/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#include
#include
#include
#include
typedef struct att_msg_str
{
char *msg1;
char *msg2;
} att_msg;
/*#define ATTACK_DEBUG*/
/* cancels object *op. Cancellation basically means an object loses
* its magical benefits.
*/
void
cancellation (object *op)
{
if (op->invisible)
return;
if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
{
/* Recurse through the inventory */
for (object *tmp = op->inv; tmp; tmp = tmp->below)
if (!did_make_save_item (tmp, AT_CANCELLATION, op))
cancellation (tmp);
}
else if (FABS (op->magic) <= rndm (0, 5))
{
/* Nullify this object. This code could probably be more complete */
/* in what abilities it should cancel */
op->magic = 0;
CLEAR_FLAG (op, FLAG_DAMNED);
CLEAR_FLAG (op, FLAG_CURSED);
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
if (op->env && op->env->type == PLAYER)
esrv_send_item (op->env, op);
}
}
/* did_make_save_item just checks to make sure the item actually
* made its saving throw based on the tables. It does not take
* any further action (like destroying the item).
*/
int
did_make_save_item (object *op, int type, object *originator)
{
int i, roll, saves = 0, attacks = 0, number;
materialtype_t *mt;
if (op->materialname == NULL)
{
for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
if (op->materials & mt->material)
break;
}
else
mt = name_to_material (op->materialname);
if (mt == NULL)
return TRUE;
roll = rndm (1, 20);
/* the attacktypes have no meaning for object saves
* If the type is only magic, don't adjust type - basically, if
* pure magic is hitting an object, it should save. However, if it
* is magic teamed with something else, then strip out the
* magic type, and instead let the fire, cold, or whatever component
* destroy the item. Otherwise, you get the case of poisoncloud
* destroying objects because it has magic attacktype.
*/
if (type != AT_MAGIC)
type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
if (type == 0)
return TRUE;
if (roll == 20)
return TRUE;
if (roll == 1)
return FALSE;
for (number = 0; number < NROFATTACKS; number++)
{
i = 1 << number;
if (!(i & type))
continue;
attacks++;
if (op->resist[number] == 100)
saves++;
else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
saves++;
else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
saves++;
}
if (saves == attacks || attacks == 0)
return TRUE;
if (saves == 0 || (rndm (1, attacks) > saves))
return FALSE;
return TRUE;
}
/* This function calls did_make_save_item. It then performs the
* appropriate actions to the item (such as burning the item up,
* calling cancellation, etc.)
*/
void
save_throw_object (object *op, int type, object *originator)
{
if (!did_make_save_item (op, type, originator))
{
object *env = op->env;
int x = op->x, y = op->y;
maptile *m = op->map;
op = stop_item (op);
if (op == NULL)
return;
/* Hacked the following so that type LIGHTER will work.
* Also, objects which are potenital "lights" that are hit by
* flame/elect attacks will be set to glow. "lights" are any
* object with +/- glow_radius and an "other_arch" to change to.
* (and please note that we cant fail our save and reach this
* function if the object doesnt contain a material that can burn.
* So forget lighting magical swords on fire with this!) -b.t.
*/
if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
{
const char *arch = op->other_arch->archname;
op = decrease_ob_nr (op, 1);
if (op)
fix_stopped_item (op, m, originator);
if ((op = get_archetype (arch)) != NULL)
{
if (env)
{
op->x = env->x, op->y = env->y;
insert_ob_in_ob (op, env);
if (env->contr)
esrv_send_item (env, op);
}
else
{
op->x = x, op->y = y;
insert_ob_in_map (op, m, originator, 0);
}
}
return;
}
if (type & AT_CANCELLATION)
{ /* Cancellation. */
cancellation (op);
fix_stopped_item (op, m, originator);
return;
}
if (op->nrof > 1)
{
op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
if (op)
fix_stopped_item (op, m, originator);
}
else
{
if (op->env)
{
object *tmp = op->in_player ();
if (tmp)
esrv_del_item (tmp->contr, op->count);
}
op->destroy ();
}
if (type & (AT_FIRE | AT_ELECTRICITY))
if (env)
{
op = get_archetype ("burnout");
op->x = env->x, op->y = env->y;
insert_ob_in_ob (op, env);
}
else
replace_insert_ob_in_map ("burnout", originator);
return;
}
/* The value of 50 is arbitrary. */
if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
{
object *tmp;
archetype *at = archetype::find ("icecube");
if (at == NULL)
return;
op = stop_item (op);
if (op == NULL)
return;
if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
{
tmp = arch_to_object (at);
tmp->x = op->x, tmp->y = op->y;
/* This was in the old (pre new movement code) -
* icecubes have slow_move set to 1 - don't want
* that for ones we create.
*/
tmp->move_slow_penalty = 0;
tmp->move_slow = 0;
insert_ob_in_map (tmp, op->map, originator, 0);
}
if (!QUERY_FLAG (op, FLAG_REMOVED))
op->remove ();
insert_ob_in_ob (op, tmp);
return;
}
}
/* Object op is hitting the map.
* op is going in direction 'dir'
* type is the attacktype of the object.
* full_hit is set if monster area does not matter.
* returns 1 if it hits something, 0 otherwise.
*/
int
hit_map (object *op, int dir, int type, int full_hit)
{
maptile *map;
sint16 x, y;
int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
if (QUERY_FLAG (op, FLAG_FREED))
{
LOG (llevError, "BUG: hit_map(): free object\n");
return 0;
}
if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
{
LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
return 0;
}
if (!op->map)
{
LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
return 0;
}
if (op->head)
op = op->head;
map = op->map;
x = op->x + freearr_x[dir];
y = op->y + freearr_y[dir];
if (!xy_normalise (map, x, y))
return 0;
// elmex: a safe map tile can't be hit!
// this should prevent most harmful effects on items and players there.
mapspace &ms = map->at (x, y);
if (ms.flags () & P_SAFE)
return 0;
/* peterm: a few special cases for special attacktypes --counterspell
* must be out here because it strikes things which are not alive
*/
if (type & (AT_COUNTERSPELL | AT_CHAOS))
{
if (type & AT_COUNTERSPELL)
{
counterspell (op, dir); /* see spell_effect.c */
/* If the only attacktype is counterspell or magic, don't need
* to do any further processing.
*/
if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
return 0;
type &= ~AT_COUNTERSPELL;
}
if (type & AT_CHAOS)
{
shuffle_attack (op, 1); /* flag tells it to change the face */
update_object (op, UP_OBJ_FACE);
type &= ~AT_CHAOS;
}
}
/* There may still be objects that were above 'next', but there is no
* simple way to find out short of copying all object references and
* tags into a temporary array before we start processing the first
* object. That's why we just abort on destroy.
*
* This happens whenever attack spells (like fire) hit a pile
* of objects. This is not a bug - nor an error.
*/
for (object *next = ms.bot; next && !next->destroyed (); )
{
object *tmp = next;
next = tmp->above;
/* Something could have happened to 'tmp' while 'tmp->below' was processed.
* For example, 'tmp' was put in an icecube.
* This is one of the few cases where on_same_map should not be used.
*/
if (tmp->map != map || tmp->x != x || tmp->y != y)
continue;
if (QUERY_FLAG (tmp, FLAG_ALIVE))
{
hit_player (tmp, op->stats.dam, op, type, full_hit);
retflag |= 1;
if (op->destroyed ())
break;
}
/* Here we are potentially destroying an object. If the object has
* NO_PASS set, it is also immune - you can't destroy walls. Note
* that weak walls have is_alive set, which prevent objects from
* passing over/through them. We don't care what type of movement
* the wall blocks - if it blocks any type of movement, can't be
* destroyed right now.
*/
else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
{
save_throw_object (tmp, type, op);
if (op->destroyed ())
break;
}
}
return 0;
}
void
attack_message (int dam, int type, object *op, object *hitter)
{
char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
int i, found = 0;
maptile *map;
object *next, *tmp;
/* put in a few special messages for some of the common attacktypes
* a player might have. For example, fire, electric, cold, etc
* [garbled 20010919]
*/
if (dam == 9998 && op->type == DOOR)
{
sprintf (buf1, "unlock %s", &op->name);
sprintf (buf2, " unlocks");
found++;
}
if (dam < 0)
{
sprintf (buf1, "hit %s", &op->name);
sprintf (buf2, " hits");
found++;
}
else if (dam == 0)
{
sprintf (buf1, "missed %s", &op->name);
sprintf (buf2, " misses");
found++;
}
else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
found++;
break;
}
}
else if (op->type == DOOR && !found)
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
found++;
break;
}
}
else if (hitter->type == PLAYER && op->is_alive ())
{
if (USING_SKILL (hitter, SK_KARATE))
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
found++;
break;
}
}
else if (USING_SKILL (hitter, SK_CLAWING))
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
found++;
break;
}
}
else if (USING_SKILL (hitter, SK_PUNCHING))
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
found++;
break;
}
}
}
if (found)
{
/* done */
}
else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
{
sprintf (buf1, "hit"); /* just in case */
for (i = 0; i < MAXATTACKMESS; i++)
if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
{
strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
found++;
break;
}
}
else if (type & AT_DRAIN && op->is_alive ())
{
/* drain is first, because some items have multiple attypes */
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
found++;
break;
}
}
else if (type & AT_ELECTRICITY && op->is_alive ())
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
found++;
break;
}
}
else if (type & AT_COLD && op->is_alive ())
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
found++;
break;
}
}
else if (type & AT_FIRE)
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
found++;
break;
}
}
else if (hitter->current_weapon != NULL)
{
int mtype;
switch (hitter->current_weapon->weapontype)
{
case WEAP_HIT:
mtype = ATM_BASIC;
break;
case WEAP_SLASH:
mtype = ATM_SLASH;
break;
case WEAP_PIERCE:
mtype = ATM_PIERCE;
break;
case WEAP_CLEAVE:
mtype = ATM_CLEAVE;
break;
case WEAP_SLICE:
mtype = ATM_SLICE;
break;
case WEAP_STAB:
mtype = ATM_STAB;
break;
case WEAP_WHIP:
mtype = ATM_WHIP;
break;
case WEAP_CRUSH:
mtype = ATM_CRUSH;
break;
case WEAP_BLUD:
mtype = ATM_BLUD;
break;
default:
mtype = ATM_BASIC;
break;
}
for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
strcpy (buf2, attack_mess[mtype][i].buf3);
found++;
break;
}
}
else
{
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
{
sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
found++;
break;
}
}
if (!found)
{
strcpy (buf1, "hit");
strcpy (buf2, " hits");
}
/* bail out if a monster is casting spells */
if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
return;
/* scale down magic considerably. */
if (type & AT_MAGIC && rndm (0, 5))
return;
/* Did a player hurt another player? Inform both! */
if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
{
if (hitter->owner != NULL)
sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
else
{
sprintf (buf, "%s%s you.", &hitter->name, buf2);
if (dam != 0)
{
if (dam < 10)
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
else if (dam < 20)
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
else
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
}
}
new_draw_info (NDI_BLACK, 0, op, buf);
} /* end of player hitting player */
if (hitter->type == PLAYER)
{
sprintf (buf, "You %s.", buf1);
if (dam != 0)
{
if (dam < 10)
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
else if (dam < 20)
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
else
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
}
new_draw_info (NDI_BLACK, 0, hitter, buf);
}
else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
{
/* look for stacked spells and start reducing the message chances */
if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
{
i = 4;
map = hitter->map;
if (out_of_map (map, hitter->x, hitter->y))
return;
next = GET_MAP_OB (map, hitter->x, hitter->y);
if (next)
while (next)
{
if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
i *= 3;
tmp = next;
next = tmp->above;
}
if (i < 0)
return;
if (rndm (0, i) != 0)
return;
}
else if (rndm (0, 5) != 0)
return;
sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
}
}
static int
get_attack_mode (object **target, object **hitter, int *simple_attack)
{
if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
{
LOG (llevError, "BUG: get_attack_mode(): freed object\n");
return 1;
}
if ((*target)->head)
*target = (*target)->head;
if ((*hitter)->head)
*hitter = (*hitter)->head;
if ((*hitter)->env != NULL || (*target)->env != NULL)
{
*simple_attack = 1;
return 0;
}
if (QUERY_FLAG (*target, FLAG_REMOVED)
|| QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
{
LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
return 1;
}
*simple_attack = 0;
return 0;
}
static int
abort_attack (object *target, object *hitter, int simple_attack)
{
/* Check if target and hitter are still in a relation similar to the one
* determined by get_attack_mode(). Returns true if the relation has changed.
*/
int new_mode;
if (hitter->env == target || target->env == hitter)
new_mode = 1;
else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
return 1;
else
new_mode = 0;
return new_mode != simple_attack;
}
static void thrown_item_effect (object *, object *);
static int
attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
{
int simple_attack, roll, dam = 0;
uint32 type;
shstr op_name;
if (get_attack_mode (&op, &hitter, &simple_attack))
goto error;
if (hitter->current_weapon)
if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
return RESULT_INT (0);
if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
return RESULT_INT (0);
/*
* A little check to make it more difficult to dance forward and back
* to avoid ever being hit by monsters.
*/
if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
{
/* Decrease speed BEFORE calling process_object. Otherwise, an
* infinite loop occurs, with process_object calling move_monster,
* which then gets here again. By decreasing the speed before
* we call process_object, the 'if' statement above will fail.
*/
--op->speed_left;
process_object (op);
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
goto error;
}
op_name = op->name;
roll = random_roll (1, 20, hitter, PREFER_HIGH);
/* Adjust roll for various situations. */
if (!simple_attack)
roll += adj_attackroll (hitter, op);
/* See if we hit the creature */
if (roll == 20 || op->stats.ac >= base_wc - roll)
{
int hitdam = base_dam;
if (!simple_attack)
{
/* If you hit something, the victim should *always* wake up.
* Before, invisible hitters could avoid doing this.
* -b.t. */
if (QUERY_FLAG (op, FLAG_SLEEP))
CLEAR_FLAG (op, FLAG_SLEEP);
/* If the victim can't see the attacker, it may alert others
* for help. */
if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
npc_call_help (op);
/* if you were hidden and hit by a creature, you are discovered */
if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
{
make_visible (op);
if (op->type == PLAYER)
new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
}
/* thrown items (hitter) will have various effects
* when they hit the victim. For things like thrown daggers,
* this sets 'hitter' to the actual dagger, and not the
* wrapper object.
*/
thrown_item_effect (hitter, op);
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
goto leave;
}
/* Need to do at least 1 damage, otherwise there is no point
* to go further and it will cause FPE's below.
*/
if (hitdam <= 0)
hitdam = 1;
type = hitter->attacktype;
if (!type)
type = AT_PHYSICAL;
/* Handle monsters that hit back */
if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
{
if (op->attacktype & AT_ACID && hitter->type == PLAYER)
new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
goto leave;
}
/* In the new attack code, it should handle multiple attack
* types in its area, so remove it from here.
*/
dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
goto leave;
} /* end of if hitter hit op */
/* if we missed, dam=0 */
/*attack_message(dam, type, op, hitter); */
goto leave;
error:
dam = 1;
leave:
return dam;
}
int
attack_ob (object *op, object *hitter)
{
hitter = hitter->head_ ();
return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
}
/* op is the arrow, tmp is what is stopping the arrow.
*
* Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
*/
static int
stick_arrow (object *op, object *tmp)
{
/* If the missile hit a player, we insert it in their inventory.
* However, if the missile is heavy, we don't do so (assume it falls
* to the ground after a hit). What a good value for this is up to
* debate - 5000 is 5 kg, so arrows, knives, and other light weapons
* stick around.
*/
if (op->weight <= 5000 && tmp->stats.hp >= 0)
{
tmp = tmp->head_ ();
op->remove ();
op = insert_ob_in_ob (op, tmp);
if (tmp->type == PLAYER)
esrv_send_item (tmp, op);
return 1;
}
else
return 0;
}
/* hit_with_arrow() disassembles the missile, attacks the victim and
* reassembles the missile.
*
* It returns a pointer to the reassembled missile, or NULL if the missile
* isn't available anymore.
*/
object *
hit_with_arrow (object *op, object *victim)
{
object *container, *hitter;
int hit_something = 0;
/* Disassemble missile */
if (op->inv)
{
container = op;
hitter = op->inv;
hitter->remove ();
insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
/* Note that we now have an empty THROWN_OBJ on the map. Code that
* might be called until this THROWN_OBJ is either reassembled or
* removed at the end of this function must be able to deal with empty
* THROWN_OBJs. */
}
else
{
container = 0;
hitter = op;
}
/* Try to hit victim */
hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
/* Arrow attacks door, rune of summoning is triggered, demon is put on
* arrow, move_apply() calls this function, arrow sticks in demon,
* attack_ob_simple() returns, and we've got an arrow that still exists
* but is no longer on the map. Ugh. (Beware: Such things can happen at
* other places as well!)
*/
if (hitter->destroyed () || hitter->env != NULL)
{
if (container)
{
container->remove ();
container->destroy ();
}
return 0;
}
/* Missile hit victim */
/* if the speed is > 10, then this is a fast moving arrow, we go straight
* through the target
*/
if (hit_something && op->speed <= 10.0)
{
/* Stop arrow */
if (!container)
{
hitter = fix_stopped_arrow (hitter);
if (!hitter)
return 0;
}
else
container->destroy ();
/* Try to stick arrow into victim */
if (!victim->destroyed () && stick_arrow (hitter, victim))
return 0;
/* Else try to put arrow on victim's map square
* remove check for P_WALL here. If the arrow got to this
* space, that is good enough - with the new movement code,
* there is now the potential for lots of spaces where something
* can fly over but not otherwise move over. What is the correct
* way to handle those otherwise?
*/
if (victim->x != hitter->x || victim->y != hitter->y)
{
hitter->remove ();
hitter->x = victim->x;
hitter->y = victim->y;
insert_ob_in_map (hitter, victim->map, hitter, 0);
}
else
/* Else leave arrow where it is */
merge_ob (hitter, NULL);
return 0;
}
if (hit_something && op->speed >= 10.0)
op->speed -= 1.0;
/* Missile missed victim - reassemble missile */
if (container)
{
hitter->remove ();
insert_ob_in_ob (hitter, container);
}
return op;
}
void
tear_down_wall (object *op)
{
int perc = 0;
if (!op->stats.maxhp)
{
LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
perc = 1;
}
else if (!GET_ANIM_ID (op))
{
/* Object has been called - no animations, so remove it */
if (op->stats.hp < 0)
op->destroy ();
return; /* no animations, so nothing more to do */
}
perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
if (perc >= (int) NUM_ANIMATIONS (op))
perc = NUM_ANIMATIONS (op) - 1;
else if (perc < 1)
perc = 1;
SET_ANIMATION (op, perc);
update_object (op, UP_OBJ_FACE);
if (perc == NUM_ANIMATIONS (op) - 1)
{ /* Reached the last animation */
if (op->face == blank_face)
/* If the last face is blank, remove the ob */
op->destroy ();
else
{ /* The last face was not blank, leave an image */
CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
update_all_los (op->map, op->x, op->y);
op->move_block = 0;
CLEAR_FLAG (op, FLAG_ALIVE);
}
}
}
void
scare_creature (object *target, object *hitter)
{
object *owner = hitter->owner;
if (!owner)
owner = hitter;
SET_FLAG (target, FLAG_SCARED);
if (!target->enemy)
target->enemy = owner;
}
/* This returns the amount of damage hitter does to op with the
* appropriate attacktype. Only 1 attacktype should be set at a time.
* This doesn't damage the player, but returns how much it should
* take. However, it will do other effects (paralyzation, slow, etc.)
* Note - changed for PR code - we now pass the attack number and not
* the attacktype. Makes it easier for the PR code. */
int
hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
{
int doesnt_slay = 1;
/* Catch anyone that may be trying to send us a bitmask instead of the number */
if (attacknum >= NROFATTACKS)
{
LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
return 0;
}
if (dam < 0)
{
LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
dam, hitter->debug_desc (), op->debug_desc ());
return 0;
}
/* AT_INTERNAL is supposed to do exactly dam. Put a case here so
* people can't mess with that or it otherwise get confused. */
if (attacknum == ATNR_INTERNAL)
return dam;
if (hitter->slaying)
{
if ((op->race && strstr (hitter->slaying, op->race))
|| (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
{
doesnt_slay = 0;
dam *= 3;
}
}
/* Adjust the damage for resistance. Note that neg. values increase damage. */
if (op->resist[attacknum])
{
/* basically: dam = dam*(100-op->resist[attacknum])/100;
* in case 0>dam>1, we try to "simulate" a float value-effect */
dam *= (100 - op->resist[attacknum]);
if (dam >= 100)
dam /= 100;
else
dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
}
/* Special hack. By default, if immune to something, you
* shouldn't need to worry. However, acid is an exception, since
* it can still damage your items. Only include attacktypes if
* special processing is needed */
if (op->resist[attacknum] >= 100
&& doesnt_slay
&& attacknum != ATNR_ACID)
return 0;
/* Keep this in order - makes things easier to find */
switch (attacknum)
{
case ATNR_PHYSICAL:
/* here also check for diseases */
check_physically_infect (op, hitter);
break;
/* Don't need to do anything for:
magic,
fire,
electricity,
cold */
case ATNR_CONFUSION:
case ATNR_POISON:
case ATNR_SLOW:
case ATNR_PARALYZE:
case ATNR_FEAR:
case ATNR_CANCELLATION:
case ATNR_DEPLETE:
case ATNR_BLIND:
{
/* chance for inflicting a special attack depends on the
* difference between attacker's and defender's level
*/
int level_diff = MIN (110, MAX (0, op->level - hitter->level));
/* First, only creatures/players with speed can be affected.
* Second, just getting hit doesn't mean it always affects
* you. Third, you still get a saving through against the
* effect.
*/
if (op->speed &&
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
!(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
{
/* Player has been hit by something */
if (attacknum == ATNR_CONFUSION)
confuse_player (op, hitter, dam);
else if (attacknum == ATNR_POISON)
poison_player (op, hitter, dam);
else if (attacknum == ATNR_SLOW)
slow_player (op, hitter, dam);
else if (attacknum == ATNR_PARALYZE)
paralyze_player (op, hitter, dam);
else if (attacknum == ATNR_FEAR)
scare_creature (op, hitter);
else if (attacknum == ATNR_CANCELLATION)
cancellation (op);
else if (attacknum == ATNR_DEPLETE)
op->drain_stat ();
else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
blind_player (op, hitter, dam);
}
dam = 0; /* These are all effects and don't do real damage */
}
break;
case ATNR_ACID:
{
int flag = 0;
/* Items only get corroded if you're not on a battleground and
* if your acid resistance is below 50%. */
if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
{
if (tmp->invisible)
continue;
if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
/* >= 10% acid res. on items will protect these */
continue;
if (!(tmp->materials & M_IRON))
continue;
if (tmp->magic < -4) /* Let's stop at -5 */
continue;
if (tmp->type == RING
/* removed boots and gloves from exclusion list in PR */
|| tmp->type == GIRDLE
|| tmp->type == AMULET
|| tmp->type == WAND
|| tmp->type == ROD
|| tmp->type == HORN)
continue; /* To avoid some strange effects */
/* High damage acid has better chance of corroding
objects */
if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
{
if (op->type == PLAYER)
/* Make this more visible */
new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
"The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
flag = 1;
tmp->magic--;
if (op->type == PLAYER)
esrv_send_item (op, tmp);
}
}
if (flag)
op->update_stats (); /* Something was corroded */
}
}
break;
case ATNR_DRAIN:
{
/* rate is the proportion of exp drained. High rate means
* not much is drained, low rate means a lot is drained.
*/
int rate;
if (op->resist[ATNR_DRAIN] >= 0)
rate = 400 + op->resist[ATNR_DRAIN] * 3;
else
rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
if (op->stats.exp <= rate)
{
if (op->type == GOLEM)
dam = 999; /* Its force is "sucked" away. 8) */
else
/* If we can't drain, lets try to do physical damage */
dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
}
else
{
/* Randomly give the hitter some hp */
if (hitter->stats.hp < hitter->stats.maxhp &&
(op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
hitter->stats.hp++;
/* Can't do drains on battleground spaces.
* Move the wiz check up here - before, the hitter wouldn't gain exp
* exp, but the wiz would still lose exp! If drainee is a wiz,
* nothing happens.
* Try to credit the owner. We try to display player -> player drain
* attacks, hence all the != PLAYER checks.
*/
if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
{
object *owner = hitter->owner;
if (owner && owner != hitter)
{
if (op->type != PLAYER || owner->type != PLAYER)
change_exp (owner, op->stats.exp / (rate * 2),
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
}
else if (op->type != PLAYER || hitter->type != PLAYER)
change_exp (hitter, op->stats.exp / (rate * 2),
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
change_exp (op, -op->stats.exp / rate, NULL, 0);
}
dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
* drain attack, you won't know that you are actually sucking out EXP,
* as the messages will say you missed
*/
}
}
break;
case ATNR_TURN_UNDEAD:
{
if (QUERY_FLAG (op, FLAG_UNDEAD))
{
object *owner = hitter->owner ? (object *)hitter->owner : hitter;
object *god = find_god (determine_god (owner));
int div = 1;
/* if undead are not an enemy of your god, you turn them
* at half strength */
if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
div = 2;
/* Give a bonus if you resist turn undead */
if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
scare_creature (op, owner);
}
else
dam = 0; /* don't damage non undead - should we damage
undead? */
}
break;
case ATNR_DEATH:
deathstrike_player (op, hitter, &dam);
break;
case ATNR_CHAOS:
LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
dam = 0;
break;
case ATNR_COUNTERSPELL:
LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
dam = 0;
/* This should never happen. Counterspell is handled
* seperately and filtered out. If this does happen,
* Counterspell has no effect on anything but spells, so it
* does no damage. */
break;
case ATNR_HOLYWORD:
{
/* This has already been handled by hit_player,
* no need to check twice -- DAMN */
object *owner = hitter->owner ? (object *)hitter->owner : hitter;
/* As with turn undead above, give a bonus on the saving throw */
if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
scare_creature (op, owner);
}
break;
case ATNR_LIFE_STEALING:
{
int new_hp;
/* this is replacement to drain for players, instead of taking
* exp it takes hp. It is geared for players, probably not
* much use giving it to monsters
*
* life stealing doesn't do a lot of damage, but it gives the
* damage it does do to the player. Given that,
* it only does 1/10'th normal damage (hence the divide by
* 1000).
*/
/* You can't steal life from something undead */
if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
return 0;
/* If drain protection is higher than life stealing, use that */
if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
else
dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
/* You die at -1 hp, not zero. */
if (dam > (op->stats.hp + 1))
dam = op->stats.hp + 1;
new_hp = hitter->stats.hp + dam;
if (new_hp > hitter->stats.maxhp)
new_hp = hitter->stats.maxhp;
if (new_hp > hitter->stats.hp)
hitter->stats.hp = new_hp;
}
}
return dam;
}
/* GROS: This code comes from hit_player. It has been made external to
* allow script procedures to "kill" objects in a combat-like fashion.
* It was initially used by (kill-object) developed for the Collector's
* Sword. Note that nothing has been changed from the original version
* of the following code.
* op is what is being killed.
* dam is the damage done to it.
* hitter is what is hitting it.
* type is the attacktype.
*
* This function was a bit of a mess with hitter getting changed,
* values being stored away but not used, etc. I've cleaned it up
* a bit - I think it should be functionally equivalant.
* MSW 2002-07-17
*/
int
kill_object (object *op, int dam, object *hitter, int type)
{
char buf[MAX_BUF];
const char *skill;
int maxdam = 0;
int battleg = 0; /* true if op standing on battleground */
int pk = 0; /* true if op and what controls hitter are both players */
object *owner = 0;
object *skop = 0;
if (op->stats.hp >= 0)
return -1;
if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
return 0;
/* maxdam needs to be the amount of damage it took to kill
* this creature. The function(s) that call us have already
* adjusted the creatures HP total, so that is negative.
*/
maxdam = dam + op->stats.hp + 1;
if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
if (op->type == DOOR)
{
op->set_speed (0.1f);
op->speed_left = -0.05f;
return maxdam;
}
if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
{
op->destroy ();
return maxdam;
}
/* Now lets start dealing with experience we get for killing something */
owner = hitter->owner;
if (!owner)
owner = hitter;
/* is the victim (op) standing on battleground? */
if (op_on_battleground (op, NULL, NULL))
battleg = 1;
/* is this player killing? */
if (op->type == PLAYER && owner->type == PLAYER)
pk = 1;
/* Player killed something */
if (owner->type == PLAYER)
{
Log_Kill (owner->name,
query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
/* Log players killing other players - makes it easier to detect
* and filter out malicious player killers - that is why the
* ip address is included.
*/
if (op->type == PLAYER && !battleg)
{
time_t t = time (NULL);
struct tm *tmv;
char buf[256];
tmv = localtime (&t);
strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
}
/* try to filter some things out - basically, if you are
* killing a level 1 creature and your level 20, you
* probably don't want to see that.
*/
if (owner->level < op->level * 2 || op->stats.exp > 1000)
{
if (owner != hitter)
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
else
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
/* Only play sounds for melee kills */
if (hitter->type == PLAYER)
play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
}
/* If a player kills another player, not on
* battleground, the "killer" looses 1 luck. Since this is
* not reversible, it's actually quite a pain IMHO. -AV
* Fix bug in that we were changing the luck of the hitter, not
* player that the object belonged to - so if you killed another player
* with spells, pets, whatever, there was no penalty.
* Changed to make luck penalty configurable in settings.
*/
if (op->type == PLAYER && owner != op && !battleg)
owner->change_luck (-settings.pk_luck_penalty);
/* This code below deals with finding the appropriate skill
* to credit exp to. This is a bit problematic - we should
* probably never really have to look at current_weapon->skill
*/
skill = 0;
if (hitter->skill && hitter->type != PLAYER)
skill = hitter->skill;
else if (owner->chosen_skill)
{
skop = owner->chosen_skill;
skill = skop->skill;
}
else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
skill = owner->current_weapon->skill;
else
LOG (llevError, "kill_object - unable to find skill that killed monster\n");
/* We have the skill we want to credit to - now find the object this goes
* to. Make sure skop is an actual skill, and not a skill tool!
*/
if ((!skop || skop->type != SKILL) && skill)
{
int i;
for (i = 0; i < NUM_SKILLS; i++)
if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
{
skop = owner->contr->last_skill_ob[i];
break;
}
}
} /* Was it a player that hit somethign */
else
skill = 0;
/* Pet (or spell) killed something. */
if (owner != hitter)
sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
else
sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
(QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
" in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
/* These may have been set in the player code section above */
if (!skop)
skop = hitter->chosen_skill;
if (!skill && skop)
skill = skop->skill;
new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
/* If you didn't kill yourself, and your not the wizard */
if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
{
int exp;
/* Really don't give much experience for killing other players */
// schmorp: temporarily? reduce the amount of exp gained for pking enourmously
if (op->type == PLAYER)
{
if (battleg)
{
new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
}
else
exp = op->stats.exp / 1000;
}
else
exp = calc_skill_exp (owner, op, skop);
/* if op is standing on "battleground" (arena), no way to gain
* exp by killing him
*/
if (battleg)
exp = 0;
/* Don't know why this is set this way - doesn't make
* sense to just divide everything by two for no reason.
*/
if (!settings.simple_exp)
exp = exp / 2;
if (owner->type != PLAYER || owner->contr->party == NULL)
change_exp (owner, exp, skill, 0);
else
{
int shares = 0, count = 0;
partylist *party = owner->contr->party;
add_kill_to_party (party, query_name (owner), query_name (op), exp);
for_all_players (pl)
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
{
count++;
shares += (pl->ob->level + 4);
}
if (count == 1 || shares > exp || !shares)
change_exp (owner, exp, skill, SK_EXP_TOTAL);
else
{
int share = exp / shares, given = 0, nexp;
for_all_players (pl)
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
{
nexp = (pl->ob->level + 4) * share;
change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
given += nexp;
}
exp -= given;
/* give any remainder to the player */
change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
}
} /* else part of a party */
} /* end if person didn't kill himself */
if (op->type != PLAYER)
{
if (QUERY_FLAG (op, FLAG_FRIENDLY))
{
object *owner1 = op->owner;
if (owner1 && owner1->type == PLAYER)
{
play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
/* Maybe we should include the owner that killed this, maybe not */
new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
}
remove_friendly_object (op);
}
op->destroy ();
}
else
{
/* Player has been killed! */
if (owner->type == PLAYER)
snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
else
assign (op->contr->killer, hitter->name);
}
/* This was return -1 - that doesn't seem correct - if we return -1, process
* continues in the calling function.
*/
return maxdam;
}
/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
* Returns 0 this is not friendly fire
*/
int
friendly_fire (object *op, object *hitter)
{
object *owner;
int friendlyfire;
if (hitter->head)
hitter = hitter->head;
friendlyfire = 0;
if (op->type == PLAYER)
{
if (op_on_battleground (hitter, 0, 0))
return 0;
if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
return 1;
if ((owner = hitter->owner) != NULL)
{
if (owner->type == PLAYER && owner->contr->peaceful == 1)
friendlyfire = 2;
}
if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
friendlyfire = 0;
}
return friendlyfire;
}
/* This isn't used just for players, but in fact most objects.
* op is the object to be hit, dam is the amount of damage, hitter
* is what is hitting the object, type is the attacktype, and
* full_hit is set if monster area does not matter.
* dam is base damage - protections/vulnerabilities/slaying matches can
* modify it.
*/
/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
* which needs new attacktype AT_HOLYWORD to work . b.t. */
int
hit_player (object *op, int dam, object *hitter, int type, int full_hit)
{
int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
int maxattacktype, attacknum;
int body_attack = op && op->head; /* Did we hit op's head? */
int simple_attack;
int rtn_kill = 0;
int friendlyfire;
if (get_attack_mode (&op, &hitter, &simple_attack))
return 0;
/* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
return 0;
// only allow pk for hostile players
if (op->type == PLAYER)
{
object *owner = hitter->owner;
if (!owner)
owner = hitter;
if (owner->type == PLAYER
&& (!op_on_battleground (op, 0, 0)
&& (op->contr->peaceful || owner->contr->peaceful))
&& op != owner)
return 0;
}
if (body_attack)
{
/* slow and paralyze must hit the head. But we don't want to just
* return - we still need to process other attacks the spell still
* might have. So just remove the paralyze and slow attacktypes,
* and keep on processing if we have other attacktypes.
* return if only magic or nothing is left - under normal code
* we don't attack with pure magic if there is another attacktype.
* Only do processing if the initial attacktype includes one of those
* attack so we don't cancel out things like magic bullet.
*/
if (type & (AT_PARALYZE | AT_SLOW))
{
type &= ~(AT_PARALYZE | AT_SLOW);
if (!type || type == AT_MAGIC)
return 0;
}
}
if (!simple_attack && op->type == DOOR)
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->type == RUNE || tmp->type == TRAP)
{
spring_trap (tmp, hitter);
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
return 0;
break;
}
}
if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
{
/* FIXME: If a player is killed by a rune in a door, the
* destroyed() check above doesn't return, and might get here.
*/
/* FIXME: This for example happens when a dead door is on a mover and
gets it's speed_left raised on each mover-tick.
Doors are removed in a kinda funny way by giving them speed and speed_left
and waiting for that to run out.
*/
LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
return 0;
}
#ifdef ATTACK_DEBUG
LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
#endif
if (magic)
{
/* basically: dam = dam*(100-op->resist[attacknum])/100;
* in case 0>dam>1, we try to "simulate" a float value-effect */
dam = dam * (100 - op->resist[ATNR_MAGIC]);
if (dam >= 100)
dam /= 100;
else
dam = (dam > rndm (0, 99)) ? 1 : 0;
}
/* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
* If the attacktype still has chaos, shuffle it, then clear the Chaos bit
*/
if (type & AT_CHAOS)
{
shuffle_attack (op, 0); /*0 flag tells it to not change the face */
update_object (op, UP_OBJ_FACE);
type &= ~AT_CHAOS;
}
/* Holyword is really an attacktype modifier (like magic is). If
* holyword is part of an attacktype, then make sure the creature is
* a proper match, otherwise no damage.
*/
if (type & AT_HOLYWORD)
{
object *god;
if ((!hitter->slaying ||
(!(op->race && strstr (hitter->slaying, op->race)) &&
!(op->name && strstr (hitter->slaying, op->name)))) &&
(!QUERY_FLAG (op, FLAG_UNDEAD) ||
(hitter->title != NULL
&& (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
return 0;
}
maxattacktype = type; /* initialise this to something */
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
{
/* Magic isn't really a true attack type - it gets combined with other
* attack types. As such, skip it over. However, if magic is
* the only attacktype in the group, then still attack with it
*/
if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
continue;
/* Go through and hit the player with each attacktype, one by one.
* hit_player_attacktype only figures out the damage, doesn't inflict
* it. It will do the appropriate action for attacktypes with
* effects (slow, paralization, etc.
*/
if (type & attacktype)
{
ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
/* the >= causes us to prefer messages from special attacks, if
* the damage is equal.
*/
if (ndam >= maxdam)
{
maxdam = ndam;
maxattacktype = 1 << attacknum;
}
}
}
/* if this is friendly fire then do a set % of damage only
* Note - put a check in to make sure this attack is actually
* doing damage - otherwise, the +1 in the code below will make
* an attack do damage before when it otherwise didn't
*/
friendlyfire = friendly_fire (op, hitter);
if (friendlyfire && maxdam)
{
maxdam = ((dam * settings.set_friendly_fire) / 100);
#ifdef ATTACK_DEBUG
LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
friendlyfire, settings.set_friendly_fire, dam, maxdam);
#endif
}
if (!full_hit)
{
int area;
int remainder;
area = 0;
for (archetype *at = op->arch; at; at = (archetype *)at->more)
area++;
assert (area > 0);
/* basically: maxdam /= area; we try to "simulate" a float
value-effect */
remainder = 100 * (maxdam % area) / area;
maxdam /= area;
if (rndm (100) < remainder)
maxdam++;
}
#ifdef ATTACK_DEBUG
LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
#endif
// for now, only do this for active objects, otherwise they
// keep a refcount for a long time and I see no usefulness
// for an non-active objetc to know its enemy.
if (op->active)
if (hitter->owner)
op->enemy = hitter->owner;
else if (QUERY_FLAG (hitter, FLAG_ALIVE))
op->enemy = hitter;
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
{
/* The unaggressives look after themselves 8) */
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
npc_call_help (op);
}
if (magic && did_make_save (op, op->level, 0))
maxdam = maxdam / 2;
attack_message (maxdam, maxattacktype, op, hitter);
op->stats.hp -= maxdam;
/* Eneq(@csd.uu.se): Check to see if monster runs away. */
if ((op->stats.hp >= 0) &&
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
{
if (QUERY_FLAG (op, FLAG_MONSTER))
SET_FLAG (op, FLAG_RUN_AWAY);
else
scare_creature (op, hitter);
}
if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
{
if (maxdam)
tear_down_wall (op);
return maxdam; /* nothing more to do for wall */
}
/* See if the creature has been killed */
rtn_kill = kill_object (op, maxdam, hitter, type);
if (rtn_kill != -1)
return rtn_kill;
/* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
* that before if the player was immune to ghosthit, the monster
* remained - that is no longer the case.
*/
if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
hitter->destroy ();
/* Lets handle creatures that are splitting now */
else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
{
int i;
int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
object *owner = op->owner;
if (!op->other_arch)
{
LOG (llevError, "SPLITTING without other_arch error.\n");
return maxdam;
}
op->remove ();
for (i = 0; i < NROFNEWOBJS (op); i++)
{ /* This doesn't handle op->more yet */
object *tmp = arch_to_object (op->other_arch);
int j;
tmp->stats.hp = op->stats.hp;
if (friendly)
{
add_friendly_object (tmp);
tmp->attack_movement = PETMOVE;
if (owner)
tmp->set_owner (owner);
}
if (unaggressive)
SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
j = find_first_free_spot (tmp, op->map, op->x, op->y);
if (j == -1) /* No spot to put this monster */
tmp->destroy ();
else
{
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
insert_ob_in_map (tmp, op->map, NULL, 0);
}
}
op->destroy ();
}
else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
hitter->destroy ();
return maxdam;
}
void
poison_player (object *op, object *hitter, int dam)
{
archetype *at = archetype::find ("poisoning");
object *tmp = present_arch_in_ob (at, op);
if (tmp == NULL)
{
if ((tmp = arch_to_object (at)) == NULL)
LOG (llevError, "Failed to clone arch poisoning.\n");
else
{
tmp = insert_ob_in_ob (tmp, op);
/* peterm: give poisoning some teeth. It should
* be able to kill things better than it does:
* damage should be dependent something--I choose to
* do this: if it's a monster, the damage from the
* poisoning goes as the level of the monster/2.
* If anything else, goes as damage.
*/
if (QUERY_FLAG (hitter, FLAG_ALIVE))
tmp->stats.dam += hitter->level / 2;
else
tmp->stats.dam = dam;
tmp->set_owner (hitter); /* so we get credit for poisoning kills */
if (hitter->skill && hitter->skill != tmp->skill)
{
tmp->skill = hitter->skill;
}
tmp->stats.food += dam; /* more damage, longer poisoning */
if (op->type == PLAYER)
{
/* player looses stats, maximum is -10 of each */
tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
tmp->stats.Int = MAX (-dam / 7, -10);
SET_FLAG (tmp, FLAG_APPLIED);
op->update_stats ();
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
}
if (hitter->type == PLAYER)
new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
}
tmp->speed_left = 0;
}
else
tmp->stats.food++;
}
void
slow_player (object *op, object *hitter, int dam)
{
archetype *at = archetype::find ("slowness");
object *tmp;
if (at == NULL)
LOG (llevError, "Can't find slowness archetype.\n");
if ((tmp = present_arch_in_ob (at, op)) == NULL)
{
tmp = arch_to_object (at);
tmp = insert_ob_in_ob (tmp, op);
new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
}
else
tmp->stats.food++;
SET_FLAG (tmp, FLAG_APPLIED);
tmp->speed_left = 0;
op->update_stats ();
}
void
confuse_player (object *op, object *hitter, int dam)
{
object *tmp;
int maxduration;
tmp = present_in_ob_by_name (FORCE, "confusion", op);
if (!tmp)
{
tmp = get_archetype (FORCE_NAME);
tmp = insert_ob_in_ob (tmp, op);
}
/* Duration added per hit and max. duration of confusion both depend
* on the player's resistance
*/
tmp->speed = 0.05;
tmp->subtype = FORCE_CONFUSION;
tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
tmp->name = "confusion";
maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
if (tmp->duration > maxduration)
tmp->duration = maxduration;
if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
SET_FLAG (op, FLAG_CONFUSED);
}
void
blind_player (object *op, object *hitter, int dam)
{
object *tmp, *owner;
/* Save some work if we know it isn't going to affect the player */
if (op->resist[ATNR_BLIND] == 100)
return;
tmp = present_in_ob (BLINDNESS, op);
if (!tmp)
{
tmp = get_archetype ("blindness");
SET_FLAG (tmp, FLAG_BLIND);
SET_FLAG (tmp, FLAG_APPLIED);
/* use floats so we don't lose too much precision due to rounding errors.
* speed is a float anyways.
*/
tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
tmp = insert_ob_in_ob (tmp, op);
change_abil (op, tmp); /* Mostly to display any messages */
op->update_stats (); /* This takes care of some other stuff */
if (hitter->owner)
owner = hitter->owner;
else
owner = hitter;
new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
}
tmp->stats.food += dam;
if (tmp->stats.food > 10)
tmp->stats.food = 10;
}
void
paralyze_player (object *op, object *hitter, int dam)
{
float effect, max;
/* object *tmp; */
/* This is strange stuff... someone knows for what this is
* written? Well, i think this can and should be removed
*/
/*
if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
tmp=clone_arch(PARAIMAGE);
tmp->x=op->x,tmp->y=op->y;
insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
}
*/
/* Do this as a float - otherwise, rounding might very well reduce this to 0 */
effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
if (effect == 0)
return;
op->speed_left -= FABS (op->speed) * effect;
/* tmp->stats.food+=(signed short) effect/op->speed; */
/* max number of ticks to be affected for. */
max = (100 - op->resist[ATNR_PARALYZE]) / 2;
if (op->speed_left < -(FABS (op->speed) * max))
op->speed_left = (float) -(FABS (op->speed) * max);
/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
}
/* Attempts to kill 'op'. hitter is the attack object, dam is
* the computed damaged.
*/
void
deathstrike_player (object *op, object *hitter, int *dam)
{
/* The intention of a death attack is to kill outright things
** that are a lot weaker than the attacker, have a chance of killing
** things somewhat weaker than the caster, and no chance of
** killing something equal or stronger than the attacker.
** Also, if a deathstrike attack has a slaying, any monster
** whose name or race matches a comma-delimited list in the slaying
** field of the deathstriking object */
int atk_lev, def_lev, kill_lev;
if (hitter->slaying)
if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
return;
def_lev = op->level;
if (def_lev < 1)
{
LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
def_lev = 1;
}
atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
/* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
atk_lev, def_lev); */
if (atk_lev >= def_lev)
{
kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
/* Note that the below effectively means the ratio of the atk vs
* defener level is important - if level 52 character has very little
* chance of killing a level 50 monster. This should probably be
* redone.
*/
if (kill_lev >= def_lev)
{
*dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
/* I think this doesn't really do much. Because of
* integer rounding, this only makes any difference if the
* attack level is double the defender level.
*/
*dam *= kill_lev / def_lev;
}
}
else
*dam = 0; /* no harm done */
}
/* thrown_item_effect() - handles any special effects of thrown
* items (like attacking living creatures--a potion thrown at a
* monster).
*/
static void
thrown_item_effect (object *hitter, object *victim)
{
if (!QUERY_FLAG (hitter, FLAG_ALIVE))
{
/* May not need a switch for just 2 types, but this makes it
* easier for expansion.
*/
switch (hitter->type)
{
case POTION:
/* should player get a save throw instead of checking magic protection? */
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
(void) apply_potion (victim, hitter);
break;
case POISON: /* poison drinks */
/* As with potions, should monster get a save? */
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
apply_poison (victim, hitter);
break;
/* Removed case statements that did nothing.
* food may be poisonous, but monster must be willing to eat it,
* so we don't handle it here.
* Containers should perhaps break open, but that code was disabled.
*/
}
}
}
/* adj_attackroll() - adjustments to attacks by various conditions */
int
adj_attackroll (object *hitter, object *target)
{
object *attacker = hitter;
int adjust = 0;
/* safety */
if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
{
LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
return 0;
}
/* aimed missiles use the owning object's sight */
if (is_aimed_missile (hitter))
{
if ((attacker = hitter->owner) == NULL)
attacker = hitter;
/* A player who saves but hasn't quit still could have objects
* owned by him - need to handle that case to avoid crashes.
*/
if (QUERY_FLAG (attacker, FLAG_REMOVED))
attacker = hitter;
}
else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
return 0;
/* determine the condtions under which we make an attack.
* Add more cases, as the need occurs. */
if (!can_see_enemy (attacker, target))
{
/* target is unseen */
if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
adjust -= 10;
/* dark map penalty for the hitter (lacks infravision if we got here). */
else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
adjust -= target->map->darkness;
}
if (QUERY_FLAG (attacker, FLAG_SCARED))
adjust -= 3;
if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
adjust += 1;
if (QUERY_FLAG (target, FLAG_SCARED))
adjust += 1;
if (QUERY_FLAG (attacker, FLAG_CONFUSED))
adjust -= 3;
/* if we attack at a different 'altitude' its harder */
if ((attacker->move_type & target->move_type) == 0)
adjust -= 2;
#if 0
/* slower attacks are less likely to succeed. We should use a
* comparison between attacker/target speeds BUT, players have
* a generally faster speed, so this will wind up being a HUGE
* disadantage for the monsters! Too bad, because missiles which
* fly fast should have a better chance of hitting a slower target.
*/
if (hitter->speed < target->speed)
adjust += ((float) hitter->speed - target->speed);
#endif
#if 0
LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
#endif
return adjust;
}
/* determine if the object is an 'aimed' missile */
int
is_aimed_missile (object *op)
{
/* I broke what used to be one big if into a few nested
* ones so that figuring out the logic is at least possible.
*/
if (op && (op->move_type & MOVE_FLYING))
if (op->type == ARROW || op->type == THROWN_OBJ)
return 1;
else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
return 1;
return 0;
}