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/cvs/deliantra/server/server/attack.C
Revision: 1.47
Committed: Thu Jan 18 19:42:10 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +1 -1 lines
Log Message:
just experimenting

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 if (op->invisible)
51 return;
52
53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
55 /* Recurse through the inventory */
56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
58 cancellation (tmp);
59 }
60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
62 /* Nullify this object. This code could probably be more complete */
63 /* in what abilities it should cancel */
64 op->magic = 0;
65
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
71 if (op->env && op->env->type == PLAYER)
72 esrv_send_item (op->env, op);
73 }
74 }
75
76 /* did_make_save_item just checks to make sure the item actually
77 * made its saving throw based on the tables. It does not take
78 * any further action (like destroying the item).
79 */
80 int
81 did_make_save_item (object *op, int type, object *originator)
82 {
83 int i, roll, saves = 0, attacks = 0, number;
84 materialtype_t *mt;
85
86 if (op->materialname == NULL)
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material)
90 break;
91 }
92 else
93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL)
96 return TRUE;
97
98 roll = rndm (1, 20);
99
100 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype.
107 */
108 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119
120 for (number = 0; number < NROFATTACKS; number++)
121 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++;
126 if (op->resist[number] == 100)
127 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
131 saves++;
132 }
133
134 if (saves == attacks || attacks == 0)
135 return TRUE;
136
137 if (saves == 0 || (rndm (1, attacks) > saves))
138 return FALSE;
139
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 void
148 save_throw_object (object *op, int type, object *originator)
149 {
150 if (!did_make_save_item (op, type, originator))
151 {
152 object *env = op->env;
153 int x = op->x, y = op->y;
154 maptile *m = op->map;
155
156 op = stop_item (op);
157 if (op == NULL)
158 return;
159
160 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t.
167 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
169 {
170 const char *arch = op->other_arch->name;
171
172 op = decrease_ob_nr (op, 1);
173
174 if (op)
175 fix_stopped_item (op, m, originator);
176
177 if ((op = get_archetype (arch)) != NULL)
178 {
179 if (env)
180 {
181 op->x = env->x, op->y = env->y;
182 insert_ob_in_ob (op, env);
183 if (env->contr)
184 esrv_send_item (env, op);
185 }
186 else
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 }
192
193 return;
194 }
195
196 if (type & AT_CANCELLATION)
197 { /* Cancellation. */
198 cancellation (op);
199 fix_stopped_item (op, m, originator);
200 return;
201 }
202
203 if (op->nrof > 1)
204 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
206
207 if (op)
208 fix_stopped_item (op, m, originator);
209 }
210 else
211 {
212 if (op->env)
213 {
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy ();
221 }
222
223 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env)
225 {
226 op = get_archetype ("burnout");
227 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env);
229 }
230 else
231 replace_insert_ob_in_map ("burnout", originator);
232
233 return;
234 }
235
236 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
238 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube");
241
242 if (at == NULL)
243 return;
244
245 op = stop_item (op);
246 if (op == NULL)
247 return;
248
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
250 {
251 tmp = arch_to_object (at);
252 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want
255 * that for ones we create.
256 */
257 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0);
260 }
261
262 if (!QUERY_FLAG (op, FLAG_REMOVED))
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return;
267 }
268 }
269
270 /* Object op is hitting the map.
271 * op is going in direction 'dir'
272 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise.
275 */
276
277 int
278 hit_map (object *op, int dir, int type, int full_hit)
279 {
280 maptile *map;
281 sint16 x, y;
282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
283
284 if (QUERY_FLAG (op, FLAG_FREED))
285 {
286 LOG (llevError, "BUG: hit_map(): free object\n");
287 return 0;
288 }
289
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
293 return 0;
294 }
295
296 if (!op->map)
297 {
298 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
299 return 0;
300 }
301
302 if (op->head)
303 op = op->head;
304
305 map = op->map;
306 x = op->x + freearr_x[dir];
307 y = op->y + freearr_y[dir];
308
309 if (!xy_normalise (map, x, y))
310 return 0;
311
312 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y);
315
316 if (ms.flags () & P_SAFE)
317 return 0;
318
319 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive
321 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 {
324 if (type & AT_COUNTERSPELL)
325 {
326 counterspell (op, dir); /* see spell_effect.c */
327
328 /* If the only attacktype is counterspell or magic, don't need
329 * to do any further processing.
330 */
331 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
332 return 0;
333
334 type &= ~AT_COUNTERSPELL;
335 }
336
337 if (type & AT_CHAOS)
338 {
339 shuffle_attack (op, 1); /* flag tells it to change the face */
340 update_object (op, UP_OBJ_FACE);
341 type &= ~AT_CHAOS;
342 }
343 }
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 on destroy.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error.
352 */
353 for (object *next = ms.bot; next && !next->destroyed (); )
354 {
355 object *tmp = next;
356 next = tmp->above;
357
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used.
361 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y)
363 continue;
364
365 if (QUERY_FLAG (tmp, FLAG_ALIVE))
366 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit);
368 retflag |= 1;
369
370 if (op->destroyed ())
371 break;
372 }
373 /* Here we are potentially destroying an object. If the object has
374 * NO_PASS set, it is also immune - you can't destroy walls. Note
375 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now.
379 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
381 {
382 save_throw_object (tmp, type, op);
383
384 if (op->destroyed ())
385 break;
386 }
387 }
388
389 return 0;
390 }
391
392 void
393 attack_message (int dam, int type, object *op, object *hitter)
394 {
395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
396 int i, found = 0;
397 maptile *map;
398 object *next, *tmp;
399
400 /* put in a few special messages for some of the common attacktypes
401 * a player might have. For example, fire, electric, cold, etc
402 * [garbled 20010919]
403 */
404
405 if (dam == 9998 && op->type == DOOR)
406 {
407 sprintf (buf1, "unlock %s", &op->name);
408 sprintf (buf2, " unlocks");
409 found++;
410 }
411 if (dam < 0)
412 {
413 sprintf (buf1, "hit %s", &op->name);
414 sprintf (buf2, " hits");
415 found++;
416 }
417 else if (dam == 0)
418 {
419 sprintf (buf1, "missed %s", &op->name);
420 sprintf (buf2, " misses");
421 found++;
422 }
423 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
424 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
425 {
426 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
427 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
428 {
429 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
430 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
431 found++;
432 break;
433 }
434 }
435 else if (op->type == DOOR && !found)
436 {
437 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
438 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
439 {
440 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
441 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
442 found++;
443 break;
444 }
445 }
446 else if (hitter->type == PLAYER && op->is_alive ())
447 {
448 if (USING_SKILL (hitter, SK_KARATE))
449 {
450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
451 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
452 {
453 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
454 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
455 found++;
456 break;
457 }
458 }
459 else if (USING_SKILL (hitter, SK_CLAWING))
460 {
461 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
462 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
463 {
464 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
465 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
466 found++;
467 break;
468 }
469 }
470 else if (USING_SKILL (hitter, SK_PUNCHING))
471 {
472 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
473 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
474 {
475 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
476 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
477 found++;
478 break;
479 }
480 }
481 }
482
483 if (found)
484 {
485 /* done */
486 }
487 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
488 {
489 sprintf (buf1, "hit"); /* just in case */
490 for (i = 0; i < MAXATTACKMESS; i++)
491 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
492 {
493 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
494 found++;
495 break;
496 }
497 }
498 else if (type & AT_DRAIN && op->is_alive ())
499 {
500 /* drain is first, because some items have multiple attypes */
501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
502 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
503 {
504 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
505 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
506 found++;
507 break;
508 }
509 }
510 else if (type & AT_ELECTRICITY && op->is_alive ())
511 {
512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
513 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
514 {
515 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
516 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
517 found++;
518 break;
519 }
520 }
521 else if (type & AT_COLD && op->is_alive ())
522 {
523 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
524 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
525 {
526 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
527 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
528 found++;
529 break;
530 }
531 }
532 else if (type & AT_FIRE)
533 {
534 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
535 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
536 {
537 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539 found++;
540 break;
541 }
542 }
543 else if (hitter->current_weapon != NULL)
544 {
545 int mtype;
546
547 switch (hitter->current_weapon->weapontype)
548 {
549 case WEAP_HIT:
550 mtype = ATM_BASIC;
551 break;
552 case WEAP_SLASH:
553 mtype = ATM_SLASH;
554 break;
555 case WEAP_PIERCE:
556 mtype = ATM_PIERCE;
557 break;
558 case WEAP_CLEAVE:
559 mtype = ATM_CLEAVE;
560 break;
561 case WEAP_SLICE:
562 mtype = ATM_SLICE;
563 break;
564 case WEAP_STAB:
565 mtype = ATM_STAB;
566 break;
567 case WEAP_WHIP:
568 mtype = ATM_WHIP;
569 break;
570 case WEAP_CRUSH:
571 mtype = ATM_CRUSH;
572 break;
573 case WEAP_BLUD:
574 mtype = ATM_BLUD;
575 break;
576 default:
577 mtype = ATM_BASIC;
578 break;
579 }
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
581 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
584 strcpy (buf2, attack_mess[mtype][i].buf3);
585 found++;
586 break;
587 }
588 }
589 else
590 {
591 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
592 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
593 {
594 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
595 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
596 found++;
597 break;
598 }
599 }
600
601 if (!found)
602 {
603 strcpy (buf1, "hit");
604 strcpy (buf2, " hits");
605 }
606
607 /* bail out if a monster is casting spells */
608 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
609 return;
610
611 /* scale down magic considerably. */
612 if (type & AT_MAGIC && rndm (0, 5))
613 return;
614
615 /* Did a player hurt another player? Inform both! */
616 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
617 {
618 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else
621 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2);
623 if (dam != 0)
624 {
625 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
627 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
629 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
631 }
632 }
633 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */
635
636 if (hitter->type == PLAYER)
637 {
638 sprintf (buf, "You %s.", buf1);
639 if (dam != 0)
640 {
641 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
643 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
645 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
647 }
648 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 {
652 /* look for stacked spells and start reducing the message chances */
653 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
654 {
655 i = 4;
656 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y))
658 return;
659 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next)
661 while (next)
662 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3;
665 tmp = next;
666 next = tmp->above;
667 }
668 if (i < 0)
669 return;
670 if (rndm (0, i) != 0)
671 return;
672 }
673 else if (rndm (0, 5) != 0)
674 return;
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 }
679 }
680
681
682 static int
683 get_attack_mode (object **target, object **hitter, int *simple_attack)
684 {
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1;
689 }
690 if ((*target)->head)
691 *target = (*target)->head;
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head;
694 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 {
696 *simple_attack = 1;
697 return 0;
698 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
701 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
703 return 1;
704 }
705 *simple_attack = 0;
706 return 0;
707 }
708
709 static int
710 abort_attack (object *target, object *hitter, int simple_attack)
711 {
712
713 /* Check if target and hitter are still in a relation similar to the one
714 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */
716 int new_mode;
717
718 if (hitter->env == target || target->env == hitter)
719 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1;
722 else
723 new_mode = 0;
724 return new_mode != simple_attack;
725 }
726
727 static void thrown_item_effect (object *, object *);
728
729 static int
730 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731 {
732 int simple_attack, roll, dam = 0;
733 uint32 type;
734 shstr op_name;
735
736 if (get_attack_mode (&op, &hitter, &simple_attack))
737 goto error;
738
739 if (hitter->current_weapon)
740 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
741 return RESULT_INT (0);
742
743 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
744 return RESULT_INT (0);
745
746 /*
747 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters.
749 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
751 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail.
756 */
757 op->speed_left--;
758 process_object (op);
759
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error;
762 }
763
764 op_name = op->name;
765
766 roll = random_roll (1, 20, hitter, PREFER_HIGH);
767
768 /* Adjust roll for various situations. */
769 if (!simple_attack)
770 roll += adj_attackroll (hitter, op);
771
772 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 {
775 int hitdam = base_dam;
776
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack)
795 {
796 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this.
798 * -b.t. */
799 if (QUERY_FLAG (op, FLAG_SLEEP))
800 CLEAR_FLAG (op, FLAG_SLEEP);
801
802 /* If the victim can't see the attacker, it may alert others
803 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op);
806
807 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 {
810 make_visible (op);
811 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 }
814
815 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the
818 * wrapper object.
819 */
820 thrown_item_effect (hitter, op);
821
822 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
823 goto leave;
824 }
825
826 /* Need to do at least 1 damage, otherwise there is no point
827 * to go further and it will cause FPE's below.
828 */
829 if (hitdam <= 0)
830 hitdam = 1;
831
832 type = hitter->attacktype;
833
834 if (!type)
835 type = AT_PHYSICAL;
836
837 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
839 {
840 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
841 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
842
843 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
844
845 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
846 goto leave;
847 }
848
849 /* In the new attack code, it should handle multiple attack
850 * types in its area, so remove it from here.
851 */
852 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
853
854 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave;
856 } /* end of if hitter hit op */
857 /* if we missed, dam=0 */
858
859 /*attack_message(dam, type, op, hitter); */
860
861 goto leave;
862
863 error:
864 dam = 1;
865
866 leave:
867
868 return dam;
869 }
870
871 int
872 attack_ob (object *op, object *hitter)
873 {
874
875 if (hitter->head)
876 hitter = hitter->head;
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878 }
879
880 /* op is the arrow, tmp is what is stopping the arrow.
881 *
882 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
883 */
884 static int
885 stick_arrow (object *op, object *tmp)
886 {
887 /* If the missile hit a player, we insert it in their inventory.
888 * However, if the missile is heavy, we don't do so (assume it falls
889 * to the ground after a hit). What a good value for this is up to
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around.
892 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 {
895 if (tmp->head != NULL)
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1;
905 }
906 else
907 return 0;
908 }
909
910 /* hit_with_arrow() disassembles the missile, attacks the victim and
911 * reassembles the missile.
912 *
913 * It returns a pointer to the reassembled missile, or NULL if the missile
914 * isn't available anymore.
915 */
916 object *
917 hit_with_arrow (object *op, object *victim)
918 {
919 object *container, *hitter;
920 int hit_something = 0;
921
922 /* Disassemble missile */
923 if (op->inv)
924 {
925 container = op;
926 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or
931 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */
933 }
934 else
935 {
936 container = 0;
937 hitter = op;
938 }
939
940 /* Try to hit victim */
941 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
942
943 /* Arrow attacks door, rune of summoning is triggered, demon is put on
944 * arrow, move_apply() calls this function, arrow sticks in demon,
945 * attack_ob_simple() returns, and we've got an arrow that still exists
946 * but is no longer on the map. Ugh. (Beware: Such things can happen at
947 * other places as well!)
948 */
949 if (hitter->destroyed () || hitter->env != NULL)
950 {
951 if (container)
952 {
953 container->remove ();
954 container->destroy ();
955 }
956
957 return 0;
958 }
959
960 /* Missile hit victim */
961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
962 * through the target
963 */
964 if (hit_something && op->speed <= 10.0)
965 {
966 /* Stop arrow */
967 if (!container)
968 {
969 hitter = fix_stopped_arrow (hitter);
970 if (!hitter)
971 return 0;
972 }
973 else
974 container->destroy ();
975
976 /* Try to stick arrow into victim */
977 if (!victim->destroyed () && stick_arrow (hitter, victim))
978 return 0;
979
980 /* Else try to put arrow on victim's map square
981 * remove check for P_WALL here. If the arrow got to this
982 * space, that is good enough - with the new movement code,
983 * there is now the potential for lots of spaces where something
984 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise?
986 */
987 if (victim->x != hitter->x || victim->y != hitter->y)
988 {
989 hitter->remove ();
990 hitter->x = victim->x;
991 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 }
994 else
995 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL);
997
998 return 0;
999 }
1000
1001 if (hit_something && op->speed >= 10.0)
1002 op->speed -= 1.0;
1003
1004 /* Missile missed victim - reassemble missile */
1005 if (container)
1006 {
1007 hitter->remove ();
1008 insert_ob_in_ob (hitter, container);
1009 }
1010
1011 return op;
1012 }
1013
1014
1015 void
1016 tear_down_wall (object *op)
1017 {
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1;
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 {
1027 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0)
1029 op->destroy ();
1030
1031 return; /* no animations, so nothing more to do */
1032 }
1033
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1035
1036 if (perc >= (int) NUM_ANIMATIONS (op))
1037 perc = NUM_ANIMATIONS (op) - 1;
1038 else if (perc < 1)
1039 perc = 1;
1040
1041 SET_ANIMATION (op, perc);
1042 update_object (op, UP_OBJ_FACE);
1043
1044 if (perc == NUM_ANIMATIONS (op) - 1)
1045 { /* Reached the last animation */
1046 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */
1048 op->destroy ();
1049 else
1050 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1052 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE);
1055 }
1056 }
1057 }
1058
1059 void
1060 scare_creature (object *target, object *hitter)
1061 {
1062 object *owner = hitter->owner;
1063
1064 if (!owner)
1065 owner = hitter;
1066
1067 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy)
1069 target->enemy = owner;
1070 }
1071
1072
1073 /* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not
1078 * the attacktype. Makes it easier for the PR code. */
1079 int
1080 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1081 {
1082 int doesnt_slay = 1;
1083
1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1085 if (attacknum >= NROFATTACKS)
1086 {
1087 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1088 return 0;
1089 }
1090
1091 if (dam < 0)
1092 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1094 return 0;
1095 }
1096
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL)
1100 return dam;
1101
1102 if (hitter->slaying)
1103 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1106 {
1107 doesnt_slay = 0;
1108 dam *= 3;
1109 }
1110 }
1111
1112 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1113 if (op->resist[attacknum])
1114 {
1115 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1116 * in case 0>dam>1, we try to "simulate" a float value-effect */
1117 dam *= (100 - op->resist[attacknum]);
1118 if (dam >= 100)
1119 dam /= 100;
1120 else
1121 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1122 }
1123
1124 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */
1128
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1130 return 0;
1131
1132 /* Keep this in order - makes things easier to find */
1133
1134 switch (attacknum)
1135 {
1136 case ATNR_PHYSICAL:
1137 /* here also check for diseases */
1138 check_physically_infect (op, hitter);
1139 break;
1140
1141 /* Don't need to do anything for:
1142 magic,
1143 fire,
1144 electricity,
1145 cold */
1146
1147 case ATNR_CONFUSION:
1148 case ATNR_POISON:
1149 case ATNR_SLOW:
1150 case ATNR_PARALYZE:
1151 case ATNR_FEAR:
1152 case ATNR_CANCELLATION:
1153 case ATNR_DEPLETE:
1154 case ATNR_BLIND:
1155 {
1156 /* chance for inflicting a special attack depends on the
1157 * difference between attacker's and defender's level
1158 */
1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1160
1161 /* First, only creatures/players with speed can be affected.
1162 * Second, just getting hit doesn't mean it always affects
1163 * you. Third, you still get a saving through against the
1164 * effect.
1165 */
1166 if (op->speed &&
1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169 {
1170
1171 /* Player has been hit by something */
1172 if (attacknum == ATNR_CONFUSION)
1173 confuse_player (op, hitter, dam);
1174 else if (attacknum == ATNR_POISON)
1175 poison_player (op, hitter, dam);
1176 else if (attacknum == ATNR_SLOW)
1177 slow_player (op, hitter, dam);
1178 else if (attacknum == ATNR_PARALYZE)
1179 paralyze_player (op, hitter, dam);
1180 else if (attacknum == ATNR_FEAR)
1181 scare_creature (op, hitter);
1182 else if (attacknum == ATNR_CANCELLATION)
1183 cancellation (op);
1184 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam);
1188 }
1189 dam = 0; /* These are all effects and don't do real damage */
1190 }
1191 break;
1192
1193 case ATNR_ACID:
1194 {
1195 int flag = 0;
1196
1197 /* Items only get corroded if you're not on a battleground and
1198 * if your acid resistance is below 50%. */
1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1200 {
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 {
1203 if (tmp->invisible)
1204 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */
1207 continue;
1208 if (!(tmp->material & M_IRON))
1209 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue;
1212 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */
1214 || tmp->type == GIRDLE
1215 || tmp->type == AMULET
1216 || tmp->type == WAND
1217 || tmp->type == ROD
1218 || tmp->type == HORN)
1219 continue; /* To avoid some strange effects */
1220
1221 /* High damage acid has better chance of corroding
1222 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1;
1230 tmp->magic--;
1231 if (op->type == PLAYER)
1232 esrv_send_item (op, tmp);
1233 }
1234 }
1235
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1238 }
1239 }
1240 break;
1241
1242 case ATNR_DRAIN:
1243 {
1244 /* rate is the proportion of exp drained. High rate means
1245 * not much is drained, low rate means a lot is drained.
1246 */
1247 int rate;
1248
1249 if (op->resist[ATNR_DRAIN] >= 0)
1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1251 else
1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1253
1254 if (op->stats.exp <= rate)
1255 {
1256 if (op->type == GOLEM)
1257 dam = 999; /* Its force is "sucked" away. 8) */
1258 else
1259 /* If we can't drain, lets try to do physical damage */
1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1261 }
1262 else
1263 {
1264 /* Randomly give the hitter some hp */
1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1267 hitter->stats.hp++;
1268
1269 /* Can't do drains on battleground spaces.
1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks.
1275 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1277 {
1278 object *owner = hitter->owner;
1279
1280 if (owner && owner != hitter)
1281 {
1282 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 }
1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 }
1293
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP,
1296 * as the messages will say you missed
1297 */
1298 }
1299 }
1300 break;
1301
1302 case ATNR_TURN_UNDEAD:
1303 {
1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1305 {
1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1307 object *god = find_god (determine_god (owner));
1308 int div = 1;
1309
1310 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313 div = 2;
1314 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner);
1317 }
1318 else
1319 dam = 0; /* don't damage non undead - should we damage
1320 undead? */
1321 }
1322 break;
1323
1324 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam);
1326 break;
1327
1328 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1330 dam = 0;
1331 break;
1332
1333 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1335 dam = 0;
1336 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */
1340 break;
1341
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
1354 case ATNR_LIFE_STEALING:
1355 {
1356 int new_hp;
1357
1358 /* this is replacement to drain for players, instead of taking
1359 * exp it takes hp. It is geared for players, probably not
1360 * much use giving it to monsters
1361 *
1362 * life stealing doesn't do a lot of damage, but it gives the
1363 * damage it does do to the player. Given that,
1364 * it only does 1/10'th normal damage (hence the divide by
1365 * 1000).
1366 */
1367 /* You can't steal life from something undead */
1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1369 return 0;
1370
1371 /* If drain protection is higher than life stealing, use that */
1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1374 else
1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1377 /* You die at -1 hp, not zero. */
1378 if (dam > (op->stats.hp + 1))
1379 dam = op->stats.hp + 1;
1380
1381 new_hp = hitter->stats.hp + dam;
1382 if (new_hp > hitter->stats.maxhp)
1383 new_hp = hitter->stats.maxhp;
1384
1385 if (new_hp > hitter->stats.hp)
1386 hitter->stats.hp = new_hp;
1387 }
1388 }
1389
1390 return dam;
1391 }
1392
1393 /* GROS: This code comes from hit_player. It has been made external to
1394 * allow script procedures to "kill" objects in a combat-like fashion.
1395 * It was initially used by (kill-object) developed for the Collector's
1396 * Sword. Note that nothing has been changed from the original version
1397 * of the following code.
1398 * op is what is being killed.
1399 * dam is the damage done to it.
1400 * hitter is what is hitting it.
1401 * type is the attacktype.
1402 *
1403 * This function was a bit of a mess with hitter getting changed,
1404 * values being stored away but not used, etc. I've cleaned it up
1405 * a bit - I think it should be functionally equivalant.
1406 * MSW 2002-07-17
1407 */
1408 int
1409 kill_object (object *op, int dam, object *hitter, int type)
1410 {
1411 char buf[MAX_BUF];
1412 const char *skill;
1413 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL;
1417 object *skop = NULL;
1418
1419 if (op->stats.hp >= 0)
1420 return -1;
1421
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1423 return 0;
1424
1425 /* maxdam needs to be the amount of damage it took to kill
1426 * this creature. The function(s) that call us have already
1427 * adjusted the creatures HP total, so that is negative.
1428 */
1429 maxdam = dam + op->stats.hp + 1;
1430
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433
1434 if (op->type == DOOR)
1435 {
1436 op->set_speed (0.1);
1437 op->speed_left = -0.05;
1438 return maxdam;
1439 }
1440
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy ();
1449 return maxdam;
1450 }
1451
1452 /* Now lets start dealing with experience we get for killing something */
1453
1454 owner = hitter->owner;
1455 if (!owner)
1456 owner = hitter;
1457
1458 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL))
1460 battleg = 1;
1461
1462 /* is this player killing? */
1463 if (op->type == PLAYER && owner->type == PLAYER)
1464 pk = 1;
1465
1466 /* Player killed something */
1467 if (owner->type == PLAYER)
1468 {
1469 Log_Kill (owner->name,
1470 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1471
1472 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the
1474 * ip address is included.
1475 */
1476 if (op->type == PLAYER && !battleg)
1477 {
1478 time_t t = time (NULL);
1479 struct tm *tmv;
1480 char buf[256];
1481
1482 tmv = localtime (&t);
1483 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1484
1485 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1486 }
1487
1488 /* try to filter some things out - basically, if you are
1489 * killing a level 1 creature and your level 20, you
1490 * probably don't want to see that.
1491 */
1492 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1493 {
1494 if (owner != hitter)
1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1496 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498
1499 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1502 }
1503
1504 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV
1507 * Fix bug in that we were changing the luck of the hitter, not
1508 * player that the object belonged to - so if you killed another player
1509 * with spells, pets, whatever, there was no penalty.
1510 * Changed to make luck penalty configurable in settings.
1511 */
1512 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty);
1514
1515 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill
1518 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill;
1523 else if (owner->chosen_skill)
1524 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill;
1527 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill;
1530 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532
1533 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */
1536 if ((!skop || skop->type != SKILL) && skill)
1537 {
1538 int i;
1539
1540 for (i = 0; i < NUM_SKILLS; i++)
1541 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542 {
1543 skop = owner->contr->last_skill_ob[i];
1544 break;
1545 }
1546 }
1547 } /* Was it a player that hit somethign */
1548 else
1549 skill = 0;
1550
1551 /* Pet (or spell) killed something. */
1552 if (owner != hitter)
1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555 else
1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1559
1560 /* These may have been set in the player code section above */
1561 if (!skop)
1562 skop = hitter->chosen_skill;
1563
1564 if (!skill && skop)
1565 skill = skop->skill;
1566
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568
1569 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1571 {
1572 int exp;
1573
1574 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1576 if (op->type == PLAYER)
1577 {
1578 if (battleg)
1579 {
1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1581 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1582 }
1583 else
1584 exp = op->stats.exp / 1000;
1585 }
1586 else
1587 exp = calc_skill_exp (owner, op, skop);
1588
1589 /* if op is standing on "battleground" (arena), no way to gain
1590 * exp by killing him
1591 */
1592 if (battleg)
1593 exp = 0;
1594
1595 /* Don't know why this is set this way - doesn't make
1596 * sense to just divide everything by two for no reason.
1597 */
1598
1599 if (!settings.simple_exp)
1600 exp = exp / 2;
1601
1602 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0);
1604 else
1605 {
1606 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party;
1609
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611
1612 for_all_players (pl)
1613 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1614 {
1615 count++;
1616 shares += (pl->ob->level + 4);
1617 }
1618
1619 if (count == 1 || shares > exp || !shares)
1620 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1621 else
1622 {
1623 int share = exp / shares, given = 0, nexp;
1624
1625 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 {
1628 nexp = (pl->ob->level + 4) * share;
1629 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1630 given += nexp;
1631 }
1632
1633 exp -= given;
1634 /* give any remainder to the player */
1635 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1636 }
1637 } /* else part of a party */
1638 } /* end if person didn't kill himself */
1639
1640 if (op->type != PLAYER)
1641 {
1642 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1643 {
1644 object *owner1 = op->owner;
1645
1646 if (owner1 && owner1->type == PLAYER)
1647 {
1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1649 /* Maybe we should include the owner that killed this, maybe not */
1650 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1651 }
1652
1653 remove_friendly_object (op);
1654 }
1655
1656 op->destroy ();
1657 }
1658 else
1659 {
1660 /* Player has been killed! */
1661 if (owner->type == PLAYER)
1662 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1663 else
1664 assign (op->contr->killer, hitter->name);
1665 }
1666
1667 /* This was return -1 - that doesn't seem correct - if we return -1, process
1668 * continues in the calling function.
1669 */
1670 return maxdam;
1671 }
1672
1673 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674 * Returns 0 this is not friendly fire
1675 */
1676
1677 int
1678 friendly_fire (object *op, object *hitter)
1679 {
1680 object *owner;
1681 int friendlyfire;
1682
1683 if (hitter->head)
1684 hitter = hitter->head;
1685
1686 friendlyfire = 0;
1687
1688 if (op->type == PLAYER)
1689 {
1690 if (op_on_battleground (hitter, 0, 0))
1691 return 0;
1692
1693 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1694 return 1;
1695
1696 if ((owner = hitter->owner) != NULL)
1697 {
1698 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1699 friendlyfire = 2;
1700 }
1701
1702 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1703 friendlyfire = 0;
1704 }
1705 return friendlyfire;
1706 }
1707
1708
1709 /* This isn't used just for players, but in fact most objects.
1710 * op is the object to be hit, dam is the amount of damage, hitter
1711 * is what is hitting the object, type is the attacktype, and
1712 * full_hit is set if monster area does not matter.
1713 * dam is base damage - protections/vulnerabilities/slaying matches can
1714 * modify it.
1715 */
1716 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1718 int
1719 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1720 {
1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1722 int maxattacktype, attacknum;
1723 int body_attack = op && op->head; /* Did we hit op's head? */
1724 int simple_attack;
1725 int rtn_kill = 0;
1726 int friendlyfire;
1727
1728 if (get_attack_mode (&op, &hitter, &simple_attack))
1729 return 0;
1730
1731 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1732 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1733 return 0;
1734
1735 #ifdef PROHIBIT_PLAYERKILL
1736 if (op->type == PLAYER)
1737 {
1738 object *owner = hitter->owner;
1739
1740 if (!owner)
1741 owner = hitter;
1742
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1744 return 0;
1745 }
1746 #endif
1747
1748 if (body_attack)
1749 {
1750 /* slow and paralyze must hit the head. But we don't want to just
1751 * return - we still need to process other attacks the spell still
1752 * might have. So just remove the paralyze and slow attacktypes,
1753 * and keep on processing if we have other attacktypes.
1754 * return if only magic or nothing is left - under normal code
1755 * we don't attack with pure magic if there is another attacktype.
1756 * Only do processing if the initial attacktype includes one of those
1757 * attack so we don't cancel out things like magic bullet.
1758 */
1759 if (type & (AT_PARALYZE | AT_SLOW))
1760 {
1761 type &= ~(AT_PARALYZE | AT_SLOW);
1762
1763 if (!type || type == AT_MAGIC)
1764 return 0;
1765 }
1766 }
1767
1768 if (!simple_attack && op->type == DOOR)
1769 {
1770 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (tmp->type == RUNE || tmp->type == TRAP)
1772 {
1773 spring_trap (tmp, hitter);
1774
1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1776 return 0;
1777
1778 break;
1779 }
1780 }
1781
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 {
1784 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here.
1786 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1788 return 0;
1789 }
1790
1791 #ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1793 #endif
1794
1795 if (magic)
1796 {
1797 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100)
1801 dam /= 100;
1802 else
1803 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1804 }
1805
1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808 */
1809 if (type & AT_CHAOS)
1810 {
1811 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1812 update_object (op, UP_OBJ_FACE);
1813 type &= ~AT_CHAOS;
1814 }
1815
1816 /* Holyword is really an attacktype modifier (like magic is). If
1817 * holyword is part of an attacktype, then make sure the creature is
1818 * a proper match, otherwise no damage.
1819 */
1820 if (type & AT_HOLYWORD)
1821 {
1822 object *god;
1823
1824 if ((!hitter->slaying ||
1825 (!(op->race && strstr (hitter->slaying, op->race)) &&
1826 !(op->name && strstr (hitter->slaying, op->name)))) &&
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1828 (hitter->title != NULL
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1830 return 0;
1831 }
1832
1833 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835 {
1836 /* Magic isn't really a true attack type - it gets combined with other
1837 * attack types. As such, skip it over. However, if magic is
1838 * the only attacktype in the group, then still attack with it
1839 */
1840 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1841 continue;
1842
1843 /* Go through and hit the player with each attacktype, one by one.
1844 * hit_player_attacktype only figures out the damage, doesn't inflict
1845 * it. It will do the appropriate action for attacktypes with
1846 * effects (slow, paralization, etc.
1847 */
1848 if (type & attacktype)
1849 {
1850 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1851 /* the >= causes us to prefer messages from special attacks, if
1852 * the damage is equal.
1853 */
1854 if (ndam >= maxdam)
1855 {
1856 maxdam = ndam;
1857 maxattacktype = 1 << attacknum;
1858 }
1859 }
1860 }
1861
1862 /* if this is friendly fire then do a set % of damage only
1863 * Note - put a check in to make sure this attack is actually
1864 * doing damage - otherwise, the +1 in the code below will make
1865 * an attack do damage before when it otherwise didn't
1866 */
1867 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam)
1869 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871 #ifndef COZY_SERVER
1872 maxdam++;
1873 #endif
1874
1875 #ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878 #endif
1879 }
1880
1881 if (!full_hit)
1882 {
1883 archetype *at;
1884 int area;
1885 int remainder;
1886
1887 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more)
1889 area++;
1890 assert (area > 0);
1891
1892 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */
1894 remainder = 100 * (maxdam % area) / area;
1895 maxdam /= area;
1896 if (rndm (100) < remainder)
1897 maxdam++;
1898 }
1899
1900 #ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902 #endif
1903
1904 if (hitter->owner)
1905 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter;
1908
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 {
1911 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1913 npc_call_help (op);
1914 }
1915
1916 if (magic && did_make_save (op, op->level, 0))
1917 maxdam = maxdam / 2;
1918
1919 attack_message (maxdam, maxattacktype, op, hitter);
1920
1921 op->stats.hp -= maxdam;
1922
1923 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1924 if ((op->stats.hp >= 0) &&
1925 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1926 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1927 {
1928
1929 if (QUERY_FLAG (op, FLAG_MONSTER))
1930 SET_FLAG (op, FLAG_RUN_AWAY);
1931 else
1932 scare_creature (op, hitter);
1933 }
1934
1935 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1936 {
1937 if (maxdam)
1938 tear_down_wall (op);
1939
1940 return maxdam; /* nothing more to do for wall */
1941 }
1942
1943 /* See if the creature has been killed */
1944 rtn_kill = kill_object (op, maxdam, hitter, type);
1945 if (rtn_kill != -1)
1946 return rtn_kill;
1947
1948
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case.
1952 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy ();
1959 }
1960 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 {
1963 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1966 object *owner = op->owner;
1967
1968 if (!op->other_arch)
1969 {
1970 LOG (llevError, "SPLITTING without other_arch error.\n");
1971 return maxdam;
1972 }
1973
1974 op->remove ();
1975
1976 for (i = 0; i < NROFNEWOBJS (op); i++)
1977 { /* This doesn't handle op->more yet */
1978 object *tmp = arch_to_object (op->other_arch);
1979 int j;
1980
1981 tmp->stats.hp = op->stats.hp;
1982
1983 if (friendly)
1984 {
1985 add_friendly_object (tmp);
1986 tmp->attack_movement = PETMOVE;
1987
1988 if (owner)
1989 tmp->set_owner (owner);
1990 }
1991
1992 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994
1995 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996
1997 if (j == -1) /* No spot to put this monster */
1998 tmp->destroy ();
1999 else
2000 {
2001 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2002 insert_ob_in_map (tmp, op->map, NULL, 0);
2003 }
2004 }
2005
2006 op->destroy ();
2007 }
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy ();
2010
2011 return maxdam;
2012 }
2013
2014
2015 void
2016 poison_player (object *op, object *hitter, int dam)
2017 {
2018 archetype *at = archetype::find ("poisoning");
2019 object *tmp = present_arch_in_ob (at, op);
2020
2021 if (tmp == NULL)
2022 {
2023 if ((tmp = arch_to_object (at)) == NULL)
2024 LOG (llevError, "Failed to clone arch poisoning.\n");
2025 else
2026 {
2027 tmp = insert_ob_in_ob (tmp, op);
2028 /* peterm: give poisoning some teeth. It should
2029 * be able to kill things better than it does:
2030 * damage should be dependent something--I choose to
2031 * do this: if it's a monster, the damage from the
2032 * poisoning goes as the level of the monster/2.
2033 * If anything else, goes as damage.
2034 */
2035
2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2037 tmp->stats.dam += hitter->level / 2;
2038 else
2039 tmp->stats.dam = dam;
2040
2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2042 if (hitter->skill && hitter->skill != tmp->skill)
2043 {
2044 tmp->skill = hitter->skill;
2045 }
2046
2047 tmp->stats.food += dam; /* more damage, longer poisoning */
2048
2049 if (op->type == PLAYER)
2050 {
2051 /* player looses stats, maximum is -10 of each */
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED);
2057 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059 }
2060 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 }
2065 tmp->speed_left = 0;
2066 }
2067 else
2068 tmp->stats.food++;
2069 }
2070
2071 void
2072 slow_player (object *op, object *hitter, int dam)
2073 {
2074 archetype *at = archetype::find ("slowness");
2075 object *tmp;
2076
2077 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n");
2080 }
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 {
2083 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op);
2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 }
2087 else
2088 tmp->stats.food++;
2089 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0;
2091 op->update_stats ();
2092 }
2093
2094 void
2095 confuse_player (object *op, object *hitter, int dam)
2096 {
2097 object *tmp;
2098 int maxduration;
2099
2100 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2101 if (!tmp)
2102 {
2103 tmp = get_archetype (FORCE_NAME);
2104 tmp = insert_ob_in_ob (tmp, op);
2105 }
2106
2107 /* Duration added per hit and max. duration of confusion both depend
2108 * on the player's resistance
2109 */
2110 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION;
2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2115 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration;
2117
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2120 SET_FLAG (op, FLAG_CONFUSED);
2121 }
2122
2123 void
2124 blind_player (object *op, object *hitter, int dam)
2125 {
2126 object *tmp, *owner;
2127
2128 /* Save some work if we know it isn't going to affect the player */
2129 if (op->resist[ATNR_BLIND] == 100)
2130 return;
2131
2132 tmp = present_in_ob (BLINDNESS, op);
2133 if (!tmp)
2134 {
2135 tmp = get_archetype ("blindness");
2136 SET_FLAG (tmp, FLAG_BLIND);
2137 SET_FLAG (tmp, FLAG_APPLIED);
2138 /* use floats so we don't lose too much precision due to rounding errors.
2139 * speed is a float anyways.
2140 */
2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142
2143 tmp = insert_ob_in_ob (tmp, op);
2144 change_abil (op, tmp); /* Mostly to display any messages */
2145 op->update_stats (); /* This takes care of some other stuff */
2146
2147 if (hitter->owner)
2148 owner = hitter->owner;
2149 else
2150 owner = hitter;
2151
2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2153 }
2154 tmp->stats.food += dam;
2155 if (tmp->stats.food > 10)
2156 tmp->stats.food = 10;
2157 }
2158
2159 void
2160 paralyze_player (object *op, object *hitter, int dam)
2161 {
2162 float effect, max;
2163
2164 /* object *tmp; */
2165
2166 /* This is strange stuff... someone knows for what this is
2167 * written? Well, i think this can and should be removed
2168 */
2169
2170 /*
2171 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2172 tmp=clone_arch(PARAIMAGE);
2173 tmp->x=op->x,tmp->y=op->y;
2174 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2175 }
2176 */
2177
2178 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2179 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2180
2181 if (effect == 0)
2182 return;
2183
2184 op->speed_left -= FABS (op->speed) * effect;
2185 /* tmp->stats.food+=(signed short) effect/op->speed; */
2186
2187 /* max number of ticks to be affected for. */
2188 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2189 if (op->speed_left < -(FABS (op->speed) * max))
2190 op->speed_left = (float) -(FABS (op->speed) * max);
2191
2192 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193 }
2194
2195
2196 /* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged.
2198 */
2199 void
2200 deathstrike_player (object *op, object *hitter, int *dam)
2201 {
2202 /* The intention of a death attack is to kill outright things
2203 ** that are a lot weaker than the attacker, have a chance of killing
2204 ** things somewhat weaker than the caster, and no chance of
2205 ** killing something equal or stronger than the attacker.
2206 ** Also, if a deathstrike attack has a slaying, any monster
2207 ** whose name or race matches a comma-delimited list in the slaying
2208 ** field of the deathstriking object */
2209
2210 int atk_lev, def_lev, kill_lev;
2211
2212 if (hitter->slaying)
2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2214 return;
2215
2216 def_lev = op->level;
2217 if (def_lev < 1)
2218 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220 def_lev = 1;
2221 }
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */
2225
2226 if (atk_lev >= def_lev)
2227 {
2228 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2229
2230 /* Note that the below effectively means the ratio of the atk vs
2231 * defener level is important - if level 52 character has very little
2232 * chance of killing a level 50 monster. This should probably be
2233 * redone.
2234 */
2235 if (kill_lev >= def_lev)
2236 {
2237 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2238 /* I think this doesn't really do much. Because of
2239 * integer rounding, this only makes any difference if the
2240 * attack level is double the defender level.
2241 */
2242 *dam *= kill_lev / def_lev;
2243 }
2244 }
2245 else
2246 {
2247 *dam = 0; /* no harm done */
2248 }
2249 }
2250
2251 /* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a
2253 * monster).
2254 */
2255 static void
2256 thrown_item_effect (object *hitter, object *victim)
2257 {
2258 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259 {
2260 /* May not need a switch for just 2 types, but this makes it
2261 * easier for expansion.
2262 */
2263 switch (hitter->type)
2264 {
2265 case POTION:
2266 /* should player get a save throw instead of checking magic protection? */
2267 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2268 (void) apply_potion (victim, hitter);
2269 break;
2270
2271 case POISON: /* poison drinks */
2272 /* As with potions, should monster get a save? */
2273 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2274 apply_poison (victim, hitter);
2275 break;
2276
2277 /* Removed case statements that did nothing.
2278 * food may be poisonous, but monster must be willing to eat it,
2279 * so we don't handle it here.
2280 * Containers should perhaps break open, but that code was disabled.
2281 */
2282 }
2283 }
2284 }
2285
2286 /* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288 int
2289 adj_attackroll (object *hitter, object *target)
2290 {
2291 object *attacker = hitter;
2292 int adjust = 0;
2293
2294 /* safety */
2295 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2296 {
2297 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2298 return 0;
2299 }
2300
2301 /* aimed missiles use the owning object's sight */
2302 if (is_aimed_missile (hitter))
2303 {
2304 if ((attacker = hitter->owner) == NULL)
2305 attacker = hitter;
2306 /* A player who saves but hasn't quit still could have objects
2307 * owned by him - need to handle that case to avoid crashes.
2308 */
2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2310 attacker = hitter;
2311 }
2312 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2313 return 0;
2314
2315 /* determine the condtions under which we make an attack.
2316 * Add more cases, as the need occurs. */
2317
2318 if (!can_see_enemy (attacker, target))
2319 {
2320 /* target is unseen */
2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322 adjust -= 10;
2323 /* dark map penalty for the hitter (lacks infravision if we got here). */
2324 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2325 adjust -= target->map->darkness;
2326 }
2327
2328 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 adjust -= 3;
2330
2331 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2332 adjust += 1;
2333
2334 if (QUERY_FLAG (target, FLAG_SCARED))
2335 adjust += 1;
2336
2337 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2338 adjust -= 3;
2339
2340 /* if we attack at a different 'altitude' its harder */
2341 if ((attacker->move_type & target->move_type) == 0)
2342 adjust -= 2;
2343
2344 #if 0
2345 /* slower attacks are less likely to succeed. We should use a
2346 * comparison between attacker/target speeds BUT, players have
2347 * a generally faster speed, so this will wind up being a HUGE
2348 * disadantage for the monsters! Too bad, because missiles which
2349 * fly fast should have a better chance of hitting a slower target.
2350 */
2351 if (hitter->speed < target->speed)
2352 adjust += ((float) hitter->speed - target->speed);
2353 #endif
2354
2355 #if 0
2356 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2357 #endif
2358
2359 return adjust;
2360 }
2361
2362
2363 /* determine if the object is an 'aimed' missile */
2364 int
2365 is_aimed_missile (object *op)
2366 {
2367
2368 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible.
2370 */
2371 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1;
2377 }
2378 return 0;
2379 }