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/cvs/deliantra/server/server/attack.C
Revision: 1.133
Committed: Fri Apr 2 03:41:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.132: +1 -1 lines
Log Message:
preliminary check-in with dbeugging code

File Contents

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