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/cvs/deliantra/server/server/attack.C
Revision: 1.84
Committed: Sun May 4 18:24:11 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.83: +5 -5 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
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 (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, 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)
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->archname;
167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
173 if (env)
174 {
175 op->x = env->x, op->y = env->y; //???? wtf
176 env->insert (op);
177 }
178 else
179 {
180 op->x = x, op->y = y;
181 insert_ob_in_map (op, m, originator, 0);
182 }
183 }
184
185 return;
186 }
187
188 if (type & AT_CANCELLATION)
189 { /* Cancellation. */
190 cancellation (op);
191 fix_stopped_item (op, m, originator);
192 return;
193 }
194
195 if (op->nrof > 1)
196 {
197 if (op->decrease (rndm (0, op->nrof - 1)))
198 fix_stopped_item (op, m, originator);
199 }
200 else
201 op->destroy ();
202
203 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env)
205 {
206 op = archetype::get (shstr_burnout);
207 op->x = env->x, op->y = env->y;
208 env->insert (op);
209 }
210 else
211 replace_insert_ob_in_map (shstr_burnout, originator);
212
213 return;
214 }
215
216 /* The value of 50 is arbitrary. */
217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
218 {
219 object *tmp;
220 archetype *at = archetype::find (shstr_icecube);
221
222 if (at == NULL)
223 return;
224
225 op = stop_item (op);
226 if (op == NULL)
227 return;
228
229 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
230 {
231 tmp = arch_to_object (at);
232 tmp->x = op->x, tmp->y = op->y;
233 /* This was in the old (pre new movement code) -
234 * icecubes have slow_move set to 1 - don't want
235 * that for ones we create.
236 */
237 tmp->move_slow_penalty = 0;
238 tmp->move_slow = 0;
239 insert_ob_in_map (tmp, op->map, originator, 0);
240 }
241
242 if (!QUERY_FLAG (op, FLAG_REMOVED))
243 op->remove ();
244
245 insert_ob_in_ob (op, tmp);
246 return;
247 }
248 }
249
250 /* Object op is hitting the map.
251 * op is going in direction 'dir'
252 * type is the attacktype of the object.
253 * full_hit is set if monster area does not matter.
254 * returns 1 if it hits something, 0 otherwise.
255 */
256 int
257 hit_map (object *op, int dir, int type, int full_hit)
258 {
259 maptile *map;
260 sint16 x, y;
261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
262
263 if (QUERY_FLAG (op, FLAG_FREED))
264 {
265 LOG (llevError, "BUG: hit_map(): free object\n");
266 return 0;
267 }
268
269 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
270 {
271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
272 return 0;
273 }
274
275 if (!op->map)
276 {
277 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
278 return 0;
279 }
280
281 if (op->head)
282 op = op->head;
283
284 map = op->map;
285 x = op->x + freearr_x[dir];
286 y = op->y + freearr_y[dir];
287
288 if (!xy_normalise (map, x, y))
289 return 0;
290
291 // elmex: a safe map tile can't be hit!
292 // this should prevent most harmful effects on items and players there.
293 mapspace &ms = map->at (x, y);
294
295 if (ms.flags () & P_SAFE)
296 return 0;
297
298 /* peterm: a few special cases for special attacktypes --counterspell
299 * must be out here because it strikes things which are not alive
300 */
301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 {
303 if (type & AT_COUNTERSPELL)
304 {
305 counterspell (op, dir); /* see spell_effect.c */
306
307 /* If the only attacktype is counterspell or magic, don't need
308 * to do any further processing.
309 */
310 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
311 return 0;
312
313 type &= ~AT_COUNTERSPELL;
314 }
315
316 if (type & AT_CHAOS)
317 {
318 shuffle_attack (op, 1); /* flag tells it to change the face */
319 update_object (op, UP_OBJ_FACE);
320 type &= ~AT_CHAOS;
321 }
322 }
323
324 /* There may still be objects that were above 'next', but there is no
325 * simple way to find out short of copying all object references and
326 * tags into a temporary array before we start processing the first
327 * object. That's why we just abort on destroy.
328 *
329 * This happens whenever attack spells (like fire) hit a pile
330 * of objects. This is not a bug - nor an error.
331 */
332 for (object *next = ms.bot; next && !next->destroyed (); )
333 {
334 object *tmp = next;
335 next = tmp->above;
336
337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
338 * For example, 'tmp' was put in an icecube.
339 * This is one of the few cases where on_same_map should not be used.
340 */
341 if (tmp->map != map || tmp->x != x || tmp->y != y)
342 continue;
343
344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
345 {
346 hit_player (tmp, op->stats.dam, op, type, full_hit);
347 retflag |= 1;
348
349 if (op->destroyed ())
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
360 {
361 save_throw_object (tmp, type, op);
362
363 if (op->destroyed ())
364 break;
365 }
366 }
367
368 return 0;
369 }
370
371 void
372 attack_message (int dam, int type, object *op, object *hitter)
373 {
374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
375 int i, found = 0;
376 maptile *map;
377 object *next, *tmp;
378
379 /* put in a few special messages for some of the common attacktypes
380 * a player might have. For example, fire, electric, cold, etc
381 * [garbled 20010919]
382 */
383
384 if (dam == 9998 && op->type == DOOR)
385 {
386 sprintf (buf1, "unlock %s", &op->name);
387 sprintf (buf2, " unlocks");
388 found++;
389 }
390 if (dam < 0)
391 {
392 sprintf (buf1, "hit %s", &op->name);
393 sprintf (buf2, " hits");
394 found++;
395 }
396 else if (dam == 0)
397 {
398 sprintf (buf1, "missed %s", &op->name);
399 sprintf (buf2, " misses");
400 found++;
401 }
402 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
403 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
404 {
405 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
406 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
407 {
408 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
409 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
410 found++;
411 break;
412 }
413 }
414 else if (op->type == DOOR && !found)
415 {
416 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
417 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
418 {
419 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
420 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
421 found++;
422 break;
423 }
424 }
425 else if (hitter->type == PLAYER && op->is_alive ())
426 {
427 if (USING_SKILL (hitter, SK_KARATE))
428 {
429 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
430 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
431 {
432 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
433 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
434 found++;
435 break;
436 }
437 }
438 else if (USING_SKILL (hitter, SK_CLAWING))
439 {
440 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
441 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
442 {
443 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
444 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
445 found++;
446 break;
447 }
448 }
449 else if (USING_SKILL (hitter, SK_PUNCHING))
450 {
451 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
452 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
453 {
454 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
455 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
456 found++;
457 break;
458 }
459 }
460 }
461
462 if (found)
463 {
464 /* done */
465 }
466 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
467 {
468 sprintf (buf1, "hit"); /* just in case */
469 for (i = 0; i < MAXATTACKMESS; i++)
470 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
471 {
472 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
473 found++;
474 break;
475 }
476 }
477 else if (type & AT_DRAIN && op->is_alive ())
478 {
479 /* drain is first, because some items have multiple attypes */
480 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
481 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
482 {
483 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
484 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
485 found++;
486 break;
487 }
488 }
489 else if (type & AT_ELECTRICITY && op->is_alive ())
490 {
491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
492 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
493 {
494 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
495 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
496 found++;
497 break;
498 }
499 }
500 else if (type & AT_COLD && op->is_alive ())
501 {
502 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
503 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
504 {
505 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
506 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
507 found++;
508 break;
509 }
510 }
511 else if (type & AT_FIRE)
512 {
513 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
514 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
515 {
516 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
518 found++;
519 break;
520 }
521 }
522 else if (hitter->current_weapon != NULL)
523 {
524 int mtype;
525
526 switch (hitter->current_weapon->weapontype)
527 {
528 case WEAP_HIT:
529 mtype = ATM_BASIC;
530 break;
531 case WEAP_SLASH:
532 mtype = ATM_SLASH;
533 break;
534 case WEAP_PIERCE:
535 mtype = ATM_PIERCE;
536 break;
537 case WEAP_CLEAVE:
538 mtype = ATM_CLEAVE;
539 break;
540 case WEAP_SLICE:
541 mtype = ATM_SLICE;
542 break;
543 case WEAP_STAB:
544 mtype = ATM_STAB;
545 break;
546 case WEAP_WHIP:
547 mtype = ATM_WHIP;
548 break;
549 case WEAP_CRUSH:
550 mtype = ATM_CRUSH;
551 break;
552 case WEAP_BLUD:
553 mtype = ATM_BLUD;
554 break;
555 default:
556 mtype = ATM_BASIC;
557 break;
558 }
559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
561 {
562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
563 strcpy (buf2, attack_mess[mtype][i].buf3);
564 found++;
565 break;
566 }
567 }
568 else
569 {
570 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
571 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
572 {
573 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
574 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
575 found++;
576 break;
577 }
578 }
579
580 if (!found)
581 {
582 strcpy (buf1, "hit");
583 strcpy (buf2, " hits");
584 }
585
586 /* bail out if a monster is casting spells */
587 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
588 return;
589
590 /* scale down magic considerably. */
591 if (type & AT_MAGIC && rndm (0, 5))
592 return;
593
594 /* Did a player hurt another player? Inform both! */
595 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
596 {
597 if (hitter->owner != NULL)
598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
599 else
600 {
601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
603 if (dam != 0)
604 {
605 if (dam < 10)
606 op->contr->play_sound (sound_find ("player_is_hit1"));
607 else if (dam < 20)
608 op->contr->play_sound (sound_find ("player_is_hit2"));
609 else
610 op->contr->play_sound (sound_find ("player_is_hit3"));
611 }
612 }
613
614 new_draw_info (NDI_BLACK, 0, op, buf);
615 } /* end of player hitting player */
616
617 if (hitter->type == PLAYER)
618 {
619 sprintf (buf, "You %s.", buf1);
620
621 if (dam != 0)
622 {
623 if (dam < 10)
624 op->play_sound (sound_find ("player_hits1"));
625 else if (dam < 20)
626 op->play_sound (sound_find ("player_hits2"));
627 else
628 op->play_sound (sound_find ("player_hits3"));
629 }
630
631 new_draw_info (NDI_BLACK, 0, hitter, buf);
632 }
633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
634 {
635 /* look for stacked spells and start reducing the message chances */
636 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
637 {
638 i = 4;
639 map = hitter->map;
640 if (out_of_map (map, hitter->x, hitter->y))
641 return;
642
643 next = GET_MAP_OB (map, hitter->x, hitter->y);
644 if (next)
645 while (next)
646 {
647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
648 i *= 3;
649
650 tmp = next;
651 next = tmp->above;
652 }
653
654 if (i < 0)
655 return;
656
657 if (rndm (0, i) != 0)
658 return;
659 }
660 else if (rndm (0, 5) != 0)
661 return;
662
663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
664 op->play_sound (sound_find ("player_hits4"));
665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
666 }
667 }
668
669
670 static int
671 get_attack_mode (object **target, object **hitter, int *simple_attack)
672 {
673 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
674 {
675 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
676 return 1;
677 }
678
679 if ((*target)->head)
680 *target = (*target)->head;
681
682 if ((*hitter)->head)
683 *hitter = (*hitter)->head;
684
685 if ((*hitter)->env != NULL || (*target)->env != NULL)
686 {
687 *simple_attack = 1;
688 return 0;
689 }
690
691 if (QUERY_FLAG (*target, FLAG_REMOVED)
692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
695 {
696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
698 return 1;
699 }
700
701 *simple_attack = 0;
702 return 0;
703 }
704
705 static int
706 abort_attack (object *target, object *hitter, int simple_attack)
707 {
708
709 /* Check if target and hitter are still in a relation similar to the one
710 * determined by get_attack_mode(). Returns true if the relation has changed.
711 */
712 int new_mode;
713
714 if (hitter->env == target || target->env == hitter)
715 new_mode = 1;
716 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
717 return 1;
718 else
719 new_mode = 0;
720 return new_mode != simple_attack;
721 }
722
723 static void thrown_item_effect (object *, object *);
724
725 static int
726 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
727 {
728 int simple_attack, roll, dam = 0;
729 uint32 type;
730 shstr op_name;
731
732 if (get_attack_mode (&op, &hitter, &simple_attack))
733 goto error;
734
735 if (hitter->current_weapon)
736 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
737 return RESULT_INT (0);
738
739 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
740 return RESULT_INT (0);
741
742 /*
743 * A little check to make it more difficult to dance forward and back
744 * to avoid ever being hit by monsters.
745 */
746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
747 {
748 /* Decrease speed BEFORE calling process_object. Otherwise, an
749 * infinite loop occurs, with process_object calling move_monster,
750 * which then gets here again. By decreasing the speed before
751 * we call process_object, the 'if' statement above will fail.
752 */
753 --op->speed_left;
754 process_object (op);
755
756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
757 goto error;
758 }
759
760 op_name = op->name;
761
762 roll = random_roll (1, 20, hitter, PREFER_HIGH);
763
764 /* Adjust roll for various situations. */
765 if (!simple_attack)
766 roll += adj_attackroll (hitter, op);
767
768 /* See if we hit the creature */
769 if (roll == 20 || op->stats.ac >= base_wc - roll)
770 {
771 int hitdam = base_dam;
772
773 if (!simple_attack)
774 {
775 /* If you hit something, the victim should *always* wake up.
776 * Before, invisible hitters could avoid doing this.
777 * -b.t. */
778 if (QUERY_FLAG (op, FLAG_SLEEP))
779 CLEAR_FLAG (op, FLAG_SLEEP);
780
781 /* If the victim can't see the attacker, it may alert others
782 * for help. */
783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
784 npc_call_help (op);
785
786 /* if you were hidden and hit by a creature, you are discovered */
787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
788 {
789 make_visible (op);
790
791 if (op->type == PLAYER)
792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
793 }
794
795 /* thrown items (hitter) will have various effects
796 * when they hit the victim. For things like thrown daggers,
797 * this sets 'hitter' to the actual dagger, and not the
798 * wrapper object.
799 */
800 thrown_item_effect (hitter, op);
801
802 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
803 goto leave;
804 }
805
806 /* Need to do at least 1 damage, otherwise there is no point
807 * to go further and it will cause FPE's below.
808 */
809 if (hitdam <= 0)
810 hitdam = 1;
811
812 type = hitter->attacktype;
813
814 if (!type)
815 type = AT_PHYSICAL;
816
817 /* Handle monsters that hit back */
818 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
819 {
820 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
821 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
822
823 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
824
825 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
826 goto leave;
827 }
828
829 /* In the new attack code, it should handle multiple attack
830 * types in its area, so remove it from here.
831 */
832 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
833
834 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
835 goto leave;
836 } /* end of if hitter hit op */
837 /* if we missed, dam=0 */
838
839 /*attack_message(dam, type, op, hitter); */
840
841 goto leave;
842
843 error:
844 dam = 1;
845
846 leave:
847
848 return dam;
849 }
850
851 int
852 attack_ob (object *op, object *hitter)
853 {
854 hitter = hitter->head_ ();
855
856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
857 }
858
859 /* op is the arrow, tmp is what is stopping the arrow.
860 *
861 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
862 */
863 static int
864 stick_arrow (object *op, object *tmp)
865 {
866 /* If the missile hit a player, we insert it in their inventory.
867 * However, if the missile is heavy, we don't do so (assume it falls
868 * to the ground after a hit). What a good value for this is up to
869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
870 * stick around.
871 */
872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
873 {
874 tmp->head_ ()->insert (op);
875 return 1;
876 }
877 else
878 return 0;
879 }
880
881 /* hit_with_arrow() disassembles the missile, attacks the victim and
882 * reassembles the missile.
883 *
884 * It returns a pointer to the reassembled missile, or NULL if the missile
885 * isn't available anymore.
886 */
887 object *
888 hit_with_arrow (object *op, object *victim)
889 {
890 object *container, *hitter;
891 int hit_something = 0;
892
893 /* Disassemble missile */
894 if (op->inv)
895 {
896 container = op;
897 hitter = op->inv;
898 hitter->remove ();
899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
900 /* Note that we now have an empty THROWN_OBJ on the map. Code that
901 * might be called until this THROWN_OBJ is either reassembled or
902 * removed at the end of this function must be able to deal with empty
903 * THROWN_OBJs. */
904 }
905 else
906 {
907 container = 0;
908 hitter = op;
909 }
910
911 /* Try to hit victim */
912 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
913
914 /* Arrow attacks door, rune of summoning is triggered, demon is put on
915 * arrow, move_apply() calls this function, arrow sticks in demon,
916 * attack_ob_simple() returns, and we've got an arrow that still exists
917 * but is no longer on the map. Ugh. (Beware: Such things can happen at
918 * other places as well!)
919 */
920 if (hitter->destroyed () || hitter->env != NULL)
921 {
922 if (container)
923 {
924 container->remove ();
925 container->destroy ();
926 }
927
928 return 0;
929 }
930
931 /* Missile hit victim */
932 /* if the speed is > 10, then this is a fast moving arrow, we go straight
933 * through the target
934 */
935 if (hit_something && op->speed <= 10.0)
936 {
937 /* Stop arrow */
938 if (!container)
939 {
940 hitter = fix_stopped_arrow (hitter);
941 if (!hitter)
942 return 0;
943 }
944 else
945 container->destroy ();
946
947 /* Try to stick arrow into victim */
948 if (!victim->destroyed () && stick_arrow (hitter, victim))
949 return 0;
950
951 /* Else try to put arrow on victim's map square
952 * remove check for P_WALL here. If the arrow got to this
953 * space, that is good enough - with the new movement code,
954 * there is now the potential for lots of spaces where something
955 * can fly over but not otherwise move over. What is the correct
956 * way to handle those otherwise?
957 */
958 if (victim->x != hitter->x || victim->y != hitter->y)
959 {
960 hitter->remove ();
961 hitter->x = victim->x;
962 hitter->y = victim->y;
963 insert_ob_in_map (hitter, victim->map, hitter, 0);
964 }
965 else
966 /* Else leave arrow where it is */
967 merge_ob (hitter, NULL);
968
969 return 0;
970 }
971
972 if (hit_something && op->speed >= 10.0)
973 op->speed -= 1.0;
974
975 /* Missile missed victim - reassemble missile */
976 if (container)
977 {
978 hitter->remove ();
979 insert_ob_in_ob (hitter, container);
980 }
981
982 return op;
983 }
984
985 void
986 tear_down_wall (object *op)
987 {
988 int perc = 0;
989
990 if (!op->stats.maxhp)
991 {
992 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
993 perc = 1;
994 }
995 else if (!GET_ANIM_ID (op))
996 {
997 /* Object has been called - no animations, so remove it */
998 if (op->stats.hp < 0)
999 op->destroy ();
1000
1001 return; /* no animations, so nothing more to do */
1002 }
1003
1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1005
1006 if (perc >= (int) NUM_ANIMATIONS (op))
1007 perc = NUM_ANIMATIONS (op) - 1;
1008 else if (perc < 1)
1009 perc = 1;
1010
1011 SET_ANIMATION (op, perc);
1012 update_object (op, UP_OBJ_FACE);
1013
1014 if (perc == NUM_ANIMATIONS (op) - 1)
1015 { /* Reached the last animation */
1016 if (op->face == blank_face)
1017 /* If the last face is blank, remove the ob */
1018 op->destroy ();
1019 else
1020 { /* The last face was not blank, leave an image */
1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1022 update_all_los (op->map, op->x, op->y);
1023 op->move_block = 0;
1024 CLEAR_FLAG (op, FLAG_ALIVE);
1025 }
1026 }
1027 }
1028
1029 void
1030 scare_creature (object *target, object *hitter)
1031 {
1032 object *owner = hitter->owner;
1033
1034 if (!owner)
1035 owner = hitter;
1036
1037 SET_FLAG (target, FLAG_SCARED);
1038 if (!target->enemy)
1039 target->enemy = owner;
1040 }
1041
1042 /* This returns the amount of damage hitter does to op with the
1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1044 * This doesn't damage the player, but returns how much it should
1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1046 * Note - changed for PR code - we now pass the attack number and not
1047 * the attacktype. Makes it easier for the PR code. */
1048 int
1049 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1050 {
1051 int doesnt_slay = 1;
1052
1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1054 if (attacknum >= NROFATTACKS)
1055 {
1056 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1057 return 0;
1058 }
1059
1060 if (dam < 0)
1061 {
1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1064 return 0;
1065 }
1066
1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1068 * people can't mess with that or it otherwise get confused. */
1069 if (attacknum == ATNR_INTERNAL)
1070 return dam;
1071
1072 if (hitter->slaying)
1073 {
1074 if ((op->race && strstr (hitter->slaying, op->race))
1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1076 {
1077 doesnt_slay = 0;
1078 dam *= 3;
1079 }
1080 }
1081
1082 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1083 if (op->resist[attacknum])
1084 {
1085 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1086 * in case 0>dam>1, we try to "simulate" a float value-effect */
1087 dam *= (100 - op->resist[attacknum]);
1088 if (dam >= 100)
1089 dam /= 100;
1090 else
1091 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1092 }
1093
1094 /* Special hack. By default, if immune to something, you
1095 * shouldn't need to worry. However, acid is an exception, since
1096 * it can still damage your items. Only include attacktypes if
1097 * special processing is needed */
1098
1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1102 return 0;
1103
1104 /* Keep this in order - makes things easier to find */
1105
1106 switch (attacknum)
1107 {
1108 case ATNR_PHYSICAL:
1109 /* here also check for diseases */
1110 check_physically_infect (op, hitter);
1111 break;
1112
1113 /* Don't need to do anything for:
1114 magic,
1115 fire,
1116 electricity,
1117 cold */
1118
1119 case ATNR_CONFUSION:
1120 case ATNR_POISON:
1121 case ATNR_SLOW:
1122 case ATNR_PARALYZE:
1123 case ATNR_FEAR:
1124 case ATNR_CANCELLATION:
1125 case ATNR_DEPLETE:
1126 case ATNR_BLIND:
1127 {
1128 /* chance for inflicting a special attack depends on the
1129 * difference between attacker's and defender's level
1130 */
1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1132
1133 /* First, only creatures/players with speed can be affected.
1134 * Second, just getting hit doesn't mean it always affects
1135 * you. Third, you still get a saving through against the
1136 * effect.
1137 */
1138 if (op->speed &&
1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1141 {
1142
1143 /* Player has been hit by something */
1144 if (attacknum == ATNR_CONFUSION)
1145 confuse_player (op, hitter, dam);
1146 else if (attacknum == ATNR_POISON)
1147 poison_player (op, hitter, dam);
1148 else if (attacknum == ATNR_SLOW)
1149 slow_player (op, hitter, dam);
1150 else if (attacknum == ATNR_PARALYZE)
1151 paralyze_player (op, hitter, dam);
1152 else if (attacknum == ATNR_FEAR)
1153 scare_creature (op, hitter);
1154 else if (attacknum == ATNR_CANCELLATION)
1155 cancellation (op);
1156 else if (attacknum == ATNR_DEPLETE)
1157 op->drain_stat ();
1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1159 blind_player (op, hitter, dam);
1160 }
1161
1162 dam = 0; /* These are all effects and don't do real damage */
1163 }
1164 break;
1165
1166 case ATNR_ACID:
1167 {
1168 int flag = 0;
1169
1170 /* Items only get corroded if you're not on a battleground and
1171 * if your acid resistance is below 50%. */
1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1173 {
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 {
1176 if (tmp->invisible)
1177 continue;
1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1179 /* >= 10% acid res. on items will protect these */
1180 continue;
1181 if (!(tmp->materials & M_IRON))
1182 continue;
1183 if (tmp->magic < -4) /* Let's stop at -5 */
1184 continue;
1185 if (tmp->type == RING
1186 /* removed boots and gloves from exclusion list in PR */
1187 || tmp->type == GIRDLE
1188 || tmp->type == AMULET
1189 || tmp->type == WAND
1190 || tmp->type == ROD
1191 || tmp->type == HORN)
1192 continue; /* To avoid some strange effects */
1193
1194 /* High damage acid has better chance of corroding
1195 objects */
1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1209 }
1210 }
1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1214 }
1215 }
1216 break;
1217
1218 case ATNR_DRAIN:
1219 {
1220 /* rate is the proportion of exp drained. High rate means
1221 * not much is drained, low rate means a lot is drained.
1222 */
1223 int rate;
1224
1225 if (op->resist[ATNR_DRAIN] >= 0)
1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1227 else
1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1229
1230 if (op->stats.exp <= rate)
1231 {
1232 if (op->type == GOLEM)
1233 dam = 999; /* Its force is "sucked" away. 8) */
1234 else
1235 /* If we can't drain, lets try to do physical damage */
1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1237 }
1238 else
1239 {
1240 /* Randomly give the hitter some hp */
1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1243 hitter->stats.hp++;
1244
1245 /* Can't do drains on battleground spaces.
1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1248 * nothing happens.
1249 * Try to credit the owner. We try to display player -> player drain
1250 * attacks, hence all the != PLAYER checks.
1251 */
1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1253 {
1254 object *owner = hitter->owner;
1255
1256 if (owner && owner != hitter)
1257 {
1258 if (op->type != PLAYER || owner->type != PLAYER)
1259 change_exp (owner, op->stats.exp / (rate * 2),
1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1261 }
1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1263 change_exp (hitter, op->stats.exp / (rate * 2),
1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1265
1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1267 }
1268
1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1270 * drain attack, you won't know that you are actually sucking out EXP,
1271 * as the messages will say you missed
1272 */
1273 }
1274 }
1275 break;
1276
1277 case ATNR_TURN_UNDEAD:
1278 {
1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1280 {
1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1282 object *god = find_god (determine_god (owner));
1283 int div = 1;
1284
1285 /* if undead are not an enemy of your god, you turn them
1286 * at half strength */
1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1288 div = 2;
1289
1290 /* Give a bonus if you resist turn undead */
1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1292 scare_creature (op, owner);
1293 }
1294 else
1295 dam = 0; /* don't damage non undead - should we damage
1296 undead? */
1297 }
1298 break;
1299
1300 case ATNR_DEATH:
1301 deathstrike_player (op, hitter, &dam);
1302 break;
1303
1304 case ATNR_CHAOS:
1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1306 dam = 0;
1307 break;
1308
1309 case ATNR_COUNTERSPELL:
1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1311 dam = 0;
1312 /* This should never happen. Counterspell is handled
1313 * seperately and filtered out. If this does happen,
1314 * Counterspell has no effect on anything but spells, so it
1315 * does no damage. */
1316 break;
1317
1318 case ATNR_HOLYWORD:
1319 {
1320 /* This has already been handled by hit_player,
1321 * no need to check twice -- DAMN */
1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1323
1324 /* As with turn undead above, give a bonus on the saving throw */
1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1326 scare_creature (op, owner);
1327 }
1328 break;
1329
1330 case ATNR_LIFE_STEALING:
1331 {
1332 int new_hp;
1333
1334 /* this is replacement to drain for players, instead of taking
1335 * exp it takes hp. It is geared for players, probably not
1336 * much use giving it to monsters
1337 *
1338 * life stealing doesn't do a lot of damage, but it gives the
1339 * damage it does do to the player. Given that,
1340 * it only does 1/10'th normal damage (hence the divide by
1341 * 1000).
1342 */
1343 /* You can't steal life from something undead */
1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1345 return 0;
1346
1347 /* If drain protection is higher than life stealing, use that */
1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1350 else
1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1353 /* You die at -1 hp, not zero. */
1354 if (dam > (op->stats.hp + 1))
1355 dam = op->stats.hp + 1;
1356
1357 new_hp = hitter->stats.hp + dam;
1358 if (new_hp > hitter->stats.maxhp)
1359 new_hp = hitter->stats.maxhp;
1360
1361 if (new_hp > hitter->stats.hp)
1362 hitter->stats.hp = new_hp;
1363 }
1364 }
1365
1366 return dam;
1367 }
1368
1369 /* GROS: This code comes from hit_player. It has been made external to
1370 * allow script procedures to "kill" objects in a combat-like fashion.
1371 * It was initially used by (kill-object) developed for the Collector's
1372 * Sword. Note that nothing has been changed from the original version
1373 * of the following code.
1374 * op is what is being killed.
1375 * dam is the damage done to it.
1376 * hitter is what is hitting it.
1377 * type is the attacktype.
1378 *
1379 * This function was a bit of a mess with hitter getting changed,
1380 * values being stored away but not used, etc. I've cleaned it up
1381 * a bit - I think it should be functionally equivalant.
1382 * MSW 2002-07-17
1383 */
1384 int
1385 kill_object (object *op, int dam, object *hitter, int type)
1386 {
1387 char buf[MAX_BUF];
1388 const char *skill;
1389 int maxdam = 0;
1390 int battleg = 0; /* true if op standing on battleground */
1391 int pk = 0; /* true if op and what controls hitter are both players */
1392 object *owner = 0;
1393 object *skop = 0;
1394
1395 if (op->stats.hp >= 0)
1396 return -1;
1397
1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1399 return 0;
1400
1401 /* maxdam needs to be the amount of damage it took to kill
1402 * this creature. The function(s) that call us have already
1403 * adjusted the creatures HP total, so that is negative.
1404 */
1405 maxdam = dam + op->stats.hp + 1;
1406
1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1409
1410 if (op->type == DOOR)
1411 {
1412 op->set_speed (0.1f);
1413 op->speed_left = -0.05f;
1414 return maxdam;
1415 }
1416
1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1418 {
1419 op->destroy ();
1420 return maxdam;
1421 }
1422
1423 /* Now lets start dealing with experience we get for killing something */
1424
1425 owner = hitter->owner;
1426 if (!owner)
1427 owner = hitter;
1428
1429 /* is the victim (op) standing on battleground? */
1430 if (op_on_battleground (op, NULL, NULL))
1431 battleg = 1;
1432
1433 /* is this player killing? */
1434 if (op->type == PLAYER && owner->type == PLAYER)
1435 pk = 1;
1436
1437 /* Player killed something */
1438 if (owner->type == PLAYER)
1439 {
1440 Log_Kill (owner->name,
1441 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1442
1443 /* Log players killing other players - makes it easier to detect
1444 * and filter out malicious player killers - that is why the
1445 * ip address is included.
1446 */
1447 if (op->type == PLAYER && !battleg)
1448 {
1449 time_t t = time (NULL);
1450 struct tm *tmv;
1451 char buf[256];
1452
1453 tmv = localtime (&t);
1454 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1455
1456 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1457 }
1458
1459 /* try to filter some things out - basically, if you are
1460 * killing a level 1 creature and your level 20, you
1461 * probably don't want to see that.
1462 */
1463 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1464 {
1465 if (owner != hitter)
1466 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1467 else
1468 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1469
1470 /* Only play sounds for melee kills */
1471 if (hitter->type == PLAYER)
1472 owner->play_sound (sound_find ("player_kills"));
1473 }
1474
1475 /* If a player kills another player, not on
1476 * battleground, the "killer" looses 1 luck. Since this is
1477 * not reversible, it's actually quite a pain IMHO. -AV
1478 * Fix bug in that we were changing the luck of the hitter, not
1479 * player that the object belonged to - so if you killed another player
1480 * with spells, pets, whatever, there was no penalty.
1481 * Changed to make luck penalty configurable in settings.
1482 */
1483 if (op->type == PLAYER && owner != op && !battleg)
1484 owner->change_luck (-settings.pk_luck_penalty);
1485
1486 /* This code below deals with finding the appropriate skill
1487 * to credit exp to. This is a bit problematic - we should
1488 * probably never really have to look at current_weapon->skill
1489 */
1490 skill = 0;
1491
1492 if (hitter->skill && hitter->type != PLAYER)
1493 skill = hitter->skill;
1494 else if (owner->chosen_skill)
1495 {
1496 skop = owner->chosen_skill;
1497 skill = skop->skill;
1498 }
1499 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1500 skill = owner->current_weapon->skill;
1501 else
1502 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1503
1504 /* We have the skill we want to credit to - now find the object this goes
1505 * to. Make sure skop is an actual skill, and not a skill tool!
1506 */
1507 if ((!skop || skop->type != SKILL) && skill)
1508 {
1509 int i;
1510
1511 for (i = 0; i < NUM_SKILLS; i++)
1512 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1513 {
1514 skop = owner->contr->last_skill_ob[i];
1515 break;
1516 }
1517 }
1518 } /* Was it a player that hit somethign */
1519 else
1520 skill = 0;
1521
1522 /* Pet (or spell) killed something. */
1523 if (owner != hitter)
1524 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1525 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1526 else
1527 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1528 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1529 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1530
1531 /* These may have been set in the player code section above */
1532 if (!skop)
1533 skop = hitter->chosen_skill;
1534
1535 if (!skill && skop)
1536 skill = skop->skill;
1537
1538 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1539
1540 /* If you didn't kill yourself, and your not the wizard */
1541 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1542 {
1543 int exp;
1544
1545 /* Really don't give much experience for killing other players */
1546 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1547 if (op->type == PLAYER)
1548 {
1549 if (battleg)
1550 {
1551 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1552 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1553 }
1554 else
1555 exp = op->stats.exp / 1000;
1556 }
1557 else
1558 exp = calc_skill_exp (owner, op, skop);
1559
1560 /* if op is standing on "battleground" (arena), no way to gain
1561 * exp by killing him
1562 */
1563 if (battleg)
1564 exp = 0;
1565
1566 /* Don't know why this is set this way - doesn't make
1567 * sense to just divide everything by two for no reason.
1568 */
1569
1570 if (!settings.simple_exp)
1571 exp = exp / 2;
1572
1573 if (owner->type != PLAYER || owner->contr->party == NULL)
1574 change_exp (owner, exp, skill, 0);
1575 else
1576 {
1577 int shares = 0, count = 0;
1578 partylist *party = owner->contr->party;
1579
1580 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1581
1582 for_all_players (pl)
1583 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1584 {
1585 count++;
1586 shares += (pl->ob->level + 4);
1587 }
1588
1589 if (count == 1 || shares > exp || !shares)
1590 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1591 else
1592 {
1593 int share = exp / shares, given = 0, nexp;
1594
1595 for_all_players (pl)
1596 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1597 {
1598 nexp = (pl->ob->level + 4) * share;
1599 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1600 given += nexp;
1601 }
1602
1603 exp -= given;
1604 /* give any remainder to the player */
1605 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1606 }
1607 } /* else part of a party */
1608 } /* end if person didn't kill himself */
1609
1610 if (op->type != PLAYER)
1611 {
1612 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1613 {
1614 object *owner1 = op->owner;
1615
1616 if (owner1 && owner1->type == PLAYER)
1617 {
1618 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1619 /* Maybe we should include the owner that killed this, maybe not */
1620 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1621 }
1622
1623 remove_friendly_object (op);
1624 }
1625
1626 op->destroy ();
1627 }
1628 else
1629 /* Player has been killed! */
1630 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1631
1632 /* This was return -1 - that doesn't seem correct - if we return -1, process
1633 * continues in the calling function.
1634 */
1635 return maxdam;
1636 }
1637
1638 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1639 * Returns 0 this is not friendly fire
1640 */
1641 int
1642 friendly_fire (object *op, object *hitter)
1643 {
1644 object *owner;
1645 int friendlyfire;
1646
1647 if (hitter->head)
1648 hitter = hitter->head;
1649
1650 friendlyfire = 0;
1651
1652 if (op->type == PLAYER)
1653 {
1654 if (op_on_battleground (hitter, 0, 0))
1655 return 0;
1656
1657 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1658 return 1;
1659
1660 if ((owner = hitter->owner) != NULL)
1661 {
1662 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1663 friendlyfire = 2;
1664 }
1665
1666 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1667 friendlyfire = 0;
1668 }
1669
1670 return friendlyfire;
1671 }
1672
1673 /* This isn't used just for players, but in fact most objects.
1674 * op is the object to be hit, dam is the amount of damage, hitter
1675 * is what is hitting the object, type is the attacktype, and
1676 * full_hit is set if monster area does not matter.
1677 * dam is base damage - protections/vulnerabilities/slaying matches can
1678 * modify it.
1679 */
1680 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1681 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1682 int
1683 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1684 {
1685 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1686 int maxattacktype, attacknum;
1687 int body_attack = op && op->head; /* Did we hit op's head? */
1688 int simple_attack;
1689 int rtn_kill = 0;
1690 int friendlyfire;
1691
1692 if (get_attack_mode (&op, &hitter, &simple_attack))
1693 return 0;
1694
1695 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1696 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1697 return 0;
1698
1699 // only allow pk for hostile players
1700 if (op->type == PLAYER)
1701 {
1702 object *owner = hitter->owner;
1703
1704 if (!owner)
1705 owner = hitter;
1706
1707 if (owner->type == PLAYER
1708 && (!op_on_battleground (op, 0, 0)
1709 && (op->contr->peaceful || owner->contr->peaceful))
1710 && op != owner)
1711 return 0;
1712 }
1713
1714 if (body_attack)
1715 {
1716 /* slow and paralyze must hit the head. But we don't want to just
1717 * return - we still need to process other attacks the spell still
1718 * might have. So just remove the paralyze and slow attacktypes,
1719 * and keep on processing if we have other attacktypes.
1720 * return if only magic or nothing is left - under normal code
1721 * we don't attack with pure magic if there is another attacktype.
1722 * Only do processing if the initial attacktype includes one of those
1723 * attack so we don't cancel out things like magic bullet.
1724 */
1725 if (type & (AT_PARALYZE | AT_SLOW))
1726 {
1727 type &= ~(AT_PARALYZE | AT_SLOW);
1728
1729 if (!type || type == AT_MAGIC)
1730 return 0;
1731 }
1732 }
1733
1734 if (!simple_attack && op->type == DOOR)
1735 {
1736 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1737 if (tmp->type == RUNE || tmp->type == TRAP)
1738 {
1739 spring_trap (tmp, hitter);
1740
1741 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1742 return 0;
1743
1744 break;
1745 }
1746 }
1747
1748 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1749 {
1750 /* FIXME: If a player is killed by a rune in a door, the
1751 * destroyed() check above doesn't return, and might get here.
1752 */
1753
1754 /* FIXME: This for example happens when a dead door is on a mover and
1755 gets it's speed_left raised on each mover-tick.
1756 Doors are removed in a kinda funny way by giving them speed and speed_left
1757 and waiting for that to run out.
1758 */
1759 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1760 return 0;
1761 }
1762
1763 #ifdef ATTACK_DEBUG
1764 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1765 #endif
1766
1767 if (magic)
1768 {
1769 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1770 * in case 0>dam>1, we try to "simulate" a float value-effect */
1771 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1772 if (dam >= 100)
1773 dam /= 100;
1774 else
1775 dam = (dam > rndm (0, 99)) ? 1 : 0;
1776 }
1777
1778 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1779 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1780 */
1781 if (type & AT_CHAOS)
1782 {
1783 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1784 update_object (op, UP_OBJ_FACE);
1785 type &= ~AT_CHAOS;
1786 }
1787
1788 /* Holyword is really an attacktype modifier (like magic is). If
1789 * holyword is part of an attacktype, then make sure the creature is
1790 * a proper match, otherwise no damage.
1791 */
1792 if (type & AT_HOLYWORD)
1793 {
1794 object *god;
1795
1796 if ((!hitter->slaying ||
1797 (!(op->race && strstr (hitter->slaying, op->race)) &&
1798 !(op->name && strstr (hitter->slaying, op->name)))) &&
1799 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1800 (hitter->title != NULL
1801 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1802 return 0;
1803 }
1804
1805 maxattacktype = type; /* initialise this to something */
1806 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1807 {
1808 /* Magic isn't really a true attack type - it gets combined with other
1809 * attack types. As such, skip it over. However, if magic is
1810 * the only attacktype in the group, then still attack with it
1811 */
1812 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1813 continue;
1814
1815 /* Go through and hit the player with each attacktype, one by one.
1816 * hit_player_attacktype only figures out the damage, doesn't inflict
1817 * it. It will do the appropriate action for attacktypes with
1818 * effects (slow, paralization, etc.
1819 */
1820 if (type & attacktype)
1821 {
1822 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1823 /* the >= causes us to prefer messages from special attacks, if
1824 * the damage is equal.
1825 */
1826 if (ndam >= maxdam)
1827 {
1828 maxdam = ndam;
1829 maxattacktype = 1 << attacknum;
1830 }
1831 }
1832 }
1833
1834 /* if this is friendly fire then do a set % of damage only
1835 * Note - put a check in to make sure this attack is actually
1836 * doing damage - otherwise, the +1 in the code below will make
1837 * an attack do damage before when it otherwise didn't
1838 */
1839 friendlyfire = friendly_fire (op, hitter);
1840 if (friendlyfire && maxdam)
1841 {
1842 maxdam = ((dam * settings.set_friendly_fire) / 100);
1843
1844 #ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1846 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1847 #endif
1848 }
1849
1850 if (!full_hit)
1851 {
1852 int area;
1853 int remainder;
1854
1855 area = 0;
1856
1857 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1858 area++;
1859
1860 assert (area > 0);
1861
1862 /* basically: maxdam /= area; we try to "simulate" a float
1863 value-effect */
1864 remainder = 100 * (maxdam % area) / area;
1865 maxdam /= area;
1866 if (rndm (100) < remainder)
1867 maxdam++;
1868 }
1869
1870 #ifdef ATTACK_DEBUG
1871 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1872 #endif
1873
1874 // for now, only do this for active objects, otherwise they
1875 // keep a refcount for a long time and I see no usefulness
1876 // for an non-active objetc to know its enemy.
1877 if (op->active)
1878 if (hitter->owner)
1879 op->enemy = hitter->owner;
1880 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1881 op->enemy = hitter;
1882
1883 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1884 {
1885 /* The unaggressives look after themselves 8) */
1886 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1887 npc_call_help (op);
1888 }
1889
1890 if (magic && did_make_save (op, op->level, 0))
1891 maxdam = maxdam / 2;
1892
1893 attack_message (maxdam, maxattacktype, op, hitter);
1894
1895 op->stats.hp -= maxdam;
1896
1897 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1898 if ((op->stats.hp >= 0) &&
1899 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1900 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1901 {
1902
1903 if (QUERY_FLAG (op, FLAG_MONSTER))
1904 SET_FLAG (op, FLAG_RUN_AWAY);
1905 else
1906 scare_creature (op, hitter);
1907 }
1908
1909 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1910 {
1911 if (maxdam)
1912 tear_down_wall (op);
1913
1914 return maxdam; /* nothing more to do for wall */
1915 }
1916
1917 /* See if the creature has been killed */
1918 rtn_kill = kill_object (op, maxdam, hitter, type);
1919 if (rtn_kill != -1)
1920 return rtn_kill;
1921
1922
1923 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1924 * that before if the player was immune to ghosthit, the monster
1925 * remained - that is no longer the case.
1926 */
1927 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1928 hitter->destroy ();
1929
1930 /* Lets handle creatures that are splitting now */
1931 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1932 {
1933 int i;
1934 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1935 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1936 object *owner = op->owner;
1937
1938 if (!op->other_arch)
1939 {
1940 LOG (llevError, "SPLITTING without other_arch error.\n");
1941 return maxdam;
1942 }
1943
1944 op->remove ();
1945
1946 for (i = 0; i < op->stats.food; i++)
1947 { /* This doesn't handle op->more yet */
1948 object *tmp = arch_to_object (op->other_arch);
1949 int j;
1950
1951 tmp->stats.hp = op->stats.hp;
1952
1953 if (friendly)
1954 {
1955 add_friendly_object (tmp);
1956 tmp->attack_movement = PETMOVE;
1957
1958 if (owner)
1959 tmp->set_owner (owner);
1960 }
1961
1962 if (unaggressive)
1963 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1964
1965 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1966
1967 if (j == -1) /* No spot to put this monster */
1968 tmp->destroy ();
1969 else
1970 {
1971 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1972 insert_ob_in_map (tmp, op->map, NULL, 0);
1973 }
1974 }
1975
1976 op->destroy ();
1977 }
1978 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1979 hitter->destroy ();
1980
1981 return maxdam;
1982 }
1983
1984 void
1985 poison_player (object *op, object *hitter, int dam)
1986 {
1987 archetype *at = archetype::find ("poisoning");
1988 object *tmp = present_arch_in_ob (at, op);
1989
1990 if (tmp == NULL)
1991 {
1992 if ((tmp = arch_to_object (at)) == NULL)
1993 LOG (llevError, "Failed to clone arch poisoning.\n");
1994 else
1995 {
1996 tmp = insert_ob_in_ob (tmp, op);
1997 /* peterm: give poisoning some teeth. It should
1998 * be able to kill things better than it does:
1999 * damage should be dependent something--I choose to
2000 * do this: if it's a monster, the damage from the
2001 * poisoning goes as the level of the monster/2.
2002 * If anything else, goes as damage.
2003 */
2004
2005 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2006 tmp->stats.dam += hitter->level / 2;
2007 else
2008 tmp->stats.dam = dam;
2009
2010 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2011 if (hitter->skill && hitter->skill != tmp->skill)
2012 {
2013 tmp->skill = hitter->skill;
2014 }
2015
2016 tmp->stats.food += dam; /* more damage, longer poisoning */
2017
2018 if (op->type == PLAYER)
2019 {
2020 /* player looses stats, maximum is -10 of each */
2021 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2022 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2023 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2024 tmp->stats.Int = MAX (-dam / 7, -10);
2025 SET_FLAG (tmp, FLAG_APPLIED);
2026 op->update_stats ();
2027 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2028 op->play_sound (tmp->sound);
2029 }
2030
2031 if (hitter->type == PLAYER)
2032 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2033 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2034 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2035 }
2036
2037 tmp->speed_left = 0;
2038 }
2039 else
2040 tmp->stats.food++;
2041 }
2042
2043 void
2044 slow_player (object *op, object *hitter, int dam)
2045 {
2046 archetype *at = archetype::find ("slowness");
2047 object *tmp;
2048
2049 if (at == NULL)
2050 LOG (llevError, "Can't find slowness archetype.\n");
2051
2052 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2053 {
2054 tmp = arch_to_object (at);
2055 tmp = insert_ob_in_ob (tmp, op);
2056 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2057 }
2058 else
2059 tmp->stats.food++;
2060
2061 SET_FLAG (tmp, FLAG_APPLIED);
2062 tmp->speed_left = 0;
2063 op->update_stats ();
2064 }
2065
2066 void
2067 confuse_player (object *op, object *hitter, int dam)
2068 {
2069 object *tmp;
2070 int maxduration;
2071
2072 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2073 if (!tmp)
2074 {
2075 tmp = get_archetype (FORCE_NAME);
2076 tmp = insert_ob_in_ob (tmp, op);
2077 }
2078
2079 /* Duration added per hit and max. duration of confusion both depend
2080 * on the player's resistance
2081 */
2082 tmp->speed = 0.05;
2083 tmp->subtype = FORCE_CONFUSION;
2084 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2085 tmp->name = "confusion";
2086 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2087
2088 if (tmp->duration > maxduration)
2089 tmp->duration = maxduration;
2090
2091 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2092 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2093
2094 SET_FLAG (op, FLAG_CONFUSED);
2095 }
2096
2097 void
2098 blind_player (object *op, object *hitter, int dam)
2099 {
2100 object *tmp, *owner;
2101
2102 /* Save some work if we know it isn't going to affect the player */
2103 if (op->resist[ATNR_BLIND] == 100)
2104 return;
2105
2106 tmp = present_in_ob (BLINDNESS, op);
2107 if (!tmp)
2108 {
2109 tmp = get_archetype ("blindness");
2110 SET_FLAG (tmp, FLAG_BLIND);
2111 SET_FLAG (tmp, FLAG_APPLIED);
2112 /* use floats so we don't lose too much precision due to rounding errors.
2113 * speed is a float anyways.
2114 */
2115 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2116
2117 tmp = insert_ob_in_ob (tmp, op);
2118 change_abil (op, tmp); /* Mostly to display any messages */
2119 op->update_stats (); /* This takes care of some other stuff */
2120
2121 if (hitter->owner)
2122 owner = hitter->owner;
2123 else
2124 owner = hitter;
2125
2126 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2127 }
2128 tmp->stats.food += dam;
2129 if (tmp->stats.food > 10)
2130 tmp->stats.food = 10;
2131 }
2132
2133 void
2134 paralyze_player (object *op, object *hitter, int dam)
2135 {
2136 float effect, max;
2137
2138 /* object *tmp; */
2139
2140 /* This is strange stuff... someone knows for what this is
2141 * written? Well, i think this can and should be removed
2142 */
2143
2144 /*
2145 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2146 tmp=clone_arch(PARAIMAGE);
2147 tmp->x=op->x,tmp->y=op->y;
2148 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2149 }
2150 */
2151
2152 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2153 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2154
2155 if (effect == 0)
2156 return;
2157
2158 op->speed_left -= FABS (op->speed) * effect;
2159 /* tmp->stats.food+=(signed short) effect/op->speed; */
2160
2161 /* max number of ticks to be affected for. */
2162 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2163 if (op->speed_left < -(FABS (op->speed) * max))
2164 op->speed_left = (float) -(FABS (op->speed) * max);
2165
2166 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2167 }
2168
2169 /* Attempts to kill 'op'. hitter is the attack object, dam is
2170 * the computed damaged.
2171 */
2172 void
2173 deathstrike_player (object *op, object *hitter, int *dam)
2174 {
2175 /* The intention of a death attack is to kill outright things
2176 ** that are a lot weaker than the attacker, have a chance of killing
2177 ** things somewhat weaker than the caster, and no chance of
2178 ** killing something equal or stronger than the attacker.
2179 ** Also, if a deathstrike attack has a slaying, any monster
2180 ** whose name or race matches a comma-delimited list in the slaying
2181 ** field of the deathstriking object */
2182
2183 int atk_lev, def_lev, kill_lev;
2184
2185 if (hitter->slaying)
2186 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2187 return;
2188
2189 def_lev = op->level;
2190 if (def_lev < 1)
2191 {
2192 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2193 def_lev = 1;
2194 }
2195
2196 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2197 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2198 atk_lev, def_lev); */
2199
2200 if (atk_lev >= def_lev)
2201 {
2202 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2203
2204 /* Note that the below effectively means the ratio of the atk vs
2205 * defener level is important - if level 52 character has very little
2206 * chance of killing a level 50 monster. This should probably be
2207 * redone.
2208 */
2209 if (kill_lev >= def_lev)
2210 {
2211 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2212 /* I think this doesn't really do much. Because of
2213 * integer rounding, this only makes any difference if the
2214 * attack level is double the defender level.
2215 */
2216 *dam *= kill_lev / def_lev;
2217 }
2218 }
2219 else
2220 *dam = 0; /* no harm done */
2221 }
2222
2223 /* thrown_item_effect() - handles any special effects of thrown
2224 * items (like attacking living creatures--a potion thrown at a
2225 * monster).
2226 */
2227 static void
2228 thrown_item_effect (object *hitter, object *victim)
2229 {
2230 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2231 {
2232 /* May not need a switch for just 2 types, but this makes it
2233 * easier for expansion.
2234 */
2235 switch (hitter->type)
2236 {
2237 case POTION:
2238 /* should player get a save throw instead of checking magic protection? */
2239 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2240 (void) apply_potion (victim, hitter);
2241 break;
2242
2243 case POISON: /* poison drinks */
2244 /* As with potions, should monster get a save? */
2245 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2246 apply_poison (victim, hitter);
2247 break;
2248
2249 /* Removed case statements that did nothing.
2250 * food may be poisonous, but monster must be willing to eat it,
2251 * so we don't handle it here.
2252 * Containers should perhaps break open, but that code was disabled.
2253 */
2254 }
2255 }
2256 }
2257
2258 /* adj_attackroll() - adjustments to attacks by various conditions */
2259 int
2260 adj_attackroll (object *hitter, object *target)
2261 {
2262 object *attacker = hitter;
2263 int adjust = 0;
2264
2265 /* safety */
2266 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2267 {
2268 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2269 return 0;
2270 }
2271
2272 /* aimed missiles use the owning object's sight */
2273 if (is_aimed_missile (hitter))
2274 {
2275 if ((attacker = hitter->owner) == NULL)
2276 attacker = hitter;
2277 /* A player who saves but hasn't quit still could have objects
2278 * owned by him - need to handle that case to avoid crashes.
2279 */
2280 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2281 attacker = hitter;
2282 }
2283 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2284 return 0;
2285
2286 /* determine the condtions under which we make an attack.
2287 * Add more cases, as the need occurs. */
2288
2289 if (!can_see_enemy (attacker, target))
2290 {
2291 /* target is unseen */
2292 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2293 adjust -= 10;
2294 /* dark map penalty for the hitter (lacks infravision if we got here). */
2295 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2296 adjust -= target->map->darkness;
2297 }
2298
2299 if (QUERY_FLAG (attacker, FLAG_SCARED))
2300 adjust -= 3;
2301
2302 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2303 adjust += 1;
2304
2305 if (QUERY_FLAG (target, FLAG_SCARED))
2306 adjust += 1;
2307
2308 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2309 adjust -= 3;
2310
2311 /* if we attack at a different 'altitude' its harder */
2312 if ((attacker->move_type & target->move_type) == 0)
2313 adjust -= 2;
2314
2315 #if 0
2316 /* slower attacks are less likely to succeed. We should use a
2317 * comparison between attacker/target speeds BUT, players have
2318 * a generally faster speed, so this will wind up being a HUGE
2319 * disadantage for the monsters! Too bad, because missiles which
2320 * fly fast should have a better chance of hitting a slower target.
2321 */
2322 if (hitter->speed < target->speed)
2323 adjust += ((float) hitter->speed - target->speed);
2324 #endif
2325
2326 #if 0
2327 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2328 #endif
2329
2330 return adjust;
2331 }
2332
2333 /* determine if the object is an 'aimed' missile */
2334 int
2335 is_aimed_missile (object *op)
2336 {
2337
2338 /* I broke what used to be one big if into a few nested
2339 * ones so that figuring out the logic is at least possible.
2340 */
2341 if (op && (op->move_type & MOVE_FLYING))
2342 if (op->type == ARROW || op->type == THROWN_OBJ)
2343 return 1;
2344 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2345 return 1;
2346
2347 return 0;
2348 }