server-1.12/server/attack.c

2567 lines
90 KiB
C

/*
* 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 <assert.h>
#include <global.h>
#include <living.h>
#include <material.h>
#include <skills.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <sounds.h>
/*#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<<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;
}
/**
* 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<<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_with_one_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_with_one_attacktype(op, hitter, dam, attacknum);
/* the >= causes us to prefer messages from special attacks, if
* the damage is equal.
*/
if (ndam >= maxdam) {
maxdam = ndam;
maxattacktype = 1<<attacknum;
}
/* Special case: death attack always deals all damage, as it should kill the monster
* right away. */
if (attacktype == AT_DEATH && ndam > 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;
}