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/cvs/deliantra/server/server/attack.C
Revision: 1.108
Committed: Tue May 5 04:51:56 2009 UTC (15 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_79
Changes since 1.107: +14 -23 lines
Log Message:
adjust los lightness a bit

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.79 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.45 *
4 root 1.81 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.66 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.45 *
8 root 1.79 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.69 * 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 pippijn 1.45 *
13 root 1.69 * 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 root 1.66 *
18 root 1.69 * 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 pippijn 1.45 *
21 root 1.79 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.45 */
23 root 1.66
24 elmex 1.1 #include <assert.h>
25     #include <global.h>
26     #include <living.h>
27     #include <material.h>
28     #include <skills.h>
29     #include <sounds.h>
30 root 1.53 #include <sproto.h>
31 elmex 1.1
32 root 1.9 typedef struct att_msg_str
33     {
34 elmex 1.1 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 root 1.9 void
44     cancellation (object *op)
45 elmex 1.1 {
46 root 1.9 if (op->invisible)
47     return;
48    
49     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50     {
51 root 1.44 /* Recurse through the inventory */
52     for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 root 1.9 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54     cancellation (tmp);
55     }
56 root 1.44 else if (FABS (op->magic) <= rndm (0, 5))
57 root 1.9 {
58     /* Nullify this object. This code could probably be more complete */
59     /* in what abilities it should cancel */
60     op->magic = 0;
61 root 1.44
62 root 1.9 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 root 1.44
67 root 1.82 if (object *pl = op->visible_to ())
68     esrv_update_item (UPD_FLAGS, pl, op);
69 elmex 1.1 }
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 root 1.9 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 root 1.87 if (!op->materialname)
83 root 1.9 {
84 root 1.102 for (mt = materialt; mt; mt = mt->next)
85 root 1.49 if (op->materials & mt->material)
86 root 1.26 break;
87 root 1.9 }
88     else
89     mt = name_to_material (op->materialname);
90 root 1.40
91 root 1.71 if (!mt)
92 elmex 1.1 return TRUE;
93 root 1.40
94 root 1.9 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 root 1.87 if (type == 0) return TRUE;
110    
111     if (roll == 20) return TRUE;
112     if (roll == 1) return FALSE;
113 root 1.9
114     for (number = 0; number < NROFATTACKS; number++)
115     {
116     i = 1 << number;
117 root 1.87
118 root 1.9 if (!(i & type))
119     continue;
120 root 1.87
121 root 1.9 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 root 1.46
133     if (saves == 0 || (rndm (1, attacks) > saves))
134 root 1.9 return FALSE;
135 root 1.46
136 root 1.9 return TRUE;
137 elmex 1.1 }
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 root 1.9 void
144     save_throw_object (object *op, int type, object *originator)
145 elmex 1.1 {
146 root 1.9 if (!did_make_save_item (op, type, originator))
147 elmex 1.1 {
148 root 1.9 object *env = op->env;
149     int x = op->x, y = op->y;
150 root 1.19 maptile *m = op->map;
151 root 1.9
152     op = stop_item (op);
153 root 1.88 if (!op)
154 root 1.9 return;
155 elmex 1.1
156 root 1.9 /* Hacked the following so that type LIGHTER will work.
157 root 1.87 * Also, objects which are potential "lights" that are hit by
158 root 1.9 * 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 elmex 1.107 if (type & (AT_FIRE | AT_ELECTRICITY)
165     && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166     || op->type == LAMP
167     || op->type == TORCH
168     ))
169 root 1.9 {
170 elmex 1.107 switch (op->type)
171     {
172     case LAMP:
173     // turn on a lamp
174     apply_lamp (op, true);
175     break;
176 elmex 1.1
177 elmex 1.107 default:
178     // for instance icecubes:
179     if (op->other_arch)
180     {
181     const char *arch = op->other_arch->archname;
182    
183     if (op->decrease ())
184     fix_stopped_item (op, m, originator);
185 root 1.13
186 elmex 1.107 if ((op = archetype::get (arch)))
187     {
188     if (env)
189     env->insert (op);
190     else
191     m->insert (op, x, y, originator);
192     }
193     }
194 root 1.9 }
195     return;
196     }
197 root 1.13
198 root 1.9 if (type & AT_CANCELLATION)
199     { /* Cancellation. */
200     cancellation (op);
201     fix_stopped_item (op, m, originator);
202     return;
203     }
204 root 1.13
205 root 1.9 if (op->nrof > 1)
206     {
207 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
208 root 1.9 fix_stopped_item (op, m, originator);
209 elmex 1.1 }
210 root 1.9 else
211 root 1.87 {
212     // drop everything to the ground, if possible
213 root 1.88 op->insert_at (originator);
214 root 1.95 op->drop_and_destroy ();
215 root 1.87 }
216 root 1.13
217 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
218 root 1.13 if (env)
219     {
220 root 1.84 op = archetype::get (shstr_burnout);
221 root 1.13 op->x = env->x, op->y = env->y;
222 root 1.84 env->insert (op);
223 root 1.13 }
224     else
225 root 1.84 replace_insert_ob_in_map (shstr_burnout, originator);
226 root 1.13
227 root 1.9 return;
228     }
229 root 1.15
230 root 1.9 /* The value of 50 is arbitrary. */
231 root 1.88 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
232 root 1.9 {
233 root 1.84 archetype *at = archetype::find (shstr_icecube);
234 root 1.9
235     if (at == NULL)
236 root 1.5 return;
237 root 1.15
238 root 1.9 op = stop_item (op);
239     if (op == NULL)
240 elmex 1.1 return;
241 root 1.15
242 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
243     if (!tmp)
244 root 1.9 {
245     tmp = arch_to_object (at);
246     tmp->x = op->x, tmp->y = op->y;
247     /* This was in the old (pre new movement code) -
248     * icecubes have slow_move set to 1 - don't want
249     * that for ones we create.
250     */
251     tmp->move_slow_penalty = 0;
252     tmp->move_slow = 0;
253     insert_ob_in_map (tmp, op->map, originator, 0);
254     }
255 root 1.15
256 root 1.87 tmp->insert (op);
257 root 1.9 return;
258 elmex 1.1 }
259     }
260    
261     /* Object op is hitting the map.
262     * op is going in direction 'dir'
263     * type is the attacktype of the object.
264     * full_hit is set if monster area does not matter.
265     * returns 1 if it hits something, 0 otherwise.
266     */
267 root 1.9 int
268     hit_map (object *op, int dir, int type, int full_hit)
269     {
270 root 1.19 maptile *map;
271 root 1.9 sint16 x, y;
272     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
273 elmex 1.1
274 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
275     {
276     LOG (llevError, "BUG: hit_map(): free object\n");
277     return 0;
278 elmex 1.1 }
279    
280 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
281     {
282 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
283 root 1.9 return 0;
284 elmex 1.1 }
285    
286 root 1.9 if (!op->map)
287     {
288     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
289     return 0;
290 elmex 1.1 }
291    
292 root 1.9 if (op->head)
293     op = op->head;
294    
295 root 1.86 mapxy pos (op);
296     pos.move (dir);
297 elmex 1.1
298 root 1.86 if (!pos.normalise ())
299 root 1.41 return 0;
300 root 1.9
301     // elmex: a safe map tile can't be hit!
302     // this should prevent most harmful effects on items and players there.
303 root 1.86 mapspace &ms = pos.ms ();
304 root 1.41
305     if (ms.flags () & P_SAFE)
306 root 1.9 return 0;
307    
308 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
309 root 1.9 * must be out here because it strikes things which are not alive
310     */
311 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
312 root 1.9 {
313 root 1.41 if (type & AT_COUNTERSPELL)
314     {
315     counterspell (op, dir); /* see spell_effect.c */
316 elmex 1.1
317 root 1.41 /* If the only attacktype is counterspell or magic, don't need
318     * to do any further processing.
319     */
320     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
321     return 0;
322 root 1.11
323 root 1.41 type &= ~AT_COUNTERSPELL;
324     }
325 elmex 1.1
326 root 1.41 if (type & AT_CHAOS)
327     {
328     shuffle_attack (op, 1); /* flag tells it to change the face */
329     update_object (op, UP_OBJ_FACE);
330     type &= ~AT_CHAOS;
331     }
332 elmex 1.1 }
333    
334 root 1.37 /* There may still be objects that were above 'next', but there is no
335     * simple way to find out short of copying all object references and
336     * tags into a temporary array before we start processing the first
337     * object. That's why we just abort on destroy.
338     *
339     * This happens whenever attack spells (like fire) hit a pile
340     * of objects. This is not a bug - nor an error.
341     */
342 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
343 root 1.9 {
344 root 1.37 object *tmp = next;
345 root 1.9 next = tmp->above;
346 root 1.11
347 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
348     * For example, 'tmp' was put in an icecube.
349     * This is one of the few cases where on_same_map should not be used.
350     */
351 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
352 root 1.9 continue;
353    
354     if (QUERY_FLAG (tmp, FLAG_ALIVE))
355     {
356     hit_player (tmp, op->stats.dam, op, type, full_hit);
357     retflag |= 1;
358 root 1.41
359 root 1.18 if (op->destroyed ())
360 root 1.5 break;
361     }
362 root 1.9 /* Here we are potentially destroying an object. If the object has
363     * NO_PASS set, it is also immune - you can't destroy walls. Note
364     * that weak walls have is_alive set, which prevent objects from
365     * passing over/through them. We don't care what type of movement
366     * the wall blocks - if it blocks any type of movement, can't be
367     * destroyed right now.
368     */
369 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
370 root 1.9 {
371     save_throw_object (tmp, type, op);
372 root 1.37
373 root 1.18 if (op->destroyed ())
374 root 1.9 break;
375 root 1.5 }
376 elmex 1.1 }
377 root 1.11
378 root 1.9 return 0;
379 elmex 1.1 }
380    
381 root 1.9 void
382     attack_message (int dam, int type, object *op, object *hitter)
383     {
384 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
385 root 1.9 int i, found = 0;
386 root 1.19 maptile *map;
387 elmex 1.1 object *next, *tmp;
388    
389     /* put in a few special messages for some of the common attacktypes
390     * a player might have. For example, fire, electric, cold, etc
391     * [garbled 20010919]
392     */
393    
394 root 1.9 if (dam == 9998 && op->type == DOOR)
395     {
396     sprintf (buf1, "unlock %s", &op->name);
397     sprintf (buf2, " unlocks");
398     found++;
399     }
400     if (dam < 0)
401     {
402     sprintf (buf1, "hit %s", &op->name);
403     sprintf (buf2, " hits");
404     found++;
405     }
406     else if (dam == 0)
407     {
408     sprintf (buf1, "missed %s", &op->name);
409     sprintf (buf2, " misses");
410     found++;
411     }
412     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
413 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
414 root 1.9 {
415     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
416     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
417     {
418     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
419     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
420     found++;
421     break;
422     }
423     }
424     else if (op->type == DOOR && !found)
425     {
426     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
427     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
428     {
429     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
430     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
431     found++;
432     break;
433     }
434     }
435 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
436 root 1.9 {
437     if (USING_SKILL (hitter, SK_KARATE))
438     {
439     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
440     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
441     {
442     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
443     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
444 root 1.5 found++;
445     break;
446 root 1.9 }
447     }
448     else if (USING_SKILL (hitter, SK_CLAWING))
449     {
450     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
451     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
452     {
453     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
454     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
455 root 1.5 found++;
456     break;
457     }
458 root 1.9 }
459     else if (USING_SKILL (hitter, SK_PUNCHING))
460     {
461     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
462     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
463     {
464     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
465     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
466     found++;
467     break;
468 root 1.5 }
469     }
470 elmex 1.1 }
471 root 1.29
472 root 1.9 if (found)
473     {
474     /* done */
475     }
476 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
477 root 1.9 {
478     sprintf (buf1, "hit"); /* just in case */
479     for (i = 0; i < MAXATTACKMESS; i++)
480     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
481     {
482     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
483     found++;
484     break;
485     }
486     }
487 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
488 root 1.9 {
489 elmex 1.1 /* drain is first, because some items have multiple attypes */
490 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
491     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
492     {
493     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
494     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
495     found++;
496     break;
497     }
498     }
499 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
500 root 1.9 {
501     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
502     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
503     {
504     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
505     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
506     found++;
507     break;
508     }
509     }
510 root 1.29 else if (type & AT_COLD && op->is_alive ())
511 root 1.9 {
512     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
513     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
514     {
515     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
516     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
517     found++;
518     break;
519     }
520     }
521     else if (type & AT_FIRE)
522     {
523     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
524     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
525     {
526     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
527     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
528     found++;
529     break;
530     }
531     }
532     else if (hitter->current_weapon != NULL)
533     {
534     int mtype;
535    
536     switch (hitter->current_weapon->weapontype)
537     {
538 root 1.86 case WEAP_HIT:
539     mtype = ATM_BASIC;
540     break;
541     case WEAP_SLASH:
542     mtype = ATM_SLASH;
543     break;
544     case WEAP_PIERCE:
545     mtype = ATM_PIERCE;
546     break;
547     case WEAP_CLEAVE:
548     mtype = ATM_CLEAVE;
549     break;
550     case WEAP_SLICE:
551     mtype = ATM_SLICE;
552     break;
553     case WEAP_STAB:
554     mtype = ATM_STAB;
555     break;
556     case WEAP_WHIP:
557     mtype = ATM_WHIP;
558     break;
559     case WEAP_CRUSH:
560     mtype = ATM_CRUSH;
561     break;
562     case WEAP_BLUD:
563     mtype = ATM_BLUD;
564     break;
565     default:
566     mtype = ATM_BASIC;
567     break;
568 root 1.9 }
569 root 1.86
570 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
571     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
572     {
573     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
574     strcpy (buf2, attack_mess[mtype][i].buf3);
575     found++;
576     break;
577     }
578     }
579     else
580     {
581     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
582     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
583     {
584     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
585     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
586     found++;
587     break;
588     }
589 elmex 1.1 }
590    
591 root 1.9 if (!found)
592     {
593     strcpy (buf1, "hit");
594     strcpy (buf2, " hits");
595 elmex 1.1 }
596    
597 root 1.9 /* bail out if a monster is casting spells */
598 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
599 root 1.9 return;
600 elmex 1.1
601 root 1.9 /* scale down magic considerably. */
602     if (type & AT_MAGIC && rndm (0, 5))
603     return;
604 elmex 1.1
605 root 1.9 /* Did a player hurt another player? Inform both! */
606 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
607 root 1.9 {
608 root 1.27 if (hitter->owner != NULL)
609 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
610     else
611     {
612     sprintf (buf, "%s%s you.", &hitter->name, buf2);
613 root 1.74
614 root 1.9 if (dam != 0)
615     {
616     if (dam < 10)
617 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
618 root 1.9 else if (dam < 20)
619 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
620 root 1.9 else
621 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
622 root 1.5 }
623     }
624 root 1.72
625 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
626     } /* end of player hitting player */
627 elmex 1.1
628 root 1.9 if (hitter->type == PLAYER)
629     {
630     sprintf (buf, "You %s.", buf1);
631 root 1.74
632 root 1.9 if (dam != 0)
633     {
634     if (dam < 10)
635 root 1.74 op->play_sound (sound_find ("player_hits1"));
636 root 1.9 else if (dam < 20)
637 root 1.74 op->play_sound (sound_find ("player_hits2"));
638 root 1.9 else
639 root 1.74 op->play_sound (sound_find ("player_hits3"));
640 root 1.5 }
641 root 1.72
642 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
643     }
644 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
645 root 1.9 {
646 elmex 1.1 /* look for stacked spells and start reducing the message chances */
647 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
648     {
649     i = 4;
650     map = hitter->map;
651     if (out_of_map (map, hitter->x, hitter->y))
652     return;
653 root 1.53
654 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
655 root 1.9 if (next)
656     while (next)
657     {
658     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
659     i *= 3;
660 root 1.72
661 root 1.9 tmp = next;
662     next = tmp->above;
663     }
664 root 1.53
665 root 1.9 if (i < 0)
666 root 1.5 return;
667 root 1.53
668 root 1.9 if (rndm (0, i) != 0)
669     return;
670     }
671     else if (rndm (0, 5) != 0)
672     return;
673 root 1.53
674 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 root 1.72 op->play_sound (sound_find ("player_hits4"));
676 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 elmex 1.1 }
678     }
679    
680    
681 root 1.9 static int
682     get_attack_mode (object **target, object **hitter, int *simple_attack)
683 elmex 1.1 {
684 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685     {
686     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687     return 1;
688 elmex 1.1 }
689 root 1.77
690 root 1.9 if ((*target)->head)
691     *target = (*target)->head;
692 root 1.77
693 root 1.9 if ((*hitter)->head)
694     *hitter = (*hitter)->head;
695 root 1.77
696 root 1.86 if ((*target)->type == LOCKED_DOOR)
697     return 1; // locked doors cannot be hit
698    
699     if ((*hitter)->env || (*target)->env)
700 root 1.9 {
701     *simple_attack = 1;
702     return 0;
703 elmex 1.1 }
704 root 1.77
705 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
706 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
707     || !(*hitter)->map
708     || !on_same_map (*hitter, *target))
709 elmex 1.1 {
710 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711     (*hitter)->debug_desc (), (*target)->debug_desc ());
712 root 1.9 return 1;
713 elmex 1.1 }
714 root 1.77
715 root 1.9 *simple_attack = 0;
716     return 0;
717 elmex 1.1 }
718    
719 root 1.9 static int
720     abort_attack (object *target, object *hitter, int simple_attack)
721 elmex 1.1 {
722 root 1.9
723 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
724     * determined by get_attack_mode(). Returns true if the relation has changed.
725     */
726 root 1.9 int new_mode;
727 elmex 1.1
728 root 1.9 if (hitter->env == target || target->env == hitter)
729     new_mode = 1;
730     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
731     return 1;
732     else
733     new_mode = 0;
734     return new_mode != simple_attack;
735 elmex 1.1 }
736    
737     static void thrown_item_effect (object *, object *);
738    
739 root 1.9 static int
740     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
741 elmex 1.1 {
742 root 1.9 int simple_attack, roll, dam = 0;
743     uint32 type;
744     shstr op_name;
745    
746     if (get_attack_mode (&op, &hitter, &simple_attack))
747     goto error;
748    
749     if (hitter->current_weapon)
750     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
751     return RESULT_INT (0);
752    
753     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
754     return RESULT_INT (0);
755 elmex 1.1
756 root 1.9 /*
757     * A little check to make it more difficult to dance forward and back
758     * to avoid ever being hit by monsters.
759     */
760 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
761 root 1.9 {
762     /* Decrease speed BEFORE calling process_object. Otherwise, an
763     * infinite loop occurs, with process_object calling move_monster,
764     * which then gets here again. By decreasing the speed before
765     * we call process_object, the 'if' statement above will fail.
766     */
767 root 1.65 --op->speed_left;
768 root 1.9 process_object (op);
769 root 1.26
770 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
771 elmex 1.1 goto error;
772 root 1.9 }
773 elmex 1.1
774 root 1.9 op_name = op->name;
775 root 1.3
776 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
777 elmex 1.1
778 root 1.9 /* Adjust roll for various situations. */
779     if (!simple_attack)
780     roll += adj_attackroll (hitter, op);
781 elmex 1.1
782 root 1.9 /* See if we hit the creature */
783     if (roll == 20 || op->stats.ac >= base_wc - roll)
784     {
785     int hitdam = base_dam;
786    
787     if (!simple_attack)
788 elmex 1.1 {
789 root 1.9 /* If you hit something, the victim should *always* wake up.
790     * Before, invisible hitters could avoid doing this.
791     * -b.t. */
792     if (QUERY_FLAG (op, FLAG_SLEEP))
793     CLEAR_FLAG (op, FLAG_SLEEP);
794    
795     /* If the victim can't see the attacker, it may alert others
796     * for help. */
797 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
798 root 1.9 npc_call_help (op);
799    
800     /* if you were hidden and hit by a creature, you are discovered */
801 root 1.99 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
802 root 1.9 {
803     make_visible (op);
804 root 1.59
805 root 1.9 if (op->type == PLAYER)
806     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
807     }
808    
809     /* thrown items (hitter) will have various effects
810     * when they hit the victim. For things like thrown daggers,
811     * this sets 'hitter' to the actual dagger, and not the
812     * wrapper object.
813     */
814     thrown_item_effect (hitter, op);
815 root 1.26
816 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
817 root 1.9 goto leave;
818     }
819    
820     /* Need to do at least 1 damage, otherwise there is no point
821     * to go further and it will cause FPE's below.
822     */
823     if (hitdam <= 0)
824     hitdam = 1;
825 elmex 1.1
826 root 1.9 type = hitter->attacktype;
827 root 1.18
828 root 1.9 if (!type)
829     type = AT_PHYSICAL;
830 root 1.18
831 root 1.9 /* Handle monsters that hit back */
832     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
833     {
834     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
835     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
836 root 1.18
837 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
838 root 1.18
839     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
840 root 1.5 goto leave;
841 root 1.9 }
842 elmex 1.1
843 root 1.9 /* In the new attack code, it should handle multiple attack
844     * types in its area, so remove it from here.
845     */
846     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
847 root 1.18
848     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
849 root 1.9 goto leave;
850     } /* end of if hitter hit op */
851     /* if we missed, dam=0 */
852    
853     /*attack_message(dam, type, op, hitter); */
854 elmex 1.1
855 root 1.9 goto leave;
856 elmex 1.1
857 root 1.9 error:
858     dam = 1;
859 elmex 1.1
860 root 1.9 leave:
861 elmex 1.1
862 root 1.9 return dam;
863 elmex 1.1 }
864    
865 root 1.9 int
866     attack_ob (object *op, object *hitter)
867 elmex 1.1 {
868 root 1.58 hitter = hitter->head_ ();
869 elmex 1.1
870 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
871 elmex 1.1 }
872    
873     /* op is the arrow, tmp is what is stopping the arrow.
874     *
875     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
876     */
877 root 1.9 static int
878     stick_arrow (object *op, object *tmp)
879 elmex 1.1 {
880 root 1.9 /* If the missile hit a player, we insert it in their inventory.
881     * However, if the missile is heavy, we don't do so (assume it falls
882     * to the ground after a hit). What a good value for this is up to
883     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
884     * stick around.
885     */
886     if (op->weight <= 5000 && tmp->stats.hp >= 0)
887     {
888 root 1.82 tmp->head_ ()->insert (op);
889 root 1.9 return 1;
890     }
891     else
892     return 0;
893 elmex 1.1 }
894    
895     /* hit_with_arrow() disassembles the missile, attacks the victim and
896     * reassembles the missile.
897     *
898     * It returns a pointer to the reassembled missile, or NULL if the missile
899     * isn't available anymore.
900     */
901 root 1.9 object *
902     hit_with_arrow (object *op, object *victim)
903 elmex 1.1 {
904 root 1.9 object *container, *hitter;
905     int hit_something = 0;
906    
907     /* Disassemble missile */
908     if (op->inv)
909     {
910     container = op;
911     hitter = op->inv;
912 root 1.97 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
913 root 1.9 /* Note that we now have an empty THROWN_OBJ on the map. Code that
914     * might be called until this THROWN_OBJ is either reassembled or
915     * removed at the end of this function must be able to deal with empty
916     * THROWN_OBJs. */
917     }
918     else
919     {
920 root 1.21 container = 0;
921 root 1.9 hitter = op;
922     }
923    
924     /* Try to hit victim */
925     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
926    
927     /* Arrow attacks door, rune of summoning is triggered, demon is put on
928     * arrow, move_apply() calls this function, arrow sticks in demon,
929     * attack_ob_simple() returns, and we've got an arrow that still exists
930     * but is no longer on the map. Ugh. (Beware: Such things can happen at
931     * other places as well!)
932     */
933 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
934 root 1.9 {
935     if (container)
936 root 1.96 container->destroy ();
937 root 1.21
938     return 0;
939 elmex 1.1 }
940    
941 root 1.9 /* Missile hit victim */
942     /* if the speed is > 10, then this is a fast moving arrow, we go straight
943     * through the target
944     */
945     if (hit_something && op->speed <= 10.0)
946     {
947     /* Stop arrow */
948 root 1.21 if (!container)
949 root 1.9 {
950     hitter = fix_stopped_arrow (hitter);
951 root 1.21 if (!hitter)
952     return 0;
953 root 1.9 }
954     else
955 root 1.96 container->destroy ();
956 elmex 1.1
957 root 1.9 /* Try to stick arrow into victim */
958 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
959 root 1.21 return 0;
960 root 1.9
961     /* Else try to put arrow on victim's map square
962     * remove check for P_WALL here. If the arrow got to this
963     * space, that is good enough - with the new movement code,
964     * there is now the potential for lots of spaces where something
965     * can fly over but not otherwise move over. What is the correct
966     * way to handle those otherwise?
967     */
968 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
969 root 1.9 {
970 root 1.98 if (victim->destroyed ())
971     hitter->destroy ();
972     else
973     {
974     hitter->remove ();
975     hitter->x = victim->x;
976     hitter->y = victim->y;
977     insert_ob_in_map (hitter, victim->map, hitter, 0);
978     }
979 elmex 1.1 }
980 root 1.9 else
981 root 1.21 /* Else leave arrow where it is */
982     merge_ob (hitter, NULL);
983    
984     return 0;
985 elmex 1.1 }
986    
987 root 1.9 if (hit_something && op->speed >= 10.0)
988     op->speed -= 1.0;
989 elmex 1.1
990 root 1.9 /* Missile missed victim - reassemble missile */
991     if (container)
992     {
993 root 1.25 hitter->remove ();
994 root 1.9 insert_ob_in_ob (hitter, container);
995 elmex 1.1 }
996 root 1.21
997 root 1.9 return op;
998 elmex 1.1 }
999    
1000 root 1.9 void
1001     tear_down_wall (object *op)
1002 elmex 1.1 {
1003 root 1.9 if (!op->stats.maxhp)
1004 root 1.108 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1005     else if (!op->has_anim ())
1006 root 1.9 {
1007     /* Object has been called - no animations, so remove it */
1008     if (op->stats.hp < 0)
1009 root 1.96 op->destroy ();
1010 root 1.26
1011 root 1.9 return; /* no animations, so nothing more to do */
1012     }
1013 root 1.26
1014 root 1.108 // we use frames 1..num-2 as intermediate frames, so
1015     // the last frame is used only when hp < 0.
1016     int perc = clamp (
1017     lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1018     0, op->anim_frames () - 1
1019     );
1020 root 1.26
1021 root 1.108 op->set_anim_frame (perc);
1022 root 1.9 update_object (op, UP_OBJ_FACE);
1023 root 1.26
1024 root 1.108 if (op->stats.hp < 0)
1025 root 1.9 { /* Reached the last animation */
1026     if (op->face == blank_face)
1027 root 1.26 /* If the last face is blank, remove the ob */
1028 root 1.96 op->destroy ();
1029 root 1.9 else
1030     { /* The last face was not blank, leave an image */
1031 root 1.108 op->flag [FLAG_BLOCKSVIEW] = false;
1032 root 1.9 update_all_los (op->map, op->x, op->y);
1033     op->move_block = 0;
1034 root 1.108 op->flag [FLAG_ALIVE] = false;
1035 root 1.5 }
1036 elmex 1.1 }
1037     }
1038    
1039 root 1.9 void
1040     scare_creature (object *target, object *hitter)
1041 elmex 1.1 {
1042 root 1.108 target->flag [FLAG_SCARED] = true;
1043 elmex 1.1
1044 root 1.9 if (!target->enemy)
1045 root 1.108 target->enemy = hitter->outer_owner ();
1046 elmex 1.1 }
1047    
1048     /* This returns the amount of damage hitter does to op with the
1049     * appropriate attacktype. Only 1 attacktype should be set at a time.
1050     * This doesn't damage the player, but returns how much it should
1051     * take. However, it will do other effects (paralyzation, slow, etc.)
1052     * Note - changed for PR code - we now pass the attack number and not
1053     * the attacktype. Makes it easier for the PR code. */
1054 root 1.9 int
1055     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1056     {
1057     int doesnt_slay = 1;
1058    
1059     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1060     if (attacknum >= NROFATTACKS)
1061     {
1062     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1063     return 0;
1064 elmex 1.1 }
1065 root 1.9
1066     if (dam < 0)
1067     {
1068 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1069     dam, hitter->debug_desc (), op->debug_desc ());
1070 root 1.9 return 0;
1071 elmex 1.1 }
1072 root 1.9
1073     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1074     * people can't mess with that or it otherwise get confused. */
1075     if (attacknum == ATNR_INTERNAL)
1076     return dam;
1077    
1078     if (hitter->slaying)
1079     {
1080 root 1.105 if ((op->race && hitter->slaying.contains (op->race))
1081 root 1.106 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1082 root 1.9 {
1083     doesnt_slay = 0;
1084     dam *= 3;
1085     }
1086 elmex 1.1 }
1087    
1088 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1089     if (op->resist[attacknum])
1090     {
1091 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1092     * in case 0>dam>1, we try to "simulate" a float value-effect */
1093 root 1.9 dam *= (100 - op->resist[attacknum]);
1094     if (dam >= 100)
1095     dam /= 100;
1096 elmex 1.1 else
1097 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1098 elmex 1.1 }
1099    
1100 root 1.9 /* Special hack. By default, if immune to something, you
1101     * shouldn't need to worry. However, acid is an exception, since
1102     * it can still damage your items. Only include attacktypes if
1103     * special processing is needed */
1104    
1105 root 1.59 if (op->resist[attacknum] >= 100
1106     && doesnt_slay
1107     && attacknum != ATNR_ACID)
1108 root 1.9 return 0;
1109    
1110     /* Keep this in order - makes things easier to find */
1111    
1112     switch (attacknum)
1113     {
1114 root 1.40 case ATNR_PHYSICAL:
1115     /* here also check for diseases */
1116     check_physically_infect (op, hitter);
1117     break;
1118    
1119     /* Don't need to do anything for:
1120     magic,
1121     fire,
1122     electricity,
1123     cold */
1124    
1125     case ATNR_CONFUSION:
1126     case ATNR_POISON:
1127     case ATNR_SLOW:
1128     case ATNR_PARALYZE:
1129     case ATNR_FEAR:
1130     case ATNR_CANCELLATION:
1131     case ATNR_DEPLETE:
1132     case ATNR_BLIND:
1133     {
1134     /* chance for inflicting a special attack depends on the
1135     * difference between attacker's and defender's level
1136     */
1137     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1138    
1139     /* First, only creatures/players with speed can be affected.
1140     * Second, just getting hit doesn't mean it always affects
1141     * you. Third, you still get a saving through against the
1142     * effect.
1143     */
1144     if (op->speed &&
1145     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1146     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1147     {
1148 root 1.5
1149 root 1.40 /* Player has been hit by something */
1150     if (attacknum == ATNR_CONFUSION)
1151     confuse_player (op, hitter, dam);
1152     else if (attacknum == ATNR_POISON)
1153     poison_player (op, hitter, dam);
1154     else if (attacknum == ATNR_SLOW)
1155     slow_player (op, hitter, dam);
1156     else if (attacknum == ATNR_PARALYZE)
1157     paralyze_player (op, hitter, dam);
1158     else if (attacknum == ATNR_FEAR)
1159     scare_creature (op, hitter);
1160     else if (attacknum == ATNR_CANCELLATION)
1161     cancellation (op);
1162     else if (attacknum == ATNR_DEPLETE)
1163     op->drain_stat ();
1164     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1165     blind_player (op, hitter, dam);
1166     }
1167 root 1.59
1168 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1169     }
1170     break;
1171 root 1.44
1172 root 1.40 case ATNR_ACID:
1173     {
1174     int flag = 0;
1175 root 1.9
1176 root 1.40 /* Items only get corroded if you're not on a battleground and
1177     * if your acid resistance is below 50%. */
1178     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1179     {
1180 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1181 root 1.40 {
1182     if (tmp->invisible)
1183     continue;
1184     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1185 root 1.44 /* >= 10% acid res. on items will protect these */
1186 root 1.40 continue;
1187 root 1.49 if (!(tmp->materials & M_IRON))
1188 root 1.40 continue;
1189     if (tmp->magic < -4) /* Let's stop at -5 */
1190     continue;
1191 root 1.44 if (tmp->type == RING
1192     /* removed boots and gloves from exclusion list in PR */
1193     || tmp->type == GIRDLE
1194     || tmp->type == AMULET
1195     || tmp->type == WAND
1196     || tmp->type == ROD
1197     || tmp->type == HORN)
1198 root 1.40 continue; /* To avoid some strange effects */
1199    
1200     /* High damage acid has better chance of corroding
1201     objects */
1202     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1203     {
1204     flag = 1;
1205     tmp->magic--;
1206 root 1.82
1207     if (object *pl = tmp->visible_to ())
1208     {
1209     /* Make this more visible */
1210     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1211     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1212    
1213     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1214     }
1215 root 1.40 }
1216     }
1217 root 1.44
1218 root 1.40 if (flag)
1219     op->update_stats (); /* Something was corroded */
1220     }
1221     }
1222     break;
1223 root 1.44
1224 root 1.40 case ATNR_DRAIN:
1225     {
1226     /* rate is the proportion of exp drained. High rate means
1227     * not much is drained, low rate means a lot is drained.
1228     */
1229     int rate;
1230 root 1.9
1231 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1232     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1233     else
1234     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1235 root 1.9
1236 root 1.40 if (op->stats.exp <= rate)
1237     {
1238     if (op->type == GOLEM)
1239     dam = 999; /* Its force is "sucked" away. 8) */
1240     else
1241     /* If we can't drain, lets try to do physical damage */
1242     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1243     }
1244     else
1245     {
1246     /* Randomly give the hitter some hp */
1247     if (hitter->stats.hp < hitter->stats.maxhp &&
1248     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1249     hitter->stats.hp++;
1250    
1251     /* Can't do drains on battleground spaces.
1252     * Move the wiz check up here - before, the hitter wouldn't gain exp
1253     * exp, but the wiz would still lose exp! If drainee is a wiz,
1254     * nothing happens.
1255     * Try to credit the owner. We try to display player -> player drain
1256     * attacks, hence all the != PLAYER checks.
1257     */
1258 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1259 root 1.40 {
1260     object *owner = hitter->owner;
1261 root 1.9
1262 root 1.40 if (owner && owner != hitter)
1263     {
1264     if (op->type != PLAYER || owner->type != PLAYER)
1265     change_exp (owner, op->stats.exp / (rate * 2),
1266     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1267     }
1268     else if (op->type != PLAYER || hitter->type != PLAYER)
1269 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1270     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1271    
1272 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1273     }
1274 root 1.44
1275 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1276     * drain attack, you won't know that you are actually sucking out EXP,
1277     * as the messages will say you missed
1278     */
1279     }
1280     }
1281     break;
1282 root 1.44
1283 root 1.40 case ATNR_TURN_UNDEAD:
1284     {
1285     if (QUERY_FLAG (op, FLAG_UNDEAD))
1286     {
1287     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1288     object *god = find_god (determine_god (owner));
1289     int div = 1;
1290    
1291     /* if undead are not an enemy of your god, you turn them
1292     * at half strength */
1293 root 1.106 if (!god || !god->slaying.contains (shstr_undead))
1294 root 1.40 div = 2;
1295 root 1.59
1296 root 1.40 /* Give a bonus if you resist turn undead */
1297     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298     scare_creature (op, owner);
1299     }
1300     else
1301     dam = 0; /* don't damage non undead - should we damage
1302     undead? */
1303     }
1304     break;
1305 root 1.44
1306 root 1.40 case ATNR_DEATH:
1307     deathstrike_player (op, hitter, &dam);
1308     break;
1309 root 1.44
1310 root 1.40 case ATNR_CHAOS:
1311 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1312 root 1.40 dam = 0;
1313     break;
1314 root 1.44
1315 root 1.40 case ATNR_COUNTERSPELL:
1316 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1317 root 1.40 dam = 0;
1318     /* This should never happen. Counterspell is handled
1319     * seperately and filtered out. If this does happen,
1320     * Counterspell has no effect on anything but spells, so it
1321     * does no damage. */
1322     break;
1323 root 1.44
1324 root 1.40 case ATNR_HOLYWORD:
1325     {
1326     /* This has already been handled by hit_player,
1327     * no need to check twice -- DAMN */
1328     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329    
1330     /* As with turn undead above, give a bonus on the saving throw */
1331     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1332     scare_creature (op, owner);
1333     }
1334     break;
1335 root 1.44
1336 root 1.40 case ATNR_LIFE_STEALING:
1337     {
1338     int new_hp;
1339    
1340     /* this is replacement to drain for players, instead of taking
1341     * exp it takes hp. It is geared for players, probably not
1342     * much use giving it to monsters
1343     *
1344     * life stealing doesn't do a lot of damage, but it gives the
1345     * damage it does do to the player. Given that,
1346     * it only does 1/10'th normal damage (hence the divide by
1347     * 1000).
1348     */
1349     /* You can't steal life from something undead */
1350     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1351     return 0;
1352 root 1.44
1353 root 1.40 /* If drain protection is higher than life stealing, use that */
1354     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356     else
1357     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358 root 1.44
1359 root 1.40 /* You die at -1 hp, not zero. */
1360     if (dam > (op->stats.hp + 1))
1361     dam = op->stats.hp + 1;
1362 root 1.44
1363 root 1.40 new_hp = hitter->stats.hp + dam;
1364     if (new_hp > hitter->stats.maxhp)
1365     new_hp = hitter->stats.maxhp;
1366 root 1.44
1367 root 1.40 if (new_hp > hitter->stats.hp)
1368     hitter->stats.hp = new_hp;
1369     }
1370 elmex 1.1 }
1371 root 1.40
1372 root 1.9 return dam;
1373 elmex 1.1 }
1374    
1375     /* GROS: This code comes from hit_player. It has been made external to
1376     * allow script procedures to "kill" objects in a combat-like fashion.
1377     * It was initially used by (kill-object) developed for the Collector's
1378     * Sword. Note that nothing has been changed from the original version
1379     * of the following code.
1380     * op is what is being killed.
1381     * dam is the damage done to it.
1382     * hitter is what is hitting it.
1383     * type is the attacktype.
1384     *
1385     * This function was a bit of a mess with hitter getting changed,
1386     * values being stored away but not used, etc. I've cleaned it up
1387     * a bit - I think it should be functionally equivalant.
1388     * MSW 2002-07-17
1389     */
1390 root 1.9 int
1391     kill_object (object *op, int dam, object *hitter, int type)
1392 elmex 1.1 {
1393 root 1.9 char buf[MAX_BUF];
1394 root 1.92 shstr skill;
1395 root 1.9 int maxdam = 0;
1396     int battleg = 0; /* true if op standing on battleground */
1397     int pk = 0; /* true if op and what controls hitter are both players */
1398 root 1.61 object *owner = 0;
1399     object *skop = 0;
1400 elmex 1.1
1401 root 1.9 if (op->stats.hp >= 0)
1402     return -1;
1403    
1404     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1405     return 0;
1406    
1407     /* maxdam needs to be the amount of damage it took to kill
1408     * this creature. The function(s) that call us have already
1409     * adjusted the creatures HP total, so that is negative.
1410     */
1411     maxdam = dam + op->stats.hp + 1;
1412    
1413     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1414     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415    
1416     if (op->type == DOOR)
1417     {
1418 root 1.63 op->set_speed (0.1f);
1419     op->speed_left = -0.05f;
1420 root 1.9 return maxdam;
1421     }
1422 root 1.20
1423 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1424     {
1425 root 1.95 op->drop_and_destroy ();
1426 root 1.9 return maxdam;
1427     }
1428    
1429     /* Now lets start dealing with experience we get for killing something */
1430    
1431 root 1.90 owner = hitter->outer_owner ();
1432 root 1.20 if (!owner)
1433 root 1.9 owner = hitter;
1434    
1435     /* is the victim (op) standing on battleground? */
1436     if (op_on_battleground (op, NULL, NULL))
1437     battleg = 1;
1438    
1439     /* is this player killing? */
1440     if (op->type == PLAYER && owner->type == PLAYER)
1441     pk = 1;
1442    
1443     /* Player killed something */
1444     if (owner->type == PLAYER)
1445     {
1446     /* Log players killing other players - makes it easier to detect
1447     * and filter out malicious player killers - that is why the
1448     * ip address is included.
1449     */
1450     if (op->type == PLAYER && !battleg)
1451     {
1452     time_t t = time (NULL);
1453     struct tm *tmv;
1454     char buf[256];
1455    
1456     tmv = localtime (&t);
1457     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1458    
1459 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1460 root 1.9 }
1461    
1462     /* try to filter some things out - basically, if you are
1463     * killing a level 1 creature and your level 20, you
1464     * probably don't want to see that.
1465     */
1466     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1467     {
1468     if (owner != hitter)
1469 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1470 root 1.9 else
1471 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1472    
1473 root 1.9 /* Only play sounds for melee kills */
1474     if (hitter->type == PLAYER)
1475 root 1.72 owner->play_sound (sound_find ("player_kills"));
1476 root 1.9 }
1477    
1478     /* If a player kills another player, not on
1479     * battleground, the "killer" looses 1 luck. Since this is
1480     * not reversible, it's actually quite a pain IMHO. -AV
1481     * Fix bug in that we were changing the luck of the hitter, not
1482     * player that the object belonged to - so if you killed another player
1483     * with spells, pets, whatever, there was no penalty.
1484     * Changed to make luck penalty configurable in settings.
1485     */
1486     if (op->type == PLAYER && owner != op && !battleg)
1487 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1488 root 1.9
1489     /* This code below deals with finding the appropriate skill
1490 root 1.61 * to credit exp to. This is a bit problematic - we should
1491 root 1.9 * probably never really have to look at current_weapon->skill
1492     */
1493     if (hitter->skill && hitter->type != PLAYER)
1494     skill = hitter->skill;
1495     else if (owner->chosen_skill)
1496     {
1497 root 1.61 skop = owner->chosen_skill;
1498     skill = skop->skill;
1499 root 1.9 }
1500 root 1.100 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1501 root 1.9 skill = owner->current_weapon->skill;
1502     else
1503 root 1.92 {
1504 root 1.100 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1505     "op: %s\n" "hitter: %s\n" "owner: %s\n",
1506     owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1507 root 1.92 skill = 0;
1508     }
1509 elmex 1.1
1510 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1511 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1512 root 1.9 */
1513 root 1.93 skop = owner->contr->find_skill (skill);
1514 root 1.9 } /* Was it a player that hit somethign */
1515     else
1516 root 1.20 skill = 0;
1517 root 1.9
1518     /* These may have been set in the player code section above */
1519     if (!skop)
1520     skop = hitter->chosen_skill;
1521 root 1.20
1522 root 1.9 if (!skill && skop)
1523     skill = skop->skill;
1524    
1525     /* If you didn't kill yourself, and your not the wizard */
1526 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1527 root 1.9 {
1528     int exp;
1529    
1530     /* Really don't give much experience for killing other players */
1531 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1532 root 1.9 if (op->type == PLAYER)
1533     {
1534     if (battleg)
1535     {
1536     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1537     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1538 root 1.5 }
1539 root 1.9 else
1540     exp = op->stats.exp / 1000;
1541 elmex 1.1 }
1542 root 1.9 else
1543     exp = calc_skill_exp (owner, op, skop);
1544 elmex 1.1
1545 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1546     * exp by killing him
1547     */
1548     if (battleg)
1549     exp = 0;
1550 elmex 1.1
1551 root 1.9 /* Don't know why this is set this way - doesn't make
1552     * sense to just divide everything by two for no reason.
1553     */
1554 elmex 1.1
1555 root 1.9 if (!settings.simple_exp)
1556     exp = exp / 2;
1557 root 1.5
1558 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1559 root 1.23 change_exp (owner, exp, skill, 0);
1560 root 1.9 else
1561     {
1562     int shares = 0, count = 0;
1563     partylist *party = owner->contr->party;
1564 root 1.5
1565 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1566 root 1.35
1567 root 1.33 for_all_players (pl)
1568 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1569     {
1570     count++;
1571     shares += (pl->ob->level + 4);
1572     }
1573    
1574 root 1.23 if (count == 1 || shares > exp || !shares)
1575 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1576     else
1577     {
1578     int share = exp / shares, given = 0, nexp;
1579    
1580 root 1.33 for_all_players (pl)
1581 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1582     {
1583     nexp = (pl->ob->level + 4) * share;
1584     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1585     given += nexp;
1586     }
1587    
1588 root 1.9 exp -= given;
1589     /* give any remainder to the player */
1590     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1591 root 1.5 }
1592 root 1.9 } /* else part of a party */
1593     } /* end if person didn't kill himself */
1594 elmex 1.1
1595 root 1.9 if (op->type != PLAYER)
1596     {
1597     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1598     {
1599 root 1.27 object *owner1 = op->owner;
1600 elmex 1.1
1601 root 1.20 if (owner1 && owner1->type == PLAYER)
1602 root 1.9 {
1603 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1604 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1605 root 1.90 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1606 root 1.5 }
1607 root 1.12
1608 root 1.9 remove_friendly_object (op);
1609 root 1.5 }
1610 root 1.12
1611 root 1.95 op->drop_and_destroy ();
1612 elmex 1.1 }
1613 root 1.9 else
1614 root 1.83 /* Player has been killed! */
1615     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1616 root 1.12
1617 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1618     * continues in the calling function.
1619     */
1620     return maxdam;
1621 elmex 1.1 }
1622    
1623     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1624     * Returns 0 this is not friendly fire
1625     */
1626 root 1.9 int
1627     friendly_fire (object *op, object *hitter)
1628     {
1629     object *owner;
1630     int friendlyfire;
1631    
1632     if (hitter->head)
1633     hitter = hitter->head;
1634    
1635     friendlyfire = 0;
1636    
1637     if (op->type == PLAYER)
1638     {
1639     if (op_on_battleground (hitter, 0, 0))
1640     return 0;
1641    
1642     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1643     return 1;
1644    
1645 root 1.27 if ((owner = hitter->owner) != NULL)
1646 root 1.9 {
1647     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1648     friendlyfire = 2;
1649     }
1650    
1651     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1652     friendlyfire = 0;
1653 elmex 1.1 }
1654 root 1.62
1655 root 1.9 return friendlyfire;
1656 elmex 1.1 }
1657    
1658     /* This isn't used just for players, but in fact most objects.
1659     * op is the object to be hit, dam is the amount of damage, hitter
1660     * is what is hitting the object, type is the attacktype, and
1661     * full_hit is set if monster area does not matter.
1662     * dam is base damage - protections/vulnerabilities/slaying matches can
1663     * modify it.
1664     */
1665 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1666     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1667 root 1.9 int
1668     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1669     {
1670     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1671     int maxattacktype, attacknum;
1672     int body_attack = op && op->head; /* Did we hit op's head? */
1673     int simple_attack;
1674     int rtn_kill = 0;
1675     int friendlyfire;
1676 elmex 1.1
1677 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1678     return 0;
1679 elmex 1.1
1680 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1681     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1682     return 0;
1683 elmex 1.1
1684 root 1.64 // only allow pk for hostile players
1685 root 1.9 if (op->type == PLAYER)
1686     {
1687 root 1.27 object *owner = hitter->owner;
1688 root 1.9
1689     if (!owner)
1690     owner = hitter;
1691 root 1.18
1692 root 1.56 if (owner->type == PLAYER
1693     && (!op_on_battleground (op, 0, 0)
1694     && (op->contr->peaceful || owner->contr->peaceful))
1695     && op != owner)
1696 root 1.18 return 0;
1697 elmex 1.1 }
1698    
1699 root 1.9 if (body_attack)
1700     {
1701     /* slow and paralyze must hit the head. But we don't want to just
1702     * return - we still need to process other attacks the spell still
1703     * might have. So just remove the paralyze and slow attacktypes,
1704     * and keep on processing if we have other attacktypes.
1705     * return if only magic or nothing is left - under normal code
1706     * we don't attack with pure magic if there is another attacktype.
1707     * Only do processing if the initial attacktype includes one of those
1708     * attack so we don't cancel out things like magic bullet.
1709     */
1710     if (type & (AT_PARALYZE | AT_SLOW))
1711     {
1712     type &= ~(AT_PARALYZE | AT_SLOW);
1713 root 1.18
1714 root 1.9 if (!type || type == AT_MAGIC)
1715     return 0;
1716 root 1.5 }
1717 elmex 1.1 }
1718    
1719 root 1.9 if (!simple_attack && op->type == DOOR)
1720     {
1721 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1722 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1723     {
1724     spring_trap (tmp, hitter);
1725 root 1.26
1726 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1727 root 1.9 return 0;
1728 root 1.26
1729 root 1.9 break;
1730     }
1731 elmex 1.1 }
1732    
1733 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1734     {
1735     /* FIXME: If a player is killed by a rune in a door, the
1736 root 1.18 * destroyed() check above doesn't return, and might get here.
1737 root 1.9 */
1738 elmex 1.54
1739     /* FIXME: This for example happens when a dead door is on a mover and
1740     gets it's speed_left raised on each mover-tick.
1741     Doors are removed in a kinda funny way by giving them speed and speed_left
1742     and waiting for that to run out.
1743     */
1744     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1745 root 1.9 return 0;
1746 elmex 1.1 }
1747    
1748     #ifdef ATTACK_DEBUG
1749 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1750 elmex 1.1 #endif
1751    
1752 root 1.9 if (magic)
1753     {
1754 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1755     * in case 0>dam>1, we try to "simulate" a float value-effect */
1756 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1757 elmex 1.1 if (dam >= 100)
1758 root 1.5 dam /= 100;
1759 elmex 1.1 else
1760 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1761 elmex 1.1 }
1762    
1763 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1764     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1765     */
1766     if (type & AT_CHAOS)
1767     {
1768     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1769     update_object (op, UP_OBJ_FACE);
1770 elmex 1.1 type &= ~AT_CHAOS;
1771     }
1772    
1773 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1774     * holyword is part of an attacktype, then make sure the creature is
1775     * a proper match, otherwise no damage.
1776     */
1777     if (type & AT_HOLYWORD)
1778     {
1779     object *god;
1780    
1781 root 1.105 if ((!hitter->slaying
1782     || (!(op->race && hitter->slaying.contains (op->race))
1783     && !(op->name && hitter->slaying.contains (op->name))))
1784     && (!QUERY_FLAG (op, FLAG_UNDEAD)
1785     || (hitter->title
1786     && (god = find_god (determine_god (hitter))) != NULL
1787     && god->race.contains (shstr_undead))))
1788 root 1.9 return 0;
1789 elmex 1.1 }
1790    
1791 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1792 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1793     {
1794     /* Magic isn't really a true attack type - it gets combined with other
1795     * attack types. As such, skip it over. However, if magic is
1796     * the only attacktype in the group, then still attack with it
1797     */
1798     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1799     continue;
1800    
1801     /* Go through and hit the player with each attacktype, one by one.
1802     * hit_player_attacktype only figures out the damage, doesn't inflict
1803     * it. It will do the appropriate action for attacktypes with
1804     * effects (slow, paralization, etc.
1805     */
1806     if (type & attacktype)
1807     {
1808     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1809     /* the >= causes us to prefer messages from special attacks, if
1810     * the damage is equal.
1811     */
1812     if (ndam >= maxdam)
1813     {
1814 root 1.5 maxdam = ndam;
1815 root 1.9 maxattacktype = 1 << attacknum;
1816 root 1.5 }
1817     }
1818 elmex 1.1 }
1819 root 1.9
1820     /* if this is friendly fire then do a set % of damage only
1821     * Note - put a check in to make sure this attack is actually
1822     * doing damage - otherwise, the +1 in the code below will make
1823     * an attack do damage before when it otherwise didn't
1824     */
1825     friendlyfire = friendly_fire (op, hitter);
1826     if (friendlyfire && maxdam)
1827     {
1828     maxdam = ((dam * settings.set_friendly_fire) / 100);
1829    
1830 elmex 1.1 #ifdef ATTACK_DEBUG
1831 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1832     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1833 elmex 1.1 #endif
1834     }
1835    
1836 root 1.9 if (!full_hit)
1837     {
1838     int area;
1839     int remainder;
1840    
1841     area = 0;
1842 root 1.68
1843     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1844 root 1.9 area++;
1845 root 1.68
1846 root 1.9 assert (area > 0);
1847    
1848     /* basically: maxdam /= area; we try to "simulate" a float
1849     value-effect */
1850     remainder = 100 * (maxdam % area) / area;
1851     maxdam /= area;
1852 root 1.47 if (rndm (100) < remainder)
1853 root 1.9 maxdam++;
1854 elmex 1.1 }
1855    
1856     #ifdef ATTACK_DEBUG
1857 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1858 elmex 1.1 #endif
1859    
1860 root 1.57 // for now, only do this for active objects, otherwise they
1861     // keep a refcount for a long time and I see no usefulness
1862     // for an non-active objetc to know its enemy.
1863     if (op->active)
1864     if (hitter->owner)
1865     op->enemy = hitter->owner;
1866     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1867     op->enemy = hitter;
1868 root 1.9
1869     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1870     {
1871     /* The unaggressives look after themselves 8) */
1872     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1873     npc_call_help (op);
1874     }
1875    
1876     if (magic && did_make_save (op, op->level, 0))
1877     maxdam = maxdam / 2;
1878    
1879     attack_message (maxdam, maxattacktype, op, hitter);
1880    
1881     op->stats.hp -= maxdam;
1882    
1883     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1884     if ((op->stats.hp >= 0) &&
1885     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1886     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1887     {
1888 elmex 1.1
1889 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1890     SET_FLAG (op, FLAG_RUN_AWAY);
1891     else
1892     scare_creature (op, hitter);
1893 elmex 1.1 }
1894    
1895 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1896     {
1897     if (maxdam)
1898     tear_down_wall (op);
1899 root 1.26
1900 root 1.9 return maxdam; /* nothing more to do for wall */
1901     }
1902 elmex 1.1
1903 root 1.9 /* See if the creature has been killed */
1904     rtn_kill = kill_object (op, maxdam, hitter, type);
1905     if (rtn_kill != -1)
1906     return rtn_kill;
1907 elmex 1.1
1908 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1909     * that before if the player was immune to ghosthit, the monster
1910     * remained - that is no longer the case.
1911     */
1912     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1913 root 1.95 hitter->drop_and_destroy ();
1914 root 1.9 /* Lets handle creatures that are splitting now */
1915     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1916     {
1917     int i;
1918     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1919     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1920 root 1.27 object *owner = op->owner;
1921 root 1.5
1922 root 1.9 if (!op->other_arch)
1923     {
1924     LOG (llevError, "SPLITTING without other_arch error.\n");
1925     return maxdam;
1926     }
1927 root 1.26
1928 root 1.25 op->remove ();
1929 root 1.26
1930 root 1.76 for (i = 0; i < op->stats.food; i++)
1931 root 1.9 { /* This doesn't handle op->more yet */
1932     object *tmp = arch_to_object (op->other_arch);
1933     int j;
1934    
1935     tmp->stats.hp = op->stats.hp;
1936 root 1.26
1937 root 1.9 if (friendly)
1938     {
1939     add_friendly_object (tmp);
1940     tmp->attack_movement = PETMOVE;
1941 root 1.39
1942     if (owner)
1943 root 1.27 tmp->set_owner (owner);
1944 root 1.9 }
1945 root 1.26
1946 root 1.9 if (unaggressive)
1947     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1948 root 1.26
1949 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1950 root 1.26
1951 root 1.9 if (j == -1) /* No spot to put this monster */
1952 root 1.96 tmp->destroy ();
1953 root 1.9 else
1954     {
1955     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1956     insert_ob_in_map (tmp, op->map, NULL, 0);
1957     }
1958     }
1959 root 1.26
1960 root 1.96 op->destroy ();
1961 root 1.9 }
1962     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1963 root 1.95 hitter->drop_and_destroy ();
1964 root 1.26
1965 root 1.9 return maxdam;
1966     }
1967    
1968     void
1969     poison_player (object *op, object *hitter, int dam)
1970     {
1971 root 1.16 archetype *at = archetype::find ("poisoning");
1972 root 1.9 object *tmp = present_arch_in_ob (at, op);
1973 elmex 1.1
1974 root 1.9 if (tmp == NULL)
1975     {
1976     if ((tmp = arch_to_object (at)) == NULL)
1977     LOG (llevError, "Failed to clone arch poisoning.\n");
1978     else
1979     {
1980     tmp = insert_ob_in_ob (tmp, op);
1981     /* peterm: give poisoning some teeth. It should
1982     * be able to kill things better than it does:
1983     * damage should be dependent something--I choose to
1984     * do this: if it's a monster, the damage from the
1985     * poisoning goes as the level of the monster/2.
1986     * If anything else, goes as damage.
1987     */
1988    
1989     if (QUERY_FLAG (hitter, FLAG_ALIVE))
1990     tmp->stats.dam += hitter->level / 2;
1991     else
1992     tmp->stats.dam = dam;
1993    
1994 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1995 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
1996     {
1997     tmp->skill = hitter->skill;
1998     }
1999    
2000     tmp->stats.food += dam; /* more damage, longer poisoning */
2001    
2002     if (op->type == PLAYER)
2003     {
2004     /* player looses stats, maximum is -10 of each */
2005     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2006     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2007     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2008     tmp->stats.Int = MAX (-dam / 7, -10);
2009     SET_FLAG (tmp, FLAG_APPLIED);
2010 root 1.32 op->update_stats ();
2011 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2012 root 1.75 op->play_sound (tmp->sound);
2013 root 1.9 }
2014 root 1.63
2015 root 1.9 if (hitter->type == PLAYER)
2016     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2017 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2018 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2019 root 1.5 }
2020 root 1.63
2021 root 1.9 tmp->speed_left = 0;
2022     }
2023     else
2024     tmp->stats.food++;
2025     }
2026    
2027     void
2028     slow_player (object *op, object *hitter, int dam)
2029     {
2030 root 1.16 archetype *at = archetype::find ("slowness");
2031 root 1.9 object *tmp;
2032    
2033     if (at == NULL)
2034 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2035    
2036 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2037     {
2038     tmp = arch_to_object (at);
2039     tmp = insert_ob_in_ob (tmp, op);
2040     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2041     }
2042     else
2043     tmp->stats.food++;
2044 root 1.62
2045 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2046     tmp->speed_left = 0;
2047 root 1.32 op->update_stats ();
2048 elmex 1.1 }
2049    
2050 root 1.9 void
2051     confuse_player (object *op, object *hitter, int dam)
2052     {
2053     object *tmp;
2054     int maxduration;
2055 elmex 1.1
2056 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2057     if (!tmp)
2058     {
2059     tmp = get_archetype (FORCE_NAME);
2060     tmp = insert_ob_in_ob (tmp, op);
2061     }
2062 root 1.5
2063 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2064     * on the player's resistance
2065     */
2066     tmp->speed = 0.05;
2067     tmp->subtype = FORCE_CONFUSION;
2068     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2069     tmp->name = "confusion";
2070     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2071 root 1.62
2072 root 1.9 if (tmp->duration > maxduration)
2073     tmp->duration = maxduration;
2074    
2075     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2076     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2077 root 1.62
2078 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2079     }
2080 root 1.5
2081 root 1.9 void
2082     blind_player (object *op, object *hitter, int dam)
2083     {
2084     object *tmp, *owner;
2085 root 1.5
2086 root 1.9 /* Save some work if we know it isn't going to affect the player */
2087     if (op->resist[ATNR_BLIND] == 100)
2088     return;
2089 root 1.5
2090 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2091     if (!tmp)
2092     {
2093     tmp = get_archetype ("blindness");
2094     SET_FLAG (tmp, FLAG_BLIND);
2095     SET_FLAG (tmp, FLAG_APPLIED);
2096 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2097     * speed is a float anyways.
2098     */
2099 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2100 elmex 1.1
2101 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2102     change_abil (op, tmp); /* Mostly to display any messages */
2103 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2104 elmex 1.1
2105 root 1.9 if (hitter->owner)
2106 root 1.27 owner = hitter->owner;
2107 root 1.9 else
2108     owner = hitter;
2109 elmex 1.1
2110 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2111     }
2112     tmp->stats.food += dam;
2113     if (tmp->stats.food > 10)
2114     tmp->stats.food = 10;
2115 elmex 1.1 }
2116    
2117 root 1.9 void
2118     paralyze_player (object *op, object *hitter, int dam)
2119 elmex 1.1 {
2120 root 1.9 float effect, max;
2121    
2122     /* object *tmp; */
2123 elmex 1.1
2124 root 1.9 /* This is strange stuff... someone knows for what this is
2125     * written? Well, i think this can and should be removed
2126     */
2127 elmex 1.1
2128 root 1.9 /*
2129     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2130     tmp=clone_arch(PARAIMAGE);
2131     tmp->x=op->x,tmp->y=op->y;
2132     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2133     }
2134     */
2135 elmex 1.1
2136 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2137     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2138 elmex 1.1
2139 root 1.9 if (effect == 0)
2140     return;
2141 elmex 1.1
2142 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2143     /* tmp->stats.food+=(signed short) effect/op->speed; */
2144 elmex 1.1
2145 root 1.9 /* max number of ticks to be affected for. */
2146     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2147     if (op->speed_left < -(FABS (op->speed) * max))
2148     op->speed_left = (float) -(FABS (op->speed) * max);
2149 elmex 1.1
2150     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2151     }
2152    
2153     /* Attempts to kill 'op'. hitter is the attack object, dam is
2154     * the computed damaged.
2155     */
2156 root 1.9 void
2157     deathstrike_player (object *op, object *hitter, int *dam)
2158 elmex 1.1 {
2159 root 1.9 /* The intention of a death attack is to kill outright things
2160     ** that are a lot weaker than the attacker, have a chance of killing
2161     ** things somewhat weaker than the caster, and no chance of
2162     ** killing something equal or stronger than the attacker.
2163     ** Also, if a deathstrike attack has a slaying, any monster
2164     ** whose name or race matches a comma-delimited list in the slaying
2165     ** field of the deathstriking object */
2166    
2167     int atk_lev, def_lev, kill_lev;
2168    
2169     if (hitter->slaying)
2170 root 1.105 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2171     || (op->race && hitter->slaying.contains (op->race))))
2172 root 1.9 return;
2173    
2174     def_lev = op->level;
2175     if (def_lev < 1)
2176     {
2177 root 1.91 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2178 root 1.9 def_lev = 1;
2179     }
2180 root 1.52
2181 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2182     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2183     atk_lev, def_lev); */
2184    
2185     if (atk_lev >= def_lev)
2186     {
2187     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2188    
2189     /* Note that the below effectively means the ratio of the atk vs
2190     * defener level is important - if level 52 character has very little
2191     * chance of killing a level 50 monster. This should probably be
2192     * redone.
2193     */
2194     if (kill_lev >= def_lev)
2195     {
2196     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2197     /* I think this doesn't really do much. Because of
2198     * integer rounding, this only makes any difference if the
2199     * attack level is double the defender level.
2200     */
2201     *dam *= kill_lev / def_lev;
2202 root 1.5 }
2203 root 1.9 }
2204     else
2205 root 1.52 *dam = 0; /* no harm done */
2206 elmex 1.1 }
2207    
2208     /* thrown_item_effect() - handles any special effects of thrown
2209     * items (like attacking living creatures--a potion thrown at a
2210     * monster).
2211     */
2212 root 1.9 static void
2213     thrown_item_effect (object *hitter, object *victim)
2214 elmex 1.1 {
2215 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2216     {
2217     /* May not need a switch for just 2 types, but this makes it
2218     * easier for expansion.
2219     */
2220     switch (hitter->type)
2221     {
2222 root 1.5 case POTION:
2223 root 1.9 /* should player get a save throw instead of checking magic protection? */
2224     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2225     (void) apply_potion (victim, hitter);
2226     break;
2227    
2228     case POISON: /* poison drinks */
2229     /* As with potions, should monster get a save? */
2230     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2231     apply_poison (victim, hitter);
2232     break;
2233    
2234     /* Removed case statements that did nothing.
2235     * food may be poisonous, but monster must be willing to eat it,
2236     * so we don't handle it here.
2237     * Containers should perhaps break open, but that code was disabled.
2238     */
2239 root 1.5 }
2240 elmex 1.1 }
2241     }
2242    
2243     /* adj_attackroll() - adjustments to attacks by various conditions */
2244 root 1.9 int
2245     adj_attackroll (object *hitter, object *target)
2246     {
2247 elmex 1.1 object *attacker = hitter;
2248 root 1.9 int adjust = 0;
2249 elmex 1.1
2250     /* safety */
2251 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2252     {
2253     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2254     return 0;
2255     }
2256 elmex 1.1
2257     /* aimed missiles use the owning object's sight */
2258 root 1.9 if (is_aimed_missile (hitter))
2259     {
2260 root 1.27 if ((attacker = hitter->owner) == NULL)
2261 root 1.9 attacker = hitter;
2262     /* A player who saves but hasn't quit still could have objects
2263     * owned by him - need to handle that case to avoid crashes.
2264     */
2265     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2266     attacker = hitter;
2267     }
2268     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2269 elmex 1.1 return 0;
2270    
2271 root 1.9 /* determine the condtions under which we make an attack.
2272     * Add more cases, as the need occurs. */
2273 elmex 1.1
2274 root 1.9 if (!can_see_enemy (attacker, target))
2275     {
2276     /* target is unseen */
2277     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2278     adjust -= 10;
2279     /* dark map penalty for the hitter (lacks infravision if we got here). */
2280 root 1.103 else if (!stand_in_light (target))
2281 root 1.101 adjust -= target->map->darklevel ();
2282 root 1.9 }
2283 elmex 1.1
2284 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2285 elmex 1.1 adjust -= 3;
2286    
2287 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2288 elmex 1.1 adjust += 1;
2289    
2290 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2291 elmex 1.1 adjust += 1;
2292    
2293 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2294 elmex 1.1 adjust -= 3;
2295    
2296     /* if we attack at a different 'altitude' its harder */
2297 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2298 elmex 1.1 adjust -= 2;
2299    
2300     #if 0
2301     /* slower attacks are less likely to succeed. We should use a
2302     * comparison between attacker/target speeds BUT, players have
2303     * a generally faster speed, so this will wind up being a HUGE
2304     * disadantage for the monsters! Too bad, because missiles which
2305     * fly fast should have a better chance of hitting a slower target.
2306     */
2307 root 1.9 if (hitter->speed < target->speed)
2308     adjust += ((float) hitter->speed - target->speed);
2309 elmex 1.1 #endif
2310    
2311     #if 0
2312 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2313 elmex 1.1 #endif
2314    
2315     return adjust;
2316 root 1.9 }
2317 elmex 1.1
2318     /* determine if the object is an 'aimed' missile */
2319 root 1.9 int
2320     is_aimed_missile (object *op)
2321     {
2322 elmex 1.1
2323 root 1.9 /* I broke what used to be one big if into a few nested
2324     * ones so that figuring out the logic is at least possible.
2325     */
2326     if (op && (op->move_type & MOVE_FLYING))
2327 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2328     return 1;
2329     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2330     return 1;
2331 root 1.53
2332 root 1.9 return 0;
2333     }