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/cvs/deliantra/server/server/attack.C
Revision: 1.116
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.115: +4 -4 lines
Log Message:
make effectively static symbols actually static, part 2

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the 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 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <assert.h>
26 #include <global.h>
27 #include <living.h>
28 #include <material.h>
29 #include <skills.h>
30 #include <sounds.h>
31 #include <sproto.h>
32
33 typedef struct att_msg_str
34 {
35 char *msg1;
36 char *msg2;
37 } att_msg;
38
39 /*#define ATTACK_DEBUG*/
40
41 /* did_make_save_item just checks to make sure the item actually
42 * made its saving throw based on the tables. It does not take
43 * any further action (like destroying the item).
44 */
45 static int
46 did_make_save_item (object *op, int type, object *originator)
47 {
48 int i, roll, saves = 0, attacks = 0, number;
49 materialtype_t *mt;
50
51 if (!op->materialname)
52 {
53 for (mt = materialt; mt; mt = mt->next)
54 if (op->materials & mt->material)
55 break;
56 }
57 else
58 mt = name_to_material (op->materialname);
59
60 if (!mt)
61 return TRUE;
62
63 roll = rndm (1, 20);
64
65 /* the attacktypes have no meaning for object saves
66 * If the type is only magic, don't adjust type - basically, if
67 * pure magic is hitting an object, it should save. However, if it
68 * is magic teamed with something else, then strip out the
69 * magic type, and instead let the fire, cold, or whatever component
70 * destroy the item. Otherwise, you get the case of poisoncloud
71 * destroying objects because it has magic attacktype.
72 */
73 if (type != AT_MAGIC)
74 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
75 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
76 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
77
78 if (type == 0) return TRUE;
79
80 if (roll == 20) return TRUE;
81 if (roll == 1) return FALSE;
82
83 for (number = 0; number < NROFATTACKS; number++)
84 {
85 i = 1 << number;
86
87 if (!(i & type))
88 continue;
89
90 attacks++;
91 if (op->resist[number] == 100)
92 saves++;
93 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
94 saves++;
95 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
96 saves++;
97 }
98
99 if (saves == attacks || attacks == 0)
100 return TRUE;
101
102 if (saves == 0 || (rndm (1, attacks) > saves))
103 return FALSE;
104
105 return TRUE;
106 }
107
108 /* cancels object *op. Cancellation basically means an object loses
109 * its magical benefits.
110 */
111 void
112 cancellation (object *op)
113 {
114 if (op->invisible)
115 return;
116
117 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
118 {
119 /* Recurse through the inventory */
120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
121 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
122 cancellation (tmp);
123 }
124 else if (FABS (op->magic) <= rndm (0, 5))
125 {
126 /* Nullify this object. This code could probably be more complete */
127 /* in what abilities it should cancel */
128 op->magic = 0;
129
130 CLEAR_FLAG (op, FLAG_DAMNED);
131 CLEAR_FLAG (op, FLAG_CURSED);
132 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
133 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
134
135 if (object *pl = op->visible_to ())
136 esrv_update_item (UPD_FLAGS, pl, op);
137 }
138 }
139
140 /* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.)
143 */
144 void
145 save_throw_object (object *op, int type, object *originator)
146 {
147 if (!did_make_save_item (op, type, originator))
148 {
149 object *env = op->env;
150 int x = op->x, y = op->y;
151 maptile *m = op->map;
152
153 op = stop_item (op);
154 if (!op)
155 return;
156
157 /* Hacked the following so that type LIGHTER will work.
158 * Also, objects which are potential "lights" that are hit by
159 * flame/elect attacks will be set to glow. "lights" are any
160 * object with +/- glow_radius and an "other_arch" to change to.
161 * (and please note that we cant fail our save and reach this
162 * function if the object doesnt contain a material that can burn.
163 * So forget lighting magical swords on fire with this!) -b.t.
164 */
165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
169 ))
170 {
171 switch (op->type)
172 {
173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
182 {
183 const char *arch = op->other_arch->archname;
184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
190 if (env)
191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
195 }
196 }
197 return;
198 }
199
200 if (type & AT_CANCELLATION)
201 { /* Cancellation. */
202 cancellation (op);
203 fix_stopped_item (op, m, originator);
204 return;
205 }
206
207 if (op->nrof > 1)
208 {
209 if (op->decrease (rndm (0, op->nrof - 1)))
210 fix_stopped_item (op, m, originator);
211 }
212 else
213 {
214 // drop everything to the ground, if possible
215 op->insert_at (originator);
216 op->drop_and_destroy ();
217 }
218
219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env)
221 {
222 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y;
224 env->insert (op);
225 }
226 else
227 replace_insert_ob_in_map (shstr_burnout, originator);
228
229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 {
235 archetype *at = archetype::find (shstr_icecube);
236
237 if (at == NULL)
238 return;
239
240 op = stop_item (op);
241 if (op == NULL)
242 return;
243
244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 tmp->insert (op);
259 return;
260 }
261 }
262
263 /* Object op is hitting the map.
264 * op is going in direction 'dir'
265 * type is the attacktype of the object.
266 * full_hit is set if monster area does not matter.
267 * returns 1 if it hits something, 0 otherwise.
268 */
269 int
270 hit_map (object *op, int dir, int type, int full_hit)
271 {
272 maptile *map;
273 sint16 x, y;
274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
275
276 if (QUERY_FLAG (op, FLAG_FREED))
277 {
278 LOG (llevError, "BUG: hit_map(): free object\n");
279 return 0;
280 }
281
282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
283 {
284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
285 return 0;
286 }
287
288 if (!op->map)
289 {
290 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
291 return 0;
292 }
293
294 if (op->head)
295 op = op->head;
296
297 mapxy pos (op);
298 pos.move (dir);
299
300 if (!pos.normalise ())
301 return 0;
302
303 // elmex: a safe map tile can't be hit!
304 // this should prevent most harmful effects on items and players there.
305 mapspace &ms = pos.ms ();
306
307 if (ms.flags () & P_SAFE)
308 return 0;
309
310 /* peterm: a few special cases for special attacktypes --counterspell
311 * must be out here because it strikes things which are not alive
312 */
313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
315 if (type & AT_COUNTERSPELL)
316 {
317 counterspell (op, dir); /* see spell_effect.c */
318
319 /* If the only attacktype is counterspell or magic, don't need
320 * to do any further processing.
321 */
322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
346 object *tmp = next;
347 next = tmp->above;
348
349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
350 * For example, 'tmp' was put in an icecube.
351 * This is one of the few cases where on_same_map should not be used.
352 */
353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
354 continue;
355
356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
357 {
358 hit_player (tmp, op->stats.dam, op, type, full_hit);
359 retflag |= 1;
360
361 if (op->destroyed ())
362 break;
363 }
364 /* Here we are potentially destroying an object. If the object has
365 * NO_PASS set, it is also immune - you can't destroy walls. Note
366 * that weak walls have is_alive set, which prevent objects from
367 * passing over/through them. We don't care what type of movement
368 * the wall blocks - if it blocks any type of movement, can't be
369 * destroyed right now.
370 */
371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
372 {
373 save_throw_object (tmp, type, op);
374
375 if (op->destroyed ())
376 break;
377 }
378 }
379
380 return 0;
381 }
382
383 static void
384 attack_message (int dam, int type, object *op, object *hitter)
385 {
386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
387 int i, found = 0;
388 maptile *map;
389 object *next, *tmp;
390
391 /* put in a few special messages for some of the common attacktypes
392 * a player might have. For example, fire, electric, cold, etc
393 * [garbled 20010919]
394 */
395 if (dam == 9998 && op->type == DOOR)
396 {
397 sprintf (buf1, "unlock %s", &op->name);
398 sprintf (buf2, " unlocks");
399 found++;
400 }
401 else if (dam < 0)
402 {
403 sprintf (buf1, "hit %s", &op->name);
404 sprintf (buf2, " hits");
405 found++;
406 }
407 else if (dam == 0)
408 {
409 sprintf (buf1, "missed %s", &op->name);
410 sprintf (buf2, " misses");
411 found++;
412 }
413 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
414 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
415 {
416 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
417 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
418 {
419 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
420 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
421 found++;
422 break;
423 }
424 }
425 else if (op->type == DOOR && !found)
426 {
427 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
428 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
429 {
430 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
431 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
432 found++;
433 break;
434 }
435 }
436 else if (hitter->type == PLAYER && op->is_alive ())
437 {
438 if (USING_SKILL (hitter, SK_KARATE))
439 {
440 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
441 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
442 {
443 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
444 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
445 found++;
446 break;
447 }
448 }
449 else if (USING_SKILL (hitter, SK_CLAWING))
450 {
451 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
452 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
453 {
454 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
455 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
456 found++;
457 break;
458 }
459 }
460 else if (USING_SKILL (hitter, SK_PUNCHING))
461 {
462 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
463 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
464 {
465 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
466 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
467 found++;
468 break;
469 }
470 }
471 }
472
473 if (found)
474 {
475 /* done */
476 }
477 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
478 {
479 sprintf (buf1, "hit"); /* just in case */
480 for (i = 0; i < MAXATTACKMESS; i++)
481 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
482 {
483 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
484 found++;
485 break;
486 }
487 }
488 else if (type & AT_DRAIN && op->is_alive ())
489 {
490 /* drain is first, because some items have multiple attypes */
491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
492 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
493 {
494 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
495 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
496 found++;
497 break;
498 }
499 }
500 else if (type & AT_ELECTRICITY && op->is_alive ())
501 {
502 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
503 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
504 {
505 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
506 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
507 found++;
508 break;
509 }
510 }
511 else if (type & AT_COLD && op->is_alive ())
512 {
513 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
514 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
515 {
516 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
517 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
518 found++;
519 break;
520 }
521 }
522 else if (type & AT_FIRE)
523 {
524 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
525 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
526 {
527 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
529 found++;
530 break;
531 }
532 }
533 else if (hitter->current_weapon)
534 {
535 int mtype;
536
537 switch (hitter->current_weapon->weapontype)
538 {
539 case WEAP_HIT:
540 mtype = ATM_BASIC;
541 break;
542 case WEAP_SLASH:
543 mtype = ATM_SLASH;
544 break;
545 case WEAP_PIERCE:
546 mtype = ATM_PIERCE;
547 break;
548 case WEAP_CLEAVE:
549 mtype = ATM_CLEAVE;
550 break;
551 case WEAP_SLICE:
552 mtype = ATM_SLICE;
553 break;
554 case WEAP_STAB:
555 mtype = ATM_STAB;
556 break;
557 case WEAP_WHIP:
558 mtype = ATM_WHIP;
559 break;
560 case WEAP_CRUSH:
561 mtype = ATM_CRUSH;
562 break;
563 case WEAP_BLUD:
564 mtype = ATM_BLUD;
565 break;
566 default:
567 mtype = ATM_BASIC;
568 break;
569 }
570
571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
573 {
574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
575 strcpy (buf2, attack_mess[mtype][i].buf3);
576 found++;
577 break;
578 }
579 }
580 else
581 {
582 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
583 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
584 {
585 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
586 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
587 found++;
588 break;
589 }
590 }
591
592 if (!found)
593 {
594 strcpy (buf1, "hit");
595 strcpy (buf2, " hits");
596 }
597
598 /* bail out if a monster is casting spells */
599 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
600 return;
601
602 /* scale down magic considerably. */
603 if (type & AT_MAGIC && rndm (0, 5))
604 return;
605
606 /* Did a player hurt another player? Inform both! */
607 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
608 {
609 if (hitter->owner != NULL)
610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
611 else
612 {
613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
615 if (dam != 0)
616 {
617 if (dam < 10)
618 op->contr->play_sound (sound_find ("player_is_hit1"));
619 else if (dam < 20)
620 op->contr->play_sound (sound_find ("player_is_hit2"));
621 else
622 op->contr->play_sound (sound_find ("player_is_hit3"));
623 }
624 }
625
626 new_draw_info (NDI_BLACK, 0, op, buf);
627 } /* end of player hitting player */
628
629 if (hitter->type == PLAYER)
630 {
631 sprintf (buf, "You %s.", buf1);
632
633 if (dam != 0)
634 {
635 if (dam < 10)
636 op->play_sound (sound_find ("player_hits1"));
637 else if (dam < 20)
638 op->play_sound (sound_find ("player_hits2"));
639 else
640 op->play_sound (sound_find ("player_hits3"));
641 }
642
643 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 {
647 /* look for stacked spells and start reducing the message chances */
648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
649 {
650 i = 4;
651 map = hitter->map;
652 if (out_of_map (map, hitter->x, hitter->y))
653 return;
654
655 next = GET_MAP_OB (map, hitter->x, hitter->y);
656 if (next)
657 while (next)
658 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3;
661
662 tmp = next;
663 next = tmp->above;
664 }
665
666 if (i < 0)
667 return;
668
669 if (rndm (0, i) != 0)
670 return;
671 }
672 else if (rndm (0, 5) != 0)
673 return;
674
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 }
679 }
680
681 static int
682 get_attack_mode (object **target, object **hitter, int *simple_attack)
683 {
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1;
688 }
689
690 *target = (*target)->head_ ();
691 *hitter = (*hitter)->head_ ();
692
693 if ((*target)->type == LOCKED_DOOR)
694 return 1; // locked doors cannot be hit
695
696 if ((*hitter)->env || (*target)->env)
697 {
698 *simple_attack = 1;
699 return 0;
700 }
701
702 if (QUERY_FLAG (*target, FLAG_REMOVED)
703 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704 || !(*hitter)->map
705 || !on_same_map (*hitter, *target))
706 {
707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ());
709 return 1;
710 }
711
712 *simple_attack = 0;
713 return 0;
714 }
715
716 static int
717 abort_attack (object *target, object *hitter, int simple_attack)
718 {
719 /* Check if target and hitter are still in a relation similar to the one
720 * determined by get_attack_mode(). Returns true if the relation has changed.
721 */
722 int new_mode;
723
724 if (hitter->env == target || target->env == hitter)
725 new_mode = 1;
726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
728 return 1;
729 else
730 new_mode = 0;
731
732 return new_mode != simple_attack;
733 }
734
735 /* thrown_item_effect() - handles any special effects of thrown
736 * items (like attacking living creatures--a potion thrown at a
737 * monster).
738 */
739 static void
740 thrown_item_effect (object *hitter, object *victim)
741 {
742 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
743 {
744 /* May not need a switch for just 2 types, but this makes it
745 * easier for expansion.
746 */
747 switch (hitter->type)
748 {
749 case POTION:
750 /* should player get a save throw instead of checking magic protection? */
751 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
752 (void) apply_potion (victim, hitter);
753 break;
754
755 case POISON: /* poison drinks */
756 /* As with potions, should monster get a save? */
757 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
758 apply_poison (victim, hitter);
759 break;
760
761 /* Removed case statements that did nothing.
762 * food may be poisonous, but monster must be willing to eat it,
763 * so we don't handle it here.
764 * Containers should perhaps break open, but that code was disabled.
765 */
766 }
767 }
768 }
769
770 /* determine if the object is an 'aimed' missile */
771 static int
772 is_aimed_missile (object *op)
773 {
774
775 /* I broke what used to be one big if into a few nested
776 * ones so that figuring out the logic is at least possible.
777 */
778 if (op && (op->move_type & MOVE_FLYING))
779 if (op->type == ARROW || op->type == THROWN_OBJ)
780 return 1;
781 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
782 return 1;
783
784 return 0;
785 }
786 /* adj_attackroll() - adjustments to attacks by various conditions */
787 static int
788 adj_attackroll (object *hitter, object *target)
789 {
790 object *attacker = hitter;
791 int adjust = 0;
792
793 /* safety */
794 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
795 {
796 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
797 return 0;
798 }
799
800 /* aimed missiles use the owning object's sight */
801 if (is_aimed_missile (hitter))
802 {
803 if ((attacker = hitter->owner) == NULL)
804 attacker = hitter;
805 /* A player who saves but hasn't quit still could have objects
806 * owned by him - need to handle that case to avoid crashes.
807 */
808 if (QUERY_FLAG (attacker, FLAG_REMOVED))
809 attacker = hitter;
810 }
811 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
812 return 0;
813
814 /* determine the condtions under which we make an attack.
815 * Add more cases, as the need occurs. */
816
817 if (!can_see_enemy (attacker, target))
818 {
819 /* target is unseen */
820 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
821 adjust -= 10;
822 /* dark map penalty for the hitter (lacks infravision if we got here). */
823 else if (!stand_in_light (target))
824 adjust -= target->map->darklevel ();
825 }
826
827 if (QUERY_FLAG (attacker, FLAG_SCARED))
828 adjust -= 3;
829
830 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
831 adjust += 1;
832
833 if (QUERY_FLAG (target, FLAG_SCARED))
834 adjust += 1;
835
836 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
837 adjust -= 3;
838
839 /* if we attack at a different 'altitude' its harder */
840 if ((attacker->move_type & target->move_type) == 0)
841 adjust -= 2;
842
843 #if 0
844 /* slower attacks are less likely to succeed. We should use a
845 * comparison between attacker/target speeds BUT, players have
846 * a generally faster speed, so this will wind up being a HUGE
847 * disadantage for the monsters! Too bad, because missiles which
848 * fly fast should have a better chance of hitting a slower target.
849 */
850 if (hitter->speed < target->speed)
851 adjust += ((float) hitter->speed - target->speed);
852 #endif
853
854 #if 0
855 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
856 #endif
857
858 return adjust;
859 }
860
861 static int
862 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
863 {
864 int simple_attack, roll, dam = 0;
865 uint32 type;
866 shstr op_name;
867
868 if (get_attack_mode (&op, &hitter, &simple_attack))
869 goto error;
870
871 if (hitter->current_weapon)
872 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
873 return RESULT_INT (0);
874
875 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
876 return RESULT_INT (0);
877
878 /*
879 * A little check to make it more difficult to dance forward and back
880 * to avoid ever being hit by monsters.
881 */
882 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
883 {
884 /* Decrease speed BEFORE calling process_object. Otherwise, an
885 * infinite loop occurs, with process_object calling move_monster,
886 * which then gets here again. By decreasing the speed before
887 * we call process_object, the 'if' statement above will fail.
888 */
889 --op->speed_left;
890 process_object (op);
891
892 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
893 goto error;
894 }
895
896 op_name = op->name;
897
898 roll = random_roll (1, 20, hitter, PREFER_HIGH);
899
900 /* Adjust roll for various situations. */
901 if (!simple_attack)
902 roll += adj_attackroll (hitter, op);
903
904 /* See if we hit the creature */
905 if (roll == 20 || op->stats.ac >= base_wc - roll)
906 {
907 int hitdam = base_dam;
908
909 if (!simple_attack)
910 {
911 /* If you hit something, the victim should *always* wake up.
912 * Before, invisible hitters could avoid doing this.
913 * -b.t. */
914 if (QUERY_FLAG (op, FLAG_SLEEP))
915 CLEAR_FLAG (op, FLAG_SLEEP);
916
917 /* If the victim can't see the attacker, it may alert others
918 * for help. */
919 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
920 npc_call_help (op);
921
922 /* if you were hidden and hit by a creature, you are discovered */
923 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
924 {
925 make_visible (op);
926
927 if (op->type == PLAYER)
928 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
929 }
930
931 /* thrown items (hitter) will have various effects
932 * when they hit the victim. For things like thrown daggers,
933 * this sets 'hitter' to the actual dagger, and not the
934 * wrapper object.
935 */
936 thrown_item_effect (hitter, op);
937
938 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
939 goto leave;
940 }
941
942 /* Need to do at least 1 damage, otherwise there is no point
943 * to go further and it will cause FPE's below.
944 */
945 if (hitdam <= 0)
946 hitdam = 1;
947
948 type = hitter->attacktype;
949
950 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
951 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
952 * This check is important for the most simple monsters out there in the
953 * game content (maps, archs). For example orcs: They would have
954 * no attacktype at all.
955 *
956 * Some time in the future someone should just go into the game data
957 * and fix every monster out there ;-/ Until then we will kill some
958 * more trees in the african rain forests with this check.
959 */
960 if (!type)
961 type = AT_PHYSICAL;
962
963 /* Handle monsters that hit back */
964 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
965 {
966 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
967 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
968
969 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
970
971 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
972 goto leave;
973 }
974
975 /* In the new attack code, it should handle multiple attack
976 * types in its area, so remove it from here.
977 */
978 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
979
980 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
981 goto leave;
982 } /* end of if hitter hit op */
983 /* if we missed, dam=0 */
984
985 /*attack_message(dam, type, op, hitter); */
986
987 goto leave;
988
989 error:
990 dam = 1;
991
992 leave:
993
994 return dam;
995 }
996
997 int
998 attack_ob (object *op, object *hitter)
999 {
1000 hitter = hitter->head_ ();
1001
1002 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
1003 }
1004
1005 /* op is the arrow, tmp is what is stopping the arrow.
1006 *
1007 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
1008 */
1009 static int
1010 stick_arrow (object *op, object *tmp)
1011 {
1012 /* If the missile hit a player, we insert it in their inventory.
1013 * However, if the missile is heavy, we don't do so (assume it falls
1014 * to the ground after a hit). What a good value for this is up to
1015 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
1016 * stick around.
1017 */
1018 if (op->weight <= 5000 && tmp->stats.hp >= 0)
1019 {
1020 tmp->head_ ()->insert (op);
1021 return 1;
1022 }
1023 else
1024 return 0;
1025 }
1026
1027 /* hit_with_arrow() disassembles the missile, attacks the victim and
1028 * reassembles the missile.
1029 *
1030 * It returns a pointer to the reassembled missile, or NULL if the missile
1031 * isn't available anymore.
1032 */
1033 object *
1034 hit_with_arrow (object *op, object *victim)
1035 {
1036 object *container, *hitter;
1037 int hit_something = 0;
1038
1039 /* Disassemble missile */
1040 if (op->inv)
1041 {
1042 container = op;
1043 hitter = op->inv;
1044 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1045 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1046 * might be called until this THROWN_OBJ is either reassembled or
1047 * removed at the end of this function must be able to deal with empty
1048 * THROWN_OBJs. */
1049 }
1050 else
1051 {
1052 container = 0;
1053 hitter = op;
1054 }
1055
1056 /* Try to hit victim */
1057 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1058
1059 /* Arrow attacks door, rune of summoning is triggered, demon is put on
1060 * arrow, move_apply() calls this function, arrow sticks in demon,
1061 * attack_ob_simple() returns, and we've got an arrow that still exists
1062 * but is no longer on the map. Ugh. (Beware: Such things can happen at
1063 * other places as well!)
1064 */
1065 if (hitter->destroyed () || hitter->env != NULL)
1066 {
1067 if (container)
1068 container->destroy ();
1069
1070 return 0;
1071 }
1072
1073 /* Missile hit victim */
1074 /* if the speed is > 10, then this is a fast moving arrow, we go straight
1075 * through the target
1076 */
1077 if (hit_something && op->speed <= 10.0)
1078 {
1079 /* Stop arrow */
1080 if (!container)
1081 {
1082 hitter = fix_stopped_arrow (hitter);
1083 if (!hitter)
1084 return 0;
1085 }
1086 else
1087 container->destroy ();
1088
1089 /* Try to stick arrow into victim */
1090 if (!victim->destroyed () && stick_arrow (hitter, victim))
1091 return 0;
1092
1093 /* Else try to put arrow on victim's map square
1094 * remove check for P_WALL here. If the arrow got to this
1095 * space, that is good enough - with the new movement code,
1096 * there is now the potential for lots of spaces where something
1097 * can fly over but not otherwise move over. What is the correct
1098 * way to handle those otherwise?
1099 */
1100 if (victim->x != hitter->x || victim->y != hitter->y)
1101 {
1102 if (victim->destroyed ())
1103 hitter->destroy ();
1104 else
1105 {
1106 hitter->remove ();
1107 hitter->x = victim->x;
1108 hitter->y = victim->y;
1109 insert_ob_in_map (hitter, victim->map, hitter, 0);
1110 }
1111 }
1112 else
1113 /* Else leave arrow where it is */
1114 merge_ob (hitter, NULL);
1115
1116 return 0;
1117 }
1118
1119 if (hit_something && op->speed >= 10.0)
1120 op->speed -= 1.0;
1121
1122 /* Missile missed victim - reassemble missile */
1123 if (container)
1124 {
1125 hitter->remove ();
1126 insert_ob_in_ob (hitter, container);
1127 }
1128
1129 return op;
1130 }
1131
1132 static void
1133 tear_down_wall (object *op)
1134 {
1135 if (!op->stats.maxhp)
1136 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1137 else if (!op->has_anim ())
1138 {
1139 /* Object has been called - no animations, so remove it */
1140 if (op->stats.hp < 0)
1141 op->destroy ();
1142
1143 return; /* no animations, so nothing more to do */
1144 }
1145
1146 // we use frames 1..num-2 as intermediate frames, so
1147 // the last frame is used only when hp < 0.
1148 int perc = clamp (
1149 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1150 0, op->anim_frames () - 1
1151 );
1152
1153 op->set_anim_frame (perc);
1154 update_object (op, UP_OBJ_FACE);
1155
1156 if (op->stats.hp < 0)
1157 { /* Reached the last animation */
1158 if (op->face == blank_face)
1159 /* If the last face is blank, remove the ob */
1160 op->destroy ();
1161 else
1162 { /* The last face was not blank, leave an image */
1163 op->flag [FLAG_BLOCKSVIEW] = false;
1164 update_all_los (op->map, op->x, op->y);
1165 op->move_block = 0;
1166 op->flag [FLAG_ALIVE] = false;
1167 }
1168 }
1169 }
1170
1171 static void
1172 scare_creature (object *target, object *hitter)
1173 {
1174 target->flag [FLAG_SCARED] = true;
1175
1176 if (!target->enemy)
1177 target->enemy = hitter->outer_owner ();
1178 }
1179
1180 /* GROS: This code comes from hit_player. It has been made external to
1181 * allow script procedures to "kill" objects in a combat-like fashion.
1182 * It was initially used by (kill-object) developed for the Collector's
1183 * Sword. Note that nothing has been changed from the original version
1184 * of the following code.
1185 * op is what is being killed.
1186 * dam is the damage done to it.
1187 * hitter is what is hitting it.
1188 * type is the attacktype.
1189 *
1190 * This function was a bit of a mess with hitter getting changed,
1191 * values being stored away but not used, etc. I've cleaned it up
1192 * a bit - I think it should be functionally equivalant.
1193 * MSW 2002-07-17
1194 */
1195 int
1196 kill_object (object *op, int dam, object *hitter, int type)
1197 {
1198 char buf[MAX_BUF];
1199 shstr skill;
1200 int maxdam = 0;
1201 int battleg = 0; /* true if op standing on battleground */
1202 int pk = 0; /* true if op and what controls hitter are both players */
1203 object *owner = 0;
1204 object *skop = 0;
1205
1206 if (op->stats.hp >= 0)
1207 return -1;
1208
1209 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1210 return 0;
1211
1212 /* maxdam needs to be the amount of damage it took to kill
1213 * this creature. The function(s) that call us have already
1214 * adjusted the creatures HP total, so that is negative.
1215 */
1216 maxdam = dam + op->stats.hp + 1;
1217
1218 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1219 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1220
1221 if (op->type == DOOR)
1222 {
1223 op->set_speed (0.1f);
1224 op->speed_left = -0.05f;
1225 return maxdam;
1226 }
1227
1228 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1229 {
1230 op->drop_and_destroy ();
1231 return maxdam;
1232 }
1233
1234 /* Now lets start dealing with experience we get for killing something */
1235
1236 owner = hitter->outer_owner ();
1237 if (!owner)
1238 owner = hitter;
1239
1240 /* is the victim (op) standing on battleground? */
1241 if (op_on_battleground (op, NULL, NULL))
1242 battleg = 1;
1243
1244 /* is this player killing? */
1245 if (op->type == PLAYER && owner->type == PLAYER)
1246 pk = 1;
1247
1248 /* Player killed something */
1249 if (owner->type == PLAYER)
1250 {
1251 /* Log players killing other players - makes it easier to detect
1252 * and filter out malicious player killers - that is why the
1253 * ip address is included.
1254 */
1255 if (op->type == PLAYER && !battleg)
1256 {
1257 time_t t = time (NULL);
1258 struct tm *tmv;
1259 char buf[256];
1260
1261 tmv = localtime (&t);
1262 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1263
1264 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1265 }
1266
1267 /* try to filter some things out - basically, if you are
1268 * killing a level 1 creature and your level 20, you
1269 * probably don't want to see that.
1270 */
1271 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1272 {
1273 if (owner != hitter)
1274 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1275 else
1276 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1277
1278 /* Only play sounds for melee kills */
1279 if (hitter->type == PLAYER)
1280 owner->play_sound (sound_find ("player_kills"));
1281 }
1282
1283 /* If a player kills another player, not on
1284 * battleground, the "killer" looses 1 luck. Since this is
1285 * not reversible, it's actually quite a pain IMHO. -AV
1286 * Fix bug in that we were changing the luck of the hitter, not
1287 * player that the object belonged to - so if you killed another player
1288 * with spells, pets, whatever, there was no penalty.
1289 * Changed to make luck penalty configurable in settings.
1290 */
1291 if (op->type == PLAYER && owner != op && !battleg)
1292 owner->change_luck (-settings.pk_luck_penalty);
1293
1294 /* This code below deals with finding the appropriate skill
1295 * to credit exp to. This is a bit problematic - we should
1296 * probably never really have to look at current_weapon->skill
1297 */
1298 if (hitter->skill && hitter->type != PLAYER)
1299 skill = hitter->skill;
1300 else if (owner->chosen_skill)
1301 {
1302 skop = owner->chosen_skill;
1303 skill = skop->skill;
1304 }
1305 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1306 skill = owner->current_weapon->skill;
1307 else
1308 {
1309 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1310 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1311 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1312 skill = 0;
1313 }
1314
1315 /* We have the skill we want to credit to - now find the object this goes
1316 * to. Make sure skop is an actual skill, and not a skill tool!
1317 */
1318 skop = owner->contr->find_skill (skill);
1319 } /* Was it a player that hit somethign */
1320 else
1321 skill = 0;
1322
1323 /* These may have been set in the player code section above */
1324 if (!skop)
1325 skop = hitter->chosen_skill;
1326
1327 if (!skill && skop)
1328 skill = skop->skill;
1329
1330 /* If you didn't kill yourself, and your not the wizard */
1331 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1332 {
1333 int exp;
1334
1335 /* Really don't give much experience for killing other players */
1336 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1337 if (op->type == PLAYER)
1338 {
1339 if (battleg)
1340 {
1341 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1342 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1343 }
1344 else
1345 exp = op->stats.exp / 1000;
1346 }
1347 else
1348 exp = calc_skill_exp (owner, op, skop);
1349
1350 /* if op is standing on "battleground" (arena), no way to gain
1351 * exp by killing him
1352 */
1353 if (battleg)
1354 exp = 0;
1355
1356 /* Don't know why this is set this way - doesn't make
1357 * sense to just divide everything by two for no reason.
1358 */
1359
1360 if (!settings.simple_exp)
1361 exp = exp / 2;
1362
1363 if (owner->type != PLAYER || owner->contr->party == NULL)
1364 change_exp (owner, exp, skill, 0);
1365 else
1366 {
1367 int shares = 0, count = 0;
1368 partylist *party = owner->contr->party;
1369
1370 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1371
1372 for_all_players (pl)
1373 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1374 {
1375 count++;
1376 shares += (pl->ob->level + 4);
1377 }
1378
1379 if (count == 1 || shares > exp || !shares)
1380 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1381 else
1382 {
1383 int share = exp / shares, given = 0, nexp;
1384
1385 for_all_players (pl)
1386 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1387 {
1388 nexp = (pl->ob->level + 4) * share;
1389 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1390 given += nexp;
1391 }
1392
1393 exp -= given;
1394 /* give any remainder to the player */
1395 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1396 }
1397 } /* else part of a party */
1398 } /* end if person didn't kill himself */
1399
1400 if (op->type != PLAYER)
1401 {
1402 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1403 {
1404 object *owner1 = op->owner;
1405
1406 if (owner1 && owner1->type == PLAYER)
1407 {
1408 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1409 /* Maybe we should include the owner that killed this, maybe not */
1410 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1411 }
1412
1413 remove_friendly_object (op);
1414 }
1415
1416 op->drop_and_destroy ();
1417 }
1418 else
1419 /* Player has been killed! */
1420 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1421
1422 /* This was return -1 - that doesn't seem correct - if we return -1, process
1423 * continues in the calling function.
1424 */
1425 return maxdam;
1426 }
1427
1428 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1429 * Returns 0 this is not friendly fire
1430 */
1431 int
1432 friendly_fire (object *op, object *hitter)
1433 {
1434 object *owner;
1435 int friendlyfire;
1436
1437 if (hitter->head)
1438 hitter = hitter->head;
1439
1440 friendlyfire = 0;
1441
1442 if (op->type == PLAYER)
1443 {
1444 if (op_on_battleground (hitter, 0, 0))
1445 return 0;
1446
1447 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1448 return 1;
1449
1450 if ((owner = hitter->owner) != NULL)
1451 {
1452 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1453 friendlyfire = 2;
1454 }
1455
1456 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1457 friendlyfire = 0;
1458 }
1459
1460 return friendlyfire;
1461 }
1462
1463 /* This isn't used just for players, but in fact most objects.
1464 * op is the object to be hit, dam is the amount of damage, hitter
1465 * is what is hitting the object, type is the attacktype, and
1466 * full_hit is set if monster area does not matter.
1467 * dam is base damage - protections/vulnerabilities/slaying matches can
1468 * modify it.
1469 */
1470 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1471 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1472 int
1473 hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1474 {
1475 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1476 int maxattacktype, attacknum;
1477 int body_attack = op && op->head; /* Did we hit op's head? */
1478 int simple_attack;
1479 int rtn_kill = 0;
1480 int friendlyfire;
1481
1482 if (get_attack_mode (&op, &hitter, &simple_attack))
1483 return 0;
1484
1485 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1486 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1487 return 0;
1488
1489 // only allow pk for hostile players
1490 if (op->type == PLAYER)
1491 {
1492 object *owner = hitter->owner;
1493
1494 if (!owner)
1495 owner = hitter;
1496
1497 if (owner->type == PLAYER
1498 && (!op_on_battleground (op, 0, 0)
1499 && (op->contr->peaceful || owner->contr->peaceful))
1500 && op != owner)
1501 return 0;
1502 }
1503
1504 if (body_attack)
1505 {
1506 /* slow and paralyze must hit the head. But we don't want to just
1507 * return - we still need to process other attacks the spell still
1508 * might have. So just remove the paralyze and slow attacktypes,
1509 * and keep on processing if we have other attacktypes.
1510 * return if only magic or nothing is left - under normal code
1511 * we don't attack with pure magic if there is another attacktype.
1512 * Only do processing if the initial attacktype includes one of those
1513 * attack so we don't cancel out things like magic bullet.
1514 */
1515 if (type & (AT_PARALYZE | AT_SLOW))
1516 {
1517 type &= ~(AT_PARALYZE | AT_SLOW);
1518
1519 if (!type || type == AT_MAGIC)
1520 return 0;
1521 }
1522 }
1523
1524 if (!simple_attack && op->type == DOOR)
1525 {
1526 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1527 if (tmp->type == RUNE || tmp->type == TRAP)
1528 {
1529 spring_trap (tmp, hitter);
1530
1531 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1532 return 0;
1533
1534 break;
1535 }
1536 }
1537
1538 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1539 {
1540 /* FIXME: If a player is killed by a rune in a door, the
1541 * destroyed() check above doesn't return, and might get here.
1542 */
1543
1544 /* FIXME: This for example happens when a dead door is on a mover and
1545 gets it's speed_left raised on each mover-tick.
1546 Doors are removed in a kinda funny way by giving them speed and speed_left
1547 and waiting for that to run out.
1548 */
1549 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1550 return 0;
1551 }
1552
1553 #ifdef ATTACK_DEBUG
1554 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1555 #endif
1556
1557 if (magic)
1558 {
1559 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1560 * in case 0>dam>1, we try to "simulate" a float value-effect */
1561 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1562 if (dam >= 100)
1563 dam /= 100;
1564 else
1565 dam = (dam > rndm (0, 99)) ? 1 : 0;
1566 }
1567
1568 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1569 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1570 */
1571 if (type & AT_CHAOS)
1572 {
1573 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1574 update_object (op, UP_OBJ_FACE);
1575 type &= ~AT_CHAOS;
1576 }
1577
1578 /* Holyword is really an attacktype modifier (like magic is). If
1579 * holyword is part of an attacktype, then make sure the creature is
1580 * a proper match, otherwise no damage.
1581 */
1582 if (type & AT_HOLYWORD)
1583 {
1584 object *god;
1585
1586 if ((!hitter->slaying
1587 || (!(op->race && hitter->slaying.contains (op->race))
1588 && !(op->name && hitter->slaying.contains (op->name))))
1589 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1590 || (hitter->title
1591 && (god = find_god (determine_god (hitter))) != NULL
1592 && god->race.contains (shstr_undead))))
1593 return 0;
1594 }
1595
1596 maxattacktype = type; /* initialise this to something */
1597 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1598 {
1599 /* Magic isn't really a true attack type - it gets combined with other
1600 * attack types. As such, skip it over. However, if magic is
1601 * the only attacktype in the group, then still attack with it
1602 */
1603 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1604 continue;
1605
1606 /* Go through and hit the player with each attacktype, one by one.
1607 * hit_player_attacktype only figures out the damage, doesn't inflict
1608 * it. It will do the appropriate action for attacktypes with
1609 * effects (slow, paralization, etc.
1610 */
1611 if (type & attacktype)
1612 {
1613 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1614 /* the >= causes us to prefer messages from special attacks, if
1615 * the damage is equal.
1616 */
1617 if (ndam >= maxdam)
1618 {
1619 maxdam = ndam;
1620 maxattacktype = 1 << attacknum;
1621 }
1622 }
1623 }
1624
1625 /* if this is friendly fire then do a set % of damage only
1626 * Note - put a check in to make sure this attack is actually
1627 * doing damage - otherwise, the +1 in the code below will make
1628 * an attack do damage before when it otherwise didn't
1629 */
1630 friendlyfire = friendly_fire (op, hitter);
1631 if (friendlyfire && maxdam)
1632 {
1633 maxdam = ((dam * settings.set_friendly_fire) / 100);
1634
1635 #ifdef ATTACK_DEBUG
1636 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1637 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1638 #endif
1639 }
1640
1641 if (!full_hit)
1642 {
1643 int area;
1644 int remainder;
1645
1646 area = 0;
1647
1648 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1649 area++;
1650
1651 assert (area > 0);
1652
1653 /* basically: maxdam /= area; we try to "simulate" a float
1654 value-effect */
1655 remainder = 100 * (maxdam % area) / area;
1656 maxdam /= area;
1657 if (rndm (100) < remainder)
1658 maxdam++;
1659 }
1660
1661 #ifdef ATTACK_DEBUG
1662 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1663 #endif
1664
1665 // for now, only do this for active objects, otherwise they
1666 // keep a refcount for a long time and I see no usefulness
1667 // for an non-active objetc to know its enemy.
1668 if (op->active)
1669 if (hitter->owner)
1670 op->enemy = hitter->owner;
1671 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1672 op->enemy = hitter;
1673
1674 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1675 {
1676 /* The unaggressives look after themselves 8) */
1677 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1678 npc_call_help (op);
1679 }
1680
1681 if (magic && did_make_save (op, op->level, 0))
1682 maxdam = maxdam / 2;
1683
1684 attack_message (maxdam, maxattacktype, op, hitter);
1685
1686 op->stats.hp -= maxdam;
1687
1688 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1689 if ((op->stats.hp >= 0) &&
1690 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1691 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1692 {
1693
1694 if (QUERY_FLAG (op, FLAG_MONSTER))
1695 SET_FLAG (op, FLAG_RUN_AWAY);
1696 else
1697 scare_creature (op, hitter);
1698 }
1699
1700 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1701 {
1702 if (maxdam)
1703 tear_down_wall (op);
1704
1705 return maxdam; /* nothing more to do for wall */
1706 }
1707
1708 /* See if the creature has been killed */
1709 rtn_kill = kill_object (op, maxdam, hitter, type);
1710 if (rtn_kill != -1)
1711 return rtn_kill;
1712
1713 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1714 * that before if the player was immune to ghosthit, the monster
1715 * remained - that is no longer the case.
1716 */
1717 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1718 hitter->drop_and_destroy ();
1719 /* Lets handle creatures that are splitting now */
1720 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1721 {
1722 int i;
1723 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1724 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1725 object *owner = op->owner;
1726
1727 if (!op->other_arch)
1728 {
1729 LOG (llevError, "SPLITTING without other_arch error.\n");
1730 return maxdam;
1731 }
1732
1733 op->remove ();
1734
1735 for (i = 0; i < op->stats.food; i++)
1736 { /* This doesn't handle op->more yet */
1737 object *tmp = arch_to_object (op->other_arch);
1738 int j;
1739
1740 tmp->stats.hp = op->stats.hp;
1741
1742 if (friendly)
1743 {
1744 add_friendly_object (tmp);
1745 tmp->attack_movement = PETMOVE;
1746
1747 if (owner)
1748 tmp->set_owner (owner);
1749 }
1750
1751 if (unaggressive)
1752 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1753
1754 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1755
1756 if (j == -1) /* No spot to put this monster */
1757 tmp->destroy ();
1758 else
1759 {
1760 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1761 insert_ob_in_map (tmp, op->map, NULL, 0);
1762 }
1763 }
1764
1765 op->destroy ();
1766 }
1767 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1768 hitter->drop_and_destroy ();
1769
1770 return maxdam;
1771 }
1772
1773 static void
1774 poison_player (object *op, object *hitter, int dam)
1775 {
1776 archetype *at = archetype::find ("poisoning");
1777 object *tmp = present_arch_in_ob (at, op);
1778
1779 if (tmp == NULL)
1780 {
1781 if ((tmp = arch_to_object (at)) == NULL)
1782 LOG (llevError, "Failed to clone arch poisoning.\n");
1783 else
1784 {
1785 tmp = insert_ob_in_ob (tmp, op);
1786 /* peterm: give poisoning some teeth. It should
1787 * be able to kill things better than it does:
1788 * damage should be dependent something--I choose to
1789 * do this: if it's a monster, the damage from the
1790 * poisoning goes as the level of the monster/2.
1791 * If anything else, goes as damage.
1792 */
1793
1794 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1795 tmp->stats.dam += hitter->level / 2;
1796 else
1797 tmp->stats.dam = dam;
1798
1799 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1800 if (hitter->skill && hitter->skill != tmp->skill)
1801 {
1802 tmp->skill = hitter->skill;
1803 }
1804
1805 tmp->stats.food += dam; /* more damage, longer poisoning */
1806
1807 if (op->type == PLAYER)
1808 {
1809 /* player looses stats, maximum is -10 of each */
1810 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1811 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1812 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1813 tmp->stats.Int = MAX (-dam / 7, -10);
1814 SET_FLAG (tmp, FLAG_APPLIED);
1815 op->update_stats ();
1816 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1817 op->play_sound (tmp->sound);
1818 }
1819
1820 if (hitter->type == PLAYER)
1821 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1822 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1823 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1824 }
1825
1826 tmp->speed_left = 0;
1827 }
1828 else
1829 tmp->stats.food++;
1830 }
1831
1832 static void
1833 slow_player (object *op, object *hitter, int dam)
1834 {
1835 archetype *at = archetype::find ("slowness");
1836 object *tmp;
1837
1838 if (at == NULL)
1839 LOG (llevError, "Can't find slowness archetype.\n");
1840
1841 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1842 {
1843 tmp = arch_to_object (at);
1844 tmp = insert_ob_in_ob (tmp, op);
1845 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1846 }
1847 else
1848 tmp->stats.food++;
1849
1850 SET_FLAG (tmp, FLAG_APPLIED);
1851 tmp->speed_left = 0;
1852 op->update_stats ();
1853 }
1854
1855 void
1856 confuse_player (object *op, object *hitter, int dam)
1857 {
1858 object *tmp;
1859 int maxduration;
1860
1861 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1862 if (!tmp)
1863 {
1864 tmp = get_archetype (FORCE_NAME);
1865 tmp = insert_ob_in_ob (tmp, op);
1866 }
1867
1868 /* Duration added per hit and max. duration of confusion both depend
1869 * on the player's resistance
1870 */
1871 tmp->speed = 0.05;
1872 tmp->subtype = FORCE_CONFUSION;
1873 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1874 tmp->name = "confusion";
1875 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1876
1877 if (tmp->duration > maxduration)
1878 tmp->duration = maxduration;
1879
1880 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1881 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1882
1883 SET_FLAG (op, FLAG_CONFUSED);
1884 }
1885
1886 void
1887 blind_player (object *op, object *hitter, int dam)
1888 {
1889 object *tmp, *owner;
1890
1891 /* Save some work if we know it isn't going to affect the player */
1892 if (op->resist[ATNR_BLIND] == 100)
1893 return;
1894
1895 tmp = present_in_ob (BLINDNESS, op);
1896 if (!tmp)
1897 {
1898 tmp = get_archetype ("blindness");
1899 SET_FLAG (tmp, FLAG_BLIND);
1900 SET_FLAG (tmp, FLAG_APPLIED);
1901 /* use floats so we don't lose too much precision due to rounding errors.
1902 * speed is a float anyways.
1903 */
1904 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1905
1906 tmp = insert_ob_in_ob (tmp, op);
1907 change_abil (op, tmp); /* Mostly to display any messages */
1908 op->update_stats (); /* This takes care of some other stuff */
1909
1910 if (hitter->owner)
1911 owner = hitter->owner;
1912 else
1913 owner = hitter;
1914
1915 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1916 }
1917 tmp->stats.food += dam;
1918 if (tmp->stats.food > 10)
1919 tmp->stats.food = 10;
1920 }
1921
1922 void
1923 paralyze_player (object *op, object *hitter, int dam)
1924 {
1925 float effect, max;
1926
1927 /* object *tmp; */
1928
1929 /* This is strange stuff... someone knows for what this is
1930 * written? Well, i think this can and should be removed
1931 */
1932
1933 /*
1934 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1935 tmp=clone_arch(PARAIMAGE);
1936 tmp->x=op->x,tmp->y=op->y;
1937 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1938 }
1939 */
1940
1941 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1942 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
1943
1944 if (effect == 0)
1945 return;
1946
1947 op->speed_left -= FABS (op->speed) * effect;
1948 /* tmp->stats.food+=(signed short) effect/op->speed; */
1949
1950 /* max number of ticks to be affected for. */
1951 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1952 if (op->speed_left < -(FABS (op->speed) * max))
1953 op->speed_left = (float) -(FABS (op->speed) * max);
1954
1955 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
1956 }
1957
1958 /* Attempts to kill 'op'. hitter is the attack object, dam is
1959 * the computed damaged.
1960 */
1961 static void
1962 deathstrike_player (object *op, object *hitter, int *dam)
1963 {
1964 /* The intention of a death attack is to kill outright things
1965 ** that are a lot weaker than the attacker, have a chance of killing
1966 ** things somewhat weaker than the caster, and no chance of
1967 ** killing something equal or stronger than the attacker.
1968 ** Also, if a deathstrike attack has a slaying, any monster
1969 ** whose name or race matches a comma-delimited list in the slaying
1970 ** field of the deathstriking object */
1971
1972 int atk_lev, def_lev, kill_lev;
1973
1974 if (hitter->slaying)
1975 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1976 || (op->race && hitter->slaying.contains (op->race))))
1977 return;
1978
1979 def_lev = op->level;
1980 if (def_lev < 1)
1981 {
1982 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1983 def_lev = 1;
1984 }
1985
1986 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1987 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1988 atk_lev, def_lev); */
1989
1990 if (atk_lev >= def_lev)
1991 {
1992 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1993
1994 /* Note that the below effectively means the ratio of the atk vs
1995 * defener level is important - if level 52 character has very little
1996 * chance of killing a level 50 monster. This should probably be
1997 * redone.
1998 */
1999 if (kill_lev >= def_lev)
2000 {
2001 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2002 /* I think this doesn't really do much. Because of
2003 * integer rounding, this only makes any difference if the
2004 * attack level is double the defender level.
2005 */
2006 *dam *= kill_lev / def_lev;
2007 }
2008 }
2009 else
2010 *dam = 0; /* no harm done */
2011 }
2012
2013 /* This returns the amount of damage hitter does to op with the
2014 * appropriate attacktype. Only 1 attacktype should be set at a time.
2015 * This doesn't damage the player, but returns how much it should
2016 * take. However, it will do other effects (paralyzation, slow, etc.)
2017 * Note - changed for PR code - we now pass the attack number and not
2018 * the attacktype. Makes it easier for the PR code. */
2019 int
2020 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2021 {
2022 int doesnt_slay = 1;
2023
2024 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2025 if (attacknum >= NROFATTACKS)
2026 {
2027 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2028 return 0;
2029 }
2030
2031 if (dam < 0)
2032 {
2033 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2034 dam, hitter->debug_desc (), op->debug_desc ());
2035 return 0;
2036 }
2037
2038 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2039 * people can't mess with that or it otherwise get confused. */
2040 if (attacknum == ATNR_INTERNAL)
2041 return dam;
2042
2043 if (hitter->slaying)
2044 {
2045 if ((op->race && hitter->slaying.contains (op->race))
2046 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2047 {
2048 doesnt_slay = 0;
2049 dam *= 3;
2050 }
2051 }
2052
2053 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2054 if (op->resist[attacknum])
2055 {
2056 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2057 * in case 0>dam>1, we try to "simulate" a float value-effect */
2058 dam *= (100 - op->resist[attacknum]);
2059 if (dam >= 100)
2060 dam /= 100;
2061 else
2062 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2063 }
2064
2065 /* Special hack. By default, if immune to something, you
2066 * shouldn't need to worry. However, acid is an exception, since
2067 * it can still damage your items. Only include attacktypes if
2068 * special processing is needed */
2069
2070 if (op->resist[attacknum] >= 100
2071 && doesnt_slay
2072 && attacknum != ATNR_ACID)
2073 return 0;
2074
2075 /* Keep this in order - makes things easier to find */
2076
2077 switch (attacknum)
2078 {
2079 case ATNR_PHYSICAL:
2080 /* here also check for diseases */
2081 check_physically_infect (op, hitter);
2082 break;
2083
2084 /* Don't need to do anything for:
2085 magic,
2086 fire,
2087 electricity,
2088 cold */
2089
2090 case ATNR_CONFUSION:
2091 case ATNR_POISON:
2092 case ATNR_SLOW:
2093 case ATNR_PARALYZE:
2094 case ATNR_FEAR:
2095 case ATNR_CANCELLATION:
2096 case ATNR_DEPLETE:
2097 case ATNR_BLIND:
2098 {
2099 /* chance for inflicting a special attack depends on the
2100 * difference between attacker's and defender's level
2101 */
2102 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
2103
2104 /* First, only creatures/players with speed can be affected.
2105 * Second, just getting hit doesn't mean it always affects
2106 * you. Third, you still get a saving through against the
2107 * effect.
2108 */
2109 if (op->speed &&
2110 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
2111 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2112 {
2113
2114 /* Player has been hit by something */
2115 if (attacknum == ATNR_CONFUSION)
2116 confuse_player (op, hitter, dam);
2117 else if (attacknum == ATNR_POISON)
2118 poison_player (op, hitter, dam);
2119 else if (attacknum == ATNR_SLOW)
2120 slow_player (op, hitter, dam);
2121 else if (attacknum == ATNR_PARALYZE)
2122 paralyze_player (op, hitter, dam);
2123 else if (attacknum == ATNR_FEAR)
2124 scare_creature (op, hitter);
2125 else if (attacknum == ATNR_CANCELLATION)
2126 cancellation (op);
2127 else if (attacknum == ATNR_DEPLETE)
2128 op->drain_stat ();
2129 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2130 blind_player (op, hitter, dam);
2131 }
2132
2133 dam = 0; /* These are all effects and don't do real damage */
2134 }
2135 break;
2136
2137 case ATNR_ACID:
2138 {
2139 int flag = 0;
2140
2141 /* Items only get corroded if you're not on a battleground and
2142 * if your acid resistance is below 50%. */
2143 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2144 {
2145 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2146 {
2147 if (tmp->invisible)
2148 continue;
2149 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2150 /* >= 10% acid res. on items will protect these */
2151 continue;
2152 if (!(tmp->materials & M_IRON))
2153 continue;
2154 if (tmp->magic < -4) /* Let's stop at -5 */
2155 continue;
2156 if (tmp->type == RING
2157 /* removed boots and gloves from exclusion list in PR */
2158 || tmp->type == GIRDLE
2159 || tmp->type == AMULET
2160 || tmp->type == WAND
2161 || tmp->type == ROD
2162 || tmp->type == HORN)
2163 continue; /* To avoid some strange effects */
2164
2165 /* High damage acid has better chance of corroding
2166 objects */
2167 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2168 {
2169 flag = 1;
2170 tmp->magic--;
2171
2172 if (object *pl = tmp->visible_to ())
2173 {
2174 /* Make this more visible */
2175 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2176 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2177
2178 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2179 }
2180 }
2181 }
2182
2183 if (flag)
2184 op->update_stats (); /* Something was corroded */
2185 }
2186 }
2187 break;
2188
2189 case ATNR_DRAIN:
2190 {
2191 /* rate is the proportion of exp drained. High rate means
2192 * not much is drained, low rate means a lot is drained.
2193 */
2194 int rate;
2195
2196 if (op->resist[ATNR_DRAIN] >= 0)
2197 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2198 else
2199 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2200
2201 if (op->stats.exp <= rate)
2202 {
2203 if (op->type == GOLEM)
2204 dam = 999; /* Its force is "sucked" away. 8) */
2205 else
2206 /* If we can't drain, lets try to do physical damage */
2207 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2208 }
2209 else
2210 {
2211 /* Randomly give the hitter some hp */
2212 if (hitter->stats.hp < hitter->stats.maxhp &&
2213 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2214 hitter->stats.hp++;
2215
2216 /* Can't do drains on battleground spaces.
2217 * Move the wiz check up here - before, the hitter wouldn't gain exp
2218 * exp, but the wiz would still lose exp! If drainee is a wiz,
2219 * nothing happens.
2220 * Try to credit the owner. We try to display player -> player drain
2221 * attacks, hence all the != PLAYER checks.
2222 */
2223 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2224 {
2225 object *owner = hitter->owner;
2226
2227 if (owner && owner != hitter)
2228 {
2229 if (op->type != PLAYER || owner->type != PLAYER)
2230 change_exp (owner, op->stats.exp / (rate * 2),
2231 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2232 }
2233 else if (op->type != PLAYER || hitter->type != PLAYER)
2234 change_exp (hitter, op->stats.exp / (rate * 2),
2235 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2236
2237 change_exp (op, -op->stats.exp / rate, NULL, 0);
2238 }
2239
2240 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2241 * drain attack, you won't know that you are actually sucking out EXP,
2242 * as the messages will say you missed
2243 */
2244 }
2245 }
2246 break;
2247
2248 case ATNR_TURN_UNDEAD:
2249 {
2250 if (QUERY_FLAG (op, FLAG_UNDEAD))
2251 {
2252 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2253 object *god = find_god (determine_god (owner));
2254 int div = 1;
2255
2256 /* if undead are not an enemy of your god, you turn them
2257 * at half strength */
2258 if (!god || !god->slaying.contains (shstr_undead))
2259 div = 2;
2260
2261 /* Give a bonus if you resist turn undead */
2262 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2263 scare_creature (op, owner);
2264 }
2265 else
2266 dam = 0; /* don't damage non undead - should we damage
2267 undead? */
2268 }
2269 break;
2270
2271 case ATNR_DEATH:
2272 deathstrike_player (op, hitter, &dam);
2273 break;
2274
2275 case ATNR_CHAOS:
2276 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2277 dam = 0;
2278 break;
2279
2280 case ATNR_COUNTERSPELL:
2281 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2282 dam = 0;
2283 /* This should never happen. Counterspell is handled
2284 * seperately and filtered out. If this does happen,
2285 * Counterspell has no effect on anything but spells, so it
2286 * does no damage. */
2287 break;
2288
2289 case ATNR_HOLYWORD:
2290 {
2291 /* This has already been handled by hit_player,
2292 * no need to check twice -- DAMN */
2293 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2294
2295 /* As with turn undead above, give a bonus on the saving throw */
2296 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2297 scare_creature (op, owner);
2298 }
2299 break;
2300
2301 case ATNR_LIFE_STEALING:
2302 {
2303 int new_hp;
2304
2305 /* this is replacement to drain for players, instead of taking
2306 * exp it takes hp. It is geared for players, probably not
2307 * much use giving it to monsters
2308 *
2309 * life stealing doesn't do a lot of damage, but it gives the
2310 * damage it does do to the player. Given that,
2311 * it only does 1/10'th normal damage (hence the divide by
2312 * 1000).
2313 */
2314 /* You can't steal life from something undead */
2315 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2316 return 0;
2317
2318 /* If drain protection is higher than life stealing, use that */
2319 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2320 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2321 else
2322 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2323
2324 /* You die at -1 hp, not zero. */
2325 if (dam > (op->stats.hp + 1))
2326 dam = op->stats.hp + 1;
2327
2328 new_hp = hitter->stats.hp + dam;
2329 if (new_hp > hitter->stats.maxhp)
2330 new_hp = hitter->stats.maxhp;
2331
2332 if (new_hp > hitter->stats.hp)
2333 hitter->stats.hp = new_hp;
2334 }
2335 }
2336
2337 return dam;
2338 }
2339