */
2017 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2018 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2019 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2020 tmp->stats.Int = MAX (-dam / 7, -10);
2021 SET_FLAG (tmp, FLAG_APPLIED);
2022 op->update_stats ();
2023 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2024 op->play_sound (tmp->sound);
2025 }
2026
2027 if (hitter->type == PLAYER)
2028 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2029 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2030 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2031 }
2032
2033 tmp->speed_left = 0;
2034 }
2035 else
2036 tmp->stats.food++;
2037 }
2038
2039 void
2040 slow_player (object *op, object *hitter, int dam)
2041 {
2042 archetype *at = archetype::find ("slowness");
2043 object *tmp;
2044
2045 if (at == NULL)
2046 LOG (llevError, "Can't find slowness archetype.\n");
2047
2048 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2049 {
2050 tmp = arch_to_object (at);
2051 tmp = insert_ob_in_ob (tmp, op);
2052 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2053 }
2054 else
2055 tmp->stats.food++;
2056
2057 SET_FLAG (tmp, FLAG_APPLIED);
2058 tmp->speed_left = 0;
2059 op->update_stats ();
2060 }
2061
2062 void
2063 confuse_player (object *op, object *hitter, int dam)
2064 {
2065 object *tmp;
2066 int maxduration;
2067
2068 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2069 if (!tmp)
2070 {
2071 tmp = get_archetype (FORCE_NAME);
2072 tmp = insert_ob_in_ob (tmp, op);
2073 }
2074
2075 /* Duration added per hit and max. duration of confusion both depend
2076 * on the player's resistance
2077 */
2078 tmp->speed = 0.05;
2079 tmp->subtype = FORCE_CONFUSION;
2080 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2081 tmp->name = "confusion";
2082 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2083
2084 if (tmp->duration > maxduration)
2085 tmp->duration = maxduration;
2086
2087 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2088 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2089
2090 SET_FLAG (op, FLAG_CONFUSED);
2091 }
2092
2093 void
2094 blind_player (object *op, object *hitter, int dam)
2095 {
2096 object *tmp, *owner;
2097
2098 /* Save some work if we know it isn't going to affect the player */
2099 if (op->resist[ATNR_BLIND] == 100)
2100 return;
2101
2102 tmp = present_in_ob (BLINDNESS, op);
2103 if (!tmp)
2104 {
2105 tmp = get_archetype ("blindness");
2106 SET_FLAG (tmp, FLAG_BLIND);
2107 SET_FLAG (tmp, FLAG_APPLIED);
2108 /* use floats so we don't lose too much precision due to rounding errors.
2109 * speed is a float anyways.
2110 */
2111 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2112
2113 tmp = insert_ob_in_ob (tmp, op);
2114 change_abil (op, tmp); /* Mostly to display any messages */
2115 op->update_stats (); /* This takes care of some other stuff */
2116
2117 if (hitter->owner)
2118 owner = hitter->owner;
2119 else
2120 owner = hitter;
2121
2122 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2123 }
2124 tmp->stats.food += dam;
2125 if (tmp->stats.food > 10)
2126 tmp->stats.food = 10;
2127 }
2128
2129 void
2130 paralyze_player (object *op, object *hitter, int dam)
2131 {
2132 float effect, max;
2133
2134 /* object *tmp; */
2135
2136 /* This is strange stuff... someone knows for what this is
2137 * written? Well, i think this can and should be removed
2138 */
2139
2140 /*
2141 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2142 tmp=clone_arch(PARAIMAGE);
2143 tmp->x=op->x,tmp->y=op->y;
2144 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2145 }
2146 */
2147
2148 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2149 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2150
2151 if (effect == 0)
2152 return;
2153
2154 op->speed_left -= FABS (op->speed) * effect;
2155 /* tmp->stats.food+=(signed short) effect/op->speed; */
2156
2157 /* max number of ticks to be affected for. */
2158 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2159 if (op->speed_left < -(FABS (op->speed) * max))
2160 op->speed_left = (float) -(FABS (op->speed) * max);
2161
2162 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2163 }
2164
2165 /* Attempts to kill 'op'. hitter is the attack object, dam is
2166 * the computed damaged.
2167 */
2168 void
2169 deathstrike_player (object *op, object *hitter, int *dam)
2170 {
2171 /* The intention of a death attack is to kill outright things
2172 ** that are a lot weaker than the attacker, have a chance of killing
2173 ** things somewhat weaker than the caster, and no chance of
2174 ** killing something equal or stronger than the attacker.
2175 ** Also, if a deathstrike attack has a slaying, any monster
2176 ** whose name or race matches a comma-delimited list in the slaying
2177 ** field of the deathstriking object */
2178
2179 int atk_lev, def_lev, kill_lev;
2180
2181 if (hitter->slaying)
2182 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2183 || (op->race && hitter->slaying.contains (op->race))))
2184 return;
2185
2186 def_lev = op->level;
2187 if (def_lev < 1)
2188 {
2189 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2190 def_lev = 1;
2191 }
2192
2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2195 atk_lev, def_lev); */
2196
2197 if (atk_lev >= def_lev)
2198 {
2199 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2200
2201 /* Note that the below effectively means the ratio of the atk vs
2202 * defener level is important - if level 52 character has very little
2203 * chance of killing a level 50 monster. This should probably be
2204 * redone.
2205 */
2206 if (kill_lev >= def_lev)
2207 {
2208 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2209 /* I think this doesn't really do much. Because of
2210 * integer rounding, this only makes any difference if the
2211 * attack level is double the defender level.
2212 */
2213 *dam *= kill_lev / def_lev;
2214 }
2215 }
2216 else
2217 *dam = 0; /* no harm done */
2218 }
2219
2220 /* thrown_item_effect() - handles any special effects of thrown
2221 * items (like attacking living creatures--a potion thrown at a
2222 * monster).
2223 */
2224 static void
2225 thrown_item_effect (object *hitter, object *victim)
2226 {
2227 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2228 {
2229 /* May not need a switch for just 2 types, but this makes it
2230 * easier for expansion.
2231 */
2232 switch (hitter->type)
2233 {
2234 case POTION:
2235 /* should player get a save throw instead of checking magic protection? */
2236 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2237 (void) apply_potion (victim, hitter);
2238 break;
2239
2240 case POISON: /* poison drinks */
2241 /* As with potions, should monster get a save? */
2242 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2243 apply_poison (victim, hitter);
2244 break;
2245
2246 /* Removed case statements that did nothing.
2247 * food may be poisonous, but monster must be willing to eat it,
2248 * so we don't handle it here.
2249 * Containers should perhaps break open, but that code was disabled.
2250 */
2251 }
2252 }
2253 }
2254
2255 /* adj_attackroll() - adjustments to attacks by various conditions */
2256 int
2257 adj_attackroll (object *hitter, object *target)
2258 {
2259 object *attacker = hitter;
2260 int adjust = 0;
2261
2262 /* safety */
2263 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2264 {
2265 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2266 return 0;
2267 }
2268
2269 /* aimed missiles use the owning object's sight */
2270 if (is_aimed_missile (hitter))
2271 {
2272 if ((attacker = hitter->owner) == NULL)
2273 attacker = hitter;
2274 /* A player who saves but hasn't quit still could have objects
2275 * owned by him - need to handle that case to avoid crashes.
2276 */
2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2278 attacker = hitter;
2279 }
2280 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2281 return 0;
2282
2283 /* determine the condtions under which we make an attack.
2284 * Add more cases, as the need occurs. */
2285
2286 if (!can_see_enemy (attacker, target))
2287 {
2288 /* target is unseen */
2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2290 adjust -= 10;
2291 /* dark map penalty for the hitter (lacks infravision if we got here). */
2292 else if (!stand_in_light (target))
2293 adjust -= target->map->darklevel ();
2294 }
2295
2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2297 adjust -= 3;
2298
2299 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2300 adjust += 1;
2301
2302 if (QUERY_FLAG (target, FLAG_SCARED))
2303 adjust += 1;
2304
2305 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2306 adjust -= 3;
2307
2308 /* if we attack at a different 'altitude' its harder */
2309 if ((attacker->move_type & target->move_type) == 0)
2310 adjust -= 2;
2311
2312 #if 0
2313 /* slower attacks are less likely to succeed. We should use a
2314 * comparison between attacker/target speeds BUT, players have
2315 * a generally faster speed, so this will wind up being a HUGE
2316 * disadantage for the monsters! Too bad, because missiles which
2317 * fly fast should have a better chance of hitting a slower target.
2318 */
2319 if (hitter->speed < target->speed)
2320 adjust += ((float) hitter->speed - target->speed);
2321 #endif
2322
2323 #if 0
2324 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2325 #endif
2326
2327 return adjust;
2328 }
2329
2330 /* determine if the object is an 'aimed' missile */
2331 int
2332 is_aimed_missile (object *op)
2333 {
2334
2335 /* I broke what used to be one big if into a few nested
2336 * ones so that figuring out the logic is at least possible.
2337 */
2338 if (op && (op->move_type & MOVE_FLYING))
2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2340 return 1;
2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2342 return 1;
2343
2344 return 0;
2345 }