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/cvs/deliantra/server/server/attack.C
Revision: 1.10
Committed: Mon Sep 11 11:46:52 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +4 -1 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_attack_c =
4 root 1.10 * "$Id: attack.C,v 1.9 2006-09-10 15:59:57 root Exp $";
5 elmex 1.1 */
6 root 1.9
7 elmex 1.1 /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail to crossfire-devel@real-time.com
28     */
29     #include <assert.h>
30     #include <global.h>
31     #include <living.h>
32     #include <material.h>
33     #include <skills.h>
34    
35     #ifndef __CEXTRACT__
36 root 1.9 # include <sproto.h>
37 elmex 1.1 #endif
38    
39     #include <sounds.h>
40    
41 root 1.9 typedef struct att_msg_str
42     {
43 elmex 1.1 char *msg1;
44     char *msg2;
45     } att_msg;
46    
47     /*#define ATTACK_DEBUG*/
48    
49     /* cancels object *op. Cancellation basically means an object loses
50     * its magical benefits.
51     */
52 root 1.9 void
53     cancellation (object *op)
54 elmex 1.1 {
55 root 1.9 object *tmp;
56 elmex 1.1
57 root 1.9 if (op->invisible)
58     return;
59    
60     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61     {
62     /* Recur through the inventory */
63     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65     cancellation (tmp);
66     }
67     else if (FABS (op->magic) <= (rndm (0, 5)))
68     {
69     /* Nullify this object. This code could probably be more complete */
70     /* in what abilities it should cancel */
71     op->magic = 0;
72     CLEAR_FLAG (op, FLAG_DAMNED);
73     CLEAR_FLAG (op, FLAG_CURSED);
74     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76     if (op->env && op->env->type == PLAYER)
77     {
78     esrv_send_item (op->env, op);
79 root 1.5 }
80 elmex 1.1 }
81     }
82    
83    
84    
85     /* did_make_save_item just checks to make sure the item actually
86     * made its saving throw based on the tables. It does not take
87     * any further action (like destroying the item).
88     */
89    
90 root 1.9 int
91     did_make_save_item (object *op, int type, object *originator)
92     {
93     int i, roll, saves = 0, attacks = 0, number;
94     materialtype_t *mt;
95    
96     if (op->materialname == NULL)
97     {
98     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99     {
100     if (op->material & mt->material)
101     break;
102 elmex 1.1 }
103 root 1.9 }
104     else
105     mt = name_to_material (op->materialname);
106     if (mt == NULL)
107 elmex 1.1 return TRUE;
108 root 1.9 roll = rndm (1, 20);
109    
110     /* the attacktypes have no meaning for object saves
111     * If the type is only magic, don't adjust type - basically, if
112     * pure magic is hitting an object, it should save. However, if it
113     * is magic teamed with something else, then strip out the
114     * magic type, and instead let the fire, cold, or whatever component
115     * destroy the item. Otherwise, you get the case of poisoncloud
116     * destroying objects because it has magic attacktype.
117     */
118     if (type != AT_MAGIC)
119     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122    
123     if (type == 0)
124     return TRUE;
125     if (roll == 20)
126     return TRUE;
127     if (roll == 1)
128     return FALSE;
129    
130     for (number = 0; number < NROFATTACKS; number++)
131     {
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 elmex 1.1 }
150    
151     /* This function calls did_make_save_item. It then performs the
152     * appropriate actions to the item (such as burning the item up,
153     * calling cancellation, etc.)
154     */
155    
156 root 1.9 void
157     save_throw_object (object *op, int type, object *originator)
158 elmex 1.1 {
159 root 1.9 if (!did_make_save_item (op, type, originator))
160 elmex 1.1 {
161 root 1.9 object *env = op->env;
162     int x = op->x, y = op->y;
163     mapstruct *m = op->map;
164    
165     op = stop_item (op);
166     if (op == NULL)
167     return;
168 elmex 1.1
169 root 1.9 /* Hacked the following so that type LIGHTER will work.
170     * Also, objects which are potenital "lights" that are hit by
171     * flame/elect attacks will be set to glow. "lights" are any
172     * object with +/- glow_radius and an "other_arch" to change to.
173     * (and please note that we cant fail our save and reach this
174     * function if the object doesnt contain a material that can burn.
175     * So forget lighting magical swords on fire with this!) -b.t.
176     */
177     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178     {
179     const char *arch = op->other_arch->name;
180 elmex 1.1
181 root 1.9 op = decrease_ob_nr (op, 1);
182     if (op)
183     fix_stopped_item (op, m, originator);
184     if ((op = get_archetype (arch)) != NULL)
185     {
186     if (env)
187     {
188     op->x = env->x, op->y = env->y;
189     insert_ob_in_ob (op, env);
190     if (env->contr)
191     esrv_send_item (env, op);
192 root 1.5 }
193 root 1.9 else
194     {
195     op->x = x, op->y = y;
196     insert_ob_in_map (op, m, originator, 0);
197     }
198     }
199     return;
200     }
201     if (type & AT_CANCELLATION)
202     { /* Cancellation. */
203     cancellation (op);
204     fix_stopped_item (op, m, originator);
205     return;
206     }
207     if (op->nrof > 1)
208     {
209     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
210     if (op)
211     fix_stopped_item (op, m, originator);
212 elmex 1.1 }
213 root 1.9 else
214     {
215     if (op->env)
216     {
217     object *tmp = is_player_inv (op->env);
218    
219     if (tmp)
220     {
221     esrv_del_item (tmp->contr, op->count);
222 root 1.5 }
223     }
224 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
225     remove_ob (op);
226     free_object (op);
227     }
228     if (type & (AT_FIRE | AT_ELECTRICITY))
229     {
230     if (env)
231     {
232     op = get_archetype ("burnout");
233     op->x = env->x, op->y = env->y;
234     insert_ob_in_ob (op, env);
235     }
236     else
237     {
238     replace_insert_ob_in_map ("burnout", originator);
239     }
240 root 1.5 }
241 root 1.9 return;
242     }
243     /* The value of 50 is arbitrary. */
244     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245     {
246     object *tmp;
247     archetype *at = find_archetype ("icecube");
248    
249     if (at == NULL)
250 root 1.5 return;
251 root 1.9 op = stop_item (op);
252     if (op == NULL)
253 elmex 1.1 return;
254 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255     {
256     tmp = arch_to_object (at);
257     tmp->x = op->x, tmp->y = op->y;
258     /* This was in the old (pre new movement code) -
259     * icecubes have slow_move set to 1 - don't want
260     * that for ones we create.
261     */
262     tmp->move_slow_penalty = 0;
263     tmp->move_slow = 0;
264     insert_ob_in_map (tmp, op->map, originator, 0);
265     }
266     if (!QUERY_FLAG (op, FLAG_REMOVED))
267     remove_ob (op);
268     (void) insert_ob_in_ob (op, tmp);
269     return;
270 elmex 1.1 }
271     }
272    
273     /* Object op is hitting the map.
274     * op is going in direction 'dir'
275     * type is the attacktype of the object.
276     * full_hit is set if monster area does not matter.
277     * returns 1 if it hits something, 0 otherwise.
278     */
279    
280 root 1.9 int
281     hit_map (object *op, int dir, int type, int full_hit)
282     {
283     object *tmp, *next;
284     mapstruct *map;
285     sint16 x, y;
286     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 elmex 1.1
288 root 1.9 tag_t op_tag, next_tag = 0;
289 elmex 1.1
290 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
291     {
292     LOG (llevError, "BUG: hit_map(): free object\n");
293     return 0;
294 elmex 1.1 }
295    
296 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297     {
298     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
299     return 0;
300 elmex 1.1 }
301    
302 root 1.9 if (!op->map)
303     {
304     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
305     return 0;
306 elmex 1.1 }
307    
308 root 1.9 if (op->head)
309     op = op->head;
310    
311     op_tag = op->count;
312    
313     map = op->map;
314     x = op->x + freearr_x[dir];
315     y = op->y + freearr_y[dir];
316 elmex 1.1
317 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318    
319     // elmex: a safe map tile can't be hit!
320     // this should prevent most harmful effects on items and players there.
321     if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
322     return 0;
323    
324     /* peterm: a few special cases for special attacktypes --counterspell
325     * must be out here because it strikes things which are not alive
326     */
327 elmex 1.1
328 root 1.9 if (type & AT_COUNTERSPELL)
329     {
330     counterspell (op, dir); /* see spell_effect.c */
331 elmex 1.1
332 root 1.9 /* If the only attacktype is counterspell or magic, don't need
333     * to do any further processing.
334     */
335     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336     {
337     return 0;
338 root 1.5 }
339 root 1.9 type &= ~AT_COUNTERSPELL;
340 elmex 1.1 }
341    
342 root 1.9 if (type & AT_CHAOS)
343     {
344     shuffle_attack (op, 1); /*1 flag tells it to change the face */
345     update_object (op, UP_OBJ_FACE);
346     type &= ~AT_CHAOS;
347 elmex 1.1 }
348    
349 root 1.9 next = get_map_ob (map, x, y);
350     if (next)
351     next_tag = next->count;
352    
353     while (next)
354     {
355     if (was_destroyed (next, next_tag))
356     {
357     /* There may still be objects that were above 'next', but there is no
358     * simple way to find out short of copying all object references and
359     * tags into a temporary array before we start processing the first
360     * object. That's why we just abort.
361     *
362     * This happens whenever attack spells (like fire) hit a pile
363     * of objects. This is not a bug - nor an error. The errormessage
364     * below was spamming the logs for absolutely no reason.
365     */
366     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
367     break;
368     }
369     tmp = next;
370     next = tmp->above;
371     if (next)
372 root 1.5 next_tag = next->count;
373 elmex 1.1
374 root 1.9 if (QUERY_FLAG (tmp, FLAG_FREED))
375     {
376     LOG (llevError, "BUG: hit_map(): found freed object\n");
377     break;
378 root 1.5 }
379    
380 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381     * For example, 'tmp' was put in an icecube.
382     * This is one of the few cases where on_same_map should not be used.
383     */
384     if (tmp->map != map || tmp->x != x || tmp->y != y)
385     continue;
386    
387     if (QUERY_FLAG (tmp, FLAG_ALIVE))
388     {
389     hit_player (tmp, op->stats.dam, op, type, full_hit);
390     retflag |= 1;
391     if (was_destroyed (op, op_tag))
392 root 1.5 break;
393     }
394 root 1.9 /* Here we are potentially destroying an object. If the object has
395     * NO_PASS set, it is also immune - you can't destroy walls. Note
396     * that weak walls have is_alive set, which prevent objects from
397     * passing over/through them. We don't care what type of movement
398     * the wall blocks - if it blocks any type of movement, can't be
399     * destroyed right now.
400     */
401     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
402     {
403     save_throw_object (tmp, type, op);
404     if (was_destroyed (op, op_tag))
405     break;
406 root 1.5 }
407 elmex 1.1 }
408 root 1.9 return 0;
409 elmex 1.1 }
410    
411 root 1.9 void
412     attack_message (int dam, int type, object *op, object *hitter)
413     {
414 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 root 1.9 int i, found = 0;
416 elmex 1.1 mapstruct *map;
417     object *next, *tmp;
418    
419     /* put in a few special messages for some of the common attacktypes
420     * a player might have. For example, fire, electric, cold, etc
421     * [garbled 20010919]
422     */
423    
424 root 1.9 if (dam == 9998 && op->type == DOOR)
425     {
426     sprintf (buf1, "unlock %s", &op->name);
427     sprintf (buf2, " unlocks");
428     found++;
429     }
430     if (dam < 0)
431     {
432     sprintf (buf1, "hit %s", &op->name);
433     sprintf (buf2, " hits");
434     found++;
435     }
436     else if (dam == 0)
437     {
438     sprintf (buf1, "missed %s", &op->name);
439     sprintf (buf2, " misses");
440     found++;
441     }
442     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443     hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
444     {
445     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447     {
448     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
449     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
450     found++;
451     break;
452     }
453     }
454     else if (op->type == DOOR && !found)
455     {
456     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
457     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
458     {
459     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
460     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461     found++;
462     break;
463     }
464     }
465     else if (hitter->type == PLAYER && IS_LIVE (op))
466     {
467     if (USING_SKILL (hitter, SK_KARATE))
468     {
469     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
471     {
472     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
473     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
474 root 1.5 found++;
475     break;
476 root 1.9 }
477     }
478     else if (USING_SKILL (hitter, SK_CLAWING))
479     {
480     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
481     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
482     {
483     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
484     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
485 root 1.5 found++;
486     break;
487     }
488 root 1.9 }
489     else if (USING_SKILL (hitter, SK_PUNCHING))
490     {
491     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
492     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
493     {
494     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
495     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
496     found++;
497     break;
498 root 1.5 }
499     }
500 elmex 1.1 }
501 root 1.9 if (found)
502     {
503     /* done */
504     }
505     else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
506     {
507     sprintf (buf1, "hit"); /* just in case */
508     for (i = 0; i < MAXATTACKMESS; i++)
509     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510     {
511     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512     found++;
513     break;
514     }
515     }
516     else if (type & AT_DRAIN && IS_LIVE (op))
517     {
518 elmex 1.1 /* drain is first, because some items have multiple attypes */
519 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521     {
522     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
523     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524     found++;
525     break;
526     }
527     }
528     else if (type & AT_ELECTRICITY && IS_LIVE (op))
529     {
530     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532     {
533     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535     found++;
536     break;
537     }
538     }
539     else if (type & AT_COLD && IS_LIVE (op))
540     {
541     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543     {
544     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
545     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
546     found++;
547     break;
548     }
549     }
550     else if (type & AT_FIRE)
551     {
552     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
553     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
554     {
555     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
556     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557     found++;
558     break;
559     }
560     }
561     else if (hitter->current_weapon != NULL)
562     {
563     int mtype;
564    
565     switch (hitter->current_weapon->weapontype)
566     {
567     case WEAP_HIT:
568     mtype = ATM_BASIC;
569     break;
570     case WEAP_SLASH:
571     mtype = ATM_SLASH;
572     break;
573     case WEAP_PIERCE:
574     mtype = ATM_PIERCE;
575     break;
576     case WEAP_CLEAVE:
577     mtype = ATM_CLEAVE;
578     break;
579     case WEAP_SLICE:
580     mtype = ATM_SLICE;
581     break;
582     case WEAP_STAB:
583     mtype = ATM_STAB;
584     break;
585     case WEAP_WHIP:
586     mtype = ATM_WHIP;
587     break;
588     case WEAP_CRUSH:
589     mtype = ATM_CRUSH;
590     break;
591     case WEAP_BLUD:
592     mtype = ATM_BLUD;
593     break;
594     default:
595     mtype = ATM_BASIC;
596     break;
597     }
598     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600     {
601     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602     strcpy (buf2, attack_mess[mtype][i].buf3);
603     found++;
604     break;
605     }
606     }
607     else
608     {
609     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
610     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
611     {
612     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
613     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
614     found++;
615     break;
616     }
617 elmex 1.1 }
618    
619 root 1.9 if (!found)
620     {
621     strcpy (buf1, "hit");
622     strcpy (buf2, " hits");
623 elmex 1.1 }
624    
625 root 1.9 /* bail out if a monster is casting spells */
626     if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
627     return;
628 elmex 1.1
629 root 1.9 /* scale down magic considerably. */
630     if (type & AT_MAGIC && rndm (0, 5))
631     return;
632 elmex 1.1
633 root 1.9 /* Did a player hurt another player? Inform both! */
634     if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635     {
636     if (get_owner (hitter) != NULL)
637     sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638     else
639     {
640     sprintf (buf, "%s%s you.", &hitter->name, buf2);
641     if (dam != 0)
642     {
643     if (dam < 10)
644     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
645     else if (dam < 20)
646     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
647     else
648     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
649 root 1.5 }
650     }
651 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
652     } /* end of player hitting player */
653 elmex 1.1
654 root 1.9 if (hitter->type == PLAYER)
655     {
656     sprintf (buf, "You %s.", buf1);
657     if (dam != 0)
658     {
659     if (dam < 10)
660     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
661     else if (dam < 20)
662     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
663     else
664     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
665 root 1.5 }
666 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
667     }
668     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
669     {
670 elmex 1.1 /* look for stacked spells and start reducing the message chances */
671 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672     {
673     i = 4;
674     map = hitter->map;
675     if (out_of_map (map, hitter->x, hitter->y))
676     return;
677     next = get_map_ob (map, hitter->x, hitter->y);
678     if (next)
679     while (next)
680     {
681     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682     i *= 3;
683     tmp = next;
684     next = tmp->above;
685     }
686     if (i < 0)
687 root 1.5 return;
688 root 1.9 if (rndm (0, i) != 0)
689     return;
690     }
691     else if (rndm (0, 5) != 0)
692     return;
693     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
695     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 elmex 1.1 }
697     }
698    
699    
700 root 1.9 static int
701     get_attack_mode (object **target, object **hitter, int *simple_attack)
702 elmex 1.1 {
703 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704     {
705     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706     return 1;
707 elmex 1.1 }
708 root 1.9 if ((*target)->head)
709     *target = (*target)->head;
710     if ((*hitter)->head)
711     *hitter = (*hitter)->head;
712     if ((*hitter)->env != NULL || (*target)->env != NULL)
713     {
714     *simple_attack = 1;
715     return 0;
716 elmex 1.1 }
717 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
718     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
719 elmex 1.1 {
720 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
721     return 1;
722 elmex 1.1 }
723 root 1.9 *simple_attack = 0;
724     return 0;
725 elmex 1.1 }
726    
727 root 1.9 static int
728     abort_attack (object *target, object *hitter, int simple_attack)
729 elmex 1.1 {
730 root 1.9
731 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
732     * determined by get_attack_mode(). Returns true if the relation has changed.
733     */
734 root 1.9 int new_mode;
735 elmex 1.1
736 root 1.9 if (hitter->env == target || target->env == hitter)
737     new_mode = 1;
738     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
739     return 1;
740     else
741     new_mode = 0;
742     return new_mode != simple_attack;
743 elmex 1.1 }
744    
745     static void thrown_item_effect (object *, object *);
746    
747 root 1.9 static int
748     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749 elmex 1.1 {
750 root 1.9 int simple_attack, roll, dam = 0;
751     uint32 type;
752     shstr op_name;
753     tag_t op_tag, hitter_tag;
754    
755     if (get_attack_mode (&op, &hitter, &simple_attack))
756     goto error;
757    
758     if (hitter->current_weapon)
759     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760     return RESULT_INT (0);
761    
762     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763     return RESULT_INT (0);
764 elmex 1.1
765 root 1.9 op_tag = op->count;
766     hitter_tag = hitter->count;
767    
768     /*
769     * A little check to make it more difficult to dance forward and back
770     * to avoid ever being hit by monsters.
771     */
772     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
773     {
774     /* Decrease speed BEFORE calling process_object. Otherwise, an
775     * infinite loop occurs, with process_object calling move_monster,
776     * which then gets here again. By decreasing the speed before
777     * we call process_object, the 'if' statement above will fail.
778     */
779     op->speed_left--;
780     process_object (op);
781     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
782 elmex 1.1 goto error;
783 root 1.9 }
784 elmex 1.1
785 root 1.9 op_name = op->name;
786 root 1.3
787 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
788 elmex 1.1
789 root 1.9 /* Adjust roll for various situations. */
790     if (!simple_attack)
791     roll += adj_attackroll (hitter, op);
792 elmex 1.1
793 root 1.9 /* See if we hit the creature */
794     if (roll == 20 || op->stats.ac >= base_wc - roll)
795     {
796     int hitdam = base_dam;
797    
798     if (settings.casting_time == TRUE)
799     {
800     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801     {
802     hitter->casting_time = -1;
803     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
804     }
805     if ((op->casting_time > -1) && (hitdam > 0))
806     {
807     op->casting_time = -1;
808     if (op->type == PLAYER)
809     {
810     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
811     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 root 1.5 }
813     }
814     }
815 root 1.9 if (!simple_attack)
816 elmex 1.1 {
817 root 1.9 /* If you hit something, the victim should *always* wake up.
818     * Before, invisible hitters could avoid doing this.
819     * -b.t. */
820     if (QUERY_FLAG (op, FLAG_SLEEP))
821     CLEAR_FLAG (op, FLAG_SLEEP);
822    
823     /* If the victim can't see the attacker, it may alert others
824     * for help. */
825     if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
826     npc_call_help (op);
827    
828     /* if you were hidden and hit by a creature, you are discovered */
829     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830     {
831     make_visible (op);
832     if (op->type == PLAYER)
833     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834     }
835    
836     /* thrown items (hitter) will have various effects
837     * when they hit the victim. For things like thrown daggers,
838     * this sets 'hitter' to the actual dagger, and not the
839     * wrapper object.
840     */
841     thrown_item_effect (hitter, op);
842     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
843     goto leave;
844     }
845    
846     /* Need to do at least 1 damage, otherwise there is no point
847     * to go further and it will cause FPE's below.
848     */
849     if (hitdam <= 0)
850     hitdam = 1;
851 elmex 1.1
852 root 1.9 type = hitter->attacktype;
853     if (!type)
854     type = AT_PHYSICAL;
855     /* Handle monsters that hit back */
856     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857     {
858     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
860     hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
861     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
862 root 1.5 goto leave;
863 root 1.9 }
864 elmex 1.1
865 root 1.9 /* In the new attack code, it should handle multiple attack
866     * types in its area, so remove it from here.
867     */
868     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
869     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
870     goto leave;
871     } /* end of if hitter hit op */
872     /* if we missed, dam=0 */
873    
874     /*attack_message(dam, type, op, hitter); */
875 elmex 1.1
876 root 1.9 goto leave;
877 elmex 1.1
878 root 1.9 error:
879     dam = 1;
880 elmex 1.1
881 root 1.9 leave:
882 elmex 1.1
883 root 1.9 return dam;
884 elmex 1.1 }
885    
886 root 1.9 int
887     attack_ob (object *op, object *hitter)
888 elmex 1.1 {
889    
890 root 1.9 if (hitter->head)
891     hitter = hitter->head;
892     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893 elmex 1.1 }
894    
895     /* op is the arrow, tmp is what is stopping the arrow.
896     *
897     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
898     */
899 root 1.9 static int
900     stick_arrow (object *op, object *tmp)
901 elmex 1.1 {
902 root 1.9 /* If the missile hit a player, we insert it in their inventory.
903     * However, if the missile is heavy, we don't do so (assume it falls
904     * to the ground after a hit). What a good value for this is up to
905     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906     * stick around.
907     */
908     if (op->weight <= 5000 && tmp->stats.hp >= 0)
909     {
910     if (tmp->head != NULL)
911     tmp = tmp->head;
912 root 1.10
913 root 1.9 remove_ob (op);
914     op = insert_ob_in_ob (op, tmp);
915 root 1.10
916 root 1.9 if (tmp->type == PLAYER)
917     esrv_send_item (tmp, op);
918 root 1.10
919 root 1.9 return 1;
920     }
921     else
922     return 0;
923 elmex 1.1 }
924    
925     /* hit_with_arrow() disassembles the missile, attacks the victim and
926     * reassembles the missile.
927     *
928     * It returns a pointer to the reassembled missile, or NULL if the missile
929     * isn't available anymore.
930     */
931 root 1.9 object *
932     hit_with_arrow (object *op, object *victim)
933 elmex 1.1 {
934 root 1.9 object *container, *hitter;
935     int hit_something = 0;
936     tag_t victim_tag, hitter_tag;
937     sint16 victim_x, victim_y;
938    
939     /* Disassemble missile */
940     if (op->inv)
941     {
942     container = op;
943     hitter = op->inv;
944     remove_ob (hitter);
945     insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
946     /* Note that we now have an empty THROWN_OBJ on the map. Code that
947     * might be called until this THROWN_OBJ is either reassembled or
948     * removed at the end of this function must be able to deal with empty
949     * THROWN_OBJs. */
950     }
951     else
952     {
953     container = NULL;
954     hitter = op;
955     }
956    
957     /* Try to hit victim */
958     victim_x = victim->x;
959     victim_y = victim->y;
960     victim_tag = victim->count;
961     hitter_tag = hitter->count;
962    
963     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964    
965     /* Arrow attacks door, rune of summoning is triggered, demon is put on
966     * arrow, move_apply() calls this function, arrow sticks in demon,
967     * attack_ob_simple() returns, and we've got an arrow that still exists
968     * but is no longer on the map. Ugh. (Beware: Such things can happen at
969     * other places as well!)
970     */
971     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
972     {
973     if (container)
974     {
975     remove_ob (container);
976     free_object (container);
977 elmex 1.1 }
978 root 1.9 return NULL;
979 elmex 1.1 }
980    
981 root 1.9 /* Missile hit victim */
982     /* if the speed is > 10, then this is a fast moving arrow, we go straight
983     * through the target
984     */
985     if (hit_something && op->speed <= 10.0)
986     {
987     /* Stop arrow */
988     if (container == NULL)
989     {
990     hitter = fix_stopped_arrow (hitter);
991     if (hitter == NULL)
992 elmex 1.1 return NULL;
993 root 1.9 }
994     else
995     {
996     remove_ob (container);
997     free_object (container);
998     }
999 elmex 1.1
1000 root 1.9 /* Try to stick arrow into victim */
1001     if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1002     return NULL;
1003    
1004     /* Else try to put arrow on victim's map square
1005     * remove check for P_WALL here. If the arrow got to this
1006     * space, that is good enough - with the new movement code,
1007     * there is now the potential for lots of spaces where something
1008     * can fly over but not otherwise move over. What is the correct
1009     * way to handle those otherwise?
1010     */
1011     if (victim_x != hitter->x || victim_y != hitter->y)
1012     {
1013     remove_ob (hitter);
1014     hitter->x = victim_x;
1015     hitter->y = victim_y;
1016     insert_ob_in_map (hitter, victim->map, hitter, 0);
1017 elmex 1.1 }
1018 root 1.9 else
1019     {
1020     /* Else leave arrow where it is */
1021     merge_ob (hitter, NULL);
1022     }
1023     return NULL;
1024 elmex 1.1 }
1025    
1026 root 1.9 if (hit_something && op->speed >= 10.0)
1027     op->speed -= 1.0;
1028 elmex 1.1
1029 root 1.9 /* Missile missed victim - reassemble missile */
1030     if (container)
1031     {
1032     remove_ob (hitter);
1033     insert_ob_in_ob (hitter, container);
1034 elmex 1.1 }
1035 root 1.9 return op;
1036 elmex 1.1 }
1037    
1038    
1039 root 1.9 void
1040     tear_down_wall (object *op)
1041 elmex 1.1 {
1042 root 1.9 int perc = 0;
1043 elmex 1.1
1044 root 1.9 if (!op->stats.maxhp)
1045     {
1046     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1047     perc = 1;
1048 elmex 1.1 }
1049 root 1.9 else if (!GET_ANIM_ID (op))
1050     {
1051     /* Object has been called - no animations, so remove it */
1052     if (op->stats.hp < 0)
1053     {
1054     remove_ob (op); /* Should update LOS */
1055     free_object (op);
1056     /* Don't know why this is here - remove_ob should do it for us */
1057     /*update_position(m, x, y); */
1058     }
1059     return; /* no animations, so nothing more to do */
1060     }
1061     perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1062     if (perc >= (int) NUM_ANIMATIONS (op))
1063     perc = NUM_ANIMATIONS (op) - 1;
1064     else if (perc < 1)
1065     perc = 1;
1066     SET_ANIMATION (op, perc);
1067     update_object (op, UP_OBJ_FACE);
1068     if (perc == NUM_ANIMATIONS (op) - 1)
1069     { /* Reached the last animation */
1070     if (op->face == blank_face)
1071     {
1072     /* If the last face is blank, remove the ob */
1073     remove_ob (op); /* Should update LOS */
1074     free_object (op);
1075 root 1.5
1076 root 1.9 /* remove_ob should call update_position for us */
1077     /*update_position(m, x, y); */
1078 root 1.5
1079 root 1.9 }
1080     else
1081     { /* The last face was not blank, leave an image */
1082     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083     update_all_los (op->map, op->x, op->y);
1084     op->move_block = 0;
1085     CLEAR_FLAG (op, FLAG_ALIVE);
1086 root 1.5 }
1087 elmex 1.1 }
1088     }
1089    
1090 root 1.9 void
1091     scare_creature (object *target, object *hitter)
1092 elmex 1.1 {
1093 root 1.9 object *owner = get_owner (hitter);
1094 elmex 1.1
1095 root 1.9 if (!owner)
1096     owner = hitter;
1097 elmex 1.1
1098 root 1.9 SET_FLAG (target, FLAG_SCARED);
1099     if (!target->enemy)
1100     target->enemy = owner;
1101 elmex 1.1 }
1102    
1103    
1104     /* This returns the amount of damage hitter does to op with the
1105     * appropriate attacktype. Only 1 attacktype should be set at a time.
1106     * This doesn't damage the player, but returns how much it should
1107     * take. However, it will do other effects (paralyzation, slow, etc.)
1108     * Note - changed for PR code - we now pass the attack number and not
1109     * the attacktype. Makes it easier for the PR code. */
1110    
1111 root 1.9 int
1112     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113     {
1114    
1115     int doesnt_slay = 1;
1116    
1117     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118     if (attacknum >= NROFATTACKS)
1119     {
1120     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1121     return 0;
1122 elmex 1.1 }
1123 root 1.9
1124     if (dam < 0)
1125     {
1126     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1127     return 0;
1128 elmex 1.1 }
1129 root 1.9
1130     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1131     * people can't mess with that or it otherwise get confused. */
1132     if (attacknum == ATNR_INTERNAL)
1133     return dam;
1134    
1135     if (hitter->slaying)
1136     {
1137     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1138     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1139     {
1140     doesnt_slay = 0;
1141     dam *= 3;
1142     }
1143 elmex 1.1 }
1144    
1145 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1146     if (op->resist[attacknum])
1147     {
1148 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1149     * in case 0>dam>1, we try to "simulate" a float value-effect */
1150 root 1.9 dam *= (100 - op->resist[attacknum]);
1151     if (dam >= 100)
1152     dam /= 100;
1153 elmex 1.1 else
1154 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1155 elmex 1.1 }
1156    
1157 root 1.9 /* Special hack. By default, if immune to something, you
1158     * shouldn't need to worry. However, acid is an exception, since
1159     * it can still damage your items. Only include attacktypes if
1160     * special processing is needed */
1161    
1162     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1163     return 0;
1164    
1165     /* Keep this in order - makes things easier to find */
1166    
1167     switch (attacknum)
1168     {
1169     case ATNR_PHYSICAL:
1170     /* here also check for diseases */
1171     check_physically_infect (op, hitter);
1172     break;
1173 elmex 1.1
1174 root 1.9 /* Don't need to do anything for:
1175 root 1.5 magic,
1176     fire,
1177     electricity,
1178     cold */
1179 root 1.9
1180     case ATNR_CONFUSION:
1181     case ATNR_POISON:
1182     case ATNR_SLOW:
1183     case ATNR_PARALYZE:
1184     case ATNR_FEAR:
1185     case ATNR_CANCELLATION:
1186     case ATNR_DEPLETE:
1187     case ATNR_BLIND:
1188     {
1189 root 1.5 /* chance for inflicting a special attack depends on the
1190     * difference between attacker's and defender's level
1191     */
1192 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 root 1.5
1194     /* First, only creatures/players with speed can be affected.
1195     * Second, just getting hit doesn't mean it always affects
1196     * you. Third, you still get a saving through against the
1197     * effect.
1198     */
1199 root 1.9 if (op->speed &&
1200     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1201     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202     {
1203 root 1.5
1204     /* Player has been hit by something */
1205 root 1.9 if (attacknum == ATNR_CONFUSION)
1206     confuse_player (op, hitter, dam);
1207     else if (attacknum == ATNR_POISON)
1208     poison_player (op, hitter, dam);
1209     else if (attacknum == ATNR_SLOW)
1210     slow_player (op, hitter, dam);
1211     else if (attacknum == ATNR_PARALYZE)
1212     paralyze_player (op, hitter, dam);
1213     else if (attacknum == ATNR_FEAR)
1214     scare_creature (op, hitter);
1215     else if (attacknum == ATNR_CANCELLATION)
1216     cancellation (op);
1217     else if (attacknum == ATNR_DEPLETE)
1218     drain_stat (op);
1219     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220     blind_player (op, hitter, dam);
1221     }
1222     dam = 0; /* These are all effects and don't do real damage */
1223     }
1224     break;
1225     case ATNR_ACID:
1226     {
1227     int flag = 0;
1228    
1229     /* Items only get corroded if you're not on a battleground and
1230     * if your acid resistance is below 50%. */
1231     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232     {
1233     object *tmp;
1234    
1235     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1236     {
1237     if (tmp->invisible)
1238     continue;
1239     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240     /* >= 10% acid res. on itmes will protect these */
1241     continue;
1242     if (!(tmp->material & M_IRON))
1243     continue;
1244     if (tmp->magic < -4) /* Let's stop at -5 */
1245     continue;
1246     if (tmp->type == RING ||
1247     /* removed boots and gloves from exclusion list in
1248     PR */
1249     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1250     continue; /* To avoid some strange effects */
1251    
1252     /* High damage acid has better chance of corroding
1253     objects */
1254     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1255     {
1256     if (op->type == PLAYER)
1257     /* Make this more visible */
1258     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1259     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260     flag = 1;
1261     tmp->magic--;
1262     if (op->type == PLAYER)
1263     esrv_send_item (op, tmp);
1264     }
1265     }
1266     if (flag)
1267     fix_player (op); /* Something was corroded */
1268     }
1269     }
1270     break;
1271     case ATNR_DRAIN:
1272 root 1.5 {
1273 root 1.9 /* rate is the proportion of exp drained. High rate means
1274     * not much is drained, low rate means a lot is drained.
1275 root 1.5 */
1276 root 1.9 int rate;
1277    
1278     if (op->resist[ATNR_DRAIN] >= 0)
1279     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280     else
1281     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282    
1283     if (op->stats.exp <= rate)
1284     {
1285     if (op->type == GOLEM)
1286     dam = 999; /* Its force is "sucked" away. 8) */
1287     else
1288     /* If we can't drain, lets try to do physical damage */
1289     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290     }
1291     else
1292     {
1293     /* Randomly give the hitter some hp */
1294     if (hitter->stats.hp < hitter->stats.maxhp &&
1295     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296     hitter->stats.hp++;
1297    
1298     /* Can't do drains on battleground spaces.
1299     * Move the wiz check up here - before, the hitter wouldn't gain exp
1300     * exp, but the wiz would still lose exp! If drainee is a wiz,
1301     * nothing happens.
1302     * Try to credit the owner. We try to display player -> player drain
1303     * attacks, hence all the != PLAYER checks.
1304     */
1305     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1306     {
1307     object *owner = get_owner (hitter);
1308    
1309     if (owner && owner != hitter)
1310     {
1311     if (op->type != PLAYER || owner->type != PLAYER)
1312     change_exp (owner, op->stats.exp / (rate * 2),
1313     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314     }
1315     else if (op->type != PLAYER || hitter->type != PLAYER)
1316     {
1317     change_exp (hitter, op->stats.exp / (rate * 2),
1318     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319     }
1320     change_exp (op, -op->stats.exp / rate, NULL, 0);
1321     }
1322     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1323     * drain attack, you won't know that you are actually sucking out EXP,
1324     * as the messages will say you missed
1325     */
1326     }
1327     }
1328     break;
1329     case ATNR_TURN_UNDEAD:
1330     {
1331     if (QUERY_FLAG (op, FLAG_UNDEAD))
1332     {
1333     object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1334     object *god = find_god (determine_god (owner));
1335     int div = 1;
1336    
1337     /* if undead are not an enemy of your god, you turn them
1338     * at half strength */
1339     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1340     div = 2;
1341     /* Give a bonus if you resist turn undead */
1342     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343     scare_creature (op, owner);
1344     }
1345     else
1346     dam = 0; /* don't damage non undead - should we damage
1347     undead? */
1348     }
1349     break;
1350     case ATNR_DEATH:
1351     deathstrike_player (op, hitter, &dam);
1352     break;
1353     case ATNR_CHAOS:
1354     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1355     dam = 0;
1356     break;
1357     case ATNR_COUNTERSPELL:
1358     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1359     dam = 0;
1360     /* This should never happen. Counterspell is handled
1361     * seperately and filtered out. If this does happen,
1362     * Counterspell has no effect on anything but spells, so it
1363     * does no damage. */
1364     break;
1365     case ATNR_HOLYWORD:
1366     {
1367     /* This has already been handled by hit_player,
1368     * no need to check twice -- DAMN */
1369    
1370     object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1371 root 1.5
1372 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1373     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374     scare_creature (op, owner);
1375     }
1376     break;
1377     case ATNR_LIFE_STEALING:
1378     {
1379     int new_hp;
1380    
1381     /* this is replacement to drain for players, instead of taking
1382     * exp it takes hp. It is geared for players, probably not
1383     * much use giving it to monsters
1384     *
1385     * life stealing doesn't do a lot of damage, but it gives the
1386     * damage it does do to the player. Given that,
1387     * it only does 1/10'th normal damage (hence the divide by
1388     * 1000).
1389     */
1390     /* You can't steal life from something undead */
1391     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392     return 0;
1393     /* If drain protection is higher than life stealing, use that */
1394     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396     else
1397     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1398     /* You die at -1 hp, not zero. */
1399     if (dam > (op->stats.hp + 1))
1400     dam = op->stats.hp + 1;
1401     new_hp = hitter->stats.hp + dam;
1402     if (new_hp > hitter->stats.maxhp)
1403     new_hp = hitter->stats.maxhp;
1404     if (new_hp > hitter->stats.hp)
1405     hitter->stats.hp = new_hp;
1406     }
1407 elmex 1.1 }
1408 root 1.9 return dam;
1409 elmex 1.1 }
1410    
1411    
1412     /* GROS: This code comes from hit_player. It has been made external to
1413     * allow script procedures to "kill" objects in a combat-like fashion.
1414     * It was initially used by (kill-object) developed for the Collector's
1415     * Sword. Note that nothing has been changed from the original version
1416     * of the following code.
1417     * op is what is being killed.
1418     * dam is the damage done to it.
1419     * hitter is what is hitting it.
1420     * type is the attacktype.
1421     *
1422     * This function was a bit of a mess with hitter getting changed,
1423     * values being stored away but not used, etc. I've cleaned it up
1424     * a bit - I think it should be functionally equivalant.
1425     * MSW 2002-07-17
1426     */
1427 root 1.9 int
1428     kill_object (object *op, int dam, object *hitter, int type)
1429 elmex 1.1 {
1430 root 1.9 char buf[MAX_BUF];
1431     const char *skill;
1432     int maxdam = 0;
1433     int battleg = 0; /* true if op standing on battleground */
1434     int pk = 0; /* true if op and what controls hitter are both players */
1435     object *owner = NULL;
1436     object *skop = NULL;
1437 elmex 1.1
1438 root 1.9 if (op->stats.hp >= 0)
1439     return -1;
1440    
1441     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1442     return 0;
1443    
1444     /* maxdam needs to be the amount of damage it took to kill
1445     * this creature. The function(s) that call us have already
1446     * adjusted the creatures HP total, so that is negative.
1447     */
1448     maxdam = dam + op->stats.hp + 1;
1449    
1450     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452    
1453     if (op->type == DOOR)
1454     {
1455     op->speed = 0.1;
1456     update_ob_speed (op);
1457     op->speed_left = -0.05;
1458     return maxdam;
1459     }
1460     if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461     {
1462     remove_friendly_object (op);
1463     if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1464     {
1465     op->owner->contr->ranges[range_golem] = NULL;
1466     op->owner->contr->golem_count = 0;
1467     }
1468    
1469     remove_ob (op);
1470     free_object (op);
1471     return maxdam;
1472     }
1473    
1474     /* Now lets start dealing with experience we get for killing something */
1475    
1476     owner = get_owner (hitter);
1477     if (owner == NULL)
1478     owner = hitter;
1479    
1480     /* is the victim (op) standing on battleground? */
1481     if (op_on_battleground (op, NULL, NULL))
1482     battleg = 1;
1483    
1484     /* is this player killing? */
1485     if (op->type == PLAYER && owner->type == PLAYER)
1486     pk = 1;
1487    
1488     /* Player killed something */
1489     if (owner->type == PLAYER)
1490     {
1491     Log_Kill (owner->name,
1492     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1493    
1494     /* Log players killing other players - makes it easier to detect
1495     * and filter out malicious player killers - that is why the
1496     * ip address is included.
1497     */
1498     if (op->type == PLAYER && !battleg)
1499     {
1500     time_t t = time (NULL);
1501     struct tm *tmv;
1502     char buf[256];
1503    
1504     tmv = localtime (&t);
1505     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506    
1507     LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1508     }
1509    
1510     /* try to filter some things out - basically, if you are
1511     * killing a level 1 creature and your level 20, you
1512     * probably don't want to see that.
1513     */
1514     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515     {
1516     if (owner != hitter)
1517     {
1518     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519     }
1520     else
1521     {
1522     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523     }
1524     /* Only play sounds for melee kills */
1525     if (hitter->type == PLAYER)
1526     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1527     }
1528    
1529     /* If a player kills another player, not on
1530     * battleground, the "killer" looses 1 luck. Since this is
1531     * not reversible, it's actually quite a pain IMHO. -AV
1532     * Fix bug in that we were changing the luck of the hitter, not
1533     * player that the object belonged to - so if you killed another player
1534     * with spells, pets, whatever, there was no penalty.
1535     * Changed to make luck penalty configurable in settings.
1536     */
1537     if (op->type == PLAYER && owner != op && !battleg)
1538     change_luck (owner, -settings.pk_luck_penalty);
1539    
1540     /* This code below deals with finding the appropriate skill
1541     * to credit exp to. This is a bit problematic - we should
1542     * probably never really have to look at current_weapon->skill
1543     */
1544     skill = NULL;
1545     if (hitter->skill && hitter->type != PLAYER)
1546     skill = hitter->skill;
1547     else if (owner->chosen_skill)
1548     {
1549     skill = owner->chosen_skill->skill;
1550     skop = owner->chosen_skill;
1551     }
1552     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1553     skill = owner->current_weapon->skill;
1554     else
1555     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1556 elmex 1.1
1557 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1558     * to. Make sure skop is an actual skill, and not a skill tool!
1559     */
1560     if ((!skop || skop->type != SKILL) && skill)
1561     {
1562     int i;
1563 elmex 1.1
1564 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1565     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1566     {
1567     skop = owner->contr->last_skill_ob[i];
1568     break;
1569     }
1570 root 1.5 }
1571 root 1.9 } /* Was it a player that hit somethign */
1572     else
1573     {
1574     skill = NULL;
1575     }
1576    
1577     /* Pet (or spell) killed something. */
1578     if (owner != hitter)
1579     {
1580     (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582     }
1583     else
1584     {
1585     (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588     }
1589     /* These may have been set in the player code section above */
1590     if (!skop)
1591     skop = hitter->chosen_skill;
1592     if (!skill && skop)
1593     skill = skop->skill;
1594    
1595     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596    
1597    
1598     /* If you didn't kill yourself, and your not the wizard */
1599     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1600     {
1601     int exp;
1602    
1603     /* Really don't give much experience for killing other players */
1604     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1605     if (op->type == PLAYER)
1606     {
1607     if (battleg)
1608     {
1609     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1610     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1611 root 1.5 }
1612 root 1.9 else
1613     exp = op->stats.exp / 1000;
1614 elmex 1.1 }
1615 root 1.9 else
1616     exp = calc_skill_exp (owner, op, skop);
1617 elmex 1.1
1618 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1619     * exp by killing him
1620     */
1621     if (battleg)
1622     exp = 0;
1623 elmex 1.1
1624 root 1.9 /* Don't know why this is set this way - doesn't make
1625     * sense to just divide everything by two for no reason.
1626     */
1627 elmex 1.1
1628 root 1.9 if (!settings.simple_exp)
1629     exp = exp / 2;
1630 root 1.5
1631 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1632     {
1633     change_exp (owner, exp, skill, 0);
1634 root 1.5 }
1635 root 1.9 else
1636     {
1637     int shares = 0, count = 0;
1638 root 1.5
1639 root 1.9 player *pl;
1640    
1641     partylist *party = owner->contr->party;
1642 root 1.5
1643 elmex 1.1 #ifdef PARTY_KILL_LOG
1644 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645 elmex 1.1 #endif
1646 root 1.9 for (pl = first_player; pl != NULL; pl = pl->next)
1647     {
1648     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649     {
1650     count++;
1651     shares += (pl->ob->level + 4);
1652 root 1.5 }
1653     }
1654 root 1.9 if (count == 1 || shares > exp)
1655     change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656     else
1657     {
1658     int share = exp / shares, given = 0, nexp;
1659    
1660     for (pl = first_player; pl != NULL; pl = pl->next)
1661     {
1662     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663     {
1664     nexp = (pl->ob->level + 4) * share;
1665     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666     given += nexp;
1667 root 1.5 }
1668     }
1669 root 1.9 exp -= given;
1670     /* give any remainder to the player */
1671     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 root 1.5 }
1673 root 1.9 } /* else part of a party */
1674    
1675     } /* end if person didn't kill himself */
1676 elmex 1.1
1677 root 1.9 if (op->type != PLAYER)
1678     {
1679     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680     {
1681     object *owner1 = get_owner (op);
1682 elmex 1.1
1683 root 1.9 if (owner1 != NULL && owner1->type == PLAYER)
1684     {
1685     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1686     /* Maybe we should include the owner that killed this, maybe not */
1687     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1688 root 1.5 }
1689 root 1.9 remove_friendly_object (op);
1690 root 1.5 }
1691 root 1.9 remove_ob (op);
1692     free_object (op);
1693 elmex 1.1 }
1694 root 1.9 /* Player has been killed! */
1695     else
1696     {
1697     if (owner->type == PLAYER)
1698     {
1699     snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1700 root 1.5 }
1701 root 1.9 else
1702     {
1703     strncpy (op->contr->killer, hitter->name, BIG_NAME);
1704     op->contr->killer[BIG_NAME - 1] = '\0';
1705 root 1.5 }
1706 elmex 1.1 }
1707 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708     * continues in the calling function.
1709     */
1710     return maxdam;
1711 elmex 1.1 }
1712    
1713     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714     * Returns 0 this is not friendly fire
1715     */
1716    
1717 root 1.9 int
1718     friendly_fire (object *op, object *hitter)
1719     {
1720     object *owner;
1721     int friendlyfire;
1722    
1723     if (hitter->head)
1724     hitter = hitter->head;
1725    
1726     friendlyfire = 0;
1727    
1728     if (op->type == PLAYER)
1729     {
1730     if (op_on_battleground (hitter, 0, 0))
1731     return 0;
1732    
1733     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734     return 1;
1735    
1736     if ((owner = get_owner (hitter)) != NULL)
1737     {
1738     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739     friendlyfire = 2;
1740     }
1741    
1742     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743     friendlyfire = 0;
1744 elmex 1.1 }
1745 root 1.9 return friendlyfire;
1746 elmex 1.1 }
1747    
1748    
1749     /* This isn't used just for players, but in fact most objects.
1750     * op is the object to be hit, dam is the amount of damage, hitter
1751     * is what is hitting the object, type is the attacktype, and
1752     * full_hit is set if monster area does not matter.
1753     * dam is base damage - protections/vulnerabilities/slaying matches can
1754     * modify it.
1755     */
1756    
1757     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759    
1760 root 1.9 int
1761     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762     {
1763     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764     int maxattacktype, attacknum;
1765     int body_attack = op && op->head; /* Did we hit op's head? */
1766     int simple_attack;
1767     tag_t op_tag, hitter_tag;
1768     int rtn_kill = 0;
1769     int friendlyfire;
1770 elmex 1.1
1771 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1772     return 0;
1773 elmex 1.1
1774 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1775     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776     return 0;
1777 elmex 1.1
1778     #ifdef PROHIBIT_PLAYERKILL
1779 root 1.9 if (op->type == PLAYER)
1780     {
1781     object *owner = get_owner (hitter);
1782    
1783     if (!owner)
1784     owner = hitter;
1785     if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1786     {
1787     return 0;
1788 elmex 1.1 }
1789     }
1790     #endif
1791    
1792 root 1.9 op_tag = op->count;
1793     hitter_tag = hitter->count;
1794 elmex 1.1
1795 root 1.9 if (body_attack)
1796     {
1797     /* slow and paralyze must hit the head. But we don't want to just
1798     * return - we still need to process other attacks the spell still
1799     * might have. So just remove the paralyze and slow attacktypes,
1800     * and keep on processing if we have other attacktypes.
1801     * return if only magic or nothing is left - under normal code
1802     * we don't attack with pure magic if there is another attacktype.
1803     * Only do processing if the initial attacktype includes one of those
1804     * attack so we don't cancel out things like magic bullet.
1805     */
1806     if (type & (AT_PARALYZE | AT_SLOW))
1807     {
1808     type &= ~(AT_PARALYZE | AT_SLOW);
1809     if (!type || type == AT_MAGIC)
1810     return 0;
1811 root 1.5 }
1812 elmex 1.1 }
1813    
1814 root 1.9 if (!simple_attack && op->type == DOOR)
1815     {
1816     object *tmp;
1817    
1818     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1819     if (tmp->type == RUNE || tmp->type == TRAP)
1820     {
1821     spring_trap (tmp, hitter);
1822     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1823     return 0;
1824     break;
1825     }
1826 elmex 1.1 }
1827    
1828 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829     {
1830     /* FIXME: If a player is killed by a rune in a door, the
1831     * was_destroyed() check above doesn't return, and might get here.
1832     */
1833     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1834     return 0;
1835 elmex 1.1 }
1836    
1837     #ifdef ATTACK_DEBUG
1838 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1839 elmex 1.1 #endif
1840    
1841 root 1.9 if (magic)
1842     {
1843 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1844     * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 elmex 1.1 if (dam >= 100)
1847 root 1.5 dam /= 100;
1848 elmex 1.1 else
1849 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1850 elmex 1.1 }
1851    
1852 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1853     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854     */
1855     if (type & AT_CHAOS)
1856     {
1857     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1858     update_object (op, UP_OBJ_FACE);
1859 elmex 1.1 type &= ~AT_CHAOS;
1860     }
1861    
1862 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1863     * holyword is part of an attacktype, then make sure the creature is
1864     * a proper match, otherwise no damage.
1865     */
1866     if (type & AT_HOLYWORD)
1867     {
1868     object *god;
1869    
1870     if ((!hitter->slaying ||
1871     (!(op->race && strstr (hitter->slaying, op->race)) &&
1872     !(op->name && strstr (hitter->slaying, op->name)))) &&
1873     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1874     (hitter->title != NULL
1875     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1876     return 0;
1877 elmex 1.1 }
1878    
1879 root 1.9 maxattacktype = type; /* initialize this to something */
1880     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881     {
1882     /* Magic isn't really a true attack type - it gets combined with other
1883     * attack types. As such, skip it over. However, if magic is
1884     * the only attacktype in the group, then still attack with it
1885     */
1886     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1887     continue;
1888    
1889     /* Go through and hit the player with each attacktype, one by one.
1890     * hit_player_attacktype only figures out the damage, doesn't inflict
1891     * it. It will do the appropriate action for attacktypes with
1892     * effects (slow, paralization, etc.
1893     */
1894     if (type & attacktype)
1895     {
1896     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1897     /* the >= causes us to prefer messages from special attacks, if
1898     * the damage is equal.
1899     */
1900     if (ndam >= maxdam)
1901     {
1902 root 1.5 maxdam = ndam;
1903 root 1.9 maxattacktype = 1 << attacknum;
1904 root 1.5 }
1905     }
1906 elmex 1.1 }
1907 root 1.9
1908     /* if this is friendly fire then do a set % of damage only
1909     * Note - put a check in to make sure this attack is actually
1910     * doing damage - otherwise, the +1 in the code below will make
1911     * an attack do damage before when it otherwise didn't
1912     */
1913     friendlyfire = friendly_fire (op, hitter);
1914     if (friendlyfire && maxdam)
1915     {
1916     maxdam = ((dam * settings.set_friendly_fire) / 100);
1917 elmex 1.1 #ifndef COZY_SERVER
1918 root 1.9 maxdam++;
1919 elmex 1.1 #endif
1920 root 1.9
1921 elmex 1.1 #ifdef ATTACK_DEBUG
1922 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924 elmex 1.1 #endif
1925     }
1926    
1927 root 1.9 if (!full_hit)
1928     {
1929     archetype *at;
1930     int area;
1931     int remainder;
1932    
1933     area = 0;
1934     for (at = op->arch; at != NULL; at = at->more)
1935     area++;
1936     assert (area > 0);
1937    
1938     /* basically: maxdam /= area; we try to "simulate" a float
1939     value-effect */
1940     remainder = 100 * (maxdam % area) / area;
1941     maxdam /= area;
1942     if (RANDOM () % 100 < remainder)
1943     maxdam++;
1944 elmex 1.1 }
1945    
1946     #ifdef ATTACK_DEBUG
1947 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948 elmex 1.1 #endif
1949    
1950 root 1.9 if (get_owner (hitter))
1951     op->enemy = hitter->owner;
1952     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953     op->enemy = hitter;
1954    
1955     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956     {
1957     /* The unaggressives look after themselves 8) */
1958     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1959     npc_call_help (op);
1960     }
1961    
1962     if (magic && did_make_save (op, op->level, 0))
1963     maxdam = maxdam / 2;
1964    
1965     attack_message (maxdam, maxattacktype, op, hitter);
1966    
1967     op->stats.hp -= maxdam;
1968    
1969     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1970     if ((op->stats.hp >= 0) &&
1971     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1972     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1973     {
1974 elmex 1.1
1975 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1976     SET_FLAG (op, FLAG_RUN_AWAY);
1977     else
1978     scare_creature (op, hitter);
1979 elmex 1.1 }
1980    
1981 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982     {
1983     if (maxdam)
1984     tear_down_wall (op);
1985     return maxdam; /* nothing more to do for wall */
1986     }
1987 elmex 1.1
1988 root 1.9 /* See if the creature has been killed */
1989     rtn_kill = kill_object (op, maxdam, hitter, type);
1990     if (rtn_kill != -1)
1991     return rtn_kill;
1992 elmex 1.1
1993    
1994 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1995     * that before if the player was immune to ghosthit, the monster
1996     * remained - that is no longer the case.
1997     */
1998     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999     {
2000     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2001     remove_friendly_object (hitter);
2002     remove_ob (hitter);
2003     free_object (hitter);
2004     }
2005     /* Lets handle creatures that are splitting now */
2006     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007     {
2008     int i;
2009     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011     object *owner = get_owner (op);
2012 root 1.5
2013 root 1.9 if (!op->other_arch)
2014     {
2015     LOG (llevError, "SPLITTING without other_arch error.\n");
2016     return maxdam;
2017     }
2018     remove_ob (op);
2019     for (i = 0; i < NROFNEWOBJS (op); i++)
2020     { /* This doesn't handle op->more yet */
2021     object *tmp = arch_to_object (op->other_arch);
2022     int j;
2023    
2024     tmp->stats.hp = op->stats.hp;
2025     if (friendly)
2026     {
2027     SET_FLAG (tmp, FLAG_FRIENDLY);
2028     add_friendly_object (tmp);
2029     tmp->attack_movement = PETMOVE;
2030     if (owner != NULL)
2031     set_owner (tmp, owner);
2032     }
2033     if (unaggressive)
2034     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2035     j = find_first_free_spot (tmp, op->map, op->x, op->y);
2036     if (j == -1) /* No spot to put this monster */
2037     free_object (tmp);
2038     else
2039     {
2040     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041     insert_ob_in_map (tmp, op->map, NULL, 0);
2042     }
2043     }
2044     if (friendly)
2045     remove_friendly_object (op);
2046     free_object (op);
2047     }
2048     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049     {
2050     remove_ob (hitter);
2051     free_object (hitter);
2052 elmex 1.1 }
2053 root 1.9 return maxdam;
2054     }
2055    
2056    
2057     void
2058     poison_player (object *op, object *hitter, int dam)
2059     {
2060     archetype *at = find_archetype ("poisoning");
2061     object *tmp = present_arch_in_ob (at, op);
2062 elmex 1.1
2063 root 1.9 if (tmp == NULL)
2064     {
2065     if ((tmp = arch_to_object (at)) == NULL)
2066     LOG (llevError, "Failed to clone arch poisoning.\n");
2067     else
2068     {
2069     tmp = insert_ob_in_ob (tmp, op);
2070     /* peterm: give poisoning some teeth. It should
2071     * be able to kill things better than it does:
2072     * damage should be dependent something--I choose to
2073     * do this: if it's a monster, the damage from the
2074     * poisoning goes as the level of the monster/2.
2075     * If anything else, goes as damage.
2076     */
2077    
2078     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079     tmp->stats.dam += hitter->level / 2;
2080     else
2081     tmp->stats.dam = dam;
2082    
2083     copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2084     if (hitter->skill && hitter->skill != tmp->skill)
2085     {
2086     tmp->skill = hitter->skill;
2087     }
2088    
2089     tmp->stats.food += dam; /* more damage, longer poisoning */
2090    
2091     if (op->type == PLAYER)
2092     {
2093     /* player looses stats, maximum is -10 of each */
2094     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097     tmp->stats.Int = MAX (-dam / 7, -10);
2098     SET_FLAG (tmp, FLAG_APPLIED);
2099     fix_player (op);
2100     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2101     }
2102     if (hitter->type == PLAYER)
2103     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2105     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 root 1.5 }
2107 root 1.9 tmp->speed_left = 0;
2108     }
2109     else
2110     tmp->stats.food++;
2111     }
2112    
2113     void
2114     slow_player (object *op, object *hitter, int dam)
2115     {
2116     archetype *at = find_archetype ("slowness");
2117     object *tmp;
2118    
2119     if (at == NULL)
2120     {
2121     LOG (llevError, "Can't find slowness archetype.\n");
2122     }
2123     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124     {
2125     tmp = arch_to_object (at);
2126     tmp = insert_ob_in_ob (tmp, op);
2127     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128     }
2129     else
2130     tmp->stats.food++;
2131     SET_FLAG (tmp, FLAG_APPLIED);
2132     tmp->speed_left = 0;
2133     fix_player (op);
2134 elmex 1.1 }
2135    
2136 root 1.9 void
2137     confuse_player (object *op, object *hitter, int dam)
2138     {
2139     object *tmp;
2140     int maxduration;
2141 elmex 1.1
2142 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2143     if (!tmp)
2144     {
2145     tmp = get_archetype (FORCE_NAME);
2146     tmp = insert_ob_in_ob (tmp, op);
2147     }
2148 root 1.5
2149 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2150     * on the player's resistance
2151     */
2152     tmp->speed = 0.05;
2153     tmp->subtype = FORCE_CONFUSION;
2154     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155     tmp->name = "confusion";
2156     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2157     if (tmp->duration > maxduration)
2158     tmp->duration = maxduration;
2159    
2160     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2162     SET_FLAG (op, FLAG_CONFUSED);
2163     }
2164 root 1.5
2165 root 1.9 void
2166     blind_player (object *op, object *hitter, int dam)
2167     {
2168     object *tmp, *owner;
2169 root 1.5
2170 root 1.9 /* Save some work if we know it isn't going to affect the player */
2171     if (op->resist[ATNR_BLIND] == 100)
2172     return;
2173 root 1.5
2174 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2175     if (!tmp)
2176     {
2177     tmp = get_archetype ("blindness");
2178     SET_FLAG (tmp, FLAG_BLIND);
2179     SET_FLAG (tmp, FLAG_APPLIED);
2180 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2181     * speed is a float anyways.
2182     */
2183 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 elmex 1.1
2185 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2186     change_abil (op, tmp); /* Mostly to display any messages */
2187     fix_player (op); /* This takes care of some other stuff */
2188 elmex 1.1
2189 root 1.9 if (hitter->owner)
2190     owner = get_owner (hitter);
2191     else
2192     owner = hitter;
2193 elmex 1.1
2194 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195     }
2196     tmp->stats.food += dam;
2197     if (tmp->stats.food > 10)
2198     tmp->stats.food = 10;
2199 elmex 1.1 }
2200    
2201 root 1.9 void
2202     paralyze_player (object *op, object *hitter, int dam)
2203 elmex 1.1 {
2204 root 1.9 float effect, max;
2205    
2206     /* object *tmp; */
2207 elmex 1.1
2208 root 1.9 /* This is strange stuff... someone knows for what this is
2209     * written? Well, i think this can and should be removed
2210     */
2211 elmex 1.1
2212 root 1.9 /*
2213     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2214     tmp=clone_arch(PARAIMAGE);
2215     tmp->x=op->x,tmp->y=op->y;
2216     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2217     }
2218     */
2219 elmex 1.1
2220 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2221     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2222 elmex 1.1
2223 root 1.9 if (effect == 0)
2224     return;
2225 elmex 1.1
2226 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2227     /* tmp->stats.food+=(signed short) effect/op->speed; */
2228 elmex 1.1
2229 root 1.9 /* max number of ticks to be affected for. */
2230     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2231     if (op->speed_left < -(FABS (op->speed) * max))
2232     op->speed_left = (float) -(FABS (op->speed) * max);
2233 elmex 1.1
2234     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2235     }
2236    
2237    
2238     /* Attempts to kill 'op'. hitter is the attack object, dam is
2239     * the computed damaged.
2240     */
2241 root 1.9 void
2242     deathstrike_player (object *op, object *hitter, int *dam)
2243 elmex 1.1 {
2244 root 1.9 /* The intention of a death attack is to kill outright things
2245     ** that are a lot weaker than the attacker, have a chance of killing
2246     ** things somewhat weaker than the caster, and no chance of
2247     ** killing something equal or stronger than the attacker.
2248     ** Also, if a deathstrike attack has a slaying, any monster
2249     ** whose name or race matches a comma-delimited list in the slaying
2250     ** field of the deathstriking object */
2251    
2252     int atk_lev, def_lev, kill_lev;
2253    
2254     if (hitter->slaying)
2255     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2256     return;
2257    
2258     def_lev = op->level;
2259     if (def_lev < 1)
2260     {
2261     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2262     def_lev = 1;
2263     }
2264     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266     atk_lev, def_lev); */
2267    
2268     if (atk_lev >= def_lev)
2269     {
2270     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2271    
2272     /* Note that the below effectively means the ratio of the atk vs
2273     * defener level is important - if level 52 character has very little
2274     * chance of killing a level 50 monster. This should probably be
2275     * redone.
2276     */
2277     if (kill_lev >= def_lev)
2278     {
2279     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2280     /* I think this doesn't really do much. Because of
2281     * integer rounding, this only makes any difference if the
2282     * attack level is double the defender level.
2283     */
2284     *dam *= kill_lev / def_lev;
2285 root 1.5 }
2286 root 1.9 }
2287     else
2288     {
2289     *dam = 0; /* no harm done */
2290 elmex 1.1 }
2291     }
2292    
2293     /* thrown_item_effect() - handles any special effects of thrown
2294     * items (like attacking living creatures--a potion thrown at a
2295     * monster).
2296     */
2297 root 1.9 static void
2298     thrown_item_effect (object *hitter, object *victim)
2299 elmex 1.1 {
2300 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2301     {
2302     /* May not need a switch for just 2 types, but this makes it
2303     * easier for expansion.
2304     */
2305     switch (hitter->type)
2306     {
2307 root 1.5 case POTION:
2308 root 1.9 /* should player get a save throw instead of checking magic protection? */
2309     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2310     (void) apply_potion (victim, hitter);
2311     break;
2312    
2313     case POISON: /* poison drinks */
2314     /* As with potions, should monster get a save? */
2315     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2316     apply_poison (victim, hitter);
2317     break;
2318    
2319     /* Removed case statements that did nothing.
2320     * food may be poisonous, but monster must be willing to eat it,
2321     * so we don't handle it here.
2322     * Containers should perhaps break open, but that code was disabled.
2323     */
2324 root 1.5 }
2325 elmex 1.1 }
2326     }
2327    
2328     /* adj_attackroll() - adjustments to attacks by various conditions */
2329    
2330 root 1.9 int
2331     adj_attackroll (object *hitter, object *target)
2332     {
2333 elmex 1.1 object *attacker = hitter;
2334 root 1.9 int adjust = 0;
2335 elmex 1.1
2336     /* safety */
2337 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2338     {
2339     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2340     return 0;
2341     }
2342 elmex 1.1
2343     /* aimed missiles use the owning object's sight */
2344 root 1.9 if (is_aimed_missile (hitter))
2345     {
2346     if ((attacker = get_owner (hitter)) == NULL)
2347     attacker = hitter;
2348     /* A player who saves but hasn't quit still could have objects
2349     * owned by him - need to handle that case to avoid crashes.
2350     */
2351     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2352     attacker = hitter;
2353     }
2354     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2355 elmex 1.1 return 0;
2356    
2357 root 1.9 /* determine the condtions under which we make an attack.
2358     * Add more cases, as the need occurs. */
2359 elmex 1.1
2360 root 1.9 if (!can_see_enemy (attacker, target))
2361     {
2362     /* target is unseen */
2363     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2364     adjust -= 10;
2365     /* dark map penalty for the hitter (lacks infravision if we got here). */
2366     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2367     adjust -= target->map->darkness;
2368     }
2369 elmex 1.1
2370 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2371 elmex 1.1 adjust -= 3;
2372    
2373 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2374 elmex 1.1 adjust += 1;
2375    
2376 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2377 elmex 1.1 adjust += 1;
2378    
2379 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2380 elmex 1.1 adjust -= 3;
2381    
2382     /* if we attack at a different 'altitude' its harder */
2383 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2384 elmex 1.1 adjust -= 2;
2385    
2386     #if 0
2387     /* slower attacks are less likely to succeed. We should use a
2388     * comparison between attacker/target speeds BUT, players have
2389     * a generally faster speed, so this will wind up being a HUGE
2390     * disadantage for the monsters! Too bad, because missiles which
2391     * fly fast should have a better chance of hitting a slower target.
2392     */
2393 root 1.9 if (hitter->speed < target->speed)
2394     adjust += ((float) hitter->speed - target->speed);
2395 elmex 1.1 #endif
2396    
2397     #if 0
2398 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2399 elmex 1.1 #endif
2400    
2401     return adjust;
2402 root 1.9 }
2403 elmex 1.1
2404    
2405     /* determine if the object is an 'aimed' missile */
2406 root 1.9 int
2407     is_aimed_missile (object *op)
2408     {
2409 elmex 1.1
2410 root 1.9 /* I broke what used to be one big if into a few nested
2411     * ones so that figuring out the logic is at least possible.
2412     */
2413     if (op && (op->move_type & MOVE_FLYING))
2414     {
2415     if (op->type == ARROW || op->type == THROWN_OBJ)
2416     return 1;
2417     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2418     return 1;
2419 elmex 1.1 }
2420 root 1.9 return 0;
2421     }