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/cvs/deliantra/server/server/attack.c
Revision: 1.1
Committed: Fri Feb 3 07:14:27 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# Content
1 /*
2 * static char *rcsid_attack_c =
3 * "$Id: attack.c,v 1.119 2005/12/27 14:38:16 ryo_saeba Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27 #include <assert.h>
28 #include <global.h>
29 #include <living.h>
30 #include <material.h>
31 #include <skills.h>
32
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36
37 #include <sounds.h>
38
39 typedef struct att_msg_str {
40 char *msg1;
41 char *msg2;
42 } att_msg;
43
44 /*#define ATTACK_DEBUG*/
45
46 /* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49 void cancellation(object *op)
50 {
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp);
61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
74 }
75
76
77
78 /* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item).
81 */
82
83 int did_make_save_item(object *op, int type, object *originator) {
84 int i, roll, saves=0, attacks=0, number;
85 materialtype_t *mt;
86
87 if (op->materialname == NULL) {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
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
144 void 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 mapstruct *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)
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else {
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0);
180 }
181 }
182 return;
183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator);
212 }
213 }
214 return;
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return;
223 op = stop_item (op);
224 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return;
241 }
242 }
243
244 /* Object op is hitting the map.
245 * op is going in direction 'dir'
246 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise.
249 */
250
251 int hit_map(object *op, int dir, int type, int full_hit) {
252 object *tmp, *next;
253 mapstruct *map;
254 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0;
262 }
263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name);
267 return 0;
268 }
269
270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284
285 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343 hit_player(tmp,op->stats.dam,op,type,full_hit);
344 retflag |=1;
345 if (was_destroyed (op, op_tag))
346 break;
347 }
348 /* Here we are potentially destroying an object. If the object has
349 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now.
354 */
355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356 !tmp->move_block) {
357 save_throw_object(tmp,type,op);
358 if (was_destroyed (op, op_tag))
359 break;
360 }
361 }
362 return 0;
363 }
364
365 void attack_message(int dam, int type, object *op, object *hitter) {
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0;
368 mapstruct *map;
369 object *next, *tmp;
370
371 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919]
374 */
375
376 if (dam == 9998 && op->type == DOOR) {
377 sprintf(buf1, "unlock %s", op->name);
378 sprintf(buf2, " unlocks");
379 found++;
380 }
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name);
383 sprintf(buf2, " hits");
384 found++;
385 } else if(dam==0) {
386 sprintf(buf1, "missed %s", op->name);
387 sprintf(buf2, " misses");
388 found++;
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING ||
391 (type & AT_POISON && IS_LIVE(op))) && !found) {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
393 i++)
394 if (dam < attack_mess[ATM_SUFFER][i].level) {
395 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
396 op->name, attack_mess[ATM_SUFFER][i].buf2);
397 sprintf(buf2, "%s", attack_mess[ATM_SUFFER][i].buf3);
398 found++;
399 break;
400 }
401 } else if (op->type == DOOR && !found) {
402 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
403 i++)
404 if (dam < attack_mess[ATM_DOOR][i].level) {
405 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
406 op->name, attack_mess[ATM_DOOR][i].buf2);
407 sprintf(buf2, "%s", attack_mess[ATM_DOOR][i].buf3);
408 found++;
409 break;
410 }
411 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
412 if (USING_SKILL(hitter, SK_KARATE)) {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
414 i++)
415 if (dam < attack_mess[ATM_KARATE][i].level) {
416 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
417 op->name, attack_mess[ATM_KARATE][i].buf2);
418 sprintf(buf2, "%s", attack_mess[ATM_KARATE][i].buf3);
419 found++;
420 break;
421 }
422 } else if (USING_SKILL(hitter, SK_CLAWING)) {
423 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
424 i++)
425 if (dam < attack_mess[ATM_CLAW][i].level) {
426 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
427 op->name, attack_mess[ATM_CLAW][i].buf2);
428 sprintf(buf2, "%s", attack_mess[ATM_CLAW][i].buf3);
429 found++;
430 break;
431 }
432 } else if (USING_SKILL(hitter, SK_PUNCHING)) {
433 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
434 i++)
435 if (dam < attack_mess[ATM_PUNCH][i].level) {
436 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
437 op->name, attack_mess[ATM_PUNCH][i].buf2);
438 sprintf(buf2, "%s", attack_mess[ATM_PUNCH][i].buf3);
439 found++;
440 break;
441 }
442 }
443 }
444 if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC) &&
445 !found) {
446 sprintf(buf1, "hit"); /* just in case */
447 for (i=0; i < MAXATTACKMESS; i++)
448 if (dam < attack_mess[ATM_ARROW][i].level) {
449 sprintf(buf2, "%s", attack_mess[ATM_ARROW][i].buf3);
450 break;
451 }
452 } else if (type & AT_DRAIN && IS_LIVE(op) && !found) {
453 /* drain is first, because some items have multiple attypes */
454 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
455 i++)
456 if (dam < attack_mess[ATM_DRAIN][i].level) {
457 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
458 op->name, attack_mess[ATM_DRAIN][i].buf2);
459 sprintf(buf2, "%s", attack_mess[ATM_DRAIN][i].buf3);
460 break;
461 }
462 } else if (type & AT_ELECTRICITY && IS_LIVE(op) && !found) {
463 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
464 i++)
465 if (dam < attack_mess[ATM_ELEC][i].level) {
466 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
467 op->name, attack_mess[ATM_ELEC][i].buf2);
468 sprintf(buf2, "%s", attack_mess[ATM_ELEC][i].buf3);
469 break;
470 }
471 } else if (type & AT_COLD && IS_LIVE(op) && !found) {
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
473 i++)
474 if (dam < attack_mess[ATM_COLD][i].level) {
475 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
476 op->name, attack_mess[ATM_COLD][i].buf2);
477 sprintf(buf2, "%s", attack_mess[ATM_COLD][i].buf3);
478 break;
479 }
480 } else if (type & AT_FIRE && !found) {
481 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
482 i++)
483 if (dam < attack_mess[ATM_FIRE][i].level) {
484 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
485 op->name, attack_mess[ATM_FIRE][i].buf2);
486 sprintf(buf2, "%s", attack_mess[ATM_FIRE][i].buf3);
487 break;
488 }
489 } else if (hitter->current_weapon != NULL && !found) {
490 int mtype;
491 switch (hitter->current_weapon->weapontype) {
492 case WEAP_HIT: mtype = ATM_BASIC; break;
493 case WEAP_SLASH: mtype = ATM_SLASH; break;
494 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
495 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
496 case WEAP_SLICE: mtype = ATM_SLICE; break;
497 case WEAP_STAB: mtype = ATM_STAB; break;
498 case WEAP_WHIP: mtype = ATM_WHIP; break;
499 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
500 case WEAP_BLUD: mtype = ATM_BLUD; break;
501 default: mtype = ATM_BASIC; break;
502 }
503 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
504 i++)
505 if (dam < attack_mess[mtype][i].level) {
506 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
507 op->name, attack_mess[mtype][i].buf2);
508 sprintf(buf2, "%s", attack_mess[mtype][i].buf3);
509 break;
510 }
511 } else if (!found){
512 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
513 i++)
514 if (dam < attack_mess[ATM_BASIC][i].level) {
515 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
516 op->name, attack_mess[ATM_BASIC][i].buf2);
517 sprintf(buf2, "%s", attack_mess[ATM_BASIC][i].buf3);
518 break;
519 }
520 }
521
522 /* bail out if a monster is casting spells */
523 if (!(hitter->type == PLAYER ||
524 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
525 return;
526
527 /* scale down magic considerably. */
528 if (type & AT_MAGIC && rndm(0, 5))
529 return;
530
531 /* Did a player hurt another player? Inform both! */
532 /* only show half the player->player combat messages */
533 if(op->type==PLAYER && rndm(0, 1) &&
534 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
535 if(get_owner(hitter)!=NULL)
536 sprintf(buf,"%s's %s %s you.",
537 hitter->owner->name, hitter->name, buf2);
538 else {
539 sprintf(buf,"%s%s you.",hitter->name, buf2);
540 if (dam != 0) {
541 if (dam < 10)
542 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
543 else if (dam < 20)
544 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
545 else
546 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
547 }
548 }
549 new_draw_info(NDI_BLACK, 0,op,buf);
550 } /* end of player hitting player */
551
552 /* scale down these messages too */
553 if(hitter->type==PLAYER && rndm(0, 2) == 0) {
554 sprintf(buf,"You %s.",buf1);
555 if (dam != 0) {
556 if (dam < 10)
557 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
558 else if (dam < 20)
559 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
560 else
561 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
562 }
563 new_draw_info(NDI_BLACK, 0, hitter, buf);
564 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
565 /* look for stacked spells and start reducing the message chances */
566 if (hitter->type == SPELL_EFFECT &&
567 (hitter->subtype == SP_EXPLOSION ||
568 hitter->subtype == SP_BULLET ||
569 hitter->subtype == SP_CONE)) {
570 i=4;
571 map = hitter->map;
572 if (out_of_map(map, hitter->x, hitter->y))
573 return;
574 next = get_map_ob(map, hitter->x, hitter->y);
575 if (next)
576 while(next) {
577 if (next->type == SPELL_EFFECT &&
578 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
579 next->subtype == SP_CONE))
580 i*=3;
581 tmp = next;
582 next = tmp->above;
583 }
584 if (i < 0)
585 return;
586 if (rndm(0, i) != 0)
587 return;
588 } else if (rndm(0, 5) != 0)
589 return;
590 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
591 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
592 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
593 }
594 }
595
596
597 static int get_attack_mode (object **target, object **hitter,
598 int *simple_attack)
599 {
600 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
601 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
602 return 1;
603 }
604 if ((*target)->head)
605 *target = (*target)->head;
606 if ((*hitter)->head)
607 *hitter = (*hitter)->head;
608 if ((*hitter)->env != NULL || (*target)->env != NULL) {
609 *simple_attack = 1;
610 return 0;
611 }
612 if (QUERY_FLAG (*target, FLAG_REMOVED)
613 || QUERY_FLAG (*hitter, FLAG_REMOVED)
614 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
615 {
616 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
617 "target\n", (*hitter)->arch->name, (*hitter)->name);
618 return 1;
619 }
620 *simple_attack = 0;
621 return 0;
622 }
623
624 static int abort_attack (object *target, object *hitter, int simple_attack)
625 {
626 /* Check if target and hitter are still in a relation similar to the one
627 * determined by get_attack_mode(). Returns true if the relation has changed.
628 */
629 int new_mode;
630
631 if (hitter->env == target || target->env == hitter)
632 new_mode = 1;
633 else if (QUERY_FLAG (hitter, FLAG_REMOVED)
634 || QUERY_FLAG (target, FLAG_REMOVED)
635 || hitter->map == NULL || !on_same_map(hitter, target))
636 return 1;
637 else
638 new_mode = 0;
639 return new_mode != simple_attack;
640 }
641
642 static void thrown_item_effect (object *, object *);
643
644 static int attack_ob_simple (object *op, object *hitter, int base_dam,
645 int base_wc)
646 {
647 int simple_attack, roll, dam=0;
648 uint32 type;
649 const char *op_name = NULL;
650 tag_t op_tag, hitter_tag;
651
652 if (get_attack_mode (&op, &hitter, &simple_attack))
653 goto error;
654
655 /* Lauwenmark: Handle for plugin attack event */
656 execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
657
658 /* Lauwenmark: This is used to handle script_weapons with weapons.
659 * Only used for players.
660 */
661 if (hitter->type==PLAYER)
662 {
663 if (hitter->current_weapon != NULL)
664 {
665 /* Lauwenmark: Handle for plugin attack event */
666 execute_event(hitter, EVENT_ATTACK,hitter->current_weapon,
667 op,NULL,SCRIPT_FIX_ALL);
668 }
669 }
670 op_tag = op->count;
671 hitter_tag = hitter->count;
672
673 /*
674 * A little check to make it more difficult to dance forward and back
675 * to avoid ever being hit by monsters.
676 */
677 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
678 && op->speed_left > -(FABS(op->speed))*0.3)
679 {
680 /* Decrease speed BEFORE calling process_object. Otherwise, an
681 * infinite loop occurs, with process_object calling move_monster,
682 * which then gets here again. By decreasing the speed before
683 * we call process_object, the 'if' statement above will fail.
684 */
685 op->speed_left--;
686 process_object(op);
687 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
688 || abort_attack (op, hitter, simple_attack))
689 goto error;
690 }
691
692 add_refcount(op_name = op->name);
693
694 roll=random_roll(1, 20, hitter, PREFER_HIGH);
695
696 /* Adjust roll for various situations. */
697 if ( ! simple_attack)
698 roll += adj_attackroll(hitter,op);
699
700 /* See if we hit the creature */
701 if(roll==20 || op->stats.ac>=base_wc-roll) {
702 int hitdam = base_dam;
703 if (settings.casting_time == TRUE) {
704 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
705 hitter->casting_time = -1;
706 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
707 "your spell!");
708 }
709 if ((op->casting_time > -1)&&(hitdam > 0)){
710 op->casting_time = -1;
711 if (op->type == PLAYER) {
712 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
713 "your spell!");
714 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
715 "%s was hit by %s and lost a spell.",
716 op_name,hitter->name);
717 }
718 }
719 }
720 if ( ! simple_attack)
721 {
722 /* If you hit something, the victim should *always* wake up.
723 * Before, invisible hitters could avoid doing this.
724 * -b.t. */
725 if (QUERY_FLAG (op, FLAG_SLEEP))
726 CLEAR_FLAG(op,FLAG_SLEEP);
727
728 /* If the victim can't see the attacker, it may alert others
729 * for help. */
730 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
731 && ! get_owner (op) && rndm(0, op->stats.Int))
732 npc_call_help (op);
733
734 /* if you were hidden and hit by a creature, you are discovered*/
735 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
736 make_visible (op);
737 if (op->type == PLAYER)
738 new_draw_info (NDI_UNIQUE, 0, op,
739 "You were hit by a wild attack. "
740 "You are no longer hidden!");
741 }
742
743 /* thrown items (hitter) will have various effects
744 * when they hit the victim. For things like thrown daggers,
745 * this sets 'hitter' to the actual dagger, and not the
746 * wrapper object.
747 */
748 thrown_item_effect (hitter, op);
749 if (was_destroyed (hitter, hitter_tag)
750 || was_destroyed (op, op_tag)
751 || abort_attack (op, hitter, simple_attack))
752 goto leave;
753 }
754
755 /* Need to do at least 1 damage, otherwise there is no point
756 * to go further and it will cause FPE's below.
757 */
758 if (hitdam<=0) hitdam=1;
759
760 type=hitter->attacktype;
761 if(!type) type=AT_PHYSICAL;
762 /* Handle monsters that hit back */
763 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
764 && QUERY_FLAG (hitter, FLAG_ALIVE))
765 {
766 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
767 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
768 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
769 PREFER_LOW),op, op->attacktype, 1);
770 if (was_destroyed (op, op_tag)
771 || was_destroyed (hitter, hitter_tag)
772 || abort_attack (op, hitter, simple_attack))
773 goto leave;
774 }
775
776 /* In the new attack code, it should handle multiple attack
777 * types in its area, so remove it from here.
778 */
779 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
780 hitter, type, 1);
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
782 || abort_attack (op, hitter, simple_attack))
783 goto leave;
784 } /* end of if hitter hit op */
785 /* if we missed, dam=0 */
786
787 /*attack_message(dam, type, op, hitter);*/
788
789 goto leave;
790
791 error:
792 dam = 1;
793 goto leave;
794
795 leave:
796 if (op_name)
797 free_string (op_name);
798
799 return dam;
800 }
801
802 int attack_ob (object *op, object *hitter)
803 {
804
805 if (hitter->head)
806 hitter = hitter->head;
807 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
808 }
809
810 /* op is the arrow, tmp is what is stopping the arrow.
811 *
812 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
813 */
814 static int stick_arrow (object *op, object *tmp)
815 {
816 /* If the missile hit a player, we insert it in their inventory.
817 * However, if the missile is heavy, we don't do so (assume it falls
818 * to the ground after a hit). What a good value for this is up to
819 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
820 * stick around.
821 */
822 if (op->weight <= 5000 && tmp->stats.hp >= 0) {
823 if(tmp->head != NULL)
824 tmp = tmp->head;
825 remove_ob (op);
826 op = insert_ob_in_ob(op,tmp);
827 if (tmp->type== PLAYER)
828 esrv_send_item (tmp, op);
829 return 1;
830 } else
831 return 0;
832 }
833
834 /* hit_with_arrow() disassembles the missile, attacks the victim and
835 * reassembles the missile.
836 *
837 * It returns a pointer to the reassembled missile, or NULL if the missile
838 * isn't available anymore.
839 */
840 object *hit_with_arrow (object *op, object *victim)
841 {
842 object *container, *hitter;
843 int hit_something;
844 tag_t victim_tag, hitter_tag;
845 sint16 victim_x, victim_y;
846
847 /* Disassemble missile */
848 if (op->inv) {
849 container = op;
850 hitter = op->inv;
851 remove_ob (hitter);
852 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
853 /* Note that we now have an empty THROWN_OBJ on the map. Code that
854 * might be called until this THROWN_OBJ is either reassembled or
855 * removed at the end of this function must be able to deal with empty
856 * THROWN_OBJs. */
857 } else {
858 container = NULL;
859 hitter = op;
860 }
861
862 /* Try to hit victim */
863 victim_x = victim->x;
864 victim_y = victim->y;
865 victim_tag = victim->count;
866 hitter_tag = hitter->count;
867 /* Lauwenmark: Handling plugin attack event for thrown items */
868 if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
869 hit_something = attack_ob_simple (victim, hitter, op->stats.dam,
870 op->stats.wc);
871
872 /* Arrow attacks door, rune of summoning is triggered, demon is put on
873 * arrow, move_apply() calls this function, arrow sticks in demon,
874 * attack_ob_simple() returns, and we've got an arrow that still exists
875 * but is no longer on the map. Ugh. (Beware: Such things can happen at
876 * other places as well!)
877 */
878 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
879 if (container) {
880 remove_ob (container);
881 free_object (container);
882 }
883 return NULL;
884 }
885
886 /* Missile hit victim */
887 /* if the speed is > 10, then this is a fast moving arrow, we go straight
888 * through the target
889 */
890 if (hit_something && op->speed <= 10.0)
891 {
892 /* Stop arrow */
893 if (container == NULL) {
894 hitter = fix_stopped_arrow (hitter);
895 if (hitter == NULL)
896 return NULL;
897 } else {
898 remove_ob (container);
899 free_object (container);
900 }
901
902 /* Try to stick arrow into victim */
903 if ( ! was_destroyed (victim, victim_tag)
904 && stick_arrow (hitter, victim))
905 return NULL;
906
907 /* Else try to put arrow on victim's map square
908 * remove check for P_WALL here. If the arrow got to this
909 * space, that is good enough - with the new movement code,
910 * there is now the potential for lots of spaces where something
911 * can fly over but not otherwise move over. What is the correct
912 * way to handle those otherwise?
913 */
914 if (victim_x != hitter->x || victim_y != hitter->y) {
915 remove_ob (hitter);
916 hitter->x = victim_x;
917 hitter->y = victim_y;
918 insert_ob_in_map (hitter, victim->map, hitter,0);
919 } else {
920 /* Else leave arrow where it is */
921 merge_ob (hitter, NULL);
922 }
923 return NULL;
924 }
925
926 if (hit_something && op->speed >= 10.0)
927 op->speed -= 1.0;
928
929 /* Missile missed victim - reassemble missile */
930 if (container) {
931 remove_ob (hitter);
932 insert_ob_in_ob (hitter, container);
933 }
934 return op;
935 }
936
937
938 void tear_down_wall(object *op)
939 {
940 int perc=0;
941
942 if (!op->stats.maxhp) {
943 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
944 perc = 1;
945 } else if(!GET_ANIM_ID(op)) {
946 /* Object has been called - no animations, so remove it */
947 if(op->stats.hp<0) {
948 remove_ob(op); /* Should update LOS */
949 free_object(op);
950 /* Don't know why this is here - remove_ob should do it for us */
951 /*update_position(m, x, y);*/
952 }
953 return; /* no animations, so nothing more to do */
954 }
955 perc = NUM_ANIMATIONS(op)
956 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
957 if (perc >= (int) NUM_ANIMATIONS(op))
958 perc = NUM_ANIMATIONS(op)-1;
959 else if (perc < 1)
960 perc = 1;
961 SET_ANIMATION(op, perc);
962 update_object(op,UP_OBJ_FACE);
963 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
964 if(op->face==blank_face) {
965 /* If the last face is blank, remove the ob */
966 remove_ob(op); /* Should update LOS */
967 free_object(op);
968
969 /* remove_ob should call update_position for us */
970 /*update_position(m, x, y);*/
971
972 } else { /* The last face was not blank, leave an image */
973 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
974 update_all_los(op->map, op->x, op->y);
975 op->move_block = 0;
976 CLEAR_FLAG(op, FLAG_ALIVE);
977 }
978 }
979 }
980
981 void scare_creature(object *target, object *hitter)
982 {
983 object *owner = get_owner(hitter);
984
985 if (!owner) owner=hitter;
986
987 SET_FLAG(target, FLAG_SCARED);
988 if (!target->enemy) target->enemy=owner;
989 }
990
991
992 /* This returns the amount of damage hitter does to op with the
993 * appropriate attacktype. Only 1 attacktype should be set at a time.
994 * This doesn't damage the player, but returns how much it should
995 * take. However, it will do other effects (paralyzation, slow, etc.)
996 * Note - changed for PR code - we now pass the attack number and not
997 * the attacktype. Makes it easier for the PR code. */
998
999 int hit_player_attacktype(object *op, object *hitter, int dam,
1000 uint32 attacknum, int magic) {
1001
1002 int doesnt_slay = 1;
1003
1004 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1005 if (attacknum >= NROFATTACKS) {
1006 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1007 return 0;
1008 }
1009
1010 if (dam < 0) {
1011 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1012 return 0;
1013 }
1014
1015 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1016 * people can't mess with that or it otherwise get confused. */
1017 if (attacknum == ATNR_INTERNAL) return dam;
1018
1019 if (hitter->slaying) {
1020 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1021 (op->arch && (op->arch->name != NULL) &&
1022 strstr(op->arch->name, hitter->slaying))
1023 ){
1024 doesnt_slay = 0;
1025 dam *= 3;
1026 }
1027 }
1028
1029 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1030 if (op->resist[attacknum]) {
1031 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1032 * in case 0>dam>1, we try to "simulate" a float value-effect */
1033 dam *= (100-op->resist[attacknum]);
1034 if (dam >= 100) dam /= 100;
1035 else
1036 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1037 }
1038
1039 /* Special hack. By default, if immune to something, you
1040 * shouldn't need to worry. However, acid is an exception, since
1041 * it can still damage your items. Only include attacktypes if
1042 * special processing is needed */
1043
1044 if ((op->resist[attacknum] >= 100) &&
1045 doesnt_slay && (attacknum != ATNR_ACID))
1046 return 0;
1047
1048 /* Keep this in order - makes things easier to find */
1049
1050 switch(attacknum) {
1051 case ATNR_PHYSICAL:
1052 /* here also check for diseases */
1053 check_physically_infect(op, hitter);
1054 break;
1055
1056 /* Don't need to do anything for:
1057 magic,
1058 fire,
1059 electricity,
1060 cold */
1061
1062 case ATNR_CONFUSION:
1063 case ATNR_POISON:
1064 case ATNR_SLOW:
1065 case ATNR_PARALYZE:
1066 case ATNR_FEAR:
1067 case ATNR_CANCELLATION:
1068 case ATNR_DEPLETE:
1069 case ATNR_BLIND:
1070 {
1071 /* chance for inflicting a special attack depends on the
1072 * difference between attacker's and defender's level
1073 */
1074 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1075
1076 /* First, only creatures/players with speed can be affected.
1077 * Second, just getting hit doesn't mean it always affects
1078 * you. Third, you still get a saving through against the
1079 * effect.
1080 */
1081 if (op->speed &&
1082 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1083 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1084 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1085
1086 /* Player has been hit by something */
1087 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1088 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1089 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1090 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1091 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1092 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1093 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1094 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1095 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1096 }
1097 dam = 0; /* These are all effects and don't do real damage */
1098 }
1099 break;
1100 case ATNR_ACID:
1101 {
1102 int flag=0;
1103
1104 /* Items only get corroded if you're not on a battleground and
1105 * if your acid resistance is below 50%. */
1106 if (!op_on_battleground(op, NULL, NULL) &&
1107 (op->resist[ATNR_ACID] < 50))
1108 {
1109 object *tmp;
1110 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1111 if(tmp->invisible)
1112 continue;
1113 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1114 (tmp->resist[ATNR_ACID] >= 10))
1115 /* >= 10% acid res. on itmes will protect these */
1116 continue;
1117 if(!(tmp->material & M_IRON))
1118 continue;
1119 if(tmp->magic < -4) /* Let's stop at -5 */
1120 continue;
1121 if(tmp->type==RING ||
1122 /* removed boots and gloves from exclusion list in
1123 PR */
1124 tmp->type==GIRDLE ||
1125 tmp->type==AMULET ||
1126 tmp->type==WAND ||
1127 tmp->type==ROD ||
1128 tmp->type==HORN)
1129 continue; /* To avoid some strange effects */
1130
1131 /* High damage acid has better chance of corroding
1132 objects */
1133 if(rndm(0, dam+4) >
1134 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1135 if(op->type == PLAYER)
1136 /* Make this more visible */
1137 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1138 "The %s's acid corrodes your %s!",
1139 query_name(hitter), query_name(tmp));
1140 flag = 1;
1141 tmp->magic--;
1142 if(op->type == PLAYER)
1143 esrv_send_item(op, tmp);
1144 }
1145 }
1146 if(flag)
1147 fix_player(op); /* Something was corroded */
1148 }
1149 }
1150 break;
1151 case ATNR_DRAIN:
1152 {
1153 /* rate is the proportion of exp drained. High rate means
1154 * not much is drained, low rate means a lot is drained.
1155 */
1156 int rate;
1157
1158 if(op->resist[ATNR_DRAIN] >= 0)
1159 rate = 50 + op->resist[ATNR_DRAIN] / 2;
1160 else if(op->resist[ATNR_DRAIN] < 0)
1161 rate = 5000 / (100 - op->resist[ATNR_DRAIN]);
1162
1163 /* full protection has no effect. Nothing else in this
1164 * function needs to get done, so just return. */
1165 if(!rate)
1166 return 0;
1167
1168 if(op->stats.exp <= rate) {
1169 if(op->type == GOLEM)
1170 dam = 999; /* Its force is "sucked" away. 8) */
1171 else
1172 /* If we can't drain, lets try to do physical damage */
1173 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1174 } else {
1175 /* Randomly give the hitter some hp */
1176 if(hitter->stats.hp<hitter->stats.maxhp &&
1177 (op->level > hitter->level) &&
1178 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1179 hitter->stats.hp++;
1180
1181 /* Can't do drains on battleground spaces.
1182 * Move the wiz check up here - before, the hitter wouldn't gain exp
1183 * exp, but the wiz would still lose exp! If drainee is a wiz,
1184 * nothing happens.
1185 * Try to credit the owner. We try to display player -> player drain
1186 * attacks, hence all the != PLAYER checks.
1187 */
1188 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1189 object *owner = get_owner(hitter);
1190
1191 if (owner && owner != hitter) {
1192 if (op->type != PLAYER || owner->type != PLAYER)
1193 change_exp(owner, op->stats.exp/(rate*2),
1194 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1195 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1196 change_exp(hitter, op->stats.exp/(rate*2),
1197 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1198 }
1199 change_exp(op,-op->stats.exp/rate, NULL, 0);
1200 }
1201 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1202 * drain attack, you won't know that you are actually sucking out EXP,
1203 * as the messages will say you missed
1204 */
1205 }
1206 }
1207 break;
1208 case ATNR_TURN_UNDEAD:
1209 {
1210 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1211 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1212 object *god = find_god (determine_god (owner));
1213 int div = 1;
1214
1215 /* if undead are not an enemy of your god, you turn them
1216 * at half strength */
1217 if (! god || ! god->slaying ||
1218 strstr (god->slaying, undead_name) == NULL)
1219 div = 2;
1220 /* Give a bonus if you resist turn undead */
1221 if (op->level * div <
1222 (turn_bonus[owner->stats.Wis]+owner->level +
1223 (op->resist[ATNR_TURN_UNDEAD]/100)))
1224 scare_creature(op, owner);
1225 }
1226 else
1227 dam = 0; /* don't damage non undead - should we damage
1228 undead? */
1229 } break;
1230 case ATNR_DEATH:
1231 deathstrike_player(op, hitter, &dam);
1232 break;
1233 case ATNR_CHAOS:
1234 LOG(llevError,
1235 "%s was hit by %s with non-specific chaos.\n",
1236 query_name(op),
1237 query_name(hitter));
1238 dam = 0;
1239 break;
1240 case ATNR_COUNTERSPELL:
1241 LOG(llevError,
1242 "%s was hit by %s with counterspell attack.\n",
1243 query_name(op),
1244 query_name(hitter));
1245 dam = 0;
1246 /* This should never happen. Counterspell is handled
1247 * seperately and filtered out. If this does happen,
1248 * Counterspell has no effect on anything but spells, so it
1249 * does no damage. */
1250 break;
1251 case ATNR_HOLYWORD:
1252 {
1253 /* This has already been handled by hit_player,
1254 * no need to check twice -- DAMN */
1255
1256 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1257
1258 /* As with turn undead above, give a bonus on the saving throw */
1259 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1260 owner->level+turn_bonus[owner->stats.Wis])
1261 scare_creature(op, owner);
1262 } break;
1263 case ATNR_LIFE_STEALING:
1264 {
1265 int new_hp;
1266 /* this is replacement to drain for players, instead of taking
1267 * exp it takes hp. It is geared for players, probably not
1268 * much use giving it to monsters
1269 *
1270 * life stealing doesn't do a lot of damage, but it gives the
1271 * damage it does do to the player. Given that,
1272 * it only does 1/10'th normal damage (hence the divide by
1273 * 1000).
1274 */
1275 /* You can't steal life from something undead */
1276 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1277 /* If drain protection is higher than life stealing, use that */
1278 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1279 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1280 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1281 /* You die at -1 hp, not zero. */
1282 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1283 new_hp = hitter->stats.hp + dam;
1284 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1285 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1286 }
1287 }
1288 return dam;
1289 }
1290
1291
1292 /* GROS: This code comes from hit_player. It has been made external to
1293 * allow script procedures to "kill" objects in a combat-like fashion.
1294 * It was initially used by (kill-object) developed for the Collector's
1295 * Sword. Note that nothing has been changed from the original version
1296 * of the following code.
1297 * op is what is being killed.
1298 * dam is the damage done to it.
1299 * hitter is what is hitting it.
1300 * type is the attacktype.
1301 *
1302 * This function was a bit of a mess with hitter getting changed,
1303 * values being stored away but not used, etc. I've cleaned it up
1304 * a bit - I think it should be functionally equivalant.
1305 * MSW 2002-07-17
1306 */
1307 int kill_object(object *op,int dam, object *hitter, int type)
1308 {
1309 char buf[MAX_BUF];
1310 const char *skill;
1311 int maxdam=0;
1312 int battleg=0; /* true if op standing on battleground */
1313 int pk=0; /* true if op and what controls hitter are both players*/
1314 object *owner=NULL;
1315 object *skop=NULL;
1316
1317 if (op->stats.hp>=0)
1318 return -1;
1319
1320 /* Lauwenmark: Handle for plugin death event */
1321 if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1322 return 0;
1323 /* Lauwenmark: Handle for the global kill event */
1324 execute_global_event(EVENT_GKILL, op, hitter);
1325
1326 /* maxdam needs to be the amount of damage it took to kill
1327 * this creature. The function(s) that call us have already
1328 * adjusted the creatures HP total, so that is negative.
1329 */
1330 maxdam = dam + op->stats.hp + 1;
1331
1332 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1333 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1334
1335 if(op->type==DOOR) {
1336 op->speed = 0.1;
1337 update_ob_speed(op);
1338 op->speed_left= -0.05;
1339 return maxdam;
1340 }
1341 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1342 remove_friendly_object(op);
1343 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1344 op->owner->contr->ranges[range_golem] == op) {
1345 op->owner->contr->ranges[range_golem]=NULL;
1346 op->owner->contr->golem_count=0;
1347 }
1348 else
1349 LOG (llevError, "BUG: hit_player(): Encountered golem without owner.\n");
1350
1351 remove_ob(op);
1352 free_object(op);
1353 return maxdam;
1354 }
1355
1356 /* Now lets start dealing with experience we get for killing something */
1357
1358 owner=get_owner(hitter);
1359 if(owner==NULL)
1360 owner=hitter;
1361
1362 /* is the victim (op) standing on battleground? */
1363 if (op_on_battleground(op, NULL, NULL)) battleg=1;
1364
1365 /* is this player killing?*/
1366 if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1367
1368 /* Player killed something */
1369 if(owner->type==PLAYER) {
1370 Log_Kill(owner->name,
1371 query_name(op),op->type,
1372 (owner!=hitter) ? query_name(hitter) : NULL,
1373 (owner!=hitter) ? hitter->type : 0);
1374
1375 /* Log players killing other players - makes it easier to detect
1376 * and filter out malicious player killers - that is why the
1377 * ip address is included.
1378 */
1379 if (op->type == PLAYER && !battleg) {
1380 time_t t=time(NULL);
1381 struct tm *tmv;
1382 char buf[256];
1383
1384 tmv = localtime(&t);
1385 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1386
1387 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1388 buf, owner->name, owner->contr->socket.host, query_name(op));
1389 }
1390
1391 /* try to filter some things out - basically, if you are
1392 * killing a level 1 creature and your level 20, you
1393 * probably don't want to see that.
1394 */
1395 if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1396 if(owner!=hitter) {
1397 new_draw_info_format(NDI_BLACK, 0, owner,
1398 "You killed %s with %s.",query_name(op),
1399 query_name(hitter));
1400 }
1401 else {
1402 new_draw_info_format(NDI_BLACK, 0, owner,
1403 "You killed %s.",query_name(op));
1404 }
1405 /* Only play sounds for melee kills */
1406 if (hitter->type == PLAYER)
1407 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1408 }
1409
1410 /* If a player kills another player, not on
1411 * battleground, the "killer" looses 1 luck. Since this is
1412 * not reversible, it's actually quite a pain IMHO. -AV
1413 * Fix bug in that we were changing the luck of the hitter, not
1414 * player that the object belonged to - so if you killed another player
1415 * with spells, pets, whatever, there was no penalty.
1416 * Changed to make luck penalty configurable in settings.
1417 */
1418 if(op->type == PLAYER && owner != op && !battleg)
1419 change_luck(owner, -settings.pk_luck_penalty);
1420
1421 /* This code below deals with finding the appropriate skill
1422 * to credit exp to. This is a bit problematic - we should
1423 * probably never really have to look at current_weapon->skill
1424 */
1425 skill = NULL;
1426 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1427 else if (owner->chosen_skill) {
1428 skill = owner->chosen_skill->skill;
1429 skop = owner->chosen_skill;
1430 }
1431 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1432 else
1433 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1434
1435 /* We have the skill we want to credit to - now find the object this goes
1436 * to. Make sure skop is an actual skill, and not a skill tool!
1437 */
1438 if ((!skop || skop->type != SKILL) && skill) {
1439 int i;
1440
1441 for (i=0; i<NUM_SKILLS; i++)
1442 if (owner->contr->last_skill_ob[i] &&
1443 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1444 skop = owner->contr->last_skill_ob[i];
1445 break;
1446 }
1447 }
1448 } /* Was it a player that hit somethign */
1449 else {
1450 skill = NULL;
1451 }
1452
1453 /* Pet (or spell) killed something. */
1454 if(owner != hitter ) {
1455 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1456 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1457 }
1458 else {
1459 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1460 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1461 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1462 }
1463 /* These may have been set in the player code section above */
1464 if (!skop) skop = hitter->chosen_skill;
1465 if (!skill && skop) skill=skop->skill;
1466
1467 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1468
1469
1470 /* If you didn't kill yourself, and your not the wizard */
1471 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1472 int exp;
1473
1474 exp = calc_skill_exp(owner,op, skop);
1475
1476 /* Really don't give much experience for killing other players */
1477 if (op->type==PLAYER) {
1478 if (battleg) {
1479 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1480 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1481 }
1482 else
1483 exp = MIN(5000000, MAX(0, exp/10));
1484 }
1485
1486 /* Don't know why this is set this way - doesn't make
1487 * sense to just divide everything by two for no reason.
1488 */
1489
1490 if (!settings.simple_exp)
1491 exp=exp/2;
1492
1493 /* if op is standing on "battleground" (arena), no way to gain
1494 * exp by killing him
1495 */
1496 if (battleg) exp = 0;
1497
1498 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1499 change_exp(owner,exp, skill, 0);
1500 }
1501 else {
1502 int shares=0,count=0;
1503
1504 player *pl;
1505
1506 partylist *party=owner->contr->party;
1507 #ifdef PARTY_KILL_LOG
1508 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1509 #endif
1510 for(pl=first_player;pl!=NULL;pl=pl->next) {
1511 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1512 count++;
1513 shares+=(pl->ob->level+4);
1514 }
1515 }
1516 if(count==1 || shares>exp)
1517 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1518 else {
1519 int share=exp/shares,given=0,nexp;
1520 for(pl=first_player;pl!=NULL;pl=pl->next) {
1521 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1522 nexp=(pl->ob->level+4)*share;
1523 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1524 given+=nexp;
1525 }
1526 }
1527 exp-=given;
1528 /* give any remainder to the player */
1529 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1530 }
1531 } /* else part of a party */
1532
1533 } /* end if person didn't kill himself */
1534
1535 if(op->type!=PLAYER) {
1536 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1537 object *owner1 = get_owner(op);
1538
1539 if(owner1!= NULL && owner1->type == PLAYER) {
1540 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1541 /* Maybe we should include the owner that killed this, maybe not */
1542 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1543 op->name,hitter->name);
1544 }
1545 remove_friendly_object(op);
1546 }
1547 remove_ob(op);
1548 free_object(op);
1549 }
1550 /* Player has been killed! */
1551 else {
1552 if(owner->type==PLAYER) {
1553 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1554 }
1555 else {
1556 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1557 op->contr->killer[BIG_NAME-1]='\0';
1558 }
1559 }
1560 /* This was return -1 - that doesn't seem correct - if we return -1, process
1561 * continues in the calling function.
1562 */
1563 return maxdam;
1564 }
1565
1566 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1567 * Returns 0 this is not friendly fire
1568 */
1569
1570 int friendly_fire(object *op, object *hitter){
1571 object *owner;
1572 int friendlyfire;
1573
1574 if (hitter->head) hitter=hitter->head;
1575
1576 friendlyfire = 0;
1577
1578 if(op->type == PLAYER) {
1579
1580 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1581 return 1;
1582
1583 if((owner = get_owner(hitter))!=NULL) {
1584 if(owner->type == PLAYER && owner->contr->peaceful == 1)
1585 friendlyfire = 2;
1586 }
1587
1588 if (hitter->type == SPELL || hitter->type == POISONING ||
1589 hitter->type == DISEASE || hitter->type == RUNE)
1590 friendlyfire = 0;
1591 }
1592 return friendlyfire;
1593 }
1594
1595
1596 /* This isn't used just for players, but in fact most objects.
1597 * op is the object to be hit, dam is the amount of damage, hitter
1598 * is what is hitting the object, type is the attacktype, and
1599 * full_hit is set if monster area does not matter.
1600 * dam is base damage - protections/vulnerabilities/slaying matches can
1601 * modify it.
1602 */
1603
1604 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1605 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1606
1607 int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1608 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1609 int maxattacktype, attacknum;
1610 int body_attack = op && op->head; /* Did we hit op's head? */
1611 int simple_attack;
1612 tag_t op_tag, hitter_tag;
1613 int rtn_kill = 0;
1614 int friendlyfire;
1615
1616 if (get_attack_mode (&op, &hitter, &simple_attack))
1617 return 0;
1618
1619 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1620 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1621 return 0;
1622
1623 op_tag = op->count;
1624 hitter_tag = hitter->count;
1625
1626 if (body_attack) {
1627 /* slow and paralyze must hit the head. But we don't want to just
1628 * return - we still need to process other attacks the spell still
1629 * might have. So just remove the paralyze and slow attacktypes,
1630 * and keep on processing if we have other attacktypes.
1631 * return if only magic or nothing is left - under normal code
1632 * we don't attack with pure magic if there is another attacktype.
1633 * Only do processing if the initial attacktype includes one of those
1634 * attack so we don't cancel out things like magic bullet.
1635 */
1636 if (type & (AT_PARALYZE | AT_SLOW)) {
1637 type &= ~(AT_PARALYZE | AT_SLOW);
1638 if (!type || type==AT_MAGIC) return 0;
1639 }
1640 }
1641
1642 if ( ! simple_attack && op->type == DOOR) {
1643 object *tmp;
1644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1645 if (tmp->type == RUNE || tmp->type == TRAP) {
1646 spring_trap (tmp, hitter);
1647 if (was_destroyed (hitter, hitter_tag)
1648 || was_destroyed (op, op_tag)
1649 || abort_attack (op, hitter, simple_attack))
1650 return 0;
1651 break;
1652 }
1653 }
1654
1655 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1656 /* FIXME: If a player is killed by a rune in a door, the
1657 * was_destroyed() check above doesn't return, and might get here.
1658 */
1659 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1660 "hit_player()\n", op->arch->name, op->name);
1661 return 0;
1662 }
1663
1664 #ifdef ATTACK_DEBUG
1665 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1666 #endif
1667
1668 if (magic) {
1669 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1670 * in case 0>dam>1, we try to "simulate" a float value-effect */
1671 dam = dam*(100-op->resist[ATNR_MAGIC]);
1672 if (dam >= 100)
1673 dam /= 100;
1674 else
1675 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1676 }
1677
1678 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1679 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1680 */
1681 if(type & AT_CHAOS){
1682 shuffle_attack(op,0); /*0 flag tells it to not change the face */
1683 update_object(op,UP_OBJ_FACE);
1684 type &= ~AT_CHAOS;
1685 }
1686
1687 /* Holyword is really an attacktype modifier (like magic is). If
1688 * holyword is part of an attacktype, then make sure the creature is
1689 * a proper match, otherwise no damage.
1690 */
1691 if (type & AT_HOLYWORD) {
1692 object *god;
1693 if ((!hitter->slaying ||
1694 (!(op->race && strstr(hitter->slaying,op->race)) &&
1695 !(op->name && strstr(hitter->slaying,op->name)))) &&
1696 (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1697 (hitter->title != NULL
1698 && (god = find_god(determine_god(hitter))) != NULL
1699 && god->race != NULL
1700 && strstr(god->race,undead_name) != NULL)))
1701 return 0;
1702 }
1703
1704 maxattacktype = type; /* initialize this to something */
1705 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1706 /* Magic isn't really a true attack type - it gets combined with other
1707 * attack types. As such, skip it over. However, if magic is
1708 * the only attacktype in the group, then still attack with it
1709 */
1710 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1711
1712 /* Go through and hit the player with each attacktype, one by one.
1713 * hit_player_attacktype only figures out the damage, doesn't inflict
1714 * it. It will do the appropriate action for attacktypes with
1715 * effects (slow, paralization, etc.
1716 */
1717 if (type & attacktype) {
1718 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1719 /* the >= causes us to prefer messages from special attacks, if
1720 * the damage is equal.
1721 */
1722 if (ndam >= maxdam) {
1723 maxdam = ndam;
1724 maxattacktype = 1<<attacknum;
1725 }
1726 }
1727 }
1728
1729 /* if this is friendly fire then do a set % of damage only
1730 * Note - put a check in to make sure this attack is actually
1731 * doing damage - otherwise, the +1 in the coe below will make
1732 * an attack do damage before when it otherwise didn't
1733 */
1734 friendlyfire = friendly_fire(op, hitter);
1735 if (friendlyfire && maxdam){
1736 maxdam = ((dam * settings.set_friendly_fire) / 100)+1;
1737
1738 #ifdef ATTACK_DEBUG
1739 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1740 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1741 #endif
1742 }
1743
1744 if (!full_hit) {
1745 archetype *at;
1746 int area;
1747 int remainder;
1748
1749 area = 0;
1750 for(at = op->arch; at != NULL; at = at->more)
1751 area++;
1752 assert(area > 0);
1753
1754 /* basically: maxdam /= area; we try to "simulate" a float
1755 value-effect */
1756 remainder = 100*(maxdam%area)/area;
1757 maxdam /= area;
1758 if (RANDOM()%100 < remainder)
1759 maxdam++;
1760 }
1761
1762 #ifdef ATTACK_DEBUG
1763 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1764 #endif
1765
1766 if(get_owner(hitter))
1767 op->enemy=hitter->owner;
1768 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1769 op->enemy=hitter;
1770
1771 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1772 /* The unaggressives look after themselves 8) */
1773 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1774 npc_call_help(op);
1775 }
1776
1777 if (magic && did_make_save(op, op->level, 0))
1778 maxdam=maxdam/2;
1779
1780 attack_message(maxdam, maxattacktype, op, hitter);
1781
1782 op->stats.hp-=maxdam;
1783
1784 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1785 if ((op->stats.hp>=0) &&
1786 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1787 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1788 (float)op->stats.maxhp)) {
1789
1790 if (QUERY_FLAG(op, FLAG_MONSTER))
1791 SET_FLAG(op, FLAG_RUN_AWAY);
1792 else
1793 scare_creature(op, hitter);
1794 }
1795
1796 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1797 if (maxdam)
1798 tear_down_wall(op);
1799 return maxdam; /* nothing more to do for wall */
1800 }
1801
1802 /* See if the creature has been killed */
1803 rtn_kill = kill_object(op, maxdam, hitter, type);
1804 if (rtn_kill != -1)
1805 return rtn_kill;
1806
1807
1808 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1809 * that before if the player was immune to ghosthit, the monster
1810 * remained - that is no longer the case.
1811 */
1812 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1813 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1814 remove_friendly_object(hitter);
1815 remove_ob(hitter);
1816 free_object(hitter);
1817 }
1818 /* Lets handle creatures that are splitting now */
1819 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1820 int i;
1821 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1822 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1823 object *owner = get_owner(op);
1824
1825 if(!op->other_arch) {
1826 LOG(llevError,"SPLITTING without other_arch error.\n");
1827 return maxdam;
1828 }
1829 remove_ob(op);
1830 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1831 object *tmp=arch_to_object(op->other_arch);
1832 int j;
1833
1834 tmp->stats.hp=op->stats.hp;
1835 if (friendly) {
1836 SET_FLAG(tmp, FLAG_FRIENDLY);
1837 add_friendly_object(tmp);
1838 tmp->attack_movement = PETMOVE;
1839 if (owner!=NULL)
1840 set_owner(tmp,owner);
1841 }
1842 if (unaggressive)
1843 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1844 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1845 if (j==-1) /* No spot to put this monster */
1846 free_object(tmp);
1847 else {
1848 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1849 insert_ob_in_map(tmp,op->map,NULL,0);
1850 }
1851 }
1852 if(friendly)
1853 remove_friendly_object(op);
1854 free_object(op);
1855 }
1856 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1857 remove_ob(hitter);
1858 free_object(hitter);
1859 }
1860 return maxdam;
1861 }
1862
1863
1864 void poison_player(object *op, object *hitter, int dam)
1865 {
1866 archetype *at = find_archetype("poisoning");
1867 object *tmp=present_arch_in_ob(at,op);
1868
1869 if(tmp==NULL) {
1870 if((tmp=arch_to_object(at))==NULL)
1871 LOG(llevError,"Failed to clone arch poisoning.\n");
1872 else {
1873 tmp = insert_ob_in_ob(tmp,op);
1874 /* peterm: give poisoning some teeth. It should
1875 * be able to kill things better than it does:
1876 * damage should be dependent something--I choose to
1877 * do this: if it's a monster, the damage from the
1878 * poisoning goes as the level of the monster/2.
1879 * If anything else, goes as damage.
1880 */
1881
1882 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1883 tmp->stats.dam += hitter->level/2;
1884 else
1885 tmp->stats.dam = dam;
1886
1887 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1888 if(hitter->skill && hitter->skill != tmp->skill) {
1889 if (tmp->skill) free_string(tmp->skill);
1890 tmp->skill = add_refcount(hitter->skill);
1891 }
1892
1893 tmp->stats.food+=dam; /* more damage, longer poisoning */
1894
1895 if(op->type==PLAYER) {
1896 /* player looses stats, maximum is -10 of each */
1897 tmp->stats.Con= MAX(-(dam/4+1), -10);
1898 tmp->stats.Str= MAX(-(dam/3+2), -10);
1899 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1900 tmp->stats.Int= MAX(-dam/7, -10);
1901 SET_FLAG(tmp,FLAG_APPLIED);
1902 fix_player(op);
1903 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1904 }
1905 if (hitter->type == PLAYER)
1906 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1907 op->name);
1908 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1909 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1910 "Your %s poisons %s.", hitter->name, op->name);
1911 }
1912 tmp->speed_left=0;
1913 }
1914 else
1915 tmp->stats.food++;
1916 }
1917
1918 void slow_player(object *op,object *hitter,int dam)
1919 { archetype *at = find_archetype("slowness");
1920 object *tmp;
1921 if(at == NULL) {
1922 LOG(llevError,"Can't find slowness archetype.\n");
1923 }
1924 if((tmp=present_arch_in_ob(at,op)) == NULL) {
1925 tmp = arch_to_object(at);
1926 tmp = insert_ob_in_ob(tmp,op);
1927 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1928 } else
1929 tmp->stats.food++;
1930 SET_FLAG(tmp, FLAG_APPLIED);
1931 tmp->speed_left=0;
1932 fix_player(op);
1933 }
1934
1935 void confuse_player(object *op, object *hitter, int dam)
1936 {
1937 object *tmp;
1938 int maxduration;
1939
1940 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1941 if(!tmp) {
1942 tmp = get_archetype(FORCE_NAME);
1943 tmp = insert_ob_in_ob(tmp,op);
1944 }
1945
1946 /* Duration added per hit and max. duration of confusion both depend
1947 * on the player's resistance
1948 */
1949 tmp->speed = 0.05;
1950 tmp->subtype = FORCE_CONFUSION;
1951 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1952 if (tmp->name) free_string(tmp->name);
1953 tmp->name = add_string("confusion");
1954 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1955 if( tmp->duration > maxduration)
1956 tmp->duration = maxduration;
1957
1958 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1959 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1960 SET_FLAG(op, FLAG_CONFUSED);
1961 }
1962
1963 void blind_player(object *op, object *hitter, int dam)
1964 {
1965 object *tmp,*owner;
1966
1967 /* Save some work if we know it isn't going to affect the player */
1968 if (op->resist[ATNR_BLIND]==100) return;
1969
1970 tmp = present_in_ob(BLINDNESS,op);
1971 if(!tmp) {
1972 tmp = get_archetype("blindness");
1973 SET_FLAG(tmp, FLAG_BLIND);
1974 SET_FLAG(tmp, FLAG_APPLIED);
1975 /* use floats so we don't lose too much precision due to rounding errors.
1976 * speed is a float anyways.
1977 */
1978 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
1979
1980 tmp = insert_ob_in_ob(tmp,op);
1981 change_abil(op,tmp); /* Mostly to display any messages */
1982 fix_player(op); /* This takes care of some other stuff */
1983
1984 if(hitter->owner) owner = get_owner(hitter);
1985 else owner = hitter;
1986
1987 new_draw_info_format(NDI_UNIQUE,0,owner,
1988 "Your attack blinds %s!",query_name(op));
1989 }
1990 tmp->stats.food += dam;
1991 if(tmp->stats.food > 10) tmp->stats.food = 10;
1992 }
1993
1994 void paralyze_player(object *op, object *hitter, int dam)
1995 {
1996 float effect,max;
1997 /* object *tmp; */
1998
1999 /* This is strange stuff... someone knows for what this is
2000 * written? Well, i think this can and should be removed
2001 */
2002
2003 /*
2004 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2005 tmp=clone_arch(PARAIMAGE);
2006 tmp->x=op->x,tmp->y=op->y;
2007 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2008 }
2009 */
2010
2011 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2012 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2013
2014 if (effect==0) return;
2015
2016 op->speed_left-=FABS(op->speed)*effect;
2017 /* tmp->stats.food+=(signed short) effect/op->speed; */
2018
2019 /* max number of ticks to be affected for. */
2020 max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2021 if (op->speed_left< -(FABS(op->speed)*max))
2022 op->speed_left = (float) -(FABS(op->speed)*max);
2023
2024 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2025 }
2026
2027
2028 /* Attempts to kill 'op'. hitter is the attack object, dam is
2029 * the computed damaged.
2030 */
2031 void deathstrike_player(object *op, object *hitter, int *dam)
2032 {
2033 /* The intention of a death attack is to kill outright things
2034 ** that are a lot weaker than the attacker, have a chance of killing
2035 ** things somewhat weaker than the caster, and no chance of
2036 ** killing something equal or stronger than the attacker.
2037 ** Also, if a deathstrike attack has a slaying, any monster
2038 ** whose name or race matches a comma-delimited list in the slaying
2039 ** field of the deathstriking object */
2040
2041 int atk_lev, def_lev, kill_lev;
2042
2043 if(hitter->slaying)
2044 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2045 (op->race&&strstr(hitter->slaying,op->race)))) return;
2046
2047 def_lev = op->level;
2048 if (def_lev < 1) {
2049 LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2050 op->arch->name, op->name);
2051 def_lev = 1;
2052 }
2053 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2054 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2055 atk_lev, def_lev); */
2056
2057 if(atk_lev >= def_lev ){
2058 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2059
2060 /* Note that the below effectively means the ratio of the atk vs
2061 * defener level is important - if level 52 character has very little
2062 * chance of killing a level 50 monster. This should probably be
2063 * redone.
2064 */
2065 if(kill_lev >= def_lev) {
2066 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2067 /* I think this doesn't really do much. Because of
2068 * integer rounding, this only makes any difference if the
2069 * attack level is double the defender level.
2070 */
2071 *dam *= kill_lev / def_lev;
2072 }
2073 } else {
2074 *dam = 0; /* no harm done */
2075 }
2076 }
2077
2078 /* thrown_item_effect() - handles any special effects of thrown
2079 * items (like attacking living creatures--a potion thrown at a
2080 * monster).
2081 */
2082 static void thrown_item_effect (object *hitter, object *victim)
2083 {
2084 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2085 /* May not need a switch for just 2 types, but this makes it
2086 * easier for expansion.
2087 */
2088 switch (hitter->type) {
2089 case POTION:
2090 /* should player get a save throw instead of checking magic protection? */
2091 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2092 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2093 break;
2094
2095 case POISON: /* poison drinks */
2096 /* As with potions, should monster get a save? */
2097 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2098 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2099 break;
2100
2101 /* Removed case statements that did nothing.
2102 * food may be poisonous, but monster must be willing to eat it,
2103 * so we don't handle it here.
2104 * Containers should perhaps break open, but that code was disabled.
2105 */
2106 }
2107 }
2108 }
2109
2110 /* adj_attackroll() - adjustments to attacks by various conditions */
2111
2112 int adj_attackroll (object *hitter, object *target) {
2113 object *attacker = hitter;
2114 int adjust=0;
2115
2116 /* safety */
2117 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2118 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2119 "map\n");
2120 return 0;
2121 }
2122
2123 /* aimed missiles use the owning object's sight */
2124 if(is_aimed_missile(hitter)) {
2125 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2126 /* A player who saves but hasn't quit still could have objects
2127 * owned by him - need to handle that case to avoid crashes.
2128 */
2129 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2130 }
2131 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2132 return 0;
2133
2134 /* determine the condtions under which we make an attack.
2135 * Add more cases, as the need occurs. */
2136
2137 if(!can_see_enemy(attacker,target)) {
2138 /* target is unseen */
2139 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2140 adjust -= 10;
2141 /* dark map penalty for the hitter (lacks infravision if we got here). */
2142 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2143 adjust -= target->map->darkness;
2144 }
2145
2146 if(QUERY_FLAG(attacker,FLAG_SCARED))
2147 adjust -= 3;
2148
2149 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2150 adjust += 1;
2151
2152 if(QUERY_FLAG(target,FLAG_SCARED))
2153 adjust += 1;
2154
2155 if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2156 adjust -= 3;
2157
2158 /* if we attack at a different 'altitude' its harder */
2159 if((attacker->move_type & target->move_type)==0)
2160 adjust -= 2;
2161
2162 #if 0
2163 /* slower attacks are less likely to succeed. We should use a
2164 * comparison between attacker/target speeds BUT, players have
2165 * a generally faster speed, so this will wind up being a HUGE
2166 * disadantage for the monsters! Too bad, because missiles which
2167 * fly fast should have a better chance of hitting a slower target.
2168 */
2169 if(hitter->speed<target->speed)
2170 adjust += ((float) hitter->speed-target->speed);
2171 #endif
2172
2173 #if 0
2174 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2175 #endif
2176
2177 return adjust;
2178 }
2179
2180
2181 /* determine if the object is an 'aimed' missile */
2182 int is_aimed_missile ( object *op) {
2183
2184 /* I broke what used to be one big if into a few nested
2185 * ones so that figuring out the logic is at least possible.
2186 */
2187 if (op && (op->move_type & MOVE_FLYING)) {
2188 if (op->type==ARROW || op->type==THROWN_OBJ)
2189 return 1;
2190 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2191 op->subtype == SP_EXPLOSION))
2192 return 1;
2193 }
2194 return 0;
2195 }
2196