Crossfire Server, Trunk
attack.cpp
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
21 #include "global.h"
22 
23 #include <assert.h>
24 #include <stdlib.h>
25 #include <string.h>
26 
27 #include "living.h"
28 #include "material.h"
29 #include "skills.h"
30 #include "sounds.h"
31 #include "sproto.h"
32 
33 /*#define ATTACK_DEBUG*/
34 
35 static void slow_living(object *op, object *hitter, int dam);
36 static void deathstrike_living(object *op, object *hitter, int *dam);
37 static int adj_attackroll(object *hitter, object *target);
38 static int is_aimed_missile(object *op);
39 static int did_make_save_item(object *op, int type, object *originator);
40 static void poison_living(object *op, object *hitter, int dam);
41 static int hit_with_one_attacktype(
42  object *op, object *hitter, int dam, uint32_t attacknum);
43 
51 static void cancellation(object *op) {
52  if (op->invisible)
53  return;
54 
55  if (QUERY_FLAG(op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
56  /* Recur through the inventory */
61  } else if (FABS(op->magic) <= rndm(0, 5)) {
62  /* Nullify this object. This code could probably be more complete */
63  /* in what abilities it should cancel */
64  op->magic = 0;
69  if (op->env && op->env->type == PLAYER) {
71  }
72  }
73 }
74 
75 static void object_get_materialtype(object* op, materialtype_t** mt) {
77  if (op->materialname == NULL) {
78  for (auto material : materials) {
79  *mt = material;
80  if (op->material & (*mt)->material) {
81  return;
82  }
83  }
84  *mt = nullptr;
85  } else
86  *mt = name_to_material(op->materialname);
87 }
88 
104 static int did_make_save_item(object *op, int type, object *originator) {
105  int i, roll, saves = 0, attacks = 0, number;
106  materialtype_t* mt;
108  if (mt == NULL)
109  return TRUE;
110  roll = rndm(1, 20);
111 
112  /* the attacktypes have no meaning for object saves
113  * If the type is only magic, don't adjust type - basically, if
114  * pure magic is hitting an object, it should save. However, if it
115  * is magic teamed with something else, then strip out the
116  * magic type, and instead let the fire, cold, or whatever component
117  * destroy the item. Otherwise, you get the case of poisoncloud
118  * destroying objects because it has magic attacktype.
119  */
120  if (type != AT_MAGIC)
124  AT_MAGIC);
125 
126  if (type == 0)
127  return TRUE;
128  if (roll == 20)
129  return TRUE;
130 
131  for (number = 0; number < NROFATTACKS; number++) {
132  i = 1<<number;
133  if (!(i&type))
134  continue;
135  attacks++;
136  if (op->resist[number] == 100)
137  saves++;
138  else if (roll >= mt->save[number]-op->magic-op->resist[number]/100)
139  saves++;
140  else if ((20-mt->save[number])/3 > originator->stats.dam)
141  saves++;
142  }
143 
144  if (saves == attacks || attacks == 0)
145  return TRUE;
146  if (saves == 0 || rndm(1, attacks) > saves)
147  return FALSE;
148  return TRUE;
149 }
150 
151 static void put_in_icecube(object* op, object* originator) {
152  archetype* at = find_archetype("icecube");
153  if (at == NULL)
154  return;
155  op = stop_item(op);
156  if (op == NULL)
157  return;
158 
159  // Put in existing icecube if one exists, otherwise make one
160  object* tmp = map_find_by_archetype(op->map, op->x, op->y, at);
161  if (tmp == NULL) {
162  tmp = arch_to_object(at);
163  /* This was in the old (pre new movement code) -
164  * icecubes have slow_move set to 1 - don't want
165  * that for ones we create.
166  */
167  tmp->move_slow_penalty = 0;
168  tmp->move_slow = 0;
169  object_insert_in_map_at(tmp, op->map, originator, 0, op->x, op->y);
170  }
171  if (!QUERY_FLAG(op, FLAG_REMOVED))
172  object_remove(op);
174 }
175 
176 object *blame(object *op) {
177  if (op == NULL) {
178  return NULL;
179  }
180  if (op->type == PLAYER) {
181  return op;
182  }
183  object *owner = object_get_owner(op);
184  if (owner != NULL && owner->type == PLAYER) {
185  return owner;
186  }
187  return NULL;
188 }
189 
202 void save_throw_object(object *op, uint32_t type, object *originator) {
203  int dam;
204 
205  if (!did_make_save_item(op, type, originator)) {
206  object *env = op->env;
207  int x = op->x, y = op->y;
208  mapstruct *m = op->map;
209  /* For use with burning off equipped items */
210  int weight = op->weight;
211 
212  op = stop_item(op);
213  if (op == NULL)
214  return;
215 
216  /*
217  * If this object is a transport and has players in it, make them disembark.
218  */
219  if (op->type == TRANSPORT && op->inv) {
220  if (op->map == NULL) {
221  LOG(llevError, "Transport %s not on a map but with an item %s in it?\n", op->name, op->inv->name);
222  } else {
223  char name[MAX_BUF];
224  query_name(op, name, sizeof(name));
226  if (inv->contr) {
228  "You are expelled from the %s during its destruction.",
229  name);
230  inv->contr->transport = NULL;
231  }
232  }
233  FOR_INV_FINISH();
234  }
235  }
236 
237 
238  /* Set off runes in the inventory of the object being destroyed. */
240  if (inv->type == RUNE)
241  spring_trap(inv, originator);
242  FOR_INV_FINISH();
243 
244  if (QUERY_FLAG(op, FLAG_UNPAID)) {
245  object *badguy = blame(originator);
246  if (badguy != NULL) {
247  // Punish player for destroying unpaid item
248  commit_crime(badguy, "Destruction of unpaid property");
249  }
250  }
251 
252  /* Hacked the following so that type LIGHTER will work.
253  * Also, objects which are potenital "lights" that are hit by
254  * flame/elect attacks will be set to glow. "lights" are any
255  * object with +/- glow_radius and an "other_arch" to change to.
256  * (and please note that we cant fail our save and reach this
257  * function if the object doesnt contain a material that can burn.
258  * So forget lighting magical swords on fire with this!) -b.t.
259  */
261  && op->other_arch
263  const char *arch = op->other_arch->name;
264  int no_pick = QUERY_FLAG(op, FLAG_NO_PICK);
265 
266  op = object_decrease_nrof(op, 1);
267  if (op)
268  fix_stopped_item(op, m, originator);
270  if (op != NULL) {
271  if (env) {
272  op->x = env->x,
273  op->y = env->y;
275  } else {
276  if (no_pick) {
278  }
279  object_insert_in_map_at(op, m, originator, 0, x, y);
280  }
281  }
282  return;
283  }
284  if (type&AT_CANCELLATION) { /* Cancellation. */
285  cancellation(op);
286  fix_stopped_item(op, m, originator);
287  return;
288  }
289  if (op->nrof > 1) {
290  op = object_decrease_nrof(op, rndm(0, op->nrof-1));
291  if (op)
292  fix_stopped_item(op, m, originator);
293  } else {
294  if (!QUERY_FLAG(op, FLAG_REMOVED))
295  object_remove(op);
297  }
298  if (type&(AT_FIRE|AT_ELECTRICITY)) {
299  if (env) {
300  /* Check to see if the item being burnt is being worn */
301  if (QUERY_FLAG(op, FLAG_APPLIED)) {
302  /* if the object is applied, it should be safe to assume env is a player or creature. */
303  if (env->resist[ATNR_FIRE] < 100)
304  /* Should the message type be something different? */
306  "OUCH! It burns!");
307  else
309  "Despite the flame, you feel nothing.");
310  /* burning off an item causes 1 point of fire damage for every kilogram of mass the item has */
311  dam = weight / 1000 * (100 - env->resist[ATNR_FIRE]) / 100;
312  /* Double the damage on cursed items */
313  if (QUERY_FLAG(op, FLAG_CURSED))
314  dam *= 2;
315  /* Triple the damage on damned items. A cursed and damned item would thus inflict 6x damage. */
316  if (QUERY_FLAG(op, FLAG_DAMNED))
317  dam *= 3;
318  env->stats.hp -= dam;
319  /* You die at -1, not 0 */
320  if (env->stats.hp < 0)
321  kill_player(env, NULL);
322  }
323  op = create_archetype("burnout");
324  op->x = env->x,
325  op->y = env->y;
327  } else {
328  object_replace_insert_in_map("burnout", originator);
329  }
330  }
331  return;
332  }
333  /* The value of 50 is arbitrary. */
334  if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) &&
335  !QUERY_FLAG(op, FLAG_NO_PICK) && (RANDOM() & 2)) {
336  put_in_icecube(op, originator);
337  }
338 }
339 
355 int hit_map(object *op, int dir, uint32_t type, int full_hit) {
356  mapstruct *map;
357  int16_t x, y;
358  int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
359  tag_t op_tag;
360 
361  if (QUERY_FLAG(op, FLAG_FREED)) {
362  LOG(llevError, "BUG: hit_map(): free object\n");
363  return 0;
364  }
365 
366  if (QUERY_FLAG(op, FLAG_REMOVED) || op->env != NULL) {
367  LOG(llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", op->arch->name, op->name);
368  return 0;
369  }
370 
371  if (!op->map) {
372  LOG(llevError, "BUG: hit_map(): %s has no map\n", op->name);
373  return 0;
374  }
375 
376  op = HEAD(op);
377  op_tag = op->count;
378 
379  map = op->map;
380  x = op->x+freearr_x[dir];
381  y = op->y+freearr_y[dir];
382  if (get_map_flags(map, &map, x, y, &x, &y)&P_OUT_OF_MAP)
383  return 0;
384 
385  /* peterm: a few special cases for special attacktypes --counterspell
386  * must be out here because it strikes things which are not alive
387  */
388 
389  if (type&AT_COUNTERSPELL) {
390  counterspell(op, dir); /* see spell_effect.c */
391 
392  /* If the only attacktype is counterspell or magic, don't need
393  * to do any further processing.
394  */
395  if (!(type&~(AT_COUNTERSPELL|AT_MAGIC))) {
396  return 0;
397  }
398  type &= ~AT_COUNTERSPELL;
399  }
400 
401  if (type&AT_CHAOS) {
404  type &= ~AT_CHAOS;
405  }
406 
407  FOR_MAP_PREPARE(map, x, y, tmp) {
408  if (QUERY_FLAG(tmp, FLAG_FREED)) {
409  LOG(llevError, "BUG: hit_map(): found freed object\n");
410  break;
411  }
412 
413  /* Something could have happened to 'tmp' while 'tmp->below' was processed.
414  * For example, 'tmp' was put in an icecube.
415  * This is one of the few cases where on_same_map should not be used.
416  */
417  if (tmp->map != map || tmp->x != x || tmp->y != y)
418  continue;
419 
420  tmp = HEAD(tmp);
421 
422  /* Need to hit everyone in the transport with this spell */
423  if (tmp->type == TRANSPORT) {
425  if (pl->type == PLAYER)
426  hit_player(pl, op->stats.dam, op, type, full_hit);
427  FOR_INV_FINISH();
428  }
429 
430  if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
431  hit_player(tmp, op->stats.dam, op, type, full_hit);
432  retflag |= 1;
433  if (object_was_destroyed(op, op_tag))
434  break;
435  }
436  /* Here we are potentially destroying an object. If the object has
437  * NO_PASS set, it is also immune - you can't destroy walls. Note
438  * that weak walls have is_alive set, which prevent objects from
439  * passing over/through them. We don't care what type of movement
440  * the wall blocks - if it blocks any type of movement, can't be
441  * destroyed right now.
442  */
443  else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) {
445  if (object_was_destroyed(op, op_tag))
446  break;
447  }
448  } FOR_MAP_FINISH();
449  return 0;
450 }
451 
463 static uint8_t get_attack_message_type(int type, const object *op, const object *hitter) {
464  if ((hitter->type == DISEASE
465  || hitter->type == SYMPTOM
466  || hitter->type == POISONING
467  || (type&AT_POISON && IS_LIVE(op)))) {
468  return ATM_SUFFER;
469  }
470 
471  if (op->type == DOOR) {
472  return ATM_DOOR;
473  }
474 
475  if (hitter->type == PLAYER && IS_LIVE(op)) {
476  if (USING_SKILL(hitter, SK_KARATE)) {
477  return ATM_KARATE;
478  }
479  if (USING_SKILL(hitter, SK_CLAWING)) {
480  return ATM_CLAW;
481  }
483  return ATM_PUNCH;
484  }
486  return ATM_WRAITH_FEED;
487  }
488  }
489 
490  if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
491  return ATM_ARROW;
492  }
493 
494  if (type&AT_DRAIN && IS_LIVE(op)) {
495  return ATM_DRAIN;
496  }
497  if (type&AT_ELECTRICITY && IS_LIVE(op)) {
498  return ATM_ELEC;
499  }
500  if (type&AT_COLD && IS_LIVE(op)) {
501  return ATM_COLD;
502  }
503  if (type&AT_FIRE) {
504  return ATM_FIRE;
505  }
506 
507  if (hitter->current_weapon != NULL) {
508  switch (hitter->current_weapon->weapontype) {
509  case WEAP_HIT: return ATM_BASIC;
510  case WEAP_SLASH: return ATM_SLASH;
511  case WEAP_PIERCE: return ATM_PIERCE;
512  case WEAP_CLEAVE: return ATM_CLEAVE;
513  case WEAP_SLICE: return ATM_SLICE;
514  case WEAP_STAB: return ATM_STAB;
515  case WEAP_WHIP: return ATM_WHIP;
516  case WEAP_CRUSH: return ATM_CRUSH;
517  case WEAP_BLUD: return ATM_BLUD;
518  default: return ATM_BASIC;
519  }
520  }
521 
522  return ATM_BASIC;
523 }
524 
538 void get_attack_message_for_attack_type(int dam, uint8_t atm_type, const char *victim_name, char *buf1, char *buf2) {
539  snprintf(buf1, MAX_BUF, "hit");
540  snprintf(buf2, MAX_BUF, "hits");
541 
542  for (int i = 0; i < MAXATTACKMESS && attack_mess[atm_type][i].level != -1; i++) {
543  if (dam < attack_mess[atm_type][i].level
544  || attack_mess[atm_type][i+1].level == -1) {
545  snprintf(buf1, MAX_BUF, "%s %s%s", attack_mess[atm_type][i].buf1, victim_name, attack_mess[atm_type][i].buf2);
546  snprintf(buf2, MAX_BUF, "%s", attack_mess[atm_type][i].buf3);
547  return;
548  }
549  }
550 }
551 
569 static void get_attack_message(int dam, int type, const object *op, const object *hitter, char *buf1, char *buf2) {
570  if (dam == 9998 && op->type == DOOR) {
571  snprintf(buf1, MAX_BUF, "unlock %s", op->name);
572  snprintf(buf2, MAX_BUF, " unlocks");
573  return;
574  }
575  if (dam < 0) {
576  snprintf(buf1, MAX_BUF, "hit %s", op->name);
577  snprintf(buf2, MAX_BUF, " hits");
578  return;
579  }
580  if (dam == 0) {
581  snprintf(buf1, MAX_BUF, "missed %s", op->name);
582  snprintf(buf2, MAX_BUF, " misses");
583  return;
584  }
585 
586  snprintf(buf1, MAX_BUF, "hit");
587  snprintf(buf2, MAX_BUF, "hits");
588 
589  uint8_t atm_type = get_attack_message_type(type, op, hitter);
590  get_attack_message_for_attack_type(dam, atm_type, op->name, buf1, buf2);
591 }
592 
608 static void attack_message(int dam, int type, object *op, object *hitter) {
609  char buf[VERY_BIG_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
610  object *owner;
611 
612  if (dam > 0) {
613  if (hitter->chosen_skill)
614  play_sound_map(SOUND_TYPE_HIT, hitter, 0, hitter->chosen_skill->name);
615  }
616 
617  /* bail out if a monster is casting spells */
618  owner = object_get_owner(hitter);
619  if (hitter->type != PLAYER && (owner == NULL || owner->type != PLAYER))
620  return;
621 
622  /* scale down magic considerably. */
623  if (type&AT_MAGIC && rndm(0, 5))
624  return;
625 
626  get_attack_message(dam, type, op, hitter, buf1, buf2);
627 
628  /* Did a player hurt another player? Inform both! */
629  /* only show half the player->player combat messages */
630  if (op->type == PLAYER
631  && rndm(0, 1)
632  && ((owner != NULL ? owner : hitter)->type) == PLAYER) {
633  if (owner != NULL)
634  snprintf(buf, sizeof(buf), "%s's %s%s you.", owner->name, hitter->name, buf2);
635  else {
636  snprintf(buf, sizeof(buf), "%s%s you.", hitter->name, buf2);
637  }
639  } /* end of player hitting player */
640 
641  /* scale down these messages too */
642  /*if(hitter->type == PLAYER && rndm(0, 2) == 0) {*/
643  if (hitter->type == PLAYER) {
644  snprintf(buf, sizeof(buf), "You %s.", buf1);
646  buf);
647  } else if (owner != NULL && owner->type == PLAYER) {
648  /* look for stacked spells and start reducing the message chances */
649  if (hitter->type == SPELL_EFFECT
650  && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) {
651  int i = 4;
652  mapstruct *map = hitter->map;
653  if (OUT_OF_REAL_MAP(map, hitter->x, hitter->y))
654  return;
656  if (next->type == SPELL_EFFECT
657  && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) {
658  i *= 3;
659  if (i > 10000)
660  /* no need to test more, and avoid overflows */
661  break;
662  }
663  FOR_MAP_FINISH();
664  if (i < 0)
665  return;
666  if (rndm(0, i) != 0)
667  return;
668  } else if (rndm(0, 5) != 0)
669  return;
670  play_sound_map(SOUND_TYPE_HIT, owner, 0, "hit");
672  "Your %s%s %s.",
673  hitter->name, buf2, op->name);
674  }
675 }
676 
688 static int get_attack_mode(object **target, object **hitter,
689  int *simple_attack) {
690  if (QUERY_FLAG(*target, FLAG_FREED) || QUERY_FLAG(*hitter, FLAG_FREED)) {
691  LOG(llevError, "BUG: get_attack_mode(): freed object\n");
692  return 1;
693  }
694  *target = HEAD(*target);
695  *hitter = HEAD(*hitter);
696  if ((*hitter)->env != NULL || (*target)->env != NULL) {
697  *simple_attack = 1;
698  return 0;
699  }
700  if (QUERY_FLAG(*target, FLAG_REMOVED)
702  || (*hitter)->map == NULL
703  || !on_same_map((*hitter), (*target))) {
704  LOG(llevError, "BUG: hitter (arch %s, name %s) with no relation to target\n", (*hitter)->arch->name, (*hitter)->name);
705  return 1;
706  }
707  *simple_attack = 0;
708  return 0;
709 }
710 
724 static int abort_attack(object *target, object *hitter, int simple_attack) {
725  int new_mode;
726 
727  if (hitter->env == target || target->env == hitter)
728  new_mode = 1;
729  else if (QUERY_FLAG(hitter, FLAG_REMOVED)
730  || QUERY_FLAG(target, FLAG_REMOVED)
731  || hitter->map == NULL || !on_same_map(hitter, target))
732  return 1;
733  else
734  new_mode = 0;
735  return new_mode != simple_attack;
736 }
737 
738 static void thrown_item_effect(object *, object *);
739 
767 static int attack_ob_simple(object *op, object *hitter, int base_dam, int wc) {
768  int simple_attack, roll, dam;
769  uint32_t type;
770  tag_t op_tag, hitter_tag;
771  const char *anim_suffix = NULL;
772 
773  if (get_attack_mode(&op, &hitter, &simple_attack))
774  return 1;
775 
776  /* This is used to handle script_weapons with weapons, only for players. */
777  if (hitter->type == PLAYER) {
778  if (hitter->current_weapon != NULL) {
779  if (events_execute_object_event(hitter->current_weapon, EVENT_ATTACKS,
780  hitter, op, NULL, SCRIPT_FIX_ALL) != 0)
781  return 0;
782  }
783  }
784 
785  if (hitter->current_weapon) {
786  anim_suffix = hitter->current_weapon->anim_suffix;
787  } else if (hitter->chosen_skill) {
788  anim_suffix = hitter->chosen_skill->anim_suffix;
789  }
790 
791  if (!anim_suffix) {
792  anim_suffix = "attack";
793  }
794  apply_anim_suffix(hitter, anim_suffix);
795 
796 
797  op_tag = op->count;
798  hitter_tag = hitter->count;
799  /*
800  * A little check to make it more difficult to dance forward and back
801  * to avoid ever being hit by monsters.
802  */
803  if (!simple_attack && QUERY_FLAG(op, FLAG_MONSTER)
804  && op->speed_left > -(FABS(op->speed))*0.3) {
805  /* Decrease speed BEFORE calling process_object. Otherwise, an
806  * infinite loop occurs, with process_object calling monster_move(),
807  * which then gets here again. By decreasing the speed before
808  * we call process_object, the 'if' statement above will fail.
809  */
810  op->speed_left--;
812  if (object_was_destroyed(op, op_tag)
813  || object_was_destroyed(hitter, hitter_tag)
814  || abort_attack(op, hitter, simple_attack))
815  return 1;
816  }
817 
818  roll = random_roll(1, 20, hitter, PREFER_HIGH);
819 
820  /* Adjust roll for various situations. */
821  if (!simple_attack)
822  roll += adj_attackroll(hitter, op);
823 
824  /* See if we hit the creature */
825  if (roll >= 20 || op->stats.ac >= wc-roll) {
826  if (settings.casting_time == TRUE) {
827  if (hitter->type == PLAYER && hitter->casting_time > -1) {
828  hitter->casting_time = -1;
830  "You attacked and lost your spell!");
831  }
832  if (op->casting_time > -1 && base_dam > 0) {
833  op->casting_time = -1;
834  if (op->type == PLAYER) {
836  "You were hit and lost your spell!");
839  "%s was hit by %s and lost a spell.",
840  op->name, hitter->name);
841  }
842  }
843  }
844  if (!simple_attack) {
845  /* If you hit something, the victim should *always *wake up.
846  * Before, invisible hitters could avoid doing this.
847  * -b.t. */
848  if (QUERY_FLAG(op, FLAG_SLEEP))
850 
851  /* If the victim can't see the attacker, it may alert others
852  * for help. */
853  if (op->type != PLAYER && !monster_can_see_enemy(op, hitter)
854  && !object_get_owner(op) && rndm(0, op->stats.Int))
856 
857  /* if you were hidden and hit by a creature, you are discovered*/
858  if (op->hide && QUERY_FLAG(hitter, FLAG_ALIVE)) {
859  make_visible(op);
860  if (op->type == PLAYER)
862  "You were hit by a wild attack. You are no longer hidden!");
863  }
864 
865  /* thrown items (hitter) will have various effects
866  * when they hit the victim. For things like thrown daggers,
867  * this sets 'hitter' to the actual dagger, and not the
868  * wrapper object.
869  */
871  if (object_was_destroyed(hitter, hitter_tag)
872  || object_was_destroyed(op, op_tag)
873  || abort_attack(op, hitter, simple_attack)) {
874  return 0;
875  }
876  }
877 
878  /* Need to do at least 1 damage, otherwise there is no point
879  * to go further and it will cause FPE's below.
880  */
881  if (base_dam <= 0)
882  base_dam = 1;
883 
884  type = hitter->attacktype;
885  if (!type)
886  type = AT_PHYSICAL;
887  /* Handle monsters that hit back */
888  if (!simple_attack && QUERY_FLAG(op, FLAG_HITBACK)
890  if (op->attacktype&AT_ACID && hitter->type == PLAYER)
892  "You are splashed by acid!\n");
893  hit_player(hitter, random_roll(0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
894  if (object_was_destroyed(op, op_tag)
895  || object_was_destroyed(hitter, hitter_tag)
896  || abort_attack(op, hitter, simple_attack)) {
897  return 0;
898  }
899  }
900 
901  /* In the new attack code, it should handle multiple attack
902  * types in its area, so remove it from here.
903  */
904  dam = hit_player(op, random_roll(1, base_dam, hitter, PREFER_HIGH), hitter, type, 1);
905  if (object_was_destroyed(op, op_tag)
906  || object_was_destroyed(hitter, hitter_tag)
907  || abort_attack(op, hitter, simple_attack)) {
908  return 0;
909  }
910 
911  if (object_value_set(hitter, "is_guard") && is_criminal(op)) {
912  // Guards may attack non-criminals (e.g. if they are a pet or get
913  // hit), but don't arrest unless target is actually criminal.
915  "The %s arrests you!", hitter->name);
916  player_arrest(op);
917  }
918  } else {/* end of if hitter hit op */
919  play_sound_map(SOUND_TYPE_HIT, hitter, 0, "miss");
920  dam = 0; /* if we missed, dam=0 */
921  }
922 
923  /*attack_message(dam, type, op, hitter);*/
924 
925  return dam;
926 }
927 
937 int attack_ob(object *op, object *hitter) {
938  hitter = HEAD(hitter);
939  return attack_ob_simple(op, hitter, hitter->stats.dam, hitter->stats.wc);
940 }
941 
952 static int stick_arrow(object *op, object *tmp) {
953  /* If the missile hit a player, we insert it in their inventory.
954  * However, if the missile is heavy, we don't do so (assume it falls
955  * to the ground after a hit). What a good value for this is up to
956  * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
957  * stick around.
958  */
959  if (op->weight <= 5000 && tmp->stats.hp >= 0) {
960  object_remove(op);
962  return 1;
963  } else
964  return 0;
965 }
966 
979 object *hit_with_arrow(object *op, object *victim) {
980  object *container, *hitter;
981  int hit_something = 0;
982  tag_t victim_tag, hitter_tag, container_tag;
983  int16_t victim_x, victim_y;
984  mapstruct *victim_map;
985  const char *old_skill = NULL;
986 
987  /* Disassemble missile */
988  hitter = op->inv;
990  if (hitter->type != EVENT_CONNECTOR) {
991  break;
992  }
993  }
995  if (!hitter) {
996  container = NULL;
997  hitter = op;
998  if (free_no_drop(hitter))
999  return NULL;
1000  } else {
1001  container = op;
1003  if (free_no_drop(hitter))
1004  return NULL;
1005 
1006  object_insert_in_map_at(hitter, container->map, hitter, INS_NO_MERGE|INS_NO_WALK_ON, container->x, container->y);
1007  /* Note that we now have an empty THROWN_OBJ on the map. Code that
1008  * might be called until this THROWN_OBJ is either reassembled or
1009  * removed at the end of this function must be able to deal with empty
1010  * THROWN_OBJs. */
1011  container_tag = container->count;
1012  }
1013 
1014  /* Try to hit victim */
1015  victim_x = victim->x;
1016  victim_y = victim->y;
1017  victim_map = victim->map;
1018  victim_tag = victim->count;
1019  hitter_tag = hitter->count;
1020  /* FIXME provide also to script the skill? hitter is the throwed
1021  items, but there is no information about the fact it was
1022  thrown
1023  */
1025  /*
1026  * temporary set the hitter's skill to the one associated with the
1027  * throw wrapper. This is needed to that thrower gets it's xp at the
1028  * correct level. This might proves an awfull hack :/ We should really
1029  * provide attack_ob_simple with the skill to use...
1030  */
1031  if (container != NULL) {
1032  old_skill = hitter->skill;
1033  hitter->skill = add_refcount(container->skill);
1034  }
1035  hit_something = attack_ob_simple(victim, hitter, op->stats.dam, op->stats.wc);
1036  }
1037  /* Arrow attacks door, rune of summoning is triggered, demon is put on
1038  * arrow, move_apply() calls this function, arrow sticks in demon,
1039  * attack_ob_simple() returns, and we've got an arrow that still exists
1040  * but is no longer on the map. Ugh. (Beware: Such things can happen at
1041  * other places as well!)
1042  */
1043  if (object_was_destroyed(hitter, hitter_tag) || hitter->env != NULL) {
1044  if (container) {
1045  object_remove(container);
1046  object_free_drop_inventory(container);
1047  }
1048  return NULL;
1049  }
1050  if (container != NULL) {
1051  free_string(hitter->skill);
1052  hitter->skill = old_skill;
1053  }
1054  /* Missile hit victim */
1055  /* if the speed is > 10, then this is a fast moving arrow, we go straight
1056  * through the target
1057  */
1058  if (hit_something && op->speed <= 10.0) {
1059  /* Stop arrow */
1060  if (container == NULL) {
1062  if (hitter == NULL)
1063  return NULL;
1064  } else {
1065  if(!object_was_destroyed(container, container_tag)) {
1066  object_remove(container);
1067  object_free_drop_inventory(container);
1068  }
1069  }
1070 
1071  /* Try to stick arrow into victim */
1072  if (!object_was_destroyed(victim, victim_tag)
1073  && stick_arrow(hitter, victim)) {
1074  object_set_owner(hitter, NULL);
1075  return NULL;
1076  }
1077 
1078  /* Else try to put arrow on victim's map square
1079  * remove check for P_WALL here. If the arrow got to this
1080  * space, that is good enough - with the new movement code,
1081  * there is now the potential for lots of spaces where something
1082  * can fly over but not otherwise move over. What is the correct
1083  * way to handle those otherwise?
1084  */
1085  if (victim_x != hitter->x || victim_y != hitter->y) {
1087  object_set_owner(hitter, NULL);
1088  object_insert_in_map_at(hitter, victim_map, hitter, 0, victim_x, victim_y);
1089  } else {
1090  /* Else leave arrow where it is */
1091  object_merge(hitter, NULL);
1092  object_set_owner(hitter, NULL);
1093  }
1094  return NULL;
1095  }
1096 
1097  if (hit_something && op->speed >= 10.0)
1098  op->speed -= 1.0;
1099 
1100  /* Missile missed victim - reassemble missile */
1101  if (container) {
1103  object_insert_in_ob(hitter, container);
1104  }
1105  return op;
1106 }
1114 static void tear_down_wall(object *op) {
1115  int perc = 0;
1116 
1117  if (!op->stats.maxhp) {
1118  LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
1119  perc = 1;
1120  } else if (!GET_ANIM_ID(op)) {
1121  /* Object has been called - no animations, so remove it */
1122  if (op->stats.hp < 0) {
1123  object_remove(op); /* Should update LOS */
1125  /* Don't know why this is here - object_remove() should do it for us */
1126  /*update_position(m, x, y);*/
1127  }
1128  return; /* no animations, so nothing more to do */
1129  }
1130  assert(op->stats.maxhp > 0);
1131  perc = NUM_ANIMATIONS(op)-((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
1132 
1133  if (perc >= (int)NUM_ANIMATIONS(op))
1134  perc = NUM_ANIMATIONS(op)-1;
1135  else if (perc < 1)
1136  perc = 1;
1137  SET_ANIMATION(op, perc);
1139  if (perc == NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
1140  if (op->face == blank_face) {
1141  /* If the last face is blank, remove the ob */
1142  object_remove(op); /* Should update LOS */
1144 
1145  /* object_remove() should call update_position for us */
1146  /*update_position(m, x, y);*/
1147  } else { /* The last face was not blank, leave an image */
1149  update_all_los(op->map, op->x, op->y);
1150  op->move_block = 0;
1152  }
1153  }
1154 }
1155 
1163 static void scare_creature(object *target, object *hitter) {
1164  object *owner = object_get_owner(hitter);
1165 
1166  if (!owner)
1167  owner = hitter;
1168 
1169  SET_FLAG(target, FLAG_SCARED);
1170  if (!target->enemy)
1171  object_set_enemy(target, owner);
1172 }
1173 
1174 static int hit_with_drain(object *op, object *hitter, int dam) {
1175  /* rate is the proportion of exp drained. High rate means
1176  * not much is drained, low rate means a lot is drained.
1177  */
1178  int rate;
1179 
1180  // Victim loses 1/rate of their current XP, so this scales from 4%
1181  // of their XP at -100 resist drain, to 2% at no resistance, to 1%
1182  // at 100% resist drain -- so even 100% resistance doesn't entirely
1183  // protect you!
1184  if (op->resist[ATNR_DRAIN] >= 0)
1185  rate = 50+op->resist[ATNR_DRAIN]/2;
1186  else
1187  rate = 5000/(100-op->resist[ATNR_DRAIN]);
1188 
1189  // This should be impossible, but just in case...
1190  if (!rate)
1191  return 0;
1192 
1193  int exp_to_drain = op->stats.exp/rate;
1194  if (hitter->type != PLAYER) {
1195  // Monsters stop draining once they have gained 5x their original exp
1196  // value. In practice this means they can drain up to 10x their original
1197  // exp from the player, so (e.g.) a grimreaper (exp 800) can drain up to
1198  // 8000 exp from the player and keep 4000 of it.
1199  exp_to_drain = MIN(exp_to_drain,
1200  hitter->arch->clone.stats.exp*6 - hitter->stats.exp);
1201  }
1202 
1203  if (exp_to_drain <= 1) {
1204  // Target is too protected, too low on exp, or attacker is too full.
1205  if (op->type == GOLEM)
1206  return 999; // The force animating it is drained away.
1207  else
1208  // Treat it like a physical attack instead.
1210  }
1211 
1212  // If we get this far we are definitely actually draining some exp from the
1213  // victim.
1214 
1215  // Randomly give the hitter some hp.
1216  if (hitter->stats.hp < hitter->stats.maxhp
1217  && (op->level > hitter->level)
1218  && random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH) > 3)
1219  hitter->stats.hp++;
1220 
1221  // Don't drain exp on battleground spaces or drain the wiz. Still return the
1222  // full damage amount though. Note that checking this as late as we do means
1223  // the life-restore side effect still works, we just don't transfer any exp.
1224  if (op_on_battleground(hitter, NULL, NULL, NULL)
1225  || QUERY_FLAG(op, FLAG_WAS_WIZ))
1226  return dam;
1227 
1228  int64_t orig_exp = op->stats.exp;
1229  change_exp(op, -exp_to_drain, NULL, 0);
1230  exp_to_drain = orig_exp - op->stats.exp; // Now the actual amount drained.
1231 
1232  object *owner = object_get_owner(hitter);
1233  if (owner && owner != hitter) {
1234  // If the attack was made by a pet, credit the pet's owner. If they
1235  // don't know the skill the pet attacked with, just give them generic
1236  // exp.
1237  change_exp(owner, exp_to_drain/2,
1238  hitter->chosen_skill ? hitter->chosen_skill->skill : NULL,
1239  SK_EXP_TOTAL);
1240  } else {
1241  // Otherwise just credit the attacker directly, and give them the skill
1242  // if they don't already have it.
1243  change_exp(hitter, exp_to_drain/2,
1244  hitter->chosen_skill ? hitter->chosen_skill->skill : NULL,
1246  }
1247 
1248  // Nominal 1 point of damage, so that if you have a pure drain attack it is
1249  // still considered successful and you get the messages for a drain attack
1250  // rather than for a miss.
1251  return 1;
1252 }
1253 
1270 static int hit_with_one_attacktype(object *op, object *hitter, int dam, uint32_t attacknum) {
1271  int doesnt_slay = 1;
1272  char name_hitter[MAX_BUF], name_op[MAX_BUF];
1273 
1274  /* Catch anyone that may be trying to send us a bitmask instead of the number */
1275  if (attacknum >= NROFATTACKS) {
1276  LOG(llevError, "hit_with_one_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1277  return 0;
1278  }
1279 
1280  if (dam < 0) {
1281  LOG(llevError, "hit_with_one_attacktype called with negative damage: %d\n", dam);
1282  return 0;
1283  }
1284 
1285  /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1286  * people can't mess with that or it otherwise get confused. */
1287  if (attacknum == ATNR_INTERNAL)
1288  return dam;
1289 
1290  if (hitter->slaying) {
1291  // Look for the race as one of many that can be listed.
1292  if ((op->race != NULL && strstr(op->race, hitter->slaying))
1293  /*
1294  * Since we can do multiple races, we should be able to avoid the arch check.
1295  * This gives a more flexible race system, so skeletal mages can be a type of skeleton and such
1296  || (op->arch && op->arch->name != NULL && strstr(op->arch->name, hitter->slaying))
1297  */) {
1298  doesnt_slay = 0;
1299  dam *= 3;
1300  }
1301  }
1302 
1303  /* Adjust the damage for resistance. Note that neg. values increase damage. */
1304  /*
1305  * Skip lifestealing here, because it undergoes a more specific resistance scaling
1306  * in its own section that involves the better of drain/life stealing resistance
1307  *
1308  * Neila Hawkins 2018-05-31
1309  */
1310  if (attacknum != ATNR_LIFE_STEALING && op->resist[attacknum]) {
1311  /* basically: dam = dam*(100-op->resist[attacknum])/100;
1312  * in case 0>dam>1, we try to "simulate" a float value-effect */
1313  dam *= (100-op->resist[attacknum]);
1314  if (dam >= 100)
1315  dam /= 100;
1316  else
1317  dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1318  }
1319 
1320  /* Special hack. By default, if immune to something, you
1321  * shouldn't need to worry. However, acid is an exception, since
1322  * it can still damage your items. Only include attacktypes if
1323  * special processing is needed */
1324 
1325  if (op->resist[attacknum] >= 100
1326  && doesnt_slay
1327  && attacknum != ATNR_ACID)
1328  return 0;
1329 
1330  /* Keep this in order - makes things easier to find */
1331 
1332  switch (attacknum) {
1333  case ATNR_PHYSICAL:
1334  /* here also check for diseases */
1336  break;
1337 
1338  /* Don't need to do anything for:
1339  magic,
1340  fire,
1341  electricity,
1342  cold */
1343 
1344  case ATNR_CONFUSION:
1345  case ATNR_POISON:
1346  case ATNR_SLOW:
1347  case ATNR_PARALYZE:
1348  case ATNR_FEAR:
1349  case ATNR_CANCELLATION:
1350  case ATNR_DEPLETE:
1351  case ATNR_BLIND: {
1352  /* chance for inflicting a special attack depends on the
1353  * difference between attacker's and defender's level
1354  */
1355  int level_diff = MIN(110, MAX(0, op->level-hitter->level));
1356 
1357  /* First, only creatures/players with speed can be affected.
1358  * Second, just getting hit doesn't mean it always affects
1359  * you. Third, you still get a saving through against the
1360  * effect.
1361  */
1362  if (op->speed
1363  && (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER)
1364  && !(rndm(0, (attacknum == ATNR_SLOW ? 6 : 3)-1))
1365  && !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1366  /* Player has been hit by something */
1367  if (attacknum == ATNR_CONFUSION)
1368  confuse_living(op, hitter, dam);
1369  else if (attacknum == ATNR_POISON)
1370  poison_living(op, hitter, dam);
1371  else if (attacknum == ATNR_SLOW)
1372  slow_living(op, hitter, dam);
1373  else if (attacknum == ATNR_PARALYZE)
1374  paralyze_living(op, dam);
1375  else if (attacknum == ATNR_FEAR)
1377  else if (attacknum == ATNR_CANCELLATION)
1378  cancellation(op);
1379  else if (attacknum == ATNR_DEPLETE)
1380  drain_stat(op);
1381  else if (attacknum == ATNR_BLIND
1382  && !QUERY_FLAG(op, FLAG_UNDEAD)
1384  blind_living(op, hitter, dam);
1385  }
1386  dam = 0; /* These are all effects and don't do real damage */
1387  }
1388  break;
1389 
1390  case ATNR_ACID: {
1391  int flag = 0;
1392 
1393  /* Items only get corroded if you're not on a battleground and
1394  * if your acid resistance is below 50%. */
1395  if (!op_on_battleground(op, NULL, NULL, NULL)
1396  && (op->resist[ATNR_ACID] < 50)) {
1397  FOR_INV_PREPARE(op, tmp) {
1398  if (tmp->invisible)
1399  continue;
1400  if (!QUERY_FLAG(tmp, FLAG_APPLIED)
1401  || (tmp->resist[ATNR_ACID] >= 10))
1402  /* >= 10% acid res. on itmes will protect these */
1403  continue;
1404  if (!(tmp->material&M_IRON))
1405  continue;
1406  if (tmp->magic < -4) /* Let's stop at -5 */
1407  continue;
1408  if (tmp->type == RING
1409  /* removed boots and gloves from exclusion list in PR */
1410  || tmp->type == GIRDLE
1411  || tmp->type == AMULET
1412  || tmp->type == WAND
1413  || tmp->type == ROD)
1414  continue; /* To avoid some strange effects */
1415 
1416  /* High damage acid has better chance of corroding objects */
1417  if (rndm(0, dam+4) > random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1418  if (op->type == PLAYER) {
1419  /* Make this more visible */
1420  query_name(hitter, name_hitter, MAX_BUF);
1421  query_name(tmp, name_op, MAX_BUF);
1424  "The %s's acid corrodes your %s!",
1425  name_hitter, name_op);
1426  }
1427  flag = 1;
1428  tmp->magic--;
1429  if (op->type == PLAYER)
1431  }
1432  } FOR_INV_FINISH();
1433  if (flag)
1434  fix_object(op); /* Something was corroded */
1435  }
1436  }
1437  break;
1438 
1439  case ATNR_DRAIN:
1440  return hit_with_drain(op, hitter, dam);
1441 
1442  case ATNR_TURN_UNDEAD: {
1443  if (QUERY_FLAG(op, FLAG_UNDEAD)) {
1444  object *owner = object_get_owner(hitter) == NULL ? hitter : object_get_owner(hitter);
1445  const object *god = find_god(determine_god(owner));
1446  int div = 1;
1447 
1448  /* if undead are not an enemy of your god, you turn them
1449  * at half strength */
1450  if (!god
1451  || !god->slaying
1452  || strstr(god->slaying, undead_name) == NULL)
1453  div = 2;
1454 
1455  /* The previous code was highly suspect - resist turn undead/100 would
1456  * at best give a bonus of 1 - increase that to resist turn undead/20 -
1457  * this gives a bit higher bonus. Also the bonus was added to the wrong
1458  * side of the equation, actually making it easier to turn creatures
1459  * if they had that resistance.
1460  */
1461  if ((op->level*div + (op->resist[ATNR_TURN_UNDEAD] / 20)) < (get_turn_bonus(owner->stats.Wis)+owner->level))
1462  scare_creature(op, owner);
1463  } else
1464  dam = 0; /* don't damage non undead - should we damage undead? */
1465  }
1466  break;
1467 
1468  case ATNR_DEATH:
1469  deathstrike_living(op, hitter, &dam);
1470  break;
1471 
1472  case ATNR_CHAOS:
1473  query_name(op, name_op, MAX_BUF);
1474  query_name(hitter, name_hitter, MAX_BUF);
1475  LOG(llevError, "%s was hit by %s with non-specific chaos.\n", name_op, name_hitter);
1476  dam = 0;
1477  break;
1478 
1479  case ATNR_COUNTERSPELL:
1480  dam = 0;
1481  /* While counterspell is handled separately and filtered out when it
1482  * moves, players can still step on a square that has an active
1483  * counterspell. When this happens, do no damage because counterspell
1484  * has no effect on anything but spells. */
1485  break;
1486 
1487  case ATNR_HOLYWORD: {
1488  /* This has already been handled by hit_player,
1489  * no need to check twice -- DAMN */
1490 
1491  object *owner = object_get_owner(hitter) == NULL ? hitter : object_get_owner(hitter);
1492 
1493  /* As with turn undead above, give a bonus on the saving throw */
1494  if (op->level+(op->resist[ATNR_HOLYWORD]/100) < owner->level+get_turn_bonus(owner->stats.Wis))
1495  scare_creature(op, owner);
1496  }
1497  break;
1498 
1499  case ATNR_LIFE_STEALING: {
1500  int new_hp;
1501  /* this is replacement to drain for players, instead of taking
1502  * exp it takes hp. It is geared for players, probably not
1503  * much use giving it to monsters
1504  *
1505  * life stealing doesn't do a lot of damage, but it gives the
1506  * damage it does do to the player. Given that,
1507  * it only does 1/30'th normal damage (hence the divide by
1508  * 3000). Wraith get 1/2 of the damage, and therefore divide
1509  * by 200. This number may need tweaking for game balance.
1510  */
1511 
1512  int dam_modifier = is_wraith_pl(hitter) ? 200 : 3000;
1513 
1514  /* You can't steal life from something undead or not alive. */
1515  if (op->type == GOLEM
1516  || (QUERY_FLAG(op, FLAG_UNDEAD))
1517  || !(QUERY_FLAG(op, FLAG_ALIVE))
1518  || (op->type == DOOR))
1519  return 0;
1520  /* If drain protection is higher than life stealing, use that */
1521  if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1522  dam = (dam*(100-op->resist[ATNR_DRAIN]))/dam_modifier;
1523  else
1524  dam = (dam*(100-op->resist[ATNR_LIFE_STEALING]))/dam_modifier;
1525  /* You die at -1 hp, not zero. */
1526  if (dam > op->stats.hp+1)
1527  dam = op->stats.hp+1;
1528  new_hp = hitter->stats.hp+dam;
1529  if (new_hp > hitter->stats.maxhp)
1530  new_hp = hitter->stats.maxhp;
1531  if (new_hp > hitter->stats.hp)
1532  hitter->stats.hp = new_hp;
1533 
1534  /* Wraith also get food through life stealing */
1535  if (is_wraith_pl(hitter)) {
1536  if (hitter->stats.food+dam >= MAX_FOOD)
1537  hitter->stats.food = MAX_FOOD;
1538  else
1539  hitter->stats.food += dam;
1540  fix_object(hitter);
1541  }
1542  }
1543  }
1544  return dam;
1545 }
1546 
1547 /*
1548  * This function is defined in party.c, but conditionally, something "make proto"
1549  * doesn't handle. So define it locally.
1550  */
1551 #ifdef PARTY_KILL_LOG
1552 void party_add_kill(partylist *party, const char *killer, const char *dead, long exp);
1553 #endif
1554 
1582 static int kill_object(object *op, int dam, object *hitter) {
1583  char kill_message[VERY_BIG_BUF];
1584  const char *skill;
1585  int maxdam = 0;
1586  int battleg = 0; /* true if op standing on battleground */
1587  int pk = 0; /* true if op and what controls hitter are both players*/
1588  object *owner = NULL;
1589  const object *skop = NULL;
1590 
1591  if (op->stats.hp >= 0)
1592  return -1;
1593 
1595  return 0;
1597 
1599 
1600  /* maxdam needs to be the amount of damage it took to kill
1601  * this creature. The function(s) that call us have already
1602  * adjusted the creatures HP total, so that is negative.
1603  */
1604  maxdam = dam+op->stats.hp+1;
1605 
1607  update_all_los(op->map, op->x, op->y); /* makes sure los will be recalculated */
1608 
1609  if (op->type == DOOR) {
1610  op->speed = 0.1;
1612  op->speed_left = -0.05;
1613  return maxdam;
1614  }
1615  if (QUERY_FLAG(op, FLAG_FRIENDLY) && op->type != PLAYER) {
1616  object *owner;
1617 
1619  owner = object_get_owner(op);
1620  if (owner != NULL
1621  && owner->type == PLAYER) {
1622  if (owner->contr->ranges[range_golem] == op) {
1623  owner->contr->ranges[range_golem] = NULL;
1624  owner->contr->golem_count = 0;
1625  }
1626 
1627  /*play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED, 0, 0);*/
1628  /* Maybe we should include the owner that killed this, maybe not */
1630  "Your pet, the %s, is killed by %s.",
1631  op->name, hitter->name);
1632  }
1633  /*
1634  * there can be items both friendly and without any owner, for instance
1635  * in various maps, so this isn't an error.
1636  else
1637  LOG(llevError, "BUG: hit_player(): Encountered golem without owner.\n");
1638  */
1639 
1640  object_remove(op);
1642  return maxdam;
1643  }
1644 
1645  /* Now lets start dealing with experience we get for killing something */
1646 
1647  owner = object_get_owner(hitter);
1648  if (owner == NULL)
1649  owner = hitter;
1650 
1651  /* is the victim (op) standing on battleground? */
1652  if (op_on_battleground(op, NULL, NULL, NULL))
1653  battleg = 1;
1654 
1655  /* is this player killing? -- Don't count it if you suicide, though. */
1656  if (op->type == PLAYER && owner->type == PLAYER && owner != op)
1657  pk = 1;
1658 
1659  /* Player killed something */
1660  if (owner->type == PLAYER) {
1661 
1662  /* Log players killing other players - makes it easier to detect
1663  * and filter out malicious player killers - that is why the
1664  * ip address is included.
1665  */
1666  if (op->type == PLAYER && !battleg) {
1667  time_t t = time(NULL);
1668  struct tm *tmv;
1669  char buf[256];
1670  char name[MAX_BUF];
1671 
1672  tmv = localtime(&t);
1673  strftime(buf, sizeof(buf), "%a %b %d %H:%M:%S %Y", tmv);
1675 
1676  LOG(llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, owner->name, owner->contr->socket->host, name);
1677  }
1678 
1679  /* try to filter some things out - basically, if you are
1680  * killing a level 1 creature and your level 20, you
1681  * probably don't want to see that.
1682  */
1683  if (owner->level < op->level*2 || op->stats.exp > 1000) {
1684  if (owner != hitter) {
1685  char killed[MAX_BUF], with[MAX_BUF];
1686 
1687  query_name(op, killed, MAX_BUF);
1688  query_name(hitter, with, MAX_BUF);
1690  "You killed %s with %s.",
1691  killed, with);
1692  } else {
1693  char killed[MAX_BUF];
1694 
1695  query_name(op, killed, MAX_BUF);
1697  "You killed %s.",
1698  killed);
1699  }
1700  }
1701 
1702  /* If a player kills another player, not on
1703  * battleground, the "killer" looses 1 luck. Since this is
1704  * not reversible, it's actually quite a pain IMHO. -AV
1705  * Fix bug in that we were changing the luck of the hitter, not
1706  * player that the object belonged to - so if you killed another player
1707  * with spells, pets, whatever, there was no penalty.
1708  * Changed to make luck penalty configurable in settings.
1709  *
1710  * Simplified comparison since pk is no longer set to 1 if self-kill
1711  * -- SilverNexus 2017-06-17+
1712  */
1713  if (pk == 1 && !battleg)
1715 
1716  /* This code below deals with finding the appropriate skill
1717  * to credit exp to. This is a bit problematic - we should
1718  * probably never really have to look at current_weapon->skill
1719  */
1720  skill = NULL;
1721  if (hitter->skill && hitter->type != PLAYER)
1722  skill = hitter->skill;
1723  else if (owner->chosen_skill) {
1724  skill = owner->chosen_skill->skill;
1725  skop = owner->chosen_skill;
1726  } else if (QUERY_FLAG(owner, FLAG_READY_WEAPON))
1727  skill = owner->current_weapon->skill;
1728  else
1729  LOG(llevError, "kill_object - unable to find skill that killed monster\n");
1730 
1731  /* We have the skill we want to credit to - now find the object this goes
1732  * to. Make sure skop is an actual skill, and not a skill tool!
1733  */
1734  if ((!skop || skop->type != SKILL) && skill) {
1735  skop = find_applied_skill_by_name(owner, skill);
1736  }
1737  } /* Was it a player that hit somethign */
1738  else {
1739  skill = NULL;
1740  }
1741 
1742  /* Pet (or spell) killed something. */
1743  if (owner != hitter) {
1744  char name_op[MAX_BUF], name_hitter[MAX_BUF];
1745  const char *owner_prefix;
1746  const char *op_prefix;
1747 
1748  owner_prefix = !battleg && pk && owner->contr != NULL && !owner->contr->peaceful ? "hostile " : "";
1749  op_prefix = !battleg && pk && op->contr != NULL && !op->contr->peaceful ? "hostile " : "";
1750 
1751  query_name(op, name_op, MAX_BUF);
1752  query_name(hitter, name_hitter, MAX_BUF);
1753  snprintf(kill_message, sizeof(kill_message), "%s%s killed %s%s with %s%s.", owner_prefix, owner->name, op_prefix, name_op, name_hitter, battleg ? " (duel)" : (pk ? " (pk)" : ""));
1754  } else {
1755  const char *hitter_prefix;
1756  const char *op_prefix;
1757 
1758  hitter_prefix = !battleg && pk && hitter->contr != NULL && !hitter->contr->peaceful ? "hostile " : "";
1759  op_prefix = !battleg && pk && op->contr != NULL && !op->contr->peaceful ? "hostile " : "";
1760 
1761  snprintf(kill_message, sizeof(kill_message), "%s%s killed %s%s%s%s.", hitter_prefix, hitter->name, op_prefix, op->name,
1762  (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1763  " in hand to hand combat" : "", battleg ? " (duel)" : (pk ? " (pk)" : ""));
1764  }
1765  /* These may have been set in the player code section above */
1766  if (!skop)
1767  skop = hitter->chosen_skill;
1768  if (!skill && skop)
1769  skill = skop->skill;
1770 
1772  kill_message);
1773  play_sound_map(SOUND_TYPE_HIT, op, 0, "kill");
1774 
1775 
1776  /* If you didn't kill yourself, and your not the wizard */
1777  if (owner != op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1778  int64_t exp;
1779 
1780  exp = calc_skill_exp(owner, op, skop);
1781 
1782  /* Really don't give much experience for killing other players */
1783  if (op->type == PLAYER) {
1784  if (battleg) {
1786  "Your foe has fallen!\nVICTORY!!!");
1787  } else {
1788  exp = settings.pk_max_experience_percent*exp/100;
1789  if (settings.pk_max_experience >= 0)
1790  exp = MIN(settings.pk_max_experience, exp);
1791  /* Never exceed what victim can lose considering permanent exp. */
1792  exp = check_exp_loss(op, exp);
1793  }
1794  }
1795 
1796  /* Don't know why this is set this way - doesn't make
1797  * sense to just divide everything by two for no reason.
1798  */
1799 
1800  if (!settings.simple_exp)
1801  exp = exp/2;
1802 
1803  /* if op is standing on "battleground" (arena), no way to gain
1804  * exp by killing him
1805  */
1806  if (battleg)
1807  exp = 0;
1808 
1809 #ifdef PARTY_KILL_LOG
1810  if (owner->type == PLAYER && owner->contr->party != NULL) {
1811  char name[MAX_BUF];
1812  char op_name[MAX_BUF];
1813 
1814  query_name(owner, name, MAX_BUF);
1815  query_name(op, op_name, sizeof(op_name));
1816  party_add_kill(owner->contr->party, name, op_name, exp);
1817  }
1818 #endif
1819  share_exp(owner, exp, skill, SK_EXP_TOTAL);
1820  } /* end if person didn't kill himself */
1821 
1822  if (op->type != PLAYER) {
1823  object_remove(op);
1825  /* Player has been killed! */
1826  } else {
1827  if (owner->type == PLAYER) {
1828  snprintf(op->contr->killer, BIG_NAME, "%s the %.*s", owner->name,
1829  int(sizeof(op->contr->killer) - strlen(owner->name) - 4), owner->contr->title);
1830  } else {
1831  strncpy(op->contr->killer, hitter->name, BIG_NAME);
1832  op->contr->killer[BIG_NAME-1] = '\0';
1833  }
1834  /* Need to run kill_player (just in case, make sure is not wiz) */
1835  if (!QUERY_FLAG(op, FLAG_WIZ))
1836  kill_player(op, owner->type == PLAYER ? owner : hitter);
1837  }
1838  /* This was return -1 - that doesn't seem correct - if we return -1, process
1839  * continues in the calling function.
1840  */
1841  return maxdam;
1842 }
1843 
1854 int friendly_fire(object *op, object *hitter) {
1855  object *owner;
1856  int friendlyfire;
1857 
1858  hitter = HEAD(hitter);
1859  friendlyfire = 0;
1860 
1861  if (op->type == PLAYER) {
1862  if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1863  return 1;
1864 
1865  owner = object_get_owner(hitter);
1866  if (owner != NULL) {
1867  if (owner->type == PLAYER && owner->contr->peaceful == 1)
1868  friendlyfire = 2;
1869  }
1870 
1871  if (hitter->type == SPELL
1872  || hitter->type == POISONING
1873  || hitter->type == DISEASE
1874  || hitter->type == RUNE)
1875  friendlyfire = 0;
1876  }
1877  return friendlyfire;
1878 }
1879 
1903 int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit) {
1904  int maxdam = 0, ndam = 0, magic = (type&AT_MAGIC);
1905  int maxattacktype, attacknum;
1906  int body_attack = op->head != NULL; /* Did we hit op's head? */
1907  int simple_attack;
1908  tag_t op_tag, hitter_tag;
1909  int rtn_kill = 0;
1910  int friendlyfire;
1911  object *owner;
1912 
1913  if (events_execute_object_event(op, EVENT_ATTACKED, hitter, hitter->current_weapon ? hitter->current_weapon : hitter, NULL, SCRIPT_FIX_ALL) != 0)
1914  return 0;
1916  if (events_execute_object_event(inv, EVENT_ATTACKED, hitter, hitter->current_weapon ? hitter->current_weapon : hitter, NULL, SCRIPT_FIX_ALL) != 0)
1917  return 0;
1918  FOR_INV_FINISH();
1919 
1920  if (get_attack_mode(&op, &hitter, &simple_attack))
1921  return 0;
1922 
1923  /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1925  return 0;
1926 
1927  op_tag = op->count;
1928  hitter_tag = hitter->count;
1929 
1930  if (body_attack) {
1931  /* slow and paralyze must hit the head. But we don't want to just
1932  * return - we still need to process other attacks the spell still
1933  * might have. So just remove the paralyze and slow attacktypes,
1934  * and keep on processing if we have other attacktypes.
1935  * return if only magic or nothing is left - under normal code
1936  * we don't attack with pure magic if there is another attacktype.
1937  * Only do processing if the initial attacktype includes one of those
1938  * attack so we don't cancel out things like magic bullet.
1939  */
1940  if (type&(AT_PARALYZE|AT_SLOW)) {
1941  type &= ~(AT_PARALYZE|AT_SLOW);
1942  if (!type || type == AT_MAGIC)
1943  return 0;
1944  }
1945  }
1946 
1947  if (!simple_attack && op->type == DOOR) {
1948  object *tmp;
1949 
1951  if (tmp != NULL) {
1953  if (object_was_destroyed(hitter, hitter_tag)
1954  || object_was_destroyed(op, op_tag)
1955  || abort_attack(op, hitter, simple_attack))
1956  return 0;
1957  }
1958  }
1959 
1960  if (!QUERY_FLAG(op, FLAG_ALIVE) || op->stats.hp < 0) {
1961  /* FIXME: If a player is killed by a rune in a door, the
1962  * object_was_destroyed() check above doesn't return, and might get here.
1963  */
1964  LOG(llevDebug, "victim (arch %s, name %s) already dead in hit_player()\n", op->arch->name, op->name);
1965  return 0;
1966  }
1967 
1968 #ifdef ATTACK_DEBUG
1969  LOG(llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1970 #endif
1971 
1972  if (magic) {
1973  /* basically: dam = dam*(100-op->resist[attacknum])/100;
1974  * in case 0>dam>1, we try to "simulate" a float value-effect */
1975  dam = dam*(100-op->resist[ATNR_MAGIC]);
1976  if (dam >= 100)
1977  dam /= 100;
1978  else
1979  dam = (dam > (rndm(0, 99))) ? 1 : 0;
1980  }
1981 
1982  /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1983  * We don't use shuffle_attack(), because that changes the it in the
1984  * creature structure, and thus is permanent until fix_object() is
1985  * called again. Chaos should change on each attack.
1986  */
1987  if (type&AT_CHAOS) {
1988  type = ATTACKS[RANDOM()%(sizeof(ATTACKS)/sizeof(*ATTACKS))].attacktype|AT_MAGIC;
1989  }
1990 
1991  /* Holyword is really an attacktype modifier (like magic is). If
1992  * holyword is part of an attacktype, then make sure the creature is
1993  * a proper match, otherwise no damage.
1994  */
1995  if (type&AT_HOLYWORD) {
1996  const object *god;
1997 
1998  if ((!hitter->slaying || (!(op->race && strstr(hitter->slaying, op->race))
1999  && !(op->name && strstr(hitter->slaying, op->name))))
2000  && (!QUERY_FLAG(op, FLAG_UNDEAD) || (hitter->title != NULL
2001  && (god = find_god(determine_god(hitter))) != NULL
2002  && god->race != NULL
2003  && strstr(god->race, undead_name) != NULL)))
2004  return 0;
2005  }
2006 
2007  maxattacktype = type; /* initialize this to something */
2008  for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) {
2009  int attacktype;
2010 
2011  attacktype = 1<<attacknum;
2012 
2013  /* Magic isn't really a true attack type - it gets combined with other
2014  * attack types. As such, skip it over. However, if magic is
2015  * the only attacktype in the group, then still attack with it
2016  */
2017  if (attacktype == AT_MAGIC && (type&~AT_MAGIC))
2018  continue;
2019 
2020  /* Go through and hit the player with each attacktype, one by one.
2021  * hit_with_one_attacktype only figures out the damage, doesn't inflict
2022  * it. It will do the appropriate action for attacktypes with
2023  * effects (slow, paralization, etc.
2024  */
2025  if (type&attacktype) {
2026  ndam = hit_with_one_attacktype(op, hitter, dam, attacknum);
2027  /* the >= causes us to prefer messages from special attacks, if
2028  * the damage is equal.
2029  */
2030  if (ndam >= maxdam) {
2031  maxdam = ndam;
2032  maxattacktype = 1<<attacknum;
2033  }
2034  /* Special case: death attack always deals all damage, as it should kill the monster
2035  * right away. */
2036  if (attacktype == AT_DEATH && ndam > 0)
2037  full_hit = 1;
2038  }
2039  }
2040 
2041 
2042  /* if this is friendly fire then do a set % of damage only
2043  * Note - put a check in to make sure this attack is actually
2044  * doing damage - otherwise, the +1 in the coe below will make
2045  * an attack do damage before when it otherwise didn't
2046  * Only reduce damage if not on battlground - if in arena, do
2047  * full damage. Note that it is intentional that the check for
2048  * battleground is inside the friendlyfire if statement - op_on_battleground()
2049  * is a fairly costly function to call, and we don't want to call it for
2050  * every attack - by doing it only for friendlyfire, it shouldn't get called
2051  * that often
2052  */
2053  friendlyfire = friendly_fire(op, hitter);
2054  if (friendlyfire && maxdam) {
2055  if (!op_on_battleground(op, NULL, NULL, NULL)) {
2056  maxdam = ((dam*settings.set_friendly_fire)/100)+1;
2057 #ifdef ATTACK_DEBUG
2058  LOG(llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", friendlyfire, settings.set_friendly_fire, dam, maxdam);
2059 #endif
2060  }
2061  }
2062 
2063  if (!full_hit) {
2064  archetype *at;
2065  unsigned int area = 0;
2066  for (at = op->arch; at != NULL; at = at->more)
2067  area++;
2068 
2069  /* basically: maxdam /= area; we try to "simulate" a float
2070  value-effect */
2071  unsigned int remainder = 100*(maxdam%area)/area;
2072  maxdam /= area;
2073  if (RANDOM()%100 < remainder)
2074  maxdam++;
2075  }
2076 
2077 #ifdef ATTACK_DEBUG
2078  LOG(llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
2079 #endif
2080 
2081  owner = object_get_owner(hitter);
2082  if (owner != NULL) {
2083  if (op->enemy != hitter)
2084  object_set_enemy(op, owner);
2085  } else if (QUERY_FLAG(hitter, FLAG_ALIVE))
2086  if (op->enemy == NULL || rndm(1, 20) == 0)
2088 
2089  if (QUERY_FLAG(op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
2090  /* The unaggressives look after themselves 8) */
2093  }
2094 
2095  if (magic && did_make_save(op, op->level, 0))
2096  maxdam = maxdam/2;
2097 
2098  attack_message(maxdam, maxattacktype, op, hitter);
2099 
2100  op->stats.hp -= maxdam;
2101 
2102  /* Eneq(@csd.uu.se): Check to see if monster runs away. */
2103  if (op->stats.hp >= 0
2104  && (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER)
2105  && op->stats.hp < (int16_t)((int32_t)op->run_away * op->stats.maxhp / 100)) {
2106  if (QUERY_FLAG(op, FLAG_MONSTER))
2108  else
2110  }
2111 
2112  if (QUERY_FLAG(op, FLAG_TEAR_DOWN)) {
2113  if (maxdam)
2114  tear_down_wall(op);
2115  return maxdam; /* nothing more to do for wall */
2116  }
2117 
2118  /* See if the creature has been killed */
2119  rtn_kill = kill_object(op, maxdam, hitter);
2120 
2121  // If the attacker has one_hit, it dies after attacking.
2122  // This used to be part of the ghosthit attacktype, but is now a separate
2123  // flag. Note that the attacker is removed whether or not it killed (or
2124  // even damaged) the target.
2125  if (QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
2130  }
2131 
2132  // Target is dead? Nothing else to do.
2133  if (rtn_kill != -1)
2134  return rtn_kill;
2135 
2136  // If it survived, handle splitting monsters here.
2138  change_object(op);
2139  }
2140 
2141  return maxdam;
2142 }
2143 
2154 static void poison_living(object *op, object *hitter, int dam) {
2155  archetype *at = find_archetype("poisoning");
2156  if (at == NULL) {
2157  return;
2158  }
2159  object *tmp = arch_present_in_ob(at, op);
2160  const char *skill;
2161 
2162  if (tmp == NULL) {
2163  tmp = arch_to_object(at);
2164  if (tmp == NULL)
2165  LOG(llevError, "Failed to clone arch poisoning.\n");
2166  else {
2168  /* peterm: give poisoning some teeth. It should
2169  * be able to kill things better than it does:
2170  * damage should be dependent something--I choose to
2171  * do this: if it's a monster, the damage from the
2172  * poisoning goes as the level of the monster/2.
2173  * If anything else, goes as damage.
2174  */
2175 
2177  tmp->stats.dam += hitter->level/2;
2178  else
2179  tmp->stats.dam = dam;
2180 
2181  object_copy_owner(tmp, hitter); /* so we get credit for poisoning kills */
2182  skill = hitter->skill;
2183  if (!skill && hitter->chosen_skill)
2184  skill = hitter->chosen_skill->name;
2185 
2186  if (skill && skill != tmp->skill) {
2187  if (tmp->skill)
2188  free_string(tmp->skill);
2189  tmp->skill = add_refcount(skill);
2190  }
2191 
2192  tmp->stats.food += dam; /* more damage, longer poisoning */
2193 
2194  if (op->type == PLAYER) {
2195  /* player looses stats, maximum is -10 of each */
2196  tmp->stats.Con = MAX(-(dam/4+1), -10);
2197  tmp->stats.Str = MAX(-(dam/3+2), -10);
2198  tmp->stats.Dex = MAX(-(dam/6+1), -10);
2199  tmp->stats.Int = MAX(-dam/7, -10);
2201  fix_object(op);
2204  "You suddenly feel very ill.");
2205  }
2206  if (hitter->type == PLAYER)
2209  "You poison %s.",
2210  op->name);
2211  else {
2212  object *owner;
2213 
2214  owner = object_get_owner(hitter);
2215  if (owner != NULL && owner->type == PLAYER)
2216  draw_ext_info_format(NDI_UNIQUE, 0, owner,
2218  "Your %s poisons %s.",
2219  hitter->name, op->name);
2220  }
2221  tmp->speed_left = 0;
2222  }
2223  } else
2224  tmp->stats.food++;
2225 }
2226 
2227 int slow_living_by(object *op, const int speed_penalty) {
2228  archetype *at = find_archetype("slowness");
2229  if (at == NULL) {
2230  return 0;
2231  }
2232  object* tmp = arch_present_in_ob(at, op);
2233  int ret;
2234  if (tmp == NULL) {
2235  tmp = arch_to_object(at);
2236  tmp->stats.exp = -speed_penalty;
2238  ret = 1;
2239  }
2240  // If we are hitting for more intense slowness, override the old one.
2241  else if (tmp->stats.exp > -speed_penalty) {
2242  tmp->stats.exp = -speed_penalty;
2243  tmp->stats.food -= 3; // But also reduce the duration to compensate.
2244  ret = 2;
2245  } else {
2246  tmp->stats.food++;
2247  ret = 3;
2248  }
2250  tmp->speed_left = 0;
2251  fix_object(op);
2252  return ret;
2253 }
2254 
2266 static void slow_living(object *op, object *hitter, int dam) {
2267  // Used to calculate the speed penalty of the slow attempt
2268  int speed_penalty;
2269  (void)dam;
2270 
2276  // Higher level slow effects make you slower.
2277  speed_penalty = hitter->level - op->level + random_roll(1, 5, hitter, PREFER_LOW);
2278  // Resistance to slow will also affect how much you are slowed by.
2279  speed_penalty = speed_penalty * (100-op->resist[ATNR_SLOW]) / 100;
2280  // Make sure we actually have a penalty amount. We can assume that op is not immune in this method.
2281  if (speed_penalty < 1)
2282  speed_penalty = 1;
2283  else if (speed_penalty > 30) // Data barrier for stats.exp is 127, but that is huge slowness. Pick something less than that.
2284  speed_penalty = 30;
2285  switch (slow_living_by(op, speed_penalty)) {
2286  case 1:
2289  "The world suddenly moves very fast!");
2290  break;
2291  case 2:
2294  "The world moves even faster!");
2295  break;
2296 
2297  }
2298 }
2299 
2311 void confuse_living(object *op, object *hitter, int dam) {
2312  object *tmp;
2313  int maxduration;
2314  (void)hitter;
2315  (void)dam;
2316 
2317  tmp = object_present_in_ob_by_name(FORCE, "confusion", op);
2318  if (!tmp) {
2321  }
2324 
2325  /* Duration added per hit and max. duration of confusion both depend
2326  * on the player's resistance
2327  */
2328  tmp->speed = 0.05;
2329  tmp->subtype = FORCE_CONFUSION;
2330  tmp->duration = 8+MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
2331  if (tmp->name)
2332  free_string(tmp->name);
2333  tmp->name = add_string("confusion");
2334  maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
2335  if (tmp->duration > maxduration)
2336  tmp->duration = maxduration;
2337 
2338  if (op->type == PLAYER && !QUERY_FLAG(op, FLAG_CONFUSED))
2340  "You suddenly feel very confused!");
2342 }
2343 
2354 void blind_living(object *op, object *hitter, int dam) {
2355  object *tmp, *owner;
2356  char victim[MAX_BUF];
2357 
2358  /* Save some work if we know it isn't going to affect the player */
2359  if (op->resist[ATNR_BLIND] == 100)
2360  return;
2361 
2363  if (!tmp) {
2364  tmp = create_archetype("blindness");
2367  /* use floats so we don't lose too much precision due to rounding errors.
2368  * speed is a float anyways.
2369  */
2370  tmp->speed = tmp->speed*(100.0-(float)op->resist[ATNR_BLIND])/100;
2371 
2373  change_abil(op, tmp); /* Mostly to display any messages */
2374  fix_object(op); /* This takes care of some other stuff */
2375 
2376  owner = object_get_owner(hitter);
2377  if (owner == NULL)
2378  owner = hitter;
2379 
2382  "Your attack blinds %s!",
2383  victim);
2384  }
2385  tmp->stats.food += dam;
2386  if (tmp->stats.food > 10)
2387  tmp->stats.food = 10;
2388 }
2389 
2398 void paralyze_living(object *op, int dam) {
2399  float effect, max;
2400 
2401  /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2402  effect = (float)dam*3.0*(100.0-op->resist[ATNR_PARALYZE])/100;
2403 
2404  if (effect == 0)
2405  return;
2406 
2407  op->speed_left -= FABS(op->speed)*effect;
2408 
2409  /* max number of ticks to be affected for. */
2410  max = (100-op->resist[ATNR_PARALYZE])/2;
2411  if (op->speed_left < -(FABS(op->speed)*max))
2412  op->speed_left = (float)-(FABS(op->speed)*max);
2413  // Set a paralyze flag and print a message to a player if the flag isn't set;
2414  // this tells the player that he/she has been hit by a paralysis attack.
2415  if (!QUERY_FLAG(op, FLAG_PARALYZED)) {
2417  if (op->type == PLAYER)
2419  "You limbs stop moving!");
2420  }
2421  /* If the flag is already set, then the paralysis is merely extended.
2422  * At this point, we do nothing.
2423  * It may be worthwhile to give players another message on paralysis extensions.
2424  *
2425  * Neila Hawkins 2017-08-22
2426  */
2427 }
2428 
2449 static void deathstrike_living(object *op, object *hitter, int *dam) {
2450  int atk_lev, def_lev, kill_lev, lev_mult = 1;
2451 
2452  if (hitter->slaying) {
2453  if (!((QUERY_FLAG(op, FLAG_UNDEAD) && strstr(hitter->slaying, undead_name))
2454  || (op->race && strstr(op->race, hitter->slaying))))
2455  {
2456  *dam = 0; // Don't do damage if we aren't deathstriking them.
2457  return;
2458  }
2459  // Multiply the attacker level by 3 when doing a slaying effect.
2460  lev_mult = 3;
2461  } else
2462  if (QUERY_FLAG(op, FLAG_UNDEAD))
2463  {
2464  *dam = 0; // Don't do damage if we aren't deathstriking them.
2465  return;
2466  }
2467 
2468  def_lev = op->level;
2469  if (def_lev < 1) {
2470  LOG(llevError, "deathstrike_living: arch %s (%s in %s at %d, %d) has level < 1\n", op->arch->name, op->name, op->map->name, op->x, op->y);
2471  def_lev = 1;
2472  }
2473  /*
2474  * Redo this calculation -- you could essentially only kill creatures less than half your level,
2475  * making death extremely weak at high levels.
2476  * Refactoring to use a d150 roll with a fairly high DC (still dependent on level)
2477  * Also, toss in a resistance-based hit modifier.
2478  * Higher resistance requires higher levels in order to kill with a death attack.
2479  *
2480  * Neila Hawkins 2018-05-21
2481  */
2482  atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level);
2483  /* LOG(llevDebug, "Deathstrike - attack level %d, defender level %d\n", atk_lev, def_lev); */
2484 
2485  // If we have a slaying attribute, we triple the level difference.
2486  // Since the calculation is balanced to only work at or above level parity for the attacker,
2487  // the more strong negatives this would also produce become irrelevant.
2488  // After that, apply a resistance multiplier to the result. Death resistance is a linear scale
2489  // for the level difference. Thus death vulnerability does not incur a chance
2490  // at lower levels than otherwise, but does increase the chance once the level is met.
2491  kill_lev = (atk_lev - def_lev) * lev_mult * (100 - op->resist[ATNR_DEATH]) / 100;
2492 
2493  // Use 150 as a kill for same level and no resistance; that's 0.67% + 0.67%/level
2494  kill_lev += random_roll(1, 150, hitter, PREFER_HIGH) - 149;
2495 
2496  // If we hit, then kill them. Otherwise, damage is 0.
2497  if (kill_lev > 0) {
2498  *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2499  /* I think this doesn't really do much. Because of
2500  * integer rounding, this only makes any difference if the
2501  * attack level is double the defender level.
2502  */
2503  *dam *= kill_lev/def_lev;
2504  }
2505  else {
2506  *dam = 0; /* no harm done */
2507  }
2508 }
2509 
2522 static void thrown_item_effect(object *hitter, object *victim) {
2523  if (!QUERY_FLAG(hitter, FLAG_ALIVE)) {
2524  /* May not need a switch for just 2 types, but this makes it
2525  * easier for expansion.
2526  */
2527  switch (hitter->type) {
2528  case POTION:
2529  /* should player get a save throw instead of checking magic protection? */
2532  && (victim->resist[ATNR_MAGIC] < 60))
2533  (void)ob_apply(hitter, victim, 0);
2534  break;
2535 
2536  case POISON: /* poison drinks */
2537  /* As with potions, should monster get a save? */
2540  && (victim->resist[ATNR_POISON] < 60))
2541  (void)ob_apply(victim, hitter, 0);
2542  break;
2543 
2544  /* Removed case statements that did nothing.
2545  * food may be poisonous, but monster must be willing to eat it,
2546  * so we don't handle it here.
2547  * Containers should perhaps break open, but that code was disabled.
2548  */
2549  }
2550  }
2551 }
2552 
2562 static int adj_attackroll(object *hitter, object *target) {
2563  object *attacker = hitter;
2564  int adjust = 0;
2565 
2566  /* safety */
2567  if (!target || !hitter || !hitter->map || !target->map || !on_same_map(hitter, target)) {
2568  LOG(llevError, "BUG: adj_attackroll(): hitter and target not on same map\n");
2569  return 0;
2570  }
2571 
2572  /* aimed missiles use the owning object's sight */
2573  if (is_aimed_missile(hitter)) {
2574  attacker = object_get_owner(hitter);
2575  if (attacker == NULL)
2576  attacker = hitter;
2577  /* A player who saves but hasn't quit still could have objects
2578  * owned by him - need to handle that case to avoid crashes.
2579  */
2580  if (QUERY_FLAG(attacker, FLAG_REMOVED))
2581  attacker = hitter;
2582  } else if (!QUERY_FLAG(hitter, FLAG_ALIVE))
2583  return 0;
2584 
2585  /* determine the condtions under which we make an attack.
2586  * Add more cases, as the need occurs. */
2587 
2588  if (!monster_can_see_enemy(attacker, target)) {
2589  /* target is unseen */
2590  if (target->invisible || QUERY_FLAG(attacker, FLAG_BLIND))
2591  adjust -= 10;
2592  /* dark map penalty for the hitter, though xray can help for a player */
2593  else if (target->map && target->map->darkness > 0 && !monster_stand_in_light(target) && (hitter->type != PLAYER || !player_can_view(hitter, target)))
2594  adjust -= target->map->darkness;
2595  }
2596 
2597  if (QUERY_FLAG(attacker, FLAG_SCARED))
2598  adjust -= 3;
2599 
2600  if (QUERY_FLAG(target, FLAG_UNAGGRESSIVE))
2601  adjust += 1;
2602 
2603  if (QUERY_FLAG(target, FLAG_SCARED))
2604  adjust += 1;
2605 
2606  if (QUERY_FLAG(attacker, FLAG_CONFUSED))
2607  adjust -= 3;
2608 
2609  /* if we attack at a different 'altitude' its harder
2610  * Note - only make this adjustment if the target actually
2611  * has a move type. Doors don't (they don't move), and
2612  * this would evaluate as true. If anything, something without
2613  * a move type should be easier to hit.
2614  */
2615  if (target->move_type && (attacker->move_type&target->move_type) == 0)
2616  adjust -= 2;
2617 
2618  return adjust;
2619 }
2620 
2629 static int is_aimed_missile(object *op) {
2630  /* I broke what used to be one big if into a few nested
2631  * ones so that figuring out the logic is at least possible.
2632  */
2633  if (op && (op->move_type&MOVE_FLYING)) {
2634  if (op->type == ARROW || op->type == THROWN_OBJ)
2635  return 1;
2636  else if (op->type == SPELL_EFFECT
2637  && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2638  return 1;
2639  }
2640  return 0;
2641 }
ATM_BLUD
#define ATM_BLUD
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Settings::casting_time
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def next
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did_make_save_item
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@ PLAYER
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EVENT_CONNECTOR
@ EVENT_CONNECTOR
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@ SYMPTOM
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@ SK_CLAWING
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#define FALSE
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@ TRAP
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@ SKILL
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@ SK_KARATE
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@ range_golem
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@ POISONING
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#define ATNR_HOLYWORD
Definition: attack.h:70
attack_ob
int attack_ob(object *op, object *hitter)
Definition: attack.cpp:937
sword_of_souls.killer
killer
Definition: sword_of_souls.py:3
hit_with_one_attacktype
static int hit_with_one_attacktype(object *op, object *hitter, int dam, uint32_t attacknum)
Definition: attack.cpp:1270
FLAG_ALIVE
#define FLAG_ALIVE
Definition: define.h:230
Settings::pk_max_experience
int64_t pk_max_experience
Definition: global.h:313
blind_living
void blind_living(object *op, object *hitter, int dam)
Definition: attack.cpp:2354
MSG_TYPE_ATTACK_DID_KILL
#define MSG_TYPE_ATTACK_DID_KILL
Definition: newclient.h:604
ATM_STAB
#define ATM_STAB
Definition: attack.h:36
ATNR_BLIND
#define ATNR_BLIND
Definition: attack.h:71
object::y
int16_t y
Definition: object.h:335
m
static event_registration m
Definition: citylife.cpp:425
AT_CHAOS
#define AT_CHAOS
Definition: attack.h:94
object_free_drop_inventory
void object_free_drop_inventory(object *ob)
Definition: object.cpp:1560
save_throw_object
void save_throw_object(object *op, uint32_t type, object *originator)
Definition: attack.cpp:202
object_update
void object_update(object *op, int action)
Definition: object.cpp:1434
object::contr
struct player * contr
Definition: object.h:284
PREFER_HIGH
#define PREFER_HIGH
Definition: define.h:563
FLAG_TEAR_DOWN
#define FLAG_TEAR_DOWN
Definition: define.h:279
object::chosen_skill
object * chosen_skill
Definition: object.h:396
SP_BULLET
#define SP_BULLET
Definition: spells.h:79
disinfect.map
map
Definition: disinfect.py:4
POISON
@ POISON
Definition: object.h:118
USING_SKILL
#define USING_SKILL(op, skill)
Definition: skills.h:85
object_find_by_type2
object * object_find_by_type2(const object *who, int type1, int type2)
Definition: object.cpp:4033
FLAG_WAS_WIZ
#define FLAG_WAS_WIZ
Definition: define.h:234
WEAP_CLEAVE
#define WEAP_CLEAVE
Definition: define.h:80
is_criminal
bool is_criminal(object *op)
Definition: player.cpp:312
Settings::pk_max_experience_percent
int pk_max_experience_percent
Definition: global.h:314
add_refcount
sstring add_refcount(sstring str)
Definition: shstr.cpp:210
free_no_drop
int free_no_drop(object *op)
Definition: time.cpp:565
adj_attackroll
static int adj_attackroll(object *hitter, object *target)
Definition: attack.cpp:2562
determine_god
const char * determine_god(object *op)
Definition: gods.cpp:55
freearr_y
short freearr_y[SIZEOFFREE]
Definition: object.cpp:305
MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START
Definition: newclient.h:554
ATM_SUFFER
#define ATM_SUFFER
Definition: attack.h:41
object_present_in_ob_by_name
object * object_present_in_ob_by_name(int type, const char *str, const object *op)
Definition: object.cpp:3199
MSG_TYPE_APPLY_SUCCESS
#define MSG_TYPE_APPLY_SUCCESS
Definition: newclient.h:592
query_name
void query_name(const object *op, char *buf, size_t size)
Definition: item.cpp:588
AT_COLD
#define AT_COLD
Definition: attack.h:80
POTION
@ POTION
Definition: object.h:116
FLAG_RUN_AWAY
#define FLAG_RUN_AWAY
Definition: define.h:280
Settings::set_friendly_fire
uint16_t set_friendly_fire
Definition: global.h:275
FLAG_KNOWN_CURSED
#define FLAG_KNOWN_CURSED
Definition: define.h:320
player::ranges
object * ranges[range_size]
Definition: player.h:116
check_physically_infect
void check_physically_infect(object *victim, object *hitter)
Definition: disease.cpp:663
calc_skill_exp
int64_t calc_skill_exp(const object *who, const object *op, const object *skill)
Definition: skill_util.cpp:667
sword_of_souls.victim
victim
Definition: sword_of_souls.py:12
add_string
sstring add_string(const char *str)
Definition: shstr.cpp:124
apply_anim_suffix
void apply_anim_suffix(object *who, const char *suffix)
Definition: anim.cpp:150
FOR_OB_AND_BELOW_FINISH
#define FOR_OB_AND_BELOW_FINISH()
Definition: define.h:754
HEAD
#define HEAD(op)
Definition: object.h:607
commit_crime
void commit_crime(object *op, const char *description)
Definition: player.cpp:307
MSG_TYPE_ATTACK_PET_DIED
#define MSG_TYPE_ATTACK_PET_DIED
Definition: newclient.h:605
ROD
@ ROD
Definition: object.h:114
CONTAINER
@ CONTAINER
Definition: object.h:236
object::move_type
MoveType move_type
Definition: object.h:436
WEAP_HIT
#define WEAP_HIT
Definition: define.h:77
FLAG_FREED
#define FLAG_FREED
Definition: define.h:233
hit_with_arrow
object * hit_with_arrow(object *op, object *victim)
Definition: attack.cpp:979
socket_struct::host
char * host
Definition: newserver.h:100
SCRIPT_FIX_ALL
#define SCRIPT_FIX_ALL
Definition: global.h:389
MSG_TYPE_ATTACK
#define MSG_TYPE_ATTACK
Definition: newclient.h:398
material.h
MOVE_FLYING
#define MOVE_FLYING
Definition: define.h:395
object_update_speed
void object_update_speed(object *op)
Definition: object.cpp:1349
FLAG_NO_DAMAGE
#define FLAG_NO_DAMAGE
Definition: define.h:356
slow_living_by
int slow_living_by(object *op, const int speed_penalty)
Definition: attack.cpp:2227
object::type
uint8_t type
Definition: object.h:348
INS_NO_MERGE
#define INS_NO_MERGE
Definition: object.h:580
FLAG_DAMNED
#define FLAG_DAMNED
Definition: define.h:317
living::dam
int16_t dam
Definition: living.h:46
ATNR_DRAIN
#define ATNR_DRAIN
Definition: attack.h:56
FLAG_PARALYZED
#define FLAG_PARALYZED
Definition: define.h:371
counterspell
void counterspell(object *op, int dir)
Definition: spell_effect.cpp:2909
UPD_FLAGS
#define UPD_FLAGS
Definition: newclient.h:304
FOR_INV_FINISH
#define FOR_INV_FINISH()
Definition: define.h:677
fix_stopped_item
void fix_stopped_item(object *op, mapstruct *map, object *originator)
Definition: time.cpp:495
GOLEM
@ GOLEM
Definition: object.h:150
change_exp
void change_exp(object *op, int64_t exp, const char *skill_name, int flag)
Definition: living.cpp:2168
fix_stopped_arrow
object * fix_stopped_arrow(object *op)
Definition: time.cpp:512
FLAG_UNAGGRESSIVE
#define FLAG_UNAGGRESSIVE
Definition: define.h:272
ATNR_COUNTERSPELL
#define ATNR_COUNTERSPELL
Definition: attack.h:68
say.max
dictionary max
Definition: say.py:148
ATM_PUNCH
#define ATM_PUNCH
Definition: attack.h:31
tag_t
uint32_t tag_t
Definition: object.h:14
archetype
Definition: object.h:483
ATNR_POISON
#define ATNR_POISON
Definition: attack.h:59
sproto.h
ARROW
@ ARROW
Definition: object.h:122
ATNR_DEATH
#define ATNR_DEATH
Definition: attack.h:66
MSG_TYPE_VICTIM_WAS_HIT
#define MSG_TYPE_VICTIM_WAS_HIT
Definition: newclient.h:640
FOR_OB_AND_BELOW_PREPARE
#define FOR_OB_AND_BELOW_PREPARE(op_)
Definition: define.h:750
GET_ANIM_ID
#define GET_ANIM_ID(ob)
Definition: global.h:165
random_roll
int random_roll(int min, int max, const object *op, int goodbad)
Definition: utils.cpp:42
RING
@ RING
Definition: object.h:190
materialtype_t::save
int8_t save[NROFATTACKS]
Definition: material.h:36
BLINDNESS
@ BLINDNESS
Definition: object.h:152
nlohmann::detail::void
j template void())
Definition: json.hpp:4099
NDI_BLACK
#define NDI_BLACK
Definition: newclient.h:231
FLAG_SPLITTING
#define FLAG_SPLITTING
Definition: define.h:266
object_insert_in_map_at
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Definition: object.cpp:2100
ATTACKS
Chaos_Attacks ATTACKS[22]
Definition: init.cpp:81
FLAG_MONSTER
#define FLAG_MONSTER
Definition: define.h:245
undead_name
const char * undead_name
Definition: init.cpp:125
FLAG_HITBACK
#define FLAG_HITBACK
Definition: define.h:267
get_attack_mode
static int get_attack_mode(object **target, object **hitter, int *simple_attack)
Definition: attack.cpp:688
P_OUT_OF_MAP
#define P_OUT_OF_MAP
Definition: map.h:247
env
static std::shared_ptr< inja::Environment > env
Definition: mapper.cpp:2168
MAX_BUF
#define MAX_BUF
Definition: define.h:35
blame
object * blame(object *op)
Definition: attack.cpp:176
is_wraith_pl
int is_wraith_pl(object *op)
Definition: player.cpp:173
create_archetype
object * create_archetype(const char *name)
Definition: arch.cpp:278
object_present_in_ob
object * object_present_in_ob(uint8_t type, const object *op)
Definition: object.cpp:3164
object::current_weapon
object * current_weapon
Definition: object.h:380
free_string
void free_string(sstring str)
Definition: shstr.cpp:280
RANDOM
#define RANDOM()
Definition: define.h:644
ATNR_FIRE
#define ATNR_FIRE
Definition: attack.h:51
thrown_item_effect
static void thrown_item_effect(object *, object *)
Definition: attack.cpp:2522
FOR_MAP_PREPARE
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Definition: define.h:723
FLAG_KNOWN_MAGICAL
#define FLAG_KNOWN_MAGICAL
Definition: define.h:319
change_abil
int change_abil(object *op, object *tmp)
Definition: living.cpp:394
OUT_OF_REAL_MAP
#define OUT_OF_REAL_MAP(M, X, Y)
Definition: map.h:215
attack_mess
attackmess_t attack_mess[NROFATTACKMESS][MAXATTACKMESS]
Definition: init.cpp:78
living::Wis
int8_t Wis
Definition: living.h:36
ATM_WRAITH_FEED
#define ATM_WRAITH_FEED
Definition: attack.h:42
attack_message
static void attack_message(int dam, int type, object *op, object *hitter)
Definition: attack.cpp:608
sounds.h
FLAG_REMOVED
#define FLAG_REMOVED
Definition: define.h:232
object_decrease_nrof
object * object_decrease_nrof(object *op, uint32_t i)
Definition: object.cpp:2672
monster_can_see_enemy
int monster_can_see_enemy(object *op, object *enemy)
Definition: monster.cpp:2782
FLAG_WIZ
#define FLAG_WIZ
Definition: define.h:231
llevInfo
@ llevInfo
Definition: logger.h:12
Floor.t
t
Definition: Floor.py:62
NDI_UNIQUE
#define NDI_UNIQUE
Definition: newclient.h:251
object::slaying
sstring slaying
Definition: object.h:327
MSG_TYPE_ATTACK_PET_HIT
#define MSG_TYPE_ATTACK_PET_HIT
Definition: newclient.h:602
AT_BLIND
#define AT_BLIND
Definition: attack.h:98
WEAP_BLUD
#define WEAP_BLUD
Definition: define.h:85
FLAG_FRIENDLY
#define FLAG_FRIENDLY
Definition: define.h:246
ATNR_CHAOS
#define ATNR_CHAOS
Definition: attack.h:67
EVENT_DEATH
#define EVENT_DEATH
Definition: events.h:25
object::name
sstring name
Definition: object.h:319
WEAP_STAB
#define WEAP_STAB
Definition: define.h:82
ATM_CLEAVE
#define ATM_CLEAVE
Definition: attack.h:34
AT_SLOW
#define AT_SLOW
Definition: attack.h:87
SK_PUNCHING
@ SK_PUNCHING
Definition: skills.h:36
WEAP_SLASH
#define WEAP_SLASH
Definition: define.h:78
AT_TURN_UNDEAD
#define AT_TURN_UNDEAD
Definition: attack.h:89
tear_down_wall
static void tear_down_wall(object *op)
Definition: attack.cpp:1114
WEAP_PIERCE
#define WEAP_PIERCE
Definition: define.h:79
SK_WRAITH_FEED
@ SK_WRAITH_FEED
Definition: skills.h:57
MSG_TYPE_VICTIM_WAS_PUSHED
#define MSG_TYPE_VICTIM_WAS_PUSHED
Definition: newclient.h:646
ATNR_DEPLETE
#define ATNR_DEPLETE
Definition: attack.h:65
get_map_flags
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.cpp:300
DISEASE
@ DISEASE
Definition: object.h:249
attacks
const char *const attacks[NROFATTACKS]
Definition: living.cpp:129
mapstruct
Definition: map.h:313
object::env
object * env
Definition: object.h:301
drain_stat
void drain_stat(object *op)
Definition: living.cpp:716
give.op
op
Definition: give.py:33
NDI_ALL
#define NDI_ALL
Definition: newclient.h:252
ATM_WHIP
#define ATM_WHIP
Definition: attack.h:37
monster_npc_call_help
void monster_npc_call_help(object *op)
Definition: monster.cpp:2012
WEAP_CRUSH
#define WEAP_CRUSH
Definition: define.h:84
AT_DEPLETE
#define AT_DEPLETE
Definition: attack.h:92
object::skill
sstring skill
Definition: object.h:329
find_archetype
archetype * find_archetype(const char *name)
Definition: assets.cpp:266
ATM_ELEC
#define ATM_ELEC
Definition: attack.h:25
ATM_CRUSH
#define ATM_CRUSH
Definition: attack.h:38
object_get_materialtype
static void object_get_materialtype(object *op, materialtype_t **mt)
Definition: attack.cpp:75
get_turn_bonus
int get_turn_bonus(int stat)
Definition: living.cpp:2374
change_luck
void change_luck(object *op, int value)
Definition: living.cpp:796
esrv_update_item
void esrv_update_item(int flags, object *pl, object *op)
Definition: main.cpp:359
did_make_save
int did_make_save(const object *op, int level, int bonus)
Definition: living.cpp:2282
SPELL_EFFECT
@ SPELL_EFFECT
Definition: object.h:220
attack_ob_simple
static int attack_ob_simple(object *op, object *hitter, int base_dam, int wc)
Definition: attack.cpp:767
ATNR_MAGIC
#define ATNR_MAGIC
Definition: attack.h:50
MSG_TYPE_ATTACK_FUMBLE
#define MSG_TYPE_ATTACK_FUMBLE
Definition: newclient.h:603
diamondslots.y
y
Definition: diamondslots.py:16
on_same_map
int on_same_map(const object *op1, const object *op2)
Definition: map.cpp:2628
CLEAR_FLAG
#define CLEAR_FLAG(xyz, p)
Definition: define.h:225
ob_apply
method_ret ob_apply(object *op, object *applier, int aflags)
Definition: ob_methods.cpp:44
hit_with_drain
static int hit_with_drain(object *op, object *hitter, int dam)
Definition: attack.cpp:1174
paralyze_living
void paralyze_living(object *op, int dam)
Definition: attack.cpp:2398
NUM_ANIMATIONS
#define NUM_ANIMATIONS(ob)
Definition: global.h:171
player_arrest
int player_arrest(object *who)
Definition: c_wiz.cpp:789
share_exp
void share_exp(object *op, int64_t exp, const char *skill, int flag)
Definition: living.cpp:2312
arch_to_object
object * arch_to_object(archetype *at)
Definition: arch.cpp:229
player::party
partylist * party
Definition: player.h:203
change_object
void change_object(object *op)
Definition: time.cpp:592
ATM_SLASH
#define ATM_SLASH
Definition: attack.h:32
make_face_from_files.int
int
Definition: make_face_from_files.py:32
IS_LIVE
#define IS_LIVE(op)
Definition: define.h:173
WEAP_SLICE
#define WEAP_SLICE
Definition: define.h:81
attackmess_t::level
int level
Definition: attack.h:119
UPD_NAME
#define UPD_NAME
Definition: newclient.h:307
AT_COUNTERSPELL
#define AT_COUNTERSPELL
Definition: attack.h:95
check_exp_loss
int64_t check_exp_loss(const object *op, int64_t exp)
Definition: living.cpp:2066
AT_ACID
#define AT_ACID
Definition: attack.h:82
draw_ext_info
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Definition: main.cpp:308
stop_item
object * stop_item(object *op)
Definition: time.cpp:455
AT_FEAR
#define AT_FEAR
Definition: attack.h:90
scare_creature
static void scare_creature(object *target, object *hitter)
Definition: attack.cpp:1163
process_object
void process_object(object *op)
Definition: time.cpp:796
object_remove
void object_remove(object *op)
Definition: object.cpp:1833
EVENT_ATTACKED
#define EVENT_ATTACKED
Definition: events.h:21
DOOR
@ DOOR
Definition: object.h:131
player_can_view
int player_can_view(object *pl, object *op)
Definition: player.cpp:4142
FLAG_UNPAID
#define FLAG_UNPAID
Definition: define.h:236
AT_CONFUSION
#define AT_CONFUSION
Definition: attack.h:81
SK_EXP_TOTAL
#define SK_EXP_TOTAL
Definition: skills.h:79
VERY_BIG_BUF
#define VERY_BIG_BUF
Definition: define.h:36
update_all_los
void update_all_los(const mapstruct *map, int x, int y)
Definition: los.cpp:595
object_copy_owner
void object_copy_owner(object *op, object *clone)
Definition: object.cpp:893
ATNR_COLD
#define ATNR_COLD
Definition: attack.h:53
AT_CANCELLATION
#define AT_CANCELLATION
Definition: attack.h:91
SK_EXP_ADD_SKILL
#define SK_EXP_ADD_SKILL
Definition: skills.h:78
player::socket
socket_struct * socket
Definition: player.h:107
materialtype_t
Definition: material.h:32
death_message.hitter
hitter
Definition: death_message.py:33
object::stats
living stats
Definition: object.h:378
player::title
char title[BIG_NAME]
Definition: player.h:184
put_in_icecube
static void put_in_icecube(object *op, object *originator)
Definition: attack.cpp:151
BIG_NAME
#define BIG_NAME
Definition: define.h:42
get_attack_message_for_attack_type
void get_attack_message_for_attack_type(int dam, uint8_t atm_type, const char *victim_name, char *buf1, char *buf2)
Definition: attack.cpp:538
freearr_x
short freearr_x[SIZEOFFREE]
Definition: object.cpp:299
EVENT_ATTACKS
#define EVENT_ATTACKS
Definition: events.h:22
FLAG_IS_LIGHTABLE
#define FLAG_IS_LIGHTABLE
Definition: define.h:278
AT_PARALYZE
#define AT_PARALYZE
Definition: attack.h:88
TRUE
#define TRUE
Definition: compat.h:11
ATM_COLD
#define ATM_COLD
Definition: attack.h:26
AT_HOLYWORD
#define AT_HOLYWORD
Definition: attack.h:97
SPELL
@ SPELL
Definition: object.h:219
AT_GHOSTHIT
#define AT_GHOSTHIT
Definition: attack.h:85
mapstruct::darkness
uint8_t darkness
Definition: map.h:334
FLAG_READY_WEAPON
#define FLAG_READY_WEAPON
Definition: define.h:334
EVENT_GKILL
#define EVENT_GKILL
Definition: events.h:42
MSG_TYPE_APPLY
#define MSG_TYPE_APPLY
Definition: newclient.h:397
ATM_CLAW
#define ATM_CLAW
Definition: attack.h:30
FLAG_CURSED
#define FLAG_CURSED
Definition: define.h:316
kill_object
static int kill_object(object *op, int dam, object *hitter)
Definition: attack.cpp:1582
altar_valkyrie.pl
pl
Definition: altar_valkyrie.py:28
ATNR_LIFE_STEALING
#define ATNR_LIFE_STEALING
Definition: attack.h:73
living.h
SP_EXPLOSION
#define SP_EXPLOSION
Definition: spells.h:80
kill_player
void kill_player(object *op, const object *killer)
Definition: player.cpp:3488
THROWN_OBJ
@ THROWN_OBJ
Definition: object.h:151
FLAG_SLEEP
#define FLAG_SLEEP
Definition: define.h:307
MSG_TYPE_ADMIN
#define MSG_TYPE_ADMIN
Definition: newclient.h:391
IS_ARROW
#define IS_ARROW(op)
Definition: define.h:178
ATM_DOOR
#define ATM_DOOR
Definition: attack.h:40
is_aimed_missile
static int is_aimed_missile(object *op)
Definition: attack.cpp:2629
FOR_INV_PREPARE
#define FOR_INV_PREPARE(op_, it_)
Definition: define.h:670
MAX_FOOD
static const int32_t MAX_FOOD
Definition: define.h:461
FORCE
@ FORCE
Definition: object.h:229
AT_DRAIN
#define AT_DRAIN
Definition: attack.h:83
poison_living
static void poison_living(object *op, object *hitter, int dam)
Definition: attack.cpp:2154
events_execute_global_event
void events_execute_global_event(int eventcode,...)
Definition: events.cpp:32
object_replace_insert_in_map
void object_replace_insert_in_map(const char *arch_string, object *op)
Definition: object.cpp:2593
llevDebug
@ llevDebug
Definition: logger.h:13
is_valid_types_gen.type
list type
Definition: is_valid_types_gen.py:25
FORCE_NAME
#define FORCE_NAME
Definition: spells.h:169
ATM_DRAIN
#define ATM_DRAIN
Definition: attack.h:24
give.name
name
Definition: give.py:27
ATNR_FEAR
#define ATNR_FEAR
Definition: attack.h:63
slow_living
static void slow_living(object *op, object *hitter, int dam)
Definition: attack.cpp:2266
AT_FIRE
#define AT_FIRE
Definition: attack.h:78
level
Definition: level.py:1
MSG_TYPE_APPLY_UNAPPLY
#define MSG_TYPE_APPLY_UNAPPLY
Definition: newclient.h:591