/* * static char *rcsid_attack_c = * "$Id: attack.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program 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 2 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, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail to crossfire-devel@real-time.com */ /** * @file * This handles all attacks, magical or not. * @todo * clean functions. Are all parameters required? Seems quite a mess to send damage/wc etc in attack_ob_simple(). */ #include #include #include #include #include #ifndef __CEXTRACT__ #include #endif #include /*#define ATTACK_DEBUG*/ static void slow_living(object *op, object *hitter, int dam); static void deathstrike_living(object *op, object *hitter, int *dam); static int adj_attackroll(object *hitter, object *target); static int is_aimed_missile(object *op); static int did_make_save_item(object *op, int type, object *originator); static void poison_living(object *op, object *hitter, int dam); /** * Cancels object *op. Cancellation basically means an object loses * its magical benefits. * * @param op * item to cancel. Its inventory will also be cancelled. */ static void cancellation(object *op) { object *tmp; if (op->invisible) return; if (QUERY_FLAG(op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { /* Recur through the inventory */ for (tmp = op->inv; tmp != NULL; 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_update_item(UPD_FLAGS, op->env, op); } } } /** * 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). * @param op * object to check. * @param type * attack type. * @param originator * what it attacking? * @return * TRUE if item saved, FALSE else. * @todo * check meaning of originator. */ static 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->material&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<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; } /** * Object is attacked with some attacktype (fire, ice, ...). * Calls did_make_save_item(). It then performs the * appropriate actions to the item (such as burning the item up, * calling cancellation(), etc.) * @param op * victim of the attack. * @param type * attacktype. * @param originator * what is attacking. */ void save_throw_object(object *op, uint32 type, object *originator) { if (!did_make_save_item(op, type, originator)) { object *env = op->env; object *inv; int x = op->x, y = op->y; mapstruct *m = op->map; op = stop_item(op); if (op == NULL) return; /* Set off runes in the inventory of the object being destroyed. */ inv = op->inv; while (inv != NULL) { if (inv->type == RUNE) spring_trap(inv, originator); inv = inv->below; } /* 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->name; op = decrease_ob_nr(op, 1); if (op) fix_stopped_item(op, m, originator); if ((op = create_archetype(arch)) != NULL) { if (env) { op->x = env->x, op->y = env->y; insert_ob_in_ob(op, env); } 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 (!QUERY_FLAG(op, FLAG_REMOVED)) remove_ob(op); free_object(op); } if (type&(AT_FIRE|AT_ELECTRICITY)) { if (env) { op = create_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 = find_archetype("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)) remove_ob(op); (void)insert_ob_in_ob(op, tmp); return; } } /** * Attack a spot on the map. * * @param op * object hitting the map. * @param dir * direction op is hitting/going. * @param type * attacktype. * @param full_hit * if set then monster area does not matter, it gets all damage. Else damage is proportional to * affected area vs full monster area. * @return * 1 if it hits something, 0 otherwise. */ int hit_map(object *op, int dir, uint32 type, int full_hit) { object *tmp, *next; mapstruct *map; sint16 x, y; int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ tag_t op_tag, next_tag = 0; 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->name, 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; op_tag = op->count; map = op->map; x = op->x+freearr_x[dir]; y = op->y+freearr_y[dir]; if (get_map_flags(map, &map, x, y, &x, &y)&P_OUT_OF_MAP) 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) { 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); /*1 flag tells it to change the face */ update_object(op, UP_OBJ_FACE); type &= ~AT_CHAOS; } next = GET_MAP_OB(map, x, y); if (next) next_tag = next->count; while (next) { if (was_destroyed(next, next_tag)) { /* 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. * * This happens whenever attack spells (like fire) hit a pile * of objects. This is not a bug - nor an error. The errormessage * below was spamming the logs for absolutely no reason. */ /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ break; } tmp = next; next = tmp->above; if (next) next_tag = next->count; if (QUERY_FLAG(tmp, FLAG_FREED)) { LOG(llevError, "BUG: hit_map(): found freed object\n"); break; } /* 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 (tmp->head) tmp = tmp->head; /* Need to hit everyone in the transport with this spell */ if (tmp->type == TRANSPORT) { object *pl; for (pl = tmp->inv; pl; pl = pl->below) { if (pl->type == PLAYER) hit_player(pl, op->stats.dam, op, type, full_hit); } } if (QUERY_FLAG(tmp, FLAG_ALIVE)) { hit_player(tmp, op->stats.dam, op, type, full_hit); retflag |= 1; if (was_destroyed(op, op_tag)) 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->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) { save_throw_object(tmp, type, op); if (was_destroyed(op, op_tag)) break; } } return 0; } /** * Send an attack message to someone. * * @param dam * amount of damage done. * @param type * attack type. * @param op * victim of the attack. * @param hitter * who is hitting. * @todo * move check for player at function start? this function seems called for everyone. * use string safe functions. */ static 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; mapstruct *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 && IS_LIVE(op))) && !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); sprintf(buf2, "%s", 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); sprintf(buf2, "%s", attack_mess[ATM_DOOR][i].buf3); found++; break; } } else if (hitter->type == PLAYER && IS_LIVE(op)) { 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); sprintf(buf2, "%s", 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); sprintf(buf2, "%s", 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); sprintf(buf2, "%s", attack_mess[ATM_PUNCH][i].buf3); found++; break; } } else if (USING_SKILL(hitter, SK_WRAITH_FEED)) { for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_WRAITH_FEED][i].level != -1; i++) if (dam < attack_mess[ATM_WRAITH_FEED][i].level) { sprintf(buf1, "%s %s%s", attack_mess[ATM_WRAITH_FEED][i].buf1, op->name, attack_mess[ATM_WRAITH_FEED][i].buf2); sprintf(buf2, "%s", attack_mess[ATM_WRAITH_FEED][i].buf3); found++; break; } } } if (found) { /* done */ } else if (IS_ARROW(hitter) && (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) { sprintf(buf2, "%s", attack_mess[ATM_ARROW][i].buf3); found++; break; } } else if (type&AT_DRAIN && IS_LIVE(op)) { /* 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); sprintf(buf2, "%s", attack_mess[ATM_DRAIN][i].buf3); found++; break; } } else if (type&AT_ELECTRICITY && IS_LIVE(op)) { 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); sprintf(buf2, "%s", attack_mess[ATM_ELEC][i].buf3); found++; break; } } else if (type&AT_COLD && IS_LIVE(op)) { 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); sprintf(buf2, "%s", 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); sprintf(buf2, "%s", 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); sprintf(buf2, "%s", 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); sprintf(buf2, "%s", attack_mess[ATM_BASIC][i].buf3); found++; break; } } if (!found) { sprintf(buf1, "hit"); sprintf(buf2, "hits"); } /* bail out if a monster is casting spells */ if (!(hitter->type == PLAYER || (get_owner(hitter) != 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! */ /* only show half the player->player combat messages */ if (op->type == PLAYER && rndm(0, 1) && (get_owner(hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) { if (get_owner(hitter) != 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 (hitter->chosen_skill) play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, hitter->chosen_skill->name); else if (dam < 10) play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, "low"); else if (dam < 20) play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, "medium"); else play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, "high"); } } draw_ext_info(NDI_BLACK, 0, op, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, buf, NULL); } /* end of player hitting player */ /* scale down these messages too */ if(hitter->type == PLAYER && rndm(0, 2) == 0) { sprintf(buf, "You %s.", buf1); if (dam != 0) { if (hitter->chosen_skill) play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, hitter->chosen_skill->name); else if (dam < 10) play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, "low"); else if (dam < 20) play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, "medium"); else play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, "high"); } draw_ext_info(NDI_BLACK, 0, hitter, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_HIT, buf, NULL); } else if (get_owner(hitter) != 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; play_sound_map(SOUND_TYPE_HIT, hitter->owner, 0, "hit"); draw_ext_info_format(NDI_BLACK, 0, hitter->owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_PET_HIT, "Your %s%s %s.", "Your %s%s %s.", hitter->name, buf2, op->name); } } /** * Find correct parameters for attack, do some sanity checks. * @param target * will point to victim's head. * @param hitter * will point to hitter's head. * @param simple_attack * will be 1 if one of victim or target isn't on a map, 0 else. * @return * 0 if hitter can attack target, 1 else. */ 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->name, (*hitter)->name); return 1; } *simple_attack = 0; return 0; } /** * Check if target and hitter are still in a relation similar to the one * determined by get_attack_mode(). * * @param target * who is attacked. * @param hitter * who is attacking. * @param simple_attack * previous mode as returned by get_attack_mode(). * @return * 1 if the relation has changed, 0 else. */ static int abort_attack(object *target, object *hitter, int simple_attack) { 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 void thrown_potion_effect(object *); /** * Handles simple attack cases. * @param op * victim. Should be the head part. * @param hitter * attacked. Should be the head part. * @param base_dam * damage to do. * @param base_wc * wc to hit with. * @return * dealt damage. * @todo * fix void return values. Try to remove gotos. Better document when it's called. */ static int attack_ob_simple(object *op, object *hitter, int base_dam, int base_wc) { int simple_attack, roll, dam = 0; uint32 type; const char *op_name = NULL; tag_t op_tag, hitter_tag; if (get_attack_mode(&op, &hitter, &simple_attack)) goto error; /* Lauwenmark: Handle for plugin attack event */ if (execute_event(op, EVENT_ATTACK, hitter, hitter->current_weapon ? hitter->current_weapon : hitter, NULL, SCRIPT_FIX_ALL) != 0) return 0; /* Lauwenmark: This is used to handle script_weapons with weapons. * Only used for players. */ if (hitter->type == PLAYER) { if (hitter->current_weapon != NULL) { /* Lauwenmark: Handle for plugin attack event */ if (execute_event(hitter->current_weapon, EVENT_ATTACK, hitter, op, NULL, SCRIPT_FIX_ALL) != 0) return 0; if (hitter->current_weapon->anim_suffix) apply_anim_suffix(hitter, hitter->current_weapon->anim_suffix); } } op_tag = op->count; hitter_tag = hitter->count; /* * 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 > -(FABS(op->speed))*0.3) { /* 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 (was_destroyed(op, op_tag) || was_destroyed(hitter, hitter_tag) || abort_attack(op, hitter, simple_attack)) goto error; } add_refcount(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 (settings.casting_time == TRUE) { if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)) { hitter->casting_time = -1; draw_ext_info(NDI_UNIQUE, 0, hitter, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_FUMBLE, "You attacked and lost your spell!", NULL); } if ((op->casting_time > -1)&&(hitdam > 0)) { op->casting_time = -1; if (op->type == PLAYER) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_FUMBLE, "You were hit and lost your spell!", NULL); draw_ext_info_format(NDI_ALL|NDI_UNIQUE, 5, NULL, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_FUMBLE, "%s was hit by %s and lost a spell.", "%s was hit by %s and lost a spell.", op_name, hitter->name); } } } 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) && !get_owner(op) && 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) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, "You were hit by a wild attack. You are no longer hidden!", NULL); } /* 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 (was_destroyed(hitter, hitter_tag) || was_destroyed(op, op_tag) || 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) draw_ext_info(NDI_UNIQUE, 0, hitter, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, "You are splashed by acid!\n", NULL); hit_player(hitter, random_roll(0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); if (was_destroyed(op, op_tag) || was_destroyed(hitter, hitter_tag) || 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 (was_destroyed(op, op_tag) || was_destroyed(hitter, hitter_tag) || 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; goto leave; leave: if (op_name) free_string(op_name); return dam; } /** * Simple wrapper for attack_ob_simple(), will use hitter's values. * @param op * victim. * @param hitter * attacker. * @return * dealt damage. */ int attack_ob(object *op, object *hitter) { if (hitter->head) hitter = hitter->head; return attack_ob_simple(op, hitter, hitter->stats.dam, hitter->stats.wc); } /** * Try to put an arrow in inventory. * * @param op * arrow to try to insert. * @param tmp * what is stopping the arrow. * @return * 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) { if (tmp->head != NULL) tmp = tmp->head; remove_ob(op); op = insert_ob_in_ob(op, tmp); return 1; } else return 0; } /** * hit_with_arrow() disassembles the missile, attacks the victim and * reassembles the missile. * * @param op * missile hitting. * @param victim * who is hit by op. * @return * 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; tag_t victim_tag, hitter_tag; sint16 victim_x, victim_y; mapstruct *victim_map; const char *old_skill = NULL; /* Disassemble missile */ for (hitter = op->inv; hitter; hitter = hitter->below) { if (hitter->type == EVENT_CONNECTOR) continue; container = op; /* 11-2007, commented seems buggy hitter = op->inv;*/ remove_ob(hitter); if (free_no_drop(hitter)) return NULL; insert_ob_in_map(hitter, container->map, hitter, INS_NO_MERGE|INS_NO_WALK_ON); break; /* 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. */ } if (!hitter) { container = NULL; hitter = op; if (free_no_drop(hitter)) return NULL; } /* Try to hit victim */ victim_x = victim->x; victim_y = victim->y; victim_map = victim->map; victim_tag = victim->count; hitter_tag = hitter->count; /* Lauwenmark: Handling plugin attack event for thrown items */ /* FIXME provide also to script the skill? hitter is the throwed items, but there is no information about the fact it was thrown */ if (execute_event(op, EVENT_ATTACK, hitter, victim, NULL, SCRIPT_FIX_ALL) == 0) { /* * temporary set the hitter's skill to the one associated with the * throw wrapper. This is needed to that thrower gets it's xp at the * correct level. This might proves an awfull hack :/ We should really * provide attack_ob_simple with the skill to use... */ if (container != NULL) { old_skill = hitter->skill; hitter->skill = add_refcount(container->skill); } 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 (was_destroyed(hitter, hitter_tag) || hitter->env != NULL) { if (container) { remove_ob(container); free_object(container); } return NULL; } if (container != NULL) { free_string(hitter->skill); hitter->skill = old_skill; } /* 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 == NULL) { hitter = fix_stopped_arrow(hitter); if (hitter == NULL) return NULL; } else { remove_ob(container); free_object(container); } /* Try to stick arrow into victim */ if (!was_destroyed(victim, victim_tag) && stick_arrow(hitter, victim)) return NULL; /* 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) { remove_ob(hitter); 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 NULL; } if (hit_something && op->speed >= 10.0) op->speed -= 1.0; /* Missile missed victim - reassemble missile */ if (container) { remove_ob(hitter); insert_ob_in_ob(hitter, container); } return op; } /** * Handles wall tearing animation. Will change the face according to the hp/maxhp ration. * * If the wall reaches its last animation, either free it or set it non living so it doesn't block anymore. * @param op * wall to update. */ static 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) { remove_ob(op); /* Should update LOS */ free_object(op); /* Don't know why this is here - remove_ob should do it for us */ /*update_position(m, x, y);*/ } 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 */ remove_ob(op); /* Should update LOS */ free_object(op); /* remove_ob should call update_position for us */ /*update_position(m, x, y);*/ } 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); } } } /** * Creature is scared, update its values. * @param target * scared creature. * @param hitter * who scared target. */ static void scare_creature(object *target, object *hitter) { object *owner = get_owner(hitter); if (!owner) owner = hitter; SET_FLAG(target, FLAG_SCARED); if (!target->enemy) target->enemy = owner; } /** * Handles one attacktype's damage. * This doesn't damage the creature, but returns how much it should * take. However, it will do other effects (paralyzation, slow, etc.). * @param op * victim of the attack. * @param hitter * attacker. * @param dam * maximum dealt damage. * @param attacknum * number of the attacktype of the attack. Must be a single value and not a combination. * See @ref Attacktypes "the ATNR_xxx" values. * @return * damage to actually do. */ static int hit_with_one_attacktype(object *op, object *hitter, int dam, uint32 attacknum) { int doesnt_slay = 1; char name_hitter[MAX_BUF], name_op[MAX_BUF]; /* Catch anyone that may be trying to send us a bitmask instead of the number */ if (attacknum >= NROFATTACKS) { LOG(llevError, "hit_with_one_attacktype: Invalid attacknumber passed: %u\n", attacknum); return 0; } if (dam < 0) { LOG(llevError, "hit_with_one_attacktype called with negative damage: %d\n", dam); return 0; } if (hitter->current_weapon && hitter->current_weapon->discrete_damage != NULL) dam = hitter->current_weapon->discrete_damage[attacknum]; else if (hitter->discrete_damage != NULL) dam = hitter->discrete_damage[attacknum]; /* 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 != NULL) && strstr(hitter->slaying, op->race)) || (op->arch && (op->arch->name != NULL) && strstr(op->arch->name, 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_living(op, hitter, dam); else if (attacknum == ATNR_POISON) poison_living(op, hitter, dam); else if (attacknum == ATNR_SLOW) slow_living(op, hitter, dam); else if (attacknum == ATNR_PARALYZE) paralyze_living(op, hitter, dam); else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); else if (attacknum == ATNR_CANCELLATION) cancellation(op); else if (attacknum == ATNR_DEPLETE) drain_stat(op); else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op, FLAG_UNDEAD) && !QUERY_FLAG(op, FLAG_GENERATOR)) blind_living(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, NULL) && (op->resist[ATNR_ACID] < 50)) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { if (tmp->invisible) continue; if (!QUERY_FLAG(tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) /* >= 10% acid res. on itmes will protect these */ continue; if (!(tmp->material&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 */ query_name(hitter, name_hitter, MAX_BUF); query_name(tmp, name_op, MAX_BUF); draw_ext_info_format(NDI_UNIQUE|NDI_RED, 0, op, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, "The %s's acid corrodes your %s!", "The %s's acid corrodes your %s!", name_hitter, name_op); } flag = 1; tmp->magic--; if (op->type == PLAYER) esrv_update_item(UPD_NAME, op, tmp); } } if (flag) fix_object(op); /* 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 = 50+op->resist[ATNR_DRAIN]/2; else rate = 5000/(100-op->resist[ATNR_DRAIN]); /* full protection has no effect. Nothing else in this * function needs to get done, so just return. */ if (!rate) return 0; 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_with_one_attacktype(op, hitter, dam, ATNR_PHYSICAL); } 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, NULL) && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { object *owner = get_owner(hitter); 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 : NULL, 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 : NULL, 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 = get_owner(hitter) == NULL ? hitter : get_owner(hitter); const 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_living(op, hitter, &dam); break; case ATNR_CHAOS: query_name(op, name_op, MAX_BUF); query_name(hitter, name_hitter, MAX_BUF); LOG(llevError, "%s was hit by %s with non-specific chaos.\n", name_op, name_hitter); dam = 0; break; case ATNR_COUNTERSPELL: query_name(op, name_op, MAX_BUF); query_name(hitter, name_hitter, MAX_BUF); LOG(llevError, "%s was hit by %s with counterspell attack.\n", name_op, name_hitter); 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 = get_owner(hitter) == NULL ? hitter : get_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 1/30'th normal damage (hence the divide by * 3000). Wraith get 1/2 of the damage, and therefore divide * by 200. This number may need tweaking for game balance. */ int dam_modifier = is_wraith_pl(hitter) ? 200 : 3000; /* You can't steal life from something undead or not alive. */ if (op->type == GOLEM || (QUERY_FLAG(op, FLAG_UNDEAD)) || !(QUERY_FLAG(op, FLAG_ALIVE)) || (op->type == DOOR)) 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]))/dam_modifier; else dam = (dam*(100-op->resist[ATNR_LIFE_STEALING]))/dam_modifier; /* 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; /* Wraith also get food through life stealing */ if (is_wraith_pl(hitter)) { if (hitter->stats.food+dam >= 999) hitter->stats.food = 999; else hitter->stats.food += dam; fix_object(hitter); } } } return dam; } /** * An object was killed, handle various things (logging, messages, ...). * * 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. * * Will LOG pk, handles battleground, and so on. * * 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 * * @param op * what is being killed. * @param dam * damage done to it. * @param hitter * what is hitting it. * @param type * the attacktype. * @return * dealt damage. * @todo * finish commenting what it does exactly. */ static 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 = NULL; object *skop = NULL; sstring death_animation; if (op->stats.hp >= 0) return -1; /* Lauwenmark: Handle for plugin death event */ if (execute_event(op, EVENT_DEATH, hitter, NULL, NULL, SCRIPT_FIX_ALL) != 0) return 0; /* Lauwenmark: Handle for the global kill event */ execute_global_event(EVENT_GKILL, op, hitter); if ((op->map) && (death_animation = get_ob_key_value(op, "death_animation")) != NULL) { object *death = create_archetype(death_animation); if (death) { death->map = op->map; death->x = op->x; death->y = op->y; insert_ob_in_map(death, op->map, op, 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->speed = 0.1; update_ob_speed(op); op->speed_left = -0.05; return maxdam; } if (QUERY_FLAG(op, FLAG_FRIENDLY) && op->type != PLAYER) { remove_friendly_object(op); if (get_owner(op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) { op->owner->contr->ranges[range_golem] = NULL; op->owner->contr->golem_count = 0; } else LOG(llevError, "BUG: hit_player(): Encountered golem without owner.\n"); remove_ob(op); free_object(op); return maxdam; } /* Now lets start dealing with experience we get for killing something */ owner = get_owner(hitter); if (owner == NULL) owner = hitter; /* is the victim (op) standing on battleground? */ if (op_on_battleground(op, NULL, NULL, NULL)) battleg = 1; /* is this player killing?*/ if (op->type == PLAYER && owner->type == PLAYER) pk = 1; /* Player killed something */ if (owner->type == PLAYER) { char name_op[MAX_BUF], name_hitter[MAX_BUF]; query_name(op, name_op, MAX_BUF); if (hitter) query_name(hitter, name_hitter, MAX_BUF); else name_hitter[0] = '\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]; char name[MAX_BUF]; tmv = localtime(&t); strftime(buf, 256, "%a %b %d %H:%M:%S %Y", tmv); query_name(op, name, MAX_BUF); LOG(llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, owner->name, owner->contr->socket.host, name); } /* 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) { char killed[MAX_BUF], with[MAX_BUF]; query_name(op, killed, MAX_BUF); query_name(hitter, with, MAX_BUF); draw_ext_info_format(NDI_BLACK, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_KILL, "You killed %s with %s.", "You killed %s with %s.", killed, with); } else { char killed[MAX_BUF]; query_name(op, killed, MAX_BUF); draw_ext_info_format(NDI_BLACK, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_KILL, "You killed %s.", "You killed %s.", killed); } /* Only play sounds for melee kills */ if (hitter->type == PLAYER) play_sound_map(SOUND_TYPE_HIT, owner, 0, "kill"); } /* 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) change_luck(owner, -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 = NULL; if (hitter->skill && hitter->type != PLAYER) skill = hitter->skill; else if (owner->chosen_skill) { skill = owner->chosen_skill->skill; skop = owner->chosen_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 = NULL; } /* Pet (or spell) killed something. */ if (owner != hitter) { char name_op[MAX_BUF], name_hitter[MAX_BUF]; query_name(op, name_op, MAX_BUF); query_name(hitter, name_hitter, MAX_BUF); (void)sprintf(buf, "%s killed %s with %s%s.", owner->name, name_op, name_hitter, battleg ? " (duel)" : (pk ? " (pk)" : "")); } else { (void)sprintf(buf, "%s killed %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; draw_ext_info(NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, buf, NULL); /* If you didn't kill yourself, and your not the wizard */ if (owner != op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { sint64 exp; exp = calc_skill_exp(owner, op, skop); /* Really don't give much experience for killing other players */ if (op->type == PLAYER) { if (battleg) { draw_ext_info(NDI_UNIQUE, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_KILL, "Your foe has fallen!\nVICTORY!!!", NULL); } else { exp = settings.pk_max_experience_percent*exp/100; if (settings.pk_max_experience >= 0) exp = MIN(settings.pk_max_experience, exp); /* Never exceed what victim can lose considering permanent exp. */ exp = check_exp_loss(op, exp); } } /* 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 op is standing on "battleground" (arena), no way to gain * exp by killing him */ if (battleg) exp = 0; #ifdef PARTY_KILL_LOG if (owner->type == PLAYER && owner->contr->party != NULL) { char name[MAX_BUF]; query_name(owner, name, MAX_BUF); add_kill_to_party(party, name, query_name(op), exp); } #endif share_exp(owner, exp, skill, SK_EXP_TOTAL); } /* end if person didn't kill himself */ if (op->type != PLAYER) { if (QUERY_FLAG(op, FLAG_FRIENDLY)) { object *owner1 = get_owner(op); if (owner1 != NULL && 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 */ draw_ext_info_format(NDI_UNIQUE, 0, owner1, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_PET_DIED, "Your pet, the %s, is killed by %s.", "Your pet, the %s, is killed by %s.", op->name, hitter->name); } remove_friendly_object(op); } remove_ob(op); free_object(op); /* Player has been killed! */ } else { if (owner->type == PLAYER) { snprintf(op->contr->killer, BIG_NAME, "%s the %s", owner->name, owner->contr->title); } else { strncpy(op->contr->killer, hitter->name, BIG_NAME); op->contr->killer[BIG_NAME-1] = '\0'; } /* Need to run kill_player (just in case, make sure is not wiz) */ if (!QUERY_FLAG(op, FLAG_WIZ)) kill_player(op); } /* 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 * * @param op * victim. * @param hitter * attacker. * @return * 0 this is not friendly fire, 1 if hitter is a peaceful player, 2 if hitter is a pet of a peaceful player. */ int friendly_fire(object *op, object *hitter) { object *owner; int friendlyfire; if (hitter->head) hitter = hitter->head; friendlyfire = 0; if (op->type == PLAYER) { if (hitter->type == PLAYER && hitter->contr->peaceful == 1) return 1; if ((owner = get_owner(hitter)) != 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; } /** * Object is attacked by something. * * This isn't used just for players, but in fact most objects. * * Oct 95 - altered the following slightly for MULTIPLE_GODS hack * which needs new attacktype AT_HOLYWORD to work . b.t. * * @param op * object to be hit * @param dam * base damage - protections/vulnerabilities/slaying matches can modify it. * @param hitter * what is hitting the object * @param type * attacktype * @param full_hit * set if monster area does not matter. * @return * dealt damage. * @todo * rename to something more meaningful. */ int hit_player(object *op, int dam, object *hitter, uint32 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; tag_t op_tag, hitter_tag; 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; op_tag = op->count; hitter_tag = hitter->count; 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) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == RUNE || tmp->type == TRAP) { spring_trap(tmp, hitter); if (was_destroyed(hitter, hitter_tag) || was_destroyed(op, op_tag) || 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 * was_destroyed() check above doesn't return, and might get here. */ LOG(llevDebug, "victim (arch %s, name %s) already dead in hit_player()\n", op->arch->name, op->name); 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 * We don't use shuffle_attack(), because that changes the it in the * creature structure, and thus is permanent until fix_object() is * called again. Chaos should change on each attack. */ if (type&AT_CHAOS) { int i; i = rndm(0, 21); type = ATTACKS[i].attacktype|AT_MAGIC; } /* 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) { const 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; /* initialize this to something */ for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1<= causes us to prefer messages from special attacks, if * the damage is equal. */ if (ndam >= maxdam) { maxdam = ndam; maxattacktype = 1< 0) full_hit = 1; } } /* 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 coe 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)+1; #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) { archetype *at; int area; int remainder; area = 0; for (at = op->arch; at != NULL; at = 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 (RANDOM()%100 < remainder) maxdam++; } #ifdef ATTACK_DEBUG LOG(llevDebug, "Attacktype %d did %d damage\n", type, maxdam); #endif if (get_owner(hitter)) 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)) { if (QUERY_FLAG(hitter, FLAG_FRIENDLY)) remove_friendly_object(hitter); remove_ob(hitter); free_object(hitter); /* 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 = get_owner(op); if (!op->other_arch) { LOG(llevError, "SPLITTING without other_arch error.\n"); return maxdam; } remove_ob(op); 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) { SET_FLAG(tmp, FLAG_FRIENDLY); add_friendly_object(tmp); tmp->attack_movement = PETMOVE; if (owner != NULL) set_owner(tmp, 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 */ free_object(tmp); else { tmp->x = op->x+freearr_x[j], tmp->y = op->y+freearr_y[j]; insert_ob_in_map(tmp, op->map, NULL, 0); } } if (friendly) remove_friendly_object(op); free_object(op); } else if (type&AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) { remove_ob(hitter); free_object(hitter); } return maxdam; } /** * Poison a living thing. * * @param op * victim. * @param hitter * who is attacking. * @param dam * damage to deal. */ static void poison_living(object *op, object *hitter, int dam) { archetype *at = find_archetype("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; copy_owner(tmp, hitter); /* so we get credit for poisoning kills */ if (hitter->skill && hitter->skill != tmp->skill) { if (tmp->skill) free_string(tmp->skill); tmp->skill = add_refcount(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); fix_object(op); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, "You suddenly feel very ill.", NULL); } if (hitter->type == PLAYER) draw_ext_info_format(NDI_UNIQUE, 0, hitter, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_HIT, "You poison %s.", "You poison %s.", op->name); else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) draw_ext_info_format(NDI_UNIQUE, 0, hitter->owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_PET_HIT, "Your %s poisons %s.", "Your %s poisons %s.", hitter->name, op->name); } tmp->speed_left = 0; } else tmp->stats.food++; } /** * Slow a living thing. * * @param op * victim. * @param hitter * who is attacking. * @param dam * damage to deal. */ static void slow_living(object *op, object *hitter, int dam) { archetype *at = find_archetype("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); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, "The world suddenly moves very fast!", NULL); } else tmp->stats.food++; SET_FLAG(tmp, FLAG_APPLIED); tmp->speed_left = 0; fix_object(op); } /** * Confuse a living thing. * * @param op * victim. * @param hitter * who is attacking. * @param dam * damage to deal. */ void confuse_living(object *op, object *hitter, int dam) { object *tmp; int maxduration; tmp = present_in_ob_by_name(FORCE, "confusion", op); if (!tmp) { tmp = create_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); if (tmp->name) free_string(tmp->name); tmp->name = add_string("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)) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, "You suddenly feel very confused!", NULL); SET_FLAG(op, FLAG_CONFUSED); } /** * Blind a living thing. * * @param op * victim. * @param hitter * who is attacking. * @param dam * damage to deal. */ void blind_living(object *op, object *hitter, int dam) { object *tmp, *owner; char victim[MAX_BUF]; /* 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 = create_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 */ fix_object(op); /* This takes care of some other stuff */ if (hitter->owner) owner = get_owner(hitter); else owner = hitter; query_name(op, victim, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_HIT, "Your attack blinds %s!", "Your attack blinds %s!", victim); } tmp->stats.food += dam; if (tmp->stats.food > 10) tmp->stats.food = 10; } /** * Paralyze a living thing. * * @param op * victim. * @param hitter * who is attacking. * @param dam * damage to deal. */ void paralyze_living(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'. * * 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. * * If a deathstrike attack has a slaying, only a monster * whose name or race matches a comma-delimited list in the slaying * field of the deathstriking object is affected (this includes undead). * If no slaying set, only undead are unaffected. * * @param op * victim. * @param hitter * attacker. * @param[out] dam * damage to deal, will contain computed damage or 0 if strike failed. */ static void deathstrike_living(object *op, object *hitter, int *dam) { 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; } else if (QUERY_FLAG(op, FLAG_UNDEAD)) return; def_lev = op->level; if (def_lev < 1) { LOG(llevError, "BUG: arch %s, name %s with level < 1\n", op->arch->name, 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 */ } } /** * Handles any special effects of thrown * items (like attacking living creatures--a potion thrown at a * monster). * * @param hitter * thrown item. * @param victim * object that is hit by hitter. * @todo * invert parameters for coherence with other functions? */ 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: if (hitter->subtype == POT_THROW) { thrown_potion_effect(hitter); /* should player get a save throw instead of checking magic protection? */ } else if (QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) (void)ob_apply(hitter, victim, 0); 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)) (void)ob_apply(victim, hitter, 0); 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. */ } } } static void thrown_potion_effect(object *throw_ob) { LOG(llevError, "OKAY, HERE IS POTION EFFECT\n"); object *op, *spob; spob = throw_ob->inv; op = get_owner(throw_ob); if (op->type == PLAYER && spob) draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Your vial releases %s.", "Your vial releases %s.", spob->name); cast_spell(op, throw_ob, throw_ob->direction, spob, NULL); if (!QUERY_FLAG(throw_ob, FLAG_REMOVED)) remove_ob(throw_ob); free_object(throw_ob); } /** * Adjustments to attack rolls by various conditions * @param hitter * who is hitting. * @param target * victim of the attack. * @return * adjustment to attack roll. */ static 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 = get_owner(hitter)) == 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; return adjust; } /** * Determine if the object is an 'aimed' missile. * * @param op * object to check. * @return * 1 if aimed missile, 0 else. */ static 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; }