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/cvs/deliantra/server/server/attack.C
Revision: 1.151
Committed: Thu Nov 17 04:49:22 2016 UTC (7 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.150: +9 -9 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 /*#define ATTACK_DEBUG*/
34
35 /* did_make_save_item just checks to make sure the item actually
36 * made its saving throw based on the tables. It does not take
37 * any further action (like destroying the item).
38 */
39 static int
40 did_make_save_item (object *op, uint32_t type, object *originator)
41 {
42 int saves = 0, attacks = 0;
43 materialtype_t *mt = op->material;
44
45 // destroying objects without material has many bad effects
46 if (mt == MATERIAL_NULL)
47 return 1;
48
49 int roll = rndm (1, 20);
50
51 /* the attacktypes have no meaning for object saves
52 * If the type is only magic, don't adjust type - basically, if
53 * pure magic is hitting an object, it should save. However, if it
54 * is magic teamed with something else, then strip out the
55 * magic type, and instead let the fire, cold, or whatever component
56 * destroy the item. Otherwise, you get the case of poisoncloud
57 * destroying objects because it has magic attacktype.
58 */
59 if (type != AT_MAGIC)
60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
63
64
65 if (type == 0) return TRUE;
66
67 if (roll == 20) return TRUE;
68 if (roll == 1) return FALSE;
69
70 for_all_bits_sparse_32 (type, number)
71 {
72 attacks++;
73
74 if (op->resist[number] == 100)
75 saves++;
76 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
77 saves++;
78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
79 saves++;
80 }
81
82 if (saves == attacks || attacks == 0)
83 return TRUE;
84
85 if (saves == 0 || (rndm (1, attacks) > saves))
86 return FALSE;
87
88 return TRUE;
89 }
90
91 /* cancels object *op. Cancellation basically means an object loses
92 * its magical benefits.
93 */
94 void
95 cancellation (object *op)
96 {
97 if (op->invisible)
98 return;
99
100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
101 {
102 /* Recurse through the inventory */
103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
105 cancellation (tmp);
106 }
107 else if (fabs (op->magic) <= rndm (0, 5))
108 {
109 /* Nullify this object. This code could probably be more complete */
110 /* in what abilities it should cancel */
111 op->magic = 0;
112
113 op->clr_flag (FLAG_DAMNED);
114 op->clr_flag (FLAG_CURSED);
115 op->clr_flag (FLAG_KNOWN_MAGICAL);
116 op->clr_flag (FLAG_KNOWN_CURSED);
117
118 if (object *pl = op->visible_to ())
119 esrv_update_item (UPD_FLAGS, pl, op);
120 }
121 }
122
123 /* This function calls did_make_save_item. It then performs the
124 * appropriate actions to the item (such as burning the item up,
125 * calling cancellation, etc.)
126 */
127 void
128 save_throw_object (object *op, int type, object *originator)
129 {
130 op = op->head_ ();
131
132 if (!did_make_save_item (op, type, originator))
133 {
134 object *env = op->env;
135 int x = op->x, y = op->y;
136 maptile *m = op->map;
137
138 op = stop_item (op);
139 if (!op)
140 return;
141
142 /* Hacked the following so that type LIGHTER will work.
143 * Also, objects which are potential "lights" that are hit by
144 * flame/elect attacks will be set to glow. "lights" are any
145 * object with +/- glow_radius and an "other_arch" to change to.
146 * (and please note that we cant fail our save and reach this
147 * function if the object doesnt contain a material that can burn.
148 * So forget lighting magical swords on fire with this!) -b.t.
149 */
150 if (type & (AT_FIRE | AT_ELECTRICITY))
151 {
152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
153 if (op->type == LAMP || op->type == TORCH)
154 {
155 apply_lamp (op, true); // turn on a lamp
156 return;
157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
161 {
162 const char *arch = op->other_arch->archname;
163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
169 if (env)
170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
174 }
175
176 return;
177 }
178 }
179
180 if (type & AT_CANCELLATION)
181 { /* Cancellation. */
182 cancellation (op);
183 fix_stopped_item (op, m, originator);
184
185 return;
186 }
187
188 if (type & (AT_FIRE | AT_ELECTRICITY))
189 if (env)
190 {
191 object *op = archetype::get (shstr_burnout);
192 op->x = env->x, op->y = env->y;
193 env->insert (op);
194 }
195 else
196 replace_insert_ob_in_map (shstr_burnout, originator);
197
198 if (op->nrof > 1)
199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
209
210 return;
211 }
212
213 /* The value of 50 is arbitrary. */
214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
215 {
216 archetype *at = archetype::find (shstr_icecube);
217
218 if (at == NULL)
219 return;
220
221 op = stop_item (op);
222 if (op == NULL)
223 return;
224
225 object *tmp = present_arch (at, op->map, op->x, op->y);
226 if (!tmp)
227 {
228 tmp = at->instance ();
229 tmp->x = op->x, tmp->y = op->y;
230 /* This was in the old (pre new movement code) -
231 * icecubes have slow_move set to 1 - don't want
232 * that for ones we create.
233 */
234 tmp->move_slow_penalty = 0;
235 tmp->move_slow = 0;
236 insert_ob_in_map (tmp, op->map, originator, 0);
237 }
238
239 tmp->insert (op);
240 return;
241 }
242 }
243
244 /* Object op is hitting the map.
245 * op is going in direction 'dir'
246 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise.
249 */
250 int
251 hit_map (object *op, int dir, uint32_t type, int full_hit)
252 {
253 sint16 x, y;
254 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
255
256 if (op->flag [FLAG_FREED])
257 {
258 LOG (llevError, "BUG: hit_map(): free object\n");
259 return 0;
260 }
261
262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
263 {
264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
265 return 0;
266 }
267
268 if (!op->map)
269 {
270 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
271 return 0;
272 }
273
274 if (op->head)
275 op = op->head;
276
277 mapxy pos (op);
278 pos.move (dir);
279
280 if (!pos.normalise ())
281 return 0;
282
283 // elmex: a safe map tile can't be hit!
284 // this should prevent most harmful effects on items and players there.
285 mapspace &ms = pos.ms ();
286
287 if (ms.flags () & P_SAFE)
288 return 0;
289
290 /* peterm: a few special cases for special attacktypes --counterspell
291 * must be out here because it strikes things which are not alive
292 */
293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 {
295 if (type & AT_COUNTERSPELL)
296 {
297 counterspell (op, dir); /* see spell_effect.c */
298
299 /* If the only attacktype is counterspell or magic, don't need
300 * to do any further processing.
301 */
302 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
303 return 0;
304
305 type &= ~AT_COUNTERSPELL;
306 }
307
308 if (type & AT_CHAOS)
309 {
310 shuffle_attack (op, 1); /* flag tells it to change the face */
311 update_object (op, UP_OBJ_FACE);
312 type &= ~AT_CHAOS;
313 }
314 }
315
316 /* There may still be objects that were above 'next', but there is no
317 * simple way to find out short of copying all object references and
318 * tags into a temporary array before we start processing the first
319 * object. That's why we just abort on destroy.
320 *
321 * This happens whenever attack spells (like fire) hit a pile
322 * of objects. This is not a bug - nor an error.
323 */
324 for (object *next = ms.bot; next && !next->destroyed (); )
325 {
326 object *tmp = next;
327 next = tmp->above;
328
329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
330 * For example, 'tmp' was put in an icecube.
331 * This is one of the few cases where on_same_map should not be used.
332 */
333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
334 continue;
335
336 if (tmp->flag [FLAG_ALIVE])
337 {
338 hit_player (tmp, op->stats.dam, op, type, full_hit);
339 retflag |= 1;
340
341 if (op->destroyed ())
342 break;
343 }
344 /* Here we are potentially destroying an object. If the object has
345 * NO_PASS set, it is also immune - you can't destroy walls. Note
346 * that weak walls have is_alive set, which prevent objects from
347 * passing over/through them. We don't care what type of movement
348 * the wall blocks - if it blocks any type of movement, can't be
349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
352 */
353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
354 {
355 save_throw_object (tmp, type, op);
356
357 if (op->destroyed ())
358 break;
359 }
360 }
361
362 return retflag;
363 }
364
365 static void
366 attack_message (int dam, int type, object *op, object *hitter)
367 {
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0;
370 maptile *map;
371 object *next, *tmp;
372
373 /* put in a few special messages for some of the common attacktypes
374 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919]
376 */
377 if (dam == 9998 && op->type == DOOR)
378 {
379 sprintf (buf1, "unlock %s", &op->name);
380 sprintf (buf2, " unlocks");
381 found++;
382 }
383 else if (dam < 0)
384 {
385 sprintf (buf1, "hit %s", &op->name);
386 sprintf (buf2, " hits");
387 found++;
388 }
389 else if (dam == 0)
390 {
391 sprintf (buf1, "missed %s", &op->name);
392 sprintf (buf2, " misses");
393 found++;
394 }
395 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
396 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
397 {
398 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
399 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
400 {
401 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
403 found++;
404 break;
405 }
406 }
407 else if (op->type == DOOR && !found)
408 {
409 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
410 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
411 {
412 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
414 found++;
415 break;
416 }
417 }
418 else if (hitter->type == PLAYER && op->is_alive ())
419 {
420 if (USING_SKILL (hitter, SK_KARATE))
421 {
422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
423 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
424 {
425 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
426 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
427 found++;
428 break;
429 }
430 }
431 else if (USING_SKILL (hitter, SK_CLAWING))
432 {
433 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
434 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
435 {
436 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
437 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
438 found++;
439 break;
440 }
441 }
442 else if (USING_SKILL (hitter, SK_PUNCHING))
443 {
444 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
445 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
446 {
447 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
448 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
449 found++;
450 break;
451 }
452 }
453 }
454
455 if (found)
456 {
457 /* done */
458 }
459 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
460 {
461 sprintf (buf1, "hit"); /* just in case */
462 for (i = 0; i < MAXATTACKMESS; i++)
463 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
464 {
465 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
466 found++;
467 break;
468 }
469 }
470 else if (type & AT_DRAIN && op->is_alive ())
471 {
472 /* drain is first, because some items have multiple attypes */
473 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
474 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
475 {
476 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
477 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
478 found++;
479 break;
480 }
481 }
482 else if (type & AT_ELECTRICITY && op->is_alive ())
483 {
484 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
485 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
486 {
487 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
488 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_COLD && op->is_alive ())
494 {
495 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
496 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
497 {
498 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
499 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
500 found++;
501 break;
502 }
503 }
504 else if (type & AT_FIRE)
505 {
506 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
507 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
508 {
509 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
511 found++;
512 break;
513 }
514 }
515 else if (hitter->current_weapon)
516 {
517 int mtype;
518
519 switch (hitter->current_weapon->weapontype)
520 {
521 case WEAP_HIT: mtype = ATM_BASIC; break;
522 case WEAP_SLASH: mtype = ATM_SLASH; break;
523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
525 case WEAP_SLICE: mtype = ATM_SLICE; break;
526 case WEAP_STAB: mtype = ATM_STAB; break;
527 case WEAP_WHIP: mtype = ATM_WHIP; break;
528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
529 case WEAP_BLUD: mtype = ATM_BLUD; break;
530 default: mtype = ATM_BASIC; break;
531 }
532
533 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
534 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
535 {
536 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
537 strcpy (buf2, attack_mess[mtype][i].buf3);
538 found++;
539 break;
540 }
541 }
542 else
543 {
544 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
545 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
546 {
547 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
548 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
549 found++;
550 break;
551 }
552 }
553
554 if (!found)
555 {
556 strcpy (buf1, "hit");
557 strcpy (buf2, " hits");
558 }
559
560 /* bail out if a monster is casting spells */
561 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
562 return;
563
564 /* scale down magic considerably. */
565 if (type & AT_MAGIC && rndm (0, 5))
566 return;
567
568 /* Did a player hurt another player? Inform both! */
569 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
570 {
571 if (hitter->owner != NULL)
572 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
573 else
574 {
575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
577 if (dam != 0)
578 {
579 if (dam < 10)
580 op->contr->play_sound (sound_find ("player_is_hit1"));
581 else if (dam < 20)
582 op->contr->play_sound (sound_find ("player_is_hit2"));
583 else
584 op->contr->play_sound (sound_find ("player_is_hit3"));
585 }
586 }
587
588 new_draw_info (NDI_BLACK, 0, op, buf);
589 } /* end of player hitting player */
590
591 if (hitter->type == PLAYER)
592 {
593 sprintf (buf, "You %s.", buf1);
594
595 if (dam != 0)
596 {
597 if (dam < 10)
598 op->play_sound (sound_find ("player_hits1"));
599 else if (dam < 20)
600 op->play_sound (sound_find ("player_hits2"));
601 else
602 op->play_sound (sound_find ("player_hits3"));
603 }
604
605 new_draw_info (NDI_BLACK, 0, hitter, buf);
606 }
607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
608 {
609 /* look for stacked spells and start reducing the message chances */
610 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
611 {
612 i = 4;
613 map = hitter->map;
614 if (out_of_map (map, hitter->x, hitter->y))
615 return;
616
617 next = GET_MAP_OB (map, hitter->x, hitter->y);
618 if (next)
619 while (next)
620 {
621 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
622 i *= 3;
623
624 tmp = next;
625 next = tmp->above;
626 }
627
628 if (i < 0)
629 return;
630
631 if (rndm (0, i) != 0)
632 return;
633 }
634 else if (rndm (0, 5) != 0)
635 return;
636
637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
638 op->play_sound (sound_find ("player_hits4"));
639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
640 }
641 }
642
643 static int
644 get_attack_mode (object **target, object **hitter, int *simple_attack)
645 {
646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
647 {
648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
649 return 1;
650 }
651
652 *target = (*target)->head_ ();
653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
658 if ((*hitter)->env || (*target)->env)
659 {
660 *simple_attack = 1;
661 return 0;
662 }
663
664 if ((*target)->flag [FLAG_REMOVED]
665 || (*hitter)->flag [FLAG_REMOVED]
666 || !(*hitter)->map
667 || !on_same_map (*hitter, *target))
668 {
669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670 (*hitter)->debug_desc (), (*target)->debug_desc ());
671 return 1;
672 }
673
674 *simple_attack = 0;
675 return 0;
676 }
677
678 static int
679 abort_attack (object *target, object *hitter, int simple_attack)
680 {
681 /* Check if target and hitter are still in a relation similar to the one
682 * determined by get_attack_mode(). Returns true if the relation has changed.
683 */
684 int new_mode;
685
686 if (hitter->env == target || target->env == hitter)
687 new_mode = 1;
688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
689 || hitter->map == NULL || !on_same_map (hitter, target))
690 return 1;
691 else
692 new_mode = 0;
693
694 return new_mode != simple_attack;
695 }
696
697 /* thrown_item_effect() - handles any special effects of thrown
698 * items (like attacking living creatures--a potion thrown at a
699 * monster).
700 */
701 static void
702 thrown_item_effect (object *hitter, object *victim)
703 {
704 if (!hitter->flag [FLAG_ALIVE])
705 {
706 /* May not need a switch for just 2 types, but this makes it
707 * easier for expansion.
708 */
709 switch (hitter->type)
710 {
711 case POTION:
712 /* should player get a save throw instead of checking magic protection? */
713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
714 apply_potion (victim, hitter);
715 break;
716
717 case POISON: /* poison drinks */
718 /* As with potions, should monster get a save? */
719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
720 apply_poison (victim, hitter);
721 break;
722
723 /* Removed case statements that did nothing.
724 * food may be poisonous, but monster must be willing to eat it,
725 * so we don't handle it here.
726 * Containers should perhaps break open, but that code was disabled.
727 */
728 }
729 }
730 }
731
732 /* determine if the object is an 'aimed' missile */
733 static int
734 is_aimed_missile (object *op)
735 {
736 /* I broke what used to be one big if into a few nested
737 * ones so that figuring out the logic is at least possible.
738 */
739 if (op && (op->move_type & MOVE_FLYING))
740 if (op->type == ARROW || op->type == THROWN_OBJ)
741 return 1;
742 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
743 return 1;
744
745 return 0;
746 }
747 /* adj_attackroll() - adjustments to attacks by various conditions */
748 static int
749 adj_attackroll (object *hitter, object *target)
750 {
751 object *attacker = hitter;
752 int adjust = 0;
753
754 /* safety */
755 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
756 {
757 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
758 return 0;
759 }
760
761 /* aimed missiles use the owning object's sight */
762 if (is_aimed_missile (hitter))
763 {
764 if ((attacker = hitter->owner) == NULL)
765 attacker = hitter;
766 /* A player who saves but hasn't quit still could have objects
767 * owned by him - need to handle that case to avoid crashes.
768 */
769 if (attacker->flag [FLAG_REMOVED])
770 attacker = hitter;
771 }
772 else if (!hitter->flag [FLAG_ALIVE])
773 return 0;
774
775 /* determine the condtions under which we make an attack.
776 * Add more cases, as the need occurs. */
777
778 if (!can_see_enemy (attacker, target))
779 {
780 /* target is unseen */
781 if (target->invisible || attacker->flag [FLAG_BLIND])
782 adjust -= 10;
783 /* dark map penalty for the hitter (lacks infravision if we got here). */
784 else if (!stand_in_light (target))
785 adjust -= target->map->darklevel ();
786 }
787
788 if (attacker->flag [FLAG_SCARED])
789 adjust -= 3;
790
791 if (target->flag [FLAG_UNAGGRESSIVE])
792 adjust += 1;
793
794 if (target->flag [FLAG_SCARED])
795 adjust += 1;
796
797 if (attacker->flag [FLAG_CONFUSED])
798 adjust -= 3;
799
800 /* if we attack at a different 'altitude' its harder */
801 if ((attacker->move_type & target->move_type) == 0)
802 adjust -= 2;
803
804 #if 0
805 /* slower attacks are less likely to succeed. We should use a
806 * comparison between attacker/target speeds BUT, players have
807 * a generally faster speed, so this will wind up being a HUGE
808 * disadantage for the monsters! Too bad, because missiles which
809 * fly fast should have a better chance of hitting a slower target.
810 */
811 if (hitter->speed < target->speed)
812 adjust += ((float) hitter->speed - target->speed);
813 #endif
814
815 #if 0
816 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
817 #endif
818
819 return adjust;
820 }
821
822 static int
823 attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
824 {
825 int simple_attack, roll, dam = 0;
826 uint32 type;
827 shstr op_name;
828
829 if (get_attack_mode (&op, &hitter, &simple_attack))
830 goto error;
831
832 if (hitter->current_weapon)
833 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
834 return RESULT_INT (0);
835
836 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
837 return RESULT_INT (0);
838
839 /*
840 * A little check to make it more difficult to dance forward and back
841 * to avoid ever being hit by monsters.
842 */
843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
844 {
845 /* Decrease speed BEFORE calling process_object. Otherwise, an
846 * infinite loop occurs, with process_object calling move_monster,
847 * which then gets here again. By decreasing the speed before
848 * we call process_object, the 'if' statement above will fail.
849 */
850 --op->speed_left;
851 process_object (op);
852
853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
854 goto error;
855 }
856
857 op_name = op->name;
858
859 roll = random_roll (1, 20, hitter, PREFER_HIGH);
860
861 /* Adjust roll for various situations. */
862 if (!simple_attack)
863 roll += adj_attackroll (hitter, op);
864
865 /* See if we hit the creature */
866 if (roll == 20 || op->stats.ac >= base_wc - roll)
867 {
868 int hitdam = base_dam;
869
870 if (!simple_attack)
871 {
872 /* If you hit something, the victim should *always* wake up.
873 * Before, invisible hitters could avoid doing this.
874 * -b.t. */
875 if (op->flag [FLAG_SLEEP])
876 op->clr_flag (FLAG_SLEEP);
877
878 /* If the victim can't see the attacker, it may alert others
879 * for help. */
880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
881 npc_call_help (op);
882
883 /* if you were hidden and hit by a creature, you are discovered */
884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
885 {
886 make_visible (op);
887
888 if (op->type == PLAYER)
889 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
890 }
891
892 /* thrown items (hitter) will have various effects
893 * when they hit the victim. For things like thrown daggers,
894 * this sets 'hitter' to the actual dagger, and not the
895 * wrapper object.
896 */
897 thrown_item_effect (hitter, op);
898
899 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
900 goto leave;
901 }
902
903 /* Need to do at least 1 damage, otherwise there is no point
904 * to go further and it will cause FPE's below.
905 */
906 max_it (hitdam, 1);
907
908 type = hitter->attacktype;
909
910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
912 * This check is important for the most simple monsters out there in the
913 * game content (maps, archs). For example orcs: They would have
914 * no attacktype at all.
915 *
916 * Some time in the future someone should just go into the game data
917 * and fix every monster out there ;-/ Until then we will kill some
918 * more trees in the african rain forests with this check.
919 */
920 if (!type)
921 type = AT_PHYSICAL;
922
923 /* Handle monsters that hit back */
924 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
925 {
926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
927 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
928
929 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
930
931 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
932 goto leave;
933 }
934
935 /* In the new attack code, it should handle multiple attack
936 * types in its area, so remove it from here.
937 */
938 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
939
940 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
941 goto leave;
942 } /* end of if hitter hit op */
943 /* if we missed, dam=0 */
944
945 /*attack_message(dam, type, op, hitter); */
946
947 goto leave;
948
949 error:
950 dam = 1;
951
952 leave:
953
954 return dam;
955 }
956
957 int
958 attack_ob (object *op, object *hitter)
959 {
960 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
961 }
962
963 /* op is the arrow, tmp is what is stopping the arrow.
964 *
965 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
966 */
967 static int
968 stick_arrow (object *op, object *tmp)
969 {
970 /* If the missile hit a player, we insert it in their inventory.
971 * However, if the missile is heavy, we don't do so (assume it falls
972 * to the ground after a hit). What a good value for this is up to
973 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
974 * stick around.
975 */
976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
977 {
978 tmp->head_ ()->insert (op);
979 return 1;
980 }
981 else
982 return 0;
983 }
984
985 /* hit_with_arrow() disassembles the missile, attacks the victim and
986 * reassembles the missile.
987 *
988 * It returns a pointer to the reassembled missile, or NULL if the missile
989 * isn't available anymore.
990 */
991 object *
992 hit_with_arrow (object *op, object *victim)
993 {
994 object *container, *hitter;
995 int hit_something = 0;
996
997 /* Disassemble missile */
998 if (op->inv)
999 {
1000 container = op;
1001 hitter = op->inv;
1002 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1003 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1004 * might be called until this THROWN_OBJ is either reassembled or
1005 * removed at the end of this function must be able to deal with empty
1006 * THROWN_OBJs. */
1007 }
1008 else
1009 {
1010 container = 0;
1011 hitter = op;
1012 }
1013
1014 /* Try to hit victim */
1015 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1016
1017 /* Arrow attacks door, rune of summoning is triggered, demon is put on
1018 * arrow, move_apply() calls this function, arrow sticks in demon,
1019 * attack_ob_simple() returns, and we've got an arrow that still exists
1020 * but is no longer on the map. Ugh. (Beware: Such things can happen at
1021 * other places as well!)
1022 */
1023 if (hitter->destroyed () || hitter->env)
1024 {
1025 if (container)
1026 container->destroy ();
1027
1028 return 0;
1029 }
1030
1031 /* Missile hit victim */
1032 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
1033 * through the target
1034 */
1035 if (hit_something)
1036 if (op->speed < 10.0)
1037 {
1038 /* Stop arrow */
1039 if (container)
1040 container->destroy ();
1041 else
1042 {
1043 hitter = fix_stopped_arrow (hitter);
1044 if (!hitter)
1045 return 0;
1046 }
1047
1048 /* Try to stick arrow into victim */
1049 if (!victim->destroyed () && stick_arrow (hitter, victim))
1050 return 0;
1051
1052 /* Else try to put arrow on victim's map square
1053 * remove check for P_WALL here. If the arrow got to this
1054 * space, that is good enough - with the new movement code,
1055 * there is now the potential for lots of spaces where something
1056 * can fly over but not otherwise move over. What is the correct
1057 * way to handle those otherwise?
1058 */
1059 if (victim->x != hitter->x || victim->y != hitter->y)
1060 {
1061 if (victim->destroyed ())
1062 hitter->destroy ();
1063 else
1064 {
1065 hitter->remove ();
1066 hitter->x = victim->x;
1067 hitter->y = victim->y;
1068 insert_ob_in_map (hitter, victim->map, hitter, 0);
1069 }
1070 }
1071 else
1072 /* Else leave arrow where it is */
1073 merge_ob (hitter, NULL);
1074
1075 return 0;
1076 }
1077 else
1078 op->set_speed (op->speed - 1.f);
1079
1080 /* Missile missed victim - reassemble missile */
1081 if (container)
1082 {
1083 hitter->remove ();
1084 insert_ob_in_ob (hitter, container);
1085 }
1086
1087 return op;
1088 }
1089
1090 static void
1091 tear_down_wall (object *op)
1092 {
1093 if (!op->stats.maxhp)
1094 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1095 else if (!op->has_anim ())
1096 {
1097 /* Object has been called - no animations, so remove it */
1098 if (op->stats.hp < 0)
1099 op->destroy ();
1100
1101 return; /* no animations, so nothing more to do */
1102 }
1103
1104 // we use frames 1..num-2 as intermediate frames, so
1105 // the last frame is used only when hp < 0.
1106 int perc = clamp (
1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1108 0, op->anim_frames () - 1
1109 );
1110
1111 op->set_anim_frame (perc);
1112 update_object (op, UP_OBJ_FACE);
1113
1114 if (op->stats.hp < 0)
1115 { /* Reached the last animation */
1116 if (op->face == blank_face)
1117 /* If the last face is blank, remove the ob */
1118 op->destroy ();
1119 else
1120 { /* The last face was not blank, leave an image */
1121 op->flag [FLAG_BLOCKSVIEW] = false;
1122 update_all_los (op->map, op->x, op->y);
1123 op->move_block = 0;
1124 op->flag [FLAG_ALIVE] = false;
1125 }
1126 }
1127 }
1128
1129 static void
1130 scare_creature (object *target, object *hitter)
1131 {
1132 target->flag [FLAG_SCARED] = true;
1133
1134 if (!target->enemy)
1135 target->enemy = hitter->outer_owner ();
1136 }
1137
1138 /* GROS: This code comes from hit_player. It has been made external to
1139 * allow script procedures to "kill" objects in a combat-like fashion.
1140 * It was initially used by (kill-object) developed for the Collector's
1141 * Sword. Note that nothing has been changed from the original version
1142 * of the following code.
1143 * op is what is being killed.
1144 * dam is the damage done to it.
1145 * hitter is what is hitting it.
1146 * type is the attacktype.
1147 *
1148 * This function was a bit of a mess with hitter getting changed,
1149 * values being stored away but not used, etc. I've cleaned it up
1150 * a bit - I think it should be functionally equivalant.
1151 * MSW 2002-07-17
1152 */
1153 int
1154 kill_object (object *op, int dam, object *hitter, int type)
1155 {
1156 shstr skill;
1157 int maxdam = 0;
1158 int battleg = 0; /* true if op standing on battleground */
1159 int pk = 0; /* true if op and what controls hitter are both players */
1160 object *owner = 0;
1161 object *skop = 0;
1162
1163 if (op->stats.hp >= 0)
1164 return -1;
1165
1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1167 return 0;
1168
1169 /* maxdam needs to be the amount of damage it took to kill
1170 * this creature. The function(s) that call us have already
1171 * adjusted the creatures HP total, so that is negative.
1172 */
1173 maxdam = dam + op->stats.hp + 1;
1174
1175 if (op->flag [FLAG_BLOCKSVIEW])
1176 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1177
1178 if (op->type == DOOR)
1179 {
1180 op->set_speed (0.1f);
1181 op->speed_left = -0.05f;
1182 return maxdam;
1183 }
1184
1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1186 {
1187 op->drop_and_destroy ();
1188 return maxdam;
1189 }
1190
1191 /* Now lets start dealing with experience we get for killing something */
1192
1193 owner = hitter->outer_owner ();
1194 if (!owner)
1195 owner = hitter;
1196
1197 /* is the victim (op) standing on battleground? */
1198 if (op_on_battleground (op, NULL, NULL))
1199 battleg = 1;
1200
1201 /* is this player killing? */
1202 if (op->type == PLAYER && owner->type == PLAYER)
1203 pk = 1;
1204
1205 /* Player killed something */
1206 if (owner->type == PLAYER)
1207 {
1208 /* Log players killing other players - makes it easier to detect
1209 * and filter out malicious player killers - that is why the
1210 * ip address is included.
1211 */
1212 if (op->type == PLAYER && !battleg)
1213 {
1214 time_t t = time (NULL);
1215 struct tm *tmv;
1216 char buf[256];
1217
1218 tmv = localtime (&t);
1219 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1220
1221 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1222 }
1223
1224 /* try to filter some things out - basically, if you are
1225 * killing a level 1 creature and your level 20, you
1226 * probably don't want to see that.
1227 */
1228 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1229 {
1230 if (owner != hitter)
1231 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1232 else
1233 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1234
1235 /* Only play sounds for melee kills */
1236 if (hitter->type == PLAYER)
1237 owner->play_sound (sound_find ("player_kills"));
1238 }
1239
1240 /* If a player kills another player, not on
1241 * battleground, the "killer" looses 1 luck. Since this is
1242 * not reversible, it's actually quite a pain IMHO. -AV
1243 * Fix bug in that we were changing the luck of the hitter, not
1244 * player that the object belonged to - so if you killed another player
1245 * with spells, pets, whatever, there was no penalty.
1246 * Changed to make luck penalty configurable in settings.
1247 */
1248 if (op->type == PLAYER && owner != op && !battleg)
1249 owner->change_luck (-settings.pk_luck_penalty);
1250
1251 /* This code below deals with finding the appropriate skill
1252 * to credit exp to. This is a bit problematic - we should
1253 * probably never really have to look at current_weapon->skill
1254 */
1255 if (hitter->skill && hitter->type != PLAYER)
1256 skill = hitter->skill;
1257 else if (owner->chosen_skill)
1258 {
1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1261 }
1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1263 skill = owner->current_weapon->skill;
1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1267 "BUG: kill_object - unable to find skill that killed monster\n"
1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1270 skill = 0;
1271 }
1272
1273 /* We have the skill we want to credit to - now find the object this goes
1274 * to. Make sure skop is an actual skill, and not a skill tool!
1275 */
1276 skop = owner->contr->find_skill (skill);
1277 } /* Was it a player that hit somethign */
1278 else
1279 skill = 0;
1280
1281 /* These may have been set in the player code section above */
1282 if (!skop)
1283 skop = hitter->chosen_skill;
1284
1285 if (!skill && skop)
1286 skill = skop->skill;
1287
1288 /* If you didn't kill yourself, and your not the wizard */
1289 if (owner != op && !op->flag [FLAG_WIZ])
1290 {
1291 int exp;
1292
1293 /* Really don't give much experience for killing other players */
1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1295 if (battleg)
1296 {
1297 if (op->is_player ())
1298 {
1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1301 }
1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1306 exp = op->stats.exp / 1000;
1307 else
1308 exp = calc_skill_exp (owner, op, skop);
1309
1310 /* Don't know why this is set this way - doesn't make
1311 * sense to just divide everything by two for no reason.
1312 */
1313
1314 if (!settings.simple_exp)
1315 exp = exp / 2;
1316
1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1318 change_exp (owner, exp, skill, 0);
1319 else
1320 {
1321 int shares = 0, count = 0;
1322 partylist *party = owner->contr->party;
1323
1324 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1325
1326 for_all_players (pl)
1327 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1328 {
1329 count++;
1330 shares += (pl->ob->level + 4);
1331 }
1332
1333 if (count == 1 || shares > exp || !shares)
1334 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1335 else
1336 {
1337 int share = exp / shares, given = 0, nexp;
1338
1339 for_all_players (pl)
1340 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1341 {
1342 nexp = (pl->ob->level + 4) * share;
1343 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1344 given += nexp;
1345 }
1346
1347 exp -= given;
1348 /* give any remainder to the player */
1349 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1350 }
1351 } /* else part of a party */
1352 } /* end if person didn't kill himself */
1353
1354 if (op->type != PLAYER)
1355 {
1356 if (op->flag [FLAG_FRIENDLY])
1357 {
1358 object *owner1 = op->owner;
1359
1360 if (owner1 && owner1->type == PLAYER)
1361 {
1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1363 /* Maybe we should include the owner that killed this, maybe not */
1364 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1365 }
1366
1367 remove_friendly_object (op);
1368 }
1369
1370 op->drop_and_destroy ();
1371 }
1372 else
1373 /* Player has been killed! */
1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1375
1376 /* This was return -1 - that doesn't seem correct - if we return -1, process
1377 * continues in the calling function.
1378 */
1379 return maxdam;
1380 }
1381
1382 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1383 * Returns 0 this is not friendly fire
1384 */
1385 int
1386 friendly_fire (object *op, object *hitter)
1387 {
1388 object *owner;
1389 int friendlyfire;
1390
1391 if (hitter->head)
1392 hitter = hitter->head;
1393
1394 friendlyfire = 0;
1395
1396 if (op->type == PLAYER)
1397 {
1398 if (op_on_battleground (hitter, 0, 0))
1399 return 0;
1400
1401 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1402 return 1;
1403
1404 if ((owner = hitter->owner) != NULL)
1405 {
1406 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1407 friendlyfire = 2;
1408 }
1409
1410 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1411 friendlyfire = 0;
1412 }
1413
1414 return friendlyfire;
1415 }
1416
1417 /* This isn't used just for players, but in fact most objects.
1418 * op is the object to be hit, dam is the amount of damage, hitter
1419 * is what is hitting the object, type is the attacktype, and
1420 * full_hit is set if monster area does not matter.
1421 * dam is base damage - protections/vulnerabilities/slaying matches can
1422 * modify it.
1423 */
1424 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1426 int
1427 hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1428 {
1429 int magic = type & AT_MAGIC;
1430 int body_attack = op && op->head; /* Did we hit op's head? */
1431 int maxdam = 0, ndam = 0;
1432 int maxattacktype;
1433 int simple_attack;
1434 int rtn_kill = 0;
1435 int friendlyfire;
1436
1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1438 return 0;
1439
1440 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1442 return 0;
1443
1444 // only allow pk for hostile players
1445 if (op->type == PLAYER)
1446 {
1447 object *owner = hitter->owner;
1448
1449 if (!owner)
1450 owner = hitter;
1451
1452 if (owner->type == PLAYER
1453 && (!op_on_battleground (op, 0, 0)
1454 && (op->contr->peaceful || owner->contr->peaceful))
1455 && op != owner)
1456 return 0;
1457 }
1458
1459 if (body_attack)
1460 {
1461 /* slow and paralyze must hit the head. But we don't want to just
1462 * return - we still need to process other attacks the spell still
1463 * might have. So just remove the paralyze and slow attacktypes,
1464 * and keep on processing if we have other attacktypes.
1465 * return if only magic or nothing is left - under normal code
1466 * we don't attack with pure magic if there is another attacktype.
1467 * Only do processing if the initial attacktype includes one of those
1468 * attack so we don't cancel out things like magic bullet.
1469 */
1470 if (type & (AT_PARALYZE | AT_SLOW))
1471 {
1472 type &= ~(AT_PARALYZE | AT_SLOW);
1473
1474 if (!type || type == AT_MAGIC)
1475 return 0;
1476 }
1477 }
1478
1479 if (!simple_attack && op->type == DOOR)
1480 {
1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1482 if (tmp->type == RUNE || tmp->type == TRAP)
1483 {
1484 spring_trap (tmp, hitter);
1485
1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1487 return 0;
1488
1489 break;
1490 }
1491 }
1492
1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1494 {
1495 /* FIXME: If a player is killed by a rune in a door, the
1496 * destroyed() check above doesn't return, and might get here.
1497 */
1498
1499 /* FIXME: This for example happens when a dead door is on a mover and
1500 gets it's speed_left raised on each mover-tick.
1501 Doors are removed in a kinda funny way by giving them speed and speed_left
1502 and waiting for that to run out.
1503 */
1504 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1505 return 0;
1506 }
1507
1508 #ifdef ATTACK_DEBUG
1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1510 #endif
1511
1512 if (magic)
1513 {
1514 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1515 * in case 0>dam>1, we try to "simulate" a float value-effect */
1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1517 if (dam >= 100)
1518 dam /= 100;
1519 else
1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1521 }
1522
1523 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1524 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1525 */
1526 if (type & AT_CHAOS)
1527 {
1528 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1529 update_object (op, UP_OBJ_FACE);
1530 type &= ~AT_CHAOS;
1531 }
1532
1533 /* Holyword is really an attacktype modifier (like magic is). If
1534 * holyword is part of an attacktype, then make sure the creature is
1535 * a proper match, otherwise no damage.
1536 */
1537 if (type & AT_HOLYWORD)
1538 {
1539 object *god;
1540
1541 if ((!hitter->slaying
1542 || (!(op->race && hitter->slaying.contains (op->race))
1543 && !(op->name && hitter->slaying.contains (op->name))))
1544 && (!op->flag [FLAG_UNDEAD]
1545 || (hitter->title
1546 && (god = find_god (determine_god (hitter))) != NULL
1547 && god->race.contains (shstr_undead))))
1548 return 0;
1549 }
1550
1551 maxattacktype = type; /* initialise this to something */
1552 for_all_bits_sparse_32 (type, attacknum)
1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1556 /* Magic isn't really a true attack type - it gets combined with other
1557 * attack types. As such, skip it over. However, if magic is
1558 * the only attacktype in the group, then still attack with it
1559 */
1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1561 continue;
1562
1563 /* Go through and hit the player with each attacktype, one by one.
1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1565 * it. It will do the appropriate action for attacktypes with
1566 * effects (slow, paralization, etc.
1567 */
1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1570 /* the >= causes us to prefer messages from special attacks, if
1571 * the damage is equal.
1572 */
1573 if (ndam >= maxdam)
1574 {
1575 maxdam = ndam;
1576 maxattacktype = 1 << attacknum;
1577 }
1578 }
1579
1580 /* if this is friendly fire then do a set % of damage only
1581 * Note - put a check in to make sure this attack is actually
1582 * doing damage - otherwise, the +1 in the code below will make
1583 * an attack do damage before when it otherwise didn't
1584 */
1585 friendlyfire = friendly_fire (op, hitter);
1586 if (friendlyfire && maxdam)
1587 {
1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1589
1590 #ifdef ATTACK_DEBUG
1591 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1593 #endif
1594 }
1595
1596 if (!full_hit)
1597 {
1598 int area;
1599 int remainder;
1600
1601 area = 0;
1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1604 area++;
1605
1606 assert (area > 0);
1607
1608 /* basically: maxdam /= area; we try to "simulate" a float
1609 value-effect */
1610 remainder = 100 * (maxdam % area) / area;
1611 maxdam /= area;
1612 if (rndm (100) < remainder)
1613 maxdam++;
1614 }
1615
1616 #ifdef ATTACK_DEBUG
1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1618 #endif
1619
1620 // for now, only do this for active objects, otherwise they
1621 // keep a refcount for a long time and I see no usefulness
1622 // for an non-active objetc to know its enemy.
1623 if (op->active)
1624 if (hitter->owner)
1625 op->enemy = hitter->owner;
1626 else if (hitter->flag [FLAG_ALIVE])
1627 op->enemy = hitter;
1628
1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1630 {
1631 /* The unaggressives look after themselves 8) */
1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1633 npc_call_help (op);
1634 }
1635
1636 if (magic && did_make_save (op, op->level, 0))
1637 maxdam = maxdam / 2;
1638
1639 attack_message (maxdam, maxattacktype, op, hitter);
1640
1641 op->stats.hp -= maxdam;
1642
1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1644 if (op->stats.hp >= 0
1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1647 {
1648
1649 if (op->flag [FLAG_MONSTER])
1650 op->set_flag (FLAG_RUN_AWAY);
1651 else
1652 scare_creature (op, hitter);
1653 }
1654
1655 if (op->flag [FLAG_TEAR_DOWN])
1656 {
1657 if (maxdam)
1658 tear_down_wall (op);
1659
1660 return maxdam; /* nothing more to do for wall */
1661 }
1662
1663 /* See if the creature has been killed */
1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1665 if (rtn_kill != -1)
1666 return rtn_kill;
1667
1668 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1669 * that before if the player was immune to ghosthit, the monster
1670 * remained - that is no longer the case.
1671 */
1672 if (hitter->flag [FLAG_ONE_HIT])
1673 hitter->drop_and_destroy ();
1674 /* Lets handle creatures that are splitting now */
1675 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1676 {
1677 int friendly = op->flag [FLAG_FRIENDLY];
1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1679 object *owner = op->owner;
1680
1681 if (!op->other_arch)
1682 {
1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1684 return maxdam;
1685 }
1686
1687 op->remove ();
1688
1689 for (int i = 0; i < op->stats.food; i++)
1690 { /* This doesn't handle op->more yet */
1691 object *tmp = op->other_arch->instance ();
1692
1693 tmp->stats.hp = op->stats.hp;
1694
1695 if (friendly)
1696 {
1697 add_friendly_object (tmp);
1698 tmp->attack_movement = PETMOVE;
1699
1700 if (owner)
1701 tmp->set_owner (owner);
1702 }
1703
1704 if (unaggressive)
1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1706
1707 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1708
1709 if (j == -1) /* No spot to put this monster */
1710 tmp->destroy ();
1711 else
1712 {
1713 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1714 insert_ob_in_map (tmp, op->map, NULL, 0);
1715 }
1716 }
1717
1718 op->destroy ();
1719 }
1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1721 hitter->drop_and_destroy ();
1722
1723 return maxdam;
1724 }
1725
1726 static void
1727 poison_player (object *op, object *hitter, int dam)
1728 {
1729 archetype *at = archetype::find (shstr_poisoning);
1730 object *tmp = present_arch_in_ob (at, op);
1731
1732 if (!tmp)
1733 {
1734 tmp = insert_ob_in_ob (at->instance (), op);
1735 /* peterm: give poisoning some teeth. It should
1736 * be able to kill things better than it does:
1737 * damage should be dependent something--I choose to
1738 * do this: if it's a monster, the damage from the
1739 * poisoning goes as the level of the monster/2.
1740 * If anything else, goes as damage.
1741 */
1742
1743 if (hitter->flag [FLAG_ALIVE])
1744 tmp->stats.dam += hitter->level / 2;
1745 else
1746 tmp->stats.dam = dam;
1747
1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1749 if (hitter->skill && hitter->skill != tmp->skill)
1750 tmp->skill = hitter->skill;
1751
1752 tmp->stats.food += dam; /* more damage, longer poisoning */
1753
1754 if (op->type == PLAYER)
1755 {
1756 /* player looses stats, maximum is -10 of each */
1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1761 tmp->set_flag (FLAG_APPLIED);
1762 op->update_stats ();
1763 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1764 op->play_sound (tmp->sound);
1765 }
1766
1767 if (hitter->type == PLAYER)
1768 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1770 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1771
1772 tmp->speed_left = 0;
1773 }
1774 else
1775 tmp->stats.food++;
1776 }
1777
1778 static void
1779 slow_player (object *op, object *hitter, int dam)
1780 {
1781 archetype *at = archetype::find (shstr_slowness);
1782 object *tmp;
1783
1784 if (!at)
1785 LOG (llevError, "Can't find slowness archetype.\n");
1786
1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1788 {
1789 tmp = at->instance ();
1790 tmp = insert_ob_in_ob (tmp, op);
1791 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1792 }
1793 else
1794 tmp->stats.food++;
1795
1796 tmp->set_flag (FLAG_APPLIED);
1797 tmp->speed_left = 0;
1798 op->update_stats ();
1799 }
1800
1801 void
1802 confuse_player (object *op, object *hitter, int dam)
1803 {
1804 object *tmp;
1805 int maxduration;
1806
1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1808 if (!tmp)
1809 {
1810 tmp = archetype::get (FORCE_NAME);
1811 tmp = insert_ob_in_ob (tmp, op);
1812 }
1813
1814 /* Duration added per hit and max. duration of confusion both depend
1815 * on the player's resistance
1816 */
1817 tmp->set_speed (0.05);
1818 tmp->subtype = FORCE_CONFUSION;
1819 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1820 tmp->name = shstr_confusion;
1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
1823 if (tmp->duration > maxduration)
1824 tmp->duration = maxduration;
1825
1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1827 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1828
1829 op->set_flag (FLAG_CONFUSED);
1830 }
1831
1832 void
1833 blind_player (object *op, object *hitter, int dam)
1834 {
1835 /* Save some work if we know it isn't going to affect the player */
1836 if (op->resist[ATNR_BLIND] == 100)
1837 return;
1838
1839 object *tmp = present_in_ob (BLINDNESS, op);
1840 if (!tmp)
1841 {
1842 tmp = archetype::get (shstr_blindness);
1843 tmp->set_flag (FLAG_BLIND);
1844 tmp->set_flag (FLAG_APPLIED);
1845 // use floats so we don't lose too much precision due to rounding errors.
1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1847
1848 tmp = insert_ob_in_ob (tmp, op);
1849 change_abil (op, tmp); /* Mostly to display any messages */
1850 op->update_stats (); /* This takes care of some other stuff */
1851
1852 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
1853 }
1854
1855 tmp->stats.food += dam;
1856 min_it (tmp->stats.food, 10);
1857 }
1858
1859 void
1860 paralyze_player (object *op, object *hitter, int dam)
1861 {
1862 /* This is strange stuff... someone knows for what this is
1863 * written? Well, i think this can and should be removed
1864 */
1865
1866 /*
1867 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1868 tmp=clone_arch(PARAIMAGE);
1869 tmp->x=op->x,tmp->y=op->y;
1870 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1871 }
1872 */
1873
1874 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1876
1877 op->speed_left -= op->speed * effect;
1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
1879
1880 /* max number of ticks to be affected for. */
1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
1883 max_it (op->speed_left, -op->speed * max);
1884
1885 /* tmp->stats.food = (signed short) (max / op->speed); */
1886 }
1887
1888 /* Attempts to kill 'op'. hitter is the attack object, dam is
1889 * the computed damaged.
1890 */
1891 static void
1892 deathstrike_player (object *op, object *hitter, int *dam)
1893 {
1894 /* The intention of a death attack is to kill outright things
1895 ** that are a lot weaker than the attacker, have a chance of killing
1896 ** things somewhat weaker than the caster, and no chance of
1897 ** killing something equal or stronger than the attacker.
1898 ** Also, if a deathstrike attack has a slaying, any monster
1899 ** whose name or race matches a comma-delimited list in the slaying
1900 ** field of the deathstriking object */
1901
1902 int atk_lev, def_lev, kill_lev;
1903
1904 if (hitter->slaying)
1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1906 || (op->race && hitter->slaying.contains (op->race))))
1907 return;
1908
1909 def_lev = op->level;
1910 if (def_lev < 1)
1911 {
1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1913 def_lev = 1;
1914 }
1915
1916 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1918 atk_lev, def_lev); */
1919
1920 if (atk_lev >= def_lev)
1921 {
1922 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1923
1924 /* Note that the below effectively means the ratio of the atk vs
1925 * defener level is important - if level 52 character has very little
1926 * chance of killing a level 50 monster. This should probably be
1927 * redone.
1928 */
1929 if (kill_lev >= def_lev)
1930 {
1931 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1932 /* I think this doesn't really do much. Because of
1933 * integer rounding, this only makes any difference if the
1934 * attack level is double the defender level.
1935 */
1936 *dam *= kill_lev / def_lev;
1937 }
1938 }
1939 else
1940 *dam = 0; /* no harm done */
1941 }
1942
1943 /* This returns the amount of damage hitter does to op with the
1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
1945 * This doesn't damage the player, but returns how much it should
1946 * take. However, it will do other effects (paralyzation, slow, etc.)
1947 * Note - changed for PR code - we now pass the attack number and not
1948 * the attacktype. Makes it easier for the PR code. */
1949 int
1950 hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1951 {
1952 int doesnt_slay = 1;
1953
1954 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955 if (attacknum >= NROFATTACKS)
1956 {
1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958 return 0;
1959 }
1960
1961 if (dam < 0)
1962 {
1963 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1964 dam, hitter->debug_desc (), op->debug_desc ());
1965 return 0;
1966 }
1967
1968 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1969 * people can't mess with that or it otherwise get confused. */
1970 if (attacknum == ATNR_INTERNAL)
1971 return dam;
1972
1973 if (hitter->slaying)
1974 {
1975 if ((op->race && hitter->slaying.contains (op->race))
1976 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1977 {
1978 doesnt_slay = 0;
1979 dam *= 3;
1980 }
1981 }
1982
1983 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1984 if (op->resist[attacknum])
1985 {
1986 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1987 * in case 0>dam>1, we try to "simulate" a float value-effect */
1988 dam *= (100 - op->resist[attacknum]);
1989 if (dam >= 100)
1990 dam /= 100;
1991 else
1992 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1993 }
1994
1995 /* Special hack. By default, if immune to something, you
1996 * shouldn't need to worry. However, acid is an exception, since
1997 * it can still damage your items. Only include attacktypes if
1998 * special processing is needed */
1999
2000 if (op->resist[attacknum] >= 100
2001 && doesnt_slay
2002 && attacknum != ATNR_ACID)
2003 return 0;
2004
2005 /* Keep this in order - makes things easier to find */
2006
2007 switch (attacknum)
2008 {
2009 case ATNR_PHYSICAL:
2010 /* here also check for diseases */
2011 check_physically_infect (op, hitter);
2012 break;
2013
2014 /* Don't need to do anything for:
2015 magic,
2016 fire,
2017 electricity,
2018 cold */
2019
2020 case ATNR_CONFUSION:
2021 case ATNR_POISON:
2022 case ATNR_SLOW:
2023 case ATNR_PARALYZE:
2024 case ATNR_FEAR:
2025 case ATNR_CANCELLATION:
2026 case ATNR_DEPLETE:
2027 case ATNR_BLIND:
2028 {
2029 /* chance for inflicting a special attack depends on the
2030 * difference between attacker's and defender's level
2031 */
2032 int level_diff = min (110, max (0, op->level - hitter->level));
2033
2034 /* First, only creatures/players with speed can be affected.
2035 * Second, just getting hit doesn't mean it always affects
2036 * you. Third, you still get a saving through against the
2037 * effect.
2038 */
2039 if (op->has_active_speed ()
2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2043 {
2044
2045 /* Player has been hit by something */
2046 if (attacknum == ATNR_CONFUSION)
2047 confuse_player (op, hitter, dam);
2048 else if (attacknum == ATNR_POISON)
2049 poison_player (op, hitter, dam);
2050 else if (attacknum == ATNR_SLOW)
2051 slow_player (op, hitter, dam);
2052 else if (attacknum == ATNR_PARALYZE)
2053 paralyze_player (op, hitter, dam);
2054 else if (attacknum == ATNR_FEAR)
2055 scare_creature (op, hitter);
2056 else if (attacknum == ATNR_CANCELLATION)
2057 cancellation (op);
2058 else if (attacknum == ATNR_DEPLETE)
2059 op->drain_stat ();
2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2061 blind_player (op, hitter, dam);
2062 }
2063
2064 dam = 0; /* These are all effects and don't do real damage */
2065 }
2066 break;
2067
2068 case ATNR_ACID:
2069 {
2070 int flag = 0;
2071
2072 /* Items only get corroded if you're not on a battleground and
2073 * if your acid resistance is below 50%. */
2074 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2075 {
2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 {
2078 if (tmp->invisible)
2079 continue;
2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2081 /* >= 10% acid res. on items will protect these */
2082 continue;
2083 if (!(tmp->materials & M_IRON))
2084 continue;
2085 if (tmp->magic < -4) /* Let's stop at -5 */
2086 continue;
2087 if (tmp->type == RING
2088 /* removed boots and gloves from exclusion list in PR */
2089 || tmp->type == GIRDLE
2090 || tmp->type == AMULET
2091 || tmp->type == WAND
2092 || tmp->type == ROD
2093 || tmp->type == HORN)
2094 continue; /* To avoid some strange effects */
2095
2096 /* High damage acid has better chance of corroding
2097 objects */
2098 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2099 {
2100 flag = 1;
2101 tmp->magic--;
2102
2103 if (object *pl = tmp->visible_to ())
2104 {
2105 /* Make this more visible */
2106 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2107 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2108
2109 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2110 }
2111 }
2112 }
2113
2114 if (flag)
2115 op->update_stats (); /* Something was corroded */
2116 }
2117 }
2118 break;
2119
2120 case ATNR_DRAIN:
2121 {
2122 /* rate is the proportion of exp drained. High rate means
2123 * not much is drained, low rate means a lot is drained.
2124 */
2125 int rate;
2126
2127 if (op->resist[ATNR_DRAIN] >= 0)
2128 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2129 else
2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2131
2132 if (op->stats.exp <= rate)
2133 {
2134 if (op->type == GOLEM)
2135 dam = 9998; /* Its force is "sucked" away. 8) */
2136 else
2137 /* If we can't drain, lets try to do physical damage */
2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2139 }
2140 else
2141 {
2142 /* Randomly give the hitter some hp */
2143 if (hitter->stats.hp < hitter->stats.maxhp &&
2144 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2145 hitter->stats.hp++;
2146
2147 /* Can't do drains on battleground spaces.
2148 * Move the wiz check up here - before, the hitter wouldn't gain exp
2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2150 * nothing happens.
2151 * Try to credit the owner. We try to display player -> player drain
2152 * attacks, hence all the != PLAYER checks.
2153 */
2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2155 {
2156 object *owner = hitter->owner;
2157
2158 if (owner && owner != hitter)
2159 {
2160 if (op->type != PLAYER || owner->type != PLAYER)
2161 change_exp (owner, op->stats.exp / (rate * 2),
2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2163 }
2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2165 change_exp (hitter, op->stats.exp / (rate * 2),
2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2167
2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2169 }
2170
2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2172 * drain attack, you won't know that you are actually sucking out EXP,
2173 * as the messages will say you missed
2174 */
2175 }
2176 }
2177 break;
2178
2179 case ATNR_TURN_UNDEAD:
2180 {
2181 if (op->flag [FLAG_UNDEAD])
2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2186
2187 /* if undead are not an enemy of your god, you turn them
2188 * at half strength */
2189 if (!god || !god->slaying.contains (shstr_undead))
2190 div = 2;
2191
2192 /* Give a bonus if you resist turn undead */
2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2194 scare_creature (op, owner);
2195 }
2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2201
2202 case ATNR_DEATH:
2203 deathstrike_player (op, hitter, &dam);
2204 break;
2205
2206 case ATNR_CHAOS:
2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208 dam = 0;
2209 break;
2210
2211 case ATNR_COUNTERSPELL:
2212 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213 dam = 0;
2214 /* This should never happen. Counterspell is handled
2215 * seperately and filtered out. If this does happen,
2216 * Counterspell has no effect on anything but spells, so it
2217 * does no damage. */
2218 break;
2219
2220 case ATNR_HOLYWORD:
2221 {
2222 /* This has already been handled by hit_player,
2223 * no need to check twice -- DAMN */
2224 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225
2226 /* As with turn undead above, give a bonus on the saving throw */
2227 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228 scare_creature (op, owner);
2229 }
2230 break;
2231
2232 case ATNR_LIFE_STEALING:
2233 {
2234 int new_hp;
2235
2236 /* this is replacement to drain for players, instead of taking
2237 * exp it takes hp. It is geared for players, probably not
2238 * much use giving it to monsters
2239 *
2240 * life stealing doesn't do a lot of damage, but it gives the
2241 * damage it does do to the player. Given that,
2242 * it only does 1/10'th normal damage (hence the divide by
2243 * 1000).
2244 */
2245 /* You can't steal life from something undead */
2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2247 return 0;
2248
2249 /* If drain protection is higher than life stealing, use that */
2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2252 else
2253 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2254
2255 /* You die at -1 hp, not zero. */
2256 if (dam > (op->stats.hp + 1))
2257 dam = op->stats.hp + 1;
2258
2259 new_hp = hitter->stats.hp + dam;
2260 if (new_hp > hitter->stats.maxhp)
2261 new_hp = hitter->stats.maxhp;
2262
2263 if (new_hp > hitter->stats.hp)
2264 hitter->stats.hp = new_hp;
2265 }
2266 }
2267
2268 return dam;
2269 }
2270