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/cvs/deliantra/server/server/attack.C
Revision: 1.33
Committed: Mon Dec 25 11:25:49 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +2 -2 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

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