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/cvs/deliantra/server/server/attack.C
Revision: 1.40
Committed: Sun Jan 14 22:06:05 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +238 -239 lines
Log Message:
minor stuff

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24 #include <assert.h>
25 #include <global.h>
26 #include <living.h>
27 #include <material.h>
28 #include <skills.h>
29
30 #ifndef __CEXTRACT__
31 # include <sproto.h>
32 #endif
33
34 #include <sounds.h>
35
36 typedef struct att_msg_str
37 {
38 char *msg1;
39 char *msg2;
40 } att_msg;
41
42 /*#define ATTACK_DEBUG*/
43
44 /* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47 void
48 cancellation (object *op)
49 {
50 object *tmp;
51
52 if (op->invisible)
53 return;
54
55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 {
57 /* Recur through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp);
61 }
62 else if (FABS (op->magic) <= (rndm (0, 5)))
63 {
64 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */
66 op->magic = 0;
67 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
71 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op);
74 }
75 }
76 }
77
78 /* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item).
81 */
82 int
83 did_make_save_item (object *op, int type, object *originator)
84 {
85 int i, roll, saves = 0, attacks = 0, number;
86 materialtype_t *mt;
87
88 if (op->materialname == NULL)
89 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material)
92 break;
93 }
94 else
95 mt = name_to_material (op->materialname);
96
97 if (mt == NULL)
98 return TRUE;
99
100 roll = rndm (1, 20);
101
102 /* the attacktypes have no meaning for object saves
103 * If the type is only magic, don't adjust type - basically, if
104 * pure magic is hitting an object, it should save. However, if it
105 * is magic teamed with something else, then strip out the
106 * magic type, and instead let the fire, cold, or whatever component
107 * destroy the item. Otherwise, you get the case of poisoncloud
108 * destroying objects because it has magic attacktype.
109 */
110 if (type != AT_MAGIC)
111 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
112 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
113 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
114
115 if (type == 0)
116 return TRUE;
117 if (roll == 20)
118 return TRUE;
119 if (roll == 1)
120 return FALSE;
121
122 for (number = 0; number < NROFATTACKS; number++)
123 {
124 i = 1 << number;
125 if (!(i & type))
126 continue;
127 attacks++;
128 if (op->resist[number] == 100)
129 saves++;
130 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
131 saves++;
132 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
133 saves++;
134 }
135
136 if (saves == attacks || attacks == 0)
137 return TRUE;
138 if ((saves == 0) || (rndm (1, attacks) > saves))
139 return FALSE;
140 return TRUE;
141 }
142
143 /* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.)
146 */
147
148 void
149 save_throw_object (object *op, int type, object *originator)
150 {
151 if (!did_make_save_item (op, type, originator))
152 {
153 object *env = op->env;
154 int x = op->x, y = op->y;
155 maptile *m = op->map;
156
157 op = stop_item (op);
158 if (op == NULL)
159 return;
160
161 /* Hacked the following so that type LIGHTER will work.
162 * Also, objects which are potenital "lights" that are hit by
163 * flame/elect attacks will be set to glow. "lights" are any
164 * object with +/- glow_radius and an "other_arch" to change to.
165 * (and please note that we cant fail our save and reach this
166 * function if the object doesnt contain a material that can burn.
167 * So forget lighting magical swords on fire with this!) -b.t.
168 */
169 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
170 {
171 const char *arch = op->other_arch->name;
172
173 op = decrease_ob_nr (op, 1);
174
175 if (op)
176 fix_stopped_item (op, m, originator);
177
178 if ((op = get_archetype (arch)) != NULL)
179 {
180 if (env)
181 {
182 op->x = env->x, op->y = env->y;
183 insert_ob_in_ob (op, env);
184 if (env->contr)
185 esrv_send_item (env, op);
186 }
187 else
188 {
189 op->x = x, op->y = y;
190 insert_ob_in_map (op, m, originator, 0);
191 }
192 }
193
194 return;
195 }
196
197 if (type & AT_CANCELLATION)
198 { /* Cancellation. */
199 cancellation (op);
200 fix_stopped_item (op, m, originator);
201 return;
202 }
203
204 if (op->nrof > 1)
205 {
206 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
207
208 if (op)
209 fix_stopped_item (op, m, originator);
210 }
211 else
212 {
213 if (op->env)
214 {
215 object *tmp = op->in_player ();
216
217 if (tmp)
218 esrv_del_item (tmp->contr, op->count);
219 }
220
221 op->destroy ();
222 }
223
224 if (type & (AT_FIRE | AT_ELECTRICITY))
225 if (env)
226 {
227 op = get_archetype ("burnout");
228 op->x = env->x, op->y = env->y;
229 insert_ob_in_ob (op, env);
230 }
231 else
232 replace_insert_ob_in_map ("burnout", originator);
233
234 return;
235 }
236
237 /* The value of 50 is arbitrary. */
238 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
239 {
240 object *tmp;
241 archetype *at = archetype::find ("icecube");
242
243 if (at == NULL)
244 return;
245
246 op = stop_item (op);
247 if (op == NULL)
248 return;
249
250 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
251 {
252 tmp = arch_to_object (at);
253 tmp->x = op->x, tmp->y = op->y;
254 /* This was in the old (pre new movement code) -
255 * icecubes have slow_move set to 1 - don't want
256 * that for ones we create.
257 */
258 tmp->move_slow_penalty = 0;
259 tmp->move_slow = 0;
260 insert_ob_in_map (tmp, op->map, originator, 0);
261 }
262
263 if (!QUERY_FLAG (op, FLAG_REMOVED))
264 op->remove ();
265
266 insert_ob_in_ob (op, tmp);
267 return;
268 }
269 }
270
271 /* Object op is hitting the map.
272 * op is going in direction 'dir'
273 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise.
276 */
277
278 int
279 hit_map (object *op, int dir, int type, int full_hit)
280 {
281 maptile *map;
282 sint16 x, y;
283 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
284
285 if (QUERY_FLAG (op, FLAG_FREED))
286 {
287 LOG (llevError, "BUG: hit_map(): free object\n");
288 return 0;
289 }
290
291 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
292 {
293 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
294 return 0;
295 }
296
297 if (!op->map)
298 {
299 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
300 return 0;
301 }
302
303 if (op->head)
304 op = op->head;
305
306 map = op->map;
307 x = op->x + freearr_x[dir];
308 y = op->y + freearr_y[dir];
309
310 int mflags = get_map_flags (map, &map, x, y, &x, &y);
311
312 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there.
314 if (mflags & (P_OUT_OF_MAP | P_SAFE))
315 return 0;
316
317 /* peterm: a few special cases for special attacktypes --counterspell
318 * must be out here because it strikes things which are not alive
319 */
320
321 if (type & AT_COUNTERSPELL)
322 {
323 counterspell (op, dir); /* see spell_effect.c */
324
325 /* If the only attacktype is counterspell or magic, don't need
326 * to do any further processing.
327 */
328 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
329 return 0;
330
331 type &= ~AT_COUNTERSPELL;
332 }
333
334 if (type & AT_CHAOS)
335 {
336 shuffle_attack (op, 1); /*1 flag tells it to change the face */
337 update_object (op, UP_OBJ_FACE);
338 type &= ~AT_CHAOS;
339 }
340
341 /* There may still be objects that were above 'next', but there is no
342 * simple way to find out short of copying all object references and
343 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy.
345 *
346 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error.
348 */
349 for (object *next = map->at (x, y).bot; next && !next->destroyed (); )
350 {
351 object *tmp = next;
352 next = tmp->above;
353
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube.
356 * This is one of the few cases where on_same_map should not be used.
357 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y)
359 continue;
360
361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit);
364 retflag |= 1;
365 if (op->destroyed ())
366 break;
367 }
368 /* Here we are potentially destroying an object. If the object has
369 * NO_PASS set, it is also immune - you can't destroy walls. Note
370 * that weak walls have is_alive set, which prevent objects from
371 * passing over/through them. We don't care what type of movement
372 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now.
374 */
375 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
376 {
377 save_throw_object (tmp, type, op);
378
379 if (op->destroyed ())
380 break;
381 }
382 }
383
384 return 0;
385 }
386
387 void
388 attack_message (int dam, int type, object *op, object *hitter)
389 {
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0;
392 maptile *map;
393 object *next, *tmp;
394
395 /* put in a few special messages for some of the common attacktypes
396 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919]
398 */
399
400 if (dam == 9998 && op->type == DOOR)
401 {
402 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks");
404 found++;
405 }
406 if (dam < 0)
407 {
408 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits");
410 found++;
411 }
412 else if (dam == 0)
413 {
414 sprintf (buf1, "missed %s", &op->name);
415 sprintf (buf2, " misses");
416 found++;
417 }
418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
420 {
421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
423 {
424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
425 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426 found++;
427 break;
428 }
429 }
430 else if (op->type == DOOR && !found)
431 {
432 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434 {
435 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437 found++;
438 break;
439 }
440 }
441 else if (hitter->type == PLAYER && op->is_alive ())
442 {
443 if (USING_SKILL (hitter, SK_KARATE))
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (USING_SKILL (hitter, SK_CLAWING))
455 {
456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
458 {
459 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
460 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
461 found++;
462 break;
463 }
464 }
465 else if (USING_SKILL (hitter, SK_PUNCHING))
466 {
467 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
469 {
470 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
471 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
472 found++;
473 break;
474 }
475 }
476 }
477
478 if (found)
479 {
480 /* done */
481 }
482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 {
484 sprintf (buf1, "hit"); /* just in case */
485 for (i = 0; i < MAXATTACKMESS; i++)
486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487 {
488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_DRAIN && op->is_alive ())
494 {
495 /* drain is first, because some items have multiple attypes */
496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498 {
499 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_ELECTRICITY && op->is_alive ())
506 {
507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509 {
510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_COLD && op->is_alive ())
517 {
518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520 {
521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523 found++;
524 break;
525 }
526 }
527 else if (type & AT_FIRE)
528 {
529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531 {
532 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++;
535 break;
536 }
537 }
538 else if (hitter->current_weapon != NULL)
539 {
540 int mtype;
541
542 switch (hitter->current_weapon->weapontype)
543 {
544 case WEAP_HIT:
545 mtype = ATM_BASIC;
546 break;
547 case WEAP_SLASH:
548 mtype = ATM_SLASH;
549 break;
550 case WEAP_PIERCE:
551 mtype = ATM_PIERCE;
552 break;
553 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 }
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3);
580 found++;
581 break;
582 }
583 }
584 else
585 {
586 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588 {
589 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591 found++;
592 break;
593 }
594 }
595
596 if (!found)
597 {
598 strcpy (buf1, "hit");
599 strcpy (buf2, " hits");
600 }
601
602 /* bail out if a monster is casting spells */
603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 return;
605
606 /* scale down magic considerably. */
607 if (type & AT_MAGIC && rndm (0, 5))
608 return;
609
610 /* Did a player hurt another player? Inform both! */
611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 {
613 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else
616 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618 if (dam != 0)
619 {
620 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
622 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
624 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
626 }
627 }
628 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */
630
631 if (hitter->type == PLAYER)
632 {
633 sprintf (buf, "You %s.", buf1);
634 if (dam != 0)
635 {
636 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
638 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
640 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
642 }
643 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 {
647 /* look for stacked spells and start reducing the message chances */
648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
649 {
650 i = 4;
651 map = hitter->map;
652 if (out_of_map (map, hitter->x, hitter->y))
653 return;
654 next = GET_MAP_OB (map, hitter->x, hitter->y);
655 if (next)
656 while (next)
657 {
658 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
659 i *= 3;
660 tmp = next;
661 next = tmp->above;
662 }
663 if (i < 0)
664 return;
665 if (rndm (0, i) != 0)
666 return;
667 }
668 else if (rndm (0, 5) != 0)
669 return;
670 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
671 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
672 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
673 }
674 }
675
676
677 static int
678 get_attack_mode (object **target, object **hitter, int *simple_attack)
679 {
680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
681 {
682 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
683 return 1;
684 }
685 if ((*target)->head)
686 *target = (*target)->head;
687 if ((*hitter)->head)
688 *hitter = (*hitter)->head;
689 if ((*hitter)->env != NULL || (*target)->env != NULL)
690 {
691 *simple_attack = 1;
692 return 0;
693 }
694 if (QUERY_FLAG (*target, FLAG_REMOVED)
695 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
696 {
697 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
698 return 1;
699 }
700 *simple_attack = 0;
701 return 0;
702 }
703
704 static int
705 abort_attack (object *target, object *hitter, int simple_attack)
706 {
707
708 /* Check if target and hitter are still in a relation similar to the one
709 * determined by get_attack_mode(). Returns true if the relation has changed.
710 */
711 int new_mode;
712
713 if (hitter->env == target || target->env == hitter)
714 new_mode = 1;
715 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
716 return 1;
717 else
718 new_mode = 0;
719 return new_mode != simple_attack;
720 }
721
722 static void thrown_item_effect (object *, object *);
723
724 static int
725 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
726 {
727 int simple_attack, roll, dam = 0;
728 uint32 type;
729 shstr op_name;
730
731 if (get_attack_mode (&op, &hitter, &simple_attack))
732 goto error;
733
734 if (hitter->current_weapon)
735 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
736 return RESULT_INT (0);
737
738 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
739 return RESULT_INT (0);
740
741 /*
742 * A little check to make it more difficult to dance forward and back
743 * to avoid ever being hit by monsters.
744 */
745 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
746 {
747 /* Decrease speed BEFORE calling process_object. Otherwise, an
748 * infinite loop occurs, with process_object calling move_monster,
749 * which then gets here again. By decreasing the speed before
750 * we call process_object, the 'if' statement above will fail.
751 */
752 op->speed_left--;
753 process_object (op);
754
755 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
756 goto error;
757 }
758
759 op_name = op->name;
760
761 roll = random_roll (1, 20, hitter, PREFER_HIGH);
762
763 /* Adjust roll for various situations. */
764 if (!simple_attack)
765 roll += adj_attackroll (hitter, op);
766
767 /* See if we hit the creature */
768 if (roll == 20 || op->stats.ac >= base_wc - roll)
769 {
770 int hitdam = base_dam;
771
772 if (settings.casting_time == TRUE)
773 {
774 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
775 {
776 hitter->casting_time = -1;
777 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
778 }
779 if ((op->casting_time > -1) && (hitdam > 0))
780 {
781 op->casting_time = -1;
782 if (op->type == PLAYER)
783 {
784 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
785 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
786 }
787 }
788 }
789 if (!simple_attack)
790 {
791 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this.
793 * -b.t. */
794 if (QUERY_FLAG (op, FLAG_SLEEP))
795 CLEAR_FLAG (op, FLAG_SLEEP);
796
797 /* If the victim can't see the attacker, it may alert others
798 * for help. */
799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 npc_call_help (op);
801
802 /* if you were hidden and hit by a creature, you are discovered */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
804 {
805 make_visible (op);
806 if (op->type == PLAYER)
807 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
808 }
809
810 /* thrown items (hitter) will have various effects
811 * when they hit the victim. For things like thrown daggers,
812 * this sets 'hitter' to the actual dagger, and not the
813 * wrapper object.
814 */
815 thrown_item_effect (hitter, op);
816
817 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
818 goto leave;
819 }
820
821 /* Need to do at least 1 damage, otherwise there is no point
822 * to go further and it will cause FPE's below.
823 */
824 if (hitdam <= 0)
825 hitdam = 1;
826
827 type = hitter->attacktype;
828
829 if (!type)
830 type = AT_PHYSICAL;
831
832 /* Handle monsters that hit back */
833 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
834 {
835 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
836 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
837
838 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
839
840 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
841 goto leave;
842 }
843
844 /* In the new attack code, it should handle multiple attack
845 * types in its area, so remove it from here.
846 */
847 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
848
849 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
850 goto leave;
851 } /* end of if hitter hit op */
852 /* if we missed, dam=0 */
853
854 /*attack_message(dam, type, op, hitter); */
855
856 goto leave;
857
858 error:
859 dam = 1;
860
861 leave:
862
863 return dam;
864 }
865
866 int
867 attack_ob (object *op, object *hitter)
868 {
869
870 if (hitter->head)
871 hitter = hitter->head;
872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
873 }
874
875 /* op is the arrow, tmp is what is stopping the arrow.
876 *
877 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
878 */
879 static int
880 stick_arrow (object *op, object *tmp)
881 {
882 /* If the missile hit a player, we insert it in their inventory.
883 * However, if the missile is heavy, we don't do so (assume it falls
884 * to the ground after a hit). What a good value for this is up to
885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886 * stick around.
887 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 {
890 if (tmp->head != NULL)
891 tmp = tmp->head;
892
893 op->remove ();
894 op = insert_ob_in_ob (op, tmp);
895
896 if (tmp->type == PLAYER)
897 esrv_send_item (tmp, op);
898
899 return 1;
900 }
901 else
902 return 0;
903 }
904
905 /* hit_with_arrow() disassembles the missile, attacks the victim and
906 * reassembles the missile.
907 *
908 * It returns a pointer to the reassembled missile, or NULL if the missile
909 * isn't available anymore.
910 */
911 object *
912 hit_with_arrow (object *op, object *victim)
913 {
914 object *container, *hitter;
915 int hit_something = 0;
916
917 /* Disassemble missile */
918 if (op->inv)
919 {
920 container = op;
921 hitter = op->inv;
922 hitter->remove ();
923 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
924 /* Note that we now have an empty THROWN_OBJ on the map. Code that
925 * might be called until this THROWN_OBJ is either reassembled or
926 * removed at the end of this function must be able to deal with empty
927 * THROWN_OBJs. */
928 }
929 else
930 {
931 container = 0;
932 hitter = op;
933 }
934
935 /* Try to hit victim */
936 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
937
938 /* Arrow attacks door, rune of summoning is triggered, demon is put on
939 * arrow, move_apply() calls this function, arrow sticks in demon,
940 * attack_ob_simple() returns, and we've got an arrow that still exists
941 * but is no longer on the map. Ugh. (Beware: Such things can happen at
942 * other places as well!)
943 */
944 if (hitter->destroyed () || hitter->env != NULL)
945 {
946 if (container)
947 {
948 container->remove ();
949 container->destroy ();
950 }
951
952 return 0;
953 }
954
955 /* Missile hit victim */
956 /* if the speed is > 10, then this is a fast moving arrow, we go straight
957 * through the target
958 */
959 if (hit_something && op->speed <= 10.0)
960 {
961 /* Stop arrow */
962 if (!container)
963 {
964 hitter = fix_stopped_arrow (hitter);
965 if (!hitter)
966 return 0;
967 }
968 else
969 container->destroy ();
970
971 /* Try to stick arrow into victim */
972 if (!victim->destroyed () && stick_arrow (hitter, victim))
973 return 0;
974
975 /* Else try to put arrow on victim's map square
976 * remove check for P_WALL here. If the arrow got to this
977 * space, that is good enough - with the new movement code,
978 * there is now the potential for lots of spaces where something
979 * can fly over but not otherwise move over. What is the correct
980 * way to handle those otherwise?
981 */
982 if (victim->x != hitter->x || victim->y != hitter->y)
983 {
984 hitter->remove ();
985 hitter->x = victim->x;
986 hitter->y = victim->y;
987 insert_ob_in_map (hitter, victim->map, hitter, 0);
988 }
989 else
990 /* Else leave arrow where it is */
991 merge_ob (hitter, NULL);
992
993 return 0;
994 }
995
996 if (hit_something && op->speed >= 10.0)
997 op->speed -= 1.0;
998
999 /* Missile missed victim - reassemble missile */
1000 if (container)
1001 {
1002 hitter->remove ();
1003 insert_ob_in_ob (hitter, container);
1004 }
1005
1006 return op;
1007 }
1008
1009
1010 void
1011 tear_down_wall (object *op)
1012 {
1013 int perc = 0;
1014
1015 if (!op->stats.maxhp)
1016 {
1017 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1018 perc = 1;
1019 }
1020 else if (!GET_ANIM_ID (op))
1021 {
1022 /* Object has been called - no animations, so remove it */
1023 if (op->stats.hp < 0)
1024 op->destroy ();
1025
1026 return; /* no animations, so nothing more to do */
1027 }
1028
1029 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1030
1031 if (perc >= (int) NUM_ANIMATIONS (op))
1032 perc = NUM_ANIMATIONS (op) - 1;
1033 else if (perc < 1)
1034 perc = 1;
1035
1036 SET_ANIMATION (op, perc);
1037 update_object (op, UP_OBJ_FACE);
1038
1039 if (perc == NUM_ANIMATIONS (op) - 1)
1040 { /* Reached the last animation */
1041 if (op->face == blank_face)
1042 /* If the last face is blank, remove the ob */
1043 op->destroy ();
1044 else
1045 { /* The last face was not blank, leave an image */
1046 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1047 update_all_los (op->map, op->x, op->y);
1048 op->move_block = 0;
1049 CLEAR_FLAG (op, FLAG_ALIVE);
1050 }
1051 }
1052 }
1053
1054 void
1055 scare_creature (object *target, object *hitter)
1056 {
1057 object *owner = hitter->owner;
1058
1059 if (!owner)
1060 owner = hitter;
1061
1062 SET_FLAG (target, FLAG_SCARED);
1063 if (!target->enemy)
1064 target->enemy = owner;
1065 }
1066
1067
1068 /* This returns the amount of damage hitter does to op with the
1069 * appropriate attacktype. Only 1 attacktype should be set at a time.
1070 * This doesn't damage the player, but returns how much it should
1071 * take. However, it will do other effects (paralyzation, slow, etc.)
1072 * Note - changed for PR code - we now pass the attack number and not
1073 * the attacktype. Makes it easier for the PR code. */
1074
1075 int
1076 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1077 {
1078 int doesnt_slay = 1;
1079
1080 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1081 if (attacknum >= NROFATTACKS)
1082 {
1083 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1084 return 0;
1085 }
1086
1087 if (dam < 0)
1088 {
1089 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1090 return 0;
1091 }
1092
1093 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1094 * people can't mess with that or it otherwise get confused. */
1095 if (attacknum == ATNR_INTERNAL)
1096 return dam;
1097
1098 if (hitter->slaying)
1099 {
1100 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1101 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1102 {
1103 doesnt_slay = 0;
1104 dam *= 3;
1105 }
1106 }
1107
1108 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1109 if (op->resist[attacknum])
1110 {
1111 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1112 * in case 0>dam>1, we try to "simulate" a float value-effect */
1113 dam *= (100 - op->resist[attacknum]);
1114 if (dam >= 100)
1115 dam /= 100;
1116 else
1117 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1118 }
1119
1120 /* Special hack. By default, if immune to something, you
1121 * shouldn't need to worry. However, acid is an exception, since
1122 * it can still damage your items. Only include attacktypes if
1123 * special processing is needed */
1124
1125 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1126 return 0;
1127
1128 /* Keep this in order - makes things easier to find */
1129
1130 switch (attacknum)
1131 {
1132 case ATNR_PHYSICAL:
1133 /* here also check for diseases */
1134 check_physically_infect (op, hitter);
1135 break;
1136
1137 /* Don't need to do anything for:
1138 magic,
1139 fire,
1140 electricity,
1141 cold */
1142
1143 case ATNR_CONFUSION:
1144 case ATNR_POISON:
1145 case ATNR_SLOW:
1146 case ATNR_PARALYZE:
1147 case ATNR_FEAR:
1148 case ATNR_CANCELLATION:
1149 case ATNR_DEPLETE:
1150 case ATNR_BLIND:
1151 {
1152 /* chance for inflicting a special attack depends on the
1153 * difference between attacker's and defender's level
1154 */
1155 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1156
1157 /* First, only creatures/players with speed can be affected.
1158 * Second, just getting hit doesn't mean it always affects
1159 * you. Third, you still get a saving through against the
1160 * effect.
1161 */
1162 if (op->speed &&
1163 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1164 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1165 {
1166
1167 /* Player has been hit by something */
1168 if (attacknum == ATNR_CONFUSION)
1169 confuse_player (op, hitter, dam);
1170 else if (attacknum == ATNR_POISON)
1171 poison_player (op, hitter, dam);
1172 else if (attacknum == ATNR_SLOW)
1173 slow_player (op, hitter, dam);
1174 else if (attacknum == ATNR_PARALYZE)
1175 paralyze_player (op, hitter, dam);
1176 else if (attacknum == ATNR_FEAR)
1177 scare_creature (op, hitter);
1178 else if (attacknum == ATNR_CANCELLATION)
1179 cancellation (op);
1180 else if (attacknum == ATNR_DEPLETE)
1181 op->drain_stat ();
1182 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1183 blind_player (op, hitter, dam);
1184 }
1185 dam = 0; /* These are all effects and don't do real damage */
1186 }
1187 break;
1188 case ATNR_ACID:
1189 {
1190 int flag = 0;
1191
1192 /* Items only get corroded if you're not on a battleground and
1193 * if your acid resistance is below 50%. */
1194 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1195 {
1196 object *tmp;
1197
1198 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1199 {
1200 if (tmp->invisible)
1201 continue;
1202 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1203 /* >= 10% acid res. on itmes will protect these */
1204 continue;
1205 if (!(tmp->material & M_IRON))
1206 continue;
1207 if (tmp->magic < -4) /* Let's stop at -5 */
1208 continue;
1209 if (tmp->type == RING ||
1210 /* removed boots and gloves from exclusion list in
1211 PR */
1212 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 continue; /* To avoid some strange effects */
1214
1215 /* High damage acid has better chance of corroding
1216 objects */
1217 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1218 {
1219 if (op->type == PLAYER)
1220 /* Make this more visible */
1221 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1222 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1223 flag = 1;
1224 tmp->magic--;
1225 if (op->type == PLAYER)
1226 esrv_send_item (op, tmp);
1227 }
1228 }
1229 if (flag)
1230 op->update_stats (); /* Something was corroded */
1231 }
1232 }
1233 break;
1234 case ATNR_DRAIN:
1235 {
1236 /* rate is the proportion of exp drained. High rate means
1237 * not much is drained, low rate means a lot is drained.
1238 */
1239 int rate;
1240
1241 if (op->resist[ATNR_DRAIN] >= 0)
1242 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1243 else
1244 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1245
1246 if (op->stats.exp <= rate)
1247 {
1248 if (op->type == GOLEM)
1249 dam = 999; /* Its force is "sucked" away. 8) */
1250 else
1251 /* If we can't drain, lets try to do physical damage */
1252 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1253 }
1254 else
1255 {
1256 /* Randomly give the hitter some hp */
1257 if (hitter->stats.hp < hitter->stats.maxhp &&
1258 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1259 hitter->stats.hp++;
1260
1261 /* Can't do drains on battleground spaces.
1262 * Move the wiz check up here - before, the hitter wouldn't gain exp
1263 * exp, but the wiz would still lose exp! If drainee is a wiz,
1264 * nothing happens.
1265 * Try to credit the owner. We try to display player -> player drain
1266 * attacks, hence all the != PLAYER checks.
1267 */
1268 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1269 {
1270 object *owner = hitter->owner;
1271
1272 if (owner && owner != hitter)
1273 {
1274 if (op->type != PLAYER || owner->type != PLAYER)
1275 change_exp (owner, op->stats.exp / (rate * 2),
1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1277 }
1278 else if (op->type != PLAYER || hitter->type != PLAYER)
1279 {
1280 change_exp (hitter, op->stats.exp / (rate * 2),
1281 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1282 }
1283 change_exp (op, -op->stats.exp / rate, NULL, 0);
1284 }
1285 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1286 * drain attack, you won't know that you are actually sucking out EXP,
1287 * as the messages will say you missed
1288 */
1289 }
1290 }
1291 break;
1292 case ATNR_TURN_UNDEAD:
1293 {
1294 if (QUERY_FLAG (op, FLAG_UNDEAD))
1295 {
1296 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1297 object *god = find_god (determine_god (owner));
1298 int div = 1;
1299
1300 /* if undead are not an enemy of your god, you turn them
1301 * at half strength */
1302 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1303 div = 2;
1304 /* Give a bonus if you resist turn undead */
1305 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1306 scare_creature (op, owner);
1307 }
1308 else
1309 dam = 0; /* don't damage non undead - should we damage
1310 undead? */
1311 }
1312 break;
1313 case ATNR_DEATH:
1314 deathstrike_player (op, hitter, &dam);
1315 break;
1316 case ATNR_CHAOS:
1317 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1318 dam = 0;
1319 break;
1320 case ATNR_COUNTERSPELL:
1321 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1322 dam = 0;
1323 /* This should never happen. Counterspell is handled
1324 * seperately and filtered out. If this does happen,
1325 * Counterspell has no effect on anything but spells, so it
1326 * does no damage. */
1327 break;
1328 case ATNR_HOLYWORD:
1329 {
1330 /* This has already been handled by hit_player,
1331 * no need to check twice -- DAMN */
1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1333
1334 /* As with turn undead above, give a bonus on the saving throw */
1335 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1336 scare_creature (op, owner);
1337 }
1338 break;
1339 case ATNR_LIFE_STEALING:
1340 {
1341 int new_hp;
1342
1343 /* this is replacement to drain for players, instead of taking
1344 * exp it takes hp. It is geared for players, probably not
1345 * much use giving it to monsters
1346 *
1347 * life stealing doesn't do a lot of damage, but it gives the
1348 * damage it does do to the player. Given that,
1349 * it only does 1/10'th normal damage (hence the divide by
1350 * 1000).
1351 */
1352 /* You can't steal life from something undead */
1353 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1354 return 0;
1355 /* If drain protection is higher than life stealing, use that */
1356 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1357 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1358 else
1359 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1360 /* You die at -1 hp, not zero. */
1361 if (dam > (op->stats.hp + 1))
1362 dam = op->stats.hp + 1;
1363 new_hp = hitter->stats.hp + dam;
1364 if (new_hp > hitter->stats.maxhp)
1365 new_hp = hitter->stats.maxhp;
1366 if (new_hp > hitter->stats.hp)
1367 hitter->stats.hp = new_hp;
1368 }
1369 }
1370
1371 return dam;
1372 }
1373
1374 /* GROS: This code comes from hit_player. It has been made external to
1375 * allow script procedures to "kill" objects in a combat-like fashion.
1376 * It was initially used by (kill-object) developed for the Collector's
1377 * Sword. Note that nothing has been changed from the original version
1378 * of the following code.
1379 * op is what is being killed.
1380 * dam is the damage done to it.
1381 * hitter is what is hitting it.
1382 * type is the attacktype.
1383 *
1384 * This function was a bit of a mess with hitter getting changed,
1385 * values being stored away but not used, etc. I've cleaned it up
1386 * a bit - I think it should be functionally equivalant.
1387 * MSW 2002-07-17
1388 */
1389 int
1390 kill_object (object *op, int dam, object *hitter, int type)
1391 {
1392 char buf[MAX_BUF];
1393 const char *skill;
1394 int maxdam = 0;
1395 int battleg = 0; /* true if op standing on battleground */
1396 int pk = 0; /* true if op and what controls hitter are both players */
1397 object *owner = NULL;
1398 object *skop = NULL;
1399
1400 if (op->stats.hp >= 0)
1401 return -1;
1402
1403 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1404 return 0;
1405
1406 /* maxdam needs to be the amount of damage it took to kill
1407 * this creature. The function(s) that call us have already
1408 * adjusted the creatures HP total, so that is negative.
1409 */
1410 maxdam = dam + op->stats.hp + 1;
1411
1412 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1413 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1414
1415 if (op->type == DOOR)
1416 {
1417 op->set_speed (0.1);
1418 op->speed_left = -0.05;
1419 return maxdam;
1420 }
1421
1422 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1423 {
1424 remove_friendly_object (op);
1425
1426 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1427 op->owner->contr->ranges[range_golem] = 0;
1428
1429 op->destroy ();
1430 return maxdam;
1431 }
1432
1433 /* Now lets start dealing with experience we get for killing something */
1434
1435 owner = hitter->owner;
1436 if (!owner)
1437 owner = hitter;
1438
1439 /* is the victim (op) standing on battleground? */
1440 if (op_on_battleground (op, NULL, NULL))
1441 battleg = 1;
1442
1443 /* is this player killing? */
1444 if (op->type == PLAYER && owner->type == PLAYER)
1445 pk = 1;
1446
1447 /* Player killed something */
1448 if (owner->type == PLAYER)
1449 {
1450 Log_Kill (owner->name,
1451 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1452
1453 /* Log players killing other players - makes it easier to detect
1454 * and filter out malicious player killers - that is why the
1455 * ip address is included.
1456 */
1457 if (op->type == PLAYER && !battleg)
1458 {
1459 time_t t = time (NULL);
1460 struct tm *tmv;
1461 char buf[256];
1462
1463 tmv = localtime (&t);
1464 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1465
1466 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1467 }
1468
1469 /* try to filter some things out - basically, if you are
1470 * killing a level 1 creature and your level 20, you
1471 * probably don't want to see that.
1472 */
1473 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1474 {
1475 if (owner != hitter)
1476 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1477 else
1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1479
1480 /* Only play sounds for melee kills */
1481 if (hitter->type == PLAYER)
1482 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1483 }
1484
1485 /* If a player kills another player, not on
1486 * battleground, the "killer" looses 1 luck. Since this is
1487 * not reversible, it's actually quite a pain IMHO. -AV
1488 * Fix bug in that we were changing the luck of the hitter, not
1489 * player that the object belonged to - so if you killed another player
1490 * with spells, pets, whatever, there was no penalty.
1491 * Changed to make luck penalty configurable in settings.
1492 */
1493 if (op->type == PLAYER && owner != op && !battleg)
1494 owner->change_luck (-settings.pk_luck_penalty);
1495
1496 /* This code below deals with finding the appropriate skill
1497 * to credit exp to. This is a bit problematic - we should
1498 * probably never really have to look at current_weapon->skill
1499 */
1500 skill = 0;
1501
1502 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill;
1504 else if (owner->chosen_skill)
1505 {
1506 skill = owner->chosen_skill->skill;
1507 skop = owner->chosen_skill;
1508 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1510 skill = owner->current_weapon->skill;
1511 else
1512 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1513
1514 /* We have the skill we want to credit to - now find the object this goes
1515 * to. Make sure skop is an actual skill, and not a skill tool!
1516 */
1517 if ((!skop || skop->type != SKILL) && skill)
1518 {
1519 int i;
1520
1521 for (i = 0; i < NUM_SKILLS; i++)
1522 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1523 {
1524 skop = owner->contr->last_skill_ob[i];
1525 break;
1526 }
1527 }
1528 } /* Was it a player that hit somethign */
1529 else
1530 skill = 0;
1531
1532 /* Pet (or spell) killed something. */
1533 if (owner != hitter)
1534 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1535 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536 else
1537 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1538 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1539 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1540
1541 /* These may have been set in the player code section above */
1542 if (!skop)
1543 skop = hitter->chosen_skill;
1544
1545 if (!skill && skop)
1546 skill = skop->skill;
1547
1548 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1549
1550 /* If you didn't kill yourself, and your not the wizard */
1551 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1552 {
1553 int exp;
1554
1555 /* Really don't give much experience for killing other players */
1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1557 if (op->type == PLAYER)
1558 {
1559 if (battleg)
1560 {
1561 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1562 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1563 }
1564 else
1565 exp = op->stats.exp / 1000;
1566 }
1567 else
1568 exp = calc_skill_exp (owner, op, skop);
1569
1570 /* if op is standing on "battleground" (arena), no way to gain
1571 * exp by killing him
1572 */
1573 if (battleg)
1574 exp = 0;
1575
1576 /* Don't know why this is set this way - doesn't make
1577 * sense to just divide everything by two for no reason.
1578 */
1579
1580 if (!settings.simple_exp)
1581 exp = exp / 2;
1582
1583 if (owner->type != PLAYER || owner->contr->party == NULL)
1584 change_exp (owner, exp, skill, 0);
1585 else
1586 {
1587 int shares = 0, count = 0;
1588 player *pl;
1589 partylist *party = owner->contr->party;
1590
1591 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1592
1593 for_all_players (pl)
1594 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1595 {
1596 count++;
1597 shares += (pl->ob->level + 4);
1598 }
1599
1600 if (count == 1 || shares > exp || !shares)
1601 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1602 else
1603 {
1604 int share = exp / shares, given = 0, nexp;
1605
1606 for_all_players (pl)
1607 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1608 {
1609 nexp = (pl->ob->level + 4) * share;
1610 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1611 given += nexp;
1612 }
1613
1614 exp -= given;
1615 /* give any remainder to the player */
1616 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1617 }
1618 } /* else part of a party */
1619 } /* end if person didn't kill himself */
1620
1621 if (op->type != PLAYER)
1622 {
1623 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1624 {
1625 object *owner1 = op->owner;
1626
1627 if (owner1 && owner1->type == PLAYER)
1628 {
1629 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1630 /* Maybe we should include the owner that killed this, maybe not */
1631 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1632 }
1633
1634 remove_friendly_object (op);
1635 }
1636
1637 op->destroy ();
1638 }
1639 else
1640 {
1641 /* Player has been killed! */
1642 if (owner->type == PLAYER)
1643 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1644 else
1645 assign (op->contr->killer, hitter->name);
1646 }
1647
1648 /* This was return -1 - that doesn't seem correct - if we return -1, process
1649 * continues in the calling function.
1650 */
1651 return maxdam;
1652 }
1653
1654 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1655 * Returns 0 this is not friendly fire
1656 */
1657
1658 int
1659 friendly_fire (object *op, object *hitter)
1660 {
1661 object *owner;
1662 int friendlyfire;
1663
1664 if (hitter->head)
1665 hitter = hitter->head;
1666
1667 friendlyfire = 0;
1668
1669 if (op->type == PLAYER)
1670 {
1671 if (op_on_battleground (hitter, 0, 0))
1672 return 0;
1673
1674 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1675 return 1;
1676
1677 if ((owner = hitter->owner) != NULL)
1678 {
1679 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1680 friendlyfire = 2;
1681 }
1682
1683 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1684 friendlyfire = 0;
1685 }
1686 return friendlyfire;
1687 }
1688
1689
1690 /* This isn't used just for players, but in fact most objects.
1691 * op is the object to be hit, dam is the amount of damage, hitter
1692 * is what is hitting the object, type is the attacktype, and
1693 * full_hit is set if monster area does not matter.
1694 * dam is base damage - protections/vulnerabilities/slaying matches can
1695 * modify it.
1696 */
1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699 int
1700 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1701 {
1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1703 int maxattacktype, attacknum;
1704 int body_attack = op && op->head; /* Did we hit op's head? */
1705 int simple_attack;
1706 int rtn_kill = 0;
1707 int friendlyfire;
1708
1709 if (get_attack_mode (&op, &hitter, &simple_attack))
1710 return 0;
1711
1712 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1713 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1714 return 0;
1715
1716 #ifdef PROHIBIT_PLAYERKILL
1717 if (op->type == PLAYER)
1718 {
1719 object *owner = hitter->owner;
1720
1721 if (!owner)
1722 owner = hitter;
1723
1724 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1725 return 0;
1726 }
1727 #endif
1728
1729 if (body_attack)
1730 {
1731 /* slow and paralyze must hit the head. But we don't want to just
1732 * return - we still need to process other attacks the spell still
1733 * might have. So just remove the paralyze and slow attacktypes,
1734 * and keep on processing if we have other attacktypes.
1735 * return if only magic or nothing is left - under normal code
1736 * we don't attack with pure magic if there is another attacktype.
1737 * Only do processing if the initial attacktype includes one of those
1738 * attack so we don't cancel out things like magic bullet.
1739 */
1740 if (type & (AT_PARALYZE | AT_SLOW))
1741 {
1742 type &= ~(AT_PARALYZE | AT_SLOW);
1743
1744 if (!type || type == AT_MAGIC)
1745 return 0;
1746 }
1747 }
1748
1749 if (!simple_attack && op->type == DOOR)
1750 {
1751 object *tmp;
1752
1753 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP)
1755 {
1756 spring_trap (tmp, hitter);
1757
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1759 return 0;
1760
1761 break;
1762 }
1763 }
1764
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766 {
1767 /* FIXME: If a player is killed by a rune in a door, the
1768 * destroyed() check above doesn't return, and might get here.
1769 */
1770 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1771 return 0;
1772 }
1773
1774 #ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1776 #endif
1777
1778 if (magic)
1779 {
1780 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1781 * in case 0>dam>1, we try to "simulate" a float value-effect */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100)
1784 dam /= 100;
1785 else
1786 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1787 }
1788
1789 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1790 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1791 */
1792 if (type & AT_CHAOS)
1793 {
1794 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1795 update_object (op, UP_OBJ_FACE);
1796 type &= ~AT_CHAOS;
1797 }
1798
1799 /* Holyword is really an attacktype modifier (like magic is). If
1800 * holyword is part of an attacktype, then make sure the creature is
1801 * a proper match, otherwise no damage.
1802 */
1803 if (type & AT_HOLYWORD)
1804 {
1805 object *god;
1806
1807 if ((!hitter->slaying ||
1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811 (hitter->title != NULL
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1813 return 0;
1814 }
1815
1816 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1818 {
1819 /* Magic isn't really a true attack type - it gets combined with other
1820 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it
1822 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1824 continue;
1825
1826 /* Go through and hit the player with each attacktype, one by one.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc.
1830 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1834 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal.
1836 */
1837 if (ndam >= maxdam)
1838 {
1839 maxdam = ndam;
1840 maxattacktype = 1 << attacknum;
1841 }
1842 }
1843 }
1844
1845 /* if this is friendly fire then do a set % of damage only
1846 * Note - put a check in to make sure this attack is actually
1847 * doing damage - otherwise, the +1 in the code below will make
1848 * an attack do damage before when it otherwise didn't
1849 */
1850 friendlyfire = friendly_fire (op, hitter);
1851 if (friendlyfire && maxdam)
1852 {
1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1854 #ifndef COZY_SERVER
1855 maxdam++;
1856 #endif
1857
1858 #ifdef ATTACK_DEBUG
1859 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1860 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1861 #endif
1862 }
1863
1864 if (!full_hit)
1865 {
1866 archetype *at;
1867 int area;
1868 int remainder;
1869
1870 area = 0;
1871 for (at = op->arch; at != NULL; at = at->more)
1872 area++;
1873 assert (area > 0);
1874
1875 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */
1877 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area;
1879 if (RANDOM () % 100 < remainder)
1880 maxdam++;
1881 }
1882
1883 #ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885 #endif
1886
1887 if (hitter->owner)
1888 op->enemy = hitter->owner;
1889 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1890 op->enemy = hitter;
1891
1892 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1893 {
1894 /* The unaggressives look after themselves 8) */
1895 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1896 npc_call_help (op);
1897 }
1898
1899 if (magic && did_make_save (op, op->level, 0))
1900 maxdam = maxdam / 2;
1901
1902 attack_message (maxdam, maxattacktype, op, hitter);
1903
1904 op->stats.hp -= maxdam;
1905
1906 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1907 if ((op->stats.hp >= 0) &&
1908 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1909 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1910 {
1911
1912 if (QUERY_FLAG (op, FLAG_MONSTER))
1913 SET_FLAG (op, FLAG_RUN_AWAY);
1914 else
1915 scare_creature (op, hitter);
1916 }
1917
1918 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1919 {
1920 if (maxdam)
1921 tear_down_wall (op);
1922
1923 return maxdam; /* nothing more to do for wall */
1924 }
1925
1926 /* See if the creature has been killed */
1927 rtn_kill = kill_object (op, maxdam, hitter, type);
1928 if (rtn_kill != -1)
1929 return rtn_kill;
1930
1931
1932 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1933 * that before if the player was immune to ghosthit, the monster
1934 * remained - that is no longer the case.
1935 */
1936 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1937 {
1938 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939 remove_friendly_object (hitter);
1940
1941 hitter->destroy ();
1942 }
1943 /* Lets handle creatures that are splitting now */
1944 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1945 {
1946 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1948 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1949 object *owner = op->owner;
1950
1951 if (!op->other_arch)
1952 {
1953 LOG (llevError, "SPLITTING without other_arch error.\n");
1954 return maxdam;
1955 }
1956
1957 op->remove ();
1958
1959 for (i = 0; i < NROFNEWOBJS (op); i++)
1960 { /* This doesn't handle op->more yet */
1961 object *tmp = arch_to_object (op->other_arch);
1962 int j;
1963
1964 tmp->stats.hp = op->stats.hp;
1965
1966 if (friendly)
1967 {
1968 add_friendly_object (tmp);
1969 tmp->attack_movement = PETMOVE;
1970
1971 if (owner)
1972 tmp->set_owner (owner);
1973 }
1974
1975 if (unaggressive)
1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1977
1978 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1979
1980 if (j == -1) /* No spot to put this monster */
1981 tmp->destroy ();
1982 else
1983 {
1984 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1985 insert_ob_in_map (tmp, op->map, NULL, 0);
1986 }
1987 }
1988
1989 op->destroy ();
1990 }
1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 hitter->destroy ();
1993
1994 return maxdam;
1995 }
1996
1997
1998 void
1999 poison_player (object *op, object *hitter, int dam)
2000 {
2001 archetype *at = archetype::find ("poisoning");
2002 object *tmp = present_arch_in_ob (at, op);
2003
2004 if (tmp == NULL)
2005 {
2006 if ((tmp = arch_to_object (at)) == NULL)
2007 LOG (llevError, "Failed to clone arch poisoning.\n");
2008 else
2009 {
2010 tmp = insert_ob_in_ob (tmp, op);
2011 /* peterm: give poisoning some teeth. It should
2012 * be able to kill things better than it does:
2013 * damage should be dependent something--I choose to
2014 * do this: if it's a monster, the damage from the
2015 * poisoning goes as the level of the monster/2.
2016 * If anything else, goes as damage.
2017 */
2018
2019 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2020 tmp->stats.dam += hitter->level / 2;
2021 else
2022 tmp->stats.dam = dam;
2023
2024 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2025 if (hitter->skill && hitter->skill != tmp->skill)
2026 {
2027 tmp->skill = hitter->skill;
2028 }
2029
2030 tmp->stats.food += dam; /* more damage, longer poisoning */
2031
2032 if (op->type == PLAYER)
2033 {
2034 /* player looses stats, maximum is -10 of each */
2035 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2036 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2037 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2038 tmp->stats.Int = MAX (-dam / 7, -10);
2039 SET_FLAG (tmp, FLAG_APPLIED);
2040 op->update_stats ();
2041 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2042 }
2043 if (hitter->type == PLAYER)
2044 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2047 }
2048 tmp->speed_left = 0;
2049 }
2050 else
2051 tmp->stats.food++;
2052 }
2053
2054 void
2055 slow_player (object *op, object *hitter, int dam)
2056 {
2057 archetype *at = archetype::find ("slowness");
2058 object *tmp;
2059
2060 if (at == NULL)
2061 {
2062 LOG (llevError, "Can't find slowness archetype.\n");
2063 }
2064 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065 {
2066 tmp = arch_to_object (at);
2067 tmp = insert_ob_in_ob (tmp, op);
2068 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2069 }
2070 else
2071 tmp->stats.food++;
2072 SET_FLAG (tmp, FLAG_APPLIED);
2073 tmp->speed_left = 0;
2074 op->update_stats ();
2075 }
2076
2077 void
2078 confuse_player (object *op, object *hitter, int dam)
2079 {
2080 object *tmp;
2081 int maxduration;
2082
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2084 if (!tmp)
2085 {
2086 tmp = get_archetype (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op);
2088 }
2089
2090 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance
2092 */
2093 tmp->speed = 0.05;
2094 tmp->subtype = FORCE_CONFUSION;
2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096 tmp->name = "confusion";
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098 if (tmp->duration > maxduration)
2099 tmp->duration = maxduration;
2100
2101 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2102 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2103 SET_FLAG (op, FLAG_CONFUSED);
2104 }
2105
2106 void
2107 blind_player (object *op, object *hitter, int dam)
2108 {
2109 object *tmp, *owner;
2110
2111 /* Save some work if we know it isn't going to affect the player */
2112 if (op->resist[ATNR_BLIND] == 100)
2113 return;
2114
2115 tmp = present_in_ob (BLINDNESS, op);
2116 if (!tmp)
2117 {
2118 tmp = get_archetype ("blindness");
2119 SET_FLAG (tmp, FLAG_BLIND);
2120 SET_FLAG (tmp, FLAG_APPLIED);
2121 /* use floats so we don't lose too much precision due to rounding errors.
2122 * speed is a float anyways.
2123 */
2124 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2125
2126 tmp = insert_ob_in_ob (tmp, op);
2127 change_abil (op, tmp); /* Mostly to display any messages */
2128 op->update_stats (); /* This takes care of some other stuff */
2129
2130 if (hitter->owner)
2131 owner = hitter->owner;
2132 else
2133 owner = hitter;
2134
2135 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2136 }
2137 tmp->stats.food += dam;
2138 if (tmp->stats.food > 10)
2139 tmp->stats.food = 10;
2140 }
2141
2142 void
2143 paralyze_player (object *op, object *hitter, int dam)
2144 {
2145 float effect, max;
2146
2147 /* object *tmp; */
2148
2149 /* This is strange stuff... someone knows for what this is
2150 * written? Well, i think this can and should be removed
2151 */
2152
2153 /*
2154 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2155 tmp=clone_arch(PARAIMAGE);
2156 tmp->x=op->x,tmp->y=op->y;
2157 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2158 }
2159 */
2160
2161 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2162 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2163
2164 if (effect == 0)
2165 return;
2166
2167 op->speed_left -= FABS (op->speed) * effect;
2168 /* tmp->stats.food+=(signed short) effect/op->speed; */
2169
2170 /* max number of ticks to be affected for. */
2171 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2172 if (op->speed_left < -(FABS (op->speed) * max))
2173 op->speed_left = (float) -(FABS (op->speed) * max);
2174
2175 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2176 }
2177
2178
2179 /* Attempts to kill 'op'. hitter is the attack object, dam is
2180 * the computed damaged.
2181 */
2182 void
2183 deathstrike_player (object *op, object *hitter, int *dam)
2184 {
2185 /* The intention of a death attack is to kill outright things
2186 ** that are a lot weaker than the attacker, have a chance of killing
2187 ** things somewhat weaker than the caster, and no chance of
2188 ** killing something equal or stronger than the attacker.
2189 ** Also, if a deathstrike attack has a slaying, any monster
2190 ** whose name or race matches a comma-delimited list in the slaying
2191 ** field of the deathstriking object */
2192
2193 int atk_lev, def_lev, kill_lev;
2194
2195 if (hitter->slaying)
2196 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2197 return;
2198
2199 def_lev = op->level;
2200 if (def_lev < 1)
2201 {
2202 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2203 def_lev = 1;
2204 }
2205 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2206 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207 atk_lev, def_lev); */
2208
2209 if (atk_lev >= def_lev)
2210 {
2211 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2212
2213 /* Note that the below effectively means the ratio of the atk vs
2214 * defener level is important - if level 52 character has very little
2215 * chance of killing a level 50 monster. This should probably be
2216 * redone.
2217 */
2218 if (kill_lev >= def_lev)
2219 {
2220 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2221 /* I think this doesn't really do much. Because of
2222 * integer rounding, this only makes any difference if the
2223 * attack level is double the defender level.
2224 */
2225 *dam *= kill_lev / def_lev;
2226 }
2227 }
2228 else
2229 {
2230 *dam = 0; /* no harm done */
2231 }
2232 }
2233
2234 /* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a
2236 * monster).
2237 */
2238 static void
2239 thrown_item_effect (object *hitter, object *victim)
2240 {
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242 {
2243 /* May not need a switch for just 2 types, but this makes it
2244 * easier for expansion.
2245 */
2246 switch (hitter->type)
2247 {
2248 case POTION:
2249 /* should player get a save throw instead of checking magic protection? */
2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2251 (void) apply_potion (victim, hitter);
2252 break;
2253
2254 case POISON: /* poison drinks */
2255 /* As with potions, should monster get a save? */
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2257 apply_poison (victim, hitter);
2258 break;
2259
2260 /* Removed case statements that did nothing.
2261 * food may be poisonous, but monster must be willing to eat it,
2262 * so we don't handle it here.
2263 * Containers should perhaps break open, but that code was disabled.
2264 */
2265 }
2266 }
2267 }
2268
2269 /* adj_attackroll() - adjustments to attacks by various conditions */
2270
2271 int
2272 adj_attackroll (object *hitter, object *target)
2273 {
2274 object *attacker = hitter;
2275 int adjust = 0;
2276
2277 /* safety */
2278 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2279 {
2280 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2281 return 0;
2282 }
2283
2284 /* aimed missiles use the owning object's sight */
2285 if (is_aimed_missile (hitter))
2286 {
2287 if ((attacker = hitter->owner) == NULL)
2288 attacker = hitter;
2289 /* A player who saves but hasn't quit still could have objects
2290 * owned by him - need to handle that case to avoid crashes.
2291 */
2292 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2293 attacker = hitter;
2294 }
2295 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2296 return 0;
2297
2298 /* determine the condtions under which we make an attack.
2299 * Add more cases, as the need occurs. */
2300
2301 if (!can_see_enemy (attacker, target))
2302 {
2303 /* target is unseen */
2304 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2305 adjust -= 10;
2306 /* dark map penalty for the hitter (lacks infravision if we got here). */
2307 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2308 adjust -= target->map->darkness;
2309 }
2310
2311 if (QUERY_FLAG (attacker, FLAG_SCARED))
2312 adjust -= 3;
2313
2314 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2315 adjust += 1;
2316
2317 if (QUERY_FLAG (target, FLAG_SCARED))
2318 adjust += 1;
2319
2320 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2321 adjust -= 3;
2322
2323 /* if we attack at a different 'altitude' its harder */
2324 if ((attacker->move_type & target->move_type) == 0)
2325 adjust -= 2;
2326
2327 #if 0
2328 /* slower attacks are less likely to succeed. We should use a
2329 * comparison between attacker/target speeds BUT, players have
2330 * a generally faster speed, so this will wind up being a HUGE
2331 * disadantage for the monsters! Too bad, because missiles which
2332 * fly fast should have a better chance of hitting a slower target.
2333 */
2334 if (hitter->speed < target->speed)
2335 adjust += ((float) hitter->speed - target->speed);
2336 #endif
2337
2338 #if 0
2339 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2340 #endif
2341
2342 return adjust;
2343 }
2344
2345
2346 /* determine if the object is an 'aimed' missile */
2347 int
2348 is_aimed_missile (object *op)
2349 {
2350
2351 /* I broke what used to be one big if into a few nested
2352 * ones so that figuring out the logic is at least possible.
2353 */
2354 if (op && (op->move_type & MOVE_FLYING))
2355 {
2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1;
2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2359 return 1;
2360 }
2361 return 0;
2362 }