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/cvs/deliantra/server/server/attack.C
Revision: 1.122
Committed: Mon Nov 23 12:19:57 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.121: +6 -5 lines
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indent

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, uint32_t type, object *originator)
47 {
48 int saves = 0, attacks = 0;
49 materialtype_t *mt = op->material;
50
51 // destroying objects without material has many bad effects
52 if (mt == MATERIAL_NULL)
53 return 1;
54
55 int roll = rndm (1, 20);
56
57 /* the attacktypes have no meaning for object saves
58 * If the type is only magic, don't adjust type - basically, if
59 * pure magic is hitting an object, it should save. However, if it
60 * is magic teamed with something else, then strip out the
61 * magic type, and instead let the fire, cold, or whatever component
62 * destroy the item. Otherwise, you get the case of poisoncloud
63 * destroying objects because it has magic attacktype.
64 */
65 if (type != AT_MAGIC)
66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
69
70
71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
77 {
78 attacks++;
79
80 if (op->resist[number] == 100)
81 saves++;
82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
83 saves++;
84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
85 saves++;
86 }
87
88 if (saves == attacks || attacks == 0)
89 return TRUE;
90
91 if (saves == 0 || (rndm (1, attacks) > saves))
92 return FALSE;
93
94 return TRUE;
95 }
96
97 /* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100 void
101 cancellation (object *op)
102 {
103 if (op->invisible)
104 return;
105
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127 }
128
129 /* This function calls did_make_save_item. It then performs the
130 * appropriate actions to the item (such as burning the item up,
131 * calling cancellation, etc.)
132 */
133 void
134 save_throw_object (object *op, int type, object *originator)
135 {
136 if (!did_make_save_item (op, type, originator))
137 {
138 object *env = op->env;
139 int x = op->x, y = op->y;
140 maptile *m = op->map;
141
142 op = stop_item (op);
143 if (!op)
144 return;
145
146 /* Hacked the following so that type LIGHTER will work.
147 * Also, objects which are potential "lights" that are hit by
148 * flame/elect attacks will be set to glow. "lights" are any
149 * object with +/- glow_radius and an "other_arch" to change to.
150 * (and please note that we cant fail our save and reach this
151 * function if the object doesnt contain a material that can burn.
152 * So forget lighting magical swords on fire with this!) -b.t.
153 */
154 if (type & (AT_FIRE | AT_ELECTRICITY))
155 {
156 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
157 if (op->type == LAMP || op->type == TORCH)
158 {
159 apply_lamp (op, true); // turn on a lamp
160 return;
161 }
162 else if (op->flag [FLAG_IS_LIGHTABLE])
163 {
164 if (op->other_arch)
165 {
166 const char *arch = op->other_arch->archname;
167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
173 if (env)
174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
178 }
179
180 return;
181 }
182 }
183
184 if (type & AT_CANCELLATION)
185 { /* Cancellation. */
186 cancellation (op);
187 fix_stopped_item (op, m, originator);
188
189 return;
190 }
191
192 if (type & (AT_FIRE | AT_ELECTRICITY))
193 if (env)
194 {
195 object *op = archetype::get (shstr_burnout);
196 op->x = env->x, op->y = env->y;
197 env->insert (op);
198 }
199 else
200 replace_insert_ob_in_map (shstr_burnout, originator);
201
202 if (op->nrof > 1)
203 {
204 if (op->decrease (rndm (0, op->nrof - 1)))
205 fix_stopped_item (op, m, originator);
206 }
207 else
208 {
209 // drop everything to the ground, if possible
210 op->insert_at (originator);
211 op->drop_and_destroy ();
212 }
213
214 return;
215 }
216
217 /* The value of 50 is arbitrary. */
218 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
219 {
220 archetype *at = archetype::find (shstr_icecube);
221
222 if (at == NULL)
223 return;
224
225 op = stop_item (op);
226 if (op == NULL)
227 return;
228
229 object *tmp = present_arch (at, op->map, op->x, op->y);
230 if (!tmp)
231 {
232 tmp = arch_to_object (at);
233 tmp->x = op->x, tmp->y = op->y;
234 /* This was in the old (pre new movement code) -
235 * icecubes have slow_move set to 1 - don't want
236 * that for ones we create.
237 */
238 tmp->move_slow_penalty = 0;
239 tmp->move_slow = 0;
240 insert_ob_in_map (tmp, op->map, originator, 0);
241 }
242
243 tmp->insert (op);
244 return;
245 }
246 }
247
248 /* Object op is hitting the map.
249 * op is going in direction 'dir'
250 * type is the attacktype of the object.
251 * full_hit is set if monster area does not matter.
252 * returns 1 if it hits something, 0 otherwise.
253 */
254 int
255 hit_map (object *op, int dir, uint32_t type, int full_hit)
256 {
257 maptile *map;
258 sint16 x, y;
259 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
260
261 if (QUERY_FLAG (op, FLAG_FREED))
262 {
263 LOG (llevError, "BUG: hit_map(): free object\n");
264 return 0;
265 }
266
267 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
268 {
269 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
270 return 0;
271 }
272
273 if (!op->map)
274 {
275 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
276 return 0;
277 }
278
279 if (op->head)
280 op = op->head;
281
282 mapxy pos (op);
283 pos.move (dir);
284
285 if (!pos.normalise ())
286 return 0;
287
288 // elmex: a safe map tile can't be hit!
289 // this should prevent most harmful effects on items and players there.
290 mapspace &ms = pos.ms ();
291
292 if (ms.flags () & P_SAFE)
293 return 0;
294
295 /* peterm: a few special cases for special attacktypes --counterspell
296 * must be out here because it strikes things which are not alive
297 */
298 if (type & (AT_COUNTERSPELL | AT_CHAOS))
299 {
300 if (type & AT_COUNTERSPELL)
301 {
302 counterspell (op, dir); /* see spell_effect.c */
303
304 /* If the only attacktype is counterspell or magic, don't need
305 * to do any further processing.
306 */
307 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
308 return 0;
309
310 type &= ~AT_COUNTERSPELL;
311 }
312
313 if (type & AT_CHAOS)
314 {
315 shuffle_attack (op, 1); /* flag tells it to change the face */
316 update_object (op, UP_OBJ_FACE);
317 type &= ~AT_CHAOS;
318 }
319 }
320
321 /* There may still be objects that were above 'next', but there is no
322 * simple way to find out short of copying all object references and
323 * tags into a temporary array before we start processing the first
324 * object. That's why we just abort on destroy.
325 *
326 * This happens whenever attack spells (like fire) hit a pile
327 * of objects. This is not a bug - nor an error.
328 */
329 for (object *next = ms.bot; next && !next->destroyed (); )
330 {
331 object *tmp = next;
332 next = tmp->above;
333
334 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
335 * For example, 'tmp' was put in an icecube.
336 * This is one of the few cases where on_same_map should not be used.
337 */
338 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
339 continue;
340
341 if (QUERY_FLAG (tmp, FLAG_ALIVE))
342 {
343 hit_player (tmp, op->stats.dam, op, type, full_hit);
344 retflag |= 1;
345
346 if (op->destroyed ())
347 break;
348 }
349 /* Here we are potentially destroying an object. If the object has
350 * NO_PASS set, it is also immune - you can't destroy walls. Note
351 * that weak walls have is_alive set, which prevent objects from
352 * passing over/through them. We don't care what type of movement
353 * the wall blocks - if it blocks any type of movement, can't be
354 * destroyed right now.
355 * Without the material check the server completely fails to work,
356 * objects detsroy themselves, floors get destroyed etc. etc.
357 */
358 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
359 {
360 save_throw_object (tmp, type, op);
361
362 if (op->destroyed ())
363 break;
364 }
365 }
366
367 return 0;
368 }
369
370 static void
371 attack_message (int dam, int type, object *op, object *hitter)
372 {
373 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
374 int i, found = 0;
375 maptile *map;
376 object *next, *tmp;
377
378 /* put in a few special messages for some of the common attacktypes
379 * a player might have. For example, fire, electric, cold, etc
380 * [garbled 20010919]
381 */
382 if (dam == 9998 && op->type == DOOR)
383 {
384 sprintf (buf1, "unlock %s", &op->name);
385 sprintf (buf2, " unlocks");
386 found++;
387 }
388 else if (dam < 0)
389 {
390 sprintf (buf1, "hit %s", &op->name);
391 sprintf (buf2, " hits");
392 found++;
393 }
394 else if (dam == 0)
395 {
396 sprintf (buf1, "missed %s", &op->name);
397 sprintf (buf2, " misses");
398 found++;
399 }
400 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
401 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
402 {
403 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
404 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
405 {
406 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
407 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
408 found++;
409 break;
410 }
411 }
412 else if (op->type == DOOR && !found)
413 {
414 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
415 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
416 {
417 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
418 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
419 found++;
420 break;
421 }
422 }
423 else if (hitter->type == PLAYER && op->is_alive ())
424 {
425 if (USING_SKILL (hitter, SK_KARATE))
426 {
427 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
428 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
429 {
430 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++;
433 break;
434 }
435 }
436 else if (USING_SKILL (hitter, SK_CLAWING))
437 {
438 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
439 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
440 {
441 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++;
444 break;
445 }
446 }
447 else if (USING_SKILL (hitter, SK_PUNCHING))
448 {
449 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
450 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
451 {
452 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++;
455 break;
456 }
457 }
458 }
459
460 if (found)
461 {
462 /* done */
463 }
464 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
465 {
466 sprintf (buf1, "hit"); /* just in case */
467 for (i = 0; i < MAXATTACKMESS; i++)
468 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
469 {
470 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
471 found++;
472 break;
473 }
474 }
475 else if (type & AT_DRAIN && op->is_alive ())
476 {
477 /* drain is first, because some items have multiple attypes */
478 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
479 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
480 {
481 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
482 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
483 found++;
484 break;
485 }
486 }
487 else if (type & AT_ELECTRICITY && op->is_alive ())
488 {
489 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
490 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
491 {
492 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
493 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
494 found++;
495 break;
496 }
497 }
498 else if (type & AT_COLD && op->is_alive ())
499 {
500 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
501 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
502 {
503 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
504 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
505 found++;
506 break;
507 }
508 }
509 else if (type & AT_FIRE)
510 {
511 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
512 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
513 {
514 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
515 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
516 found++;
517 break;
518 }
519 }
520 else if (hitter->current_weapon)
521 {
522 int mtype;
523
524 switch (hitter->current_weapon->weapontype)
525 {
526 case WEAP_HIT:
527 mtype = ATM_BASIC;
528 break;
529 case WEAP_SLASH:
530 mtype = ATM_SLASH;
531 break;
532 case WEAP_PIERCE:
533 mtype = ATM_PIERCE;
534 break;
535 case WEAP_CLEAVE:
536 mtype = ATM_CLEAVE;
537 break;
538 case WEAP_SLICE:
539 mtype = ATM_SLICE;
540 break;
541 case WEAP_STAB:
542 mtype = ATM_STAB;
543 break;
544 case WEAP_WHIP:
545 mtype = ATM_WHIP;
546 break;
547 case WEAP_CRUSH:
548 mtype = ATM_CRUSH;
549 break;
550 case WEAP_BLUD:
551 mtype = ATM_BLUD;
552 break;
553 default:
554 mtype = ATM_BASIC;
555 break;
556 }
557
558 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
559 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
560 {
561 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
562 strcpy (buf2, attack_mess[mtype][i].buf3);
563 found++;
564 break;
565 }
566 }
567 else
568 {
569 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
570 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
571 {
572 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
573 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
574 found++;
575 break;
576 }
577 }
578
579 if (!found)
580 {
581 strcpy (buf1, "hit");
582 strcpy (buf2, " hits");
583 }
584
585 /* bail out if a monster is casting spells */
586 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
587 return;
588
589 /* scale down magic considerably. */
590 if (type & AT_MAGIC && rndm (0, 5))
591 return;
592
593 /* Did a player hurt another player? Inform both! */
594 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
595 {
596 if (hitter->owner != NULL)
597 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
598 else
599 {
600 sprintf (buf, "%s%s you.", &hitter->name, buf2);
601
602 if (dam != 0)
603 {
604 if (dam < 10)
605 op->contr->play_sound (sound_find ("player_is_hit1"));
606 else if (dam < 20)
607 op->contr->play_sound (sound_find ("player_is_hit2"));
608 else
609 op->contr->play_sound (sound_find ("player_is_hit3"));
610 }
611 }
612
613 new_draw_info (NDI_BLACK, 0, op, buf);
614 } /* end of player hitting player */
615
616 if (hitter->type == PLAYER)
617 {
618 sprintf (buf, "You %s.", buf1);
619
620 if (dam != 0)
621 {
622 if (dam < 10)
623 op->play_sound (sound_find ("player_hits1"));
624 else if (dam < 20)
625 op->play_sound (sound_find ("player_hits2"));
626 else
627 op->play_sound (sound_find ("player_hits3"));
628 }
629
630 new_draw_info (NDI_BLACK, 0, hitter, buf);
631 }
632 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
633 {
634 /* look for stacked spells and start reducing the message chances */
635 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
636 {
637 i = 4;
638 map = hitter->map;
639 if (out_of_map (map, hitter->x, hitter->y))
640 return;
641
642 next = GET_MAP_OB (map, hitter->x, hitter->y);
643 if (next)
644 while (next)
645 {
646 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
647 i *= 3;
648
649 tmp = next;
650 next = tmp->above;
651 }
652
653 if (i < 0)
654 return;
655
656 if (rndm (0, i) != 0)
657 return;
658 }
659 else if (rndm (0, 5) != 0)
660 return;
661
662 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
663 op->play_sound (sound_find ("player_hits4"));
664 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
665 }
666 }
667
668 static int
669 get_attack_mode (object **target, object **hitter, int *simple_attack)
670 {
671 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
672 {
673 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
674 return 1;
675 }
676
677 *target = (*target)->head_ ();
678 *hitter = (*hitter)->head_ ();
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
683 if ((*hitter)->env || (*target)->env)
684 {
685 *simple_attack = 1;
686 return 0;
687 }
688
689 if (QUERY_FLAG (*target, FLAG_REMOVED)
690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
693 {
694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
696 return 1;
697 }
698
699 *simple_attack = 0;
700 return 0;
701 }
702
703 static int
704 abort_attack (object *target, object *hitter, int simple_attack)
705 {
706 /* Check if target and hitter are still in a relation similar to the one
707 * determined by get_attack_mode(). Returns true if the relation has changed.
708 */
709 int new_mode;
710
711 if (hitter->env == target || target->env == hitter)
712 new_mode = 1;
713 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
714 || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1;
716 else
717 new_mode = 0;
718
719 return new_mode != simple_attack;
720 }
721
722 /* thrown_item_effect() - handles any special effects of thrown
723 * items (like attacking living creatures--a potion thrown at a
724 * monster).
725 */
726 static void
727 thrown_item_effect (object *hitter, object *victim)
728 {
729 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
730 {
731 /* May not need a switch for just 2 types, but this makes it
732 * easier for expansion.
733 */
734 switch (hitter->type)
735 {
736 case POTION:
737 /* should player get a save throw instead of checking magic protection? */
738 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
739 (void) apply_potion (victim, hitter);
740 break;
741
742 case POISON: /* poison drinks */
743 /* As with potions, should monster get a save? */
744 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
745 apply_poison (victim, hitter);
746 break;
747
748 /* Removed case statements that did nothing.
749 * food may be poisonous, but monster must be willing to eat it,
750 * so we don't handle it here.
751 * Containers should perhaps break open, but that code was disabled.
752 */
753 }
754 }
755 }
756
757 /* determine if the object is an 'aimed' missile */
758 static int
759 is_aimed_missile (object *op)
760 {
761
762 /* I broke what used to be one big if into a few nested
763 * ones so that figuring out the logic is at least possible.
764 */
765 if (op && (op->move_type & MOVE_FLYING))
766 if (op->type == ARROW || op->type == THROWN_OBJ)
767 return 1;
768 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
769 return 1;
770
771 return 0;
772 }
773 /* adj_attackroll() - adjustments to attacks by various conditions */
774 static int
775 adj_attackroll (object *hitter, object *target)
776 {
777 object *attacker = hitter;
778 int adjust = 0;
779
780 /* safety */
781 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
782 {
783 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
784 return 0;
785 }
786
787 /* aimed missiles use the owning object's sight */
788 if (is_aimed_missile (hitter))
789 {
790 if ((attacker = hitter->owner) == NULL)
791 attacker = hitter;
792 /* A player who saves but hasn't quit still could have objects
793 * owned by him - need to handle that case to avoid crashes.
794 */
795 if (QUERY_FLAG (attacker, FLAG_REMOVED))
796 attacker = hitter;
797 }
798 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
799 return 0;
800
801 /* determine the condtions under which we make an attack.
802 * Add more cases, as the need occurs. */
803
804 if (!can_see_enemy (attacker, target))
805 {
806 /* target is unseen */
807 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
808 adjust -= 10;
809 /* dark map penalty for the hitter (lacks infravision if we got here). */
810 else if (!stand_in_light (target))
811 adjust -= target->map->darklevel ();
812 }
813
814 if (QUERY_FLAG (attacker, FLAG_SCARED))
815 adjust -= 3;
816
817 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
818 adjust += 1;
819
820 if (QUERY_FLAG (target, FLAG_SCARED))
821 adjust += 1;
822
823 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
824 adjust -= 3;
825
826 /* if we attack at a different 'altitude' its harder */
827 if ((attacker->move_type & target->move_type) == 0)
828 adjust -= 2;
829
830 #if 0
831 /* slower attacks are less likely to succeed. We should use a
832 * comparison between attacker/target speeds BUT, players have
833 * a generally faster speed, so this will wind up being a HUGE
834 * disadantage for the monsters! Too bad, because missiles which
835 * fly fast should have a better chance of hitting a slower target.
836 */
837 if (hitter->speed < target->speed)
838 adjust += ((float) hitter->speed - target->speed);
839 #endif
840
841 #if 0
842 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
843 #endif
844
845 return adjust;
846 }
847
848 static int
849 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
850 {
851 int simple_attack, roll, dam = 0;
852 uint32 type;
853 shstr op_name;
854
855 if (get_attack_mode (&op, &hitter, &simple_attack))
856 goto error;
857
858 if (hitter->current_weapon)
859 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
860 return RESULT_INT (0);
861
862 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
863 return RESULT_INT (0);
864
865 /*
866 * A little check to make it more difficult to dance forward and back
867 * to avoid ever being hit by monsters.
868 */
869 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
870 {
871 /* Decrease speed BEFORE calling process_object. Otherwise, an
872 * infinite loop occurs, with process_object calling move_monster,
873 * which then gets here again. By decreasing the speed before
874 * we call process_object, the 'if' statement above will fail.
875 */
876 --op->speed_left;
877 process_object (op);
878
879 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
880 goto error;
881 }
882
883 op_name = op->name;
884
885 roll = random_roll (1, 20, hitter, PREFER_HIGH);
886
887 /* Adjust roll for various situations. */
888 if (!simple_attack)
889 roll += adj_attackroll (hitter, op);
890
891 /* See if we hit the creature */
892 if (roll == 20 || op->stats.ac >= base_wc - roll)
893 {
894 int hitdam = base_dam;
895
896 if (!simple_attack)
897 {
898 /* If you hit something, the victim should *always* wake up.
899 * Before, invisible hitters could avoid doing this.
900 * -b.t. */
901 if (QUERY_FLAG (op, FLAG_SLEEP))
902 CLEAR_FLAG (op, FLAG_SLEEP);
903
904 /* If the victim can't see the attacker, it may alert others
905 * for help. */
906 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
907 npc_call_help (op);
908
909 /* if you were hidden and hit by a creature, you are discovered */
910 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
911 {
912 make_visible (op);
913
914 if (op->type == PLAYER)
915 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
916 }
917
918 /* thrown items (hitter) will have various effects
919 * when they hit the victim. For things like thrown daggers,
920 * this sets 'hitter' to the actual dagger, and not the
921 * wrapper object.
922 */
923 thrown_item_effect (hitter, op);
924
925 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
926 goto leave;
927 }
928
929 /* Need to do at least 1 damage, otherwise there is no point
930 * to go further and it will cause FPE's below.
931 */
932 if (hitdam <= 0)
933 hitdam = 1;
934
935 type = hitter->attacktype;
936
937 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
938 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
939 * This check is important for the most simple monsters out there in the
940 * game content (maps, archs). For example orcs: They would have
941 * no attacktype at all.
942 *
943 * Some time in the future someone should just go into the game data
944 * and fix every monster out there ;-/ Until then we will kill some
945 * more trees in the african rain forests with this check.
946 */
947 if (!type)
948 type = AT_PHYSICAL;
949
950 /* Handle monsters that hit back */
951 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
952 {
953 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
954 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
955
956 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
957
958 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
959 goto leave;
960 }
961
962 /* In the new attack code, it should handle multiple attack
963 * types in its area, so remove it from here.
964 */
965 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
966
967 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
968 goto leave;
969 } /* end of if hitter hit op */
970 /* if we missed, dam=0 */
971
972 /*attack_message(dam, type, op, hitter); */
973
974 goto leave;
975
976 error:
977 dam = 1;
978
979 leave:
980
981 return dam;
982 }
983
984 int
985 attack_ob (object *op, object *hitter)
986 {
987 hitter = hitter->head_ ();
988
989 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
990 }
991
992 /* op is the arrow, tmp is what is stopping the arrow.
993 *
994 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
995 */
996 static int
997 stick_arrow (object *op, object *tmp)
998 {
999 /* If the missile hit a player, we insert it in their inventory.
1000 * However, if the missile is heavy, we don't do so (assume it falls
1001 * to the ground after a hit). What a good value for this is up to
1002 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
1003 * stick around.
1004 */
1005 if (op->weight <= 5000 && tmp->stats.hp >= 0)
1006 {
1007 tmp->head_ ()->insert (op);
1008 return 1;
1009 }
1010 else
1011 return 0;
1012 }
1013
1014 /* hit_with_arrow() disassembles the missile, attacks the victim and
1015 * reassembles the missile.
1016 *
1017 * It returns a pointer to the reassembled missile, or NULL if the missile
1018 * isn't available anymore.
1019 */
1020 object *
1021 hit_with_arrow (object *op, object *victim)
1022 {
1023 object *container, *hitter;
1024 int hit_something = 0;
1025
1026 /* Disassemble missile */
1027 if (op->inv)
1028 {
1029 container = op;
1030 hitter = op->inv;
1031 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1032 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1033 * might be called until this THROWN_OBJ is either reassembled or
1034 * removed at the end of this function must be able to deal with empty
1035 * THROWN_OBJs. */
1036 }
1037 else
1038 {
1039 container = 0;
1040 hitter = op;
1041 }
1042
1043 /* Try to hit victim */
1044 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1045
1046 /* Arrow attacks door, rune of summoning is triggered, demon is put on
1047 * arrow, move_apply() calls this function, arrow sticks in demon,
1048 * attack_ob_simple() returns, and we've got an arrow that still exists
1049 * but is no longer on the map. Ugh. (Beware: Such things can happen at
1050 * other places as well!)
1051 */
1052 if (hitter->destroyed () || hitter->env != NULL)
1053 {
1054 if (container)
1055 container->destroy ();
1056
1057 return 0;
1058 }
1059
1060 /* Missile hit victim */
1061 /* if the speed is > 10, then this is a fast moving arrow, we go straight
1062 * through the target
1063 */
1064 if (hit_something && op->speed <= 10.0)
1065 {
1066 /* Stop arrow */
1067 if (!container)
1068 {
1069 hitter = fix_stopped_arrow (hitter);
1070 if (!hitter)
1071 return 0;
1072 }
1073 else
1074 container->destroy ();
1075
1076 /* Try to stick arrow into victim */
1077 if (!victim->destroyed () && stick_arrow (hitter, victim))
1078 return 0;
1079
1080 /* Else try to put arrow on victim's map square
1081 * remove check for P_WALL here. If the arrow got to this
1082 * space, that is good enough - with the new movement code,
1083 * there is now the potential for lots of spaces where something
1084 * can fly over but not otherwise move over. What is the correct
1085 * way to handle those otherwise?
1086 */
1087 if (victim->x != hitter->x || victim->y != hitter->y)
1088 {
1089 if (victim->destroyed ())
1090 hitter->destroy ();
1091 else
1092 {
1093 hitter->remove ();
1094 hitter->x = victim->x;
1095 hitter->y = victim->y;
1096 insert_ob_in_map (hitter, victim->map, hitter, 0);
1097 }
1098 }
1099 else
1100 /* Else leave arrow where it is */
1101 merge_ob (hitter, NULL);
1102
1103 return 0;
1104 }
1105
1106 if (hit_something && op->speed >= 10.0)
1107 op->speed -= 1.0;
1108
1109 /* Missile missed victim - reassemble missile */
1110 if (container)
1111 {
1112 hitter->remove ();
1113 insert_ob_in_ob (hitter, container);
1114 }
1115
1116 return op;
1117 }
1118
1119 static void
1120 tear_down_wall (object *op)
1121 {
1122 if (!op->stats.maxhp)
1123 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1124 else if (!op->has_anim ())
1125 {
1126 /* Object has been called - no animations, so remove it */
1127 if (op->stats.hp < 0)
1128 op->destroy ();
1129
1130 return; /* no animations, so nothing more to do */
1131 }
1132
1133 // we use frames 1..num-2 as intermediate frames, so
1134 // the last frame is used only when hp < 0.
1135 int perc = clamp (
1136 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1137 0, op->anim_frames () - 1
1138 );
1139
1140 op->set_anim_frame (perc);
1141 update_object (op, UP_OBJ_FACE);
1142
1143 if (op->stats.hp < 0)
1144 { /* Reached the last animation */
1145 if (op->face == blank_face)
1146 /* If the last face is blank, remove the ob */
1147 op->destroy ();
1148 else
1149 { /* The last face was not blank, leave an image */
1150 op->flag [FLAG_BLOCKSVIEW] = false;
1151 update_all_los (op->map, op->x, op->y);
1152 op->move_block = 0;
1153 op->flag [FLAG_ALIVE] = false;
1154 }
1155 }
1156 }
1157
1158 static void
1159 scare_creature (object *target, object *hitter)
1160 {
1161 target->flag [FLAG_SCARED] = true;
1162
1163 if (!target->enemy)
1164 target->enemy = hitter->outer_owner ();
1165 }
1166
1167 /* GROS: This code comes from hit_player. It has been made external to
1168 * allow script procedures to "kill" objects in a combat-like fashion.
1169 * It was initially used by (kill-object) developed for the Collector's
1170 * Sword. Note that nothing has been changed from the original version
1171 * of the following code.
1172 * op is what is being killed.
1173 * dam is the damage done to it.
1174 * hitter is what is hitting it.
1175 * type is the attacktype.
1176 *
1177 * This function was a bit of a mess with hitter getting changed,
1178 * values being stored away but not used, etc. I've cleaned it up
1179 * a bit - I think it should be functionally equivalant.
1180 * MSW 2002-07-17
1181 */
1182 int
1183 kill_object (object *op, int dam, object *hitter, int type)
1184 {
1185 char buf[MAX_BUF];
1186 shstr skill;
1187 int maxdam = 0;
1188 int battleg = 0; /* true if op standing on battleground */
1189 int pk = 0; /* true if op and what controls hitter are both players */
1190 object *owner = 0;
1191 object *skop = 0;
1192
1193 if (op->stats.hp >= 0)
1194 return -1;
1195
1196 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1197 return 0;
1198
1199 /* maxdam needs to be the amount of damage it took to kill
1200 * this creature. The function(s) that call us have already
1201 * adjusted the creatures HP total, so that is negative.
1202 */
1203 maxdam = dam + op->stats.hp + 1;
1204
1205 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1206 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1207
1208 if (op->type == DOOR)
1209 {
1210 op->set_speed (0.1f);
1211 op->speed_left = -0.05f;
1212 return maxdam;
1213 }
1214
1215 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1216 {
1217 op->drop_and_destroy ();
1218 return maxdam;
1219 }
1220
1221 /* Now lets start dealing with experience we get for killing something */
1222
1223 owner = hitter->outer_owner ();
1224 if (!owner)
1225 owner = hitter;
1226
1227 /* is the victim (op) standing on battleground? */
1228 if (op_on_battleground (op, NULL, NULL))
1229 battleg = 1;
1230
1231 /* is this player killing? */
1232 if (op->type == PLAYER && owner->type == PLAYER)
1233 pk = 1;
1234
1235 /* Player killed something */
1236 if (owner->type == PLAYER)
1237 {
1238 /* Log players killing other players - makes it easier to detect
1239 * and filter out malicious player killers - that is why the
1240 * ip address is included.
1241 */
1242 if (op->type == PLAYER && !battleg)
1243 {
1244 time_t t = time (NULL);
1245 struct tm *tmv;
1246 char buf[256];
1247
1248 tmv = localtime (&t);
1249 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1250
1251 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1252 }
1253
1254 /* try to filter some things out - basically, if you are
1255 * killing a level 1 creature and your level 20, you
1256 * probably don't want to see that.
1257 */
1258 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1259 {
1260 if (owner != hitter)
1261 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1262 else
1263 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1264
1265 /* Only play sounds for melee kills */
1266 if (hitter->type == PLAYER)
1267 owner->play_sound (sound_find ("player_kills"));
1268 }
1269
1270 /* If a player kills another player, not on
1271 * battleground, the "killer" looses 1 luck. Since this is
1272 * not reversible, it's actually quite a pain IMHO. -AV
1273 * Fix bug in that we were changing the luck of the hitter, not
1274 * player that the object belonged to - so if you killed another player
1275 * with spells, pets, whatever, there was no penalty.
1276 * Changed to make luck penalty configurable in settings.
1277 */
1278 if (op->type == PLAYER && owner != op && !battleg)
1279 owner->change_luck (-settings.pk_luck_penalty);
1280
1281 /* This code below deals with finding the appropriate skill
1282 * to credit exp to. This is a bit problematic - we should
1283 * probably never really have to look at current_weapon->skill
1284 */
1285 if (hitter->skill && hitter->type != PLAYER)
1286 skill = hitter->skill;
1287 else if (owner->chosen_skill)
1288 {
1289 skop = owner->chosen_skill;
1290 skill = skop->skill;
1291 }
1292 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1293 skill = owner->current_weapon->skill;
1294 else
1295 {
1296 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1297 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1298 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1299 skill = 0;
1300 }
1301
1302 /* We have the skill we want to credit to - now find the object this goes
1303 * to. Make sure skop is an actual skill, and not a skill tool!
1304 */
1305 skop = owner->contr->find_skill (skill);
1306 } /* Was it a player that hit somethign */
1307 else
1308 skill = 0;
1309
1310 /* These may have been set in the player code section above */
1311 if (!skop)
1312 skop = hitter->chosen_skill;
1313
1314 if (!skill && skop)
1315 skill = skop->skill;
1316
1317 /* If you didn't kill yourself, and your not the wizard */
1318 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1319 {
1320 int exp;
1321
1322 /* Really don't give much experience for killing other players */
1323 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1324 if (battleg)
1325 {
1326 if (op->is_player ())
1327 {
1328 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1329 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1330 }
1331
1332 exp = 0;
1333 }
1334 else if (op->is_player ())
1335 exp = op->stats.exp / 1000;
1336 else
1337 exp = calc_skill_exp (owner, op, skop);
1338
1339 /* Don't know why this is set this way - doesn't make
1340 * sense to just divide everything by two for no reason.
1341 */
1342
1343 if (!settings.simple_exp)
1344 exp = exp / 2;
1345
1346 if (owner->type != PLAYER || owner->contr->party == NULL)
1347 change_exp (owner, exp, skill, 0);
1348 else
1349 {
1350 int shares = 0, count = 0;
1351 partylist *party = owner->contr->party;
1352
1353 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1354
1355 for_all_players (pl)
1356 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1357 {
1358 count++;
1359 shares += (pl->ob->level + 4);
1360 }
1361
1362 if (count == 1 || shares > exp || !shares)
1363 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1364 else
1365 {
1366 int share = exp / shares, given = 0, nexp;
1367
1368 for_all_players (pl)
1369 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1370 {
1371 nexp = (pl->ob->level + 4) * share;
1372 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1373 given += nexp;
1374 }
1375
1376 exp -= given;
1377 /* give any remainder to the player */
1378 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1379 }
1380 } /* else part of a party */
1381 } /* end if person didn't kill himself */
1382
1383 if (op->type != PLAYER)
1384 {
1385 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1386 {
1387 object *owner1 = op->owner;
1388
1389 if (owner1 && owner1->type == PLAYER)
1390 {
1391 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1392 /* Maybe we should include the owner that killed this, maybe not */
1393 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1394 }
1395
1396 remove_friendly_object (op);
1397 }
1398
1399 op->drop_and_destroy ();
1400 }
1401 else
1402 /* Player has been killed! */
1403 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1404
1405 /* This was return -1 - that doesn't seem correct - if we return -1, process
1406 * continues in the calling function.
1407 */
1408 return maxdam;
1409 }
1410
1411 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1412 * Returns 0 this is not friendly fire
1413 */
1414 int
1415 friendly_fire (object *op, object *hitter)
1416 {
1417 object *owner;
1418 int friendlyfire;
1419
1420 if (hitter->head)
1421 hitter = hitter->head;
1422
1423 friendlyfire = 0;
1424
1425 if (op->type == PLAYER)
1426 {
1427 if (op_on_battleground (hitter, 0, 0))
1428 return 0;
1429
1430 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1431 return 1;
1432
1433 if ((owner = hitter->owner) != NULL)
1434 {
1435 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1436 friendlyfire = 2;
1437 }
1438
1439 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1440 friendlyfire = 0;
1441 }
1442
1443 return friendlyfire;
1444 }
1445
1446 /* This isn't used just for players, but in fact most objects.
1447 * op is the object to be hit, dam is the amount of damage, hitter
1448 * is what is hitting the object, type is the attacktype, and
1449 * full_hit is set if monster area does not matter.
1450 * dam is base damage - protections/vulnerabilities/slaying matches can
1451 * modify it.
1452 */
1453 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1454 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1455 int
1456 hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1457 {
1458 int magic = type & AT_MAGIC;
1459 int body_attack = op && op->head; /* Did we hit op's head? */
1460 int maxdam = 0, ndam = 0, attacktype = 1;
1461 int maxattacktype;
1462 int simple_attack;
1463 int rtn_kill = 0;
1464 int friendlyfire;
1465
1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1467 return 0;
1468
1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1471 return 0;
1472
1473 // only allow pk for hostile players
1474 if (op->type == PLAYER)
1475 {
1476 object *owner = hitter->owner;
1477
1478 if (!owner)
1479 owner = hitter;
1480
1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1485 return 0;
1486 }
1487
1488 if (body_attack)
1489 {
1490 /* slow and paralyze must hit the head. But we don't want to just
1491 * return - we still need to process other attacks the spell still
1492 * might have. So just remove the paralyze and slow attacktypes,
1493 * and keep on processing if we have other attacktypes.
1494 * return if only magic or nothing is left - under normal code
1495 * we don't attack with pure magic if there is another attacktype.
1496 * Only do processing if the initial attacktype includes one of those
1497 * attack so we don't cancel out things like magic bullet.
1498 */
1499 if (type & (AT_PARALYZE | AT_SLOW))
1500 {
1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1503 if (!type || type == AT_MAGIC)
1504 return 0;
1505 }
1506 }
1507
1508 if (!simple_attack && op->type == DOOR)
1509 {
1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == RUNE || tmp->type == TRAP)
1512 {
1513 spring_trap (tmp, hitter);
1514
1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1516 return 0;
1517
1518 break;
1519 }
1520 }
1521
1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1523 {
1524 /* FIXME: If a player is killed by a rune in a door, the
1525 * destroyed() check above doesn't return, and might get here.
1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1534 return 0;
1535 }
1536
1537 #ifdef ATTACK_DEBUG
1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1539 #endif
1540
1541 if (magic)
1542 {
1543 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1546 if (dam >= 100)
1547 dam /= 100;
1548 else
1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1550 }
1551
1552 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1554 */
1555 if (type & AT_CHAOS)
1556 {
1557 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1558 update_object (op, UP_OBJ_FACE);
1559 type &= ~AT_CHAOS;
1560 }
1561
1562 /* Holyword is really an attacktype modifier (like magic is). If
1563 * holyword is part of an attacktype, then make sure the creature is
1564 * a proper match, otherwise no damage.
1565 */
1566 if (type & AT_HOLYWORD)
1567 {
1568 object *god;
1569
1570 if ((!hitter->slaying
1571 || (!(op->race && hitter->slaying.contains (op->race))
1572 && !(op->name && hitter->slaying.contains (op->name))))
1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1574 || (hitter->title
1575 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead))))
1577 return 0;
1578 }
1579
1580 maxattacktype = type; /* initialise this to something */
1581 for_all_bits_sparse_32 (type, attacknum)
1582 {
1583 uint32_t attacktype = 1 << attacknum;
1584
1585 /* Magic isn't really a true attack type - it gets combined with other
1586 * attack types. As such, skip it over. However, if magic is
1587 * the only attacktype in the group, then still attack with it
1588 */
1589 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1590 continue;
1591
1592 /* Go through and hit the player with each attacktype, one by one.
1593 * hit_player_attacktype only figures out the damage, doesn't inflict
1594 * it. It will do the appropriate action for attacktypes with
1595 * effects (slow, paralization, etc.
1596 */
1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1598 /* the >= causes us to prefer messages from special attacks, if
1599 * the damage is equal.
1600 */
1601 if (ndam >= maxdam)
1602 {
1603 maxdam = ndam;
1604 maxattacktype = 1 << attacknum;
1605 }
1606 }
1607
1608 /* if this is friendly fire then do a set % of damage only
1609 * Note - put a check in to make sure this attack is actually
1610 * doing damage - otherwise, the +1 in the code below will make
1611 * an attack do damage before when it otherwise didn't
1612 */
1613 friendlyfire = friendly_fire (op, hitter);
1614 if (friendlyfire && maxdam)
1615 {
1616 maxdam = ((dam * settings.set_friendly_fire) / 100);
1617
1618 #ifdef ATTACK_DEBUG
1619 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1620 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1621 #endif
1622 }
1623
1624 if (!full_hit)
1625 {
1626 int area;
1627 int remainder;
1628
1629 area = 0;
1630
1631 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1632 area++;
1633
1634 assert (area > 0);
1635
1636 /* basically: maxdam /= area; we try to "simulate" a float
1637 value-effect */
1638 remainder = 100 * (maxdam % area) / area;
1639 maxdam /= area;
1640 if (rndm (100) < remainder)
1641 maxdam++;
1642 }
1643
1644 #ifdef ATTACK_DEBUG
1645 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1646 #endif
1647
1648 // for now, only do this for active objects, otherwise they
1649 // keep a refcount for a long time and I see no usefulness
1650 // for an non-active objetc to know its enemy.
1651 if (op->active)
1652 if (hitter->owner)
1653 op->enemy = hitter->owner;
1654 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1655 op->enemy = hitter;
1656
1657 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1658 {
1659 /* The unaggressives look after themselves 8) */
1660 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1661 npc_call_help (op);
1662 }
1663
1664 if (magic && did_make_save (op, op->level, 0))
1665 maxdam = maxdam / 2;
1666
1667 attack_message (maxdam, maxattacktype, op, hitter);
1668
1669 op->stats.hp -= maxdam;
1670
1671 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1672 if (op->stats.hp >= 0
1673 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1674 && op->stats.hp < op->run_away * op->stats.maxhp / 100)
1675 {
1676
1677 if (QUERY_FLAG (op, FLAG_MONSTER))
1678 SET_FLAG (op, FLAG_RUN_AWAY);
1679 else
1680 scare_creature (op, hitter);
1681 }
1682
1683 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1684 {
1685 if (maxdam)
1686 tear_down_wall (op);
1687
1688 return maxdam; /* nothing more to do for wall */
1689 }
1690
1691 /* See if the creature has been killed */
1692 rtn_kill = kill_object (op, maxdam, hitter, type);
1693 if (rtn_kill != -1)
1694 return rtn_kill;
1695
1696 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1697 * that before if the player was immune to ghosthit, the monster
1698 * remained - that is no longer the case.
1699 */
1700 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1701 hitter->drop_and_destroy ();
1702 /* Lets handle creatures that are splitting now */
1703 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1704 {
1705 int i;
1706 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1707 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1708 object *owner = op->owner;
1709
1710 if (!op->other_arch)
1711 {
1712 LOG (llevError, "SPLITTING without other_arch error.\n");
1713 return maxdam;
1714 }
1715
1716 op->remove ();
1717
1718 for (i = 0; i < op->stats.food; i++)
1719 { /* This doesn't handle op->more yet */
1720 object *tmp = arch_to_object (op->other_arch);
1721 int j;
1722
1723 tmp->stats.hp = op->stats.hp;
1724
1725 if (friendly)
1726 {
1727 add_friendly_object (tmp);
1728 tmp->attack_movement = PETMOVE;
1729
1730 if (owner)
1731 tmp->set_owner (owner);
1732 }
1733
1734 if (unaggressive)
1735 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1736
1737 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1738
1739 if (j == -1) /* No spot to put this monster */
1740 tmp->destroy ();
1741 else
1742 {
1743 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1744 insert_ob_in_map (tmp, op->map, NULL, 0);
1745 }
1746 }
1747
1748 op->destroy ();
1749 }
1750 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1751 hitter->drop_and_destroy ();
1752
1753 return maxdam;
1754 }
1755
1756 static void
1757 poison_player (object *op, object *hitter, int dam)
1758 {
1759 archetype *at = archetype::find (shstr_poisoning);
1760 object *tmp = present_arch_in_ob (at, op);
1761
1762 if (tmp == NULL)
1763 {
1764 if ((tmp = arch_to_object (at)) == NULL)
1765 LOG (llevError, "Failed to clone arch poisoning.\n");
1766 else
1767 {
1768 tmp = insert_ob_in_ob (tmp, op);
1769 /* peterm: give poisoning some teeth. It should
1770 * be able to kill things better than it does:
1771 * damage should be dependent something--I choose to
1772 * do this: if it's a monster, the damage from the
1773 * poisoning goes as the level of the monster/2.
1774 * If anything else, goes as damage.
1775 */
1776
1777 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1778 tmp->stats.dam += hitter->level / 2;
1779 else
1780 tmp->stats.dam = dam;
1781
1782 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1783 if (hitter->skill && hitter->skill != tmp->skill)
1784 {
1785 tmp->skill = hitter->skill;
1786 }
1787
1788 tmp->stats.food += dam; /* more damage, longer poisoning */
1789
1790 if (op->type == PLAYER)
1791 {
1792 /* player looses stats, maximum is -10 of each */
1793 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1794 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1795 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1796 tmp->stats.Int = max (-(dam / 7 ), -10);
1797 SET_FLAG (tmp, FLAG_APPLIED);
1798 op->update_stats ();
1799 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1800 op->play_sound (tmp->sound);
1801 }
1802
1803 if (hitter->type == PLAYER)
1804 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1805 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1806 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1807 }
1808
1809 tmp->speed_left = 0;
1810 }
1811 else
1812 tmp->stats.food++;
1813 }
1814
1815 static void
1816 slow_player (object *op, object *hitter, int dam)
1817 {
1818 archetype *at = archetype::find (shstr_slowness);
1819 object *tmp;
1820
1821 if (at == NULL)
1822 LOG (llevError, "Can't find slowness archetype.\n");
1823
1824 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1825 {
1826 tmp = arch_to_object (at);
1827 tmp = insert_ob_in_ob (tmp, op);
1828 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1829 }
1830 else
1831 tmp->stats.food++;
1832
1833 SET_FLAG (tmp, FLAG_APPLIED);
1834 tmp->speed_left = 0;
1835 op->update_stats ();
1836 }
1837
1838 void
1839 confuse_player (object *op, object *hitter, int dam)
1840 {
1841 object *tmp;
1842 int maxduration;
1843
1844 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1845 if (!tmp)
1846 {
1847 tmp = get_archetype (FORCE_NAME);
1848 tmp = insert_ob_in_ob (tmp, op);
1849 }
1850
1851 /* Duration added per hit and max. duration of confusion both depend
1852 * on the player's resistance
1853 */
1854 tmp->speed = 0.05;
1855 tmp->subtype = FORCE_CONFUSION;
1856 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1857 tmp->name = shstr_confusion;
1858 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1859
1860 if (tmp->duration > maxduration)
1861 tmp->duration = maxduration;
1862
1863 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1864 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1865
1866 SET_FLAG (op, FLAG_CONFUSED);
1867 }
1868
1869 void
1870 blind_player (object *op, object *hitter, int dam)
1871 {
1872 object *tmp, *owner;
1873
1874 /* Save some work if we know it isn't going to affect the player */
1875 if (op->resist[ATNR_BLIND] == 100)
1876 return;
1877
1878 tmp = present_in_ob (BLINDNESS, op);
1879 if (!tmp)
1880 {
1881 tmp = get_archetype (shstr_blindness);
1882 SET_FLAG (tmp, FLAG_BLIND);
1883 SET_FLAG (tmp, FLAG_APPLIED);
1884 /* use floats so we don't lose too much precision due to rounding errors.
1885 * speed is a float anyways.
1886 */
1887 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1888
1889 tmp = insert_ob_in_ob (tmp, op);
1890 change_abil (op, tmp); /* Mostly to display any messages */
1891 op->update_stats (); /* This takes care of some other stuff */
1892
1893 if (hitter->owner)
1894 owner = hitter->owner;
1895 else
1896 owner = hitter;
1897
1898 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1899 }
1900 tmp->stats.food += dam;
1901 if (tmp->stats.food > 10)
1902 tmp->stats.food = 10;
1903 }
1904
1905 void
1906 paralyze_player (object *op, object *hitter, int dam)
1907 {
1908 /* This is strange stuff... someone knows for what this is
1909 * written? Well, i think this can and should be removed
1910 */
1911
1912 /*
1913 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1914 tmp=clone_arch(PARAIMAGE);
1915 tmp->x=op->x,tmp->y=op->y;
1916 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1917 }
1918 */
1919
1920 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1921 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1922
1923 op->speed_left -= fabs (op->speed) * effect;
1924 /* tmp->stats.food+=(signed short) effect/op->speed; */
1925
1926 /* max number of ticks to be affected for. */
1927 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1928
1929 if (op->speed_left < -(fabs (op->speed) * max))
1930 op->speed_left = -(fabs (op->speed) * max);
1931
1932 /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1933 }
1934
1935 /* Attempts to kill 'op'. hitter is the attack object, dam is
1936 * the computed damaged.
1937 */
1938 static void
1939 deathstrike_player (object *op, object *hitter, int *dam)
1940 {
1941 /* The intention of a death attack is to kill outright things
1942 ** that are a lot weaker than the attacker, have a chance of killing
1943 ** things somewhat weaker than the caster, and no chance of
1944 ** killing something equal or stronger than the attacker.
1945 ** Also, if a deathstrike attack has a slaying, any monster
1946 ** whose name or race matches a comma-delimited list in the slaying
1947 ** field of the deathstriking object */
1948
1949 int atk_lev, def_lev, kill_lev;
1950
1951 if (hitter->slaying)
1952 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1953 || (op->race && hitter->slaying.contains (op->race))))
1954 return;
1955
1956 def_lev = op->level;
1957 if (def_lev < 1)
1958 {
1959 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1960 def_lev = 1;
1961 }
1962
1963 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1964 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1965 atk_lev, def_lev); */
1966
1967 if (atk_lev >= def_lev)
1968 {
1969 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1970
1971 /* Note that the below effectively means the ratio of the atk vs
1972 * defener level is important - if level 52 character has very little
1973 * chance of killing a level 50 monster. This should probably be
1974 * redone.
1975 */
1976 if (kill_lev >= def_lev)
1977 {
1978 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1979 /* I think this doesn't really do much. Because of
1980 * integer rounding, this only makes any difference if the
1981 * attack level is double the defender level.
1982 */
1983 *dam *= kill_lev / def_lev;
1984 }
1985 }
1986 else
1987 *dam = 0; /* no harm done */
1988 }
1989
1990 /* This returns the amount of damage hitter does to op with the
1991 * appropriate attacktype. Only 1 attacktype should be set at a time.
1992 * This doesn't damage the player, but returns how much it should
1993 * take. However, it will do other effects (paralyzation, slow, etc.)
1994 * Note - changed for PR code - we now pass the attack number and not
1995 * the attacktype. Makes it easier for the PR code. */
1996 int
1997 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1998 {
1999 int doesnt_slay = 1;
2000
2001 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2002 if (attacknum >= NROFATTACKS)
2003 {
2004 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2005 return 0;
2006 }
2007
2008 if (dam < 0)
2009 {
2010 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2011 dam, hitter->debug_desc (), op->debug_desc ());
2012 return 0;
2013 }
2014
2015 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2016 * people can't mess with that or it otherwise get confused. */
2017 if (attacknum == ATNR_INTERNAL)
2018 return dam;
2019
2020 if (hitter->slaying)
2021 {
2022 if ((op->race && hitter->slaying.contains (op->race))
2023 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2024 {
2025 doesnt_slay = 0;
2026 dam *= 3;
2027 }
2028 }
2029
2030 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2031 if (op->resist[attacknum])
2032 {
2033 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2034 * in case 0>dam>1, we try to "simulate" a float value-effect */
2035 dam *= (100 - op->resist[attacknum]);
2036 if (dam >= 100)
2037 dam /= 100;
2038 else
2039 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2040 }
2041
2042 /* Special hack. By default, if immune to something, you
2043 * shouldn't need to worry. However, acid is an exception, since
2044 * it can still damage your items. Only include attacktypes if
2045 * special processing is needed */
2046
2047 if (op->resist[attacknum] >= 100
2048 && doesnt_slay
2049 && attacknum != ATNR_ACID)
2050 return 0;
2051
2052 /* Keep this in order - makes things easier to find */
2053
2054 switch (attacknum)
2055 {
2056 case ATNR_PHYSICAL:
2057 /* here also check for diseases */
2058 check_physically_infect (op, hitter);
2059 break;
2060
2061 /* Don't need to do anything for:
2062 magic,
2063 fire,
2064 electricity,
2065 cold */
2066
2067 case ATNR_CONFUSION:
2068 case ATNR_POISON:
2069 case ATNR_SLOW:
2070 case ATNR_PARALYZE:
2071 case ATNR_FEAR:
2072 case ATNR_CANCELLATION:
2073 case ATNR_DEPLETE:
2074 case ATNR_BLIND:
2075 {
2076 /* chance for inflicting a special attack depends on the
2077 * difference between attacker's and defender's level
2078 */
2079 int level_diff = min (110, max (0, op->level - hitter->level));
2080
2081 /* First, only creatures/players with speed can be affected.
2082 * Second, just getting hit doesn't mean it always affects
2083 * you. Third, you still get a saving through against the
2084 * effect.
2085 */
2086 if (op->has_active_speed ()
2087 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2088 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2089 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2090 {
2091
2092 /* Player has been hit by something */
2093 if (attacknum == ATNR_CONFUSION)
2094 confuse_player (op, hitter, dam);
2095 else if (attacknum == ATNR_POISON)
2096 poison_player (op, hitter, dam);
2097 else if (attacknum == ATNR_SLOW)
2098 slow_player (op, hitter, dam);
2099 else if (attacknum == ATNR_PARALYZE)
2100 paralyze_player (op, hitter, dam);
2101 else if (attacknum == ATNR_FEAR)
2102 scare_creature (op, hitter);
2103 else if (attacknum == ATNR_CANCELLATION)
2104 cancellation (op);
2105 else if (attacknum == ATNR_DEPLETE)
2106 op->drain_stat ();
2107 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2108 blind_player (op, hitter, dam);
2109 }
2110
2111 dam = 0; /* These are all effects and don't do real damage */
2112 }
2113 break;
2114
2115 case ATNR_ACID:
2116 {
2117 int flag = 0;
2118
2119 /* Items only get corroded if you're not on a battleground and
2120 * if your acid resistance is below 50%. */
2121 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2122 {
2123 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2124 {
2125 if (tmp->invisible)
2126 continue;
2127 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2128 /* >= 10% acid res. on items will protect these */
2129 continue;
2130 if (!(tmp->materials & M_IRON))
2131 continue;
2132 if (tmp->magic < -4) /* Let's stop at -5 */
2133 continue;
2134 if (tmp->type == RING
2135 /* removed boots and gloves from exclusion list in PR */
2136 || tmp->type == GIRDLE
2137 || tmp->type == AMULET
2138 || tmp->type == WAND
2139 || tmp->type == ROD
2140 || tmp->type == HORN)
2141 continue; /* To avoid some strange effects */
2142
2143 /* High damage acid has better chance of corroding
2144 objects */
2145 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2146 {
2147 flag = 1;
2148 tmp->magic--;
2149
2150 if (object *pl = tmp->visible_to ())
2151 {
2152 /* Make this more visible */
2153 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2154 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2155
2156 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2157 }
2158 }
2159 }
2160
2161 if (flag)
2162 op->update_stats (); /* Something was corroded */
2163 }
2164 }
2165 break;
2166
2167 case ATNR_DRAIN:
2168 {
2169 /* rate is the proportion of exp drained. High rate means
2170 * not much is drained, low rate means a lot is drained.
2171 */
2172 int rate;
2173
2174 if (op->resist[ATNR_DRAIN] >= 0)
2175 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2176 else
2177 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2178
2179 if (op->stats.exp <= rate)
2180 {
2181 if (op->type == GOLEM)
2182 dam = 999; /* Its force is "sucked" away. 8) */
2183 else
2184 /* If we can't drain, lets try to do physical damage */
2185 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2186 }
2187 else
2188 {
2189 /* Randomly give the hitter some hp */
2190 if (hitter->stats.hp < hitter->stats.maxhp &&
2191 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2192 hitter->stats.hp++;
2193
2194 /* Can't do drains on battleground spaces.
2195 * Move the wiz check up here - before, the hitter wouldn't gain exp
2196 * exp, but the wiz would still lose exp! If drainee is a wiz,
2197 * nothing happens.
2198 * Try to credit the owner. We try to display player -> player drain
2199 * attacks, hence all the != PLAYER checks.
2200 */
2201 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2202 {
2203 object *owner = hitter->owner;
2204
2205 if (owner && owner != hitter)
2206 {
2207 if (op->type != PLAYER || owner->type != PLAYER)
2208 change_exp (owner, op->stats.exp / (rate * 2),
2209 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2210 }
2211 else if (op->type != PLAYER || hitter->type != PLAYER)
2212 change_exp (hitter, op->stats.exp / (rate * 2),
2213 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2214
2215 change_exp (op, -op->stats.exp / rate, NULL, 0);
2216 }
2217
2218 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2219 * drain attack, you won't know that you are actually sucking out EXP,
2220 * as the messages will say you missed
2221 */
2222 }
2223 }
2224 break;
2225
2226 case ATNR_TURN_UNDEAD:
2227 {
2228 if (QUERY_FLAG (op, FLAG_UNDEAD))
2229 {
2230 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2231 object *god = find_god (determine_god (owner));
2232 int div = 1;
2233
2234 /* if undead are not an enemy of your god, you turn them
2235 * at half strength */
2236 if (!god || !god->slaying.contains (shstr_undead))
2237 div = 2;
2238
2239 /* Give a bonus if you resist turn undead */
2240 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2241 scare_creature (op, owner);
2242 }
2243 else
2244 dam = 0; /* don't damage non undead - should we damage
2245 undead? */
2246 }
2247 break;
2248
2249 case ATNR_DEATH:
2250 deathstrike_player (op, hitter, &dam);
2251 break;
2252
2253 case ATNR_CHAOS:
2254 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2255 dam = 0;
2256 break;
2257
2258 case ATNR_COUNTERSPELL:
2259 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2260 dam = 0;
2261 /* This should never happen. Counterspell is handled
2262 * seperately and filtered out. If this does happen,
2263 * Counterspell has no effect on anything but spells, so it
2264 * does no damage. */
2265 break;
2266
2267 case ATNR_HOLYWORD:
2268 {
2269 /* This has already been handled by hit_player,
2270 * no need to check twice -- DAMN */
2271 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2272
2273 /* As with turn undead above, give a bonus on the saving throw */
2274 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2275 scare_creature (op, owner);
2276 }
2277 break;
2278
2279 case ATNR_LIFE_STEALING:
2280 {
2281 int new_hp;
2282
2283 /* this is replacement to drain for players, instead of taking
2284 * exp it takes hp. It is geared for players, probably not
2285 * much use giving it to monsters
2286 *
2287 * life stealing doesn't do a lot of damage, but it gives the
2288 * damage it does do to the player. Given that,
2289 * it only does 1/10'th normal damage (hence the divide by
2290 * 1000).
2291 */
2292 /* You can't steal life from something undead */
2293 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2294 return 0;
2295
2296 /* If drain protection is higher than life stealing, use that */
2297 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2298 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2299 else
2300 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2301
2302 /* You die at -1 hp, not zero. */
2303 if (dam > (op->stats.hp + 1))
2304 dam = op->stats.hp + 1;
2305
2306 new_hp = hitter->stats.hp + dam;
2307 if (new_hp > hitter->stats.maxhp)
2308 new_hp = hitter->stats.maxhp;
2309
2310 if (new_hp > hitter->stats.hp)
2311 hitter->stats.hp = new_hp;
2312 }
2313 }
2314
2315 return dam;
2316 }
2317