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Revision: 1.94
Committed: Mon Sep 29 10:20:49 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +21 -18 lines
Log Message:
do the same everywhere else

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 1.87 for (mt = materialt; mt && mt->next; 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     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165     {
166 root 1.67 const char *arch = op->other_arch->archname;
167 elmex 1.1
168 root 1.80 if (op->decrease ())
169 root 1.9 fix_stopped_item (op, m, originator);
170 root 1.13
171 root 1.84 if ((op = archetype::get (arch)))
172 root 1.9 {
173     if (env)
174 root 1.87 env->insert (op);
175 root 1.9 else
176 root 1.87 m->insert (op, x, y, originator);
177 root 1.9 }
178 root 1.13
179 root 1.9 return;
180     }
181 root 1.13
182 root 1.9 if (type & AT_CANCELLATION)
183     { /* Cancellation. */
184     cancellation (op);
185     fix_stopped_item (op, m, originator);
186     return;
187     }
188 root 1.13
189 root 1.9 if (op->nrof > 1)
190     {
191 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
192 root 1.9 fix_stopped_item (op, m, originator);
193 elmex 1.1 }
194 root 1.9 else
195 root 1.87 {
196     // drop everything to the ground, if possible
197 root 1.88 op->insert_at (originator);
198 root 1.94 op->destroy_inv (true); // be explicit about dropping
199     op->destroy (true);
200 root 1.87 }
201 root 1.13
202 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
203 root 1.13 if (env)
204     {
205 root 1.84 op = archetype::get (shstr_burnout);
206 root 1.13 op->x = env->x, op->y = env->y;
207 root 1.84 env->insert (op);
208 root 1.13 }
209     else
210 root 1.84 replace_insert_ob_in_map (shstr_burnout, originator);
211 root 1.13
212 root 1.9 return;
213     }
214 root 1.15
215 root 1.9 /* The value of 50 is arbitrary. */
216 root 1.88 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
217 root 1.9 {
218 root 1.84 archetype *at = archetype::find (shstr_icecube);
219 root 1.9
220     if (at == NULL)
221 root 1.5 return;
222 root 1.15
223 root 1.9 op = stop_item (op);
224     if (op == NULL)
225 elmex 1.1 return;
226 root 1.15
227 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
228     if (!tmp)
229 root 1.9 {
230     tmp = arch_to_object (at);
231     tmp->x = op->x, tmp->y = op->y;
232     /* This was in the old (pre new movement code) -
233     * icecubes have slow_move set to 1 - don't want
234     * that for ones we create.
235     */
236     tmp->move_slow_penalty = 0;
237     tmp->move_slow = 0;
238     insert_ob_in_map (tmp, op->map, originator, 0);
239     }
240 root 1.15
241 root 1.87 tmp->insert (op);
242 root 1.9 return;
243 elmex 1.1 }
244     }
245    
246     /* Object op is hitting the map.
247     * op is going in direction 'dir'
248     * type is the attacktype of the object.
249     * full_hit is set if monster area does not matter.
250     * returns 1 if it hits something, 0 otherwise.
251     */
252 root 1.9 int
253     hit_map (object *op, int dir, int type, int full_hit)
254     {
255 root 1.19 maptile *map;
256 root 1.9 sint16 x, y;
257     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
258 elmex 1.1
259 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
260     {
261     LOG (llevError, "BUG: hit_map(): free object\n");
262     return 0;
263 elmex 1.1 }
264    
265 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
266     {
267 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
268 root 1.9 return 0;
269 elmex 1.1 }
270    
271 root 1.9 if (!op->map)
272     {
273     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
274     return 0;
275 elmex 1.1 }
276    
277 root 1.9 if (op->head)
278     op = op->head;
279    
280 root 1.86 mapxy pos (op);
281     pos.move (dir);
282 elmex 1.1
283 root 1.86 if (!pos.normalise ())
284 root 1.41 return 0;
285 root 1.9
286     // elmex: a safe map tile can't be hit!
287     // this should prevent most harmful effects on items and players there.
288 root 1.86 mapspace &ms = pos.ms ();
289 root 1.41
290     if (ms.flags () & P_SAFE)
291 root 1.9 return 0;
292    
293 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
294 root 1.9 * must be out here because it strikes things which are not alive
295     */
296 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
297 root 1.9 {
298 root 1.41 if (type & AT_COUNTERSPELL)
299     {
300     counterspell (op, dir); /* see spell_effect.c */
301 elmex 1.1
302 root 1.41 /* If the only attacktype is counterspell or magic, don't need
303     * to do any further processing.
304     */
305     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
306     return 0;
307 root 1.11
308 root 1.41 type &= ~AT_COUNTERSPELL;
309     }
310 elmex 1.1
311 root 1.41 if (type & AT_CHAOS)
312     {
313     shuffle_attack (op, 1); /* flag tells it to change the face */
314     update_object (op, UP_OBJ_FACE);
315     type &= ~AT_CHAOS;
316     }
317 elmex 1.1 }
318    
319 root 1.37 /* There may still be objects that were above 'next', but there is no
320     * simple way to find out short of copying all object references and
321     * tags into a temporary array before we start processing the first
322     * object. That's why we just abort on destroy.
323     *
324     * This happens whenever attack spells (like fire) hit a pile
325     * of objects. This is not a bug - nor an error.
326     */
327 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
328 root 1.9 {
329 root 1.37 object *tmp = next;
330 root 1.9 next = tmp->above;
331 root 1.11
332 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
333     * For example, 'tmp' was put in an icecube.
334     * This is one of the few cases where on_same_map should not be used.
335     */
336 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
337 root 1.9 continue;
338    
339     if (QUERY_FLAG (tmp, FLAG_ALIVE))
340     {
341     hit_player (tmp, op->stats.dam, op, type, full_hit);
342     retflag |= 1;
343 root 1.41
344 root 1.18 if (op->destroyed ())
345 root 1.5 break;
346     }
347 root 1.9 /* Here we are potentially destroying an object. If the object has
348     * NO_PASS set, it is also immune - you can't destroy walls. Note
349     * that weak walls have is_alive set, which prevent objects from
350     * passing over/through them. We don't care what type of movement
351     * the wall blocks - if it blocks any type of movement, can't be
352     * destroyed right now.
353     */
354 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
355 root 1.9 {
356     save_throw_object (tmp, type, op);
357 root 1.37
358 root 1.18 if (op->destroyed ())
359 root 1.9 break;
360 root 1.5 }
361 elmex 1.1 }
362 root 1.11
363 root 1.9 return 0;
364 elmex 1.1 }
365    
366 root 1.9 void
367     attack_message (int dam, int type, object *op, object *hitter)
368     {
369 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
370 root 1.9 int i, found = 0;
371 root 1.19 maptile *map;
372 elmex 1.1 object *next, *tmp;
373    
374     /* put in a few special messages for some of the common attacktypes
375     * a player might have. For example, fire, electric, cold, etc
376     * [garbled 20010919]
377     */
378    
379 root 1.9 if (dam == 9998 && op->type == DOOR)
380     {
381     sprintf (buf1, "unlock %s", &op->name);
382     sprintf (buf2, " unlocks");
383     found++;
384     }
385     if (dam < 0)
386     {
387     sprintf (buf1, "hit %s", &op->name);
388     sprintf (buf2, " hits");
389     found++;
390     }
391     else if (dam == 0)
392     {
393     sprintf (buf1, "missed %s", &op->name);
394     sprintf (buf2, " misses");
395     found++;
396     }
397     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
398 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
399 root 1.9 {
400     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
401     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
402     {
403     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
404     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
405     found++;
406     break;
407     }
408     }
409     else if (op->type == DOOR && !found)
410     {
411     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
412     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
413     {
414     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
415     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
416     found++;
417     break;
418     }
419     }
420 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
421 root 1.9 {
422     if (USING_SKILL (hitter, SK_KARATE))
423     {
424     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
425     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
426     {
427     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
428     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
429 root 1.5 found++;
430     break;
431 root 1.9 }
432     }
433     else if (USING_SKILL (hitter, SK_CLAWING))
434     {
435     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
436     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
437     {
438     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
439     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
440 root 1.5 found++;
441     break;
442     }
443 root 1.9 }
444     else if (USING_SKILL (hitter, SK_PUNCHING))
445     {
446     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
447     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
448     {
449     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
450     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
451     found++;
452     break;
453 root 1.5 }
454     }
455 elmex 1.1 }
456 root 1.29
457 root 1.9 if (found)
458     {
459     /* done */
460     }
461 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
462 root 1.9 {
463     sprintf (buf1, "hit"); /* just in case */
464     for (i = 0; i < MAXATTACKMESS; i++)
465     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
466     {
467     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
468     found++;
469     break;
470     }
471     }
472 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
473 root 1.9 {
474 elmex 1.1 /* drain is first, because some items have multiple attypes */
475 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
476     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
477     {
478     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
479     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
480     found++;
481     break;
482     }
483     }
484 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
485 root 1.9 {
486     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
487     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
488     {
489     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
490     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
491     found++;
492     break;
493     }
494     }
495 root 1.29 else if (type & AT_COLD && op->is_alive ())
496 root 1.9 {
497     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
498     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
499     {
500     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
501     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
502     found++;
503     break;
504     }
505     }
506     else if (type & AT_FIRE)
507     {
508     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
509     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
510     {
511     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
512     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
513     found++;
514     break;
515     }
516     }
517     else if (hitter->current_weapon != NULL)
518     {
519     int mtype;
520    
521     switch (hitter->current_weapon->weapontype)
522     {
523 root 1.86 case WEAP_HIT:
524     mtype = ATM_BASIC;
525     break;
526     case WEAP_SLASH:
527     mtype = ATM_SLASH;
528     break;
529     case WEAP_PIERCE:
530     mtype = ATM_PIERCE;
531     break;
532     case WEAP_CLEAVE:
533     mtype = ATM_CLEAVE;
534     break;
535     case WEAP_SLICE:
536     mtype = ATM_SLICE;
537     break;
538     case WEAP_STAB:
539     mtype = ATM_STAB;
540     break;
541     case WEAP_WHIP:
542     mtype = ATM_WHIP;
543     break;
544     case WEAP_CRUSH:
545     mtype = ATM_CRUSH;
546     break;
547     case WEAP_BLUD:
548     mtype = ATM_BLUD;
549     break;
550     default:
551     mtype = ATM_BASIC;
552     break;
553 root 1.9 }
554 root 1.86
555 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
556     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
557     {
558     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
559     strcpy (buf2, attack_mess[mtype][i].buf3);
560     found++;
561     break;
562     }
563     }
564     else
565     {
566     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
567     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
568     {
569     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
570     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
571     found++;
572     break;
573     }
574 elmex 1.1 }
575    
576 root 1.9 if (!found)
577     {
578     strcpy (buf1, "hit");
579     strcpy (buf2, " hits");
580 elmex 1.1 }
581    
582 root 1.9 /* bail out if a monster is casting spells */
583 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
584 root 1.9 return;
585 elmex 1.1
586 root 1.9 /* scale down magic considerably. */
587     if (type & AT_MAGIC && rndm (0, 5))
588     return;
589 elmex 1.1
590 root 1.9 /* Did a player hurt another player? Inform both! */
591 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
592 root 1.9 {
593 root 1.27 if (hitter->owner != NULL)
594 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
595     else
596     {
597     sprintf (buf, "%s%s you.", &hitter->name, buf2);
598 root 1.74
599 root 1.9 if (dam != 0)
600     {
601     if (dam < 10)
602 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
603 root 1.9 else if (dam < 20)
604 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
605 root 1.9 else
606 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
607 root 1.5 }
608     }
609 root 1.72
610 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
611     } /* end of player hitting player */
612 elmex 1.1
613 root 1.9 if (hitter->type == PLAYER)
614     {
615     sprintf (buf, "You %s.", buf1);
616 root 1.74
617 root 1.9 if (dam != 0)
618     {
619     if (dam < 10)
620 root 1.74 op->play_sound (sound_find ("player_hits1"));
621 root 1.9 else if (dam < 20)
622 root 1.74 op->play_sound (sound_find ("player_hits2"));
623 root 1.9 else
624 root 1.74 op->play_sound (sound_find ("player_hits3"));
625 root 1.5 }
626 root 1.72
627 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
628     }
629 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
630 root 1.9 {
631 elmex 1.1 /* look for stacked spells and start reducing the message chances */
632 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
633     {
634     i = 4;
635     map = hitter->map;
636     if (out_of_map (map, hitter->x, hitter->y))
637     return;
638 root 1.53
639 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
640 root 1.9 if (next)
641     while (next)
642     {
643     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
644     i *= 3;
645 root 1.72
646 root 1.9 tmp = next;
647     next = tmp->above;
648     }
649 root 1.53
650 root 1.9 if (i < 0)
651 root 1.5 return;
652 root 1.53
653 root 1.9 if (rndm (0, i) != 0)
654     return;
655     }
656     else if (rndm (0, 5) != 0)
657     return;
658 root 1.53
659 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
660 root 1.72 op->play_sound (sound_find ("player_hits4"));
661 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
662 elmex 1.1 }
663     }
664    
665    
666 root 1.9 static int
667     get_attack_mode (object **target, object **hitter, int *simple_attack)
668 elmex 1.1 {
669 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
670     {
671     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
672     return 1;
673 elmex 1.1 }
674 root 1.77
675 root 1.9 if ((*target)->head)
676     *target = (*target)->head;
677 root 1.77
678 root 1.9 if ((*hitter)->head)
679     *hitter = (*hitter)->head;
680 root 1.77
681 root 1.86 if ((*target)->type == LOCKED_DOOR)
682     return 1; // locked doors cannot be hit
683    
684     if ((*hitter)->env || (*target)->env)
685 root 1.9 {
686     *simple_attack = 1;
687     return 0;
688 elmex 1.1 }
689 root 1.77
690 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
691 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
692     || !(*hitter)->map
693     || !on_same_map (*hitter, *target))
694 elmex 1.1 {
695 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
696     (*hitter)->debug_desc (), (*target)->debug_desc ());
697 root 1.9 return 1;
698 elmex 1.1 }
699 root 1.77
700 root 1.9 *simple_attack = 0;
701     return 0;
702 elmex 1.1 }
703    
704 root 1.9 static int
705     abort_attack (object *target, object *hitter, int simple_attack)
706 elmex 1.1 {
707 root 1.9
708 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
709     * determined by get_attack_mode(). Returns true if the relation has changed.
710     */
711 root 1.9 int new_mode;
712 elmex 1.1
713 root 1.9 if (hitter->env == target || target->env == hitter)
714     new_mode = 1;
715     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
716     return 1;
717     else
718     new_mode = 0;
719     return new_mode != simple_attack;
720 elmex 1.1 }
721    
722     static void thrown_item_effect (object *, object *);
723    
724 root 1.9 static int
725     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
726 elmex 1.1 {
727 root 1.9 int simple_attack, roll, dam = 0;
728     uint32 type;
729     shstr op_name;
730    
731     if (get_attack_mode (&op, &hitter, &simple_attack))
732     goto error;
733    
734     if (hitter->current_weapon)
735     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
736     return RESULT_INT (0);
737    
738     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
739     return RESULT_INT (0);
740 elmex 1.1
741 root 1.9 /*
742     * A little check to make it more difficult to dance forward and back
743     * to avoid ever being hit by monsters.
744     */
745 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
746 root 1.9 {
747     /* Decrease speed BEFORE calling process_object. Otherwise, an
748     * infinite loop occurs, with process_object calling move_monster,
749     * which then gets here again. By decreasing the speed before
750     * we call process_object, the 'if' statement above will fail.
751     */
752 root 1.65 --op->speed_left;
753 root 1.9 process_object (op);
754 root 1.26
755 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
756 elmex 1.1 goto error;
757 root 1.9 }
758 elmex 1.1
759 root 1.9 op_name = op->name;
760 root 1.3
761 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
762 elmex 1.1
763 root 1.9 /* Adjust roll for various situations. */
764     if (!simple_attack)
765     roll += adj_attackroll (hitter, op);
766 elmex 1.1
767 root 1.9 /* See if we hit the creature */
768     if (roll == 20 || op->stats.ac >= base_wc - roll)
769     {
770     int hitdam = base_dam;
771    
772     if (!simple_attack)
773 elmex 1.1 {
774 root 1.9 /* If you hit something, the victim should *always* wake up.
775     * Before, invisible hitters could avoid doing this.
776     * -b.t. */
777     if (QUERY_FLAG (op, FLAG_SLEEP))
778     CLEAR_FLAG (op, FLAG_SLEEP);
779    
780     /* If the victim can't see the attacker, it may alert others
781     * for help. */
782 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
783 root 1.9 npc_call_help (op);
784    
785     /* if you were hidden and hit by a creature, you are discovered */
786     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
787     {
788     make_visible (op);
789 root 1.59
790 root 1.9 if (op->type == PLAYER)
791     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
792     }
793    
794     /* thrown items (hitter) will have various effects
795     * when they hit the victim. For things like thrown daggers,
796     * this sets 'hitter' to the actual dagger, and not the
797     * wrapper object.
798     */
799     thrown_item_effect (hitter, op);
800 root 1.26
801 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
802 root 1.9 goto leave;
803     }
804    
805     /* Need to do at least 1 damage, otherwise there is no point
806     * to go further and it will cause FPE's below.
807     */
808     if (hitdam <= 0)
809     hitdam = 1;
810 elmex 1.1
811 root 1.9 type = hitter->attacktype;
812 root 1.18
813 root 1.9 if (!type)
814     type = AT_PHYSICAL;
815 root 1.18
816 root 1.9 /* Handle monsters that hit back */
817     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
818     {
819     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
820     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
821 root 1.18
822 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
823 root 1.18
824     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
825 root 1.5 goto leave;
826 root 1.9 }
827 elmex 1.1
828 root 1.9 /* In the new attack code, it should handle multiple attack
829     * types in its area, so remove it from here.
830     */
831     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
832 root 1.18
833     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
834 root 1.9 goto leave;
835     } /* end of if hitter hit op */
836     /* if we missed, dam=0 */
837    
838     /*attack_message(dam, type, op, hitter); */
839 elmex 1.1
840 root 1.9 goto leave;
841 elmex 1.1
842 root 1.9 error:
843     dam = 1;
844 elmex 1.1
845 root 1.9 leave:
846 elmex 1.1
847 root 1.9 return dam;
848 elmex 1.1 }
849    
850 root 1.9 int
851     attack_ob (object *op, object *hitter)
852 elmex 1.1 {
853 root 1.58 hitter = hitter->head_ ();
854 elmex 1.1
855 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
856 elmex 1.1 }
857    
858     /* op is the arrow, tmp is what is stopping the arrow.
859     *
860     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
861     */
862 root 1.9 static int
863     stick_arrow (object *op, object *tmp)
864 elmex 1.1 {
865 root 1.9 /* If the missile hit a player, we insert it in their inventory.
866     * However, if the missile is heavy, we don't do so (assume it falls
867     * to the ground after a hit). What a good value for this is up to
868     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
869     * stick around.
870     */
871     if (op->weight <= 5000 && tmp->stats.hp >= 0)
872     {
873 root 1.82 tmp->head_ ()->insert (op);
874 root 1.9 return 1;
875     }
876     else
877     return 0;
878 elmex 1.1 }
879    
880     /* hit_with_arrow() disassembles the missile, attacks the victim and
881     * reassembles the missile.
882     *
883     * It returns a pointer to the reassembled missile, or NULL if the missile
884     * isn't available anymore.
885     */
886 root 1.9 object *
887     hit_with_arrow (object *op, object *victim)
888 elmex 1.1 {
889 root 1.9 object *container, *hitter;
890     int hit_something = 0;
891    
892     /* Disassemble missile */
893     if (op->inv)
894     {
895     container = op;
896     hitter = op->inv;
897 root 1.94 container->insert_at (hitter, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
898 root 1.9 /* Note that we now have an empty THROWN_OBJ on the map. Code that
899     * might be called until this THROWN_OBJ is either reassembled or
900     * removed at the end of this function must be able to deal with empty
901     * THROWN_OBJs. */
902     }
903     else
904     {
905 root 1.21 container = 0;
906 root 1.9 hitter = op;
907     }
908    
909     /* Try to hit victim */
910     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
911    
912     /* Arrow attacks door, rune of summoning is triggered, demon is put on
913     * arrow, move_apply() calls this function, arrow sticks in demon,
914     * attack_ob_simple() returns, and we've got an arrow that still exists
915     * but is no longer on the map. Ugh. (Beware: Such things can happen at
916     * other places as well!)
917     */
918 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
919 root 1.9 {
920     if (container)
921 root 1.94 container->destroy (true);
922 root 1.21
923     return 0;
924 elmex 1.1 }
925    
926 root 1.9 /* Missile hit victim */
927     /* if the speed is > 10, then this is a fast moving arrow, we go straight
928     * through the target
929     */
930     if (hit_something && op->speed <= 10.0)
931     {
932     /* Stop arrow */
933 root 1.21 if (!container)
934 root 1.9 {
935     hitter = fix_stopped_arrow (hitter);
936 root 1.21 if (!hitter)
937     return 0;
938 root 1.9 }
939     else
940 root 1.94 container->destroy (true);
941 elmex 1.1
942 root 1.9 /* Try to stick arrow into victim */
943 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
944 root 1.21 return 0;
945 root 1.9
946     /* Else try to put arrow on victim's map square
947     * remove check for P_WALL here. If the arrow got to this
948     * space, that is good enough - with the new movement code,
949     * there is now the potential for lots of spaces where something
950     * can fly over but not otherwise move over. What is the correct
951     * way to handle those otherwise?
952     */
953 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
954 root 1.9 {
955 root 1.25 hitter->remove ();
956 root 1.21 hitter->x = victim->x;
957     hitter->y = victim->y;
958 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
959 elmex 1.1 }
960 root 1.9 else
961 root 1.21 /* Else leave arrow where it is */
962     merge_ob (hitter, NULL);
963    
964     return 0;
965 elmex 1.1 }
966    
967 root 1.9 if (hit_something && op->speed >= 10.0)
968     op->speed -= 1.0;
969 elmex 1.1
970 root 1.9 /* Missile missed victim - reassemble missile */
971     if (container)
972     {
973 root 1.25 hitter->remove ();
974 root 1.9 insert_ob_in_ob (hitter, container);
975 elmex 1.1 }
976 root 1.21
977 root 1.9 return op;
978 elmex 1.1 }
979    
980 root 1.9 void
981     tear_down_wall (object *op)
982 elmex 1.1 {
983 root 1.9 int perc = 0;
984 elmex 1.1
985 root 1.9 if (!op->stats.maxhp)
986     {
987     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
988     perc = 1;
989 elmex 1.1 }
990 root 1.9 else if (!GET_ANIM_ID (op))
991     {
992     /* Object has been called - no animations, so remove it */
993     if (op->stats.hp < 0)
994 root 1.94 op->destroy (true);
995 root 1.26
996 root 1.9 return; /* no animations, so nothing more to do */
997     }
998 root 1.26
999 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1000 root 1.26
1001 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1002     perc = NUM_ANIMATIONS (op) - 1;
1003     else if (perc < 1)
1004     perc = 1;
1005 root 1.26
1006 root 1.9 SET_ANIMATION (op, perc);
1007     update_object (op, UP_OBJ_FACE);
1008 root 1.26
1009 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1010     { /* Reached the last animation */
1011     if (op->face == blank_face)
1012 root 1.26 /* If the last face is blank, remove the ob */
1013 root 1.94 op->destroy (true);
1014 root 1.9 else
1015     { /* The last face was not blank, leave an image */
1016     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1017     update_all_los (op->map, op->x, op->y);
1018     op->move_block = 0;
1019     CLEAR_FLAG (op, FLAG_ALIVE);
1020 root 1.5 }
1021 elmex 1.1 }
1022     }
1023    
1024 root 1.9 void
1025     scare_creature (object *target, object *hitter)
1026 elmex 1.1 {
1027 root 1.27 object *owner = hitter->owner;
1028 elmex 1.1
1029 root 1.9 if (!owner)
1030     owner = hitter;
1031 elmex 1.1
1032 root 1.9 SET_FLAG (target, FLAG_SCARED);
1033     if (!target->enemy)
1034     target->enemy = owner;
1035 elmex 1.1 }
1036    
1037     /* This returns the amount of damage hitter does to op with the
1038     * appropriate attacktype. Only 1 attacktype should be set at a time.
1039     * This doesn't damage the player, but returns how much it should
1040     * take. However, it will do other effects (paralyzation, slow, etc.)
1041     * Note - changed for PR code - we now pass the attack number and not
1042     * the attacktype. Makes it easier for the PR code. */
1043 root 1.9 int
1044     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1045     {
1046     int doesnt_slay = 1;
1047    
1048     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1049     if (attacknum >= NROFATTACKS)
1050     {
1051     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1052     return 0;
1053 elmex 1.1 }
1054 root 1.9
1055     if (dam < 0)
1056     {
1057 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1058     dam, hitter->debug_desc (), op->debug_desc ());
1059 root 1.9 return 0;
1060 elmex 1.1 }
1061 root 1.9
1062     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1063     * people can't mess with that or it otherwise get confused. */
1064     if (attacknum == ATNR_INTERNAL)
1065     return dam;
1066    
1067     if (hitter->slaying)
1068     {
1069 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1070 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1071 root 1.9 {
1072     doesnt_slay = 0;
1073     dam *= 3;
1074     }
1075 elmex 1.1 }
1076    
1077 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1078     if (op->resist[attacknum])
1079     {
1080 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1081     * in case 0>dam>1, we try to "simulate" a float value-effect */
1082 root 1.9 dam *= (100 - op->resist[attacknum]);
1083     if (dam >= 100)
1084     dam /= 100;
1085 elmex 1.1 else
1086 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1087 elmex 1.1 }
1088    
1089 root 1.9 /* Special hack. By default, if immune to something, you
1090     * shouldn't need to worry. However, acid is an exception, since
1091     * it can still damage your items. Only include attacktypes if
1092     * special processing is needed */
1093    
1094 root 1.59 if (op->resist[attacknum] >= 100
1095     && doesnt_slay
1096     && attacknum != ATNR_ACID)
1097 root 1.9 return 0;
1098    
1099     /* Keep this in order - makes things easier to find */
1100    
1101     switch (attacknum)
1102     {
1103 root 1.40 case ATNR_PHYSICAL:
1104     /* here also check for diseases */
1105     check_physically_infect (op, hitter);
1106     break;
1107    
1108     /* Don't need to do anything for:
1109     magic,
1110     fire,
1111     electricity,
1112     cold */
1113    
1114     case ATNR_CONFUSION:
1115     case ATNR_POISON:
1116     case ATNR_SLOW:
1117     case ATNR_PARALYZE:
1118     case ATNR_FEAR:
1119     case ATNR_CANCELLATION:
1120     case ATNR_DEPLETE:
1121     case ATNR_BLIND:
1122     {
1123     /* chance for inflicting a special attack depends on the
1124     * difference between attacker's and defender's level
1125     */
1126     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1127    
1128     /* First, only creatures/players with speed can be affected.
1129     * Second, just getting hit doesn't mean it always affects
1130     * you. Third, you still get a saving through against the
1131     * effect.
1132     */
1133     if (op->speed &&
1134     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1135     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1136     {
1137 root 1.5
1138 root 1.40 /* Player has been hit by something */
1139     if (attacknum == ATNR_CONFUSION)
1140     confuse_player (op, hitter, dam);
1141     else if (attacknum == ATNR_POISON)
1142     poison_player (op, hitter, dam);
1143     else if (attacknum == ATNR_SLOW)
1144     slow_player (op, hitter, dam);
1145     else if (attacknum == ATNR_PARALYZE)
1146     paralyze_player (op, hitter, dam);
1147     else if (attacknum == ATNR_FEAR)
1148     scare_creature (op, hitter);
1149     else if (attacknum == ATNR_CANCELLATION)
1150     cancellation (op);
1151     else if (attacknum == ATNR_DEPLETE)
1152     op->drain_stat ();
1153     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1154     blind_player (op, hitter, dam);
1155     }
1156 root 1.59
1157 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1158     }
1159     break;
1160 root 1.44
1161 root 1.40 case ATNR_ACID:
1162     {
1163     int flag = 0;
1164 root 1.9
1165 root 1.40 /* Items only get corroded if you're not on a battleground and
1166     * if your acid resistance is below 50%. */
1167     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1168     {
1169 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1170 root 1.40 {
1171     if (tmp->invisible)
1172     continue;
1173     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1174 root 1.44 /* >= 10% acid res. on items will protect these */
1175 root 1.40 continue;
1176 root 1.49 if (!(tmp->materials & M_IRON))
1177 root 1.40 continue;
1178     if (tmp->magic < -4) /* Let's stop at -5 */
1179     continue;
1180 root 1.44 if (tmp->type == RING
1181     /* removed boots and gloves from exclusion list in PR */
1182     || tmp->type == GIRDLE
1183     || tmp->type == AMULET
1184     || tmp->type == WAND
1185     || tmp->type == ROD
1186     || tmp->type == HORN)
1187 root 1.40 continue; /* To avoid some strange effects */
1188    
1189     /* High damage acid has better chance of corroding
1190     objects */
1191     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1192     {
1193     flag = 1;
1194     tmp->magic--;
1195 root 1.82
1196     if (object *pl = tmp->visible_to ())
1197     {
1198     /* Make this more visible */
1199     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1200     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1201    
1202     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1203     }
1204 root 1.40 }
1205     }
1206 root 1.44
1207 root 1.40 if (flag)
1208     op->update_stats (); /* Something was corroded */
1209     }
1210     }
1211     break;
1212 root 1.44
1213 root 1.40 case ATNR_DRAIN:
1214     {
1215     /* rate is the proportion of exp drained. High rate means
1216     * not much is drained, low rate means a lot is drained.
1217     */
1218     int rate;
1219 root 1.9
1220 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1221     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1222     else
1223     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1224 root 1.9
1225 root 1.40 if (op->stats.exp <= rate)
1226     {
1227     if (op->type == GOLEM)
1228     dam = 999; /* Its force is "sucked" away. 8) */
1229     else
1230     /* If we can't drain, lets try to do physical damage */
1231     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1232     }
1233     else
1234     {
1235     /* Randomly give the hitter some hp */
1236     if (hitter->stats.hp < hitter->stats.maxhp &&
1237     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1238     hitter->stats.hp++;
1239    
1240     /* Can't do drains on battleground spaces.
1241     * Move the wiz check up here - before, the hitter wouldn't gain exp
1242     * exp, but the wiz would still lose exp! If drainee is a wiz,
1243     * nothing happens.
1244     * Try to credit the owner. We try to display player -> player drain
1245     * attacks, hence all the != PLAYER checks.
1246     */
1247 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1248 root 1.40 {
1249     object *owner = hitter->owner;
1250 root 1.9
1251 root 1.40 if (owner && owner != hitter)
1252     {
1253     if (op->type != PLAYER || owner->type != PLAYER)
1254     change_exp (owner, op->stats.exp / (rate * 2),
1255     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1256     }
1257     else if (op->type != PLAYER || hitter->type != PLAYER)
1258 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1259     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1260    
1261 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1262     }
1263 root 1.44
1264 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1265     * drain attack, you won't know that you are actually sucking out EXP,
1266     * as the messages will say you missed
1267     */
1268     }
1269     }
1270     break;
1271 root 1.44
1272 root 1.40 case ATNR_TURN_UNDEAD:
1273     {
1274     if (QUERY_FLAG (op, FLAG_UNDEAD))
1275     {
1276     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1277     object *god = find_god (determine_god (owner));
1278     int div = 1;
1279    
1280     /* if undead are not an enemy of your god, you turn them
1281     * at half strength */
1282 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1283 root 1.40 div = 2;
1284 root 1.59
1285 root 1.40 /* Give a bonus if you resist turn undead */
1286     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1287     scare_creature (op, owner);
1288     }
1289     else
1290     dam = 0; /* don't damage non undead - should we damage
1291     undead? */
1292     }
1293     break;
1294 root 1.44
1295 root 1.40 case ATNR_DEATH:
1296     deathstrike_player (op, hitter, &dam);
1297     break;
1298 root 1.44
1299 root 1.40 case ATNR_CHAOS:
1300 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1301 root 1.40 dam = 0;
1302     break;
1303 root 1.44
1304 root 1.40 case ATNR_COUNTERSPELL:
1305 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1306 root 1.40 dam = 0;
1307     /* This should never happen. Counterspell is handled
1308     * seperately and filtered out. If this does happen,
1309     * Counterspell has no effect on anything but spells, so it
1310     * does no damage. */
1311     break;
1312 root 1.44
1313 root 1.40 case ATNR_HOLYWORD:
1314     {
1315     /* This has already been handled by hit_player,
1316     * no need to check twice -- DAMN */
1317     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1318    
1319     /* As with turn undead above, give a bonus on the saving throw */
1320     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1321     scare_creature (op, owner);
1322     }
1323     break;
1324 root 1.44
1325 root 1.40 case ATNR_LIFE_STEALING:
1326     {
1327     int new_hp;
1328    
1329     /* this is replacement to drain for players, instead of taking
1330     * exp it takes hp. It is geared for players, probably not
1331     * much use giving it to monsters
1332     *
1333     * life stealing doesn't do a lot of damage, but it gives the
1334     * damage it does do to the player. Given that,
1335     * it only does 1/10'th normal damage (hence the divide by
1336     * 1000).
1337     */
1338     /* You can't steal life from something undead */
1339     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1340     return 0;
1341 root 1.44
1342 root 1.40 /* If drain protection is higher than life stealing, use that */
1343     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1344     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1345     else
1346     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1347 root 1.44
1348 root 1.40 /* You die at -1 hp, not zero. */
1349     if (dam > (op->stats.hp + 1))
1350     dam = op->stats.hp + 1;
1351 root 1.44
1352 root 1.40 new_hp = hitter->stats.hp + dam;
1353     if (new_hp > hitter->stats.maxhp)
1354     new_hp = hitter->stats.maxhp;
1355 root 1.44
1356 root 1.40 if (new_hp > hitter->stats.hp)
1357     hitter->stats.hp = new_hp;
1358     }
1359 elmex 1.1 }
1360 root 1.40
1361 root 1.9 return dam;
1362 elmex 1.1 }
1363    
1364     /* GROS: This code comes from hit_player. It has been made external to
1365     * allow script procedures to "kill" objects in a combat-like fashion.
1366     * It was initially used by (kill-object) developed for the Collector's
1367     * Sword. Note that nothing has been changed from the original version
1368     * of the following code.
1369     * op is what is being killed.
1370     * dam is the damage done to it.
1371     * hitter is what is hitting it.
1372     * type is the attacktype.
1373     *
1374     * This function was a bit of a mess with hitter getting changed,
1375     * values being stored away but not used, etc. I've cleaned it up
1376     * a bit - I think it should be functionally equivalant.
1377     * MSW 2002-07-17
1378     */
1379 root 1.9 int
1380     kill_object (object *op, int dam, object *hitter, int type)
1381 elmex 1.1 {
1382 root 1.9 char buf[MAX_BUF];
1383 root 1.92 shstr skill;
1384 root 1.9 int maxdam = 0;
1385     int battleg = 0; /* true if op standing on battleground */
1386     int pk = 0; /* true if op and what controls hitter are both players */
1387 root 1.61 object *owner = 0;
1388     object *skop = 0;
1389 elmex 1.1
1390 root 1.9 if (op->stats.hp >= 0)
1391     return -1;
1392    
1393     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1394     return 0;
1395    
1396     /* maxdam needs to be the amount of damage it took to kill
1397     * this creature. The function(s) that call us have already
1398     * adjusted the creatures HP total, so that is negative.
1399     */
1400     maxdam = dam + op->stats.hp + 1;
1401    
1402     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1403     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1404    
1405     if (op->type == DOOR)
1406     {
1407 root 1.63 op->set_speed (0.1f);
1408     op->speed_left = -0.05f;
1409 root 1.9 return maxdam;
1410     }
1411 root 1.20
1412 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1413     {
1414 root 1.94 op->destroy_inv (true); // be explicit about dropping
1415     op->destroy (true);
1416 root 1.9 return maxdam;
1417     }
1418    
1419     /* Now lets start dealing with experience we get for killing something */
1420    
1421 root 1.90 owner = hitter->outer_owner ();
1422 root 1.20 if (!owner)
1423 root 1.9 owner = hitter;
1424    
1425     /* is the victim (op) standing on battleground? */
1426     if (op_on_battleground (op, NULL, NULL))
1427     battleg = 1;
1428    
1429     /* is this player killing? */
1430     if (op->type == PLAYER && owner->type == PLAYER)
1431     pk = 1;
1432    
1433     /* Player killed something */
1434     if (owner->type == PLAYER)
1435     {
1436     /* Log players killing other players - makes it easier to detect
1437     * and filter out malicious player killers - that is why the
1438     * ip address is included.
1439     */
1440     if (op->type == PLAYER && !battleg)
1441     {
1442     time_t t = time (NULL);
1443     struct tm *tmv;
1444     char buf[256];
1445    
1446     tmv = localtime (&t);
1447     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1448    
1449 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1450 root 1.9 }
1451    
1452     /* try to filter some things out - basically, if you are
1453     * killing a level 1 creature and your level 20, you
1454     * probably don't want to see that.
1455     */
1456     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1457     {
1458     if (owner != hitter)
1459 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1460 root 1.9 else
1461 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1462    
1463 root 1.9 /* Only play sounds for melee kills */
1464     if (hitter->type == PLAYER)
1465 root 1.72 owner->play_sound (sound_find ("player_kills"));
1466 root 1.9 }
1467    
1468     /* If a player kills another player, not on
1469     * battleground, the "killer" looses 1 luck. Since this is
1470     * not reversible, it's actually quite a pain IMHO. -AV
1471     * Fix bug in that we were changing the luck of the hitter, not
1472     * player that the object belonged to - so if you killed another player
1473     * with spells, pets, whatever, there was no penalty.
1474     * Changed to make luck penalty configurable in settings.
1475     */
1476     if (op->type == PLAYER && owner != op && !battleg)
1477 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1478 root 1.9
1479     /* This code below deals with finding the appropriate skill
1480 root 1.61 * to credit exp to. This is a bit problematic - we should
1481 root 1.9 * probably never really have to look at current_weapon->skill
1482     */
1483     if (hitter->skill && hitter->type != PLAYER)
1484     skill = hitter->skill;
1485     else if (owner->chosen_skill)
1486     {
1487 root 1.61 skop = owner->chosen_skill;
1488     skill = skop->skill;
1489 root 1.9 }
1490     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1491     skill = owner->current_weapon->skill;
1492     else
1493 root 1.92 {
1494     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1495     skill = 0;
1496     }
1497 elmex 1.1
1498 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1499 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1500 root 1.9 */
1501 root 1.93 skop = owner->contr->find_skill (skill);
1502 root 1.9 } /* Was it a player that hit somethign */
1503     else
1504 root 1.20 skill = 0;
1505 root 1.9
1506     /* These may have been set in the player code section above */
1507     if (!skop)
1508     skop = hitter->chosen_skill;
1509 root 1.20
1510 root 1.9 if (!skill && skop)
1511     skill = skop->skill;
1512    
1513     /* If you didn't kill yourself, and your not the wizard */
1514 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1515 root 1.9 {
1516     int exp;
1517    
1518     /* Really don't give much experience for killing other players */
1519 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1520 root 1.9 if (op->type == PLAYER)
1521     {
1522     if (battleg)
1523     {
1524     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1525     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1526 root 1.5 }
1527 root 1.9 else
1528     exp = op->stats.exp / 1000;
1529 elmex 1.1 }
1530 root 1.9 else
1531     exp = calc_skill_exp (owner, op, skop);
1532 elmex 1.1
1533 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1534     * exp by killing him
1535     */
1536     if (battleg)
1537     exp = 0;
1538 elmex 1.1
1539 root 1.9 /* Don't know why this is set this way - doesn't make
1540     * sense to just divide everything by two for no reason.
1541     */
1542 elmex 1.1
1543 root 1.9 if (!settings.simple_exp)
1544     exp = exp / 2;
1545 root 1.5
1546 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1547 root 1.23 change_exp (owner, exp, skill, 0);
1548 root 1.9 else
1549     {
1550     int shares = 0, count = 0;
1551     partylist *party = owner->contr->party;
1552 root 1.5
1553 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1554 root 1.35
1555 root 1.33 for_all_players (pl)
1556 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1557     {
1558     count++;
1559     shares += (pl->ob->level + 4);
1560     }
1561    
1562 root 1.23 if (count == 1 || shares > exp || !shares)
1563 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1564     else
1565     {
1566     int share = exp / shares, given = 0, nexp;
1567    
1568 root 1.33 for_all_players (pl)
1569 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1570     {
1571     nexp = (pl->ob->level + 4) * share;
1572     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1573     given += nexp;
1574     }
1575    
1576 root 1.9 exp -= given;
1577     /* give any remainder to the player */
1578     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1579 root 1.5 }
1580 root 1.9 } /* else part of a party */
1581     } /* end if person didn't kill himself */
1582 elmex 1.1
1583 root 1.9 if (op->type != PLAYER)
1584     {
1585     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1586     {
1587 root 1.27 object *owner1 = op->owner;
1588 elmex 1.1
1589 root 1.20 if (owner1 && owner1->type == PLAYER)
1590 root 1.9 {
1591 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1592 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1593 root 1.90 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1594 root 1.5 }
1595 root 1.12
1596 root 1.9 remove_friendly_object (op);
1597 root 1.5 }
1598 root 1.12
1599 root 1.94 op->destroy_inv (true); // be explicit about dropping
1600     op->destroy (true);
1601 elmex 1.1 }
1602 root 1.9 else
1603 root 1.83 /* Player has been killed! */
1604     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1605 root 1.12
1606 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1607     * continues in the calling function.
1608     */
1609     return maxdam;
1610 elmex 1.1 }
1611    
1612     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1613     * Returns 0 this is not friendly fire
1614     */
1615 root 1.9 int
1616     friendly_fire (object *op, object *hitter)
1617     {
1618     object *owner;
1619     int friendlyfire;
1620    
1621     if (hitter->head)
1622     hitter = hitter->head;
1623    
1624     friendlyfire = 0;
1625    
1626     if (op->type == PLAYER)
1627     {
1628     if (op_on_battleground (hitter, 0, 0))
1629     return 0;
1630    
1631     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1632     return 1;
1633    
1634 root 1.27 if ((owner = hitter->owner) != NULL)
1635 root 1.9 {
1636     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1637     friendlyfire = 2;
1638     }
1639    
1640     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1641     friendlyfire = 0;
1642 elmex 1.1 }
1643 root 1.62
1644 root 1.9 return friendlyfire;
1645 elmex 1.1 }
1646    
1647     /* This isn't used just for players, but in fact most objects.
1648     * op is the object to be hit, dam is the amount of damage, hitter
1649     * is what is hitting the object, type is the attacktype, and
1650     * full_hit is set if monster area does not matter.
1651     * dam is base damage - protections/vulnerabilities/slaying matches can
1652     * modify it.
1653     */
1654 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1655     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1656 root 1.9 int
1657     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1658     {
1659     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1660     int maxattacktype, attacknum;
1661     int body_attack = op && op->head; /* Did we hit op's head? */
1662     int simple_attack;
1663     int rtn_kill = 0;
1664     int friendlyfire;
1665 elmex 1.1
1666 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1667     return 0;
1668 elmex 1.1
1669 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1670     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1671     return 0;
1672 elmex 1.1
1673 root 1.64 // only allow pk for hostile players
1674 root 1.9 if (op->type == PLAYER)
1675     {
1676 root 1.27 object *owner = hitter->owner;
1677 root 1.9
1678     if (!owner)
1679     owner = hitter;
1680 root 1.18
1681 root 1.56 if (owner->type == PLAYER
1682     && (!op_on_battleground (op, 0, 0)
1683     && (op->contr->peaceful || owner->contr->peaceful))
1684     && op != owner)
1685 root 1.18 return 0;
1686 elmex 1.1 }
1687    
1688 root 1.9 if (body_attack)
1689     {
1690     /* slow and paralyze must hit the head. But we don't want to just
1691     * return - we still need to process other attacks the spell still
1692     * might have. So just remove the paralyze and slow attacktypes,
1693     * and keep on processing if we have other attacktypes.
1694     * return if only magic or nothing is left - under normal code
1695     * we don't attack with pure magic if there is another attacktype.
1696     * Only do processing if the initial attacktype includes one of those
1697     * attack so we don't cancel out things like magic bullet.
1698     */
1699     if (type & (AT_PARALYZE | AT_SLOW))
1700     {
1701     type &= ~(AT_PARALYZE | AT_SLOW);
1702 root 1.18
1703 root 1.9 if (!type || type == AT_MAGIC)
1704     return 0;
1705 root 1.5 }
1706 elmex 1.1 }
1707    
1708 root 1.9 if (!simple_attack && op->type == DOOR)
1709     {
1710 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1711 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1712     {
1713     spring_trap (tmp, hitter);
1714 root 1.26
1715 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1716 root 1.9 return 0;
1717 root 1.26
1718 root 1.9 break;
1719     }
1720 elmex 1.1 }
1721    
1722 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1723     {
1724     /* FIXME: If a player is killed by a rune in a door, the
1725 root 1.18 * destroyed() check above doesn't return, and might get here.
1726 root 1.9 */
1727 elmex 1.54
1728     /* FIXME: This for example happens when a dead door is on a mover and
1729     gets it's speed_left raised on each mover-tick.
1730     Doors are removed in a kinda funny way by giving them speed and speed_left
1731     and waiting for that to run out.
1732     */
1733     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1734 root 1.9 return 0;
1735 elmex 1.1 }
1736    
1737     #ifdef ATTACK_DEBUG
1738 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1739 elmex 1.1 #endif
1740    
1741 root 1.9 if (magic)
1742     {
1743 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1744     * in case 0>dam>1, we try to "simulate" a float value-effect */
1745 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1746 elmex 1.1 if (dam >= 100)
1747 root 1.5 dam /= 100;
1748 elmex 1.1 else
1749 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1750 elmex 1.1 }
1751    
1752 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1753     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1754     */
1755     if (type & AT_CHAOS)
1756     {
1757     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1758     update_object (op, UP_OBJ_FACE);
1759 elmex 1.1 type &= ~AT_CHAOS;
1760     }
1761    
1762 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1763     * holyword is part of an attacktype, then make sure the creature is
1764     * a proper match, otherwise no damage.
1765     */
1766     if (type & AT_HOLYWORD)
1767     {
1768     object *god;
1769    
1770     if ((!hitter->slaying ||
1771     (!(op->race && strstr (hitter->slaying, op->race)) &&
1772     !(op->name && strstr (hitter->slaying, op->name)))) &&
1773     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1774     (hitter->title != NULL
1775 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1776 root 1.9 return 0;
1777 elmex 1.1 }
1778    
1779 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1780 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1781     {
1782     /* Magic isn't really a true attack type - it gets combined with other
1783     * attack types. As such, skip it over. However, if magic is
1784     * the only attacktype in the group, then still attack with it
1785     */
1786     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1787     continue;
1788    
1789     /* Go through and hit the player with each attacktype, one by one.
1790     * hit_player_attacktype only figures out the damage, doesn't inflict
1791     * it. It will do the appropriate action for attacktypes with
1792     * effects (slow, paralization, etc.
1793     */
1794     if (type & attacktype)
1795     {
1796     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1797     /* the >= causes us to prefer messages from special attacks, if
1798     * the damage is equal.
1799     */
1800     if (ndam >= maxdam)
1801     {
1802 root 1.5 maxdam = ndam;
1803 root 1.9 maxattacktype = 1 << attacknum;
1804 root 1.5 }
1805     }
1806 elmex 1.1 }
1807 root 1.9
1808     /* if this is friendly fire then do a set % of damage only
1809     * Note - put a check in to make sure this attack is actually
1810     * doing damage - otherwise, the +1 in the code below will make
1811     * an attack do damage before when it otherwise didn't
1812     */
1813     friendlyfire = friendly_fire (op, hitter);
1814     if (friendlyfire && maxdam)
1815     {
1816     maxdam = ((dam * settings.set_friendly_fire) / 100);
1817    
1818 elmex 1.1 #ifdef ATTACK_DEBUG
1819 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1820     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1821 elmex 1.1 #endif
1822     }
1823    
1824 root 1.9 if (!full_hit)
1825     {
1826     int area;
1827     int remainder;
1828    
1829     area = 0;
1830 root 1.68
1831     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1832 root 1.9 area++;
1833 root 1.68
1834 root 1.9 assert (area > 0);
1835    
1836     /* basically: maxdam /= area; we try to "simulate" a float
1837     value-effect */
1838     remainder = 100 * (maxdam % area) / area;
1839     maxdam /= area;
1840 root 1.47 if (rndm (100) < remainder)
1841 root 1.9 maxdam++;
1842 elmex 1.1 }
1843    
1844     #ifdef ATTACK_DEBUG
1845 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1846 elmex 1.1 #endif
1847    
1848 root 1.57 // for now, only do this for active objects, otherwise they
1849     // keep a refcount for a long time and I see no usefulness
1850     // for an non-active objetc to know its enemy.
1851     if (op->active)
1852     if (hitter->owner)
1853     op->enemy = hitter->owner;
1854     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1855     op->enemy = hitter;
1856 root 1.9
1857     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1858     {
1859     /* The unaggressives look after themselves 8) */
1860     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1861     npc_call_help (op);
1862     }
1863    
1864     if (magic && did_make_save (op, op->level, 0))
1865     maxdam = maxdam / 2;
1866    
1867     attack_message (maxdam, maxattacktype, op, hitter);
1868    
1869     op->stats.hp -= maxdam;
1870    
1871     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1872     if ((op->stats.hp >= 0) &&
1873     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1874     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1875     {
1876 elmex 1.1
1877 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1878     SET_FLAG (op, FLAG_RUN_AWAY);
1879     else
1880     scare_creature (op, hitter);
1881 elmex 1.1 }
1882    
1883 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1884     {
1885     if (maxdam)
1886     tear_down_wall (op);
1887 root 1.26
1888 root 1.9 return maxdam; /* nothing more to do for wall */
1889     }
1890 elmex 1.1
1891 root 1.9 /* See if the creature has been killed */
1892     rtn_kill = kill_object (op, maxdam, hitter, type);
1893     if (rtn_kill != -1)
1894     return rtn_kill;
1895 elmex 1.1
1896 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1897     * that before if the player was immune to ghosthit, the monster
1898     * remained - that is no longer the case.
1899     */
1900     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1901 root 1.94 {
1902     hitter->destroy_inv (true); // be explicit about dropping
1903     hitter->destroy (true);
1904     }
1905 root 1.9 /* Lets handle creatures that are splitting now */
1906     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1907     {
1908     int i;
1909     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1910     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1911 root 1.27 object *owner = op->owner;
1912 root 1.5
1913 root 1.9 if (!op->other_arch)
1914     {
1915     LOG (llevError, "SPLITTING without other_arch error.\n");
1916     return maxdam;
1917     }
1918 root 1.26
1919 root 1.25 op->remove ();
1920 root 1.26
1921 root 1.76 for (i = 0; i < op->stats.food; i++)
1922 root 1.9 { /* This doesn't handle op->more yet */
1923     object *tmp = arch_to_object (op->other_arch);
1924     int j;
1925    
1926     tmp->stats.hp = op->stats.hp;
1927 root 1.26
1928 root 1.9 if (friendly)
1929     {
1930     add_friendly_object (tmp);
1931     tmp->attack_movement = PETMOVE;
1932 root 1.39
1933     if (owner)
1934 root 1.27 tmp->set_owner (owner);
1935 root 1.9 }
1936 root 1.26
1937 root 1.9 if (unaggressive)
1938     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1939 root 1.26
1940 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1941 root 1.26
1942 root 1.9 if (j == -1) /* No spot to put this monster */
1943 root 1.94 tmp->destroy (true);
1944 root 1.9 else
1945     {
1946     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1947     insert_ob_in_map (tmp, op->map, NULL, 0);
1948     }
1949     }
1950 root 1.26
1951 root 1.94 op->destroy (true);
1952 root 1.9 }
1953     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1954 root 1.94 {
1955     hitter->destroy_inv (true); // be explicit about dropping
1956     hitter->destroy (true);
1957     }
1958 root 1.26
1959 root 1.9 return maxdam;
1960     }
1961    
1962     void
1963     poison_player (object *op, object *hitter, int dam)
1964     {
1965 root 1.16 archetype *at = archetype::find ("poisoning");
1966 root 1.9 object *tmp = present_arch_in_ob (at, op);
1967 elmex 1.1
1968 root 1.9 if (tmp == NULL)
1969     {
1970     if ((tmp = arch_to_object (at)) == NULL)
1971     LOG (llevError, "Failed to clone arch poisoning.\n");
1972     else
1973     {
1974     tmp = insert_ob_in_ob (tmp, op);
1975     /* peterm: give poisoning some teeth. It should
1976     * be able to kill things better than it does:
1977     * damage should be dependent something--I choose to
1978     * do this: if it's a monster, the damage from the
1979     * poisoning goes as the level of the monster/2.
1980     * If anything else, goes as damage.
1981     */
1982    
1983     if (QUERY_FLAG (hitter, FLAG_ALIVE))
1984     tmp->stats.dam += hitter->level / 2;
1985     else
1986     tmp->stats.dam = dam;
1987    
1988 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1989 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
1990     {
1991     tmp->skill = hitter->skill;
1992     }
1993    
1994     tmp->stats.food += dam; /* more damage, longer poisoning */
1995    
1996     if (op->type == PLAYER)
1997     {
1998     /* player looses stats, maximum is -10 of each */
1999     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2000     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2001     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2002     tmp->stats.Int = MAX (-dam / 7, -10);
2003     SET_FLAG (tmp, FLAG_APPLIED);
2004 root 1.32 op->update_stats ();
2005 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2006 root 1.75 op->play_sound (tmp->sound);
2007 root 1.9 }
2008 root 1.63
2009 root 1.9 if (hitter->type == PLAYER)
2010     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2011 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2012 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2013 root 1.5 }
2014 root 1.63
2015 root 1.9 tmp->speed_left = 0;
2016     }
2017     else
2018     tmp->stats.food++;
2019     }
2020    
2021     void
2022     slow_player (object *op, object *hitter, int dam)
2023     {
2024 root 1.16 archetype *at = archetype::find ("slowness");
2025 root 1.9 object *tmp;
2026    
2027     if (at == NULL)
2028 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2029    
2030 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2031     {
2032     tmp = arch_to_object (at);
2033     tmp = insert_ob_in_ob (tmp, op);
2034     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2035     }
2036     else
2037     tmp->stats.food++;
2038 root 1.62
2039 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2040     tmp->speed_left = 0;
2041 root 1.32 op->update_stats ();
2042 elmex 1.1 }
2043    
2044 root 1.9 void
2045     confuse_player (object *op, object *hitter, int dam)
2046     {
2047     object *tmp;
2048     int maxduration;
2049 elmex 1.1
2050 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2051     if (!tmp)
2052     {
2053     tmp = get_archetype (FORCE_NAME);
2054     tmp = insert_ob_in_ob (tmp, op);
2055     }
2056 root 1.5
2057 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2058     * on the player's resistance
2059     */
2060     tmp->speed = 0.05;
2061     tmp->subtype = FORCE_CONFUSION;
2062     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063     tmp->name = "confusion";
2064     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2065 root 1.62
2066 root 1.9 if (tmp->duration > maxduration)
2067     tmp->duration = maxduration;
2068    
2069     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2070     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2071 root 1.62
2072 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2073     }
2074 root 1.5
2075 root 1.9 void
2076     blind_player (object *op, object *hitter, int dam)
2077     {
2078     object *tmp, *owner;
2079 root 1.5
2080 root 1.9 /* Save some work if we know it isn't going to affect the player */
2081     if (op->resist[ATNR_BLIND] == 100)
2082     return;
2083 root 1.5
2084 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2085     if (!tmp)
2086     {
2087     tmp = get_archetype ("blindness");
2088     SET_FLAG (tmp, FLAG_BLIND);
2089     SET_FLAG (tmp, FLAG_APPLIED);
2090 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2091     * speed is a float anyways.
2092     */
2093 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2094 elmex 1.1
2095 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2096     change_abil (op, tmp); /* Mostly to display any messages */
2097 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2098 elmex 1.1
2099 root 1.9 if (hitter->owner)
2100 root 1.27 owner = hitter->owner;
2101 root 1.9 else
2102     owner = hitter;
2103 elmex 1.1
2104 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2105     }
2106     tmp->stats.food += dam;
2107     if (tmp->stats.food > 10)
2108     tmp->stats.food = 10;
2109 elmex 1.1 }
2110    
2111 root 1.9 void
2112     paralyze_player (object *op, object *hitter, int dam)
2113 elmex 1.1 {
2114 root 1.9 float effect, max;
2115    
2116     /* object *tmp; */
2117 elmex 1.1
2118 root 1.9 /* This is strange stuff... someone knows for what this is
2119     * written? Well, i think this can and should be removed
2120     */
2121 elmex 1.1
2122 root 1.9 /*
2123     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2124     tmp=clone_arch(PARAIMAGE);
2125     tmp->x=op->x,tmp->y=op->y;
2126     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2127     }
2128     */
2129 elmex 1.1
2130 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2131     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2132 elmex 1.1
2133 root 1.9 if (effect == 0)
2134     return;
2135 elmex 1.1
2136 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2137     /* tmp->stats.food+=(signed short) effect/op->speed; */
2138 elmex 1.1
2139 root 1.9 /* max number of ticks to be affected for. */
2140     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2141     if (op->speed_left < -(FABS (op->speed) * max))
2142     op->speed_left = (float) -(FABS (op->speed) * max);
2143 elmex 1.1
2144     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2145     }
2146    
2147     /* Attempts to kill 'op'. hitter is the attack object, dam is
2148     * the computed damaged.
2149     */
2150 root 1.9 void
2151     deathstrike_player (object *op, object *hitter, int *dam)
2152 elmex 1.1 {
2153 root 1.9 /* The intention of a death attack is to kill outright things
2154     ** that are a lot weaker than the attacker, have a chance of killing
2155     ** things somewhat weaker than the caster, and no chance of
2156     ** killing something equal or stronger than the attacker.
2157     ** Also, if a deathstrike attack has a slaying, any monster
2158     ** whose name or race matches a comma-delimited list in the slaying
2159     ** field of the deathstriking object */
2160    
2161     int atk_lev, def_lev, kill_lev;
2162    
2163     if (hitter->slaying)
2164 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2165 root 1.9 return;
2166    
2167     def_lev = op->level;
2168     if (def_lev < 1)
2169     {
2170 root 1.91 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2171 root 1.9 def_lev = 1;
2172     }
2173 root 1.52
2174 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2175     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2176     atk_lev, def_lev); */
2177    
2178     if (atk_lev >= def_lev)
2179     {
2180     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2181    
2182     /* Note that the below effectively means the ratio of the atk vs
2183     * defener level is important - if level 52 character has very little
2184     * chance of killing a level 50 monster. This should probably be
2185     * redone.
2186     */
2187     if (kill_lev >= def_lev)
2188     {
2189     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2190     /* I think this doesn't really do much. Because of
2191     * integer rounding, this only makes any difference if the
2192     * attack level is double the defender level.
2193     */
2194     *dam *= kill_lev / def_lev;
2195 root 1.5 }
2196 root 1.9 }
2197     else
2198 root 1.52 *dam = 0; /* no harm done */
2199 elmex 1.1 }
2200    
2201     /* thrown_item_effect() - handles any special effects of thrown
2202     * items (like attacking living creatures--a potion thrown at a
2203     * monster).
2204     */
2205 root 1.9 static void
2206     thrown_item_effect (object *hitter, object *victim)
2207 elmex 1.1 {
2208 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2209     {
2210     /* May not need a switch for just 2 types, but this makes it
2211     * easier for expansion.
2212     */
2213     switch (hitter->type)
2214     {
2215 root 1.5 case POTION:
2216 root 1.9 /* should player get a save throw instead of checking magic protection? */
2217     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2218     (void) apply_potion (victim, hitter);
2219     break;
2220    
2221     case POISON: /* poison drinks */
2222     /* As with potions, should monster get a save? */
2223     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2224     apply_poison (victim, hitter);
2225     break;
2226    
2227     /* Removed case statements that did nothing.
2228     * food may be poisonous, but monster must be willing to eat it,
2229     * so we don't handle it here.
2230     * Containers should perhaps break open, but that code was disabled.
2231     */
2232 root 1.5 }
2233 elmex 1.1 }
2234     }
2235    
2236     /* adj_attackroll() - adjustments to attacks by various conditions */
2237 root 1.9 int
2238     adj_attackroll (object *hitter, object *target)
2239     {
2240 elmex 1.1 object *attacker = hitter;
2241 root 1.9 int adjust = 0;
2242 elmex 1.1
2243     /* safety */
2244 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2245     {
2246     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2247     return 0;
2248     }
2249 elmex 1.1
2250     /* aimed missiles use the owning object's sight */
2251 root 1.9 if (is_aimed_missile (hitter))
2252     {
2253 root 1.27 if ((attacker = hitter->owner) == NULL)
2254 root 1.9 attacker = hitter;
2255     /* A player who saves but hasn't quit still could have objects
2256     * owned by him - need to handle that case to avoid crashes.
2257     */
2258     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2259     attacker = hitter;
2260     }
2261     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2262 elmex 1.1 return 0;
2263    
2264 root 1.9 /* determine the condtions under which we make an attack.
2265     * Add more cases, as the need occurs. */
2266 elmex 1.1
2267 root 1.9 if (!can_see_enemy (attacker, target))
2268     {
2269     /* target is unseen */
2270     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2271     adjust -= 10;
2272     /* dark map penalty for the hitter (lacks infravision if we got here). */
2273     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2274     adjust -= target->map->darkness;
2275     }
2276 elmex 1.1
2277 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2278 elmex 1.1 adjust -= 3;
2279    
2280 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2281 elmex 1.1 adjust += 1;
2282    
2283 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2284 elmex 1.1 adjust += 1;
2285    
2286 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2287 elmex 1.1 adjust -= 3;
2288    
2289     /* if we attack at a different 'altitude' its harder */
2290 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2291 elmex 1.1 adjust -= 2;
2292    
2293     #if 0
2294     /* slower attacks are less likely to succeed. We should use a
2295     * comparison between attacker/target speeds BUT, players have
2296     * a generally faster speed, so this will wind up being a HUGE
2297     * disadantage for the monsters! Too bad, because missiles which
2298     * fly fast should have a better chance of hitting a slower target.
2299     */
2300 root 1.9 if (hitter->speed < target->speed)
2301     adjust += ((float) hitter->speed - target->speed);
2302 elmex 1.1 #endif
2303    
2304     #if 0
2305 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2306 elmex 1.1 #endif
2307    
2308     return adjust;
2309 root 1.9 }
2310 elmex 1.1
2311     /* determine if the object is an 'aimed' missile */
2312 root 1.9 int
2313     is_aimed_missile (object *op)
2314     {
2315 elmex 1.1
2316 root 1.9 /* I broke what used to be one big if into a few nested
2317     * ones so that figuring out the logic is at least possible.
2318     */
2319     if (op && (op->move_type & MOVE_FLYING))
2320 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2321     return 1;
2322     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2323     return 1;
2324 root 1.53
2325 root 1.9 return 0;
2326     }