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/cvs/deliantra/server/server/attack.C
Revision: 1.118
Committed: Tue Nov 10 04:38:45 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +2 -14 lines
Log Message:
material overhaul

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