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/cvs/deliantra/server/server/attack.C
Revision: 1.68
Committed: Tue Jun 5 13:05:02 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +3 -3 lines
Log Message:
- improve observe
- remove more cruft code
- archetype loading almost works again, reloading probbaly still borked.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <assert.h>
26 #include <global.h>
27 #include <living.h>
28 #include <material.h>
29 #include <skills.h>
30 #include <sounds.h>
31 #include <sproto.h>
32
33 typedef struct att_msg_str
34 {
35 char *msg1;
36 char *msg2;
37 } att_msg;
38
39 /*#define ATTACK_DEBUG*/
40
41 /* cancels object *op. Cancellation basically means an object loses
42 * its magical benefits.
43 */
44 void
45 cancellation (object *op)
46 {
47 if (op->invisible)
48 return;
49
50 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
51 {
52 /* Recurse through the inventory */
53 for (object *tmp = op->inv; tmp; tmp = tmp->below)
54 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
55 cancellation (tmp);
56 }
57 else if (FABS (op->magic) <= rndm (0, 5))
58 {
59 /* Nullify this object. This code could probably be more complete */
60 /* in what abilities it should cancel */
61 op->magic = 0;
62
63 CLEAR_FLAG (op, FLAG_DAMNED);
64 CLEAR_FLAG (op, FLAG_CURSED);
65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
67
68 if (op->env && op->env->type == PLAYER)
69 esrv_send_item (op->env, op);
70 }
71 }
72
73 /* did_make_save_item just checks to make sure the item actually
74 * made its saving throw based on the tables. It does not take
75 * any further action (like destroying the item).
76 */
77 int
78 did_make_save_item (object *op, int type, object *originator)
79 {
80 int i, roll, saves = 0, attacks = 0, number;
81 materialtype_t *mt;
82
83 if (op->materialname == NULL)
84 {
85 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
86 if (op->materials & mt->material)
87 break;
88 }
89 else
90 mt = name_to_material (op->materialname);
91
92 if (mt == NULL)
93 return TRUE;
94
95 roll = rndm (1, 20);
96
97 /* the attacktypes have no meaning for object saves
98 * If the type is only magic, don't adjust type - basically, if
99 * pure magic is hitting an object, it should save. However, if it
100 * is magic teamed with something else, then strip out the
101 * magic type, and instead let the fire, cold, or whatever component
102 * destroy the item. Otherwise, you get the case of poisoncloud
103 * destroying objects because it has magic attacktype.
104 */
105 if (type != AT_MAGIC)
106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
109
110 if (type == 0)
111 return TRUE;
112 if (roll == 20)
113 return TRUE;
114 if (roll == 1)
115 return FALSE;
116
117 for (number = 0; number < NROFATTACKS; number++)
118 {
119 i = 1 << number;
120 if (!(i & type))
121 continue;
122 attacks++;
123 if (op->resist[number] == 100)
124 saves++;
125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
126 saves++;
127 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
128 saves++;
129 }
130
131 if (saves == attacks || attacks == 0)
132 return TRUE;
133
134 if (saves == 0 || (rndm (1, attacks) > saves))
135 return FALSE;
136
137 return TRUE;
138 }
139
140 /* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.)
143 */
144 void
145 save_throw_object (object *op, int type, object *originator)
146 {
147 if (!did_make_save_item (op, type, originator))
148 {
149 object *env = op->env;
150 int x = op->x, y = op->y;
151 maptile *m = op->map;
152
153 op = stop_item (op);
154 if (op == NULL)
155 return;
156
157 /* Hacked the following so that type LIGHTER will work.
158 * Also, objects which are potenital "lights" that are hit by
159 * flame/elect attacks will be set to glow. "lights" are any
160 * object with +/- glow_radius and an "other_arch" to change to.
161 * (and please note that we cant fail our save and reach this
162 * function if the object doesnt contain a material that can burn.
163 * So forget lighting magical swords on fire with this!) -b.t.
164 */
165 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
166 {
167 const char *arch = op->other_arch->archname;
168
169 op = decrease_ob_nr (op, 1);
170
171 if (op)
172 fix_stopped_item (op, m, originator);
173
174 if ((op = get_archetype (arch)) != NULL)
175 {
176 if (env)
177 {
178 op->x = env->x, op->y = env->y;
179 insert_ob_in_ob (op, env);
180 if (env->contr)
181 esrv_send_item (env, op);
182 }
183 else
184 {
185 op->x = x, op->y = y;
186 insert_ob_in_map (op, m, originator, 0);
187 }
188 }
189
190 return;
191 }
192
193 if (type & AT_CANCELLATION)
194 { /* Cancellation. */
195 cancellation (op);
196 fix_stopped_item (op, m, originator);
197 return;
198 }
199
200 if (op->nrof > 1)
201 {
202 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
203
204 if (op)
205 fix_stopped_item (op, m, originator);
206 }
207 else
208 {
209 if (op->env)
210 {
211 object *tmp = op->in_player ();
212
213 if (tmp)
214 esrv_del_item (tmp->contr, op->count);
215 }
216
217 op->destroy ();
218 }
219
220 if (type & (AT_FIRE | AT_ELECTRICITY))
221 if (env)
222 {
223 op = get_archetype ("burnout");
224 op->x = env->x, op->y = env->y;
225 insert_ob_in_ob (op, env);
226 }
227 else
228 replace_insert_ob_in_map ("burnout", originator);
229
230 return;
231 }
232
233 /* The value of 50 is arbitrary. */
234 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
235 {
236 object *tmp;
237 archetype *at = archetype::find ("icecube");
238
239 if (at == NULL)
240 return;
241
242 op = stop_item (op);
243 if (op == NULL)
244 return;
245
246 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
247 {
248 tmp = arch_to_object (at);
249 tmp->x = op->x, tmp->y = op->y;
250 /* This was in the old (pre new movement code) -
251 * icecubes have slow_move set to 1 - don't want
252 * that for ones we create.
253 */
254 tmp->move_slow_penalty = 0;
255 tmp->move_slow = 0;
256 insert_ob_in_map (tmp, op->map, originator, 0);
257 }
258
259 if (!QUERY_FLAG (op, FLAG_REMOVED))
260 op->remove ();
261
262 insert_ob_in_ob (op, tmp);
263 return;
264 }
265 }
266
267 /* Object op is hitting the map.
268 * op is going in direction 'dir'
269 * type is the attacktype of the object.
270 * full_hit is set if monster area does not matter.
271 * returns 1 if it hits something, 0 otherwise.
272 */
273 int
274 hit_map (object *op, int dir, int type, int full_hit)
275 {
276 maptile *map;
277 sint16 x, y;
278 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
279
280 if (QUERY_FLAG (op, FLAG_FREED))
281 {
282 LOG (llevError, "BUG: hit_map(): free object\n");
283 return 0;
284 }
285
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287 {
288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
289 return 0;
290 }
291
292 if (!op->map)
293 {
294 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
295 return 0;
296 }
297
298 if (op->head)
299 op = op->head;
300
301 map = op->map;
302 x = op->x + freearr_x[dir];
303 y = op->y + freearr_y[dir];
304
305 if (!xy_normalise (map, x, y))
306 return 0;
307
308 // elmex: a safe map tile can't be hit!
309 // this should prevent most harmful effects on items and players there.
310 mapspace &ms = map->at (x, y);
311
312 if (ms.flags () & P_SAFE)
313 return 0;
314
315 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive
317 */
318 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 {
320 if (type & AT_COUNTERSPELL)
321 {
322 counterspell (op, dir); /* see spell_effect.c */
323
324 /* If the only attacktype is counterspell or magic, don't need
325 * to do any further processing.
326 */
327 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
328 return 0;
329
330 type &= ~AT_COUNTERSPELL;
331 }
332
333 if (type & AT_CHAOS)
334 {
335 shuffle_attack (op, 1); /* flag tells it to change the face */
336 update_object (op, UP_OBJ_FACE);
337 type &= ~AT_CHAOS;
338 }
339 }
340
341 /* There may still be objects that were above 'next', but there is no
342 * simple way to find out short of copying all object references and
343 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy.
345 *
346 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error.
348 */
349 for (object *next = ms.bot; next && !next->destroyed (); )
350 {
351 object *tmp = next;
352 next = tmp->above;
353
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube.
356 * This is one of the few cases where on_same_map should not be used.
357 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y)
359 continue;
360
361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit);
364 retflag |= 1;
365
366 if (op->destroyed ())
367 break;
368 }
369 /* Here we are potentially destroying an object. If the object has
370 * NO_PASS set, it is also immune - you can't destroy walls. Note
371 * that weak walls have is_alive set, which prevent objects from
372 * passing over/through them. We don't care what type of movement
373 * the wall blocks - if it blocks any type of movement, can't be
374 * destroyed right now.
375 */
376 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
377 {
378 save_throw_object (tmp, type, op);
379
380 if (op->destroyed ())
381 break;
382 }
383 }
384
385 return 0;
386 }
387
388 void
389 attack_message (int dam, int type, object *op, object *hitter)
390 {
391 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
392 int i, found = 0;
393 maptile *map;
394 object *next, *tmp;
395
396 /* put in a few special messages for some of the common attacktypes
397 * a player might have. For example, fire, electric, cold, etc
398 * [garbled 20010919]
399 */
400
401 if (dam == 9998 && op->type == DOOR)
402 {
403 sprintf (buf1, "unlock %s", &op->name);
404 sprintf (buf2, " unlocks");
405 found++;
406 }
407 if (dam < 0)
408 {
409 sprintf (buf1, "hit %s", &op->name);
410 sprintf (buf2, " hits");
411 found++;
412 }
413 else if (dam == 0)
414 {
415 sprintf (buf1, "missed %s", &op->name);
416 sprintf (buf2, " misses");
417 found++;
418 }
419 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
420 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
421 {
422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
423 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
424 {
425 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
426 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
427 found++;
428 break;
429 }
430 }
431 else if (op->type == DOOR && !found)
432 {
433 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
434 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
435 {
436 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
437 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
438 found++;
439 break;
440 }
441 }
442 else if (hitter->type == PLAYER && op->is_alive ())
443 {
444 if (USING_SKILL (hitter, SK_KARATE))
445 {
446 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
447 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
448 {
449 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
450 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
451 found++;
452 break;
453 }
454 }
455 else if (USING_SKILL (hitter, SK_CLAWING))
456 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
458 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
459 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
461 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
462 found++;
463 break;
464 }
465 }
466 else if (USING_SKILL (hitter, SK_PUNCHING))
467 {
468 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
469 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
470 {
471 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
472 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
473 found++;
474 break;
475 }
476 }
477 }
478
479 if (found)
480 {
481 /* done */
482 }
483 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
484 {
485 sprintf (buf1, "hit"); /* just in case */
486 for (i = 0; i < MAXATTACKMESS; i++)
487 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
488 {
489 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
490 found++;
491 break;
492 }
493 }
494 else if (type & AT_DRAIN && op->is_alive ())
495 {
496 /* drain is first, because some items have multiple attypes */
497 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
498 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
499 {
500 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
501 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
502 found++;
503 break;
504 }
505 }
506 else if (type & AT_ELECTRICITY && op->is_alive ())
507 {
508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
509 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
510 {
511 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
512 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
513 found++;
514 break;
515 }
516 }
517 else if (type & AT_COLD && op->is_alive ())
518 {
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
520 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
521 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
523 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_FIRE)
529 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
531 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
532 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
534 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
535 found++;
536 break;
537 }
538 }
539 else if (hitter->current_weapon != NULL)
540 {
541 int mtype;
542
543 switch (hitter->current_weapon->weapontype)
544 {
545 case WEAP_HIT:
546 mtype = ATM_BASIC;
547 break;
548 case WEAP_SLASH:
549 mtype = ATM_SLASH;
550 break;
551 case WEAP_PIERCE:
552 mtype = ATM_PIERCE;
553 break;
554 case WEAP_CLEAVE:
555 mtype = ATM_CLEAVE;
556 break;
557 case WEAP_SLICE:
558 mtype = ATM_SLICE;
559 break;
560 case WEAP_STAB:
561 mtype = ATM_STAB;
562 break;
563 case WEAP_WHIP:
564 mtype = ATM_WHIP;
565 break;
566 case WEAP_CRUSH:
567 mtype = ATM_CRUSH;
568 break;
569 case WEAP_BLUD:
570 mtype = ATM_BLUD;
571 break;
572 default:
573 mtype = ATM_BASIC;
574 break;
575 }
576 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
577 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
578 {
579 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
580 strcpy (buf2, attack_mess[mtype][i].buf3);
581 found++;
582 break;
583 }
584 }
585 else
586 {
587 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
588 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
589 {
590 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
591 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
592 found++;
593 break;
594 }
595 }
596
597 if (!found)
598 {
599 strcpy (buf1, "hit");
600 strcpy (buf2, " hits");
601 }
602
603 /* bail out if a monster is casting spells */
604 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
605 return;
606
607 /* scale down magic considerably. */
608 if (type & AT_MAGIC && rndm (0, 5))
609 return;
610
611 /* Did a player hurt another player? Inform both! */
612 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
613 {
614 if (hitter->owner != NULL)
615 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
616 else
617 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2);
619 if (dam != 0)
620 {
621 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
623 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
625 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
627 }
628 }
629 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */
631
632 if (hitter->type == PLAYER)
633 {
634 sprintf (buf, "You %s.", buf1);
635 if (dam != 0)
636 {
637 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
639 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
641 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
643 }
644 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 {
648 /* look for stacked spells and start reducing the message chances */
649 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
650 {
651 i = 4;
652 map = hitter->map;
653 if (out_of_map (map, hitter->x, hitter->y))
654 return;
655
656 next = GET_MAP_OB (map, hitter->x, hitter->y);
657 if (next)
658 while (next)
659 {
660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
661 i *= 3;
662 tmp = next;
663 next = tmp->above;
664 }
665
666 if (i < 0)
667 return;
668
669 if (rndm (0, i) != 0)
670 return;
671 }
672 else if (rndm (0, 5) != 0)
673 return;
674
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->archname, &(*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 > abs (op->speed) * -0.3f)
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 (!simple_attack)
778 {
779 /* If you hit something, the victim should *always* wake up.
780 * Before, invisible hitters could avoid doing this.
781 * -b.t. */
782 if (QUERY_FLAG (op, FLAG_SLEEP))
783 CLEAR_FLAG (op, FLAG_SLEEP);
784
785 /* If the victim can't see the attacker, it may alert others
786 * for help. */
787 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
788 npc_call_help (op);
789
790 /* if you were hidden and hit by a creature, you are discovered */
791 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
792 {
793 make_visible (op);
794
795 if (op->type == PLAYER)
796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
797 }
798
799 /* thrown items (hitter) will have various effects
800 * when they hit the victim. For things like thrown daggers,
801 * this sets 'hitter' to the actual dagger, and not the
802 * wrapper object.
803 */
804 thrown_item_effect (hitter, op);
805
806 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
807 goto leave;
808 }
809
810 /* Need to do at least 1 damage, otherwise there is no point
811 * to go further and it will cause FPE's below.
812 */
813 if (hitdam <= 0)
814 hitdam = 1;
815
816 type = hitter->attacktype;
817
818 if (!type)
819 type = AT_PHYSICAL;
820
821 /* Handle monsters that hit back */
822 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
823 {
824 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
825 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
826
827 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
828
829 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
830 goto leave;
831 }
832
833 /* In the new attack code, it should handle multiple attack
834 * types in its area, so remove it from here.
835 */
836 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
837
838 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
839 goto leave;
840 } /* end of if hitter hit op */
841 /* if we missed, dam=0 */
842
843 /*attack_message(dam, type, op, hitter); */
844
845 goto leave;
846
847 error:
848 dam = 1;
849
850 leave:
851
852 return dam;
853 }
854
855 int
856 attack_ob (object *op, object *hitter)
857 {
858 hitter = hitter->head_ ();
859
860 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
861 }
862
863 /* op is the arrow, tmp is what is stopping the arrow.
864 *
865 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
866 */
867 static int
868 stick_arrow (object *op, object *tmp)
869 {
870 /* If the missile hit a player, we insert it in their inventory.
871 * However, if the missile is heavy, we don't do so (assume it falls
872 * to the ground after a hit). What a good value for this is up to
873 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
874 * stick around.
875 */
876 if (op->weight <= 5000 && tmp->stats.hp >= 0)
877 {
878 tmp = tmp->head_ ();
879
880 op->remove ();
881 op = insert_ob_in_ob (op, tmp);
882
883 if (tmp->type == PLAYER)
884 esrv_send_item (tmp, op);
885
886 return 1;
887 }
888 else
889 return 0;
890 }
891
892 /* hit_with_arrow() disassembles the missile, attacks the victim and
893 * reassembles the missile.
894 *
895 * It returns a pointer to the reassembled missile, or NULL if the missile
896 * isn't available anymore.
897 */
898 object *
899 hit_with_arrow (object *op, object *victim)
900 {
901 object *container, *hitter;
902 int hit_something = 0;
903
904 /* Disassemble missile */
905 if (op->inv)
906 {
907 container = op;
908 hitter = op->inv;
909 hitter->remove ();
910 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
911 /* Note that we now have an empty THROWN_OBJ on the map. Code that
912 * might be called until this THROWN_OBJ is either reassembled or
913 * removed at the end of this function must be able to deal with empty
914 * THROWN_OBJs. */
915 }
916 else
917 {
918 container = 0;
919 hitter = op;
920 }
921
922 /* Try to hit victim */
923 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
924
925 /* Arrow attacks door, rune of summoning is triggered, demon is put on
926 * arrow, move_apply() calls this function, arrow sticks in demon,
927 * attack_ob_simple() returns, and we've got an arrow that still exists
928 * but is no longer on the map. Ugh. (Beware: Such things can happen at
929 * other places as well!)
930 */
931 if (hitter->destroyed () || hitter->env != NULL)
932 {
933 if (container)
934 {
935 container->remove ();
936 container->destroy ();
937 }
938
939 return 0;
940 }
941
942 /* Missile hit victim */
943 /* if the speed is > 10, then this is a fast moving arrow, we go straight
944 * through the target
945 */
946 if (hit_something && op->speed <= 10.0)
947 {
948 /* Stop arrow */
949 if (!container)
950 {
951 hitter = fix_stopped_arrow (hitter);
952 if (!hitter)
953 return 0;
954 }
955 else
956 container->destroy ();
957
958 /* Try to stick arrow into victim */
959 if (!victim->destroyed () && stick_arrow (hitter, victim))
960 return 0;
961
962 /* Else try to put arrow on victim's map square
963 * remove check for P_WALL here. If the arrow got to this
964 * space, that is good enough - with the new movement code,
965 * there is now the potential for lots of spaces where something
966 * can fly over but not otherwise move over. What is the correct
967 * way to handle those otherwise?
968 */
969 if (victim->x != hitter->x || victim->y != hitter->y)
970 {
971 hitter->remove ();
972 hitter->x = victim->x;
973 hitter->y = victim->y;
974 insert_ob_in_map (hitter, victim->map, hitter, 0);
975 }
976 else
977 /* Else leave arrow where it is */
978 merge_ob (hitter, NULL);
979
980 return 0;
981 }
982
983 if (hit_something && op->speed >= 10.0)
984 op->speed -= 1.0;
985
986 /* Missile missed victim - reassemble missile */
987 if (container)
988 {
989 hitter->remove ();
990 insert_ob_in_ob (hitter, container);
991 }
992
993 return op;
994 }
995
996 void
997 tear_down_wall (object *op)
998 {
999 int perc = 0;
1000
1001 if (!op->stats.maxhp)
1002 {
1003 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1004 perc = 1;
1005 }
1006 else if (!GET_ANIM_ID (op))
1007 {
1008 /* Object has been called - no animations, so remove it */
1009 if (op->stats.hp < 0)
1010 op->destroy ();
1011
1012 return; /* no animations, so nothing more to do */
1013 }
1014
1015 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1016
1017 if (perc >= (int) NUM_ANIMATIONS (op))
1018 perc = NUM_ANIMATIONS (op) - 1;
1019 else if (perc < 1)
1020 perc = 1;
1021
1022 SET_ANIMATION (op, perc);
1023 update_object (op, UP_OBJ_FACE);
1024
1025 if (perc == NUM_ANIMATIONS (op) - 1)
1026 { /* Reached the last animation */
1027 if (op->face == blank_face)
1028 /* If the last face is blank, remove the ob */
1029 op->destroy ();
1030 else
1031 { /* The last face was not blank, leave an image */
1032 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1033 update_all_los (op->map, op->x, op->y);
1034 op->move_block = 0;
1035 CLEAR_FLAG (op, FLAG_ALIVE);
1036 }
1037 }
1038 }
1039
1040 void
1041 scare_creature (object *target, object *hitter)
1042 {
1043 object *owner = hitter->owner;
1044
1045 if (!owner)
1046 owner = hitter;
1047
1048 SET_FLAG (target, FLAG_SCARED);
1049 if (!target->enemy)
1050 target->enemy = owner;
1051 }
1052
1053 /* This returns the amount of damage hitter does to op with the
1054 * appropriate attacktype. Only 1 attacktype should be set at a time.
1055 * This doesn't damage the player, but returns how much it should
1056 * take. However, it will do other effects (paralyzation, slow, etc.)
1057 * Note - changed for PR code - we now pass the attack number and not
1058 * the attacktype. Makes it easier for the PR code. */
1059 int
1060 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1061 {
1062 int doesnt_slay = 1;
1063
1064 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1065 if (attacknum >= NROFATTACKS)
1066 {
1067 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1068 return 0;
1069 }
1070
1071 if (dam < 0)
1072 {
1073 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1074 dam, hitter->debug_desc (), op->debug_desc ());
1075 return 0;
1076 }
1077
1078 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1079 * people can't mess with that or it otherwise get confused. */
1080 if (attacknum == ATNR_INTERNAL)
1081 return dam;
1082
1083 if (hitter->slaying)
1084 {
1085 if ((op->race && strstr (hitter->slaying, op->race))
1086 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1087 {
1088 doesnt_slay = 0;
1089 dam *= 3;
1090 }
1091 }
1092
1093 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1094 if (op->resist[attacknum])
1095 {
1096 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1097 * in case 0>dam>1, we try to "simulate" a float value-effect */
1098 dam *= (100 - op->resist[attacknum]);
1099 if (dam >= 100)
1100 dam /= 100;
1101 else
1102 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1103 }
1104
1105 /* Special hack. By default, if immune to something, you
1106 * shouldn't need to worry. However, acid is an exception, since
1107 * it can still damage your items. Only include attacktypes if
1108 * special processing is needed */
1109
1110 if (op->resist[attacknum] >= 100
1111 && doesnt_slay
1112 && attacknum != ATNR_ACID)
1113 return 0;
1114
1115 /* Keep this in order - makes things easier to find */
1116
1117 switch (attacknum)
1118 {
1119 case ATNR_PHYSICAL:
1120 /* here also check for diseases */
1121 check_physically_infect (op, hitter);
1122 break;
1123
1124 /* Don't need to do anything for:
1125 magic,
1126 fire,
1127 electricity,
1128 cold */
1129
1130 case ATNR_CONFUSION:
1131 case ATNR_POISON:
1132 case ATNR_SLOW:
1133 case ATNR_PARALYZE:
1134 case ATNR_FEAR:
1135 case ATNR_CANCELLATION:
1136 case ATNR_DEPLETE:
1137 case ATNR_BLIND:
1138 {
1139 /* chance for inflicting a special attack depends on the
1140 * difference between attacker's and defender's level
1141 */
1142 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1143
1144 /* First, only creatures/players with speed can be affected.
1145 * Second, just getting hit doesn't mean it always affects
1146 * you. Third, you still get a saving through against the
1147 * effect.
1148 */
1149 if (op->speed &&
1150 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1151 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1152 {
1153
1154 /* Player has been hit by something */
1155 if (attacknum == ATNR_CONFUSION)
1156 confuse_player (op, hitter, dam);
1157 else if (attacknum == ATNR_POISON)
1158 poison_player (op, hitter, dam);
1159 else if (attacknum == ATNR_SLOW)
1160 slow_player (op, hitter, dam);
1161 else if (attacknum == ATNR_PARALYZE)
1162 paralyze_player (op, hitter, dam);
1163 else if (attacknum == ATNR_FEAR)
1164 scare_creature (op, hitter);
1165 else if (attacknum == ATNR_CANCELLATION)
1166 cancellation (op);
1167 else if (attacknum == ATNR_DEPLETE)
1168 op->drain_stat ();
1169 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1170 blind_player (op, hitter, dam);
1171 }
1172
1173 dam = 0; /* These are all effects and don't do real damage */
1174 }
1175 break;
1176
1177 case ATNR_ACID:
1178 {
1179 int flag = 0;
1180
1181 /* Items only get corroded if you're not on a battleground and
1182 * if your acid resistance is below 50%. */
1183 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1184 {
1185 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1186 {
1187 if (tmp->invisible)
1188 continue;
1189 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1190 /* >= 10% acid res. on items will protect these */
1191 continue;
1192 if (!(tmp->materials & M_IRON))
1193 continue;
1194 if (tmp->magic < -4) /* Let's stop at -5 */
1195 continue;
1196 if (tmp->type == RING
1197 /* removed boots and gloves from exclusion list in PR */
1198 || tmp->type == GIRDLE
1199 || tmp->type == AMULET
1200 || tmp->type == WAND
1201 || tmp->type == ROD
1202 || tmp->type == HORN)
1203 continue; /* To avoid some strange effects */
1204
1205 /* High damage acid has better chance of corroding
1206 objects */
1207 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1208 {
1209 if (op->type == PLAYER)
1210 /* Make this more visible */
1211 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1212 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1213 flag = 1;
1214 tmp->magic--;
1215 if (op->type == PLAYER)
1216 esrv_send_item (op, tmp);
1217 }
1218 }
1219
1220 if (flag)
1221 op->update_stats (); /* Something was corroded */
1222 }
1223 }
1224 break;
1225
1226 case ATNR_DRAIN:
1227 {
1228 /* rate is the proportion of exp drained. High rate means
1229 * not much is drained, low rate means a lot is drained.
1230 */
1231 int rate;
1232
1233 if (op->resist[ATNR_DRAIN] >= 0)
1234 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1235 else
1236 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1237
1238 if (op->stats.exp <= rate)
1239 {
1240 if (op->type == GOLEM)
1241 dam = 999; /* Its force is "sucked" away. 8) */
1242 else
1243 /* If we can't drain, lets try to do physical damage */
1244 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1245 }
1246 else
1247 {
1248 /* Randomly give the hitter some hp */
1249 if (hitter->stats.hp < hitter->stats.maxhp &&
1250 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1251 hitter->stats.hp++;
1252
1253 /* Can't do drains on battleground spaces.
1254 * Move the wiz check up here - before, the hitter wouldn't gain exp
1255 * exp, but the wiz would still lose exp! If drainee is a wiz,
1256 * nothing happens.
1257 * Try to credit the owner. We try to display player -> player drain
1258 * attacks, hence all the != PLAYER checks.
1259 */
1260 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1261 {
1262 object *owner = hitter->owner;
1263
1264 if (owner && owner != hitter)
1265 {
1266 if (op->type != PLAYER || owner->type != PLAYER)
1267 change_exp (owner, op->stats.exp / (rate * 2),
1268 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1269 }
1270 else if (op->type != PLAYER || hitter->type != PLAYER)
1271 change_exp (hitter, op->stats.exp / (rate * 2),
1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1273
1274 change_exp (op, -op->stats.exp / rate, NULL, 0);
1275 }
1276
1277 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1278 * drain attack, you won't know that you are actually sucking out EXP,
1279 * as the messages will say you missed
1280 */
1281 }
1282 }
1283 break;
1284
1285 case ATNR_TURN_UNDEAD:
1286 {
1287 if (QUERY_FLAG (op, FLAG_UNDEAD))
1288 {
1289 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1290 object *god = find_god (determine_god (owner));
1291 int div = 1;
1292
1293 /* if undead are not an enemy of your god, you turn them
1294 * at half strength */
1295 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1296 div = 2;
1297
1298 /* Give a bonus if you resist turn undead */
1299 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1300 scare_creature (op, owner);
1301 }
1302 else
1303 dam = 0; /* don't damage non undead - should we damage
1304 undead? */
1305 }
1306 break;
1307
1308 case ATNR_DEATH:
1309 deathstrike_player (op, hitter, &dam);
1310 break;
1311
1312 case ATNR_CHAOS:
1313 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1314 dam = 0;
1315 break;
1316
1317 case ATNR_COUNTERSPELL:
1318 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1319 dam = 0;
1320 /* This should never happen. Counterspell is handled
1321 * seperately and filtered out. If this does happen,
1322 * Counterspell has no effect on anything but spells, so it
1323 * does no damage. */
1324 break;
1325
1326 case ATNR_HOLYWORD:
1327 {
1328 /* This has already been handled by hit_player,
1329 * no need to check twice -- DAMN */
1330 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1331
1332 /* As with turn undead above, give a bonus on the saving throw */
1333 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1334 scare_creature (op, owner);
1335 }
1336 break;
1337
1338 case ATNR_LIFE_STEALING:
1339 {
1340 int new_hp;
1341
1342 /* this is replacement to drain for players, instead of taking
1343 * exp it takes hp. It is geared for players, probably not
1344 * much use giving it to monsters
1345 *
1346 * life stealing doesn't do a lot of damage, but it gives the
1347 * damage it does do to the player. Given that,
1348 * it only does 1/10'th normal damage (hence the divide by
1349 * 1000).
1350 */
1351 /* You can't steal life from something undead */
1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0;
1354
1355 /* If drain protection is higher than life stealing, use that */
1356 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1357 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1358 else
1359 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1360
1361 /* You die at -1 hp, not zero. */
1362 if (dam > (op->stats.hp + 1))
1363 dam = op->stats.hp + 1;
1364
1365 new_hp = hitter->stats.hp + dam;
1366 if (new_hp > hitter->stats.maxhp)
1367 new_hp = hitter->stats.maxhp;
1368
1369 if (new_hp > hitter->stats.hp)
1370 hitter->stats.hp = new_hp;
1371 }
1372 }
1373
1374 return dam;
1375 }
1376
1377 /* GROS: This code comes from hit_player. It has been made external to
1378 * allow script procedures to "kill" objects in a combat-like fashion.
1379 * It was initially used by (kill-object) developed for the Collector's
1380 * Sword. Note that nothing has been changed from the original version
1381 * of the following code.
1382 * op is what is being killed.
1383 * dam is the damage done to it.
1384 * hitter is what is hitting it.
1385 * type is the attacktype.
1386 *
1387 * This function was a bit of a mess with hitter getting changed,
1388 * values being stored away but not used, etc. I've cleaned it up
1389 * a bit - I think it should be functionally equivalant.
1390 * MSW 2002-07-17
1391 */
1392 int
1393 kill_object (object *op, int dam, object *hitter, int type)
1394 {
1395 char buf[MAX_BUF];
1396 const char *skill;
1397 int maxdam = 0;
1398 int battleg = 0; /* true if op standing on battleground */
1399 int pk = 0; /* true if op and what controls hitter are both players */
1400 object *owner = 0;
1401 object *skop = 0;
1402
1403 if (op->stats.hp >= 0)
1404 return -1;
1405
1406 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1407 return 0;
1408
1409 /* maxdam needs to be the amount of damage it took to kill
1410 * this creature. The function(s) that call us have already
1411 * adjusted the creatures HP total, so that is negative.
1412 */
1413 maxdam = dam + op->stats.hp + 1;
1414
1415 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1416 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1417
1418 if (op->type == DOOR)
1419 {
1420 op->set_speed (0.1f);
1421 op->speed_left = -0.05f;
1422 return maxdam;
1423 }
1424
1425 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1426 {
1427 op->destroy ();
1428 return maxdam;
1429 }
1430
1431 /* Now lets start dealing with experience we get for killing something */
1432
1433 owner = hitter->owner;
1434 if (!owner)
1435 owner = hitter;
1436
1437 /* is the victim (op) standing on battleground? */
1438 if (op_on_battleground (op, NULL, NULL))
1439 battleg = 1;
1440
1441 /* is this player killing? */
1442 if (op->type == PLAYER && owner->type == PLAYER)
1443 pk = 1;
1444
1445 /* Player killed something */
1446 if (owner->type == PLAYER)
1447 {
1448 Log_Kill (owner->name,
1449 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1450
1451 /* Log players killing other players - makes it easier to detect
1452 * and filter out malicious player killers - that is why the
1453 * ip address is included.
1454 */
1455 if (op->type == PLAYER && !battleg)
1456 {
1457 time_t t = time (NULL);
1458 struct tm *tmv;
1459 char buf[256];
1460
1461 tmv = localtime (&t);
1462 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1463
1464 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1465 }
1466
1467 /* try to filter some things out - basically, if you are
1468 * killing a level 1 creature and your level 20, you
1469 * probably don't want to see that.
1470 */
1471 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1472 {
1473 if (owner != hitter)
1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1475 else
1476 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1477
1478 /* Only play sounds for melee kills */
1479 if (hitter->type == PLAYER)
1480 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1481 }
1482
1483 /* If a player kills another player, not on
1484 * battleground, the "killer" looses 1 luck. Since this is
1485 * not reversible, it's actually quite a pain IMHO. -AV
1486 * Fix bug in that we were changing the luck of the hitter, not
1487 * player that the object belonged to - so if you killed another player
1488 * with spells, pets, whatever, there was no penalty.
1489 * Changed to make luck penalty configurable in settings.
1490 */
1491 if (op->type == PLAYER && owner != op && !battleg)
1492 owner->change_luck (-settings.pk_luck_penalty);
1493
1494 /* This code below deals with finding the appropriate skill
1495 * to credit exp to. This is a bit problematic - we should
1496 * probably never really have to look at current_weapon->skill
1497 */
1498 skill = 0;
1499
1500 if (hitter->skill && hitter->type != PLAYER)
1501 skill = hitter->skill;
1502 else if (owner->chosen_skill)
1503 {
1504 skop = owner->chosen_skill;
1505 skill = skop->skill;
1506 }
1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1508 skill = owner->current_weapon->skill;
1509 else
1510 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1511
1512 /* We have the skill we want to credit to - now find the object this goes
1513 * to. Make sure skop is an actual skill, and not a skill tool!
1514 */
1515 if ((!skop || skop->type != SKILL) && skill)
1516 {
1517 int i;
1518
1519 for (i = 0; i < NUM_SKILLS; i++)
1520 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1521 {
1522 skop = owner->contr->last_skill_ob[i];
1523 break;
1524 }
1525 }
1526 } /* Was it a player that hit somethign */
1527 else
1528 skill = 0;
1529
1530 /* Pet (or spell) killed something. */
1531 if (owner != hitter)
1532 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1533 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1534 else
1535 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1536 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1537 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538
1539 /* These may have been set in the player code section above */
1540 if (!skop)
1541 skop = hitter->chosen_skill;
1542
1543 if (!skill && skop)
1544 skill = skop->skill;
1545
1546 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1547
1548 /* If you didn't kill yourself, and your not the wizard */
1549 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1550 {
1551 int exp;
1552
1553 /* Really don't give much experience for killing other players */
1554 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1555 if (op->type == PLAYER)
1556 {
1557 if (battleg)
1558 {
1559 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1560 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1561 }
1562 else
1563 exp = op->stats.exp / 1000;
1564 }
1565 else
1566 exp = calc_skill_exp (owner, op, skop);
1567
1568 /* if op is standing on "battleground" (arena), no way to gain
1569 * exp by killing him
1570 */
1571 if (battleg)
1572 exp = 0;
1573
1574 /* Don't know why this is set this way - doesn't make
1575 * sense to just divide everything by two for no reason.
1576 */
1577
1578 if (!settings.simple_exp)
1579 exp = exp / 2;
1580
1581 if (owner->type != PLAYER || owner->contr->party == NULL)
1582 change_exp (owner, exp, skill, 0);
1583 else
1584 {
1585 int shares = 0, count = 0;
1586 partylist *party = owner->contr->party;
1587
1588 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1589
1590 for_all_players (pl)
1591 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1592 {
1593 count++;
1594 shares += (pl->ob->level + 4);
1595 }
1596
1597 if (count == 1 || shares > exp || !shares)
1598 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1599 else
1600 {
1601 int share = exp / shares, given = 0, nexp;
1602
1603 for_all_players (pl)
1604 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1605 {
1606 nexp = (pl->ob->level + 4) * share;
1607 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1608 given += nexp;
1609 }
1610
1611 exp -= given;
1612 /* give any remainder to the player */
1613 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1614 }
1615 } /* else part of a party */
1616 } /* end if person didn't kill himself */
1617
1618 if (op->type != PLAYER)
1619 {
1620 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1621 {
1622 object *owner1 = op->owner;
1623
1624 if (owner1 && owner1->type == PLAYER)
1625 {
1626 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1627 /* Maybe we should include the owner that killed this, maybe not */
1628 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1629 }
1630
1631 remove_friendly_object (op);
1632 }
1633
1634 op->destroy ();
1635 }
1636 else
1637 {
1638 /* Player has been killed! */
1639 if (owner->type == PLAYER)
1640 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1641 else
1642 assign (op->contr->killer, hitter->name);
1643 }
1644
1645 /* This was return -1 - that doesn't seem correct - if we return -1, process
1646 * continues in the calling function.
1647 */
1648 return maxdam;
1649 }
1650
1651 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1652 * Returns 0 this is not friendly fire
1653 */
1654 int
1655 friendly_fire (object *op, object *hitter)
1656 {
1657 object *owner;
1658 int friendlyfire;
1659
1660 if (hitter->head)
1661 hitter = hitter->head;
1662
1663 friendlyfire = 0;
1664
1665 if (op->type == PLAYER)
1666 {
1667 if (op_on_battleground (hitter, 0, 0))
1668 return 0;
1669
1670 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1671 return 1;
1672
1673 if ((owner = hitter->owner) != NULL)
1674 {
1675 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1676 friendlyfire = 2;
1677 }
1678
1679 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1680 friendlyfire = 0;
1681 }
1682
1683 return friendlyfire;
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 int area;
1866 int remainder;
1867
1868 area = 0;
1869
1870 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1871 area++;
1872
1873 assert (area > 0);
1874
1875 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */
1877 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area;
1879 if (rndm (100) < remainder)
1880 maxdam++;
1881 }
1882
1883 #ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885 #endif
1886
1887 // for now, only do this for active objects, otherwise they
1888 // keep a refcount for a long time and I see no usefulness
1889 // for an non-active objetc to know its enemy.
1890 if (op->active)
1891 if (hitter->owner)
1892 op->enemy = hitter->owner;
1893 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1894 op->enemy = hitter;
1895
1896 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1897 {
1898 /* The unaggressives look after themselves 8) */
1899 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1900 npc_call_help (op);
1901 }
1902
1903 if (magic && did_make_save (op, op->level, 0))
1904 maxdam = maxdam / 2;
1905
1906 attack_message (maxdam, maxattacktype, op, hitter);
1907
1908 op->stats.hp -= maxdam;
1909
1910 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1911 if ((op->stats.hp >= 0) &&
1912 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1913 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1914 {
1915
1916 if (QUERY_FLAG (op, FLAG_MONSTER))
1917 SET_FLAG (op, FLAG_RUN_AWAY);
1918 else
1919 scare_creature (op, hitter);
1920 }
1921
1922 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1923 {
1924 if (maxdam)
1925 tear_down_wall (op);
1926
1927 return maxdam; /* nothing more to do for wall */
1928 }
1929
1930 /* See if the creature has been killed */
1931 rtn_kill = kill_object (op, maxdam, hitter, type);
1932 if (rtn_kill != -1)
1933 return rtn_kill;
1934
1935
1936 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1937 * that before if the player was immune to ghosthit, the monster
1938 * remained - that is no longer the case.
1939 */
1940 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1941 hitter->destroy ();
1942
1943 /* Lets handle creatures that are splitting now */
1944 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1945 {
1946 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1948 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1949 object *owner = op->owner;
1950
1951 if (!op->other_arch)
1952 {
1953 LOG (llevError, "SPLITTING without other_arch error.\n");
1954 return maxdam;
1955 }
1956
1957 op->remove ();
1958
1959 for (i = 0; i < NROFNEWOBJS (op); i++)
1960 { /* This doesn't handle op->more yet */
1961 object *tmp = arch_to_object (op->other_arch);
1962 int j;
1963
1964 tmp->stats.hp = op->stats.hp;
1965
1966 if (friendly)
1967 {
1968 add_friendly_object (tmp);
1969 tmp->attack_movement = PETMOVE;
1970
1971 if (owner)
1972 tmp->set_owner (owner);
1973 }
1974
1975 if (unaggressive)
1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1977
1978 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1979
1980 if (j == -1) /* No spot to put this monster */
1981 tmp->destroy ();
1982 else
1983 {
1984 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1985 insert_ob_in_map (tmp, op->map, NULL, 0);
1986 }
1987 }
1988
1989 op->destroy ();
1990 }
1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 hitter->destroy ();
1993
1994 return maxdam;
1995 }
1996
1997 void
1998 poison_player (object *op, object *hitter, int dam)
1999 {
2000 archetype *at = archetype::find ("poisoning");
2001 object *tmp = present_arch_in_ob (at, op);
2002
2003 if (tmp == NULL)
2004 {
2005 if ((tmp = arch_to_object (at)) == NULL)
2006 LOG (llevError, "Failed to clone arch poisoning.\n");
2007 else
2008 {
2009 tmp = insert_ob_in_ob (tmp, op);
2010 /* peterm: give poisoning some teeth. It should
2011 * be able to kill things better than it does:
2012 * damage should be dependent something--I choose to
2013 * do this: if it's a monster, the damage from the
2014 * poisoning goes as the level of the monster/2.
2015 * If anything else, goes as damage.
2016 */
2017
2018 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2019 tmp->stats.dam += hitter->level / 2;
2020 else
2021 tmp->stats.dam = dam;
2022
2023 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2024 if (hitter->skill && hitter->skill != tmp->skill)
2025 {
2026 tmp->skill = hitter->skill;
2027 }
2028
2029 tmp->stats.food += dam; /* more damage, longer poisoning */
2030
2031 if (op->type == PLAYER)
2032 {
2033 /* player looses stats, maximum is -10 of each */
2034 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2035 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2036 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2037 tmp->stats.Int = MAX (-dam / 7, -10);
2038 SET_FLAG (tmp, FLAG_APPLIED);
2039 op->update_stats ();
2040 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2041 }
2042
2043 if (hitter->type == PLAYER)
2044 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2047 }
2048
2049 tmp->speed_left = 0;
2050 }
2051 else
2052 tmp->stats.food++;
2053 }
2054
2055 void
2056 slow_player (object *op, object *hitter, int dam)
2057 {
2058 archetype *at = archetype::find ("slowness");
2059 object *tmp;
2060
2061 if (at == NULL)
2062 LOG (llevError, "Can't find slowness archetype.\n");
2063
2064 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065 {
2066 tmp = arch_to_object (at);
2067 tmp = insert_ob_in_ob (tmp, op);
2068 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2069 }
2070 else
2071 tmp->stats.food++;
2072
2073 SET_FLAG (tmp, FLAG_APPLIED);
2074 tmp->speed_left = 0;
2075 op->update_stats ();
2076 }
2077
2078 void
2079 confuse_player (object *op, object *hitter, int dam)
2080 {
2081 object *tmp;
2082 int maxduration;
2083
2084 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2085 if (!tmp)
2086 {
2087 tmp = get_archetype (FORCE_NAME);
2088 tmp = insert_ob_in_ob (tmp, op);
2089 }
2090
2091 /* Duration added per hit and max. duration of confusion both depend
2092 * on the player's resistance
2093 */
2094 tmp->speed = 0.05;
2095 tmp->subtype = FORCE_CONFUSION;
2096 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2097 tmp->name = "confusion";
2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099
2100 if (tmp->duration > maxduration)
2101 tmp->duration = maxduration;
2102
2103 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2104 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2105
2106 SET_FLAG (op, FLAG_CONFUSED);
2107 }
2108
2109 void
2110 blind_player (object *op, object *hitter, int dam)
2111 {
2112 object *tmp, *owner;
2113
2114 /* Save some work if we know it isn't going to affect the player */
2115 if (op->resist[ATNR_BLIND] == 100)
2116 return;
2117
2118 tmp = present_in_ob (BLINDNESS, op);
2119 if (!tmp)
2120 {
2121 tmp = get_archetype ("blindness");
2122 SET_FLAG (tmp, FLAG_BLIND);
2123 SET_FLAG (tmp, FLAG_APPLIED);
2124 /* use floats so we don't lose too much precision due to rounding errors.
2125 * speed is a float anyways.
2126 */
2127 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2128
2129 tmp = insert_ob_in_ob (tmp, op);
2130 change_abil (op, tmp); /* Mostly to display any messages */
2131 op->update_stats (); /* This takes care of some other stuff */
2132
2133 if (hitter->owner)
2134 owner = hitter->owner;
2135 else
2136 owner = hitter;
2137
2138 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2139 }
2140 tmp->stats.food += dam;
2141 if (tmp->stats.food > 10)
2142 tmp->stats.food = 10;
2143 }
2144
2145 void
2146 paralyze_player (object *op, object *hitter, int dam)
2147 {
2148 float effect, max;
2149
2150 /* object *tmp; */
2151
2152 /* This is strange stuff... someone knows for what this is
2153 * written? Well, i think this can and should be removed
2154 */
2155
2156 /*
2157 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2158 tmp=clone_arch(PARAIMAGE);
2159 tmp->x=op->x,tmp->y=op->y;
2160 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2161 }
2162 */
2163
2164 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2165 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2166
2167 if (effect == 0)
2168 return;
2169
2170 op->speed_left -= FABS (op->speed) * effect;
2171 /* tmp->stats.food+=(signed short) effect/op->speed; */
2172
2173 /* max number of ticks to be affected for. */
2174 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2175 if (op->speed_left < -(FABS (op->speed) * max))
2176 op->speed_left = (float) -(FABS (op->speed) * max);
2177
2178 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2179 }
2180
2181 /* Attempts to kill 'op'. hitter is the attack object, dam is
2182 * the computed damaged.
2183 */
2184 void
2185 deathstrike_player (object *op, object *hitter, int *dam)
2186 {
2187 /* The intention of a death attack is to kill outright things
2188 ** that are a lot weaker than the attacker, have a chance of killing
2189 ** things somewhat weaker than the caster, and no chance of
2190 ** killing something equal or stronger than the attacker.
2191 ** Also, if a deathstrike attack has a slaying, any monster
2192 ** whose name or race matches a comma-delimited list in the slaying
2193 ** field of the deathstriking object */
2194
2195 int atk_lev, def_lev, kill_lev;
2196
2197 if (hitter->slaying)
2198 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2199 return;
2200
2201 def_lev = op->level;
2202 if (def_lev < 1)
2203 {
2204 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2205 def_lev = 1;
2206 }
2207
2208 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2209 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2210 atk_lev, def_lev); */
2211
2212 if (atk_lev >= def_lev)
2213 {
2214 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2215
2216 /* Note that the below effectively means the ratio of the atk vs
2217 * defener level is important - if level 52 character has very little
2218 * chance of killing a level 50 monster. This should probably be
2219 * redone.
2220 */
2221 if (kill_lev >= def_lev)
2222 {
2223 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2224 /* I think this doesn't really do much. Because of
2225 * integer rounding, this only makes any difference if the
2226 * attack level is double the defender level.
2227 */
2228 *dam *= kill_lev / def_lev;
2229 }
2230 }
2231 else
2232 *dam = 0; /* no harm done */
2233 }
2234
2235 /* thrown_item_effect() - handles any special effects of thrown
2236 * items (like attacking living creatures--a potion thrown at a
2237 * monster).
2238 */
2239 static void
2240 thrown_item_effect (object *hitter, object *victim)
2241 {
2242 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2243 {
2244 /* May not need a switch for just 2 types, but this makes it
2245 * easier for expansion.
2246 */
2247 switch (hitter->type)
2248 {
2249 case POTION:
2250 /* should player get a save throw instead of checking magic protection? */
2251 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2252 (void) apply_potion (victim, hitter);
2253 break;
2254
2255 case POISON: /* poison drinks */
2256 /* As with potions, should monster get a save? */
2257 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2258 apply_poison (victim, hitter);
2259 break;
2260
2261 /* Removed case statements that did nothing.
2262 * food may be poisonous, but monster must be willing to eat it,
2263 * so we don't handle it here.
2264 * Containers should perhaps break open, but that code was disabled.
2265 */
2266 }
2267 }
2268 }
2269
2270 /* adj_attackroll() - adjustments to attacks by various conditions */
2271 int
2272 adj_attackroll (object *hitter, object *target)
2273 {
2274 object *attacker = hitter;
2275 int adjust = 0;
2276
2277 /* safety */
2278 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2279 {
2280 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2281 return 0;
2282 }
2283
2284 /* aimed missiles use the owning object's sight */
2285 if (is_aimed_missile (hitter))
2286 {
2287 if ((attacker = hitter->owner) == NULL)
2288 attacker = hitter;
2289 /* A player who saves but hasn't quit still could have objects
2290 * owned by him - need to handle that case to avoid crashes.
2291 */
2292 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2293 attacker = hitter;
2294 }
2295 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2296 return 0;
2297
2298 /* determine the condtions under which we make an attack.
2299 * Add more cases, as the need occurs. */
2300
2301 if (!can_see_enemy (attacker, target))
2302 {
2303 /* target is unseen */
2304 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2305 adjust -= 10;
2306 /* dark map penalty for the hitter (lacks infravision if we got here). */
2307 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2308 adjust -= target->map->darkness;
2309 }
2310
2311 if (QUERY_FLAG (attacker, FLAG_SCARED))
2312 adjust -= 3;
2313
2314 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2315 adjust += 1;
2316
2317 if (QUERY_FLAG (target, FLAG_SCARED))
2318 adjust += 1;
2319
2320 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2321 adjust -= 3;
2322
2323 /* if we attack at a different 'altitude' its harder */
2324 if ((attacker->move_type & target->move_type) == 0)
2325 adjust -= 2;
2326
2327 #if 0
2328 /* slower attacks are less likely to succeed. We should use a
2329 * comparison between attacker/target speeds BUT, players have
2330 * a generally faster speed, so this will wind up being a HUGE
2331 * disadantage for the monsters! Too bad, because missiles which
2332 * fly fast should have a better chance of hitting a slower target.
2333 */
2334 if (hitter->speed < target->speed)
2335 adjust += ((float) hitter->speed - target->speed);
2336 #endif
2337
2338 #if 0
2339 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2340 #endif
2341
2342 return adjust;
2343 }
2344
2345 /* determine if the object is an 'aimed' missile */
2346 int
2347 is_aimed_missile (object *op)
2348 {
2349
2350 /* I broke what used to be one big if into a few nested
2351 * ones so that figuring out the logic is at least possible.
2352 */
2353 if (op && (op->move_type & MOVE_FLYING))
2354 if (op->type == ARROW || op->type == THROWN_OBJ)
2355 return 1;
2356 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2357 return 1;
2358
2359 return 0;
2360 }