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/cvs/deliantra/server/server/attack.C
Revision: 1.117
Committed: Sat Nov 7 18:30:05 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.116: +30 -39 lines
Log Message:
lots of cleanups

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.79 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.45 *
4 root 1.81 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.66 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.45 *
8 root 1.112 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.45 *
13 root 1.69 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.66 *
18 root 1.112 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 pippijn 1.45 *
22 root 1.79 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.45 */
24 root 1.66
25 elmex 1.1 #include <assert.h>
26     #include <global.h>
27     #include <living.h>
28     #include <material.h>
29     #include <skills.h>
30     #include <sounds.h>
31 root 1.53 #include <sproto.h>
32 elmex 1.1
33 root 1.9 typedef struct att_msg_str
34     {
35 elmex 1.1 char *msg1;
36     char *msg2;
37     } att_msg;
38    
39     /*#define ATTACK_DEBUG*/
40    
41     /* did_make_save_item just checks to make sure the item actually
42     * made its saving throw based on the tables. It does not take
43     * any further action (like destroying the item).
44     */
45 root 1.114 static int
46 root 1.9 did_make_save_item (object *op, int type, object *originator)
47     {
48     int i, roll, saves = 0, attacks = 0, number;
49     materialtype_t *mt;
50    
51 root 1.87 if (!op->materialname)
52 root 1.9 {
53 root 1.102 for (mt = materialt; mt; mt = mt->next)
54 root 1.49 if (op->materials & mt->material)
55 root 1.26 break;
56 root 1.9 }
57     else
58     mt = name_to_material (op->materialname);
59 root 1.40
60 root 1.71 if (!mt)
61 elmex 1.1 return TRUE;
62 root 1.40
63 root 1.9 roll = rndm (1, 20);
64    
65     /* the attacktypes have no meaning for object saves
66     * If the type is only magic, don't adjust type - basically, if
67     * pure magic is hitting an object, it should save. However, if it
68     * is magic teamed with something else, then strip out the
69     * magic type, and instead let the fire, cold, or whatever component
70     * destroy the item. Otherwise, you get the case of poisoncloud
71     * destroying objects because it has magic attacktype.
72     */
73     if (type != AT_MAGIC)
74     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
75     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
76     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
77    
78 root 1.87 if (type == 0) return TRUE;
79    
80     if (roll == 20) return TRUE;
81     if (roll == 1) return FALSE;
82 root 1.9
83     for (number = 0; number < NROFATTACKS; number++)
84     {
85     i = 1 << number;
86 root 1.87
87 root 1.9 if (!(i & type))
88     continue;
89 root 1.87
90 root 1.9 attacks++;
91     if (op->resist[number] == 100)
92     saves++;
93     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
94     saves++;
95     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
96     saves++;
97     }
98    
99     if (saves == attacks || attacks == 0)
100     return TRUE;
101 root 1.46
102     if (saves == 0 || (rndm (1, attacks) > saves))
103 root 1.9 return FALSE;
104 root 1.46
105 root 1.9 return TRUE;
106 elmex 1.1 }
107    
108 root 1.114 /* cancels object *op. Cancellation basically means an object loses
109     * its magical benefits.
110     */
111     void
112     cancellation (object *op)
113     {
114     if (op->invisible)
115     return;
116    
117     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
118     {
119     /* Recurse through the inventory */
120     for (object *tmp = op->inv; tmp; tmp = tmp->below)
121     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
122     cancellation (tmp);
123     }
124 root 1.117 else if (fabs (op->magic) <= rndm (0, 5))
125 root 1.114 {
126     /* Nullify this object. This code could probably be more complete */
127     /* in what abilities it should cancel */
128     op->magic = 0;
129    
130     CLEAR_FLAG (op, FLAG_DAMNED);
131     CLEAR_FLAG (op, FLAG_CURSED);
132     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
133     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
134    
135     if (object *pl = op->visible_to ())
136     esrv_update_item (UPD_FLAGS, pl, op);
137     }
138     }
139    
140 elmex 1.1 /* This function calls did_make_save_item. It then performs the
141     * appropriate actions to the item (such as burning the item up,
142     * calling cancellation, etc.)
143     */
144 root 1.9 void
145     save_throw_object (object *op, int type, object *originator)
146 elmex 1.1 {
147 root 1.9 if (!did_make_save_item (op, type, originator))
148 elmex 1.1 {
149 root 1.9 object *env = op->env;
150     int x = op->x, y = op->y;
151 root 1.19 maptile *m = op->map;
152 root 1.9
153     op = stop_item (op);
154 root 1.88 if (!op)
155 root 1.9 return;
156 elmex 1.1
157 root 1.9 /* Hacked the following so that type LIGHTER will work.
158 root 1.87 * Also, objects which are potential "lights" that are hit by
159 root 1.9 * flame/elect attacks will be set to glow. "lights" are any
160     * object with +/- glow_radius and an "other_arch" to change to.
161     * (and please note that we cant fail our save and reach this
162     * function if the object doesnt contain a material that can burn.
163     * So forget lighting magical swords on fire with this!) -b.t.
164     */
165 elmex 1.107 if (type & (AT_FIRE | AT_ELECTRICITY)
166     && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167     || op->type == LAMP
168     || op->type == TORCH
169     ))
170 root 1.9 {
171 elmex 1.107 switch (op->type)
172     {
173     case LAMP:
174 elmex 1.111 case TORCH:
175 elmex 1.107 // turn on a lamp
176     apply_lamp (op, true);
177     break;
178 elmex 1.1
179 elmex 1.107 default:
180     // for instance icecubes:
181     if (op->other_arch)
182     {
183     const char *arch = op->other_arch->archname;
184    
185     if (op->decrease ())
186     fix_stopped_item (op, m, originator);
187 root 1.13
188 elmex 1.107 if ((op = archetype::get (arch)))
189     {
190     if (env)
191     env->insert (op);
192     else
193     m->insert (op, x, y, originator);
194     }
195     }
196 root 1.9 }
197     return;
198     }
199 root 1.13
200 root 1.9 if (type & AT_CANCELLATION)
201     { /* Cancellation. */
202     cancellation (op);
203     fix_stopped_item (op, m, originator);
204     return;
205     }
206 root 1.13
207 root 1.9 if (op->nrof > 1)
208     {
209 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
210 root 1.9 fix_stopped_item (op, m, originator);
211 elmex 1.1 }
212 root 1.9 else
213 root 1.87 {
214     // drop everything to the ground, if possible
215 root 1.88 op->insert_at (originator);
216 root 1.95 op->drop_and_destroy ();
217 root 1.87 }
218 root 1.13
219 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
220 root 1.13 if (env)
221     {
222 root 1.84 op = archetype::get (shstr_burnout);
223 root 1.13 op->x = env->x, op->y = env->y;
224 root 1.84 env->insert (op);
225 root 1.13 }
226     else
227 root 1.84 replace_insert_ob_in_map (shstr_burnout, originator);
228 root 1.13
229 root 1.9 return;
230     }
231 root 1.15
232 root 1.9 /* The value of 50 is arbitrary. */
233 root 1.88 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 root 1.9 {
235 root 1.84 archetype *at = archetype::find (shstr_icecube);
236 root 1.9
237     if (at == NULL)
238 root 1.5 return;
239 root 1.15
240 root 1.9 op = stop_item (op);
241     if (op == NULL)
242 elmex 1.1 return;
243 root 1.15
244 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
245     if (!tmp)
246 root 1.9 {
247     tmp = arch_to_object (at);
248     tmp->x = op->x, tmp->y = op->y;
249     /* This was in the old (pre new movement code) -
250     * icecubes have slow_move set to 1 - don't want
251     * that for ones we create.
252     */
253     tmp->move_slow_penalty = 0;
254     tmp->move_slow = 0;
255     insert_ob_in_map (tmp, op->map, originator, 0);
256     }
257 root 1.15
258 root 1.87 tmp->insert (op);
259 root 1.9 return;
260 elmex 1.1 }
261     }
262    
263     /* Object op is hitting the map.
264     * op is going in direction 'dir'
265     * type is the attacktype of the object.
266     * full_hit is set if monster area does not matter.
267     * returns 1 if it hits something, 0 otherwise.
268     */
269 root 1.9 int
270     hit_map (object *op, int dir, int type, int full_hit)
271     {
272 root 1.19 maptile *map;
273 root 1.9 sint16 x, y;
274     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
275 elmex 1.1
276 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
277     {
278     LOG (llevError, "BUG: hit_map(): free object\n");
279     return 0;
280 elmex 1.1 }
281    
282 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
283     {
284 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
285 root 1.9 return 0;
286 elmex 1.1 }
287    
288 root 1.9 if (!op->map)
289     {
290     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
291     return 0;
292 elmex 1.1 }
293    
294 root 1.9 if (op->head)
295     op = op->head;
296    
297 root 1.86 mapxy pos (op);
298     pos.move (dir);
299 elmex 1.1
300 root 1.86 if (!pos.normalise ())
301 root 1.41 return 0;
302 root 1.9
303     // elmex: a safe map tile can't be hit!
304     // this should prevent most harmful effects on items and players there.
305 root 1.86 mapspace &ms = pos.ms ();
306 root 1.41
307     if (ms.flags () & P_SAFE)
308 root 1.9 return 0;
309    
310 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
311 root 1.9 * must be out here because it strikes things which are not alive
312     */
313 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 root 1.9 {
315 root 1.41 if (type & AT_COUNTERSPELL)
316     {
317     counterspell (op, dir); /* see spell_effect.c */
318 elmex 1.1
319 root 1.41 /* If the only attacktype is counterspell or magic, don't need
320     * to do any further processing.
321     */
322     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
323     return 0;
324 root 1.11
325 root 1.41 type &= ~AT_COUNTERSPELL;
326     }
327 elmex 1.1
328 root 1.41 if (type & AT_CHAOS)
329     {
330     shuffle_attack (op, 1); /* flag tells it to change the face */
331     update_object (op, UP_OBJ_FACE);
332     type &= ~AT_CHAOS;
333     }
334 elmex 1.1 }
335    
336 root 1.37 /* There may still be objects that were above 'next', but there is no
337     * simple way to find out short of copying all object references and
338     * tags into a temporary array before we start processing the first
339     * object. That's why we just abort on destroy.
340     *
341     * This happens whenever attack spells (like fire) hit a pile
342     * of objects. This is not a bug - nor an error.
343     */
344 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
345 root 1.9 {
346 root 1.37 object *tmp = next;
347 root 1.9 next = tmp->above;
348 root 1.11
349 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
350     * For example, 'tmp' was put in an icecube.
351     * This is one of the few cases where on_same_map should not be used.
352     */
353 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
354 root 1.9 continue;
355    
356     if (QUERY_FLAG (tmp, FLAG_ALIVE))
357     {
358     hit_player (tmp, op->stats.dam, op, type, full_hit);
359     retflag |= 1;
360 root 1.41
361 root 1.18 if (op->destroyed ())
362 root 1.5 break;
363     }
364 root 1.9 /* Here we are potentially destroying an object. If the object has
365     * NO_PASS set, it is also immune - you can't destroy walls. Note
366     * that weak walls have is_alive set, which prevent objects from
367     * passing over/through them. We don't care what type of movement
368     * the wall blocks - if it blocks any type of movement, can't be
369     * destroyed right now.
370     */
371 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
372 root 1.9 {
373     save_throw_object (tmp, type, op);
374 root 1.37
375 root 1.18 if (op->destroyed ())
376 root 1.9 break;
377 root 1.5 }
378 elmex 1.1 }
379 root 1.11
380 root 1.9 return 0;
381 elmex 1.1 }
382    
383 root 1.115 static void
384 root 1.9 attack_message (int dam, int type, object *op, object *hitter)
385     {
386 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
387 root 1.9 int i, found = 0;
388 root 1.19 maptile *map;
389 elmex 1.1 object *next, *tmp;
390    
391     /* put in a few special messages for some of the common attacktypes
392     * a player might have. For example, fire, electric, cold, etc
393     * [garbled 20010919]
394     */
395 root 1.9 if (dam == 9998 && op->type == DOOR)
396     {
397     sprintf (buf1, "unlock %s", &op->name);
398     sprintf (buf2, " unlocks");
399     found++;
400     }
401 root 1.113 else if (dam < 0)
402 root 1.9 {
403     sprintf (buf1, "hit %s", &op->name);
404     sprintf (buf2, " hits");
405     found++;
406     }
407     else if (dam == 0)
408     {
409     sprintf (buf1, "missed %s", &op->name);
410     sprintf (buf2, " misses");
411     found++;
412     }
413     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
414 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
415 root 1.9 {
416     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
417     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
418     {
419     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
420     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
421     found++;
422     break;
423     }
424     }
425     else if (op->type == DOOR && !found)
426     {
427     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
428     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
429     {
430     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
431     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
432     found++;
433     break;
434     }
435     }
436 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
437 root 1.9 {
438     if (USING_SKILL (hitter, SK_KARATE))
439     {
440     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
441     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
442     {
443     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
444     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
445 root 1.5 found++;
446     break;
447 root 1.9 }
448     }
449     else if (USING_SKILL (hitter, SK_CLAWING))
450     {
451     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
452     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
453     {
454     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
455     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
456 root 1.5 found++;
457     break;
458     }
459 root 1.9 }
460     else if (USING_SKILL (hitter, SK_PUNCHING))
461     {
462     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
463     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
464     {
465     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
466     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
467     found++;
468     break;
469 root 1.5 }
470     }
471 elmex 1.1 }
472 root 1.29
473 root 1.9 if (found)
474     {
475     /* done */
476     }
477 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
478 root 1.9 {
479     sprintf (buf1, "hit"); /* just in case */
480     for (i = 0; i < MAXATTACKMESS; i++)
481     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
482     {
483     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
484     found++;
485     break;
486     }
487     }
488 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
489 root 1.9 {
490 elmex 1.1 /* drain is first, because some items have multiple attypes */
491 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
492     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
493     {
494     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
495     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
496     found++;
497     break;
498     }
499     }
500 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
501 root 1.9 {
502     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
503     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
504     {
505     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
506     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
507     found++;
508     break;
509     }
510     }
511 root 1.29 else if (type & AT_COLD && op->is_alive ())
512 root 1.9 {
513     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
514     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
515     {
516     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
517     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
518     found++;
519     break;
520     }
521     }
522     else if (type & AT_FIRE)
523     {
524     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
525     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
526     {
527     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
528     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
529     found++;
530     break;
531     }
532     }
533 root 1.113 else if (hitter->current_weapon)
534 root 1.9 {
535     int mtype;
536    
537     switch (hitter->current_weapon->weapontype)
538     {
539 root 1.86 case WEAP_HIT:
540     mtype = ATM_BASIC;
541     break;
542     case WEAP_SLASH:
543     mtype = ATM_SLASH;
544     break;
545     case WEAP_PIERCE:
546     mtype = ATM_PIERCE;
547     break;
548     case WEAP_CLEAVE:
549     mtype = ATM_CLEAVE;
550     break;
551     case WEAP_SLICE:
552     mtype = ATM_SLICE;
553     break;
554     case WEAP_STAB:
555     mtype = ATM_STAB;
556     break;
557     case WEAP_WHIP:
558     mtype = ATM_WHIP;
559     break;
560     case WEAP_CRUSH:
561     mtype = ATM_CRUSH;
562     break;
563     case WEAP_BLUD:
564     mtype = ATM_BLUD;
565     break;
566     default:
567     mtype = ATM_BASIC;
568     break;
569 root 1.9 }
570 root 1.86
571 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
572     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
573     {
574     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
575     strcpy (buf2, attack_mess[mtype][i].buf3);
576     found++;
577     break;
578     }
579     }
580     else
581     {
582     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
583     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
584     {
585     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
586     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
587     found++;
588     break;
589     }
590 elmex 1.1 }
591    
592 root 1.9 if (!found)
593     {
594     strcpy (buf1, "hit");
595     strcpy (buf2, " hits");
596 elmex 1.1 }
597    
598 root 1.9 /* bail out if a monster is casting spells */
599 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
600 root 1.9 return;
601 elmex 1.1
602 root 1.9 /* scale down magic considerably. */
603     if (type & AT_MAGIC && rndm (0, 5))
604     return;
605 elmex 1.1
606 root 1.9 /* Did a player hurt another player? Inform both! */
607 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
608 root 1.9 {
609 root 1.27 if (hitter->owner != NULL)
610 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
611     else
612     {
613     sprintf (buf, "%s%s you.", &hitter->name, buf2);
614 root 1.74
615 root 1.9 if (dam != 0)
616     {
617     if (dam < 10)
618 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
619 root 1.9 else if (dam < 20)
620 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
621 root 1.9 else
622 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
623 root 1.5 }
624     }
625 root 1.72
626 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
627     } /* end of player hitting player */
628 elmex 1.1
629 root 1.9 if (hitter->type == PLAYER)
630     {
631     sprintf (buf, "You %s.", buf1);
632 root 1.74
633 root 1.9 if (dam != 0)
634     {
635     if (dam < 10)
636 root 1.74 op->play_sound (sound_find ("player_hits1"));
637 root 1.9 else if (dam < 20)
638 root 1.74 op->play_sound (sound_find ("player_hits2"));
639 root 1.9 else
640 root 1.74 op->play_sound (sound_find ("player_hits3"));
641 root 1.5 }
642 root 1.72
643 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
644     }
645 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 root 1.9 {
647 elmex 1.1 /* look for stacked spells and start reducing the message chances */
648 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
649     {
650     i = 4;
651     map = hitter->map;
652     if (out_of_map (map, hitter->x, hitter->y))
653     return;
654 root 1.53
655 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
656 root 1.9 if (next)
657     while (next)
658     {
659     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660     i *= 3;
661 root 1.72
662 root 1.9 tmp = next;
663     next = tmp->above;
664     }
665 root 1.53
666 root 1.9 if (i < 0)
667 root 1.5 return;
668 root 1.53
669 root 1.9 if (rndm (0, i) != 0)
670     return;
671     }
672     else if (rndm (0, 5) != 0)
673     return;
674 root 1.53
675 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 root 1.72 op->play_sound (sound_find ("player_hits4"));
677 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 elmex 1.1 }
679     }
680    
681 root 1.9 static int
682     get_attack_mode (object **target, object **hitter, int *simple_attack)
683 elmex 1.1 {
684 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685     {
686     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687     return 1;
688 elmex 1.1 }
689 root 1.77
690 root 1.113 *target = (*target)->head_ ();
691     *hitter = (*hitter)->head_ ();
692 root 1.77
693 root 1.86 if ((*target)->type == LOCKED_DOOR)
694     return 1; // locked doors cannot be hit
695    
696     if ((*hitter)->env || (*target)->env)
697 root 1.9 {
698     *simple_attack = 1;
699     return 0;
700 elmex 1.1 }
701 root 1.77
702 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
703 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704     || !(*hitter)->map
705     || !on_same_map (*hitter, *target))
706 elmex 1.1 {
707 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708     (*hitter)->debug_desc (), (*target)->debug_desc ());
709 root 1.9 return 1;
710 elmex 1.1 }
711 root 1.77
712 root 1.9 *simple_attack = 0;
713     return 0;
714 elmex 1.1 }
715    
716 root 1.9 static int
717     abort_attack (object *target, object *hitter, int simple_attack)
718 elmex 1.1 {
719 root 1.113 /* Check if target and hitter are still in a relation similar to the one
720     * determined by get_attack_mode(). Returns true if the relation has changed.
721     */
722 root 1.9 int new_mode;
723 elmex 1.1
724 root 1.9 if (hitter->env == target || target->env == hitter)
725     new_mode = 1;
726 root 1.113 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727     || hitter->map == NULL || !on_same_map (hitter, target))
728 root 1.9 return 1;
729     else
730     new_mode = 0;
731 root 1.113
732 root 1.9 return new_mode != simple_attack;
733 elmex 1.1 }
734    
735 root 1.114 /* thrown_item_effect() - handles any special effects of thrown
736     * items (like attacking living creatures--a potion thrown at a
737     * monster).
738     */
739     static void
740     thrown_item_effect (object *hitter, object *victim)
741     {
742     if (!QUERY_FLAG (hitter, FLAG_ALIVE))
743     {
744     /* May not need a switch for just 2 types, but this makes it
745     * easier for expansion.
746     */
747     switch (hitter->type)
748     {
749     case POTION:
750     /* should player get a save throw instead of checking magic protection? */
751     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
752     (void) apply_potion (victim, hitter);
753     break;
754    
755     case POISON: /* poison drinks */
756     /* As with potions, should monster get a save? */
757     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
758     apply_poison (victim, hitter);
759     break;
760    
761     /* Removed case statements that did nothing.
762     * food may be poisonous, but monster must be willing to eat it,
763     * so we don't handle it here.
764     * Containers should perhaps break open, but that code was disabled.
765     */
766     }
767     }
768     }
769    
770     /* determine if the object is an 'aimed' missile */
771     static int
772     is_aimed_missile (object *op)
773     {
774    
775     /* I broke what used to be one big if into a few nested
776     * ones so that figuring out the logic is at least possible.
777     */
778     if (op && (op->move_type & MOVE_FLYING))
779     if (op->type == ARROW || op->type == THROWN_OBJ)
780     return 1;
781     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
782     return 1;
783    
784     return 0;
785     }
786     /* adj_attackroll() - adjustments to attacks by various conditions */
787     static int
788     adj_attackroll (object *hitter, object *target)
789     {
790     object *attacker = hitter;
791     int adjust = 0;
792    
793     /* safety */
794     if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
795     {
796     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
797     return 0;
798     }
799    
800     /* aimed missiles use the owning object's sight */
801     if (is_aimed_missile (hitter))
802     {
803     if ((attacker = hitter->owner) == NULL)
804     attacker = hitter;
805     /* A player who saves but hasn't quit still could have objects
806     * owned by him - need to handle that case to avoid crashes.
807     */
808     if (QUERY_FLAG (attacker, FLAG_REMOVED))
809     attacker = hitter;
810     }
811     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
812     return 0;
813    
814     /* determine the condtions under which we make an attack.
815     * Add more cases, as the need occurs. */
816    
817     if (!can_see_enemy (attacker, target))
818     {
819     /* target is unseen */
820     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
821     adjust -= 10;
822     /* dark map penalty for the hitter (lacks infravision if we got here). */
823     else if (!stand_in_light (target))
824     adjust -= target->map->darklevel ();
825     }
826    
827     if (QUERY_FLAG (attacker, FLAG_SCARED))
828     adjust -= 3;
829    
830     if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
831     adjust += 1;
832    
833     if (QUERY_FLAG (target, FLAG_SCARED))
834     adjust += 1;
835    
836     if (QUERY_FLAG (attacker, FLAG_CONFUSED))
837     adjust -= 3;
838    
839     /* if we attack at a different 'altitude' its harder */
840     if ((attacker->move_type & target->move_type) == 0)
841     adjust -= 2;
842    
843     #if 0
844     /* slower attacks are less likely to succeed. We should use a
845     * comparison between attacker/target speeds BUT, players have
846     * a generally faster speed, so this will wind up being a HUGE
847     * disadantage for the monsters! Too bad, because missiles which
848     * fly fast should have a better chance of hitting a slower target.
849     */
850     if (hitter->speed < target->speed)
851     adjust += ((float) hitter->speed - target->speed);
852     #endif
853    
854     #if 0
855     LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
856     #endif
857    
858     return adjust;
859     }
860 elmex 1.1
861 root 1.9 static int
862     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
863 elmex 1.1 {
864 root 1.9 int simple_attack, roll, dam = 0;
865     uint32 type;
866     shstr op_name;
867    
868     if (get_attack_mode (&op, &hitter, &simple_attack))
869     goto error;
870    
871     if (hitter->current_weapon)
872     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
873     return RESULT_INT (0);
874    
875     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
876     return RESULT_INT (0);
877 elmex 1.1
878 root 1.9 /*
879     * A little check to make it more difficult to dance forward and back
880     * to avoid ever being hit by monsters.
881     */
882 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
883 root 1.9 {
884     /* Decrease speed BEFORE calling process_object. Otherwise, an
885     * infinite loop occurs, with process_object calling move_monster,
886     * which then gets here again. By decreasing the speed before
887     * we call process_object, the 'if' statement above will fail.
888     */
889 root 1.65 --op->speed_left;
890 root 1.9 process_object (op);
891 root 1.26
892 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
893 elmex 1.1 goto error;
894 root 1.9 }
895 elmex 1.1
896 root 1.9 op_name = op->name;
897 root 1.3
898 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
899 elmex 1.1
900 root 1.9 /* Adjust roll for various situations. */
901     if (!simple_attack)
902     roll += adj_attackroll (hitter, op);
903 elmex 1.1
904 root 1.9 /* See if we hit the creature */
905     if (roll == 20 || op->stats.ac >= base_wc - roll)
906     {
907     int hitdam = base_dam;
908    
909     if (!simple_attack)
910 elmex 1.1 {
911 root 1.9 /* If you hit something, the victim should *always* wake up.
912     * Before, invisible hitters could avoid doing this.
913     * -b.t. */
914     if (QUERY_FLAG (op, FLAG_SLEEP))
915     CLEAR_FLAG (op, FLAG_SLEEP);
916    
917     /* If the victim can't see the attacker, it may alert others
918     * for help. */
919 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
920 root 1.9 npc_call_help (op);
921    
922     /* if you were hidden and hit by a creature, you are discovered */
923 root 1.99 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
924 root 1.9 {
925     make_visible (op);
926 root 1.59
927 root 1.9 if (op->type == PLAYER)
928 root 1.110 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
929 root 1.9 }
930    
931     /* thrown items (hitter) will have various effects
932     * when they hit the victim. For things like thrown daggers,
933     * this sets 'hitter' to the actual dagger, and not the
934     * wrapper object.
935     */
936     thrown_item_effect (hitter, op);
937 root 1.26
938 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
939 root 1.9 goto leave;
940     }
941    
942     /* Need to do at least 1 damage, otherwise there is no point
943     * to go further and it will cause FPE's below.
944     */
945     if (hitdam <= 0)
946     hitdam = 1;
947 elmex 1.1
948 root 1.9 type = hitter->attacktype;
949 root 1.18
950 elmex 1.109 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
951     * Crossfire we have to default the attacktype here to AT_PHYSICAL.
952     * This check is important for the most simple monsters out there in the
953     * game content (maps, archs). For example orcs: They would have
954     * no attacktype at all.
955     *
956     * Some time in the future someone should just go into the game data
957     * and fix every monster out there ;-/ Until then we will kill some
958     * more trees in the african rain forests with this check.
959     */
960 root 1.9 if (!type)
961     type = AT_PHYSICAL;
962 root 1.18
963 root 1.9 /* Handle monsters that hit back */
964     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
965     {
966     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
967     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
968 root 1.18
969 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
970 root 1.18
971     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
972 root 1.5 goto leave;
973 root 1.9 }
974 elmex 1.1
975 root 1.9 /* In the new attack code, it should handle multiple attack
976     * types in its area, so remove it from here.
977     */
978     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
979 root 1.18
980     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
981 root 1.9 goto leave;
982     } /* end of if hitter hit op */
983     /* if we missed, dam=0 */
984    
985     /*attack_message(dam, type, op, hitter); */
986 elmex 1.1
987 root 1.9 goto leave;
988 elmex 1.1
989 root 1.9 error:
990     dam = 1;
991 elmex 1.1
992 root 1.9 leave:
993 elmex 1.1
994 root 1.9 return dam;
995 elmex 1.1 }
996    
997 root 1.9 int
998     attack_ob (object *op, object *hitter)
999 elmex 1.1 {
1000 root 1.58 hitter = hitter->head_ ();
1001 elmex 1.1
1002 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
1003 elmex 1.1 }
1004    
1005     /* op is the arrow, tmp is what is stopping the arrow.
1006     *
1007     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
1008     */
1009 root 1.9 static int
1010     stick_arrow (object *op, object *tmp)
1011 elmex 1.1 {
1012 root 1.9 /* If the missile hit a player, we insert it in their inventory.
1013     * However, if the missile is heavy, we don't do so (assume it falls
1014     * to the ground after a hit). What a good value for this is up to
1015     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
1016     * stick around.
1017     */
1018     if (op->weight <= 5000 && tmp->stats.hp >= 0)
1019     {
1020 root 1.82 tmp->head_ ()->insert (op);
1021 root 1.9 return 1;
1022     }
1023     else
1024     return 0;
1025 elmex 1.1 }
1026    
1027     /* hit_with_arrow() disassembles the missile, attacks the victim and
1028     * reassembles the missile.
1029     *
1030     * It returns a pointer to the reassembled missile, or NULL if the missile
1031     * isn't available anymore.
1032     */
1033 root 1.9 object *
1034     hit_with_arrow (object *op, object *victim)
1035 elmex 1.1 {
1036 root 1.9 object *container, *hitter;
1037     int hit_something = 0;
1038    
1039     /* Disassemble missile */
1040     if (op->inv)
1041     {
1042     container = op;
1043     hitter = op->inv;
1044 root 1.97 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1045 root 1.9 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1046     * might be called until this THROWN_OBJ is either reassembled or
1047     * removed at the end of this function must be able to deal with empty
1048     * THROWN_OBJs. */
1049     }
1050     else
1051     {
1052 root 1.21 container = 0;
1053 root 1.9 hitter = op;
1054     }
1055    
1056     /* Try to hit victim */
1057     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1058    
1059     /* Arrow attacks door, rune of summoning is triggered, demon is put on
1060     * arrow, move_apply() calls this function, arrow sticks in demon,
1061     * attack_ob_simple() returns, and we've got an arrow that still exists
1062     * but is no longer on the map. Ugh. (Beware: Such things can happen at
1063     * other places as well!)
1064     */
1065 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
1066 root 1.9 {
1067     if (container)
1068 root 1.96 container->destroy ();
1069 root 1.21
1070     return 0;
1071 elmex 1.1 }
1072    
1073 root 1.9 /* Missile hit victim */
1074     /* if the speed is > 10, then this is a fast moving arrow, we go straight
1075     * through the target
1076     */
1077     if (hit_something && op->speed <= 10.0)
1078     {
1079     /* Stop arrow */
1080 root 1.21 if (!container)
1081 root 1.9 {
1082     hitter = fix_stopped_arrow (hitter);
1083 root 1.21 if (!hitter)
1084     return 0;
1085 root 1.9 }
1086     else
1087 root 1.96 container->destroy ();
1088 elmex 1.1
1089 root 1.9 /* Try to stick arrow into victim */
1090 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
1091 root 1.21 return 0;
1092 root 1.9
1093     /* Else try to put arrow on victim's map square
1094     * remove check for P_WALL here. If the arrow got to this
1095     * space, that is good enough - with the new movement code,
1096     * there is now the potential for lots of spaces where something
1097     * can fly over but not otherwise move over. What is the correct
1098     * way to handle those otherwise?
1099     */
1100 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
1101 root 1.9 {
1102 root 1.98 if (victim->destroyed ())
1103     hitter->destroy ();
1104     else
1105     {
1106     hitter->remove ();
1107     hitter->x = victim->x;
1108     hitter->y = victim->y;
1109     insert_ob_in_map (hitter, victim->map, hitter, 0);
1110     }
1111 elmex 1.1 }
1112 root 1.9 else
1113 root 1.21 /* Else leave arrow where it is */
1114     merge_ob (hitter, NULL);
1115    
1116     return 0;
1117 elmex 1.1 }
1118    
1119 root 1.9 if (hit_something && op->speed >= 10.0)
1120     op->speed -= 1.0;
1121 elmex 1.1
1122 root 1.9 /* Missile missed victim - reassemble missile */
1123     if (container)
1124     {
1125 root 1.25 hitter->remove ();
1126 root 1.9 insert_ob_in_ob (hitter, container);
1127 elmex 1.1 }
1128 root 1.21
1129 root 1.9 return op;
1130 elmex 1.1 }
1131    
1132 root 1.116 static void
1133 root 1.9 tear_down_wall (object *op)
1134 elmex 1.1 {
1135 root 1.9 if (!op->stats.maxhp)
1136 root 1.108 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1137     else if (!op->has_anim ())
1138 root 1.9 {
1139     /* Object has been called - no animations, so remove it */
1140     if (op->stats.hp < 0)
1141 root 1.96 op->destroy ();
1142 root 1.26
1143 root 1.9 return; /* no animations, so nothing more to do */
1144     }
1145 root 1.26
1146 root 1.108 // we use frames 1..num-2 as intermediate frames, so
1147     // the last frame is used only when hp < 0.
1148     int perc = clamp (
1149     lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1150     0, op->anim_frames () - 1
1151     );
1152 root 1.26
1153 root 1.108 op->set_anim_frame (perc);
1154 root 1.9 update_object (op, UP_OBJ_FACE);
1155 root 1.26
1156 root 1.108 if (op->stats.hp < 0)
1157 root 1.9 { /* Reached the last animation */
1158     if (op->face == blank_face)
1159 root 1.26 /* If the last face is blank, remove the ob */
1160 root 1.96 op->destroy ();
1161 root 1.9 else
1162     { /* The last face was not blank, leave an image */
1163 root 1.108 op->flag [FLAG_BLOCKSVIEW] = false;
1164 root 1.9 update_all_los (op->map, op->x, op->y);
1165     op->move_block = 0;
1166 root 1.108 op->flag [FLAG_ALIVE] = false;
1167 root 1.5 }
1168 elmex 1.1 }
1169     }
1170    
1171 root 1.116 static void
1172 root 1.9 scare_creature (object *target, object *hitter)
1173 elmex 1.1 {
1174 root 1.108 target->flag [FLAG_SCARED] = true;
1175 elmex 1.1
1176 root 1.9 if (!target->enemy)
1177 root 1.108 target->enemy = hitter->outer_owner ();
1178 elmex 1.1 }
1179    
1180 root 1.114 /* GROS: This code comes from hit_player. It has been made external to
1181     * allow script procedures to "kill" objects in a combat-like fashion.
1182     * It was initially used by (kill-object) developed for the Collector's
1183     * Sword. Note that nothing has been changed from the original version
1184     * of the following code.
1185     * op is what is being killed.
1186     * dam is the damage done to it.
1187     * hitter is what is hitting it.
1188     * type is the attacktype.
1189     *
1190     * This function was a bit of a mess with hitter getting changed,
1191     * values being stored away but not used, etc. I've cleaned it up
1192     * a bit - I think it should be functionally equivalant.
1193     * MSW 2002-07-17
1194     */
1195 root 1.9 int
1196 root 1.114 kill_object (object *op, int dam, object *hitter, int type)
1197 root 1.9 {
1198 root 1.114 char buf[MAX_BUF];
1199     shstr skill;
1200     int maxdam = 0;
1201     int battleg = 0; /* true if op standing on battleground */
1202     int pk = 0; /* true if op and what controls hitter are both players */
1203     object *owner = 0;
1204     object *skop = 0;
1205    
1206     if (op->stats.hp >= 0)
1207     return -1;
1208    
1209     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1210     return 0;
1211    
1212     /* maxdam needs to be the amount of damage it took to kill
1213     * this creature. The function(s) that call us have already
1214     * adjusted the creatures HP total, so that is negative.
1215     */
1216     maxdam = dam + op->stats.hp + 1;
1217    
1218     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1219     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1220 root 1.9
1221 root 1.114 if (op->type == DOOR)
1222 root 1.9 {
1223 root 1.114 op->set_speed (0.1f);
1224     op->speed_left = -0.05f;
1225     return maxdam;
1226 elmex 1.1 }
1227 root 1.9
1228 root 1.114 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1229 root 1.9 {
1230 root 1.114 op->drop_and_destroy ();
1231     return maxdam;
1232 elmex 1.1 }
1233 root 1.9
1234 root 1.114 /* Now lets start dealing with experience we get for killing something */
1235    
1236     owner = hitter->outer_owner ();
1237     if (!owner)
1238 root 1.9 owner = hitter;
1239    
1240     /* is the victim (op) standing on battleground? */
1241     if (op_on_battleground (op, NULL, NULL))
1242     battleg = 1;
1243    
1244     /* is this player killing? */
1245     if (op->type == PLAYER && owner->type == PLAYER)
1246     pk = 1;
1247    
1248     /* Player killed something */
1249     if (owner->type == PLAYER)
1250     {
1251     /* Log players killing other players - makes it easier to detect
1252     * and filter out malicious player killers - that is why the
1253     * ip address is included.
1254     */
1255     if (op->type == PLAYER && !battleg)
1256     {
1257     time_t t = time (NULL);
1258     struct tm *tmv;
1259     char buf[256];
1260    
1261     tmv = localtime (&t);
1262     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1263    
1264 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1265 root 1.9 }
1266    
1267     /* try to filter some things out - basically, if you are
1268     * killing a level 1 creature and your level 20, you
1269     * probably don't want to see that.
1270     */
1271     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1272     {
1273     if (owner != hitter)
1274 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1275 root 1.9 else
1276 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1277    
1278 root 1.9 /* Only play sounds for melee kills */
1279     if (hitter->type == PLAYER)
1280 root 1.72 owner->play_sound (sound_find ("player_kills"));
1281 root 1.9 }
1282    
1283     /* If a player kills another player, not on
1284     * battleground, the "killer" looses 1 luck. Since this is
1285     * not reversible, it's actually quite a pain IMHO. -AV
1286     * Fix bug in that we were changing the luck of the hitter, not
1287     * player that the object belonged to - so if you killed another player
1288     * with spells, pets, whatever, there was no penalty.
1289     * Changed to make luck penalty configurable in settings.
1290     */
1291     if (op->type == PLAYER && owner != op && !battleg)
1292 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1293 root 1.9
1294     /* This code below deals with finding the appropriate skill
1295 root 1.61 * to credit exp to. This is a bit problematic - we should
1296 root 1.9 * probably never really have to look at current_weapon->skill
1297     */
1298     if (hitter->skill && hitter->type != PLAYER)
1299     skill = hitter->skill;
1300     else if (owner->chosen_skill)
1301     {
1302 root 1.61 skop = owner->chosen_skill;
1303     skill = skop->skill;
1304 root 1.9 }
1305 root 1.100 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1306 root 1.9 skill = owner->current_weapon->skill;
1307     else
1308 root 1.92 {
1309 root 1.100 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1310     "op: %s\n" "hitter: %s\n" "owner: %s\n",
1311     owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1312 root 1.92 skill = 0;
1313     }
1314 elmex 1.1
1315 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1316 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1317 root 1.9 */
1318 root 1.93 skop = owner->contr->find_skill (skill);
1319 root 1.9 } /* Was it a player that hit somethign */
1320     else
1321 root 1.20 skill = 0;
1322 root 1.9
1323     /* These may have been set in the player code section above */
1324     if (!skop)
1325     skop = hitter->chosen_skill;
1326 root 1.20
1327 root 1.9 if (!skill && skop)
1328     skill = skop->skill;
1329    
1330     /* If you didn't kill yourself, and your not the wizard */
1331 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1332 root 1.9 {
1333     int exp;
1334    
1335     /* Really don't give much experience for killing other players */
1336 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1337 root 1.117 if (battleg)
1338 root 1.9 {
1339 root 1.117 if (op->is_player ())
1340 root 1.9 {
1341     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1342     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1343 root 1.5 }
1344 root 1.117
1345     exp = 0;
1346 elmex 1.1 }
1347 root 1.117 else if (op->is_player ())
1348     exp = op->stats.exp / 1000;
1349 root 1.9 else
1350     exp = calc_skill_exp (owner, op, skop);
1351 elmex 1.1
1352 root 1.9 /* Don't know why this is set this way - doesn't make
1353     * sense to just divide everything by two for no reason.
1354     */
1355 elmex 1.1
1356 root 1.9 if (!settings.simple_exp)
1357     exp = exp / 2;
1358 root 1.5
1359 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1360 root 1.23 change_exp (owner, exp, skill, 0);
1361 root 1.9 else
1362     {
1363     int shares = 0, count = 0;
1364     partylist *party = owner->contr->party;
1365 root 1.5
1366 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1367 root 1.35
1368 root 1.33 for_all_players (pl)
1369 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1370     {
1371     count++;
1372     shares += (pl->ob->level + 4);
1373     }
1374    
1375 root 1.23 if (count == 1 || shares > exp || !shares)
1376 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1377     else
1378     {
1379     int share = exp / shares, given = 0, nexp;
1380    
1381 root 1.33 for_all_players (pl)
1382 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1383     {
1384     nexp = (pl->ob->level + 4) * share;
1385     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1386     given += nexp;
1387     }
1388    
1389 root 1.9 exp -= given;
1390     /* give any remainder to the player */
1391     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1392 root 1.5 }
1393 root 1.9 } /* else part of a party */
1394     } /* end if person didn't kill himself */
1395 elmex 1.1
1396 root 1.9 if (op->type != PLAYER)
1397     {
1398     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1399     {
1400 root 1.27 object *owner1 = op->owner;
1401 elmex 1.1
1402 root 1.20 if (owner1 && owner1->type == PLAYER)
1403 root 1.9 {
1404 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1405 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1406 root 1.90 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1407 root 1.5 }
1408 root 1.12
1409 root 1.9 remove_friendly_object (op);
1410 root 1.5 }
1411 root 1.12
1412 root 1.95 op->drop_and_destroy ();
1413 elmex 1.1 }
1414 root 1.9 else
1415 root 1.83 /* Player has been killed! */
1416     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1417 root 1.12
1418 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1419     * continues in the calling function.
1420     */
1421     return maxdam;
1422 elmex 1.1 }
1423    
1424     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1425     * Returns 0 this is not friendly fire
1426     */
1427 root 1.9 int
1428     friendly_fire (object *op, object *hitter)
1429     {
1430     object *owner;
1431     int friendlyfire;
1432    
1433     if (hitter->head)
1434     hitter = hitter->head;
1435    
1436     friendlyfire = 0;
1437    
1438     if (op->type == PLAYER)
1439     {
1440     if (op_on_battleground (hitter, 0, 0))
1441     return 0;
1442    
1443     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1444     return 1;
1445    
1446 root 1.27 if ((owner = hitter->owner) != NULL)
1447 root 1.9 {
1448     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1449     friendlyfire = 2;
1450     }
1451    
1452     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1453     friendlyfire = 0;
1454 elmex 1.1 }
1455 root 1.62
1456 root 1.9 return friendlyfire;
1457 elmex 1.1 }
1458    
1459     /* This isn't used just for players, but in fact most objects.
1460     * op is the object to be hit, dam is the amount of damage, hitter
1461     * is what is hitting the object, type is the attacktype, and
1462     * full_hit is set if monster area does not matter.
1463     * dam is base damage - protections/vulnerabilities/slaying matches can
1464     * modify it.
1465     */
1466 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1467     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1468 root 1.9 int
1469     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1470     {
1471     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1472     int maxattacktype, attacknum;
1473     int body_attack = op && op->head; /* Did we hit op's head? */
1474     int simple_attack;
1475     int rtn_kill = 0;
1476     int friendlyfire;
1477 elmex 1.1
1478 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1479     return 0;
1480 elmex 1.1
1481 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1482     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1483     return 0;
1484 elmex 1.1
1485 root 1.64 // only allow pk for hostile players
1486 root 1.9 if (op->type == PLAYER)
1487     {
1488 root 1.27 object *owner = hitter->owner;
1489 root 1.9
1490     if (!owner)
1491     owner = hitter;
1492 root 1.18
1493 root 1.56 if (owner->type == PLAYER
1494     && (!op_on_battleground (op, 0, 0)
1495     && (op->contr->peaceful || owner->contr->peaceful))
1496     && op != owner)
1497 root 1.18 return 0;
1498 elmex 1.1 }
1499    
1500 root 1.9 if (body_attack)
1501     {
1502     /* slow and paralyze must hit the head. But we don't want to just
1503     * return - we still need to process other attacks the spell still
1504     * might have. So just remove the paralyze and slow attacktypes,
1505     * and keep on processing if we have other attacktypes.
1506     * return if only magic or nothing is left - under normal code
1507     * we don't attack with pure magic if there is another attacktype.
1508     * Only do processing if the initial attacktype includes one of those
1509     * attack so we don't cancel out things like magic bullet.
1510     */
1511     if (type & (AT_PARALYZE | AT_SLOW))
1512     {
1513     type &= ~(AT_PARALYZE | AT_SLOW);
1514 root 1.18
1515 root 1.9 if (!type || type == AT_MAGIC)
1516     return 0;
1517 root 1.5 }
1518 elmex 1.1 }
1519    
1520 root 1.9 if (!simple_attack && op->type == DOOR)
1521     {
1522 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1523 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1524     {
1525     spring_trap (tmp, hitter);
1526 root 1.26
1527 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1528 root 1.9 return 0;
1529 root 1.26
1530 root 1.9 break;
1531     }
1532 elmex 1.1 }
1533    
1534 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1535     {
1536     /* FIXME: If a player is killed by a rune in a door, the
1537 root 1.18 * destroyed() check above doesn't return, and might get here.
1538 root 1.9 */
1539 elmex 1.54
1540     /* FIXME: This for example happens when a dead door is on a mover and
1541     gets it's speed_left raised on each mover-tick.
1542     Doors are removed in a kinda funny way by giving them speed and speed_left
1543     and waiting for that to run out.
1544     */
1545     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1546 root 1.9 return 0;
1547 elmex 1.1 }
1548    
1549     #ifdef ATTACK_DEBUG
1550 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1551 elmex 1.1 #endif
1552    
1553 root 1.9 if (magic)
1554     {
1555 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1556     * in case 0>dam>1, we try to "simulate" a float value-effect */
1557 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1558 elmex 1.1 if (dam >= 100)
1559 root 1.5 dam /= 100;
1560 elmex 1.1 else
1561 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1562 elmex 1.1 }
1563    
1564 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1565     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1566     */
1567     if (type & AT_CHAOS)
1568     {
1569     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1570     update_object (op, UP_OBJ_FACE);
1571 elmex 1.1 type &= ~AT_CHAOS;
1572     }
1573    
1574 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1575     * holyword is part of an attacktype, then make sure the creature is
1576     * a proper match, otherwise no damage.
1577     */
1578     if (type & AT_HOLYWORD)
1579     {
1580     object *god;
1581    
1582 root 1.105 if ((!hitter->slaying
1583     || (!(op->race && hitter->slaying.contains (op->race))
1584     && !(op->name && hitter->slaying.contains (op->name))))
1585     && (!QUERY_FLAG (op, FLAG_UNDEAD)
1586     || (hitter->title
1587     && (god = find_god (determine_god (hitter))) != NULL
1588     && god->race.contains (shstr_undead))))
1589 root 1.9 return 0;
1590 elmex 1.1 }
1591    
1592 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1593 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1594     {
1595     /* Magic isn't really a true attack type - it gets combined with other
1596     * attack types. As such, skip it over. However, if magic is
1597     * the only attacktype in the group, then still attack with it
1598     */
1599     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1600     continue;
1601    
1602     /* Go through and hit the player with each attacktype, one by one.
1603     * hit_player_attacktype only figures out the damage, doesn't inflict
1604     * it. It will do the appropriate action for attacktypes with
1605     * effects (slow, paralization, etc.
1606     */
1607     if (type & attacktype)
1608     {
1609     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1610     /* the >= causes us to prefer messages from special attacks, if
1611     * the damage is equal.
1612     */
1613     if (ndam >= maxdam)
1614     {
1615 root 1.5 maxdam = ndam;
1616 root 1.9 maxattacktype = 1 << attacknum;
1617 root 1.5 }
1618     }
1619 elmex 1.1 }
1620 root 1.9
1621     /* if this is friendly fire then do a set % of damage only
1622     * Note - put a check in to make sure this attack is actually
1623     * doing damage - otherwise, the +1 in the code below will make
1624     * an attack do damage before when it otherwise didn't
1625     */
1626     friendlyfire = friendly_fire (op, hitter);
1627     if (friendlyfire && maxdam)
1628     {
1629     maxdam = ((dam * settings.set_friendly_fire) / 100);
1630    
1631 elmex 1.1 #ifdef ATTACK_DEBUG
1632 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1633     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1634 elmex 1.1 #endif
1635     }
1636    
1637 root 1.9 if (!full_hit)
1638     {
1639     int area;
1640     int remainder;
1641    
1642     area = 0;
1643 root 1.68
1644     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1645 root 1.9 area++;
1646 root 1.68
1647 root 1.9 assert (area > 0);
1648    
1649     /* basically: maxdam /= area; we try to "simulate" a float
1650     value-effect */
1651     remainder = 100 * (maxdam % area) / area;
1652     maxdam /= area;
1653 root 1.47 if (rndm (100) < remainder)
1654 root 1.9 maxdam++;
1655 elmex 1.1 }
1656    
1657     #ifdef ATTACK_DEBUG
1658 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1659 elmex 1.1 #endif
1660    
1661 root 1.57 // for now, only do this for active objects, otherwise they
1662     // keep a refcount for a long time and I see no usefulness
1663     // for an non-active objetc to know its enemy.
1664     if (op->active)
1665     if (hitter->owner)
1666     op->enemy = hitter->owner;
1667     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1668     op->enemy = hitter;
1669 root 1.9
1670     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1671     {
1672     /* The unaggressives look after themselves 8) */
1673     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1674     npc_call_help (op);
1675     }
1676    
1677     if (magic && did_make_save (op, op->level, 0))
1678     maxdam = maxdam / 2;
1679    
1680     attack_message (maxdam, maxattacktype, op, hitter);
1681    
1682     op->stats.hp -= maxdam;
1683    
1684     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1685     if ((op->stats.hp >= 0) &&
1686     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1687     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1688     {
1689 elmex 1.1
1690 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1691     SET_FLAG (op, FLAG_RUN_AWAY);
1692     else
1693     scare_creature (op, hitter);
1694 elmex 1.1 }
1695    
1696 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1697     {
1698     if (maxdam)
1699     tear_down_wall (op);
1700 root 1.26
1701 root 1.9 return maxdam; /* nothing more to do for wall */
1702     }
1703 elmex 1.1
1704 root 1.9 /* See if the creature has been killed */
1705     rtn_kill = kill_object (op, maxdam, hitter, type);
1706     if (rtn_kill != -1)
1707     return rtn_kill;
1708 elmex 1.1
1709 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1710     * that before if the player was immune to ghosthit, the monster
1711     * remained - that is no longer the case.
1712     */
1713     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1714 root 1.95 hitter->drop_and_destroy ();
1715 root 1.9 /* Lets handle creatures that are splitting now */
1716     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1717     {
1718     int i;
1719     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1720     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1721 root 1.27 object *owner = op->owner;
1722 root 1.5
1723 root 1.9 if (!op->other_arch)
1724     {
1725     LOG (llevError, "SPLITTING without other_arch error.\n");
1726     return maxdam;
1727     }
1728 root 1.26
1729 root 1.25 op->remove ();
1730 root 1.26
1731 root 1.76 for (i = 0; i < op->stats.food; i++)
1732 root 1.9 { /* This doesn't handle op->more yet */
1733     object *tmp = arch_to_object (op->other_arch);
1734     int j;
1735    
1736     tmp->stats.hp = op->stats.hp;
1737 root 1.26
1738 root 1.9 if (friendly)
1739     {
1740     add_friendly_object (tmp);
1741     tmp->attack_movement = PETMOVE;
1742 root 1.39
1743     if (owner)
1744 root 1.27 tmp->set_owner (owner);
1745 root 1.9 }
1746 root 1.26
1747 root 1.9 if (unaggressive)
1748     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1749 root 1.26
1750 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1751 root 1.26
1752 root 1.9 if (j == -1) /* No spot to put this monster */
1753 root 1.96 tmp->destroy ();
1754 root 1.9 else
1755     {
1756     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1757     insert_ob_in_map (tmp, op->map, NULL, 0);
1758     }
1759     }
1760 root 1.26
1761 root 1.96 op->destroy ();
1762 root 1.9 }
1763     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1764 root 1.95 hitter->drop_and_destroy ();
1765 root 1.26
1766 root 1.9 return maxdam;
1767     }
1768    
1769 root 1.116 static void
1770 root 1.9 poison_player (object *op, object *hitter, int dam)
1771     {
1772 root 1.117 archetype *at = archetype::find (shstr_poisoning);
1773 root 1.9 object *tmp = present_arch_in_ob (at, op);
1774 elmex 1.1
1775 root 1.9 if (tmp == NULL)
1776     {
1777     if ((tmp = arch_to_object (at)) == NULL)
1778     LOG (llevError, "Failed to clone arch poisoning.\n");
1779     else
1780     {
1781     tmp = insert_ob_in_ob (tmp, op);
1782     /* peterm: give poisoning some teeth. It should
1783     * be able to kill things better than it does:
1784     * damage should be dependent something--I choose to
1785     * do this: if it's a monster, the damage from the
1786     * poisoning goes as the level of the monster/2.
1787     * If anything else, goes as damage.
1788     */
1789    
1790     if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791     tmp->stats.dam += hitter->level / 2;
1792     else
1793     tmp->stats.dam = dam;
1794    
1795 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1796 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
1797     {
1798     tmp->skill = hitter->skill;
1799     }
1800    
1801     tmp->stats.food += dam; /* more damage, longer poisoning */
1802    
1803     if (op->type == PLAYER)
1804     {
1805     /* player looses stats, maximum is -10 of each */
1806 root 1.117 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1807     tmp->stats.Str = max (-(dam / 3 + 2), -10);
1808     tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1809     tmp->stats.Int = max (-(dam / 7 ), -10);
1810 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
1811 root 1.32 op->update_stats ();
1812 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1813 root 1.75 op->play_sound (tmp->sound);
1814 root 1.9 }
1815 root 1.63
1816 root 1.9 if (hitter->type == PLAYER)
1817     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1818 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1819 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1820 root 1.5 }
1821 root 1.63
1822 root 1.9 tmp->speed_left = 0;
1823     }
1824     else
1825     tmp->stats.food++;
1826     }
1827    
1828 root 1.116 static void
1829 root 1.9 slow_player (object *op, object *hitter, int dam)
1830     {
1831 root 1.117 archetype *at = archetype::find (shstr_slowness);
1832 root 1.9 object *tmp;
1833    
1834     if (at == NULL)
1835 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
1836    
1837 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1838     {
1839     tmp = arch_to_object (at);
1840     tmp = insert_ob_in_ob (tmp, op);
1841     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1842     }
1843     else
1844     tmp->stats.food++;
1845 root 1.62
1846 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
1847     tmp->speed_left = 0;
1848 root 1.32 op->update_stats ();
1849 elmex 1.1 }
1850    
1851 root 1.9 void
1852     confuse_player (object *op, object *hitter, int dam)
1853     {
1854     object *tmp;
1855     int maxduration;
1856 elmex 1.1
1857 root 1.117 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1858 root 1.9 if (!tmp)
1859     {
1860     tmp = get_archetype (FORCE_NAME);
1861     tmp = insert_ob_in_ob (tmp, op);
1862     }
1863 root 1.5
1864 root 1.9 /* Duration added per hit and max. duration of confusion both depend
1865     * on the player's resistance
1866     */
1867     tmp->speed = 0.05;
1868     tmp->subtype = FORCE_CONFUSION;
1869 root 1.117 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1870     tmp->name = shstr_confusion;
1871     maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1872 root 1.62
1873 root 1.9 if (tmp->duration > maxduration)
1874     tmp->duration = maxduration;
1875    
1876     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1877     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1878 root 1.62
1879 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
1880     }
1881 root 1.5
1882 root 1.9 void
1883     blind_player (object *op, object *hitter, int dam)
1884     {
1885     object *tmp, *owner;
1886 root 1.5
1887 root 1.9 /* Save some work if we know it isn't going to affect the player */
1888     if (op->resist[ATNR_BLIND] == 100)
1889     return;
1890 root 1.5
1891 root 1.9 tmp = present_in_ob (BLINDNESS, op);
1892     if (!tmp)
1893     {
1894 root 1.117 tmp = get_archetype (shstr_blindness);
1895 root 1.9 SET_FLAG (tmp, FLAG_BLIND);
1896     SET_FLAG (tmp, FLAG_APPLIED);
1897 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
1898     * speed is a float anyways.
1899     */
1900 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1901 elmex 1.1
1902 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1903     change_abil (op, tmp); /* Mostly to display any messages */
1904 root 1.32 op->update_stats (); /* This takes care of some other stuff */
1905 elmex 1.1
1906 root 1.9 if (hitter->owner)
1907 root 1.27 owner = hitter->owner;
1908 root 1.9 else
1909     owner = hitter;
1910 elmex 1.1
1911 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1912     }
1913     tmp->stats.food += dam;
1914     if (tmp->stats.food > 10)
1915     tmp->stats.food = 10;
1916 elmex 1.1 }
1917    
1918 root 1.9 void
1919     paralyze_player (object *op, object *hitter, int dam)
1920 elmex 1.1 {
1921 root 1.9 /* This is strange stuff... someone knows for what this is
1922     * written? Well, i think this can and should be removed
1923     */
1924 elmex 1.1
1925 root 1.9 /*
1926     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1927     tmp=clone_arch(PARAIMAGE);
1928     tmp->x=op->x,tmp->y=op->y;
1929     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1930     }
1931     */
1932 elmex 1.1
1933 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1934 root 1.117 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1935 elmex 1.1
1936 root 1.117 op->speed_left -= fabs (op->speed) * effect;
1937 root 1.9 /* tmp->stats.food+=(signed short) effect/op->speed; */
1938 elmex 1.1
1939 root 1.9 /* max number of ticks to be affected for. */
1940 root 1.117 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1941    
1942     if (op->speed_left < -(fabs (op->speed) * max))
1943     op->speed_left = -(fabs (op->speed) * max);
1944 elmex 1.1
1945 root 1.117 /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1946 elmex 1.1 }
1947    
1948     /* Attempts to kill 'op'. hitter is the attack object, dam is
1949     * the computed damaged.
1950     */
1951 root 1.115 static void
1952 root 1.9 deathstrike_player (object *op, object *hitter, int *dam)
1953 elmex 1.1 {
1954 root 1.9 /* The intention of a death attack is to kill outright things
1955     ** that are a lot weaker than the attacker, have a chance of killing
1956     ** things somewhat weaker than the caster, and no chance of
1957     ** killing something equal or stronger than the attacker.
1958     ** Also, if a deathstrike attack has a slaying, any monster
1959     ** whose name or race matches a comma-delimited list in the slaying
1960     ** field of the deathstriking object */
1961    
1962     int atk_lev, def_lev, kill_lev;
1963    
1964 root 1.114 if (hitter->slaying)
1965     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1966     || (op->race && hitter->slaying.contains (op->race))))
1967     return;
1968    
1969     def_lev = op->level;
1970     if (def_lev < 1)
1971     {
1972     LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1973     def_lev = 1;
1974     }
1975    
1976     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1977     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1978     atk_lev, def_lev); */
1979    
1980     if (atk_lev >= def_lev)
1981     {
1982     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1983    
1984     /* Note that the below effectively means the ratio of the atk vs
1985     * defener level is important - if level 52 character has very little
1986     * chance of killing a level 50 monster. This should probably be
1987     * redone.
1988     */
1989     if (kill_lev >= def_lev)
1990     {
1991     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1992     /* I think this doesn't really do much. Because of
1993     * integer rounding, this only makes any difference if the
1994     * attack level is double the defender level.
1995     */
1996     *dam *= kill_lev / def_lev;
1997     }
1998     }
1999     else
2000     *dam = 0; /* no harm done */
2001     }
2002    
2003     /* This returns the amount of damage hitter does to op with the
2004     * appropriate attacktype. Only 1 attacktype should be set at a time.
2005     * This doesn't damage the player, but returns how much it should
2006     * take. However, it will do other effects (paralyzation, slow, etc.)
2007     * Note - changed for PR code - we now pass the attack number and not
2008     * the attacktype. Makes it easier for the PR code. */
2009     int
2010     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2011     {
2012     int doesnt_slay = 1;
2013    
2014     /* Catch anyone that may be trying to send us a bitmask instead of the number */
2015     if (attacknum >= NROFATTACKS)
2016     {
2017     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2018     return 0;
2019     }
2020    
2021     if (dam < 0)
2022     {
2023     LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2024     dam, hitter->debug_desc (), op->debug_desc ());
2025     return 0;
2026     }
2027    
2028     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2029     * people can't mess with that or it otherwise get confused. */
2030     if (attacknum == ATNR_INTERNAL)
2031     return dam;
2032    
2033     if (hitter->slaying)
2034     {
2035     if ((op->race && hitter->slaying.contains (op->race))
2036     || (op->arch && op->arch->archname.contains (hitter->slaying)))
2037     {
2038     doesnt_slay = 0;
2039     dam *= 3;
2040     }
2041     }
2042    
2043     /* Adjust the damage for resistance. Note that neg. values increase damage. */
2044     if (op->resist[attacknum])
2045     {
2046     /* basically: dam = dam*(100-op->resist[attacknum])/100;
2047     * in case 0>dam>1, we try to "simulate" a float value-effect */
2048     dam *= (100 - op->resist[attacknum]);
2049     if (dam >= 100)
2050     dam /= 100;
2051     else
2052     dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2053     }
2054    
2055     /* Special hack. By default, if immune to something, you
2056     * shouldn't need to worry. However, acid is an exception, since
2057     * it can still damage your items. Only include attacktypes if
2058     * special processing is needed */
2059    
2060     if (op->resist[attacknum] >= 100
2061     && doesnt_slay
2062     && attacknum != ATNR_ACID)
2063     return 0;
2064    
2065     /* Keep this in order - makes things easier to find */
2066    
2067     switch (attacknum)
2068     {
2069     case ATNR_PHYSICAL:
2070     /* here also check for diseases */
2071     check_physically_infect (op, hitter);
2072     break;
2073    
2074     /* Don't need to do anything for:
2075     magic,
2076     fire,
2077     electricity,
2078     cold */
2079    
2080     case ATNR_CONFUSION:
2081     case ATNR_POISON:
2082     case ATNR_SLOW:
2083     case ATNR_PARALYZE:
2084     case ATNR_FEAR:
2085     case ATNR_CANCELLATION:
2086     case ATNR_DEPLETE:
2087     case ATNR_BLIND:
2088     {
2089     /* chance for inflicting a special attack depends on the
2090     * difference between attacker's and defender's level
2091     */
2092 root 1.117 int level_diff = min (110, max (0, op->level - hitter->level));
2093 root 1.114
2094     /* First, only creatures/players with speed can be affected.
2095     * Second, just getting hit doesn't mean it always affects
2096     * you. Third, you still get a saving through against the
2097     * effect.
2098     */
2099 root 1.117 if (op->has_active_speed ()
2100     && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2101     && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2102     && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2103 root 1.114 {
2104    
2105     /* Player has been hit by something */
2106     if (attacknum == ATNR_CONFUSION)
2107     confuse_player (op, hitter, dam);
2108     else if (attacknum == ATNR_POISON)
2109     poison_player (op, hitter, dam);
2110     else if (attacknum == ATNR_SLOW)
2111     slow_player (op, hitter, dam);
2112     else if (attacknum == ATNR_PARALYZE)
2113     paralyze_player (op, hitter, dam);
2114     else if (attacknum == ATNR_FEAR)
2115     scare_creature (op, hitter);
2116     else if (attacknum == ATNR_CANCELLATION)
2117     cancellation (op);
2118     else if (attacknum == ATNR_DEPLETE)
2119     op->drain_stat ();
2120     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2121     blind_player (op, hitter, dam);
2122     }
2123    
2124     dam = 0; /* These are all effects and don't do real damage */
2125     }
2126     break;
2127    
2128     case ATNR_ACID:
2129     {
2130     int flag = 0;
2131    
2132     /* Items only get corroded if you're not on a battleground and
2133     * if your acid resistance is below 50%. */
2134     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2135     {
2136     for (object *tmp = op->inv; tmp; tmp = tmp->below)
2137     {
2138     if (tmp->invisible)
2139     continue;
2140     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2141     /* >= 10% acid res. on items will protect these */
2142     continue;
2143     if (!(tmp->materials & M_IRON))
2144     continue;
2145     if (tmp->magic < -4) /* Let's stop at -5 */
2146     continue;
2147     if (tmp->type == RING
2148     /* removed boots and gloves from exclusion list in PR */
2149     || tmp->type == GIRDLE
2150     || tmp->type == AMULET
2151     || tmp->type == WAND
2152     || tmp->type == ROD
2153     || tmp->type == HORN)
2154     continue; /* To avoid some strange effects */
2155    
2156     /* High damage acid has better chance of corroding
2157     objects */
2158     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2159     {
2160     flag = 1;
2161     tmp->magic--;
2162    
2163     if (object *pl = tmp->visible_to ())
2164     {
2165     /* Make this more visible */
2166     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2167     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2168    
2169     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2170     }
2171     }
2172     }
2173    
2174     if (flag)
2175     op->update_stats (); /* Something was corroded */
2176     }
2177     }
2178     break;
2179    
2180     case ATNR_DRAIN:
2181     {
2182     /* rate is the proportion of exp drained. High rate means
2183     * not much is drained, low rate means a lot is drained.
2184     */
2185     int rate;
2186    
2187     if (op->resist[ATNR_DRAIN] >= 0)
2188     rate = 400 + op->resist[ATNR_DRAIN] * 3;
2189     else
2190     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2191    
2192     if (op->stats.exp <= rate)
2193     {
2194     if (op->type == GOLEM)
2195     dam = 999; /* Its force is "sucked" away. 8) */
2196     else
2197     /* If we can't drain, lets try to do physical damage */
2198     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2199     }
2200     else
2201     {
2202     /* Randomly give the hitter some hp */
2203     if (hitter->stats.hp < hitter->stats.maxhp &&
2204     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2205     hitter->stats.hp++;
2206 root 1.9
2207 root 1.114 /* Can't do drains on battleground spaces.
2208     * Move the wiz check up here - before, the hitter wouldn't gain exp
2209     * exp, but the wiz would still lose exp! If drainee is a wiz,
2210     * nothing happens.
2211     * Try to credit the owner. We try to display player -> player drain
2212     * attacks, hence all the != PLAYER checks.
2213     */
2214     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2215     {
2216     object *owner = hitter->owner;
2217 root 1.52
2218 root 1.114 if (owner && owner != hitter)
2219     {
2220     if (op->type != PLAYER || owner->type != PLAYER)
2221     change_exp (owner, op->stats.exp / (rate * 2),
2222     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2223     }
2224     else if (op->type != PLAYER || hitter->type != PLAYER)
2225     change_exp (hitter, op->stats.exp / (rate * 2),
2226     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2227 root 1.9
2228 root 1.114 change_exp (op, -op->stats.exp / rate, NULL, 0);
2229     }
2230 root 1.9
2231 root 1.114 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2232     * drain attack, you won't know that you are actually sucking out EXP,
2233     * as the messages will say you missed
2234     */
2235     }
2236 root 1.5 }
2237 root 1.114 break;
2238 elmex 1.1
2239 root 1.114 case ATNR_TURN_UNDEAD:
2240 root 1.9 {
2241 root 1.114 if (QUERY_FLAG (op, FLAG_UNDEAD))
2242     {
2243     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2244     object *god = find_god (determine_god (owner));
2245     int div = 1;
2246 root 1.9
2247 root 1.114 /* if undead are not an enemy of your god, you turn them
2248     * at half strength */
2249     if (!god || !god->slaying.contains (shstr_undead))
2250     div = 2;
2251 root 1.9
2252 root 1.114 /* Give a bonus if you resist turn undead */
2253     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2254     scare_creature (op, owner);
2255     }
2256     else
2257     dam = 0; /* don't damage non undead - should we damage
2258     undead? */
2259 root 1.5 }
2260 root 1.114 break;
2261 elmex 1.1
2262 root 1.114 case ATNR_DEATH:
2263     deathstrike_player (op, hitter, &dam);
2264     break;
2265 elmex 1.1
2266 root 1.114 case ATNR_CHAOS:
2267     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2268     dam = 0;
2269     break;
2270 elmex 1.1
2271 root 1.114 case ATNR_COUNTERSPELL:
2272     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2273     dam = 0;
2274     /* This should never happen. Counterspell is handled
2275     * seperately and filtered out. If this does happen,
2276     * Counterspell has no effect on anything but spells, so it
2277     * does no damage. */
2278     break;
2279 elmex 1.1
2280 root 1.114 case ATNR_HOLYWORD:
2281     {
2282     /* This has already been handled by hit_player,
2283     * no need to check twice -- DAMN */
2284     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2285 elmex 1.1
2286 root 1.114 /* As with turn undead above, give a bonus on the saving throw */
2287     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2288     scare_creature (op, owner);
2289     }
2290     break;
2291 elmex 1.1
2292 root 1.114 case ATNR_LIFE_STEALING:
2293     {
2294     int new_hp;
2295 elmex 1.1
2296 root 1.114 /* this is replacement to drain for players, instead of taking
2297     * exp it takes hp. It is geared for players, probably not
2298     * much use giving it to monsters
2299     *
2300     * life stealing doesn't do a lot of damage, but it gives the
2301     * damage it does do to the player. Given that,
2302     * it only does 1/10'th normal damage (hence the divide by
2303     * 1000).
2304     */
2305     /* You can't steal life from something undead */
2306     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2307     return 0;
2308 elmex 1.1
2309 root 1.114 /* If drain protection is higher than life stealing, use that */
2310     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2311     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2312     else
2313     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2314 elmex 1.1
2315 root 1.114 /* You die at -1 hp, not zero. */
2316     if (dam > (op->stats.hp + 1))
2317     dam = op->stats.hp + 1;
2318 elmex 1.1
2319 root 1.114 new_hp = hitter->stats.hp + dam;
2320     if (new_hp > hitter->stats.maxhp)
2321     new_hp = hitter->stats.maxhp;
2322 elmex 1.1
2323 root 1.114 if (new_hp > hitter->stats.hp)
2324     hitter->stats.hp = new_hp;
2325     }
2326     }
2327 elmex 1.1
2328 root 1.114 return dam;
2329 root 1.9 }
2330 elmex 1.1