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/cvs/deliantra/server/server/attack.C
Revision: 1.134
Committed: Mon Apr 5 02:05:32 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.133: +0 -1 lines
Log Message:
mining skill :)

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 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753 }
754 /* adj_attackroll() - adjustments to attacks by various conditions */
755 static int
756 adj_attackroll (object *hitter, object *target)
757 {
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (QUERY_FLAG (attacker, FLAG_REMOVED))
777 attacker = hitter;
778 }
779 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (QUERY_FLAG (attacker, FLAG_SCARED))
796 adjust -= 3;
797
798 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
799 adjust += 1;
800
801 if (QUERY_FLAG (target, FLAG_SCARED))
802 adjust += 1;
803
804 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811 #if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820 #endif
821
822 #if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824 #endif
825
826 return adjust;
827 }
828
829 static int
830 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
831 {
832 int simple_attack, roll, dam = 0;
833 uint32 type;
834 shstr op_name;
835
836 if (get_attack_mode (&op, &hitter, &simple_attack))
837 goto error;
838
839 if (hitter->current_weapon)
840 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
841 return RESULT_INT (0);
842
843 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
844 return RESULT_INT (0);
845
846 /*
847 * A little check to make it more difficult to dance forward and back
848 * to avoid ever being hit by monsters.
849 */
850 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f)
851 {
852 /* Decrease speed BEFORE calling process_object. Otherwise, an
853 * infinite loop occurs, with process_object calling move_monster,
854 * which then gets here again. By decreasing the speed before
855 * we call process_object, the 'if' statement above will fail.
856 */
857 --op->speed_left;
858 process_object (op);
859
860 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
861 goto error;
862 }
863
864 op_name = op->name;
865
866 roll = random_roll (1, 20, hitter, PREFER_HIGH);
867
868 /* Adjust roll for various situations. */
869 if (!simple_attack)
870 roll += adj_attackroll (hitter, op);
871
872 /* See if we hit the creature */
873 if (roll == 20 || op->stats.ac >= base_wc - roll)
874 {
875 int hitdam = base_dam;
876
877 if (!simple_attack)
878 {
879 /* If you hit something, the victim should *always* wake up.
880 * Before, invisible hitters could avoid doing this.
881 * -b.t. */
882 if (QUERY_FLAG (op, FLAG_SLEEP))
883 CLEAR_FLAG (op, FLAG_SLEEP);
884
885 /* If the victim can't see the attacker, it may alert others
886 * for help. */
887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
888 npc_call_help (op);
889
890 /* if you were hidden and hit by a creature, you are discovered */
891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
892 {
893 make_visible (op);
894
895 if (op->type == PLAYER)
896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
897 }
898
899 /* thrown items (hitter) will have various effects
900 * when they hit the victim. For things like thrown daggers,
901 * this sets 'hitter' to the actual dagger, and not the
902 * wrapper object.
903 */
904 thrown_item_effect (hitter, op);
905
906 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
907 goto leave;
908 }
909
910 /* Need to do at least 1 damage, otherwise there is no point
911 * to go further and it will cause FPE's below.
912 */
913 if (hitdam <= 0)
914 hitdam = 1;
915
916 type = hitter->attacktype;
917
918 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
919 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
920 * This check is important for the most simple monsters out there in the
921 * game content (maps, archs). For example orcs: They would have
922 * no attacktype at all.
923 *
924 * Some time in the future someone should just go into the game data
925 * and fix every monster out there ;-/ Until then we will kill some
926 * more trees in the african rain forests with this check.
927 */
928 if (!type)
929 type = AT_PHYSICAL;
930
931 /* Handle monsters that hit back */
932 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
933 {
934 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
935 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
936
937 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
938
939 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
940 goto leave;
941 }
942
943 /* In the new attack code, it should handle multiple attack
944 * types in its area, so remove it from here.
945 */
946 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
947
948 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
949 goto leave;
950 } /* end of if hitter hit op */
951 /* if we missed, dam=0 */
952
953 /*attack_message(dam, type, op, hitter); */
954
955 goto leave;
956
957 error:
958 dam = 1;
959
960 leave:
961
962 return dam;
963 }
964
965 int
966 attack_ob (object *op, object *hitter)
967 {
968 hitter = hitter->head_ ();
969
970 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
971 }
972
973 /* op is the arrow, tmp is what is stopping the arrow.
974 *
975 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
976 */
977 static int
978 stick_arrow (object *op, object *tmp)
979 {
980 /* If the missile hit a player, we insert it in their inventory.
981 * However, if the missile is heavy, we don't do so (assume it falls
982 * to the ground after a hit). What a good value for this is up to
983 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
984 * stick around.
985 */
986 if (op->weight <= 5000 && tmp->stats.hp >= 0)
987 {
988 tmp->head_ ()->insert (op);
989 return 1;
990 }
991 else
992 return 0;
993 }
994
995 /* hit_with_arrow() disassembles the missile, attacks the victim and
996 * reassembles the missile.
997 *
998 * It returns a pointer to the reassembled missile, or NULL if the missile
999 * isn't available anymore.
1000 */
1001 object *
1002 hit_with_arrow (object *op, object *victim)
1003 {
1004 object *container, *hitter;
1005 int hit_something = 0;
1006
1007 /* Disassemble missile */
1008 if (op->inv)
1009 {
1010 container = op;
1011 hitter = op->inv;
1012 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1013 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1014 * might be called until this THROWN_OBJ is either reassembled or
1015 * removed at the end of this function must be able to deal with empty
1016 * THROWN_OBJs. */
1017 }
1018 else
1019 {
1020 container = 0;
1021 hitter = op;
1022 }
1023
1024 /* Try to hit victim */
1025 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1026
1027 /* Arrow attacks door, rune of summoning is triggered, demon is put on
1028 * arrow, move_apply() calls this function, arrow sticks in demon,
1029 * attack_ob_simple() returns, and we've got an arrow that still exists
1030 * but is no longer on the map. Ugh. (Beware: Such things can happen at
1031 * other places as well!)
1032 */
1033 if (hitter->destroyed () || hitter->env != NULL)
1034 {
1035 if (container)
1036 container->destroy ();
1037
1038 return 0;
1039 }
1040
1041 /* Missile hit victim */
1042 /* if the speed is > 10, then this is a fast moving arrow, we go straight
1043 * through the target
1044 */
1045 if (hit_something && op->speed <= 10.0)
1046 {
1047 /* Stop arrow */
1048 if (!container)
1049 {
1050 hitter = fix_stopped_arrow (hitter);
1051 if (!hitter)
1052 return 0;
1053 }
1054 else
1055 container->destroy ();
1056
1057 /* Try to stick arrow into victim */
1058 if (!victim->destroyed () && stick_arrow (hitter, victim))
1059 return 0;
1060
1061 /* Else try to put arrow on victim's map square
1062 * remove check for P_WALL here. If the arrow got to this
1063 * space, that is good enough - with the new movement code,
1064 * there is now the potential for lots of spaces where something
1065 * can fly over but not otherwise move over. What is the correct
1066 * way to handle those otherwise?
1067 */
1068 if (victim->x != hitter->x || victim->y != hitter->y)
1069 {
1070 if (victim->destroyed ())
1071 hitter->destroy ();
1072 else
1073 {
1074 hitter->remove ();
1075 hitter->x = victim->x;
1076 hitter->y = victim->y;
1077 insert_ob_in_map (hitter, victim->map, hitter, 0);
1078 }
1079 }
1080 else
1081 /* Else leave arrow where it is */
1082 merge_ob (hitter, NULL);
1083
1084 return 0;
1085 }
1086
1087 if (hit_something && op->speed >= 10.0)
1088 op->speed -= 1.0;
1089
1090 /* Missile missed victim - reassemble missile */
1091 if (container)
1092 {
1093 hitter->remove ();
1094 insert_ob_in_ob (hitter, container);
1095 }
1096
1097 return op;
1098 }
1099
1100 static void
1101 tear_down_wall (object *op)
1102 {
1103 if (!op->stats.maxhp)
1104 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1105 else if (!op->has_anim ())
1106 {
1107 /* Object has been called - no animations, so remove it */
1108 if (op->stats.hp < 0)
1109 op->destroy ();
1110
1111 return; /* no animations, so nothing more to do */
1112 }
1113
1114 // we use frames 1..num-2 as intermediate frames, so
1115 // the last frame is used only when hp < 0.
1116 int perc = clamp (
1117 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1118 0, op->anim_frames () - 1
1119 );
1120
1121 op->set_anim_frame (perc);
1122 update_object (op, UP_OBJ_FACE);
1123
1124 if (op->stats.hp < 0)
1125 { /* Reached the last animation */
1126 if (op->face == blank_face)
1127 /* If the last face is blank, remove the ob */
1128 op->destroy ();
1129 else
1130 { /* The last face was not blank, leave an image */
1131 op->flag [FLAG_BLOCKSVIEW] = false;
1132 update_all_los (op->map, op->x, op->y);
1133 op->move_block = 0;
1134 op->flag [FLAG_ALIVE] = false;
1135 }
1136 }
1137 }
1138
1139 static void
1140 scare_creature (object *target, object *hitter)
1141 {
1142 target->flag [FLAG_SCARED] = true;
1143
1144 if (!target->enemy)
1145 target->enemy = hitter->outer_owner ();
1146 }
1147
1148 /* GROS: This code comes from hit_player. It has been made external to
1149 * allow script procedures to "kill" objects in a combat-like fashion.
1150 * It was initially used by (kill-object) developed for the Collector's
1151 * Sword. Note that nothing has been changed from the original version
1152 * of the following code.
1153 * op is what is being killed.
1154 * dam is the damage done to it.
1155 * hitter is what is hitting it.
1156 * type is the attacktype.
1157 *
1158 * This function was a bit of a mess with hitter getting changed,
1159 * values being stored away but not used, etc. I've cleaned it up
1160 * a bit - I think it should be functionally equivalant.
1161 * MSW 2002-07-17
1162 */
1163 int
1164 kill_object (object *op, int dam, object *hitter, int type)
1165 {
1166 char buf[MAX_BUF];
1167 shstr skill;
1168 int maxdam = 0;
1169 int battleg = 0; /* true if op standing on battleground */
1170 int pk = 0; /* true if op and what controls hitter are both players */
1171 object *owner = 0;
1172 object *skop = 0;
1173
1174 if (op->stats.hp >= 0)
1175 return -1;
1176
1177 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1178 return 0;
1179
1180 /* maxdam needs to be the amount of damage it took to kill
1181 * this creature. The function(s) that call us have already
1182 * adjusted the creatures HP total, so that is negative.
1183 */
1184 maxdam = dam + op->stats.hp + 1;
1185
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1187 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1188
1189 if (op->type == DOOR)
1190 {
1191 op->set_speed (0.1f);
1192 op->speed_left = -0.05f;
1193 return maxdam;
1194 }
1195
1196 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1197 {
1198 op->drop_and_destroy ();
1199 return maxdam;
1200 }
1201
1202 /* Now lets start dealing with experience we get for killing something */
1203
1204 owner = hitter->outer_owner ();
1205 if (!owner)
1206 owner = hitter;
1207
1208 /* is the victim (op) standing on battleground? */
1209 if (op_on_battleground (op, NULL, NULL))
1210 battleg = 1;
1211
1212 /* is this player killing? */
1213 if (op->type == PLAYER && owner->type == PLAYER)
1214 pk = 1;
1215
1216 /* Player killed something */
1217 if (owner->type == PLAYER)
1218 {
1219 /* Log players killing other players - makes it easier to detect
1220 * and filter out malicious player killers - that is why the
1221 * ip address is included.
1222 */
1223 if (op->type == PLAYER && !battleg)
1224 {
1225 time_t t = time (NULL);
1226 struct tm *tmv;
1227 char buf[256];
1228
1229 tmv = localtime (&t);
1230 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1231
1232 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1233 }
1234
1235 /* try to filter some things out - basically, if you are
1236 * killing a level 1 creature and your level 20, you
1237 * probably don't want to see that.
1238 */
1239 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1240 {
1241 if (owner != hitter)
1242 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1243 else
1244 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1245
1246 /* Only play sounds for melee kills */
1247 if (hitter->type == PLAYER)
1248 owner->play_sound (sound_find ("player_kills"));
1249 }
1250
1251 /* If a player kills another player, not on
1252 * battleground, the "killer" looses 1 luck. Since this is
1253 * not reversible, it's actually quite a pain IMHO. -AV
1254 * Fix bug in that we were changing the luck of the hitter, not
1255 * player that the object belonged to - so if you killed another player
1256 * with spells, pets, whatever, there was no penalty.
1257 * Changed to make luck penalty configurable in settings.
1258 */
1259 if (op->type == PLAYER && owner != op && !battleg)
1260 owner->change_luck (-settings.pk_luck_penalty);
1261
1262 /* This code below deals with finding the appropriate skill
1263 * to credit exp to. This is a bit problematic - we should
1264 * probably never really have to look at current_weapon->skill
1265 */
1266 if (hitter->skill && hitter->type != PLAYER)
1267 skill = hitter->skill;
1268 else if (owner->chosen_skill)
1269 {
1270 skop = owner->chosen_skill;
1271 skill = skop->skill;
1272 }
1273 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1274 skill = owner->current_weapon->skill;
1275 else
1276 {
1277 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1278 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1279 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1280 skill = 0;
1281 }
1282
1283 /* We have the skill we want to credit to - now find the object this goes
1284 * to. Make sure skop is an actual skill, and not a skill tool!
1285 */
1286 skop = owner->contr->find_skill (skill);
1287 } /* Was it a player that hit somethign */
1288 else
1289 skill = 0;
1290
1291 /* These may have been set in the player code section above */
1292 if (!skop)
1293 skop = hitter->chosen_skill;
1294
1295 if (!skill && skop)
1296 skill = skop->skill;
1297
1298 /* If you didn't kill yourself, and your not the wizard */
1299 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1300 {
1301 int exp;
1302
1303 /* Really don't give much experience for killing other players */
1304 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1305 if (battleg)
1306 {
1307 if (op->is_player ())
1308 {
1309 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1310 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1311 }
1312
1313 exp = 0;
1314 }
1315 else if (op->is_player ())
1316 exp = op->stats.exp / 1000;
1317 else
1318 exp = calc_skill_exp (owner, op, skop);
1319
1320 /* Don't know why this is set this way - doesn't make
1321 * sense to just divide everything by two for no reason.
1322 */
1323
1324 if (!settings.simple_exp)
1325 exp = exp / 2;
1326
1327 if (owner->type != PLAYER || owner->contr->party == NULL)
1328 change_exp (owner, exp, skill, 0);
1329 else
1330 {
1331 int shares = 0, count = 0;
1332 partylist *party = owner->contr->party;
1333
1334 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1335
1336 for_all_players (pl)
1337 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1338 {
1339 count++;
1340 shares += (pl->ob->level + 4);
1341 }
1342
1343 if (count == 1 || shares > exp || !shares)
1344 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1345 else
1346 {
1347 int share = exp / shares, given = 0, nexp;
1348
1349 for_all_players (pl)
1350 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1351 {
1352 nexp = (pl->ob->level + 4) * share;
1353 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1354 given += nexp;
1355 }
1356
1357 exp -= given;
1358 /* give any remainder to the player */
1359 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1360 }
1361 } /* else part of a party */
1362 } /* end if person didn't kill himself */
1363
1364 if (op->type != PLAYER)
1365 {
1366 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1367 {
1368 object *owner1 = op->owner;
1369
1370 if (owner1 && owner1->type == PLAYER)
1371 {
1372 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1373 /* Maybe we should include the owner that killed this, maybe not */
1374 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1375 }
1376
1377 remove_friendly_object (op);
1378 }
1379
1380 op->drop_and_destroy ();
1381 }
1382 else
1383 /* Player has been killed! */
1384 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1385
1386 /* This was return -1 - that doesn't seem correct - if we return -1, process
1387 * continues in the calling function.
1388 */
1389 return maxdam;
1390 }
1391
1392 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1393 * Returns 0 this is not friendly fire
1394 */
1395 int
1396 friendly_fire (object *op, object *hitter)
1397 {
1398 object *owner;
1399 int friendlyfire;
1400
1401 if (hitter->head)
1402 hitter = hitter->head;
1403
1404 friendlyfire = 0;
1405
1406 if (op->type == PLAYER)
1407 {
1408 if (op_on_battleground (hitter, 0, 0))
1409 return 0;
1410
1411 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1412 return 1;
1413
1414 if ((owner = hitter->owner) != NULL)
1415 {
1416 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1417 friendlyfire = 2;
1418 }
1419
1420 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1421 friendlyfire = 0;
1422 }
1423
1424 return friendlyfire;
1425 }
1426
1427 /* This isn't used just for players, but in fact most objects.
1428 * op is the object to be hit, dam is the amount of damage, hitter
1429 * is what is hitting the object, type is the attacktype, and
1430 * full_hit is set if monster area does not matter.
1431 * dam is base damage - protections/vulnerabilities/slaying matches can
1432 * modify it.
1433 */
1434 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1435 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1436 int
1437 hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1438 {
1439 int magic = type & AT_MAGIC;
1440 int body_attack = op && op->head; /* Did we hit op's head? */
1441 int maxdam = 0, ndam = 0, attacktype = 1;
1442 int maxattacktype;
1443 int simple_attack;
1444 int rtn_kill = 0;
1445 int friendlyfire;
1446
1447 if (get_attack_mode (&op, &hitter, &simple_attack))
1448 return 0;
1449
1450 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1451 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1452 return 0;
1453
1454 // only allow pk for hostile players
1455 if (op->type == PLAYER)
1456 {
1457 object *owner = hitter->owner;
1458
1459 if (!owner)
1460 owner = hitter;
1461
1462 if (owner->type == PLAYER
1463 && (!op_on_battleground (op, 0, 0)
1464 && (op->contr->peaceful || owner->contr->peaceful))
1465 && op != owner)
1466 return 0;
1467 }
1468
1469 if (body_attack)
1470 {
1471 /* slow and paralyze must hit the head. But we don't want to just
1472 * return - we still need to process other attacks the spell still
1473 * might have. So just remove the paralyze and slow attacktypes,
1474 * and keep on processing if we have other attacktypes.
1475 * return if only magic or nothing is left - under normal code
1476 * we don't attack with pure magic if there is another attacktype.
1477 * Only do processing if the initial attacktype includes one of those
1478 * attack so we don't cancel out things like magic bullet.
1479 */
1480 if (type & (AT_PARALYZE | AT_SLOW))
1481 {
1482 type &= ~(AT_PARALYZE | AT_SLOW);
1483
1484 if (!type || type == AT_MAGIC)
1485 return 0;
1486 }
1487 }
1488
1489 if (!simple_attack && op->type == DOOR)
1490 {
1491 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1492 if (tmp->type == RUNE || tmp->type == TRAP)
1493 {
1494 spring_trap (tmp, hitter);
1495
1496 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1497 return 0;
1498
1499 break;
1500 }
1501 }
1502
1503 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1504 {
1505 /* FIXME: If a player is killed by a rune in a door, the
1506 * destroyed() check above doesn't return, and might get here.
1507 */
1508
1509 /* FIXME: This for example happens when a dead door is on a mover and
1510 gets it's speed_left raised on each mover-tick.
1511 Doors are removed in a kinda funny way by giving them speed and speed_left
1512 and waiting for that to run out.
1513 */
1514 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1515 return 0;
1516 }
1517
1518 #ifdef ATTACK_DEBUG
1519 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1520 #endif
1521
1522 if (magic)
1523 {
1524 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1525 * in case 0>dam>1, we try to "simulate" a float value-effect */
1526 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1527 if (dam >= 100)
1528 dam /= 100;
1529 else
1530 dam = (dam > rndm (0, 99)) ? 1 : 0;
1531 }
1532
1533 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1534 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1535 */
1536 if (type & AT_CHAOS)
1537 {
1538 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1539 update_object (op, UP_OBJ_FACE);
1540 type &= ~AT_CHAOS;
1541 }
1542
1543 /* Holyword is really an attacktype modifier (like magic is). If
1544 * holyword is part of an attacktype, then make sure the creature is
1545 * a proper match, otherwise no damage.
1546 */
1547 if (type & AT_HOLYWORD)
1548 {
1549 object *god;
1550
1551 if ((!hitter->slaying
1552 || (!(op->race && hitter->slaying.contains (op->race))
1553 && !(op->name && hitter->slaying.contains (op->name))))
1554 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1555 || (hitter->title
1556 && (god = find_god (determine_god (hitter))) != NULL
1557 && god->race.contains (shstr_undead))))
1558 return 0;
1559 }
1560
1561 maxattacktype = type; /* initialise this to something */
1562 for_all_bits_sparse_32 (type, attacknum)
1563 {
1564 uint32_t attacktype = 1 << attacknum;
1565
1566 /* Magic isn't really a true attack type - it gets combined with other
1567 * attack types. As such, skip it over. However, if magic is
1568 * the only attacktype in the group, then still attack with it
1569 */
1570 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1571 continue;
1572
1573 /* Go through and hit the player with each attacktype, one by one.
1574 * hit_player_attacktype only figures out the damage, doesn't inflict
1575 * it. It will do the appropriate action for attacktypes with
1576 * effects (slow, paralization, etc.
1577 */
1578 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1579
1580 /* the >= causes us to prefer messages from special attacks, if
1581 * the damage is equal.
1582 */
1583 if (ndam >= maxdam)
1584 {
1585 maxdam = ndam;
1586 maxattacktype = 1 << attacknum;
1587 }
1588 }
1589
1590 /* if this is friendly fire then do a set % of damage only
1591 * Note - put a check in to make sure this attack is actually
1592 * doing damage - otherwise, the +1 in the code below will make
1593 * an attack do damage before when it otherwise didn't
1594 */
1595 friendlyfire = friendly_fire (op, hitter);
1596 if (friendlyfire && maxdam)
1597 {
1598 maxdam = ((dam * settings.set_friendly_fire) / 100);
1599
1600 #ifdef ATTACK_DEBUG
1601 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1602 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1603 #endif
1604 }
1605
1606 if (!full_hit)
1607 {
1608 int area;
1609 int remainder;
1610
1611 area = 0;
1612
1613 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1614 area++;
1615
1616 assert (area > 0);
1617
1618 /* basically: maxdam /= area; we try to "simulate" a float
1619 value-effect */
1620 remainder = 100 * (maxdam % area) / area;
1621 maxdam /= area;
1622 if (rndm (100) < remainder)
1623 maxdam++;
1624 }
1625
1626 #ifdef ATTACK_DEBUG
1627 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1628 #endif
1629
1630 // for now, only do this for active objects, otherwise they
1631 // keep a refcount for a long time and I see no usefulness
1632 // for an non-active objetc to know its enemy.
1633 if (op->active)
1634 if (hitter->owner)
1635 op->enemy = hitter->owner;
1636 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1637 op->enemy = hitter;
1638
1639 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1640 {
1641 /* The unaggressives look after themselves 8) */
1642 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1643 npc_call_help (op);
1644 }
1645
1646 if (magic && did_make_save (op, op->level, 0))
1647 maxdam = maxdam / 2;
1648
1649 attack_message (maxdam, maxattacktype, op, hitter);
1650
1651 op->stats.hp -= maxdam;
1652
1653 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1654 if (op->stats.hp >= 0
1655 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1656 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1657 {
1658
1659 if (QUERY_FLAG (op, FLAG_MONSTER))
1660 SET_FLAG (op, FLAG_RUN_AWAY);
1661 else
1662 scare_creature (op, hitter);
1663 }
1664
1665 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1666 {
1667 if (maxdam)
1668 tear_down_wall (op);
1669
1670 return maxdam; /* nothing more to do for wall */
1671 }
1672
1673 /* See if the creature has been killed */
1674 rtn_kill = kill_object (op, maxdam, hitter, type);
1675 if (rtn_kill != -1)
1676 return rtn_kill;
1677
1678 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1679 * that before if the player was immune to ghosthit, the monster
1680 * remained - that is no longer the case.
1681 */
1682 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1683 hitter->drop_and_destroy ();
1684 /* Lets handle creatures that are splitting now */
1685 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1686 {
1687 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1688 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1689 object *owner = op->owner;
1690
1691 if (!op->other_arch)
1692 {
1693 LOG (llevError, "SPLITTING without other_arch error.\n");
1694 return maxdam;
1695 }
1696
1697 op->remove ();
1698
1699 for (int i = 0; i < op->stats.food; i++)
1700 { /* This doesn't handle op->more yet */
1701 object *tmp = op->other_arch->instance ();
1702
1703 tmp->stats.hp = op->stats.hp;
1704
1705 if (friendly)
1706 {
1707 add_friendly_object (tmp);
1708 tmp->attack_movement = PETMOVE;
1709
1710 if (owner)
1711 tmp->set_owner (owner);
1712 }
1713
1714 if (unaggressive)
1715 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1716
1717 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1718
1719 if (j == -1) /* No spot to put this monster */
1720 tmp->destroy ();
1721 else
1722 {
1723 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1724 insert_ob_in_map (tmp, op->map, NULL, 0);
1725 }
1726 }
1727
1728 op->destroy ();
1729 }
1730 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1731 hitter->drop_and_destroy ();
1732
1733 return maxdam;
1734 }
1735
1736 static void
1737 poison_player (object *op, object *hitter, int dam)
1738 {
1739 archetype *at = archetype::find (shstr_poisoning);
1740 object *tmp = present_arch_in_ob (at, op);
1741
1742 if (tmp == NULL)
1743 {
1744 tmp = insert_ob_in_ob (at->instance (), op);
1745 /* peterm: give poisoning some teeth. It should
1746 * be able to kill things better than it does:
1747 * damage should be dependent something--I choose to
1748 * do this: if it's a monster, the damage from the
1749 * poisoning goes as the level of the monster/2.
1750 * If anything else, goes as damage.
1751 */
1752
1753 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1754 tmp->stats.dam += hitter->level / 2;
1755 else
1756 tmp->stats.dam = dam;
1757
1758 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1759 if (hitter->skill && hitter->skill != tmp->skill)
1760 tmp->skill = hitter->skill;
1761
1762 tmp->stats.food += dam; /* more damage, longer poisoning */
1763
1764 if (op->type == PLAYER)
1765 {
1766 /* player looses stats, maximum is -10 of each */
1767 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1768 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1769 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1770 tmp->stats.Int = max (-(dam / 7 ), -10);
1771 SET_FLAG (tmp, FLAG_APPLIED);
1772 op->update_stats ();
1773 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1774 op->play_sound (tmp->sound);
1775 }
1776
1777 if (hitter->type == PLAYER)
1778 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1779 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1780 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1781
1782 tmp->speed_left = 0;
1783 }
1784 else
1785 tmp->stats.food++;
1786 }
1787
1788 static void
1789 slow_player (object *op, object *hitter, int dam)
1790 {
1791 archetype *at = archetype::find (shstr_slowness);
1792 object *tmp;
1793
1794 if (at == NULL)
1795 LOG (llevError, "Can't find slowness archetype.\n");
1796
1797 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1798 {
1799 tmp = at->instance ();
1800 tmp = insert_ob_in_ob (tmp, op);
1801 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1802 }
1803 else
1804 tmp->stats.food++;
1805
1806 SET_FLAG (tmp, FLAG_APPLIED);
1807 tmp->speed_left = 0;
1808 op->update_stats ();
1809 }
1810
1811 void
1812 confuse_player (object *op, object *hitter, int dam)
1813 {
1814 object *tmp;
1815 int maxduration;
1816
1817 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1818 if (!tmp)
1819 {
1820 tmp = get_archetype (FORCE_NAME);
1821 tmp = insert_ob_in_ob (tmp, op);
1822 }
1823
1824 /* Duration added per hit and max. duration of confusion both depend
1825 * on the player's resistance
1826 */
1827 tmp->speed = 0.05;
1828 tmp->subtype = FORCE_CONFUSION;
1829 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1830 tmp->name = shstr_confusion;
1831 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1832
1833 if (tmp->duration > maxduration)
1834 tmp->duration = maxduration;
1835
1836 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1837 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1838
1839 SET_FLAG (op, FLAG_CONFUSED);
1840 }
1841
1842 void
1843 blind_player (object *op, object *hitter, int dam)
1844 {
1845 object *tmp, *owner;
1846
1847 /* Save some work if we know it isn't going to affect the player */
1848 if (op->resist[ATNR_BLIND] == 100)
1849 return;
1850
1851 tmp = present_in_ob (BLINDNESS, op);
1852 if (!tmp)
1853 {
1854 tmp = get_archetype (shstr_blindness);
1855 SET_FLAG (tmp, FLAG_BLIND);
1856 SET_FLAG (tmp, FLAG_APPLIED);
1857 /* use floats so we don't lose too much precision due to rounding errors.
1858 * speed is a float anyways.
1859 */
1860 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1861
1862 tmp = insert_ob_in_ob (tmp, op);
1863 change_abil (op, tmp); /* Mostly to display any messages */
1864 op->update_stats (); /* This takes care of some other stuff */
1865
1866 if (hitter->owner)
1867 owner = hitter->owner;
1868 else
1869 owner = hitter;
1870
1871 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1872 }
1873 tmp->stats.food += dam;
1874 if (tmp->stats.food > 10)
1875 tmp->stats.food = 10;
1876 }
1877
1878 void
1879 paralyze_player (object *op, object *hitter, int dam)
1880 {
1881 /* This is strange stuff... someone knows for what this is
1882 * written? Well, i think this can and should be removed
1883 */
1884
1885 /*
1886 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1887 tmp=clone_arch(PARAIMAGE);
1888 tmp->x=op->x,tmp->y=op->y;
1889 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1890 }
1891 */
1892
1893 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1894 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1895
1896 op->speed_left -= op->speed * effect;
1897 /* tmp->stats.food+=(signed short) effect/op->speed; */
1898
1899 /* max number of ticks to be affected for. */
1900 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1901
1902 max_it (op->speed_left, -op->speed * max);
1903
1904 /* tmp->stats.food = (signed short) (max / op->speed); */
1905 }
1906
1907 /* Attempts to kill 'op'. hitter is the attack object, dam is
1908 * the computed damaged.
1909 */
1910 static void
1911 deathstrike_player (object *op, object *hitter, int *dam)
1912 {
1913 /* The intention of a death attack is to kill outright things
1914 ** that are a lot weaker than the attacker, have a chance of killing
1915 ** things somewhat weaker than the caster, and no chance of
1916 ** killing something equal or stronger than the attacker.
1917 ** Also, if a deathstrike attack has a slaying, any monster
1918 ** whose name or race matches a comma-delimited list in the slaying
1919 ** field of the deathstriking object */
1920
1921 int atk_lev, def_lev, kill_lev;
1922
1923 if (hitter->slaying)
1924 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1925 || (op->race && hitter->slaying.contains (op->race))))
1926 return;
1927
1928 def_lev = op->level;
1929 if (def_lev < 1)
1930 {
1931 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1932 def_lev = 1;
1933 }
1934
1935 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1936 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1937 atk_lev, def_lev); */
1938
1939 if (atk_lev >= def_lev)
1940 {
1941 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1942
1943 /* Note that the below effectively means the ratio of the atk vs
1944 * defener level is important - if level 52 character has very little
1945 * chance of killing a level 50 monster. This should probably be
1946 * redone.
1947 */
1948 if (kill_lev >= def_lev)
1949 {
1950 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1951 /* I think this doesn't really do much. Because of
1952 * integer rounding, this only makes any difference if the
1953 * attack level is double the defender level.
1954 */
1955 *dam *= kill_lev / def_lev;
1956 }
1957 }
1958 else
1959 *dam = 0; /* no harm done */
1960 }
1961
1962 /* This returns the amount of damage hitter does to op with the
1963 * appropriate attacktype. Only 1 attacktype should be set at a time.
1964 * This doesn't damage the player, but returns how much it should
1965 * take. However, it will do other effects (paralyzation, slow, etc.)
1966 * Note - changed for PR code - we now pass the attack number and not
1967 * the attacktype. Makes it easier for the PR code. */
1968 int
1969 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1970 {
1971 int doesnt_slay = 1;
1972
1973 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1974 if (attacknum >= NROFATTACKS)
1975 {
1976 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1977 return 0;
1978 }
1979
1980 if (dam < 0)
1981 {
1982 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1983 dam, hitter->debug_desc (), op->debug_desc ());
1984 return 0;
1985 }
1986
1987 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1988 * people can't mess with that or it otherwise get confused. */
1989 if (attacknum == ATNR_INTERNAL)
1990 return dam;
1991
1992 if (hitter->slaying)
1993 {
1994 if ((op->race && hitter->slaying.contains (op->race))
1995 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1996 {
1997 doesnt_slay = 0;
1998 dam *= 3;
1999 }
2000 }
2001
2002 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2003 if (op->resist[attacknum])
2004 {
2005 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2006 * in case 0>dam>1, we try to "simulate" a float value-effect */
2007 dam *= (100 - op->resist[attacknum]);
2008 if (dam >= 100)
2009 dam /= 100;
2010 else
2011 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2012 }
2013
2014 /* Special hack. By default, if immune to something, you
2015 * shouldn't need to worry. However, acid is an exception, since
2016 * it can still damage your items. Only include attacktypes if
2017 * special processing is needed */
2018
2019 if (op->resist[attacknum] >= 100
2020 && doesnt_slay
2021 && attacknum != ATNR_ACID)
2022 return 0;
2023
2024 /* Keep this in order - makes things easier to find */
2025
2026 switch (attacknum)
2027 {
2028 case ATNR_PHYSICAL:
2029 /* here also check for diseases */
2030 check_physically_infect (op, hitter);
2031 break;
2032
2033 /* Don't need to do anything for:
2034 magic,
2035 fire,
2036 electricity,
2037 cold */
2038
2039 case ATNR_CONFUSION:
2040 case ATNR_POISON:
2041 case ATNR_SLOW:
2042 case ATNR_PARALYZE:
2043 case ATNR_FEAR:
2044 case ATNR_CANCELLATION:
2045 case ATNR_DEPLETE:
2046 case ATNR_BLIND:
2047 {
2048 /* chance for inflicting a special attack depends on the
2049 * difference between attacker's and defender's level
2050 */
2051 int level_diff = min (110, max (0, op->level - hitter->level));
2052
2053 /* First, only creatures/players with speed can be affected.
2054 * Second, just getting hit doesn't mean it always affects
2055 * you. Third, you still get a saving through against the
2056 * effect.
2057 */
2058 if (op->has_active_speed ()
2059 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2060 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2061 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2062 {
2063
2064 /* Player has been hit by something */
2065 if (attacknum == ATNR_CONFUSION)
2066 confuse_player (op, hitter, dam);
2067 else if (attacknum == ATNR_POISON)
2068 poison_player (op, hitter, dam);
2069 else if (attacknum == ATNR_SLOW)
2070 slow_player (op, hitter, dam);
2071 else if (attacknum == ATNR_PARALYZE)
2072 paralyze_player (op, hitter, dam);
2073 else if (attacknum == ATNR_FEAR)
2074 scare_creature (op, hitter);
2075 else if (attacknum == ATNR_CANCELLATION)
2076 cancellation (op);
2077 else if (attacknum == ATNR_DEPLETE)
2078 op->drain_stat ();
2079 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2080 blind_player (op, hitter, dam);
2081 }
2082
2083 dam = 0; /* These are all effects and don't do real damage */
2084 }
2085 break;
2086
2087 case ATNR_ACID:
2088 {
2089 int flag = 0;
2090
2091 /* Items only get corroded if you're not on a battleground and
2092 * if your acid resistance is below 50%. */
2093 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2094 {
2095 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2096 {
2097 if (tmp->invisible)
2098 continue;
2099 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2100 /* >= 10% acid res. on items will protect these */
2101 continue;
2102 if (!(tmp->materials & M_IRON))
2103 continue;
2104 if (tmp->magic < -4) /* Let's stop at -5 */
2105 continue;
2106 if (tmp->type == RING
2107 /* removed boots and gloves from exclusion list in PR */
2108 || tmp->type == GIRDLE
2109 || tmp->type == AMULET
2110 || tmp->type == WAND
2111 || tmp->type == ROD
2112 || tmp->type == HORN)
2113 continue; /* To avoid some strange effects */
2114
2115 /* High damage acid has better chance of corroding
2116 objects */
2117 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2118 {
2119 flag = 1;
2120 tmp->magic--;
2121
2122 if (object *pl = tmp->visible_to ())
2123 {
2124 /* Make this more visible */
2125 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2126 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2127
2128 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2129 }
2130 }
2131 }
2132
2133 if (flag)
2134 op->update_stats (); /* Something was corroded */
2135 }
2136 }
2137 break;
2138
2139 case ATNR_DRAIN:
2140 {
2141 /* rate is the proportion of exp drained. High rate means
2142 * not much is drained, low rate means a lot is drained.
2143 */
2144 int rate;
2145
2146 if (op->resist[ATNR_DRAIN] >= 0)
2147 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2148 else
2149 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2150
2151 if (op->stats.exp <= rate)
2152 {
2153 if (op->type == GOLEM)
2154 dam = 9998; /* Its force is "sucked" away. 8) */
2155 else
2156 /* If we can't drain, lets try to do physical damage */
2157 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2158 }
2159 else
2160 {
2161 /* Randomly give the hitter some hp */
2162 if (hitter->stats.hp < hitter->stats.maxhp &&
2163 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2164 hitter->stats.hp++;
2165
2166 /* Can't do drains on battleground spaces.
2167 * Move the wiz check up here - before, the hitter wouldn't gain exp
2168 * exp, but the wiz would still lose exp! If drainee is a wiz,
2169 * nothing happens.
2170 * Try to credit the owner. We try to display player -> player drain
2171 * attacks, hence all the != PLAYER checks.
2172 */
2173 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2174 {
2175 object *owner = hitter->owner;
2176
2177 if (owner && owner != hitter)
2178 {
2179 if (op->type != PLAYER || owner->type != PLAYER)
2180 change_exp (owner, op->stats.exp / (rate * 2),
2181 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2182 }
2183 else if (op->type != PLAYER || hitter->type != PLAYER)
2184 change_exp (hitter, op->stats.exp / (rate * 2),
2185 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2186
2187 change_exp (op, -op->stats.exp / rate, NULL, 0);
2188 }
2189
2190 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2191 * drain attack, you won't know that you are actually sucking out EXP,
2192 * as the messages will say you missed
2193 */
2194 }
2195 }
2196 break;
2197
2198 case ATNR_TURN_UNDEAD:
2199 {
2200 if (QUERY_FLAG (op, FLAG_UNDEAD))
2201 {
2202 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2203 object *god = find_god (determine_god (owner));
2204 int div = 1;
2205
2206 /* if undead are not an enemy of your god, you turn them
2207 * at half strength */
2208 if (!god || !god->slaying.contains (shstr_undead))
2209 div = 2;
2210
2211 /* Give a bonus if you resist turn undead */
2212 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2213 scare_creature (op, owner);
2214 }
2215 else
2216 dam = 0; /* don't damage non undead - should we damage
2217 undead? */
2218 }
2219 break;
2220
2221 case ATNR_DEATH:
2222 deathstrike_player (op, hitter, &dam);
2223 break;
2224
2225 case ATNR_CHAOS:
2226 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2227 dam = 0;
2228 break;
2229
2230 case ATNR_COUNTERSPELL:
2231 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2232 dam = 0;
2233 /* This should never happen. Counterspell is handled
2234 * seperately and filtered out. If this does happen,
2235 * Counterspell has no effect on anything but spells, so it
2236 * does no damage. */
2237 break;
2238
2239 case ATNR_HOLYWORD:
2240 {
2241 /* This has already been handled by hit_player,
2242 * no need to check twice -- DAMN */
2243 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2244
2245 /* As with turn undead above, give a bonus on the saving throw */
2246 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2247 scare_creature (op, owner);
2248 }
2249 break;
2250
2251 case ATNR_LIFE_STEALING:
2252 {
2253 int new_hp;
2254
2255 /* this is replacement to drain for players, instead of taking
2256 * exp it takes hp. It is geared for players, probably not
2257 * much use giving it to monsters
2258 *
2259 * life stealing doesn't do a lot of damage, but it gives the
2260 * damage it does do to the player. Given that,
2261 * it only does 1/10'th normal damage (hence the divide by
2262 * 1000).
2263 */
2264 /* You can't steal life from something undead */
2265 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2266 return 0;
2267
2268 /* If drain protection is higher than life stealing, use that */
2269 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2270 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2271 else
2272 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2273
2274 /* You die at -1 hp, not zero. */
2275 if (dam > (op->stats.hp + 1))
2276 dam = op->stats.hp + 1;
2277
2278 new_hp = hitter->stats.hp + dam;
2279 if (new_hp > hitter->stats.maxhp)
2280 new_hp = hitter->stats.maxhp;
2281
2282 if (new_hp > hitter->stats.hp)
2283 hitter->stats.hp = new_hp;
2284 }
2285 }
2286
2287 return dam;
2288 }
2289