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/cvs/deliantra/server/server/attack.C
Revision: 1.64
Committed: Thu May 17 14:14:55 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +3 -26 lines
Log Message:
remove superfluous/broken settings and related code

- COZY_SERVER:
  enabled most msall adjustments, changed digestion formula to the original one,
  party member treament w.r.t. pets enforced.
- PROHIBIT_PLAYERKILL: default
- real_wiz: removed and enforced
- create_home_portals: removed and enforced
- casting_time: removed and forced to be off (was crashing anyways)
- was_wiz flag removed and treated as off usually unless it was used
  in place of flag_wiz.
- do not save or restore wiz, wizcast and wizpass flags.

File Contents

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