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Revision: 1.151
Committed: Thu Nov 17 04:49:22 2016 UTC (7 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.150: +9 -9 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.79 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.148 *
4 root 1.150 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.131 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 root 1.148 *
8 root 1.112 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 root 1.148 *
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 1.148 *
18 root 1.112 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.148 *
22 root 1.79 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.45 */
24 root 1.66
25 elmex 1.1 #include <assert.h>
26     #include <global.h>
27     #include <living.h>
28     #include <material.h>
29     #include <skills.h>
30     #include <sounds.h>
31 root 1.53 #include <sproto.h>
32 elmex 1.1
33     /*#define ATTACK_DEBUG*/
34    
35     /* did_make_save_item just checks to make sure the item actually
36     * made its saving throw based on the tables. It does not take
37     * any further action (like destroying the item).
38     */
39 root 1.114 static int
40 root 1.121 did_make_save_item (object *op, uint32_t type, object *originator)
41 root 1.9 {
42 root 1.121 int saves = 0, attacks = 0;
43 root 1.118 materialtype_t *mt = op->material;
44 root 1.40
45 root 1.119 // destroying objects without material has many bad effects
46 root 1.120 if (mt == MATERIAL_NULL)
47 root 1.119 return 1;
48    
49 root 1.121 int roll = rndm (1, 20);
50 root 1.9
51     /* the attacktypes have no meaning for object saves
52     * If the type is only magic, don't adjust type - basically, if
53     * pure magic is hitting an object, it should save. However, if it
54     * is magic teamed with something else, then strip out the
55     * magic type, and instead let the fire, cold, or whatever component
56 root 1.121 * destroy the item. Otherwise, you get the case of poisoncloud
57 root 1.9 * destroying objects because it has magic attacktype.
58     */
59     if (type != AT_MAGIC)
60     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
61     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
62     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
63    
64 root 1.121
65 root 1.87 if (type == 0) return TRUE;
66    
67     if (roll == 20) return TRUE;
68     if (roll == 1) return FALSE;
69 root 1.9
70 root 1.121 for_all_bits_sparse_32 (type, number)
71 root 1.9 {
72 root 1.121 attacks++;
73 root 1.87
74 root 1.9 if (op->resist[number] == 100)
75     saves++;
76     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
77     saves++;
78     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
79     saves++;
80     }
81    
82     if (saves == attacks || attacks == 0)
83     return TRUE;
84 root 1.46
85     if (saves == 0 || (rndm (1, attacks) > saves))
86 root 1.9 return FALSE;
87 root 1.46
88 root 1.9 return TRUE;
89 elmex 1.1 }
90    
91 root 1.114 /* cancels object *op. Cancellation basically means an object loses
92     * its magical benefits.
93     */
94     void
95     cancellation (object *op)
96     {
97     if (op->invisible)
98     return;
99    
100 root 1.136 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
101 root 1.114 {
102     /* Recurse through the inventory */
103     for (object *tmp = op->inv; tmp; tmp = tmp->below)
104     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
105     cancellation (tmp);
106     }
107 root 1.117 else if (fabs (op->magic) <= rndm (0, 5))
108 root 1.114 {
109     /* Nullify this object. This code could probably be more complete */
110     /* in what abilities it should cancel */
111     op->magic = 0;
112    
113 root 1.136 op->clr_flag (FLAG_DAMNED);
114     op->clr_flag (FLAG_CURSED);
115     op->clr_flag (FLAG_KNOWN_MAGICAL);
116     op->clr_flag (FLAG_KNOWN_CURSED);
117 root 1.114
118     if (object *pl = op->visible_to ())
119     esrv_update_item (UPD_FLAGS, pl, op);
120     }
121     }
122    
123 elmex 1.1 /* This function calls did_make_save_item. It then performs the
124     * appropriate actions to the item (such as burning the item up,
125     * calling cancellation, etc.)
126     */
127 root 1.9 void
128     save_throw_object (object *op, int type, object *originator)
129 elmex 1.1 {
130 root 1.129 op = op->head_ ();
131    
132 root 1.9 if (!did_make_save_item (op, type, originator))
133 elmex 1.1 {
134 root 1.9 object *env = op->env;
135     int x = op->x, y = op->y;
136 root 1.19 maptile *m = op->map;
137 root 1.9
138     op = stop_item (op);
139 root 1.88 if (!op)
140 root 1.9 return;
141 elmex 1.1
142 root 1.151 /* Hacked the following so that type LIGHTER will work.
143     * Also, objects which are potential "lights" that are hit by
144     * flame/elect attacks will be set to glow. "lights" are any
145     * object with +/- glow_radius and an "other_arch" to change to.
146     * (and please note that we cant fail our save and reach this
147     * function if the object doesnt contain a material that can burn.
148 root 1.9 * So forget lighting magical swords on fire with this!) -b.t.
149     */
150 root 1.121 if (type & (AT_FIRE | AT_ELECTRICITY))
151 root 1.9 {
152 root 1.121 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
153     if (op->type == LAMP || op->type == TORCH)
154 elmex 1.107 {
155 root 1.121 apply_lamp (op, true); // turn on a lamp
156     return;
157     }
158     else if (op->flag [FLAG_IS_LIGHTABLE])
159     {
160     if (op->other_arch)
161     {
162     const char *arch = op->other_arch->archname;
163 elmex 1.1
164 root 1.121 if (op->decrease ())
165     fix_stopped_item (op, m, originator);
166 elmex 1.107
167 root 1.121 if ((op = archetype::get (arch)))
168     {
169     if (env)
170     env->insert (op);
171     else
172     m->insert (op, x, y, originator);
173     }
174     }
175 root 1.13
176 root 1.121 return;
177 root 1.9 }
178     }
179 root 1.13
180 root 1.9 if (type & AT_CANCELLATION)
181     { /* Cancellation. */
182     cancellation (op);
183     fix_stopped_item (op, m, originator);
184 root 1.119
185 root 1.9 return;
186     }
187 root 1.13
188 root 1.119 if (type & (AT_FIRE | AT_ELECTRICITY))
189     if (env)
190     {
191 root 1.121 object *op = archetype::get (shstr_burnout);
192 root 1.119 op->x = env->x, op->y = env->y;
193     env->insert (op);
194     }
195     else
196     replace_insert_ob_in_map (shstr_burnout, originator);
197    
198 root 1.9 if (op->nrof > 1)
199     {
200 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
201 root 1.9 fix_stopped_item (op, m, originator);
202 elmex 1.1 }
203 root 1.9 else
204 root 1.87 {
205     // drop everything to the ground, if possible
206 root 1.88 op->insert_at (originator);
207 root 1.95 op->drop_and_destroy ();
208 root 1.87 }
209 root 1.13
210 root 1.9 return;
211     }
212 root 1.15
213 root 1.9 /* The value of 50 is arbitrary. */
214 root 1.136 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
215 root 1.9 {
216 root 1.84 archetype *at = archetype::find (shstr_icecube);
217 root 1.9
218     if (at == NULL)
219 root 1.5 return;
220 root 1.15
221 root 1.9 op = stop_item (op);
222     if (op == NULL)
223 elmex 1.1 return;
224 root 1.15
225 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
226     if (!tmp)
227 root 1.9 {
228 root 1.127 tmp = at->instance ();
229 root 1.9 tmp->x = op->x, tmp->y = op->y;
230     /* This was in the old (pre new movement code) -
231     * icecubes have slow_move set to 1 - don't want
232     * that for ones we create.
233     */
234     tmp->move_slow_penalty = 0;
235     tmp->move_slow = 0;
236     insert_ob_in_map (tmp, op->map, originator, 0);
237     }
238 root 1.15
239 root 1.87 tmp->insert (op);
240 root 1.9 return;
241 elmex 1.1 }
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 root 1.9 int
251 root 1.121 hit_map (object *op, int dir, uint32_t type, int full_hit)
252 root 1.9 {
253     sint16 x, y;
254     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
255 elmex 1.1
256 root 1.136 if (op->flag [FLAG_FREED])
257 root 1.9 {
258     LOG (llevError, "BUG: hit_map(): free object\n");
259     return 0;
260 elmex 1.1 }
261    
262 root 1.136 if (op->flag [FLAG_REMOVED] || op->env != NULL)
263 root 1.9 {
264 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
265 root 1.9 return 0;
266 elmex 1.1 }
267    
268 root 1.9 if (!op->map)
269     {
270     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
271     return 0;
272 elmex 1.1 }
273    
274 root 1.9 if (op->head)
275     op = op->head;
276    
277 root 1.86 mapxy pos (op);
278     pos.move (dir);
279 elmex 1.1
280 root 1.86 if (!pos.normalise ())
281 root 1.41 return 0;
282 root 1.9
283     // elmex: a safe map tile can't be hit!
284     // this should prevent most harmful effects on items and players there.
285 root 1.86 mapspace &ms = pos.ms ();
286 root 1.41
287     if (ms.flags () & P_SAFE)
288 root 1.9 return 0;
289    
290 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
291 root 1.9 * must be out here because it strikes things which are not alive
292     */
293 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 root 1.9 {
295 root 1.41 if (type & AT_COUNTERSPELL)
296     {
297     counterspell (op, dir); /* see spell_effect.c */
298 elmex 1.1
299 root 1.41 /* If the only attacktype is counterspell or magic, don't need
300     * to do any further processing.
301     */
302     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
303     return 0;
304 root 1.11
305 root 1.41 type &= ~AT_COUNTERSPELL;
306     }
307 elmex 1.1
308 root 1.41 if (type & AT_CHAOS)
309     {
310     shuffle_attack (op, 1); /* flag tells it to change the face */
311     update_object (op, UP_OBJ_FACE);
312     type &= ~AT_CHAOS;
313     }
314 elmex 1.1 }
315    
316 root 1.37 /* There may still be objects that were above 'next', but there is no
317     * simple way to find out short of copying all object references and
318     * tags into a temporary array before we start processing the first
319     * object. That's why we just abort on destroy.
320     *
321     * This happens whenever attack spells (like fire) hit a pile
322     * of objects. This is not a bug - nor an error.
323     */
324 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
325 root 1.9 {
326 root 1.37 object *tmp = next;
327 root 1.9 next = tmp->above;
328 root 1.11
329 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
330     * For example, 'tmp' was put in an icecube.
331     * This is one of the few cases where on_same_map should not be used.
332     */
333 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
334 root 1.9 continue;
335    
336 root 1.136 if (tmp->flag [FLAG_ALIVE])
337 root 1.9 {
338     hit_player (tmp, op->stats.dam, op, type, full_hit);
339     retflag |= 1;
340 root 1.41
341 root 1.18 if (op->destroyed ())
342 root 1.5 break;
343     }
344 root 1.9 /* Here we are potentially destroying an object. If the object has
345     * NO_PASS set, it is also immune - you can't destroy walls. Note
346     * that weak walls have is_alive set, which prevent objects from
347     * passing over/through them. We don't care what type of movement
348     * the wall blocks - if it blocks any type of movement, can't be
349     * destroyed right now.
350 root 1.119 * Without the material check the server completely fails to work,
351     * objects detsroy themselves, floors get destroyed etc. etc.
352 root 1.9 */
353 root 1.120 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
354 root 1.9 {
355     save_throw_object (tmp, type, op);
356 root 1.37
357 root 1.18 if (op->destroyed ())
358 root 1.9 break;
359 root 1.5 }
360 elmex 1.1 }
361 root 1.11
362 root 1.147 return retflag;
363 elmex 1.1 }
364    
365 root 1.115 static void
366 root 1.9 attack_message (int dam, int type, object *op, object *hitter)
367     {
368 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 root 1.9 int i, found = 0;
370 root 1.19 maptile *map;
371 elmex 1.1 object *next, *tmp;
372    
373     /* put in a few special messages for some of the common attacktypes
374     * a player might have. For example, fire, electric, cold, etc
375     * [garbled 20010919]
376     */
377 root 1.9 if (dam == 9998 && op->type == DOOR)
378     {
379     sprintf (buf1, "unlock %s", &op->name);
380     sprintf (buf2, " unlocks");
381     found++;
382     }
383 root 1.113 else if (dam < 0)
384 root 1.9 {
385     sprintf (buf1, "hit %s", &op->name);
386     sprintf (buf2, " hits");
387     found++;
388     }
389     else if (dam == 0)
390     {
391     sprintf (buf1, "missed %s", &op->name);
392     sprintf (buf2, " misses");
393     found++;
394     }
395     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
396 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
397 root 1.9 {
398     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
399     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
400     {
401     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
402     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
403     found++;
404     break;
405     }
406     }
407     else if (op->type == DOOR && !found)
408     {
409     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
410     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
411     {
412     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
413     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
414     found++;
415     break;
416     }
417     }
418 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
419 root 1.9 {
420     if (USING_SKILL (hitter, SK_KARATE))
421     {
422     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
423     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
424     {
425     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
426     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
427 root 1.5 found++;
428     break;
429 root 1.9 }
430     }
431     else if (USING_SKILL (hitter, SK_CLAWING))
432     {
433     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
434     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
435     {
436     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
437     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
438 root 1.5 found++;
439     break;
440     }
441 root 1.9 }
442     else if (USING_SKILL (hitter, SK_PUNCHING))
443     {
444     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
445     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
446     {
447     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
448     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
449     found++;
450     break;
451 root 1.5 }
452     }
453 elmex 1.1 }
454 root 1.29
455 root 1.9 if (found)
456     {
457     /* done */
458     }
459 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
460 root 1.9 {
461     sprintf (buf1, "hit"); /* just in case */
462     for (i = 0; i < MAXATTACKMESS; i++)
463     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
464     {
465     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
466     found++;
467     break;
468     }
469     }
470 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
471 root 1.9 {
472 elmex 1.1 /* drain is first, because some items have multiple attypes */
473 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
474     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
475     {
476     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
477     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
478     found++;
479     break;
480     }
481     }
482 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
483 root 1.9 {
484     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
485     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
486     {
487     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
488     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
489     found++;
490     break;
491     }
492     }
493 root 1.29 else if (type & AT_COLD && op->is_alive ())
494 root 1.9 {
495     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
496     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
497     {
498     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
499     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
500     found++;
501     break;
502     }
503     }
504     else if (type & AT_FIRE)
505     {
506     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
507     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
508     {
509     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
510     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
511     found++;
512     break;
513     }
514     }
515 root 1.113 else if (hitter->current_weapon)
516 root 1.9 {
517     int mtype;
518    
519     switch (hitter->current_weapon->weapontype)
520     {
521 root 1.130 case WEAP_HIT: mtype = ATM_BASIC; break;
522     case WEAP_SLASH: mtype = ATM_SLASH; break;
523     case WEAP_PIERCE: mtype = ATM_PIERCE; break;
524     case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
525     case WEAP_SLICE: mtype = ATM_SLICE; break;
526     case WEAP_STAB: mtype = ATM_STAB; break;
527     case WEAP_WHIP: mtype = ATM_WHIP; break;
528     case WEAP_CRUSH: mtype = ATM_CRUSH; break;
529     case WEAP_BLUD: mtype = ATM_BLUD; break;
530     default: mtype = ATM_BASIC; break;
531 root 1.9 }
532 root 1.86
533 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
534     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
535     {
536     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
537     strcpy (buf2, attack_mess[mtype][i].buf3);
538     found++;
539     break;
540     }
541     }
542     else
543     {
544     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
545     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
546     {
547     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
548     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
549     found++;
550     break;
551     }
552 elmex 1.1 }
553    
554 root 1.9 if (!found)
555     {
556     strcpy (buf1, "hit");
557     strcpy (buf2, " hits");
558 elmex 1.1 }
559    
560 root 1.9 /* bail out if a monster is casting spells */
561 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
562 root 1.9 return;
563 elmex 1.1
564 root 1.9 /* scale down magic considerably. */
565     if (type & AT_MAGIC && rndm (0, 5))
566     return;
567 elmex 1.1
568 root 1.9 /* Did a player hurt another player? Inform both! */
569 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
570 root 1.9 {
571 root 1.27 if (hitter->owner != NULL)
572 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
573     else
574     {
575     sprintf (buf, "%s%s you.", &hitter->name, buf2);
576 root 1.74
577 root 1.9 if (dam != 0)
578     {
579     if (dam < 10)
580 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
581 root 1.9 else if (dam < 20)
582 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
583 root 1.9 else
584 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
585 root 1.5 }
586     }
587 root 1.72
588 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
589     } /* end of player hitting player */
590 elmex 1.1
591 root 1.9 if (hitter->type == PLAYER)
592     {
593     sprintf (buf, "You %s.", buf1);
594 root 1.74
595 root 1.9 if (dam != 0)
596     {
597     if (dam < 10)
598 root 1.74 op->play_sound (sound_find ("player_hits1"));
599 root 1.9 else if (dam < 20)
600 root 1.74 op->play_sound (sound_find ("player_hits2"));
601 root 1.9 else
602 root 1.74 op->play_sound (sound_find ("player_hits3"));
603 root 1.5 }
604 root 1.72
605 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
606     }
607 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
608 root 1.9 {
609 elmex 1.1 /* look for stacked spells and start reducing the message chances */
610 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
611     {
612     i = 4;
613     map = hitter->map;
614     if (out_of_map (map, hitter->x, hitter->y))
615     return;
616 root 1.53
617 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
618 root 1.9 if (next)
619     while (next)
620     {
621     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
622     i *= 3;
623 root 1.72
624 root 1.9 tmp = next;
625     next = tmp->above;
626     }
627 root 1.53
628 root 1.9 if (i < 0)
629 root 1.5 return;
630 root 1.53
631 root 1.9 if (rndm (0, i) != 0)
632     return;
633     }
634     else if (rndm (0, 5) != 0)
635     return;
636 root 1.53
637 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
638 root 1.72 op->play_sound (sound_find ("player_hits4"));
639 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
640 elmex 1.1 }
641     }
642    
643 root 1.9 static int
644     get_attack_mode (object **target, object **hitter, int *simple_attack)
645 elmex 1.1 {
646 root 1.136 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
647 root 1.9 {
648     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
649     return 1;
650 elmex 1.1 }
651 root 1.77
652 root 1.113 *target = (*target)->head_ ();
653     *hitter = (*hitter)->head_ ();
654 root 1.77
655 root 1.86 if ((*target)->type == LOCKED_DOOR)
656     return 1; // locked doors cannot be hit
657    
658     if ((*hitter)->env || (*target)->env)
659 root 1.9 {
660     *simple_attack = 1;
661     return 0;
662 elmex 1.1 }
663 root 1.77
664 root 1.136 if ((*target)->flag [FLAG_REMOVED]
665     || (*hitter)->flag [FLAG_REMOVED]
666 root 1.78 || !(*hitter)->map
667     || !on_same_map (*hitter, *target))
668 elmex 1.1 {
669 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670     (*hitter)->debug_desc (), (*target)->debug_desc ());
671 root 1.9 return 1;
672 elmex 1.1 }
673 root 1.77
674 root 1.9 *simple_attack = 0;
675     return 0;
676 elmex 1.1 }
677    
678 root 1.9 static int
679     abort_attack (object *target, object *hitter, int simple_attack)
680 elmex 1.1 {
681 root 1.113 /* Check if target and hitter are still in a relation similar to the one
682     * determined by get_attack_mode(). Returns true if the relation has changed.
683     */
684 root 1.9 int new_mode;
685 elmex 1.1
686 root 1.9 if (hitter->env == target || target->env == hitter)
687     new_mode = 1;
688 root 1.136 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
689 root 1.113 || hitter->map == NULL || !on_same_map (hitter, target))
690 root 1.9 return 1;
691     else
692     new_mode = 0;
693 root 1.113
694 root 1.9 return new_mode != simple_attack;
695 elmex 1.1 }
696    
697 root 1.114 /* thrown_item_effect() - handles any special effects of thrown
698     * items (like attacking living creatures--a potion thrown at a
699     * monster).
700     */
701     static void
702     thrown_item_effect (object *hitter, object *victim)
703     {
704 root 1.136 if (!hitter->flag [FLAG_ALIVE])
705 root 1.114 {
706     /* May not need a switch for just 2 types, but this makes it
707     * easier for expansion.
708     */
709     switch (hitter->type)
710     {
711     case POTION:
712     /* should player get a save throw instead of checking magic protection? */
713 root 1.136 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
714 root 1.126 apply_potion (victim, hitter);
715 root 1.114 break;
716    
717     case POISON: /* poison drinks */
718     /* As with potions, should monster get a save? */
719 root 1.136 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
720 root 1.114 apply_poison (victim, hitter);
721     break;
722    
723     /* Removed case statements that did nothing.
724     * food may be poisonous, but monster must be willing to eat it,
725     * so we don't handle it here.
726     * Containers should perhaps break open, but that code was disabled.
727     */
728     }
729     }
730     }
731    
732     /* determine if the object is an 'aimed' missile */
733     static int
734     is_aimed_missile (object *op)
735     {
736     /* I broke what used to be one big if into a few nested
737     * ones so that figuring out the logic is at least possible.
738     */
739     if (op && (op->move_type & MOVE_FLYING))
740     if (op->type == ARROW || op->type == THROWN_OBJ)
741     return 1;
742     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
743     return 1;
744    
745     return 0;
746     }
747     /* adj_attackroll() - adjustments to attacks by various conditions */
748     static int
749     adj_attackroll (object *hitter, object *target)
750     {
751     object *attacker = hitter;
752     int adjust = 0;
753    
754     /* safety */
755     if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
756     {
757     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
758     return 0;
759     }
760    
761     /* aimed missiles use the owning object's sight */
762     if (is_aimed_missile (hitter))
763     {
764     if ((attacker = hitter->owner) == NULL)
765     attacker = hitter;
766     /* A player who saves but hasn't quit still could have objects
767     * owned by him - need to handle that case to avoid crashes.
768     */
769 root 1.136 if (attacker->flag [FLAG_REMOVED])
770 root 1.114 attacker = hitter;
771     }
772 root 1.136 else if (!hitter->flag [FLAG_ALIVE])
773 root 1.114 return 0;
774    
775     /* determine the condtions under which we make an attack.
776     * Add more cases, as the need occurs. */
777    
778     if (!can_see_enemy (attacker, target))
779     {
780     /* target is unseen */
781 root 1.136 if (target->invisible || attacker->flag [FLAG_BLIND])
782 root 1.114 adjust -= 10;
783     /* dark map penalty for the hitter (lacks infravision if we got here). */
784     else if (!stand_in_light (target))
785     adjust -= target->map->darklevel ();
786     }
787    
788 root 1.136 if (attacker->flag [FLAG_SCARED])
789 root 1.114 adjust -= 3;
790    
791 root 1.136 if (target->flag [FLAG_UNAGGRESSIVE])
792 root 1.114 adjust += 1;
793    
794 root 1.136 if (target->flag [FLAG_SCARED])
795 root 1.114 adjust += 1;
796    
797 root 1.136 if (attacker->flag [FLAG_CONFUSED])
798 root 1.114 adjust -= 3;
799    
800     /* if we attack at a different 'altitude' its harder */
801     if ((attacker->move_type & target->move_type) == 0)
802     adjust -= 2;
803    
804     #if 0
805     /* slower attacks are less likely to succeed. We should use a
806     * comparison between attacker/target speeds BUT, players have
807     * a generally faster speed, so this will wind up being a HUGE
808     * disadantage for the monsters! Too bad, because missiles which
809     * fly fast should have a better chance of hitting a slower target.
810     */
811     if (hitter->speed < target->speed)
812     adjust += ((float) hitter->speed - target->speed);
813     #endif
814    
815     #if 0
816     LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
817     #endif
818    
819     return adjust;
820     }
821 elmex 1.1
822 root 1.9 static int
823     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
824 elmex 1.1 {
825 root 1.9 int simple_attack, roll, dam = 0;
826     uint32 type;
827     shstr op_name;
828    
829     if (get_attack_mode (&op, &hitter, &simple_attack))
830     goto error;
831    
832     if (hitter->current_weapon)
833     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
834     return RESULT_INT (0);
835    
836     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
837     return RESULT_INT (0);
838 elmex 1.1
839 root 1.9 /*
840     * A little check to make it more difficult to dance forward and back
841     * to avoid ever being hit by monsters.
842     */
843 root 1.136 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
844 root 1.9 {
845     /* Decrease speed BEFORE calling process_object. Otherwise, an
846     * infinite loop occurs, with process_object calling move_monster,
847     * which then gets here again. By decreasing the speed before
848     * we call process_object, the 'if' statement above will fail.
849     */
850 root 1.65 --op->speed_left;
851 root 1.9 process_object (op);
852 root 1.26
853 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
854 elmex 1.1 goto error;
855 root 1.9 }
856 elmex 1.1
857 root 1.9 op_name = op->name;
858 root 1.3
859 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
860 elmex 1.1
861 root 1.9 /* Adjust roll for various situations. */
862     if (!simple_attack)
863     roll += adj_attackroll (hitter, op);
864 elmex 1.1
865 root 1.9 /* See if we hit the creature */
866     if (roll == 20 || op->stats.ac >= base_wc - roll)
867     {
868     int hitdam = base_dam;
869    
870     if (!simple_attack)
871 elmex 1.1 {
872 root 1.9 /* If you hit something, the victim should *always* wake up.
873     * Before, invisible hitters could avoid doing this.
874     * -b.t. */
875 root 1.136 if (op->flag [FLAG_SLEEP])
876     op->clr_flag (FLAG_SLEEP);
877 root 1.9
878     /* If the victim can't see the attacker, it may alert others
879     * for help. */
880 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
881 root 1.9 npc_call_help (op);
882    
883     /* if you were hidden and hit by a creature, you are discovered */
884 root 1.99 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
885 root 1.9 {
886     make_visible (op);
887 root 1.59
888 root 1.9 if (op->type == PLAYER)
889 root 1.110 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
890 root 1.9 }
891    
892     /* thrown items (hitter) will have various effects
893     * when they hit the victim. For things like thrown daggers,
894     * this sets 'hitter' to the actual dagger, and not the
895     * wrapper object.
896     */
897     thrown_item_effect (hitter, op);
898 root 1.26
899 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
900 root 1.9 goto leave;
901     }
902    
903     /* Need to do at least 1 damage, otherwise there is no point
904     * to go further and it will cause FPE's below.
905     */
906 root 1.138 max_it (hitdam, 1);
907 elmex 1.1
908 root 1.9 type = hitter->attacktype;
909 root 1.18
910 elmex 1.109 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
911     * Crossfire we have to default the attacktype here to AT_PHYSICAL.
912     * This check is important for the most simple monsters out there in the
913     * game content (maps, archs). For example orcs: They would have
914     * no attacktype at all.
915     *
916     * Some time in the future someone should just go into the game data
917     * and fix every monster out there ;-/ Until then we will kill some
918     * more trees in the african rain forests with this check.
919     */
920 root 1.9 if (!type)
921     type = AT_PHYSICAL;
922 root 1.18
923 root 1.9 /* Handle monsters that hit back */
924 root 1.136 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
925 root 1.9 {
926     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
927     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
928 root 1.18
929 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
930 root 1.18
931     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
932 root 1.5 goto leave;
933 root 1.9 }
934 elmex 1.1
935 root 1.9 /* In the new attack code, it should handle multiple attack
936     * types in its area, so remove it from here.
937     */
938     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
939 root 1.18
940     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
941 root 1.9 goto leave;
942     } /* end of if hitter hit op */
943     /* if we missed, dam=0 */
944    
945     /*attack_message(dam, type, op, hitter); */
946 elmex 1.1
947 root 1.9 goto leave;
948 elmex 1.1
949 root 1.9 error:
950     dam = 1;
951 elmex 1.1
952 root 1.9 leave:
953 elmex 1.1
954 root 1.9 return dam;
955 elmex 1.1 }
956    
957 root 1.9 int
958     attack_ob (object *op, object *hitter)
959 elmex 1.1 {
960 root 1.138 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
961 elmex 1.1 }
962    
963     /* op is the arrow, tmp is what is stopping the arrow.
964     *
965     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
966     */
967 root 1.9 static int
968     stick_arrow (object *op, object *tmp)
969 elmex 1.1 {
970 root 1.9 /* If the missile hit a player, we insert it in their inventory.
971     * However, if the missile is heavy, we don't do so (assume it falls
972     * to the ground after a hit). What a good value for this is up to
973     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
974     * stick around.
975     */
976     if (op->weight <= 5000 && tmp->stats.hp >= 0)
977     {
978 root 1.82 tmp->head_ ()->insert (op);
979 root 1.9 return 1;
980     }
981     else
982     return 0;
983 elmex 1.1 }
984    
985     /* hit_with_arrow() disassembles the missile, attacks the victim and
986     * reassembles the missile.
987     *
988     * It returns a pointer to the reassembled missile, or NULL if the missile
989     * isn't available anymore.
990     */
991 root 1.9 object *
992     hit_with_arrow (object *op, object *victim)
993 elmex 1.1 {
994 root 1.9 object *container, *hitter;
995     int hit_something = 0;
996    
997     /* Disassemble missile */
998     if (op->inv)
999     {
1000     container = op;
1001     hitter = op->inv;
1002 root 1.97 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1003 root 1.9 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1004     * might be called until this THROWN_OBJ is either reassembled or
1005     * removed at the end of this function must be able to deal with empty
1006     * THROWN_OBJs. */
1007     }
1008     else
1009     {
1010 root 1.21 container = 0;
1011 root 1.9 hitter = op;
1012     }
1013    
1014     /* Try to hit victim */
1015     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1016    
1017     /* Arrow attacks door, rune of summoning is triggered, demon is put on
1018     * arrow, move_apply() calls this function, arrow sticks in demon,
1019     * attack_ob_simple() returns, and we've got an arrow that still exists
1020     * but is no longer on the map. Ugh. (Beware: Such things can happen at
1021     * other places as well!)
1022     */
1023 root 1.149 if (hitter->destroyed () || hitter->env)
1024 root 1.9 {
1025     if (container)
1026 root 1.96 container->destroy ();
1027 root 1.21
1028     return 0;
1029 elmex 1.1 }
1030    
1031 root 1.9 /* Missile hit victim */
1032 root 1.149 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
1033     * through the target
1034 root 1.9 */
1035 root 1.149 if (hit_something)
1036     if (op->speed < 10.0)
1037     {
1038     /* Stop arrow */
1039 root 1.151 if (container)
1040     container->destroy ();
1041     else
1042 root 1.149 {
1043     hitter = fix_stopped_arrow (hitter);
1044     if (!hitter)
1045     return 0;
1046     }
1047    
1048     /* Try to stick arrow into victim */
1049     if (!victim->destroyed () && stick_arrow (hitter, victim))
1050     return 0;
1051    
1052     /* Else try to put arrow on victim's map square
1053     * remove check for P_WALL here. If the arrow got to this
1054     * space, that is good enough - with the new movement code,
1055     * there is now the potential for lots of spaces where something
1056     * can fly over but not otherwise move over. What is the correct
1057     * way to handle those otherwise?
1058     */
1059     if (victim->x != hitter->x || victim->y != hitter->y)
1060     {
1061     if (victim->destroyed ())
1062     hitter->destroy ();
1063     else
1064     {
1065     hitter->remove ();
1066     hitter->x = victim->x;
1067     hitter->y = victim->y;
1068     insert_ob_in_map (hitter, victim->map, hitter, 0);
1069     }
1070     }
1071     else
1072     /* Else leave arrow where it is */
1073     merge_ob (hitter, NULL);
1074 elmex 1.1
1075 root 1.21 return 0;
1076 root 1.149 }
1077     else
1078     op->set_speed (op->speed - 1.f);
1079 elmex 1.1
1080 root 1.9 /* Missile missed victim - reassemble missile */
1081     if (container)
1082     {
1083 root 1.25 hitter->remove ();
1084 root 1.9 insert_ob_in_ob (hitter, container);
1085 elmex 1.1 }
1086 root 1.21
1087 root 1.9 return op;
1088 elmex 1.1 }
1089    
1090 root 1.116 static void
1091 root 1.9 tear_down_wall (object *op)
1092 elmex 1.1 {
1093 root 1.9 if (!op->stats.maxhp)
1094 root 1.108 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1095     else if (!op->has_anim ())
1096 root 1.9 {
1097     /* Object has been called - no animations, so remove it */
1098     if (op->stats.hp < 0)
1099 root 1.96 op->destroy ();
1100 root 1.26
1101 root 1.9 return; /* no animations, so nothing more to do */
1102     }
1103 root 1.26
1104 root 1.108 // we use frames 1..num-2 as intermediate frames, so
1105     // the last frame is used only when hp < 0.
1106     int perc = clamp (
1107     lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1108     0, op->anim_frames () - 1
1109     );
1110 root 1.26
1111 root 1.108 op->set_anim_frame (perc);
1112 root 1.9 update_object (op, UP_OBJ_FACE);
1113 root 1.26
1114 root 1.108 if (op->stats.hp < 0)
1115 root 1.9 { /* Reached the last animation */
1116     if (op->face == blank_face)
1117 root 1.26 /* If the last face is blank, remove the ob */
1118 root 1.96 op->destroy ();
1119 root 1.9 else
1120     { /* The last face was not blank, leave an image */
1121 root 1.108 op->flag [FLAG_BLOCKSVIEW] = false;
1122 root 1.9 update_all_los (op->map, op->x, op->y);
1123     op->move_block = 0;
1124 root 1.108 op->flag [FLAG_ALIVE] = false;
1125 root 1.5 }
1126 elmex 1.1 }
1127     }
1128    
1129 root 1.116 static void
1130 root 1.9 scare_creature (object *target, object *hitter)
1131 elmex 1.1 {
1132 root 1.108 target->flag [FLAG_SCARED] = true;
1133 elmex 1.1
1134 root 1.9 if (!target->enemy)
1135 root 1.108 target->enemy = hitter->outer_owner ();
1136 elmex 1.1 }
1137    
1138 root 1.114 /* GROS: This code comes from hit_player. It has been made external to
1139     * allow script procedures to "kill" objects in a combat-like fashion.
1140     * It was initially used by (kill-object) developed for the Collector's
1141     * Sword. Note that nothing has been changed from the original version
1142     * of the following code.
1143     * op is what is being killed.
1144     * dam is the damage done to it.
1145     * hitter is what is hitting it.
1146     * type is the attacktype.
1147     *
1148     * This function was a bit of a mess with hitter getting changed,
1149     * values being stored away but not used, etc. I've cleaned it up
1150     * a bit - I think it should be functionally equivalant.
1151     * MSW 2002-07-17
1152     */
1153 root 1.9 int
1154 root 1.114 kill_object (object *op, int dam, object *hitter, int type)
1155 root 1.9 {
1156 root 1.114 shstr skill;
1157     int maxdam = 0;
1158     int battleg = 0; /* true if op standing on battleground */
1159     int pk = 0; /* true if op and what controls hitter are both players */
1160     object *owner = 0;
1161     object *skop = 0;
1162    
1163     if (op->stats.hp >= 0)
1164     return -1;
1165    
1166     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1167     return 0;
1168    
1169     /* maxdam needs to be the amount of damage it took to kill
1170     * this creature. The function(s) that call us have already
1171     * adjusted the creatures HP total, so that is negative.
1172     */
1173     maxdam = dam + op->stats.hp + 1;
1174    
1175 root 1.136 if (op->flag [FLAG_BLOCKSVIEW])
1176 root 1.114 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1177 root 1.9
1178 root 1.114 if (op->type == DOOR)
1179 root 1.9 {
1180 root 1.114 op->set_speed (0.1f);
1181     op->speed_left = -0.05f;
1182     return maxdam;
1183 elmex 1.1 }
1184 root 1.9
1185 root 1.136 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1186 root 1.9 {
1187 root 1.114 op->drop_and_destroy ();
1188     return maxdam;
1189 elmex 1.1 }
1190 root 1.9
1191 root 1.114 /* Now lets start dealing with experience we get for killing something */
1192    
1193     owner = hitter->outer_owner ();
1194     if (!owner)
1195 root 1.9 owner = hitter;
1196    
1197     /* is the victim (op) standing on battleground? */
1198     if (op_on_battleground (op, NULL, NULL))
1199     battleg = 1;
1200    
1201     /* is this player killing? */
1202     if (op->type == PLAYER && owner->type == PLAYER)
1203     pk = 1;
1204    
1205     /* Player killed something */
1206     if (owner->type == PLAYER)
1207     {
1208     /* Log players killing other players - makes it easier to detect
1209     * and filter out malicious player killers - that is why the
1210     * ip address is included.
1211     */
1212     if (op->type == PLAYER && !battleg)
1213     {
1214     time_t t = time (NULL);
1215     struct tm *tmv;
1216     char buf[256];
1217    
1218     tmv = localtime (&t);
1219     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1220    
1221 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1222 root 1.9 }
1223    
1224     /* try to filter some things out - basically, if you are
1225     * killing a level 1 creature and your level 20, you
1226     * probably don't want to see that.
1227     */
1228     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1229     {
1230     if (owner != hitter)
1231 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1232 root 1.9 else
1233 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1234    
1235 root 1.9 /* Only play sounds for melee kills */
1236     if (hitter->type == PLAYER)
1237 root 1.72 owner->play_sound (sound_find ("player_kills"));
1238 root 1.9 }
1239    
1240     /* If a player kills another player, not on
1241     * battleground, the "killer" looses 1 luck. Since this is
1242     * not reversible, it's actually quite a pain IMHO. -AV
1243     * Fix bug in that we were changing the luck of the hitter, not
1244     * player that the object belonged to - so if you killed another player
1245     * with spells, pets, whatever, there was no penalty.
1246     * Changed to make luck penalty configurable in settings.
1247     */
1248     if (op->type == PLAYER && owner != op && !battleg)
1249 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1250 root 1.9
1251     /* This code below deals with finding the appropriate skill
1252 root 1.61 * to credit exp to. This is a bit problematic - we should
1253 root 1.9 * probably never really have to look at current_weapon->skill
1254     */
1255     if (hitter->skill && hitter->type != PLAYER)
1256     skill = hitter->skill;
1257     else if (owner->chosen_skill)
1258     {
1259 root 1.61 skop = owner->chosen_skill;
1260     skill = skop->skill;
1261 root 1.9 }
1262 root 1.136 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1263 root 1.9 skill = owner->current_weapon->skill;
1264     else
1265 root 1.92 {
1266 root 1.135 LOG (llevError | logBacktrace,
1267     "BUG: kill_object - unable to find skill that killed monster\n"
1268 root 1.142 "op: %s\n" "hitter: %s\n" "op: %s\n",
1269     op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1270 root 1.92 skill = 0;
1271     }
1272 elmex 1.1
1273 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1274 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1275 root 1.9 */
1276 root 1.93 skop = owner->contr->find_skill (skill);
1277 root 1.9 } /* Was it a player that hit somethign */
1278     else
1279 root 1.20 skill = 0;
1280 root 1.9
1281     /* These may have been set in the player code section above */
1282     if (!skop)
1283     skop = hitter->chosen_skill;
1284 root 1.20
1285 root 1.9 if (!skill && skop)
1286     skill = skop->skill;
1287    
1288     /* If you didn't kill yourself, and your not the wizard */
1289 root 1.136 if (owner != op && !op->flag [FLAG_WIZ])
1290 root 1.9 {
1291     int exp;
1292    
1293     /* Really don't give much experience for killing other players */
1294 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1295 root 1.117 if (battleg)
1296 root 1.9 {
1297 root 1.117 if (op->is_player ())
1298 root 1.9 {
1299     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1300     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1301 root 1.5 }
1302 root 1.117
1303     exp = 0;
1304 elmex 1.1 }
1305 root 1.117 else if (op->is_player ())
1306     exp = op->stats.exp / 1000;
1307 root 1.9 else
1308     exp = calc_skill_exp (owner, op, skop);
1309 elmex 1.1
1310 root 1.9 /* Don't know why this is set this way - doesn't make
1311     * sense to just divide everything by two for no reason.
1312     */
1313 elmex 1.1
1314 root 1.9 if (!settings.simple_exp)
1315     exp = exp / 2;
1316 root 1.5
1317 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1318 root 1.23 change_exp (owner, exp, skill, 0);
1319 root 1.9 else
1320     {
1321     int shares = 0, count = 0;
1322     partylist *party = owner->contr->party;
1323 root 1.5
1324 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1325 root 1.35
1326 root 1.33 for_all_players (pl)
1327 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1328     {
1329     count++;
1330     shares += (pl->ob->level + 4);
1331     }
1332    
1333 root 1.23 if (count == 1 || shares > exp || !shares)
1334 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1335     else
1336     {
1337     int share = exp / shares, given = 0, nexp;
1338    
1339 root 1.33 for_all_players (pl)
1340 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1341     {
1342     nexp = (pl->ob->level + 4) * share;
1343     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1344     given += nexp;
1345     }
1346    
1347 root 1.9 exp -= given;
1348     /* give any remainder to the player */
1349     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1350 root 1.5 }
1351 root 1.9 } /* else part of a party */
1352     } /* end if person didn't kill himself */
1353 elmex 1.1
1354 root 1.9 if (op->type != PLAYER)
1355     {
1356 root 1.136 if (op->flag [FLAG_FRIENDLY])
1357 root 1.9 {
1358 root 1.27 object *owner1 = op->owner;
1359 elmex 1.1
1360 root 1.20 if (owner1 && owner1->type == PLAYER)
1361 root 1.9 {
1362 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1363 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1364 root 1.90 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1365 root 1.5 }
1366 root 1.12
1367 root 1.9 remove_friendly_object (op);
1368 root 1.5 }
1369 root 1.12
1370 root 1.95 op->drop_and_destroy ();
1371 elmex 1.1 }
1372 root 1.9 else
1373 root 1.83 /* Player has been killed! */
1374     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1375 root 1.12
1376 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1377     * continues in the calling function.
1378     */
1379     return maxdam;
1380 elmex 1.1 }
1381    
1382     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1383     * Returns 0 this is not friendly fire
1384     */
1385 root 1.9 int
1386     friendly_fire (object *op, object *hitter)
1387     {
1388     object *owner;
1389     int friendlyfire;
1390    
1391     if (hitter->head)
1392     hitter = hitter->head;
1393    
1394     friendlyfire = 0;
1395    
1396     if (op->type == PLAYER)
1397     {
1398     if (op_on_battleground (hitter, 0, 0))
1399     return 0;
1400    
1401     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1402     return 1;
1403    
1404 root 1.27 if ((owner = hitter->owner) != NULL)
1405 root 1.9 {
1406     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1407     friendlyfire = 2;
1408     }
1409    
1410     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1411     friendlyfire = 0;
1412 elmex 1.1 }
1413 root 1.62
1414 root 1.9 return friendlyfire;
1415 elmex 1.1 }
1416    
1417     /* This isn't used just for players, but in fact most objects.
1418     * op is the object to be hit, dam is the amount of damage, hitter
1419     * is what is hitting the object, type is the attacktype, and
1420     * full_hit is set if monster area does not matter.
1421     * dam is base damage - protections/vulnerabilities/slaying matches can
1422     * modify it.
1423     */
1424 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1425     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1426 root 1.9 int
1427 root 1.121 hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1428 root 1.9 {
1429 root 1.122 int magic = type & AT_MAGIC;
1430     int body_attack = op && op->head; /* Did we hit op's head? */
1431 root 1.146 int maxdam = 0, ndam = 0;
1432 root 1.121 int maxattacktype;
1433 root 1.9 int simple_attack;
1434     int rtn_kill = 0;
1435     int friendlyfire;
1436 elmex 1.1
1437 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1438     return 0;
1439 elmex 1.1
1440 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1441 root 1.136 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1442 root 1.9 return 0;
1443 elmex 1.1
1444 root 1.64 // only allow pk for hostile players
1445 root 1.9 if (op->type == PLAYER)
1446     {
1447 root 1.27 object *owner = hitter->owner;
1448 root 1.9
1449     if (!owner)
1450     owner = hitter;
1451 root 1.18
1452 root 1.56 if (owner->type == PLAYER
1453     && (!op_on_battleground (op, 0, 0)
1454     && (op->contr->peaceful || owner->contr->peaceful))
1455     && op != owner)
1456 root 1.18 return 0;
1457 elmex 1.1 }
1458    
1459 root 1.9 if (body_attack)
1460     {
1461     /* slow and paralyze must hit the head. But we don't want to just
1462     * return - we still need to process other attacks the spell still
1463     * might have. So just remove the paralyze and slow attacktypes,
1464     * and keep on processing if we have other attacktypes.
1465     * return if only magic or nothing is left - under normal code
1466     * we don't attack with pure magic if there is another attacktype.
1467     * Only do processing if the initial attacktype includes one of those
1468     * attack so we don't cancel out things like magic bullet.
1469     */
1470     if (type & (AT_PARALYZE | AT_SLOW))
1471     {
1472     type &= ~(AT_PARALYZE | AT_SLOW);
1473 root 1.18
1474 root 1.9 if (!type || type == AT_MAGIC)
1475     return 0;
1476 root 1.5 }
1477 elmex 1.1 }
1478    
1479 root 1.9 if (!simple_attack && op->type == DOOR)
1480     {
1481 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1482 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1483     {
1484     spring_trap (tmp, hitter);
1485 root 1.26
1486 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1487 root 1.9 return 0;
1488 root 1.26
1489 root 1.9 break;
1490     }
1491 elmex 1.1 }
1492    
1493 root 1.136 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1494 root 1.9 {
1495     /* FIXME: If a player is killed by a rune in a door, the
1496 root 1.18 * destroyed() check above doesn't return, and might get here.
1497 root 1.9 */
1498 elmex 1.54
1499     /* FIXME: This for example happens when a dead door is on a mover and
1500     gets it's speed_left raised on each mover-tick.
1501     Doors are removed in a kinda funny way by giving them speed and speed_left
1502     and waiting for that to run out.
1503     */
1504     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1505 root 1.9 return 0;
1506 elmex 1.1 }
1507    
1508     #ifdef ATTACK_DEBUG
1509 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1510 elmex 1.1 #endif
1511    
1512 root 1.9 if (magic)
1513     {
1514 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1515     * in case 0>dam>1, we try to "simulate" a float value-effect */
1516 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1517 elmex 1.1 if (dam >= 100)
1518 root 1.5 dam /= 100;
1519 elmex 1.1 else
1520 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1521 elmex 1.1 }
1522    
1523 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1524     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1525     */
1526     if (type & AT_CHAOS)
1527     {
1528     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1529     update_object (op, UP_OBJ_FACE);
1530 elmex 1.1 type &= ~AT_CHAOS;
1531     }
1532    
1533 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1534     * holyword is part of an attacktype, then make sure the creature is
1535     * a proper match, otherwise no damage.
1536     */
1537     if (type & AT_HOLYWORD)
1538     {
1539     object *god;
1540    
1541 root 1.105 if ((!hitter->slaying
1542     || (!(op->race && hitter->slaying.contains (op->race))
1543     && !(op->name && hitter->slaying.contains (op->name))))
1544 root 1.136 && (!op->flag [FLAG_UNDEAD]
1545 root 1.105 || (hitter->title
1546     && (god = find_god (determine_god (hitter))) != NULL
1547     && god->race.contains (shstr_undead))))
1548 root 1.9 return 0;
1549 elmex 1.1 }
1550    
1551 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1552 root 1.121 for_all_bits_sparse_32 (type, attacknum)
1553 root 1.9 {
1554 root 1.121 uint32_t attacktype = 1 << attacknum;
1555    
1556 root 1.9 /* Magic isn't really a true attack type - it gets combined with other
1557     * attack types. As such, skip it over. However, if magic is
1558     * the only attacktype in the group, then still attack with it
1559     */
1560     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1561     continue;
1562    
1563     /* Go through and hit the player with each attacktype, one by one.
1564     * hit_player_attacktype only figures out the damage, doesn't inflict
1565     * it. It will do the appropriate action for attacktypes with
1566     * effects (slow, paralization, etc.
1567     */
1568 root 1.121 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569 root 1.123
1570 root 1.121 /* the >= causes us to prefer messages from special attacks, if
1571     * the damage is equal.
1572     */
1573     if (ndam >= maxdam)
1574 root 1.9 {
1575 root 1.121 maxdam = ndam;
1576     maxattacktype = 1 << attacknum;
1577 root 1.5 }
1578 elmex 1.1 }
1579 root 1.9
1580     /* if this is friendly fire then do a set % of damage only
1581     * Note - put a check in to make sure this attack is actually
1582     * doing damage - otherwise, the +1 in the code below will make
1583     * an attack do damage before when it otherwise didn't
1584     */
1585     friendlyfire = friendly_fire (op, hitter);
1586     if (friendlyfire && maxdam)
1587     {
1588     maxdam = ((dam * settings.set_friendly_fire) / 100);
1589    
1590 elmex 1.1 #ifdef ATTACK_DEBUG
1591 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1592     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1593 elmex 1.1 #endif
1594     }
1595    
1596 root 1.9 if (!full_hit)
1597     {
1598     int area;
1599     int remainder;
1600    
1601     area = 0;
1602 root 1.68
1603     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1604 root 1.9 area++;
1605 root 1.68
1606 root 1.9 assert (area > 0);
1607    
1608     /* basically: maxdam /= area; we try to "simulate" a float
1609     value-effect */
1610     remainder = 100 * (maxdam % area) / area;
1611     maxdam /= area;
1612 root 1.47 if (rndm (100) < remainder)
1613 root 1.9 maxdam++;
1614 elmex 1.1 }
1615    
1616     #ifdef ATTACK_DEBUG
1617 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1618 elmex 1.1 #endif
1619    
1620 root 1.57 // for now, only do this for active objects, otherwise they
1621     // keep a refcount for a long time and I see no usefulness
1622     // for an non-active objetc to know its enemy.
1623     if (op->active)
1624     if (hitter->owner)
1625     op->enemy = hitter->owner;
1626 root 1.136 else if (hitter->flag [FLAG_ALIVE])
1627 root 1.57 op->enemy = hitter;
1628 root 1.9
1629 root 1.136 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1630 root 1.9 {
1631     /* The unaggressives look after themselves 8) */
1632 root 1.136 op->clr_flag (FLAG_UNAGGRESSIVE);
1633 root 1.9 npc_call_help (op);
1634     }
1635    
1636     if (magic && did_make_save (op, op->level, 0))
1637     maxdam = maxdam / 2;
1638    
1639     attack_message (maxdam, maxattacktype, op, hitter);
1640    
1641     op->stats.hp -= maxdam;
1642    
1643     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1644 root 1.122 if (op->stats.hp >= 0
1645 root 1.136 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1646 root 1.123 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1647 root 1.9 {
1648 elmex 1.1
1649 root 1.136 if (op->flag [FLAG_MONSTER])
1650     op->set_flag (FLAG_RUN_AWAY);
1651 root 1.9 else
1652     scare_creature (op, hitter);
1653 elmex 1.1 }
1654    
1655 root 1.136 if (op->flag [FLAG_TEAR_DOWN])
1656 root 1.9 {
1657     if (maxdam)
1658     tear_down_wall (op);
1659 root 1.26
1660 root 1.9 return maxdam; /* nothing more to do for wall */
1661     }
1662 elmex 1.1
1663 root 1.9 /* See if the creature has been killed */
1664     rtn_kill = kill_object (op, maxdam, hitter, type);
1665     if (rtn_kill != -1)
1666     return rtn_kill;
1667 elmex 1.1
1668 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1669     * that before if the player was immune to ghosthit, the monster
1670     * remained - that is no longer the case.
1671     */
1672 root 1.136 if (hitter->flag [FLAG_ONE_HIT])
1673 root 1.95 hitter->drop_and_destroy ();
1674 root 1.9 /* Lets handle creatures that are splitting now */
1675 root 1.136 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1676 root 1.9 {
1677 root 1.136 int friendly = op->flag [FLAG_FRIENDLY];
1678     int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1679 root 1.27 object *owner = op->owner;
1680 root 1.5
1681 root 1.9 if (!op->other_arch)
1682     {
1683     LOG (llevError, "SPLITTING without other_arch error.\n");
1684     return maxdam;
1685     }
1686 root 1.26
1687 root 1.25 op->remove ();
1688 root 1.26
1689 root 1.123 for (int i = 0; i < op->stats.food; i++)
1690 root 1.9 { /* This doesn't handle op->more yet */
1691 root 1.127 object *tmp = op->other_arch->instance ();
1692 root 1.9
1693     tmp->stats.hp = op->stats.hp;
1694 root 1.26
1695 root 1.9 if (friendly)
1696     {
1697     add_friendly_object (tmp);
1698     tmp->attack_movement = PETMOVE;
1699 root 1.39
1700     if (owner)
1701 root 1.27 tmp->set_owner (owner);
1702 root 1.9 }
1703 root 1.26
1704 root 1.9 if (unaggressive)
1705 root 1.136 tmp->set_flag (FLAG_UNAGGRESSIVE);
1706 root 1.26
1707 root 1.123 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1708 root 1.26
1709 root 1.9 if (j == -1) /* No spot to put this monster */
1710 root 1.96 tmp->destroy ();
1711 root 1.9 else
1712     {
1713     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1714     insert_ob_in_map (tmp, op->map, NULL, 0);
1715     }
1716     }
1717 root 1.26
1718 root 1.96 op->destroy ();
1719 root 1.9 }
1720     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1721 root 1.95 hitter->drop_and_destroy ();
1722 root 1.26
1723 root 1.9 return maxdam;
1724     }
1725    
1726 root 1.116 static void
1727 root 1.9 poison_player (object *op, object *hitter, int dam)
1728     {
1729 root 1.117 archetype *at = archetype::find (shstr_poisoning);
1730 root 1.9 object *tmp = present_arch_in_ob (at, op);
1731 elmex 1.1
1732 root 1.137 if (!tmp)
1733 root 1.9 {
1734 root 1.128 tmp = insert_ob_in_ob (at->instance (), op);
1735     /* peterm: give poisoning some teeth. It should
1736     * be able to kill things better than it does:
1737     * damage should be dependent something--I choose to
1738     * do this: if it's a monster, the damage from the
1739     * poisoning goes as the level of the monster/2.
1740     * If anything else, goes as damage.
1741     */
1742    
1743 root 1.136 if (hitter->flag [FLAG_ALIVE])
1744 root 1.128 tmp->stats.dam += hitter->level / 2;
1745 root 1.9 else
1746 root 1.128 tmp->stats.dam = dam;
1747 root 1.9
1748 root 1.128 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1749     if (hitter->skill && hitter->skill != tmp->skill)
1750     tmp->skill = hitter->skill;
1751 root 1.9
1752 root 1.128 tmp->stats.food += dam; /* more damage, longer poisoning */
1753 root 1.9
1754 root 1.128 if (op->type == PLAYER)
1755     {
1756     /* player looses stats, maximum is -10 of each */
1757     tmp->stats.Con = max (-(dam / 4 + 1), -10);
1758     tmp->stats.Str = max (-(dam / 3 + 2), -10);
1759     tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1760     tmp->stats.Int = max (-(dam / 7 ), -10);
1761 root 1.136 tmp->set_flag (FLAG_APPLIED);
1762 root 1.128 op->update_stats ();
1763     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1764     op->play_sound (tmp->sound);
1765     }
1766 root 1.63
1767 root 1.128 if (hitter->type == PLAYER)
1768     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1769     else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1770     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1771 root 1.63
1772 root 1.9 tmp->speed_left = 0;
1773     }
1774     else
1775     tmp->stats.food++;
1776     }
1777    
1778 root 1.116 static void
1779 root 1.9 slow_player (object *op, object *hitter, int dam)
1780     {
1781 root 1.117 archetype *at = archetype::find (shstr_slowness);
1782 root 1.9 object *tmp;
1783    
1784 root 1.137 if (!at)
1785 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
1786    
1787 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1788     {
1789 root 1.127 tmp = at->instance ();
1790 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1791     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1792     }
1793     else
1794     tmp->stats.food++;
1795 root 1.62
1796 root 1.136 tmp->set_flag (FLAG_APPLIED);
1797 root 1.9 tmp->speed_left = 0;
1798 root 1.32 op->update_stats ();
1799 elmex 1.1 }
1800    
1801 root 1.9 void
1802     confuse_player (object *op, object *hitter, int dam)
1803     {
1804     object *tmp;
1805     int maxduration;
1806 elmex 1.1
1807 root 1.117 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1808 root 1.9 if (!tmp)
1809     {
1810 root 1.144 tmp = archetype::get (FORCE_NAME);
1811 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1812     }
1813 root 1.5
1814 root 1.9 /* Duration added per hit and max. duration of confusion both depend
1815     * on the player's resistance
1816     */
1817 root 1.141 tmp->set_speed (0.05);
1818 root 1.9 tmp->subtype = FORCE_CONFUSION;
1819 root 1.117 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1820     tmp->name = shstr_confusion;
1821     maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822 root 1.62
1823 root 1.9 if (tmp->duration > maxduration)
1824     tmp->duration = maxduration;
1825    
1826 root 1.136 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1827 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1828 root 1.62
1829 root 1.136 op->set_flag (FLAG_CONFUSED);
1830 root 1.9 }
1831 root 1.5
1832 root 1.9 void
1833     blind_player (object *op, object *hitter, int dam)
1834     {
1835     /* Save some work if we know it isn't going to affect the player */
1836     if (op->resist[ATNR_BLIND] == 100)
1837     return;
1838 root 1.5
1839 root 1.141 object *tmp = present_in_ob (BLINDNESS, op);
1840 root 1.9 if (!tmp)
1841     {
1842 root 1.144 tmp = archetype::get (shstr_blindness);
1843 root 1.136 tmp->set_flag (FLAG_BLIND);
1844     tmp->set_flag (FLAG_APPLIED);
1845 root 1.141 // use floats so we don't lose too much precision due to rounding errors.
1846     tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1847 elmex 1.1
1848 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1849     change_abil (op, tmp); /* Mostly to display any messages */
1850 root 1.32 op->update_stats (); /* This takes care of some other stuff */
1851 elmex 1.1
1852 root 1.141 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
1853 root 1.9 }
1854 root 1.140
1855 root 1.9 tmp->stats.food += dam;
1856 root 1.140 min_it (tmp->stats.food, 10);
1857 elmex 1.1 }
1858    
1859 root 1.9 void
1860     paralyze_player (object *op, object *hitter, int dam)
1861 elmex 1.1 {
1862 root 1.9 /* This is strange stuff... someone knows for what this is
1863     * written? Well, i think this can and should be removed
1864     */
1865 elmex 1.1
1866 root 1.9 /*
1867     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1868     tmp=clone_arch(PARAIMAGE);
1869     tmp->x=op->x,tmp->y=op->y;
1870     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1871     }
1872     */
1873 elmex 1.1
1874 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1875 root 1.117 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1876 elmex 1.1
1877 root 1.125 op->speed_left -= op->speed * effect;
1878 root 1.9 /* tmp->stats.food+=(signed short) effect/op->speed; */
1879 elmex 1.1
1880 root 1.9 /* max number of ticks to be affected for. */
1881 root 1.117 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882    
1883 root 1.125 max_it (op->speed_left, -op->speed * max);
1884 elmex 1.1
1885 root 1.125 /* tmp->stats.food = (signed short) (max / op->speed); */
1886 elmex 1.1 }
1887    
1888     /* Attempts to kill 'op'. hitter is the attack object, dam is
1889     * the computed damaged.
1890     */
1891 root 1.115 static void
1892 root 1.9 deathstrike_player (object *op, object *hitter, int *dam)
1893 elmex 1.1 {
1894 root 1.9 /* The intention of a death attack is to kill outright things
1895     ** that are a lot weaker than the attacker, have a chance of killing
1896     ** things somewhat weaker than the caster, and no chance of
1897     ** killing something equal or stronger than the attacker.
1898     ** Also, if a deathstrike attack has a slaying, any monster
1899     ** whose name or race matches a comma-delimited list in the slaying
1900     ** field of the deathstriking object */
1901    
1902     int atk_lev, def_lev, kill_lev;
1903    
1904 root 1.114 if (hitter->slaying)
1905 root 1.136 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1906 root 1.114 || (op->race && hitter->slaying.contains (op->race))))
1907     return;
1908    
1909     def_lev = op->level;
1910     if (def_lev < 1)
1911     {
1912     LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1913     def_lev = 1;
1914     }
1915    
1916     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1917     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1918     atk_lev, def_lev); */
1919    
1920     if (atk_lev >= def_lev)
1921     {
1922     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1923    
1924     /* Note that the below effectively means the ratio of the atk vs
1925     * defener level is important - if level 52 character has very little
1926     * chance of killing a level 50 monster. This should probably be
1927     * redone.
1928     */
1929     if (kill_lev >= def_lev)
1930     {
1931     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1932     /* I think this doesn't really do much. Because of
1933     * integer rounding, this only makes any difference if the
1934     * attack level is double the defender level.
1935     */
1936     *dam *= kill_lev / def_lev;
1937     }
1938     }
1939     else
1940     *dam = 0; /* no harm done */
1941     }
1942    
1943     /* This returns the amount of damage hitter does to op with the
1944     * appropriate attacktype. Only 1 attacktype should be set at a time.
1945     * This doesn't damage the player, but returns how much it should
1946     * take. However, it will do other effects (paralyzation, slow, etc.)
1947     * Note - changed for PR code - we now pass the attack number and not
1948     * the attacktype. Makes it easier for the PR code. */
1949     int
1950     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1951     {
1952     int doesnt_slay = 1;
1953    
1954     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955     if (attacknum >= NROFATTACKS)
1956     {
1957     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958     return 0;
1959     }
1960    
1961     if (dam < 0)
1962     {
1963     LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1964     dam, hitter->debug_desc (), op->debug_desc ());
1965     return 0;
1966     }
1967    
1968     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1969     * people can't mess with that or it otherwise get confused. */
1970     if (attacknum == ATNR_INTERNAL)
1971     return dam;
1972    
1973     if (hitter->slaying)
1974     {
1975     if ((op->race && hitter->slaying.contains (op->race))
1976     || (op->arch && op->arch->archname.contains (hitter->slaying)))
1977     {
1978     doesnt_slay = 0;
1979     dam *= 3;
1980     }
1981     }
1982    
1983     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1984     if (op->resist[attacknum])
1985     {
1986     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1987     * in case 0>dam>1, we try to "simulate" a float value-effect */
1988     dam *= (100 - op->resist[attacknum]);
1989     if (dam >= 100)
1990     dam /= 100;
1991     else
1992     dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1993     }
1994    
1995     /* Special hack. By default, if immune to something, you
1996     * shouldn't need to worry. However, acid is an exception, since
1997     * it can still damage your items. Only include attacktypes if
1998     * special processing is needed */
1999    
2000     if (op->resist[attacknum] >= 100
2001     && doesnt_slay
2002     && attacknum != ATNR_ACID)
2003     return 0;
2004    
2005     /* Keep this in order - makes things easier to find */
2006    
2007     switch (attacknum)
2008     {
2009     case ATNR_PHYSICAL:
2010     /* here also check for diseases */
2011     check_physically_infect (op, hitter);
2012     break;
2013    
2014     /* Don't need to do anything for:
2015     magic,
2016     fire,
2017     electricity,
2018     cold */
2019    
2020     case ATNR_CONFUSION:
2021     case ATNR_POISON:
2022     case ATNR_SLOW:
2023     case ATNR_PARALYZE:
2024     case ATNR_FEAR:
2025     case ATNR_CANCELLATION:
2026     case ATNR_DEPLETE:
2027     case ATNR_BLIND:
2028     {
2029     /* chance for inflicting a special attack depends on the
2030     * difference between attacker's and defender's level
2031     */
2032 root 1.117 int level_diff = min (110, max (0, op->level - hitter->level));
2033 root 1.114
2034     /* First, only creatures/players with speed can be affected.
2035     * Second, just getting hit doesn't mean it always affects
2036     * you. Third, you still get a saving through against the
2037     * effect.
2038     */
2039 root 1.117 if (op->has_active_speed ()
2040 root 1.136 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 root 1.117 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2042     && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2043 root 1.114 {
2044    
2045     /* Player has been hit by something */
2046     if (attacknum == ATNR_CONFUSION)
2047     confuse_player (op, hitter, dam);
2048     else if (attacknum == ATNR_POISON)
2049     poison_player (op, hitter, dam);
2050     else if (attacknum == ATNR_SLOW)
2051     slow_player (op, hitter, dam);
2052     else if (attacknum == ATNR_PARALYZE)
2053     paralyze_player (op, hitter, dam);
2054     else if (attacknum == ATNR_FEAR)
2055     scare_creature (op, hitter);
2056     else if (attacknum == ATNR_CANCELLATION)
2057     cancellation (op);
2058     else if (attacknum == ATNR_DEPLETE)
2059     op->drain_stat ();
2060 root 1.136 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2061 root 1.114 blind_player (op, hitter, dam);
2062     }
2063    
2064     dam = 0; /* These are all effects and don't do real damage */
2065     }
2066     break;
2067    
2068     case ATNR_ACID:
2069     {
2070     int flag = 0;
2071    
2072     /* Items only get corroded if you're not on a battleground and
2073     * if your acid resistance is below 50%. */
2074     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2075     {
2076     for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077     {
2078     if (tmp->invisible)
2079     continue;
2080 root 1.136 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2081 root 1.114 /* >= 10% acid res. on items will protect these */
2082     continue;
2083     if (!(tmp->materials & M_IRON))
2084     continue;
2085     if (tmp->magic < -4) /* Let's stop at -5 */
2086     continue;
2087     if (tmp->type == RING
2088     /* removed boots and gloves from exclusion list in PR */
2089     || tmp->type == GIRDLE
2090     || tmp->type == AMULET
2091     || tmp->type == WAND
2092     || tmp->type == ROD
2093     || tmp->type == HORN)
2094     continue; /* To avoid some strange effects */
2095    
2096     /* High damage acid has better chance of corroding
2097     objects */
2098     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2099     {
2100     flag = 1;
2101     tmp->magic--;
2102    
2103     if (object *pl = tmp->visible_to ())
2104     {
2105     /* Make this more visible */
2106     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2107     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2108    
2109     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2110     }
2111     }
2112     }
2113    
2114     if (flag)
2115     op->update_stats (); /* Something was corroded */
2116     }
2117     }
2118     break;
2119    
2120     case ATNR_DRAIN:
2121     {
2122     /* rate is the proportion of exp drained. High rate means
2123     * not much is drained, low rate means a lot is drained.
2124     */
2125     int rate;
2126    
2127     if (op->resist[ATNR_DRAIN] >= 0)
2128     rate = 400 + op->resist[ATNR_DRAIN] * 3;
2129     else
2130     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2131    
2132     if (op->stats.exp <= rate)
2133     {
2134     if (op->type == GOLEM)
2135 root 1.133 dam = 9998; /* Its force is "sucked" away. 8) */
2136 root 1.114 else
2137     /* If we can't drain, lets try to do physical damage */
2138     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2139     }
2140     else
2141     {
2142     /* Randomly give the hitter some hp */
2143     if (hitter->stats.hp < hitter->stats.maxhp &&
2144     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2145     hitter->stats.hp++;
2146 root 1.9
2147 root 1.114 /* Can't do drains on battleground spaces.
2148     * Move the wiz check up here - before, the hitter wouldn't gain exp
2149     * exp, but the wiz would still lose exp! If drainee is a wiz,
2150     * nothing happens.
2151     * Try to credit the owner. We try to display player -> player drain
2152     * attacks, hence all the != PLAYER checks.
2153     */
2154 root 1.136 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2155 root 1.114 {
2156     object *owner = hitter->owner;
2157 root 1.52
2158 root 1.114 if (owner && owner != hitter)
2159     {
2160     if (op->type != PLAYER || owner->type != PLAYER)
2161     change_exp (owner, op->stats.exp / (rate * 2),
2162 root 1.139 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2163 root 1.114 }
2164     else if (op->type != PLAYER || hitter->type != PLAYER)
2165     change_exp (hitter, op->stats.exp / (rate * 2),
2166 root 1.139 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2167 root 1.9
2168 root 1.139 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2169 root 1.114 }
2170 root 1.9
2171 root 1.114 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2172     * drain attack, you won't know that you are actually sucking out EXP,
2173     * as the messages will say you missed
2174     */
2175     }
2176 root 1.5 }
2177 root 1.114 break;
2178 elmex 1.1
2179 root 1.114 case ATNR_TURN_UNDEAD:
2180 root 1.9 {
2181 root 1.136 if (op->flag [FLAG_UNDEAD])
2182 root 1.114 {
2183     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184     object *god = find_god (determine_god (owner));
2185     int div = 1;
2186 root 1.9
2187 root 1.114 /* if undead are not an enemy of your god, you turn them
2188     * at half strength */
2189     if (!god || !god->slaying.contains (shstr_undead))
2190     div = 2;
2191 root 1.9
2192 root 1.114 /* Give a bonus if you resist turn undead */
2193     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2194     scare_creature (op, owner);
2195     }
2196     else
2197     dam = 0; /* don't damage non undead - should we damage
2198     undead? */
2199 root 1.5 }
2200 root 1.114 break;
2201 elmex 1.1
2202 root 1.114 case ATNR_DEATH:
2203     deathstrike_player (op, hitter, &dam);
2204     break;
2205 elmex 1.1
2206 root 1.114 case ATNR_CHAOS:
2207     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208     dam = 0;
2209     break;
2210 elmex 1.1
2211 root 1.114 case ATNR_COUNTERSPELL:
2212     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213     dam = 0;
2214     /* This should never happen. Counterspell is handled
2215     * seperately and filtered out. If this does happen,
2216     * Counterspell has no effect on anything but spells, so it
2217     * does no damage. */
2218     break;
2219 elmex 1.1
2220 root 1.114 case ATNR_HOLYWORD:
2221     {
2222     /* This has already been handled by hit_player,
2223     * no need to check twice -- DAMN */
2224     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225 elmex 1.1
2226 root 1.114 /* As with turn undead above, give a bonus on the saving throw */
2227     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228     scare_creature (op, owner);
2229     }
2230     break;
2231 elmex 1.1
2232 root 1.114 case ATNR_LIFE_STEALING:
2233     {
2234     int new_hp;
2235 elmex 1.1
2236 root 1.114 /* this is replacement to drain for players, instead of taking
2237     * exp it takes hp. It is geared for players, probably not
2238     * much use giving it to monsters
2239     *
2240     * life stealing doesn't do a lot of damage, but it gives the
2241     * damage it does do to the player. Given that,
2242     * it only does 1/10'th normal damage (hence the divide by
2243     * 1000).
2244     */
2245     /* You can't steal life from something undead */
2246 root 1.136 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2247 root 1.114 return 0;
2248 elmex 1.1
2249 root 1.114 /* If drain protection is higher than life stealing, use that */
2250     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2251     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2252     else
2253     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2254 elmex 1.1
2255 root 1.114 /* You die at -1 hp, not zero. */
2256     if (dam > (op->stats.hp + 1))
2257     dam = op->stats.hp + 1;
2258 elmex 1.1
2259 root 1.114 new_hp = hitter->stats.hp + dam;
2260     if (new_hp > hitter->stats.maxhp)
2261     new_hp = hitter->stats.maxhp;
2262 elmex 1.1
2263 root 1.114 if (new_hp > hitter->stats.hp)
2264     hitter->stats.hp = new_hp;
2265     }
2266     }
2267 elmex 1.1
2268 root 1.114 return dam;
2269 root 1.9 }
2270 elmex 1.1