Crossfire Server, Branch 1.12
R12190
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00001 /* 00002 * static char *rcsid_attack_c = 00003 * "$Id: attack.c 11578 2009-02-23 22:02:27Z lalo $"; 00004 */ 00005 /* 00006 CrossFire, A Multiplayer game for X-windows 00007 00008 Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team 00009 Copyright (C) 1992 Frank Tore Johansen 00010 00011 This program is free software; you can redistribute it and/or modify 00012 it under the terms of the GNU General Public License as published by 00013 the Free Software Foundation; either version 2 of the License, or 00014 (at your option) any later version. 00015 00016 This program is distributed in the hope that it will be useful, 00017 but WITHOUT ANY WARRANTY; without even the implied warranty of 00018 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00019 GNU General Public License for more details. 00020 00021 You should have received a copy of the GNU General Public License 00022 along with this program; if not, write to the Free Software 00023 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00024 00025 The authors can be reached via e-mail to crossfire-devel@real-time.com 00026 */ 00027 00035 #include <assert.h> 00036 #include <global.h> 00037 #include <living.h> 00038 #include <material.h> 00039 #include <skills.h> 00040 00041 #ifndef __CEXTRACT__ 00042 #include <sproto.h> 00043 #endif 00044 00045 #include <sounds.h> 00046 00047 /*#define ATTACK_DEBUG*/ 00048 00049 static void slow_living(object *op, object *hitter, int dam); 00050 static void deathstrike_living(object *op, object *hitter, int *dam); 00051 static int adj_attackroll(object *hitter, object *target); 00052 static int is_aimed_missile(object *op); 00053 static int did_make_save_item(object *op, int type, object *originator); 00054 static void poison_living(object *op, object *hitter, int dam); 00055 00063 static void cancellation(object *op) { 00064 object *tmp; 00065 00066 if (op->invisible) 00067 return; 00068 00069 if (QUERY_FLAG(op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 00070 /* Recur through the inventory */ 00071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 00072 if (!did_make_save_item(tmp, AT_CANCELLATION, op)) 00073 cancellation(tmp); 00074 } else if (FABS(op->magic) <= (rndm(0, 5))) { 00075 /* Nullify this object. This code could probably be more complete */ 00076 /* in what abilities it should cancel */ 00077 op->magic = 0; 00078 CLEAR_FLAG(op, FLAG_DAMNED); 00079 CLEAR_FLAG(op, FLAG_CURSED); 00080 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 00081 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 00082 if (op->env && op->env->type == PLAYER) { 00083 esrv_update_item(UPD_FLAGS, op->env, op); 00084 } 00085 } 00086 } 00087 00103 static int did_make_save_item(object *op, int type, object *originator) { 00104 int i, roll, saves = 0, attacks = 0, number; 00105 materialtype_t *mt; 00106 00107 if (op->materialname == NULL) { 00108 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) { 00109 if (op->material&mt->material) 00110 break; 00111 } 00112 } else 00113 mt = name_to_material(op->materialname); 00114 if (mt == NULL) 00115 return TRUE; 00116 roll = rndm(1, 20); 00117 00118 /* the attacktypes have no meaning for object saves 00119 * If the type is only magic, don't adjust type - basically, if 00120 * pure magic is hitting an object, it should save. However, if it 00121 * is magic teamed with something else, then strip out the 00122 * magic type, and instead let the fire, cold, or whatever component 00123 * destroy the item. Otherwise, you get the case of poisoncloud 00124 * destroying objects because it has magic attacktype. 00125 */ 00126 if (type != AT_MAGIC) 00127 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 00128 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 00129 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 00130 AT_MAGIC); 00131 00132 if (type == 0) 00133 return TRUE; 00134 if (roll == 20) 00135 return TRUE; 00136 if (roll == 1) 00137 return FALSE; 00138 00139 for (number = 0; number < NROFATTACKS; number++) { 00140 i = 1<<number; 00141 if (!(i&type)) 00142 continue; 00143 attacks++; 00144 if (op->resist[number] == 100) 00145 saves++; 00146 else if (roll >= mt->save[number]-op->magic-op->resist[number]/100) 00147 saves++; 00148 else if ((20-mt->save[number])/3 > originator->stats.dam) 00149 saves++; 00150 } 00151 00152 if (saves == attacks || attacks == 0) 00153 return TRUE; 00154 if ((saves == 0) || (rndm(1, attacks) > saves)) 00155 return FALSE; 00156 return TRUE; 00157 } 00158 00171 void save_throw_object(object *op, uint32 type, object *originator) { 00172 if (!did_make_save_item(op, type, originator)) { 00173 object *env = op->env; 00174 object *inv; 00175 int x = op->x, y = op->y; 00176 mapstruct *m = op->map; 00177 00178 op = stop_item(op); 00179 if (op == NULL) 00180 return; 00181 00182 /* Set off runes in the inventory of the object being destroyed. */ 00183 inv = op->inv; 00184 while (inv != NULL) { 00185 if (inv->type == RUNE) 00186 spring_trap(inv, originator); 00187 inv = inv->below; 00188 } 00189 00190 /* Hacked the following so that type LIGHTER will work. 00191 * Also, objects which are potenital "lights" that are hit by 00192 * flame/elect attacks will be set to glow. "lights" are any 00193 * object with +/- glow_radius and an "other_arch" to change to. 00194 * (and please note that we cant fail our save and reach this 00195 * function if the object doesnt contain a material that can burn. 00196 * So forget lighting magical swords on fire with this!) -b.t. 00197 */ 00198 if (type&(AT_FIRE|AT_ELECTRICITY) 00199 && op->other_arch 00200 && QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 00201 const char *arch = op->other_arch->name; 00202 00203 op = decrease_ob_nr(op, 1); 00204 if (op) 00205 fix_stopped_item(op, m, originator); 00206 if ((op = create_archetype(arch)) != NULL) { 00207 if (env) { 00208 op->x = env->x, 00209 op->y = env->y; 00210 insert_ob_in_ob(op, env); 00211 } else { 00212 op->x = x, 00213 op->y = y; 00214 insert_ob_in_map(op, m, originator, 0); 00215 } 00216 } 00217 return; 00218 } 00219 if (type&AT_CANCELLATION) { /* Cancellation. */ 00220 cancellation(op); 00221 fix_stopped_item(op, m, originator); 00222 return; 00223 } 00224 if (op->nrof > 1) { 00225 op = decrease_ob_nr(op, rndm(0, op->nrof-1)); 00226 if (op) 00227 fix_stopped_item(op, m, originator); 00228 } else { 00229 if (!QUERY_FLAG(op, FLAG_REMOVED)) 00230 remove_ob(op); 00231 free_object(op); 00232 } 00233 if (type&(AT_FIRE|AT_ELECTRICITY)) { 00234 if (env) { 00235 op = create_archetype("burnout"); 00236 op->x = env->x, 00237 op->y = env->y; 00238 insert_ob_in_ob(op, env); 00239 } else { 00240 replace_insert_ob_in_map("burnout", originator); 00241 } 00242 } 00243 return; 00244 } 00245 /* The value of 50 is arbitrary. */ 00246 if (type&AT_COLD 00247 && (op->resist[ATNR_COLD] < 50) 00248 && !QUERY_FLAG(op, FLAG_NO_PICK) 00249 && (RANDOM()&2)) { 00250 object *tmp; 00251 archetype *at = find_archetype("icecube"); 00252 00253 if (at == NULL) 00254 return; 00255 op = stop_item(op); 00256 if (op == NULL) 00257 return; 00258 if ((tmp = present_arch(at, op->map, op->x, op->y)) == NULL) { 00259 tmp = arch_to_object(at); 00260 tmp->x = op->x, 00261 tmp->y = op->y; 00262 /* This was in the old (pre new movement code) - 00263 * icecubes have slow_move set to 1 - don't want 00264 * that for ones we create. 00265 */ 00266 tmp->move_slow_penalty = 0; 00267 tmp->move_slow = 0; 00268 insert_ob_in_map(tmp, op->map, originator, 0); 00269 } 00270 if (!QUERY_FLAG(op, FLAG_REMOVED)) 00271 remove_ob(op); 00272 (void)insert_ob_in_ob(op, tmp); 00273 return; 00274 } 00275 } 00276 00292 int hit_map(object *op, int dir, uint32 type, int full_hit) { 00293 object *tmp, *next; 00294 mapstruct *map; 00295 sint16 x, y; 00296 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 00297 00298 tag_t op_tag, next_tag = 0; 00299 00300 if (QUERY_FLAG(op, FLAG_FREED)) { 00301 LOG(llevError, "BUG: hit_map(): free object\n"); 00302 return 0; 00303 } 00304 00305 if (QUERY_FLAG(op, FLAG_REMOVED) || op->env != NULL) { 00306 LOG(llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", op->arch->name, op->name); 00307 return 0; 00308 } 00309 00310 if (!op->map) { 00311 LOG(llevError, "BUG: hit_map(): %s has no map\n", op->name); 00312 return 0; 00313 } 00314 00315 if (op->head) 00316 op = op->head; 00317 00318 op_tag = op->count; 00319 00320 map = op->map; 00321 x = op->x+freearr_x[dir]; 00322 y = op->y+freearr_y[dir]; 00323 if (get_map_flags(map, &map, x, y, &x, &y)&P_OUT_OF_MAP) 00324 return 0; 00325 00326 /* peterm: a few special cases for special attacktypes --counterspell 00327 * must be out here because it strikes things which are not alive 00328 */ 00329 00330 if (type&AT_COUNTERSPELL) { 00331 counterspell(op, dir); /* see spell_effect.c */ 00332 00333 /* If the only attacktype is counterspell or magic, don't need 00334 * to do any further processing. 00335 */ 00336 if (!(type&~(AT_COUNTERSPELL|AT_MAGIC))) { 00337 return 0; 00338 } 00339 type &= ~AT_COUNTERSPELL; 00340 } 00341 00342 if (type&AT_CHAOS) { 00343 shuffle_attack(op, 1); /*1 flag tells it to change the face */ 00344 update_object(op, UP_OBJ_FACE); 00345 type &= ~AT_CHAOS; 00346 } 00347 00348 next = GET_MAP_OB(map, x, y); 00349 if (next) 00350 next_tag = next->count; 00351 00352 while (next) { 00353 if (was_destroyed(next, next_tag)) { 00354 /* There may still be objects that were above 'next', but there is no 00355 * simple way to find out short of copying all object references and 00356 * tags into a temporary array before we start processing the first 00357 * object. That's why we just abort. 00358 * 00359 * This happens whenever attack spells (like fire) hit a pile 00360 * of objects. This is not a bug - nor an error. The errormessage 00361 * below was spamming the logs for absolutely no reason. 00362 */ 00363 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 00364 break; 00365 } 00366 tmp = next; 00367 next = tmp->above; 00368 if (next) 00369 next_tag = next->count; 00370 00371 if (QUERY_FLAG(tmp, FLAG_FREED)) { 00372 LOG(llevError, "BUG: hit_map(): found freed object\n"); 00373 break; 00374 } 00375 00376 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 00377 * For example, 'tmp' was put in an icecube. 00378 * This is one of the few cases where on_same_map should not be used. 00379 */ 00380 if (tmp->map != map || tmp->x != x || tmp->y != y) 00381 continue; 00382 00383 if (tmp->head) 00384 tmp = tmp->head; 00385 00386 /* Need to hit everyone in the transport with this spell */ 00387 if (tmp->type == TRANSPORT) { 00388 object *pl; 00389 00390 for (pl = tmp->inv; pl; pl = pl->below) { 00391 if (pl->type == PLAYER) 00392 hit_player(pl, op->stats.dam, op, type, full_hit); 00393 } 00394 } 00395 00396 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 00397 hit_player(tmp, op->stats.dam, op, type, full_hit); 00398 retflag |= 1; 00399 if (was_destroyed(op, op_tag)) 00400 break; 00401 } 00402 /* Here we are potentially destroying an object. If the object has 00403 * NO_PASS set, it is also immune - you can't destroy walls. Note 00404 * that weak walls have is_alive set, which prevent objects from 00405 * passing over/through them. We don't care what type of movement 00406 * the wall blocks - if it blocks any type of movement, can't be 00407 * destroyed right now. 00408 */ 00409 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) { 00410 save_throw_object(tmp, type, op); 00411 if (was_destroyed(op, op_tag)) 00412 break; 00413 } 00414 } 00415 return 0; 00416 } 00417 00433 static void attack_message(int dam, int type, object *op, object *hitter) { 00434 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 00435 int i, found = 0; 00436 mapstruct *map; 00437 object *next, *tmp; 00438 00439 /* put in a few special messages for some of the common attacktypes 00440 * a player might have. For example, fire, electric, cold, etc 00441 * [garbled 20010919] 00442 */ 00443 00444 if (dam == 9998 && op->type == DOOR) { 00445 sprintf(buf1, "unlock %s", op->name); 00446 sprintf(buf2, " unlocks"); 00447 found++; 00448 } 00449 if (dam < 0) { 00450 sprintf(buf1, "hit %s", op->name); 00451 sprintf(buf2, " hits"); 00452 found++; 00453 } else if (dam == 0) { 00454 sprintf(buf1, "missed %s", op->name); 00455 sprintf(buf2, " misses"); 00456 found++; 00457 } else if ((hitter->type == DISEASE 00458 || hitter->type == SYMPTOM 00459 || hitter->type == POISONING 00460 || (type&AT_POISON && IS_LIVE(op))) && !found) { 00461 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 00462 if (dam < attack_mess[ATM_SUFFER][i].level 00463 || attack_mess[ATM_SUFFER][i+1].level == -1) { 00464 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, op->name, attack_mess[ATM_SUFFER][i].buf2); 00465 sprintf(buf2, "%s", attack_mess[ATM_SUFFER][i].buf3); 00466 found++; 00467 break; 00468 } 00469 } else if (op->type == DOOR && !found) { 00470 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) 00471 if (dam < attack_mess[ATM_DOOR][i].level 00472 || attack_mess[ATM_DOOR][i+1].level == -1) { 00473 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, op->name, attack_mess[ATM_DOOR][i].buf2); 00474 sprintf(buf2, "%s", attack_mess[ATM_DOOR][i].buf3); 00475 found++; 00476 break; 00477 } 00478 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 00479 if (USING_SKILL(hitter, SK_KARATE)) { 00480 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 00481 if (dam < attack_mess[ATM_KARATE][i].level 00482 || attack_mess[ATM_KARATE][i+1].level == -1) { 00483 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, op->name, attack_mess[ATM_KARATE][i].buf2); 00484 sprintf(buf2, "%s", attack_mess[ATM_KARATE][i].buf3); 00485 found++; 00486 break; 00487 } 00488 } else if (USING_SKILL(hitter, SK_CLAWING)) { 00489 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) 00490 if (dam < attack_mess[ATM_CLAW][i].level 00491 || attack_mess[ATM_CLAW][i+1].level == -1) { 00492 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, op->name, attack_mess[ATM_CLAW][i].buf2); 00493 sprintf(buf2, "%s", attack_mess[ATM_CLAW][i].buf3); 00494 found++; 00495 break; 00496 } 00497 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 00498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) 00499 if (dam < attack_mess[ATM_PUNCH][i].level 00500 || attack_mess[ATM_PUNCH][i+1].level == -1) { 00501 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, op->name, attack_mess[ATM_PUNCH][i].buf2); 00502 sprintf(buf2, "%s", attack_mess[ATM_PUNCH][i].buf3); 00503 found++; 00504 break; 00505 } 00506 } else if (USING_SKILL(hitter, SK_WRAITH_FEED)) { 00507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_WRAITH_FEED][i].level != -1; i++) 00508 if (dam < attack_mess[ATM_WRAITH_FEED][i].level) { 00509 sprintf(buf1, "%s %s%s", attack_mess[ATM_WRAITH_FEED][i].buf1, op->name, attack_mess[ATM_WRAITH_FEED][i].buf2); 00510 sprintf(buf2, "%s", attack_mess[ATM_WRAITH_FEED][i].buf3); 00511 found++; 00512 break; 00513 } 00514 } 00515 } 00516 if (found) { 00517 /* done */ 00518 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 00519 sprintf(buf1, "hit"); /* just in case */ 00520 for (i = 0; i < MAXATTACKMESS; i++) 00521 if (dam < attack_mess[ATM_ARROW][i].level 00522 || attack_mess[ATM_ARROW][i+1].level == -1) { 00523 sprintf(buf2, "%s", attack_mess[ATM_ARROW][i].buf3); 00524 found++; 00525 break; 00526 } 00527 } else if (type&AT_DRAIN && IS_LIVE(op)) { 00528 /* drain is first, because some items have multiple attypes */ 00529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 00530 if (dam < attack_mess[ATM_DRAIN][i].level 00531 || attack_mess[ATM_DRAIN][i+1].level == -1) { 00532 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, op->name, attack_mess[ATM_DRAIN][i].buf2); 00533 sprintf(buf2, "%s", attack_mess[ATM_DRAIN][i].buf3); 00534 found++; 00535 break; 00536 } 00537 } else if (type&AT_ELECTRICITY && IS_LIVE(op)) { 00538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 00539 if (dam < attack_mess[ATM_ELEC][i].level 00540 || attack_mess[ATM_ELEC][i+1].level == -1) { 00541 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, op->name, attack_mess[ATM_ELEC][i].buf2); 00542 sprintf(buf2, "%s", attack_mess[ATM_ELEC][i].buf3); 00543 found++; 00544 break; 00545 } 00546 } else if (type&AT_COLD && IS_LIVE(op)) { 00547 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 00548 if (dam < attack_mess[ATM_COLD][i].level 00549 || attack_mess[ATM_COLD][i+1].level == -1) { 00550 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, op->name, attack_mess[ATM_COLD][i].buf2); 00551 sprintf(buf2, "%s", attack_mess[ATM_COLD][i].buf3); 00552 found++; 00553 break; 00554 } 00555 } else if (type&AT_FIRE) { 00556 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) 00557 if (dam < attack_mess[ATM_FIRE][i].level 00558 || attack_mess[ATM_FIRE][i+1].level == -1) { 00559 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, op->name, attack_mess[ATM_FIRE][i].buf2); 00560 sprintf(buf2, "%s", attack_mess[ATM_FIRE][i].buf3); 00561 found++; 00562 break; 00563 } 00564 } else if (hitter->current_weapon != NULL) { 00565 int mtype; 00566 00567 switch (hitter->current_weapon->weapontype) { 00568 case WEAP_HIT: mtype = ATM_BASIC; break; 00569 case WEAP_SLASH: mtype = ATM_SLASH; break; 00570 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 00571 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 00572 case WEAP_SLICE: mtype = ATM_SLICE; break; 00573 case WEAP_STAB: mtype = ATM_STAB; break; 00574 case WEAP_WHIP: mtype = ATM_WHIP; break; 00575 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 00576 case WEAP_BLUD: mtype = ATM_BLUD; break; 00577 default: mtype = ATM_BASIC; break; 00578 } 00579 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 00580 if (dam < attack_mess[mtype][i].level 00581 || attack_mess[mtype][i+1].level == -1) { 00582 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, op->name, attack_mess[mtype][i].buf2); 00583 sprintf(buf2, "%s", attack_mess[mtype][i].buf3); 00584 found++; 00585 break; 00586 } 00587 } else { 00588 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) 00589 if (dam < attack_mess[ATM_BASIC][i].level 00590 || attack_mess[ATM_BASIC][i+1].level == -1) { 00591 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, op->name, attack_mess[ATM_BASIC][i].buf2); 00592 sprintf(buf2, "%s", attack_mess[ATM_BASIC][i].buf3); 00593 found++; 00594 break; 00595 } 00596 } 00597 00598 if (!found) { 00599 sprintf(buf1, "hit"); 00600 sprintf(buf2, "hits"); 00601 } 00602 00603 /* bail out if a monster is casting spells */ 00604 if (!(hitter->type == PLAYER || (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 00605 return; 00606 00607 /* scale down magic considerably. */ 00608 if (type&AT_MAGIC && rndm(0, 5)) 00609 return; 00610 00611 /* Did a player hurt another player? Inform both! */ 00612 /* only show half the player->player combat messages */ 00613 if (op->type == PLAYER 00614 && rndm(0, 1) 00615 && (get_owner(hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) { 00616 if (get_owner(hitter) != NULL) 00617 sprintf(buf, "%s's %s %s you.", hitter->owner->name, hitter->name, buf2); 00618 else { 00619 sprintf(buf, "%s%s you.", hitter->name, buf2); 00620 if (dam != 0) { 00621 if (hitter->chosen_skill) 00622 play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, hitter->chosen_skill->name); 00623 else if (dam < 10) 00624 play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, "low"); 00625 else if (dam < 20) 00626 play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, "medium"); 00627 else 00628 play_sound_player_only(op->contr, SOUND_TYPE_HIT_BY, op, 0, "high"); 00629 } 00630 } 00631 draw_ext_info(NDI_BLACK, 0, op, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, buf, NULL); 00632 } /* end of player hitting player */ 00633 00634 /* scale down these messages too */ 00635 if(hitter->type == PLAYER && rndm(0, 2) == 0) { 00636 sprintf(buf, "You %s.", buf1); 00637 if (dam != 0) { 00638 if (hitter->chosen_skill) 00639 play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, hitter->chosen_skill->name); 00640 else if (dam < 10) 00641 play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, "low"); 00642 else if (dam < 20) 00643 play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, "medium"); 00644 else 00645 play_sound_player_only(hitter->contr, SOUND_TYPE_HIT, hitter, 0, "high"); 00646 } 00647 draw_ext_info(NDI_BLACK, 0, hitter, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_HIT, 00648 buf, NULL); 00649 } else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) { 00650 /* look for stacked spells and start reducing the message chances */ 00651 if (hitter->type == SPELL_EFFECT 00652 && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) { 00653 i = 4; 00654 map = hitter->map; 00655 if (out_of_map(map, hitter->x, hitter->y)) 00656 return; 00657 next = GET_MAP_OB(map, hitter->x, hitter->y); 00658 if (next) 00659 while (next) { 00660 if (next->type == SPELL_EFFECT 00661 && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 00662 i *= 3; 00663 tmp = next; 00664 next = tmp->above; 00665 } 00666 if (i < 0) 00667 return; 00668 if (rndm(0, i) != 0) 00669 return; 00670 } else if (rndm(0, 5) != 0) 00671 return; 00672 play_sound_map(SOUND_TYPE_HIT, hitter->owner, 0, "hit"); 00673 draw_ext_info_format(NDI_BLACK, 0, hitter->owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_PET_HIT, 00674 "Your %s%s %s.", 00675 "Your %s%s %s.", 00676 hitter->name, buf2, op->name); 00677 } 00678 } 00679 00691 static int get_attack_mode(object **target, object **hitter, 00692 int *simple_attack) { 00693 if (QUERY_FLAG(*target, FLAG_FREED) || QUERY_FLAG(*hitter, FLAG_FREED)) { 00694 LOG(llevError, "BUG: get_attack_mode(): freed object\n"); 00695 return 1; 00696 } 00697 if ((*target)->head) 00698 *target = (*target)->head; 00699 if ((*hitter)->head) 00700 *hitter = (*hitter)->head; 00701 if ((*hitter)->env != NULL || (*target)->env != NULL) { 00702 *simple_attack = 1; 00703 return 0; 00704 } 00705 if (QUERY_FLAG(*target, FLAG_REMOVED) 00706 || QUERY_FLAG(*hitter, FLAG_REMOVED) 00707 || (*hitter)->map == NULL 00708 || !on_same_map((*hitter), (*target))) { 00709 LOG(llevError, "BUG: hitter (arch %s, name %s) with no relation to target\n", (*hitter)->arch->name, (*hitter)->name); 00710 return 1; 00711 } 00712 *simple_attack = 0; 00713 return 0; 00714 } 00715 00729 static int abort_attack(object *target, object *hitter, int simple_attack) { 00730 int new_mode; 00731 00732 if (hitter->env == target || target->env == hitter) 00733 new_mode = 1; 00734 else if (QUERY_FLAG(hitter, FLAG_REMOVED) 00735 || QUERY_FLAG(target, FLAG_REMOVED) 00736 || hitter->map == NULL || !on_same_map(hitter, target)) 00737 return 1; 00738 else 00739 new_mode = 0; 00740 return new_mode != simple_attack; 00741 } 00742 00743 static void thrown_item_effect(object *, object *); 00744 00760 static int attack_ob_simple(object *op, object *hitter, int base_dam, 00761 int base_wc) { 00762 int simple_attack, roll, dam = 0; 00763 uint32 type; 00764 const char *op_name = NULL; 00765 tag_t op_tag, hitter_tag; 00766 00767 if (get_attack_mode(&op, &hitter, &simple_attack)) 00768 goto error; 00769 00770 /* Lauwenmark: Handle for plugin attack event */ 00771 if (execute_event(op, EVENT_ATTACK, hitter, hitter->current_weapon ? hitter->current_weapon : hitter, NULL, SCRIPT_FIX_ALL) != 0) 00772 return 0; 00773 00774 /* Lauwenmark: This is used to handle script_weapons with weapons. 00775 * Only used for players. 00776 */ 00777 if (hitter->type == PLAYER) { 00778 if (hitter->current_weapon != NULL) { 00779 /* Lauwenmark: Handle for plugin attack event */ 00780 if (execute_event(hitter->current_weapon, EVENT_ATTACK, 00781 hitter, op, NULL, SCRIPT_FIX_ALL) != 0) 00782 return 0; 00783 if (hitter->current_weapon->anim_suffix) 00784 apply_anim_suffix(hitter, hitter->current_weapon->anim_suffix); 00785 } 00786 } 00787 op_tag = op->count; 00788 hitter_tag = hitter->count; 00789 /* 00790 * A little check to make it more difficult to dance forward and back 00791 * to avoid ever being hit by monsters. 00792 */ 00793 if (!simple_attack && QUERY_FLAG(op, FLAG_MONSTER) 00794 && op->speed_left > -(FABS(op->speed))*0.3) { 00795 /* Decrease speed BEFORE calling process_object. Otherwise, an 00796 * infinite loop occurs, with process_object calling move_monster, 00797 * which then gets here again. By decreasing the speed before 00798 * we call process_object, the 'if' statement above will fail. 00799 */ 00800 op->speed_left--; 00801 process_object(op); 00802 if (was_destroyed(op, op_tag) 00803 || was_destroyed(hitter, hitter_tag) 00804 || abort_attack(op, hitter, simple_attack)) 00805 goto error; 00806 } 00807 00808 add_refcount(op_name = op->name); 00809 00810 roll = random_roll(1, 20, hitter, PREFER_HIGH); 00811 00812 /* Adjust roll for various situations. */ 00813 if (!simple_attack) 00814 roll += adj_attackroll(hitter, op); 00815 00816 /* See if we hit the creature */ 00817 if (roll == 20 || op->stats.ac >= base_wc-roll) { 00818 int hitdam = base_dam; 00819 if (settings.casting_time == TRUE) { 00820 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)) { 00821 hitter->casting_time = -1; 00822 draw_ext_info(NDI_UNIQUE, 0, hitter, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_FUMBLE, 00823 "You attacked and lost your spell!", NULL); 00824 } 00825 if ((op->casting_time > -1)&&(hitdam > 0)) { 00826 op->casting_time = -1; 00827 if (op->type == PLAYER) { 00828 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_FUMBLE, 00829 "You were hit and lost your spell!", NULL); 00830 draw_ext_info_format(NDI_ALL|NDI_UNIQUE, 5, NULL, 00831 MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_FUMBLE, 00832 "%s was hit by %s and lost a spell.", 00833 "%s was hit by %s and lost a spell.", 00834 op_name, hitter->name); 00835 } 00836 } 00837 } 00838 if (!simple_attack) { 00839 /* If you hit something, the victim should *always *wake up. 00840 * Before, invisible hitters could avoid doing this. 00841 * -b.t. */ 00842 if (QUERY_FLAG(op, FLAG_SLEEP)) 00843 CLEAR_FLAG(op, FLAG_SLEEP); 00844 00845 /* If the victim can't see the attacker, it may alert others 00846 * for help. */ 00847 if (op->type != PLAYER && !can_see_enemy(op, hitter) 00848 && !get_owner(op) && rndm(0, op->stats.Int)) 00849 npc_call_help(op); 00850 00851 /* if you were hidden and hit by a creature, you are discovered*/ 00852 if (op->hide && QUERY_FLAG(hitter, FLAG_ALIVE)) { 00853 make_visible(op); 00854 if (op->type == PLAYER) 00855 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, 00856 "You were hit by a wild attack. You are no longer hidden!", 00857 NULL); 00858 } 00859 00860 /* thrown items (hitter) will have various effects 00861 * when they hit the victim. For things like thrown daggers, 00862 * this sets 'hitter' to the actual dagger, and not the 00863 * wrapper object. 00864 */ 00865 thrown_item_effect(hitter, op); 00866 if (was_destroyed(hitter, hitter_tag) 00867 || was_destroyed(op, op_tag) 00868 || abort_attack(op, hitter, simple_attack)) 00869 goto leave; 00870 } 00871 00872 /* Need to do at least 1 damage, otherwise there is no point 00873 * to go further and it will cause FPE's below. 00874 */ 00875 if (hitdam <= 0) 00876 hitdam = 1; 00877 00878 type = hitter->attacktype; 00879 if (!type) 00880 type = AT_PHYSICAL; 00881 /* Handle monsters that hit back */ 00882 if (!simple_attack && QUERY_FLAG(op, FLAG_HITBACK) 00883 && QUERY_FLAG(hitter, FLAG_ALIVE)) { 00884 if (op->attacktype&AT_ACID && hitter->type == PLAYER) 00885 draw_ext_info(NDI_UNIQUE, 0, hitter, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, 00886 "You are splashed by acid!\n", NULL); 00887 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 00888 if (was_destroyed(op, op_tag) 00889 || was_destroyed(hitter, hitter_tag) 00890 || abort_attack(op, hitter, simple_attack)) 00891 goto leave; 00892 } 00893 00894 /* In the new attack code, it should handle multiple attack 00895 * types in its area, so remove it from here. 00896 */ 00897 dam = hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 00898 if (was_destroyed(op, op_tag) 00899 || was_destroyed(hitter, hitter_tag) 00900 || abort_attack(op, hitter, simple_attack)) 00901 goto leave; 00902 } /* end of if hitter hit op */ 00903 /* if we missed, dam=0 */ 00904 00905 /*attack_message(dam, type, op, hitter);*/ 00906 00907 goto leave; 00908 00909 error: 00910 dam = 1; 00911 goto leave; 00912 00913 leave: 00914 if (op_name) 00915 free_string(op_name); 00916 00917 return dam; 00918 } 00919 00929 int attack_ob(object *op, object *hitter) { 00930 00931 if (hitter->head) 00932 hitter = hitter->head; 00933 return attack_ob_simple(op, hitter, hitter->stats.dam, hitter->stats.wc); 00934 } 00935 00946 static int stick_arrow(object *op, object *tmp) { 00947 /* If the missile hit a player, we insert it in their inventory. 00948 * However, if the missile is heavy, we don't do so (assume it falls 00949 * to the ground after a hit). What a good value for this is up to 00950 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 00951 * stick around. 00952 */ 00953 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 00954 if (tmp->head != NULL) 00955 tmp = tmp->head; 00956 remove_ob(op); 00957 op = insert_ob_in_ob(op, tmp); 00958 return 1; 00959 } else 00960 return 0; 00961 } 00962 00975 object *hit_with_arrow(object *op, object *victim) { 00976 object *container, *hitter; 00977 int hit_something = 0; 00978 tag_t victim_tag, hitter_tag; 00979 sint16 victim_x, victim_y; 00980 mapstruct *victim_map; 00981 const char *old_skill = NULL; 00982 00983 /* Disassemble missile */ 00984 for (hitter = op->inv; hitter; hitter = hitter->below) { 00985 if (hitter->type == EVENT_CONNECTOR) 00986 continue; 00987 container = op; 00988 /* 11-2007, commented seems buggy 00989 hitter = op->inv;*/ 00990 remove_ob(hitter); 00991 if (free_no_drop(hitter)) 00992 return NULL; 00993 insert_ob_in_map(hitter, container->map, hitter, INS_NO_MERGE|INS_NO_WALK_ON); 00994 break; 00995 /* Note that we now have an empty THROWN_OBJ on the map. Code that 00996 * might be called until this THROWN_OBJ is either reassembled or 00997 * removed at the end of this function must be able to deal with empty 00998 * THROWN_OBJs. */ 00999 } 01000 if (!hitter) { 01001 container = NULL; 01002 hitter = op; 01003 if (free_no_drop(hitter)) 01004 return NULL; 01005 } 01006 01007 /* Try to hit victim */ 01008 victim_x = victim->x; 01009 victim_y = victim->y; 01010 victim_map = victim->map; 01011 victim_tag = victim->count; 01012 hitter_tag = hitter->count; 01013 /* Lauwenmark: Handling plugin attack event for thrown items */ 01014 /* FIXME provide also to script the skill? hitter is the throwed 01015 items, but there is no information about the fact it was 01016 thrown 01017 */ 01018 if (execute_event(op, EVENT_ATTACK, hitter, victim, NULL, SCRIPT_FIX_ALL) == 0) { 01019 /* 01020 * temporary set the hitter's skill to the one associated with the 01021 * throw wrapper. This is needed to that thrower gets it's xp at the 01022 * correct level. This might proves an awfull hack :/ We should really 01023 * provide attack_ob_simple with the skill to use... 01024 */ 01025 if (container != NULL) { 01026 old_skill = hitter->skill; 01027 hitter->skill = add_refcount(container->skill); 01028 } 01029 hit_something = attack_ob_simple(victim, hitter, op->stats.dam, op->stats.wc); 01030 } 01031 /* Arrow attacks door, rune of summoning is triggered, demon is put on 01032 * arrow, move_apply() calls this function, arrow sticks in demon, 01033 * attack_ob_simple() returns, and we've got an arrow that still exists 01034 * but is no longer on the map. Ugh. (Beware: Such things can happen at 01035 * other places as well!) 01036 */ 01037 if (was_destroyed(hitter, hitter_tag) || hitter->env != NULL) { 01038 if (container) { 01039 remove_ob(container); 01040 free_object(container); 01041 } 01042 return NULL; 01043 } 01044 if (container != NULL) { 01045 free_string(hitter->skill); 01046 hitter->skill = old_skill; 01047 } 01048 /* Missile hit victim */ 01049 /* if the speed is > 10, then this is a fast moving arrow, we go straight 01050 * through the target 01051 */ 01052 if (hit_something && op->speed <= 10.0) { 01053 /* Stop arrow */ 01054 if (container == NULL) { 01055 hitter = fix_stopped_arrow(hitter); 01056 if (hitter == NULL) 01057 return NULL; 01058 } else { 01059 remove_ob(container); 01060 free_object(container); 01061 } 01062 01063 /* Try to stick arrow into victim */ 01064 if (!was_destroyed(victim, victim_tag) 01065 && stick_arrow(hitter, victim)) 01066 return NULL; 01067 01068 /* Else try to put arrow on victim's map square 01069 * remove check for P_WALL here. If the arrow got to this 01070 * space, that is good enough - with the new movement code, 01071 * there is now the potential for lots of spaces where something 01072 * can fly over but not otherwise move over. What is the correct 01073 * way to handle those otherwise? 01074 */ 01075 if (victim_x != hitter->x || victim_y != hitter->y) { 01076 remove_ob(hitter); 01077 hitter->x = victim_x; 01078 hitter->y = victim_y; 01079 insert_ob_in_map(hitter, victim_map, hitter, 0); 01080 } else { 01081 /* Else leave arrow where it is */ 01082 merge_ob(hitter, NULL); 01083 } 01084 return NULL; 01085 } 01086 01087 if (hit_something && op->speed >= 10.0) 01088 op->speed -= 1.0; 01089 01090 /* Missile missed victim - reassemble missile */ 01091 if (container) { 01092 remove_ob(hitter); 01093 insert_ob_in_ob(hitter, container); 01094 } 01095 return op; 01096 } 01104 static void tear_down_wall(object *op) { 01105 int perc = 0; 01106 01107 if (!op->stats.maxhp) { 01108 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 01109 perc = 1; 01110 } else if (!GET_ANIM_ID(op)) { 01111 /* Object has been called - no animations, so remove it */ 01112 if (op->stats.hp < 0) { 01113 remove_ob(op); /* Should update LOS */ 01114 free_object(op); 01115 /* Don't know why this is here - remove_ob should do it for us */ 01116 /*update_position(m, x, y);*/ 01117 } 01118 return; /* no animations, so nothing more to do */ 01119 } 01120 perc = NUM_ANIMATIONS(op)-((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 01121 if (perc >= (int)NUM_ANIMATIONS(op)) 01122 perc = NUM_ANIMATIONS(op)-1; 01123 else if (perc < 1) 01124 perc = 1; 01125 SET_ANIMATION(op, perc); 01126 update_object(op, UP_OBJ_FACE); 01127 if (perc == NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 01128 if (op->face == blank_face) { 01129 /* If the last face is blank, remove the ob */ 01130 remove_ob(op); /* Should update LOS */ 01131 free_object(op); 01132 01133 /* remove_ob should call update_position for us */ 01134 /*update_position(m, x, y);*/ 01135 01136 } else { /* The last face was not blank, leave an image */ 01137 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 01138 update_all_los(op->map, op->x, op->y); 01139 op->move_block = 0; 01140 CLEAR_FLAG(op, FLAG_ALIVE); 01141 } 01142 } 01143 } 01144 01152 static void scare_creature(object *target, object *hitter) { 01153 object *owner = get_owner(hitter); 01154 01155 if (!owner) 01156 owner = hitter; 01157 01158 SET_FLAG(target, FLAG_SCARED); 01159 if (!target->enemy) 01160 target->enemy = owner; 01161 } 01162 01179 static int hit_with_one_attacktype(object *op, object *hitter, int dam, uint32 attacknum) { 01180 01181 int doesnt_slay = 1; 01182 char name_hitter[MAX_BUF], name_op[MAX_BUF]; 01183 01184 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 01185 if (attacknum >= NROFATTACKS) { 01186 LOG(llevError, "hit_with_one_attacktype: Invalid attacknumber passed: %u\n", attacknum); 01187 return 0; 01188 } 01189 01190 if (dam < 0) { 01191 LOG(llevError, "hit_with_one_attacktype called with negative damage: %d\n", dam); 01192 return 0; 01193 } 01194 01195 if (hitter->current_weapon && hitter->current_weapon->discrete_damage != NULL) 01196 dam = hitter->current_weapon->discrete_damage[attacknum]; 01197 else if (hitter->discrete_damage != NULL) 01198 dam = hitter->discrete_damage[attacknum]; 01199 01200 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 01201 * people can't mess with that or it otherwise get confused. */ 01202 if (attacknum == ATNR_INTERNAL) 01203 return dam; 01204 01205 if (hitter->slaying) { 01206 if (((op->race != NULL) && strstr(hitter->slaying, op->race)) 01207 || (op->arch && (op->arch->name != NULL) && strstr(op->arch->name, hitter->slaying))) { 01208 doesnt_slay = 0; 01209 dam *= 3; 01210 } 01211 } 01212 01213 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 01214 if (op->resist[attacknum]) { 01215 /* basically: dam = dam*(100-op->resist[attacknum])/100; 01216 * in case 0>dam>1, we try to "simulate" a float value-effect */ 01217 dam *= (100-op->resist[attacknum]); 01218 if (dam >= 100) 01219 dam /= 100; 01220 else 01221 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 01222 } 01223 01224 /* Special hack. By default, if immune to something, you 01225 * shouldn't need to worry. However, acid is an exception, since 01226 * it can still damage your items. Only include attacktypes if 01227 * special processing is needed */ 01228 01229 if ((op->resist[attacknum] >= 100) 01230 && doesnt_slay 01231 && (attacknum != ATNR_ACID)) 01232 return 0; 01233 01234 /* Keep this in order - makes things easier to find */ 01235 01236 switch (attacknum) { 01237 case ATNR_PHYSICAL: 01238 /* here also check for diseases */ 01239 check_physically_infect(op, hitter); 01240 break; 01241 01242 /* Don't need to do anything for: 01243 magic, 01244 fire, 01245 electricity, 01246 cold */ 01247 01248 case ATNR_CONFUSION: 01249 case ATNR_POISON: 01250 case ATNR_SLOW: 01251 case ATNR_PARALYZE: 01252 case ATNR_FEAR: 01253 case ATNR_CANCELLATION: 01254 case ATNR_DEPLETE: 01255 case ATNR_BLIND: { 01256 /* chance for inflicting a special attack depends on the 01257 * difference between attacker's and defender's level 01258 */ 01259 int level_diff = MIN(110, MAX(0, op->level-hitter->level)); 01260 01261 /* First, only creatures/players with speed can be affected. 01262 * Second, just getting hit doesn't mean it always affects 01263 * you. Third, you still get a saving through against the 01264 * effect. 01265 */ 01266 if (op->speed 01267 && (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) 01268 && !(rndm(0, (attacknum == ATNR_SLOW ? 6 : 3)-1)) 01269 && !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 01270 /* Player has been hit by something */ 01271 if (attacknum == ATNR_CONFUSION) 01272 confuse_living(op, hitter, dam); 01273 else if (attacknum == ATNR_POISON) 01274 poison_living(op, hitter, dam); 01275 else if (attacknum == ATNR_SLOW) 01276 slow_living(op, hitter, dam); 01277 else if (attacknum == ATNR_PARALYZE) 01278 paralyze_living(op, hitter, dam); 01279 else if (attacknum == ATNR_FEAR) 01280 scare_creature(op, hitter); 01281 else if (attacknum == ATNR_CANCELLATION) 01282 cancellation(op); 01283 else if (attacknum == ATNR_DEPLETE) 01284 drain_stat(op); 01285 else if (attacknum == ATNR_BLIND 01286 && !QUERY_FLAG(op, FLAG_UNDEAD) 01287 && !QUERY_FLAG(op, FLAG_GENERATOR)) 01288 blind_living(op, hitter, dam); 01289 } 01290 dam = 0; /* These are all effects and don't do real damage */ 01291 } 01292 break; 01293 01294 case ATNR_ACID: { 01295 int flag = 0; 01296 01297 /* Items only get corroded if you're not on a battleground and 01298 * if your acid resistance is below 50%. */ 01299 if (!op_on_battleground(op, NULL, NULL, NULL) 01300 && (op->resist[ATNR_ACID] < 50)) { 01301 object *tmp; 01302 01303 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 01304 if (tmp->invisible) 01305 continue; 01306 if (!QUERY_FLAG(tmp, FLAG_APPLIED) 01307 || (tmp->resist[ATNR_ACID] >= 10)) 01308 /* >= 10% acid res. on itmes will protect these */ 01309 continue; 01310 if (!(tmp->material&M_IRON)) 01311 continue; 01312 if (tmp->magic < -4) /* Let's stop at -5 */ 01313 continue; 01314 if (tmp->type == RING 01315 /* removed boots and gloves from exclusion list in PR */ 01316 || tmp->type == GIRDLE 01317 || tmp->type == AMULET 01318 || tmp->type == WAND 01319 || tmp->type == ROD 01320 || tmp->type == HORN) 01321 continue; /* To avoid some strange effects */ 01322 01323 /* High damage acid has better chance of corroding objects */ 01324 if (rndm(0, dam+4) > random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 01325 if (op->type == PLAYER) { 01326 /* Make this more visible */ 01327 query_name(hitter, name_hitter, MAX_BUF); 01328 query_name(tmp, name_op, MAX_BUF); 01329 draw_ext_info_format(NDI_UNIQUE|NDI_RED, 0, op, 01330 MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, 01331 "The %s's acid corrodes your %s!", 01332 "The %s's acid corrodes your %s!", 01333 name_hitter, name_op); 01334 } 01335 flag = 1; 01336 tmp->magic--; 01337 if (op->type == PLAYER) 01338 esrv_update_item(UPD_NAME, op, tmp); 01339 } 01340 } 01341 if (flag) 01342 fix_object(op); /* Something was corroded */ 01343 } 01344 } 01345 break; 01346 01347 case ATNR_DRAIN: { 01348 /* rate is the proportion of exp drained. High rate means 01349 * not much is drained, low rate means a lot is drained. 01350 */ 01351 int rate; 01352 01353 if (op->resist[ATNR_DRAIN] >= 0) 01354 rate = 50+op->resist[ATNR_DRAIN]/2; 01355 else 01356 rate = 5000/(100-op->resist[ATNR_DRAIN]); 01357 01358 /* full protection has no effect. Nothing else in this 01359 * function needs to get done, so just return. */ 01360 if (!rate) 01361 return 0; 01362 01363 if (op->stats.exp <= rate) { 01364 if (op->type == GOLEM) 01365 dam = 999; /* Its force is "sucked" away. 8) */ 01366 else 01367 /* If we can't drain, lets try to do physical damage */ 01368 dam = hit_with_one_attacktype(op, hitter, dam, ATNR_PHYSICAL); 01369 } else { 01370 /* Randomly give the hitter some hp */ 01371 if (hitter->stats.hp < hitter->stats.maxhp 01372 && (op->level > hitter->level) 01373 && random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH) > 3) 01374 hitter->stats.hp++; 01375 01376 /* Can't do drains on battleground spaces. 01377 * Move the wiz check up here - before, the hitter wouldn't gain exp 01378 * exp, but the wiz would still lose exp! If drainee is a wiz, 01379 * nothing happens. 01380 * Try to credit the owner. We try to display player -> player drain 01381 * attacks, hence all the != PLAYER checks. 01382 */ 01383 if (!op_on_battleground(hitter, NULL, NULL, NULL) && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 01384 object *owner = get_owner(hitter); 01385 01386 if (owner && owner != hitter) { 01387 if (op->type != PLAYER || owner->type != PLAYER) 01388 change_exp(owner, op->stats.exp/(rate*2), 01389 hitter->chosen_skill ? hitter->chosen_skill->skill : NULL, SK_EXP_TOTAL); 01390 } else if (op->type != PLAYER || hitter->type != PLAYER) { 01391 change_exp(hitter, op->stats.exp/(rate*2), hitter->chosen_skill ? hitter->chosen_skill->skill : NULL, 0); 01392 } 01393 change_exp(op, -op->stats.exp/rate, NULL, 0); 01394 } 01395 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 01396 * drain attack, you won't know that you are actually sucking out EXP, 01397 * as the messages will say you missed 01398 */ 01399 } 01400 } 01401 break; 01402 01403 case ATNR_TURN_UNDEAD: { 01404 if (QUERY_FLAG(op, FLAG_UNDEAD)) { 01405 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 01406 const object *god = find_god(determine_god(owner)); 01407 int div = 1; 01408 01409 /* if undead are not an enemy of your god, you turn them 01410 * at half strength */ 01411 if (!god 01412 || !god->slaying 01413 || strstr(god->slaying, undead_name) == NULL) 01414 div = 2; 01415 /* Give a bonus if you resist turn undead */ 01416 if (op->level*div < (turn_bonus[owner->stats.Wis]+owner->level+(op->resist[ATNR_TURN_UNDEAD]/100))) 01417 scare_creature(op, owner); 01418 } else 01419 dam = 0; /* don't damage non undead - should we damage undead? */ 01420 } 01421 break; 01422 01423 case ATNR_DEATH: 01424 deathstrike_living(op, hitter, &dam); 01425 break; 01426 01427 case ATNR_CHAOS: 01428 query_name(op, name_op, MAX_BUF); 01429 query_name(hitter, name_hitter, MAX_BUF); 01430 LOG(llevError, "%s was hit by %s with non-specific chaos.\n", name_op, name_hitter); 01431 dam = 0; 01432 break; 01433 01434 case ATNR_COUNTERSPELL: 01435 query_name(op, name_op, MAX_BUF); 01436 query_name(hitter, name_hitter, MAX_BUF); 01437 LOG(llevError, "%s was hit by %s with counterspell attack.\n", name_op, name_hitter); 01438 dam = 0; 01439 /* This should never happen. Counterspell is handled 01440 * seperately and filtered out. If this does happen, 01441 * Counterspell has no effect on anything but spells, so it 01442 * does no damage. */ 01443 break; 01444 01445 case ATNR_HOLYWORD: { 01446 /* This has already been handled by hit_player, 01447 * no need to check twice -- DAMN */ 01448 01449 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 01450 01451 /* As with turn undead above, give a bonus on the saving throw */ 01452 if ((op->level+(op->resist[ATNR_HOLYWORD]/100)) < owner->level+turn_bonus[owner->stats.Wis]) 01453 scare_creature(op, owner); 01454 } 01455 break; 01456 01457 case ATNR_LIFE_STEALING: { 01458 int new_hp; 01459 /* this is replacement to drain for players, instead of taking 01460 * exp it takes hp. It is geared for players, probably not 01461 * much use giving it to monsters 01462 * 01463 * life stealing doesn't do a lot of damage, but it gives the 01464 * damage it does do to the player. Given that, 01465 * it only does 1/30'th normal damage (hence the divide by 01466 * 3000). Wraith get 1/2 of the damage, and therefore divide 01467 * by 200. This number may need tweaking for game balance. 01468 */ 01469 01470 int dam_modifier = is_wraith_pl(hitter) ? 200 : 3000; 01471 01472 /* You can't steal life from something undead or not alive. */ 01473 if (op->type == GOLEM 01474 || (QUERY_FLAG(op, FLAG_UNDEAD)) 01475 || !(QUERY_FLAG(op, FLAG_ALIVE)) 01476 || (op->type == DOOR)) 01477 return 0; 01478 /* If drain protection is higher than life stealing, use that */ 01479 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 01480 dam = (dam*(100-op->resist[ATNR_DRAIN]))/dam_modifier; 01481 else 01482 dam = (dam*(100-op->resist[ATNR_LIFE_STEALING]))/dam_modifier; 01483 /* You die at -1 hp, not zero. */ 01484 if (dam > (op->stats.hp+1)) 01485 dam = op->stats.hp+1; 01486 new_hp = hitter->stats.hp+dam; 01487 if (new_hp > hitter->stats.maxhp) 01488 new_hp = hitter->stats.maxhp; 01489 if (new_hp > hitter->stats.hp) 01490 hitter->stats.hp = new_hp; 01491 01492 /* Wraith also get food through life stealing */ 01493 if (is_wraith_pl(hitter)) { 01494 if (hitter->stats.food+dam >= 999) 01495 hitter->stats.food = 999; 01496 else 01497 hitter->stats.food += dam; 01498 fix_object(hitter); 01499 } 01500 } 01501 } 01502 return dam; 01503 } 01504 01534 static int kill_object(object *op, int dam, object *hitter, int type) { 01535 char buf[MAX_BUF]; 01536 const char *skill; 01537 int maxdam = 0; 01538 int battleg = 0; /* true if op standing on battleground */ 01539 int pk = 0; /* true if op and what controls hitter are both players*/ 01540 object *owner = NULL; 01541 object *skop = NULL; 01542 sstring death_animation; 01543 01544 if (op->stats.hp >= 0) 01545 return -1; 01546 01547 /* Lauwenmark: Handle for plugin death event */ 01548 if (execute_event(op, EVENT_DEATH, hitter, NULL, NULL, SCRIPT_FIX_ALL) != 0) 01549 return 0; 01550 /* Lauwenmark: Handle for the global kill event */ 01551 execute_global_event(EVENT_GKILL, op, hitter); 01552 01553 if ((op->map) && (death_animation = get_ob_key_value(op, "death_animation")) != NULL) { 01554 object *death = create_archetype(death_animation); 01555 01556 if (death) { 01557 death->map = op->map; 01558 death->x = op->x; 01559 death->y = op->y; 01560 insert_ob_in_map(death, op->map, op, 0); 01561 } 01562 } 01563 01564 /* maxdam needs to be the amount of damage it took to kill 01565 * this creature. The function(s) that call us have already 01566 * adjusted the creatures HP total, so that is negative. 01567 */ 01568 maxdam = dam+op->stats.hp+1; 01569 01570 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW)) 01571 update_all_los(op->map, op->x, op->y); /* makes sure los will be recalculated */ 01572 01573 if (op->type == DOOR) { 01574 op->speed = 0.1; 01575 update_ob_speed(op); 01576 op->speed_left = -0.05; 01577 return maxdam; 01578 } 01579 if (QUERY_FLAG(op, FLAG_FRIENDLY) && op->type != PLAYER) { 01580 remove_friendly_object(op); 01581 if (get_owner(op) != NULL 01582 && op->owner->type == PLAYER 01583 && op->owner->contr->ranges[range_golem] == op) { 01584 op->owner->contr->ranges[range_golem] = NULL; 01585 op->owner->contr->golem_count = 0; 01586 } else 01587 LOG(llevError, "BUG: hit_player(): Encountered golem without owner.\n"); 01588 01589 remove_ob(op); 01590 free_object(op); 01591 return maxdam; 01592 } 01593 01594 /* Now lets start dealing with experience we get for killing something */ 01595 01596 owner = get_owner(hitter); 01597 if (owner == NULL) 01598 owner = hitter; 01599 01600 /* is the victim (op) standing on battleground? */ 01601 if (op_on_battleground(op, NULL, NULL, NULL)) 01602 battleg = 1; 01603 01604 /* is this player killing?*/ 01605 if (op->type == PLAYER && owner->type == PLAYER) 01606 pk = 1; 01607 01608 /* Player killed something */ 01609 if (owner->type == PLAYER) { 01610 char name_op[MAX_BUF], name_hitter[MAX_BUF]; 01611 01612 query_name(op, name_op, MAX_BUF); 01613 if (hitter) 01614 query_name(hitter, name_hitter, MAX_BUF); 01615 else 01616 name_hitter[0] = '\0'; 01617 01618 /* Log players killing other players - makes it easier to detect 01619 * and filter out malicious player killers - that is why the 01620 * ip address is included. 01621 */ 01622 if (op->type == PLAYER && !battleg) { 01623 time_t t = time(NULL); 01624 struct tm *tmv; 01625 char buf[256]; 01626 char name[MAX_BUF]; 01627 01628 tmv = localtime(&t); 01629 strftime(buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 01630 query_name(op, name, MAX_BUF); 01631 01632 LOG(llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, owner->name, owner->contr->socket.host, name); 01633 } 01634 01635 /* try to filter some things out - basically, if you are 01636 * killing a level 1 creature and your level 20, you 01637 * probably don't want to see that. 01638 */ 01639 if (owner->level < op->level*2|| op->stats.exp > 1000) { 01640 if (owner != hitter) { 01641 char killed[MAX_BUF], with[MAX_BUF]; 01642 01643 query_name(op, killed, MAX_BUF); 01644 query_name(hitter, with, MAX_BUF); 01645 draw_ext_info_format(NDI_BLACK, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_KILL, 01646 "You killed %s with %s.", 01647 "You killed %s with %s.", 01648 killed, with); 01649 } else { 01650 char killed[MAX_BUF]; 01651 01652 query_name(op, killed, MAX_BUF); 01653 draw_ext_info_format(NDI_BLACK, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_KILL, 01654 "You killed %s.", 01655 "You killed %s.", 01656 killed); 01657 } 01658 /* Only play sounds for melee kills */ 01659 if (hitter->type == PLAYER) 01660 play_sound_map(SOUND_TYPE_HIT, owner, 0, "kill"); 01661 } 01662 01663 /* If a player kills another player, not on 01664 * battleground, the "killer" looses 1 luck. Since this is 01665 * not reversible, it's actually quite a pain IMHO. -AV 01666 * Fix bug in that we were changing the luck of the hitter, not 01667 * player that the object belonged to - so if you killed another player 01668 * with spells, pets, whatever, there was no penalty. 01669 * Changed to make luck penalty configurable in settings. 01670 */ 01671 if (op->type == PLAYER && owner != op && !battleg) 01672 change_luck(owner, -settings.pk_luck_penalty); 01673 01674 /* This code below deals with finding the appropriate skill 01675 * to credit exp to. This is a bit problematic - we should 01676 * probably never really have to look at current_weapon->skill 01677 */ 01678 skill = NULL; 01679 if (hitter->skill && hitter->type != PLAYER) 01680 skill = hitter->skill; 01681 else if (owner->chosen_skill) { 01682 skill = owner->chosen_skill->skill; 01683 skop = owner->chosen_skill; 01684 } else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) 01685 skill = owner->current_weapon->skill; 01686 else 01687 LOG(llevError, "kill_object - unable to find skill that killed monster\n"); 01688 01689 /* We have the skill we want to credit to - now find the object this goes 01690 * to. Make sure skop is an actual skill, and not a skill tool! 01691 */ 01692 if ((!skop || skop->type != SKILL) && skill) { 01693 int i; 01694 01695 for (i = 0; i < NUM_SKILLS; i++) 01696 if (owner->contr->last_skill_ob[i] 01697 && !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 01698 skop = owner->contr->last_skill_ob[i]; 01699 break; 01700 } 01701 } 01702 } /* Was it a player that hit somethign */ 01703 else { 01704 skill = NULL; 01705 } 01706 01707 /* Pet (or spell) killed something. */ 01708 if (owner != hitter) { 01709 char name_op[MAX_BUF], name_hitter[MAX_BUF]; 01710 01711 query_name(op, name_op, MAX_BUF); 01712 query_name(hitter, name_hitter, MAX_BUF); 01713 (void)sprintf(buf, "%s killed %s with %s%s.", owner->name, name_op, name_hitter, battleg ? " (duel)" : (pk ? " (pk)" : "")); 01714 } else { 01715 (void)sprintf(buf, "%s killed %s%s%s.", hitter->name, op->name, 01716 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 01717 " in hand to hand combat" : "", battleg ? " (duel)" : (pk ? " (pk)" : "")); 01718 } 01719 /* These may have been set in the player code section above */ 01720 if (!skop) 01721 skop = hitter->chosen_skill; 01722 if (!skill && skop) 01723 skill = skop->skill; 01724 01725 draw_ext_info(NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, 01726 buf, NULL); 01727 01728 01729 /* If you didn't kill yourself, and your not the wizard */ 01730 if (owner != op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 01731 sint64 exp; 01732 01733 exp = calc_skill_exp(owner, op, skop); 01734 01735 /* Really don't give much experience for killing other players */ 01736 if (op->type == PLAYER) { 01737 if (battleg) { 01738 draw_ext_info(NDI_UNIQUE, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_KILL, 01739 "Your foe has fallen!\nVICTORY!!!", NULL); 01740 } else { 01741 exp = settings.pk_max_experience_percent*exp/100; 01742 if (settings.pk_max_experience >= 0) 01743 exp = MIN(settings.pk_max_experience, exp); 01744 /* Never exceed what victim can lose considering permanent exp. */ 01745 exp = check_exp_loss(op, exp); 01746 } 01747 } 01748 01749 /* Don't know why this is set this way - doesn't make 01750 * sense to just divide everything by two for no reason. 01751 */ 01752 01753 if (!settings.simple_exp) 01754 exp = exp/2; 01755 01756 /* if op is standing on "battleground" (arena), no way to gain 01757 * exp by killing him 01758 */ 01759 if (battleg) 01760 exp = 0; 01761 01762 #ifdef PARTY_KILL_LOG 01763 if (owner->type == PLAYER && owner->contr->party != NULL) { 01764 char name[MAX_BUF]; 01765 01766 query_name(owner, name, MAX_BUF); 01767 add_kill_to_party(party, name, query_name(op), exp); 01768 } 01769 #endif 01770 share_exp(owner, exp, skill, SK_EXP_TOTAL); 01771 01772 } /* end if person didn't kill himself */ 01773 01774 if (op->type != PLAYER) { 01775 if (QUERY_FLAG(op, FLAG_FRIENDLY)) { 01776 object *owner1 = get_owner(op); 01777 01778 if (owner1 != NULL && owner1->type == PLAYER) { 01779 /*play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED, 0, 0);*/ 01780 /* Maybe we should include the owner that killed this, maybe not */ 01781 draw_ext_info_format(NDI_UNIQUE, 0, owner1, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_PET_DIED, 01782 "Your pet, the %s, is killed by %s.", 01783 "Your pet, the %s, is killed by %s.", 01784 op->name, hitter->name); 01785 } 01786 remove_friendly_object(op); 01787 } 01788 remove_ob(op); 01789 free_object(op); 01790 /* Player has been killed! */ 01791 } else { 01792 if (owner->type == PLAYER) { 01793 snprintf(op->contr->killer, BIG_NAME, "%s the %s", owner->name, owner->contr->title); 01794 } else { 01795 strncpy(op->contr->killer, hitter->name, BIG_NAME); 01796 op->contr->killer[BIG_NAME-1] = '\0'; 01797 } 01798 /* Need to run kill_player (just in case, make sure is not wiz) */ 01799 if (!QUERY_FLAG(op, FLAG_WIZ)) 01800 kill_player(op); 01801 } 01802 /* This was return -1 - that doesn't seem correct - if we return -1, process 01803 * continues in the calling function. 01804 */ 01805 return maxdam; 01806 } 01807 01818 int friendly_fire(object *op, object *hitter) { 01819 object *owner; 01820 int friendlyfire; 01821 01822 if (hitter->head) 01823 hitter = hitter->head; 01824 01825 friendlyfire = 0; 01826 01827 if (op->type == PLAYER) { 01828 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 01829 return 1; 01830 01831 if ((owner = get_owner(hitter)) != NULL) { 01832 if (owner->type == PLAYER && owner->contr->peaceful == 1) 01833 friendlyfire = 2; 01834 } 01835 01836 if (hitter->type == SPELL 01837 || hitter->type == POISONING 01838 || hitter->type == DISEASE 01839 || hitter->type == RUNE) 01840 friendlyfire = 0; 01841 } 01842 return friendlyfire; 01843 } 01844 01868 int hit_player(object *op, int dam, object *hitter, uint32 type, int full_hit) { 01869 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type&AT_MAGIC); 01870 int maxattacktype, attacknum; 01871 int body_attack = op && op->head; /* Did we hit op's head? */ 01872 int simple_attack; 01873 tag_t op_tag, hitter_tag; 01874 int rtn_kill = 0; 01875 int friendlyfire; 01876 01877 if (get_attack_mode(&op, &hitter, &simple_attack)) 01878 return 0; 01879 01880 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 01881 if (QUERY_FLAG(op, FLAG_WIZ) || QUERY_FLAG(op, FLAG_NO_DAMAGE)) 01882 return 0; 01883 01884 op_tag = op->count; 01885 hitter_tag = hitter->count; 01886 01887 if (body_attack) { 01888 /* slow and paralyze must hit the head. But we don't want to just 01889 * return - we still need to process other attacks the spell still 01890 * might have. So just remove the paralyze and slow attacktypes, 01891 * and keep on processing if we have other attacktypes. 01892 * return if only magic or nothing is left - under normal code 01893 * we don't attack with pure magic if there is another attacktype. 01894 * Only do processing if the initial attacktype includes one of those 01895 * attack so we don't cancel out things like magic bullet. 01896 */ 01897 if (type&(AT_PARALYZE|AT_SLOW)) { 01898 type &= ~(AT_PARALYZE|AT_SLOW); 01899 if (!type || type == AT_MAGIC) 01900 return 0; 01901 } 01902 } 01903 01904 if (!simple_attack && op->type == DOOR) { 01905 object *tmp; 01906 01907 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 01908 if (tmp->type == RUNE || tmp->type == TRAP) { 01909 spring_trap(tmp, hitter); 01910 if (was_destroyed(hitter, hitter_tag) 01911 || was_destroyed(op, op_tag) 01912 || abort_attack(op, hitter, simple_attack)) 01913 return 0; 01914 break; 01915 } 01916 } 01917 01918 if (!QUERY_FLAG(op, FLAG_ALIVE) || op->stats.hp < 0) { 01919 /* FIXME: If a player is killed by a rune in a door, the 01920 * was_destroyed() check above doesn't return, and might get here. 01921 */ 01922 LOG(llevDebug, "victim (arch %s, name %s) already dead in hit_player()\n", op->arch->name, op->name); 01923 return 0; 01924 } 01925 01926 #ifdef ATTACK_DEBUG 01927 LOG(llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 01928 #endif 01929 01930 if (magic) { 01931 /* basically: dam = dam*(100-op->resist[attacknum])/100; 01932 * in case 0>dam>1, we try to "simulate" a float value-effect */ 01933 dam = dam*(100-op->resist[ATNR_MAGIC]); 01934 if (dam >= 100) 01935 dam /= 100; 01936 else 01937 dam = (dam > (rndm(0, 99))) ? 1 : 0; 01938 } 01939 01940 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 01941 * We don't use shuffle_attack(), because that changes the it in the 01942 * creature structure, and thus is permanent until fix_object() is 01943 * called again. Chaos should change on each attack. 01944 */ 01945 if (type&AT_CHAOS) { 01946 int i; 01947 01948 i = rndm(0, 21); 01949 type = ATTACKS[i].attacktype|AT_MAGIC; 01950 } 01951 01952 /* Holyword is really an attacktype modifier (like magic is). If 01953 * holyword is part of an attacktype, then make sure the creature is 01954 * a proper match, otherwise no damage. 01955 */ 01956 if (type&AT_HOLYWORD) { 01957 const object *god; 01958 01959 if ((!hitter->slaying || (!(op->race && strstr(hitter->slaying, op->race)) 01960 && !(op->name && strstr(hitter->slaying, op->name)))) 01961 && (!QUERY_FLAG(op, FLAG_UNDEAD) || (hitter->title != NULL 01962 && (god = find_god(determine_god(hitter))) != NULL 01963 && god->race != NULL 01964 && strstr(god->race, undead_name) != NULL))) 01965 return 0; 01966 } 01967 01968 maxattacktype = type; /* initialize this to something */ 01969 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1<<attacknum) { 01970 /* Magic isn't really a true attack type - it gets combined with other 01971 * attack types. As such, skip it over. However, if magic is 01972 * the only attacktype in the group, then still attack with it 01973 */ 01974 if ((attacktype == AT_MAGIC) && (type&~AT_MAGIC)) 01975 continue; 01976 01977 /* Go through and hit the player with each attacktype, one by one. 01978 * hit_with_one_attacktype only figures out the damage, doesn't inflict 01979 * it. It will do the appropriate action for attacktypes with 01980 * effects (slow, paralization, etc. 01981 */ 01982 if (type&attacktype) { 01983 ndam = hit_with_one_attacktype(op, hitter, dam, attacknum); 01984 /* the >= causes us to prefer messages from special attacks, if 01985 * the damage is equal. 01986 */ 01987 if (ndam >= maxdam) { 01988 maxdam = ndam; 01989 maxattacktype = 1<<attacknum; 01990 } 01991 /* Special case: death attack always deals all damage, as it should kill the monster 01992 * right away. */ 01993 if (attacktype == AT_DEATH && ndam > 0) 01994 full_hit = 1; 01995 } 01996 } 01997 01998 /* if this is friendly fire then do a set % of damage only 01999 * Note - put a check in to make sure this attack is actually 02000 * doing damage - otherwise, the +1 in the coe below will make 02001 * an attack do damage before when it otherwise didn't 02002 */ 02003 friendlyfire = friendly_fire(op, hitter); 02004 if (friendlyfire && maxdam) { 02005 maxdam = ((dam*settings.set_friendly_fire)/100)+1; 02006 02007 #ifdef ATTACK_DEBUG 02008 LOG(llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", friendlyfire, settings.set_friendly_fire, dam, maxdam); 02009 #endif 02010 } 02011 02012 if (!full_hit) { 02013 archetype *at; 02014 int area; 02015 int remainder; 02016 02017 area = 0; 02018 for (at = op->arch; at != NULL; at = at->more) 02019 area++; 02020 assert(area > 0); 02021 02022 /* basically: maxdam /= area; we try to "simulate" a float 02023 value-effect */ 02024 remainder = 100*(maxdam%area)/area; 02025 maxdam /= area; 02026 if (RANDOM()%100 < remainder) 02027 maxdam++; 02028 } 02029 02030 #ifdef ATTACK_DEBUG 02031 LOG(llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 02032 #endif 02033 02034 if (get_owner(hitter)) 02035 op->enemy = hitter->owner; 02036 else if (QUERY_FLAG(hitter, FLAG_ALIVE)) 02037 op->enemy = hitter; 02038 02039 if (QUERY_FLAG(op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 02040 /* The unaggressives look after themselves 8) */ 02041 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 02042 npc_call_help(op); 02043 } 02044 02045 if (magic && did_make_save(op, op->level, 0)) 02046 maxdam = maxdam/2; 02047 02048 attack_message(maxdam, maxattacktype, op, hitter); 02049 02050 op->stats.hp -= maxdam; 02051 02052 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 02053 if ((op->stats.hp >= 0) 02054 && (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) 02055 && op->stats.hp < (signed short)(((float)op->run_away/(float)100)*(float)op->stats.maxhp)) { 02056 if (QUERY_FLAG(op, FLAG_MONSTER)) 02057 SET_FLAG(op, FLAG_RUN_AWAY); 02058 else 02059 scare_creature(op, hitter); 02060 } 02061 02062 if (QUERY_FLAG(op, FLAG_TEAR_DOWN)) { 02063 if (maxdam) 02064 tear_down_wall(op); 02065 return maxdam; /* nothing more to do for wall */ 02066 } 02067 02068 /* See if the creature has been killed */ 02069 rtn_kill = kill_object(op, maxdam, hitter, type); 02070 if (rtn_kill != -1) 02071 return rtn_kill; 02072 02073 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 02074 * that before if the player was immune to ghosthit, the monster 02075 * remained - that is no longer the case. 02076 */ 02077 if (QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 02078 if (QUERY_FLAG(hitter, FLAG_FRIENDLY)) 02079 remove_friendly_object(hitter); 02080 remove_ob(hitter); 02081 free_object(hitter); 02082 /* Lets handle creatures that are splitting now */ 02083 } else if (type&AT_PHYSICAL && !QUERY_FLAG(op, FLAG_FREED) && QUERY_FLAG(op, FLAG_SPLITTING)) { 02084 int i; 02085 int friendly = QUERY_FLAG(op, FLAG_FRIENDLY); 02086 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 02087 object *owner = get_owner(op); 02088 02089 if (!op->other_arch) { 02090 LOG(llevError, "SPLITTING without other_arch error.\n"); 02091 return maxdam; 02092 } 02093 remove_ob(op); 02094 for (i = 0; i < NROFNEWOBJS(op); i++) { /* This doesn't handle op->more yet */ 02095 object *tmp = arch_to_object(op->other_arch); 02096 int j; 02097 02098 tmp->stats.hp = op->stats.hp; 02099 if (friendly) { 02100 SET_FLAG(tmp, FLAG_FRIENDLY); 02101 add_friendly_object(tmp); 02102 tmp->attack_movement = PETMOVE; 02103 if (owner != NULL) 02104 set_owner(tmp, owner); 02105 } 02106 if (unaggressive) 02107 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 02108 j = find_first_free_spot(tmp, op->map, op->x, op->y); 02109 if (j == -1) /* No spot to put this monster */ 02110 free_object(tmp); 02111 else { 02112 tmp->x = op->x+freearr_x[j], 02113 tmp->y = op->y+freearr_y[j]; 02114 insert_ob_in_map(tmp, op->map, NULL, 0); 02115 } 02116 } 02117 if (friendly) 02118 remove_friendly_object(op); 02119 free_object(op); 02120 } else if (type&AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) { 02121 remove_ob(hitter); 02122 free_object(hitter); 02123 } 02124 return maxdam; 02125 } 02126 02137 static void poison_living(object *op, object *hitter, int dam) { 02138 archetype *at = find_archetype("poisoning"); 02139 object *tmp = present_arch_in_ob(at, op); 02140 02141 if (tmp == NULL) { 02142 if ((tmp = arch_to_object(at)) == NULL) 02143 LOG(llevError, "Failed to clone arch poisoning.\n"); 02144 else { 02145 tmp = insert_ob_in_ob(tmp, op); 02146 /* peterm: give poisoning some teeth. It should 02147 * be able to kill things better than it does: 02148 * damage should be dependent something--I choose to 02149 * do this: if it's a monster, the damage from the 02150 * poisoning goes as the level of the monster/2. 02151 * If anything else, goes as damage. 02152 */ 02153 02154 if (QUERY_FLAG(hitter, FLAG_ALIVE)) 02155 tmp->stats.dam += hitter->level/2; 02156 else 02157 tmp->stats.dam = dam; 02158 02159 copy_owner(tmp, hitter); /* so we get credit for poisoning kills */ 02160 if (hitter->skill && hitter->skill != tmp->skill) { 02161 if (tmp->skill) 02162 free_string(tmp->skill); 02163 tmp->skill = add_refcount(hitter->skill); 02164 } 02165 02166 tmp->stats.food += dam; /* more damage, longer poisoning */ 02167 02168 if (op->type == PLAYER) { 02169 /* player looses stats, maximum is -10 of each */ 02170 tmp->stats.Con = MAX(-(dam/4+1), -10); 02171 tmp->stats.Str = MAX(-(dam/3+2), -10); 02172 tmp->stats.Dex = MAX(-(dam/6+1), -10); 02173 tmp->stats.Int = MAX(-dam/7, -10); 02174 SET_FLAG(tmp, FLAG_APPLIED); 02175 fix_object(op); 02176 draw_ext_info(NDI_UNIQUE, 0, op, 02177 MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, 02178 "You suddenly feel very ill.", NULL); 02179 } 02180 if (hitter->type == PLAYER) 02181 draw_ext_info_format(NDI_UNIQUE, 0, hitter, 02182 MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_HIT, 02183 "You poison %s.", 02184 "You poison %s.", 02185 op->name); 02186 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 02187 draw_ext_info_format(NDI_UNIQUE, 0, hitter->owner, 02188 MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_PET_HIT, 02189 "Your %s poisons %s.", 02190 "Your %s poisons %s.", 02191 hitter->name, op->name); 02192 } 02193 tmp->speed_left = 0; 02194 } else 02195 tmp->stats.food++; 02196 } 02197 02208 static void slow_living(object *op, object *hitter, int dam) { 02209 archetype *at = find_archetype("slowness"); 02210 object *tmp; 02211 02212 if (at == NULL) { 02213 LOG(llevError, "Can't find slowness archetype.\n"); 02214 } 02215 if ((tmp = present_arch_in_ob(at, op)) == NULL) { 02216 tmp = arch_to_object(at); 02217 tmp = insert_ob_in_ob(tmp, op); 02218 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, 02219 "The world suddenly moves very fast!", NULL); 02220 } else 02221 tmp->stats.food++; 02222 SET_FLAG(tmp, FLAG_APPLIED); 02223 tmp->speed_left = 0; 02224 fix_object(op); 02225 } 02226 02237 void confuse_living(object *op, object *hitter, int dam) { 02238 object *tmp; 02239 int maxduration; 02240 02241 tmp = present_in_ob_by_name(FORCE, "confusion", op); 02242 if (!tmp) { 02243 tmp = create_archetype(FORCE_NAME); 02244 tmp = insert_ob_in_ob(tmp, op); 02245 } 02246 02247 /* Duration added per hit and max. duration of confusion both depend 02248 * on the player's resistance 02249 */ 02250 tmp->speed = 0.05; 02251 tmp->subtype = FORCE_CONFUSION; 02252 tmp->duration = 8+MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 02253 if (tmp->name) 02254 free_string(tmp->name); 02255 tmp->name = add_string("confusion"); 02256 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 02257 if (tmp->duration > maxduration) 02258 tmp->duration = maxduration; 02259 02260 if (op->type == PLAYER && !QUERY_FLAG(op, FLAG_CONFUSED)) 02261 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, 02262 "You suddenly feel very confused!", NULL); 02263 SET_FLAG(op, FLAG_CONFUSED); 02264 } 02265 02276 void blind_living(object *op, object *hitter, int dam) { 02277 object *tmp, *owner; 02278 char victim[MAX_BUF]; 02279 02280 /* Save some work if we know it isn't going to affect the player */ 02281 if (op->resist[ATNR_BLIND] == 100) 02282 return; 02283 02284 tmp = present_in_ob(BLINDNESS, op); 02285 if (!tmp) { 02286 tmp = create_archetype("blindness"); 02287 SET_FLAG(tmp, FLAG_BLIND); 02288 SET_FLAG(tmp, FLAG_APPLIED); 02289 /* use floats so we don't lose too much precision due to rounding errors. 02290 * speed is a float anyways. 02291 */ 02292 tmp->speed = tmp->speed*(100.0-(float)op->resist[ATNR_BLIND])/100; 02293 02294 tmp = insert_ob_in_ob(tmp, op); 02295 change_abil(op, tmp); /* Mostly to display any messages */ 02296 fix_object(op); /* This takes care of some other stuff */ 02297 02298 if (hitter->owner) 02299 owner = get_owner(hitter); 02300 else 02301 owner = hitter; 02302 02303 query_name(op, victim, MAX_BUF); 02304 draw_ext_info_format(NDI_UNIQUE, 0, owner, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_DID_HIT, 02305 "Your attack blinds %s!", 02306 "Your attack blinds %s!", 02307 victim); 02308 } 02309 tmp->stats.food += dam; 02310 if (tmp->stats.food > 10) 02311 tmp->stats.food = 10; 02312 } 02313 02324 void paralyze_living(object *op, object *hitter, int dam) { 02325 float effect, max; 02326 /* object *tmp; */ 02327 02328 /* This is strange stuff... someone knows for what this is 02329 * written? Well, i think this can and should be removed 02330 */ 02331 02332 /* 02333 if ((tmp = present(PARAIMAGE, op->map, op->x, op->y)) == NULL) { 02334 tmp = clone_arch(PARAIMAGE); 02335 tmp->x = op->x, 02336 tmp->y = op->y; 02337 insert_ob_in_map(tmp, op->map, tmp, INS_NO_MERGE|INS_NO_WALK_ON); 02338 } 02339 */ 02340 02341 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 02342 effect = (float)dam*3.0*(100.0-op->resist[ATNR_PARALYZE])/100; 02343 02344 if (effect == 0) 02345 return; 02346 02347 op->speed_left -= FABS(op->speed)*effect; 02348 /* tmp->stats.food += (signed short) 02349 effect/op->speed;*/ 02350 02351 /* max number of ticks to be affected for. */ 02352 max = (100-op->resist[ATNR_PARALYZE])/2; 02353 if (op->speed_left < -(FABS(op->speed)*max)) 02354 op->speed_left = (float)-(FABS(op->speed)*max); 02355 02356 /* tmp->stats.food = (signed short)(max/FABS(op->speed)); */ 02357 } 02358 02379 static void deathstrike_living(object *op, object *hitter, int *dam) { 02380 int atk_lev, def_lev, kill_lev; 02381 02382 if (hitter->slaying) { 02383 if (!((QUERY_FLAG(op, FLAG_UNDEAD) && strstr(hitter->slaying, undead_name)) 02384 || (op->race && strstr(hitter->slaying, op->race)))) 02385 return; 02386 } else 02387 if (QUERY_FLAG(op, FLAG_UNDEAD)) 02388 return; 02389 02390 def_lev = op->level; 02391 if (def_lev < 1) { 02392 LOG(llevError, "BUG: arch %s, name %s with level < 1\n", op->arch->name, op->name); 02393 def_lev = 1; 02394 } 02395 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level)/2; 02396 /* LOG(llevDebug, "Deathstrike - attack level %d, defender level %d\n", atk_lev, def_lev); */ 02397 02398 if (atk_lev >= def_lev) { 02399 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 02400 02401 /* Note that the below effectively means the ratio of the atk vs 02402 * defener level is important - if level 52 character has very little 02403 * chance of killing a level 50 monster. This should probably be 02404 * redone. 02405 */ 02406 if (kill_lev >= def_lev) { 02407 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 02408 /* I think this doesn't really do much. Because of 02409 * integer rounding, this only makes any difference if the 02410 * attack level is double the defender level. 02411 */ 02412 *dam *= kill_lev/def_lev; 02413 } 02414 } else { 02415 *dam = 0; /* no harm done */ 02416 } 02417 } 02418 02431 static void thrown_item_effect(object *hitter, object *victim) { 02432 if (!QUERY_FLAG(hitter, FLAG_ALIVE)) { 02433 /* May not need a switch for just 2 types, but this makes it 02434 * easier for expansion. 02435 */ 02436 switch (hitter->type) { 02437 case POTION: 02438 /* should player get a save throw instead of checking magic protection? */ 02439 if (QUERY_FLAG(victim, FLAG_ALIVE) 02440 && !QUERY_FLAG(victim, FLAG_UNDEAD) 02441 && (victim->resist[ATNR_MAGIC] < 60)) 02442 (void)ob_apply(hitter, victim, 0); 02443 break; 02444 02445 case POISON: /* poison drinks */ 02446 /* As with potions, should monster get a save? */ 02447 if (QUERY_FLAG(victim, FLAG_ALIVE) 02448 && !QUERY_FLAG(victim, FLAG_UNDEAD) 02449 && (victim->resist[ATNR_POISON] < 60)) 02450 (void)ob_apply(victim, hitter, 0); 02451 break; 02452 02453 /* Removed case statements that did nothing. 02454 * food may be poisonous, but monster must be willing to eat it, 02455 * so we don't handle it here. 02456 * Containers should perhaps break open, but that code was disabled. 02457 */ 02458 } 02459 } 02460 } 02461 02471 static int adj_attackroll(object *hitter, object *target) { 02472 object *attacker = hitter; 02473 int adjust = 0; 02474 02475 /* safety */ 02476 if (!target || !hitter || !hitter->map || !target->map || !on_same_map(hitter, target)) { 02477 LOG(llevError, "BUG: adj_attackroll(): hitter and target not on same map\n"); 02478 return 0; 02479 } 02480 02481 /* aimed missiles use the owning object's sight */ 02482 if (is_aimed_missile(hitter)) { 02483 if ((attacker = get_owner(hitter)) == NULL) 02484 attacker = hitter; 02485 /* A player who saves but hasn't quit still could have objects 02486 * owned by him - need to handle that case to avoid crashes. 02487 */ 02488 if (QUERY_FLAG(attacker, FLAG_REMOVED)) 02489 attacker = hitter; 02490 } else if (!QUERY_FLAG(hitter, FLAG_ALIVE)) 02491 return 0; 02492 02493 /* determine the condtions under which we make an attack. 02494 * Add more cases, as the need occurs. */ 02495 02496 if (!can_see_enemy(attacker, target)) { 02497 /* target is unseen */ 02498 if (target->invisible || QUERY_FLAG(attacker, FLAG_BLIND)) 02499 adjust -= 10; 02500 /* dark map penalty for the hitter (lacks infravision if we got here). */ 02501 else if (target->map && target->map->darkness > 0 && !stand_in_light(target)) 02502 adjust -= target->map->darkness; 02503 } 02504 02505 if (QUERY_FLAG(attacker, FLAG_SCARED)) 02506 adjust -= 3; 02507 02508 if (QUERY_FLAG(target, FLAG_UNAGGRESSIVE)) 02509 adjust += 1; 02510 02511 if (QUERY_FLAG(target, FLAG_SCARED)) 02512 adjust += 1; 02513 02514 if (QUERY_FLAG(attacker, FLAG_CONFUSED)) 02515 adjust -= 3; 02516 02517 /* if we attack at a different 'altitude' its harder */ 02518 if ((attacker->move_type&target->move_type) == 0) 02519 adjust -= 2; 02520 02521 return adjust; 02522 } 02523 02532 static int is_aimed_missile(object *op) { 02533 /* I broke what used to be one big if into a few nested 02534 * ones so that figuring out the logic is at least possible. 02535 */ 02536 if (op && (op->move_type&MOVE_FLYING)) { 02537 if (op->type == ARROW || op->type == THROWN_OBJ) 02538 return 1; 02539 else if (op->type == SPELL_EFFECT 02540 && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 02541 return 1; 02542 } 02543 return 0; 02544 }