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/cvs/deliantra/server/server/attack.C
Revision: 1.22
Committed: Fri Sep 29 11:53:09 2006 UTC (17 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +1 -1 lines
Log Message:
enlarge killer and other fields, do not use silly BIG_NAME with no meaning.

File Contents

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