ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.118
Committed: Tue Nov 10 04:38:45 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +2 -14 lines
Log Message:
material overhaul

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 root 1.118 materialtype_t *mt = op->material;
50 root 1.40
51 root 1.9 roll = rndm (1, 20);
52    
53     /* the attacktypes have no meaning for object saves
54     * If the type is only magic, don't adjust type - basically, if
55     * pure magic is hitting an object, it should save. However, if it
56     * is magic teamed with something else, then strip out the
57     * magic type, and instead let the fire, cold, or whatever component
58     * destroy the item. Otherwise, you get the case of poisoncloud
59     * destroying objects because it has magic attacktype.
60     */
61     if (type != AT_MAGIC)
62     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
63     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
64     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
65    
66 root 1.87 if (type == 0) return TRUE;
67    
68     if (roll == 20) return TRUE;
69     if (roll == 1) return FALSE;
70 root 1.9
71     for (number = 0; number < NROFATTACKS; number++)
72     {
73     i = 1 << number;
74 root 1.87
75 root 1.9 if (!(i & type))
76     continue;
77 root 1.87
78 root 1.9 attacks++;
79     if (op->resist[number] == 100)
80     saves++;
81     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
82     saves++;
83     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
84     saves++;
85     }
86    
87     if (saves == attacks || attacks == 0)
88     return TRUE;
89 root 1.46
90     if (saves == 0 || (rndm (1, attacks) > saves))
91 root 1.9 return FALSE;
92 root 1.46
93 root 1.9 return TRUE;
94 elmex 1.1 }
95    
96 root 1.114 /* cancels object *op. Cancellation basically means an object loses
97     * its magical benefits.
98     */
99     void
100     cancellation (object *op)
101     {
102     if (op->invisible)
103     return;
104    
105     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
106     {
107     /* Recurse through the inventory */
108     for (object *tmp = op->inv; tmp; tmp = tmp->below)
109     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
110     cancellation (tmp);
111     }
112 root 1.117 else if (fabs (op->magic) <= rndm (0, 5))
113 root 1.114 {
114     /* Nullify this object. This code could probably be more complete */
115     /* in what abilities it should cancel */
116     op->magic = 0;
117    
118     CLEAR_FLAG (op, FLAG_DAMNED);
119     CLEAR_FLAG (op, FLAG_CURSED);
120     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
121     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
122    
123     if (object *pl = op->visible_to ())
124     esrv_update_item (UPD_FLAGS, pl, op);
125     }
126     }
127    
128 elmex 1.1 /* This function calls did_make_save_item. It then performs the
129     * appropriate actions to the item (such as burning the item up,
130     * calling cancellation, etc.)
131     */
132 root 1.9 void
133     save_throw_object (object *op, int type, object *originator)
134 elmex 1.1 {
135 root 1.9 if (!did_make_save_item (op, type, originator))
136 elmex 1.1 {
137 root 1.9 object *env = op->env;
138     int x = op->x, y = op->y;
139 root 1.19 maptile *m = op->map;
140 root 1.9
141     op = stop_item (op);
142 root 1.88 if (!op)
143 root 1.9 return;
144 elmex 1.1
145 root 1.9 /* Hacked the following so that type LIGHTER will work.
146 root 1.87 * Also, objects which are potential "lights" that are hit by
147 root 1.9 * flame/elect attacks will be set to glow. "lights" are any
148     * object with +/- glow_radius and an "other_arch" to change to.
149     * (and please note that we cant fail our save and reach this
150     * function if the object doesnt contain a material that can burn.
151     * So forget lighting magical swords on fire with this!) -b.t.
152     */
153 elmex 1.107 if (type & (AT_FIRE | AT_ELECTRICITY)
154     && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
155     || op->type == LAMP
156     || op->type == TORCH
157     ))
158 root 1.9 {
159 elmex 1.107 switch (op->type)
160     {
161     case LAMP:
162 elmex 1.111 case TORCH:
163 elmex 1.107 // turn on a lamp
164     apply_lamp (op, true);
165     break;
166 elmex 1.1
167 elmex 1.107 default:
168     // for instance icecubes:
169     if (op->other_arch)
170     {
171     const char *arch = op->other_arch->archname;
172    
173     if (op->decrease ())
174     fix_stopped_item (op, m, originator);
175 root 1.13
176 elmex 1.107 if ((op = archetype::get (arch)))
177     {
178     if (env)
179     env->insert (op);
180     else
181     m->insert (op, x, y, originator);
182     }
183     }
184 root 1.9 }
185     return;
186     }
187 root 1.13
188 root 1.9 if (type & AT_CANCELLATION)
189     { /* Cancellation. */
190     cancellation (op);
191     fix_stopped_item (op, m, originator);
192     return;
193     }
194 root 1.13
195 root 1.9 if (op->nrof > 1)
196     {
197 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
198 root 1.9 fix_stopped_item (op, m, originator);
199 elmex 1.1 }
200 root 1.9 else
201 root 1.87 {
202     // drop everything to the ground, if possible
203 root 1.88 op->insert_at (originator);
204 root 1.95 op->drop_and_destroy ();
205 root 1.87 }
206 root 1.13
207 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
208 root 1.13 if (env)
209     {
210 root 1.84 op = archetype::get (shstr_burnout);
211 root 1.13 op->x = env->x, op->y = env->y;
212 root 1.84 env->insert (op);
213 root 1.13 }
214     else
215 root 1.84 replace_insert_ob_in_map (shstr_burnout, originator);
216 root 1.13
217 root 1.9 return;
218     }
219 root 1.15
220 root 1.9 /* The value of 50 is arbitrary. */
221 root 1.88 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
222 root 1.9 {
223 root 1.84 archetype *at = archetype::find (shstr_icecube);
224 root 1.9
225     if (at == NULL)
226 root 1.5 return;
227 root 1.15
228 root 1.9 op = stop_item (op);
229     if (op == NULL)
230 elmex 1.1 return;
231 root 1.15
232 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
233     if (!tmp)
234 root 1.9 {
235     tmp = arch_to_object (at);
236     tmp->x = op->x, tmp->y = op->y;
237     /* This was in the old (pre new movement code) -
238     * icecubes have slow_move set to 1 - don't want
239     * that for ones we create.
240     */
241     tmp->move_slow_penalty = 0;
242     tmp->move_slow = 0;
243     insert_ob_in_map (tmp, op->map, originator, 0);
244     }
245 root 1.15
246 root 1.87 tmp->insert (op);
247 root 1.9 return;
248 elmex 1.1 }
249     }
250    
251     /* Object op is hitting the map.
252     * op is going in direction 'dir'
253     * type is the attacktype of the object.
254     * full_hit is set if monster area does not matter.
255     * returns 1 if it hits something, 0 otherwise.
256     */
257 root 1.9 int
258     hit_map (object *op, int dir, int type, int full_hit)
259     {
260 root 1.19 maptile *map;
261 root 1.9 sint16 x, y;
262     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
263 elmex 1.1
264 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
265     {
266     LOG (llevError, "BUG: hit_map(): free object\n");
267     return 0;
268 elmex 1.1 }
269    
270 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
271     {
272 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
273 root 1.9 return 0;
274 elmex 1.1 }
275    
276 root 1.9 if (!op->map)
277     {
278     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
279     return 0;
280 elmex 1.1 }
281    
282 root 1.9 if (op->head)
283     op = op->head;
284    
285 root 1.86 mapxy pos (op);
286     pos.move (dir);
287 elmex 1.1
288 root 1.86 if (!pos.normalise ())
289 root 1.41 return 0;
290 root 1.9
291     // elmex: a safe map tile can't be hit!
292     // this should prevent most harmful effects on items and players there.
293 root 1.86 mapspace &ms = pos.ms ();
294 root 1.41
295     if (ms.flags () & P_SAFE)
296 root 1.9 return 0;
297    
298 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
299 root 1.9 * must be out here because it strikes things which are not alive
300     */
301 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 root 1.9 {
303 root 1.41 if (type & AT_COUNTERSPELL)
304     {
305     counterspell (op, dir); /* see spell_effect.c */
306 elmex 1.1
307 root 1.41 /* If the only attacktype is counterspell or magic, don't need
308     * to do any further processing.
309     */
310     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
311     return 0;
312 root 1.11
313 root 1.41 type &= ~AT_COUNTERSPELL;
314     }
315 elmex 1.1
316 root 1.41 if (type & AT_CHAOS)
317     {
318     shuffle_attack (op, 1); /* flag tells it to change the face */
319     update_object (op, UP_OBJ_FACE);
320     type &= ~AT_CHAOS;
321     }
322 elmex 1.1 }
323    
324 root 1.37 /* There may still be objects that were above 'next', but there is no
325     * simple way to find out short of copying all object references and
326     * tags into a temporary array before we start processing the first
327     * object. That's why we just abort on destroy.
328     *
329     * This happens whenever attack spells (like fire) hit a pile
330     * of objects. This is not a bug - nor an error.
331     */
332 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
333 root 1.9 {
334 root 1.37 object *tmp = next;
335 root 1.9 next = tmp->above;
336 root 1.11
337 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
338     * For example, 'tmp' was put in an icecube.
339     * This is one of the few cases where on_same_map should not be used.
340     */
341 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
342 root 1.9 continue;
343    
344     if (QUERY_FLAG (tmp, FLAG_ALIVE))
345     {
346     hit_player (tmp, op->stats.dam, op, type, full_hit);
347     retflag |= 1;
348 root 1.41
349 root 1.18 if (op->destroyed ())
350 root 1.5 break;
351     }
352 root 1.9 /* Here we are potentially destroying an object. If the object has
353     * NO_PASS set, it is also immune - you can't destroy walls. Note
354     * that weak walls have is_alive set, which prevent objects from
355     * passing over/through them. We don't care what type of movement
356     * the wall blocks - if it blocks any type of movement, can't be
357     * destroyed right now.
358     */
359 root 1.118 else if (op->stats.dam > 0 && !tmp->move_block)
360 root 1.9 {
361     save_throw_object (tmp, type, op);
362 root 1.37
363 root 1.18 if (op->destroyed ())
364 root 1.9 break;
365 root 1.5 }
366 elmex 1.1 }
367 root 1.11
368 root 1.9 return 0;
369 elmex 1.1 }
370    
371 root 1.115 static void
372 root 1.9 attack_message (int dam, int type, object *op, object *hitter)
373     {
374 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
375 root 1.9 int i, found = 0;
376 root 1.19 maptile *map;
377 elmex 1.1 object *next, *tmp;
378    
379     /* put in a few special messages for some of the common attacktypes
380     * a player might have. For example, fire, electric, cold, etc
381     * [garbled 20010919]
382     */
383 root 1.9 if (dam == 9998 && op->type == DOOR)
384     {
385     sprintf (buf1, "unlock %s", &op->name);
386     sprintf (buf2, " unlocks");
387     found++;
388     }
389 root 1.113 else if (dam < 0)
390 root 1.9 {
391     sprintf (buf1, "hit %s", &op->name);
392     sprintf (buf2, " hits");
393     found++;
394     }
395     else if (dam == 0)
396     {
397     sprintf (buf1, "missed %s", &op->name);
398     sprintf (buf2, " misses");
399     found++;
400     }
401     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
402 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
403 root 1.9 {
404     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
405     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
406     {
407     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
408     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409     found++;
410     break;
411     }
412     }
413     else if (op->type == DOOR && !found)
414     {
415     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
416     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
417     {
418     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
419     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420     found++;
421     break;
422     }
423     }
424 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
425 root 1.9 {
426     if (USING_SKILL (hitter, SK_KARATE))
427     {
428     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
429     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
430     {
431     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
432     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
433 root 1.5 found++;
434     break;
435 root 1.9 }
436     }
437     else if (USING_SKILL (hitter, SK_CLAWING))
438     {
439     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
440     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
441     {
442     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
443     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
444 root 1.5 found++;
445     break;
446     }
447 root 1.9 }
448     else if (USING_SKILL (hitter, SK_PUNCHING))
449     {
450     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
451     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
452     {
453     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
454     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
455     found++;
456     break;
457 root 1.5 }
458     }
459 elmex 1.1 }
460 root 1.29
461 root 1.9 if (found)
462     {
463     /* done */
464     }
465 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
466 root 1.9 {
467     sprintf (buf1, "hit"); /* just in case */
468     for (i = 0; i < MAXATTACKMESS; i++)
469     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
470     {
471     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
472     found++;
473     break;
474     }
475     }
476 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
477 root 1.9 {
478 elmex 1.1 /* drain is first, because some items have multiple attypes */
479 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
480     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
481     {
482     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
483     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
484     found++;
485     break;
486     }
487     }
488 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
489 root 1.9 {
490     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
491     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
492     {
493     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
494     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
495     found++;
496     break;
497     }
498     }
499 root 1.29 else if (type & AT_COLD && op->is_alive ())
500 root 1.9 {
501     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
502     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
503     {
504     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
505     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
506     found++;
507     break;
508     }
509     }
510     else if (type & AT_FIRE)
511     {
512     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
513     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
514     {
515     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
516     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
517     found++;
518     break;
519     }
520     }
521 root 1.113 else if (hitter->current_weapon)
522 root 1.9 {
523     int mtype;
524    
525     switch (hitter->current_weapon->weapontype)
526     {
527 root 1.86 case WEAP_HIT:
528     mtype = ATM_BASIC;
529     break;
530     case WEAP_SLASH:
531     mtype = ATM_SLASH;
532     break;
533     case WEAP_PIERCE:
534     mtype = ATM_PIERCE;
535     break;
536     case WEAP_CLEAVE:
537     mtype = ATM_CLEAVE;
538     break;
539     case WEAP_SLICE:
540     mtype = ATM_SLICE;
541     break;
542     case WEAP_STAB:
543     mtype = ATM_STAB;
544     break;
545     case WEAP_WHIP:
546     mtype = ATM_WHIP;
547     break;
548     case WEAP_CRUSH:
549     mtype = ATM_CRUSH;
550     break;
551     case WEAP_BLUD:
552     mtype = ATM_BLUD;
553     break;
554     default:
555     mtype = ATM_BASIC;
556     break;
557 root 1.9 }
558 root 1.86
559 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
560     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
561     {
562     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
563     strcpy (buf2, attack_mess[mtype][i].buf3);
564     found++;
565     break;
566     }
567     }
568     else
569     {
570     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
571     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
572     {
573     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
574     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
575     found++;
576     break;
577     }
578 elmex 1.1 }
579    
580 root 1.9 if (!found)
581     {
582     strcpy (buf1, "hit");
583     strcpy (buf2, " hits");
584 elmex 1.1 }
585    
586 root 1.9 /* bail out if a monster is casting spells */
587 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
588 root 1.9 return;
589 elmex 1.1
590 root 1.9 /* scale down magic considerably. */
591     if (type & AT_MAGIC && rndm (0, 5))
592     return;
593 elmex 1.1
594 root 1.9 /* Did a player hurt another player? Inform both! */
595 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
596 root 1.9 {
597 root 1.27 if (hitter->owner != NULL)
598 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
599     else
600     {
601     sprintf (buf, "%s%s you.", &hitter->name, buf2);
602 root 1.74
603 root 1.9 if (dam != 0)
604     {
605     if (dam < 10)
606 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
607 root 1.9 else if (dam < 20)
608 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
609 root 1.9 else
610 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
611 root 1.5 }
612     }
613 root 1.72
614 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
615     } /* end of player hitting player */
616 elmex 1.1
617 root 1.9 if (hitter->type == PLAYER)
618     {
619     sprintf (buf, "You %s.", buf1);
620 root 1.74
621 root 1.9 if (dam != 0)
622     {
623     if (dam < 10)
624 root 1.74 op->play_sound (sound_find ("player_hits1"));
625 root 1.9 else if (dam < 20)
626 root 1.74 op->play_sound (sound_find ("player_hits2"));
627 root 1.9 else
628 root 1.74 op->play_sound (sound_find ("player_hits3"));
629 root 1.5 }
630 root 1.72
631 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
632     }
633 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
634 root 1.9 {
635 elmex 1.1 /* look for stacked spells and start reducing the message chances */
636 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
637     {
638     i = 4;
639     map = hitter->map;
640     if (out_of_map (map, hitter->x, hitter->y))
641     return;
642 root 1.53
643 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
644 root 1.9 if (next)
645     while (next)
646     {
647     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
648     i *= 3;
649 root 1.72
650 root 1.9 tmp = next;
651     next = tmp->above;
652     }
653 root 1.53
654 root 1.9 if (i < 0)
655 root 1.5 return;
656 root 1.53
657 root 1.9 if (rndm (0, i) != 0)
658     return;
659     }
660     else if (rndm (0, 5) != 0)
661     return;
662 root 1.53
663 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
664 root 1.72 op->play_sound (sound_find ("player_hits4"));
665 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
666 elmex 1.1 }
667     }
668    
669 root 1.9 static int
670     get_attack_mode (object **target, object **hitter, int *simple_attack)
671 elmex 1.1 {
672 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
673     {
674     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
675     return 1;
676 elmex 1.1 }
677 root 1.77
678 root 1.113 *target = (*target)->head_ ();
679     *hitter = (*hitter)->head_ ();
680 root 1.77
681 root 1.86 if ((*target)->type == LOCKED_DOOR)
682     return 1; // locked doors cannot be hit
683    
684     if ((*hitter)->env || (*target)->env)
685 root 1.9 {
686     *simple_attack = 1;
687     return 0;
688 elmex 1.1 }
689 root 1.77
690 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
691 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
692     || !(*hitter)->map
693     || !on_same_map (*hitter, *target))
694 elmex 1.1 {
695 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
696     (*hitter)->debug_desc (), (*target)->debug_desc ());
697 root 1.9 return 1;
698 elmex 1.1 }
699 root 1.77
700 root 1.9 *simple_attack = 0;
701     return 0;
702 elmex 1.1 }
703    
704 root 1.9 static int
705     abort_attack (object *target, object *hitter, int simple_attack)
706 elmex 1.1 {
707 root 1.113 /* Check if target and hitter are still in a relation similar to the one
708     * determined by get_attack_mode(). Returns true if the relation has changed.
709     */
710 root 1.9 int new_mode;
711 elmex 1.1
712 root 1.9 if (hitter->env == target || target->env == hitter)
713     new_mode = 1;
714 root 1.113 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
715     || hitter->map == NULL || !on_same_map (hitter, target))
716 root 1.9 return 1;
717     else
718     new_mode = 0;
719 root 1.113
720 root 1.9 return new_mode != simple_attack;
721 elmex 1.1 }
722    
723 root 1.114 /* thrown_item_effect() - handles any special effects of thrown
724     * items (like attacking living creatures--a potion thrown at a
725     * monster).
726     */
727     static void
728     thrown_item_effect (object *hitter, object *victim)
729     {
730     if (!QUERY_FLAG (hitter, FLAG_ALIVE))
731     {
732     /* May not need a switch for just 2 types, but this makes it
733     * easier for expansion.
734     */
735     switch (hitter->type)
736     {
737     case POTION:
738     /* should player get a save throw instead of checking magic protection? */
739     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
740     (void) apply_potion (victim, hitter);
741     break;
742    
743     case POISON: /* poison drinks */
744     /* As with potions, should monster get a save? */
745     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
746     apply_poison (victim, hitter);
747     break;
748    
749     /* Removed case statements that did nothing.
750     * food may be poisonous, but monster must be willing to eat it,
751     * so we don't handle it here.
752     * Containers should perhaps break open, but that code was disabled.
753     */
754     }
755     }
756     }
757    
758     /* determine if the object is an 'aimed' missile */
759     static int
760     is_aimed_missile (object *op)
761     {
762    
763     /* I broke what used to be one big if into a few nested
764     * ones so that figuring out the logic is at least possible.
765     */
766     if (op && (op->move_type & MOVE_FLYING))
767     if (op->type == ARROW || op->type == THROWN_OBJ)
768     return 1;
769     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
770     return 1;
771    
772     return 0;
773     }
774     /* adj_attackroll() - adjustments to attacks by various conditions */
775     static int
776     adj_attackroll (object *hitter, object *target)
777     {
778     object *attacker = hitter;
779     int adjust = 0;
780    
781     /* safety */
782     if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
783     {
784     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
785     return 0;
786     }
787    
788     /* aimed missiles use the owning object's sight */
789     if (is_aimed_missile (hitter))
790     {
791     if ((attacker = hitter->owner) == NULL)
792     attacker = hitter;
793     /* A player who saves but hasn't quit still could have objects
794     * owned by him - need to handle that case to avoid crashes.
795     */
796     if (QUERY_FLAG (attacker, FLAG_REMOVED))
797     attacker = hitter;
798     }
799     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
800     return 0;
801    
802     /* determine the condtions under which we make an attack.
803     * Add more cases, as the need occurs. */
804    
805     if (!can_see_enemy (attacker, target))
806     {
807     /* target is unseen */
808     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
809     adjust -= 10;
810     /* dark map penalty for the hitter (lacks infravision if we got here). */
811     else if (!stand_in_light (target))
812     adjust -= target->map->darklevel ();
813     }
814    
815     if (QUERY_FLAG (attacker, FLAG_SCARED))
816     adjust -= 3;
817    
818     if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
819     adjust += 1;
820    
821     if (QUERY_FLAG (target, FLAG_SCARED))
822     adjust += 1;
823    
824     if (QUERY_FLAG (attacker, FLAG_CONFUSED))
825     adjust -= 3;
826    
827     /* if we attack at a different 'altitude' its harder */
828     if ((attacker->move_type & target->move_type) == 0)
829     adjust -= 2;
830    
831     #if 0
832     /* slower attacks are less likely to succeed. We should use a
833     * comparison between attacker/target speeds BUT, players have
834     * a generally faster speed, so this will wind up being a HUGE
835     * disadantage for the monsters! Too bad, because missiles which
836     * fly fast should have a better chance of hitting a slower target.
837     */
838     if (hitter->speed < target->speed)
839     adjust += ((float) hitter->speed - target->speed);
840     #endif
841    
842     #if 0
843     LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
844     #endif
845    
846     return adjust;
847     }
848 elmex 1.1
849 root 1.9 static int
850     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
851 elmex 1.1 {
852 root 1.9 int simple_attack, roll, dam = 0;
853     uint32 type;
854     shstr op_name;
855    
856     if (get_attack_mode (&op, &hitter, &simple_attack))
857     goto error;
858    
859     if (hitter->current_weapon)
860     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
861     return RESULT_INT (0);
862    
863     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
864     return RESULT_INT (0);
865 elmex 1.1
866 root 1.9 /*
867     * A little check to make it more difficult to dance forward and back
868     * to avoid ever being hit by monsters.
869     */
870 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
871 root 1.9 {
872     /* Decrease speed BEFORE calling process_object. Otherwise, an
873     * infinite loop occurs, with process_object calling move_monster,
874     * which then gets here again. By decreasing the speed before
875     * we call process_object, the 'if' statement above will fail.
876     */
877 root 1.65 --op->speed_left;
878 root 1.9 process_object (op);
879 root 1.26
880 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
881 elmex 1.1 goto error;
882 root 1.9 }
883 elmex 1.1
884 root 1.9 op_name = op->name;
885 root 1.3
886 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
887 elmex 1.1
888 root 1.9 /* Adjust roll for various situations. */
889     if (!simple_attack)
890     roll += adj_attackroll (hitter, op);
891 elmex 1.1
892 root 1.9 /* See if we hit the creature */
893     if (roll == 20 || op->stats.ac >= base_wc - roll)
894     {
895     int hitdam = base_dam;
896    
897     if (!simple_attack)
898 elmex 1.1 {
899 root 1.9 /* If you hit something, the victim should *always* wake up.
900     * Before, invisible hitters could avoid doing this.
901     * -b.t. */
902     if (QUERY_FLAG (op, FLAG_SLEEP))
903     CLEAR_FLAG (op, FLAG_SLEEP);
904    
905     /* If the victim can't see the attacker, it may alert others
906     * for help. */
907 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
908 root 1.9 npc_call_help (op);
909    
910     /* if you were hidden and hit by a creature, you are discovered */
911 root 1.99 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
912 root 1.9 {
913     make_visible (op);
914 root 1.59
915 root 1.9 if (op->type == PLAYER)
916 root 1.110 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
917 root 1.9 }
918    
919     /* thrown items (hitter) will have various effects
920     * when they hit the victim. For things like thrown daggers,
921     * this sets 'hitter' to the actual dagger, and not the
922     * wrapper object.
923     */
924     thrown_item_effect (hitter, op);
925 root 1.26
926 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
927 root 1.9 goto leave;
928     }
929    
930     /* Need to do at least 1 damage, otherwise there is no point
931     * to go further and it will cause FPE's below.
932     */
933     if (hitdam <= 0)
934     hitdam = 1;
935 elmex 1.1
936 root 1.9 type = hitter->attacktype;
937 root 1.18
938 elmex 1.109 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
939     * Crossfire we have to default the attacktype here to AT_PHYSICAL.
940     * This check is important for the most simple monsters out there in the
941     * game content (maps, archs). For example orcs: They would have
942     * no attacktype at all.
943     *
944     * Some time in the future someone should just go into the game data
945     * and fix every monster out there ;-/ Until then we will kill some
946     * more trees in the african rain forests with this check.
947     */
948 root 1.9 if (!type)
949     type = AT_PHYSICAL;
950 root 1.18
951 root 1.9 /* Handle monsters that hit back */
952     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
953     {
954     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
955     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
956 root 1.18
957 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
958 root 1.18
959     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
960 root 1.5 goto leave;
961 root 1.9 }
962 elmex 1.1
963 root 1.9 /* In the new attack code, it should handle multiple attack
964     * types in its area, so remove it from here.
965     */
966     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
967 root 1.18
968     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
969 root 1.9 goto leave;
970     } /* end of if hitter hit op */
971     /* if we missed, dam=0 */
972    
973     /*attack_message(dam, type, op, hitter); */
974 elmex 1.1
975 root 1.9 goto leave;
976 elmex 1.1
977 root 1.9 error:
978     dam = 1;
979 elmex 1.1
980 root 1.9 leave:
981 elmex 1.1
982 root 1.9 return dam;
983 elmex 1.1 }
984    
985 root 1.9 int
986     attack_ob (object *op, object *hitter)
987 elmex 1.1 {
988 root 1.58 hitter = hitter->head_ ();
989 elmex 1.1
990 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
991 elmex 1.1 }
992    
993     /* op is the arrow, tmp is what is stopping the arrow.
994     *
995     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
996     */
997 root 1.9 static int
998     stick_arrow (object *op, object *tmp)
999 elmex 1.1 {
1000 root 1.9 /* If the missile hit a player, we insert it in their inventory.
1001     * However, if the missile is heavy, we don't do so (assume it falls
1002     * to the ground after a hit). What a good value for this is up to
1003     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
1004     * stick around.
1005     */
1006     if (op->weight <= 5000 && tmp->stats.hp >= 0)
1007     {
1008 root 1.82 tmp->head_ ()->insert (op);
1009 root 1.9 return 1;
1010     }
1011     else
1012     return 0;
1013 elmex 1.1 }
1014    
1015     /* hit_with_arrow() disassembles the missile, attacks the victim and
1016     * reassembles the missile.
1017     *
1018     * It returns a pointer to the reassembled missile, or NULL if the missile
1019     * isn't available anymore.
1020     */
1021 root 1.9 object *
1022     hit_with_arrow (object *op, object *victim)
1023 elmex 1.1 {
1024 root 1.9 object *container, *hitter;
1025     int hit_something = 0;
1026    
1027     /* Disassemble missile */
1028     if (op->inv)
1029     {
1030     container = op;
1031     hitter = op->inv;
1032 root 1.97 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1033 root 1.9 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1034     * might be called until this THROWN_OBJ is either reassembled or
1035     * removed at the end of this function must be able to deal with empty
1036     * THROWN_OBJs. */
1037     }
1038     else
1039     {
1040 root 1.21 container = 0;
1041 root 1.9 hitter = op;
1042     }
1043    
1044     /* Try to hit victim */
1045     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1046    
1047     /* Arrow attacks door, rune of summoning is triggered, demon is put on
1048     * arrow, move_apply() calls this function, arrow sticks in demon,
1049     * attack_ob_simple() returns, and we've got an arrow that still exists
1050     * but is no longer on the map. Ugh. (Beware: Such things can happen at
1051     * other places as well!)
1052     */
1053 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
1054 root 1.9 {
1055     if (container)
1056 root 1.96 container->destroy ();
1057 root 1.21
1058     return 0;
1059 elmex 1.1 }
1060    
1061 root 1.9 /* Missile hit victim */
1062     /* if the speed is > 10, then this is a fast moving arrow, we go straight
1063     * through the target
1064     */
1065     if (hit_something && op->speed <= 10.0)
1066     {
1067     /* Stop arrow */
1068 root 1.21 if (!container)
1069 root 1.9 {
1070     hitter = fix_stopped_arrow (hitter);
1071 root 1.21 if (!hitter)
1072     return 0;
1073 root 1.9 }
1074     else
1075 root 1.96 container->destroy ();
1076 elmex 1.1
1077 root 1.9 /* Try to stick arrow into victim */
1078 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
1079 root 1.21 return 0;
1080 root 1.9
1081     /* Else try to put arrow on victim's map square
1082     * remove check for P_WALL here. If the arrow got to this
1083     * space, that is good enough - with the new movement code,
1084     * there is now the potential for lots of spaces where something
1085     * can fly over but not otherwise move over. What is the correct
1086     * way to handle those otherwise?
1087     */
1088 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
1089 root 1.9 {
1090 root 1.98 if (victim->destroyed ())
1091     hitter->destroy ();
1092     else
1093     {
1094     hitter->remove ();
1095     hitter->x = victim->x;
1096     hitter->y = victim->y;
1097     insert_ob_in_map (hitter, victim->map, hitter, 0);
1098     }
1099 elmex 1.1 }
1100 root 1.9 else
1101 root 1.21 /* Else leave arrow where it is */
1102     merge_ob (hitter, NULL);
1103    
1104     return 0;
1105 elmex 1.1 }
1106    
1107 root 1.9 if (hit_something && op->speed >= 10.0)
1108     op->speed -= 1.0;
1109 elmex 1.1
1110 root 1.9 /* Missile missed victim - reassemble missile */
1111     if (container)
1112     {
1113 root 1.25 hitter->remove ();
1114 root 1.9 insert_ob_in_ob (hitter, container);
1115 elmex 1.1 }
1116 root 1.21
1117 root 1.9 return op;
1118 elmex 1.1 }
1119    
1120 root 1.116 static void
1121 root 1.9 tear_down_wall (object *op)
1122 elmex 1.1 {
1123 root 1.9 if (!op->stats.maxhp)
1124 root 1.108 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1125     else if (!op->has_anim ())
1126 root 1.9 {
1127     /* Object has been called - no animations, so remove it */
1128     if (op->stats.hp < 0)
1129 root 1.96 op->destroy ();
1130 root 1.26
1131 root 1.9 return; /* no animations, so nothing more to do */
1132     }
1133 root 1.26
1134 root 1.108 // we use frames 1..num-2 as intermediate frames, so
1135     // the last frame is used only when hp < 0.
1136     int perc = clamp (
1137     lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1138     0, op->anim_frames () - 1
1139     );
1140 root 1.26
1141 root 1.108 op->set_anim_frame (perc);
1142 root 1.9 update_object (op, UP_OBJ_FACE);
1143 root 1.26
1144 root 1.108 if (op->stats.hp < 0)
1145 root 1.9 { /* Reached the last animation */
1146     if (op->face == blank_face)
1147 root 1.26 /* If the last face is blank, remove the ob */
1148 root 1.96 op->destroy ();
1149 root 1.9 else
1150     { /* The last face was not blank, leave an image */
1151 root 1.108 op->flag [FLAG_BLOCKSVIEW] = false;
1152 root 1.9 update_all_los (op->map, op->x, op->y);
1153     op->move_block = 0;
1154 root 1.108 op->flag [FLAG_ALIVE] = false;
1155 root 1.5 }
1156 elmex 1.1 }
1157     }
1158    
1159 root 1.116 static void
1160 root 1.9 scare_creature (object *target, object *hitter)
1161 elmex 1.1 {
1162 root 1.108 target->flag [FLAG_SCARED] = true;
1163 elmex 1.1
1164 root 1.9 if (!target->enemy)
1165 root 1.108 target->enemy = hitter->outer_owner ();
1166 elmex 1.1 }
1167    
1168 root 1.114 /* GROS: This code comes from hit_player. It has been made external to
1169     * allow script procedures to "kill" objects in a combat-like fashion.
1170     * It was initially used by (kill-object) developed for the Collector's
1171     * Sword. Note that nothing has been changed from the original version
1172     * of the following code.
1173     * op is what is being killed.
1174     * dam is the damage done to it.
1175     * hitter is what is hitting it.
1176     * type is the attacktype.
1177     *
1178     * This function was a bit of a mess with hitter getting changed,
1179     * values being stored away but not used, etc. I've cleaned it up
1180     * a bit - I think it should be functionally equivalant.
1181     * MSW 2002-07-17
1182     */
1183 root 1.9 int
1184 root 1.114 kill_object (object *op, int dam, object *hitter, int type)
1185 root 1.9 {
1186 root 1.114 char buf[MAX_BUF];
1187     shstr skill;
1188     int maxdam = 0;
1189     int battleg = 0; /* true if op standing on battleground */
1190     int pk = 0; /* true if op and what controls hitter are both players */
1191     object *owner = 0;
1192     object *skop = 0;
1193    
1194     if (op->stats.hp >= 0)
1195     return -1;
1196    
1197     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1198     return 0;
1199    
1200     /* maxdam needs to be the amount of damage it took to kill
1201     * this creature. The function(s) that call us have already
1202     * adjusted the creatures HP total, so that is negative.
1203     */
1204     maxdam = dam + op->stats.hp + 1;
1205    
1206     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1207     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1208 root 1.9
1209 root 1.114 if (op->type == DOOR)
1210 root 1.9 {
1211 root 1.114 op->set_speed (0.1f);
1212     op->speed_left = -0.05f;
1213     return maxdam;
1214 elmex 1.1 }
1215 root 1.9
1216 root 1.114 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1217 root 1.9 {
1218 root 1.114 op->drop_and_destroy ();
1219     return maxdam;
1220 elmex 1.1 }
1221 root 1.9
1222 root 1.114 /* Now lets start dealing with experience we get for killing something */
1223    
1224     owner = hitter->outer_owner ();
1225     if (!owner)
1226 root 1.9 owner = hitter;
1227    
1228     /* is the victim (op) standing on battleground? */
1229     if (op_on_battleground (op, NULL, NULL))
1230     battleg = 1;
1231    
1232     /* is this player killing? */
1233     if (op->type == PLAYER && owner->type == PLAYER)
1234     pk = 1;
1235    
1236     /* Player killed something */
1237     if (owner->type == PLAYER)
1238     {
1239     /* Log players killing other players - makes it easier to detect
1240     * and filter out malicious player killers - that is why the
1241     * ip address is included.
1242     */
1243     if (op->type == PLAYER && !battleg)
1244     {
1245     time_t t = time (NULL);
1246     struct tm *tmv;
1247     char buf[256];
1248    
1249     tmv = localtime (&t);
1250     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1251    
1252 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1253 root 1.9 }
1254    
1255     /* try to filter some things out - basically, if you are
1256     * killing a level 1 creature and your level 20, you
1257     * probably don't want to see that.
1258     */
1259     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1260     {
1261     if (owner != hitter)
1262 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1263 root 1.9 else
1264 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1265    
1266 root 1.9 /* Only play sounds for melee kills */
1267     if (hitter->type == PLAYER)
1268 root 1.72 owner->play_sound (sound_find ("player_kills"));
1269 root 1.9 }
1270    
1271     /* If a player kills another player, not on
1272     * battleground, the "killer" looses 1 luck. Since this is
1273     * not reversible, it's actually quite a pain IMHO. -AV
1274     * Fix bug in that we were changing the luck of the hitter, not
1275     * player that the object belonged to - so if you killed another player
1276     * with spells, pets, whatever, there was no penalty.
1277     * Changed to make luck penalty configurable in settings.
1278     */
1279     if (op->type == PLAYER && owner != op && !battleg)
1280 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1281 root 1.9
1282     /* This code below deals with finding the appropriate skill
1283 root 1.61 * to credit exp to. This is a bit problematic - we should
1284 root 1.9 * probably never really have to look at current_weapon->skill
1285     */
1286     if (hitter->skill && hitter->type != PLAYER)
1287     skill = hitter->skill;
1288     else if (owner->chosen_skill)
1289     {
1290 root 1.61 skop = owner->chosen_skill;
1291     skill = skop->skill;
1292 root 1.9 }
1293 root 1.100 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1294 root 1.9 skill = owner->current_weapon->skill;
1295     else
1296 root 1.92 {
1297 root 1.100 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1298     "op: %s\n" "hitter: %s\n" "owner: %s\n",
1299     owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1300 root 1.92 skill = 0;
1301     }
1302 elmex 1.1
1303 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1304 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1305 root 1.9 */
1306 root 1.93 skop = owner->contr->find_skill (skill);
1307 root 1.9 } /* Was it a player that hit somethign */
1308     else
1309 root 1.20 skill = 0;
1310 root 1.9
1311     /* These may have been set in the player code section above */
1312     if (!skop)
1313     skop = hitter->chosen_skill;
1314 root 1.20
1315 root 1.9 if (!skill && skop)
1316     skill = skop->skill;
1317    
1318     /* If you didn't kill yourself, and your not the wizard */
1319 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1320 root 1.9 {
1321     int exp;
1322    
1323     /* Really don't give much experience for killing other players */
1324 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1325 root 1.117 if (battleg)
1326 root 1.9 {
1327 root 1.117 if (op->is_player ())
1328 root 1.9 {
1329     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1330     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1331 root 1.5 }
1332 root 1.117
1333     exp = 0;
1334 elmex 1.1 }
1335 root 1.117 else if (op->is_player ())
1336     exp = op->stats.exp / 1000;
1337 root 1.9 else
1338     exp = calc_skill_exp (owner, op, skop);
1339 elmex 1.1
1340 root 1.9 /* Don't know why this is set this way - doesn't make
1341     * sense to just divide everything by two for no reason.
1342     */
1343 elmex 1.1
1344 root 1.9 if (!settings.simple_exp)
1345     exp = exp / 2;
1346 root 1.5
1347 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1348 root 1.23 change_exp (owner, exp, skill, 0);
1349 root 1.9 else
1350     {
1351     int shares = 0, count = 0;
1352     partylist *party = owner->contr->party;
1353 root 1.5
1354 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1355 root 1.35
1356 root 1.33 for_all_players (pl)
1357 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1358     {
1359     count++;
1360     shares += (pl->ob->level + 4);
1361     }
1362    
1363 root 1.23 if (count == 1 || shares > exp || !shares)
1364 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1365     else
1366     {
1367     int share = exp / shares, given = 0, nexp;
1368    
1369 root 1.33 for_all_players (pl)
1370 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1371     {
1372     nexp = (pl->ob->level + 4) * share;
1373     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1374     given += nexp;
1375     }
1376    
1377 root 1.9 exp -= given;
1378     /* give any remainder to the player */
1379     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1380 root 1.5 }
1381 root 1.9 } /* else part of a party */
1382     } /* end if person didn't kill himself */
1383 elmex 1.1
1384 root 1.9 if (op->type != PLAYER)
1385     {
1386     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1387     {
1388 root 1.27 object *owner1 = op->owner;
1389 elmex 1.1
1390 root 1.20 if (owner1 && owner1->type == PLAYER)
1391 root 1.9 {
1392 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1393 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1394 root 1.90 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1395 root 1.5 }
1396 root 1.12
1397 root 1.9 remove_friendly_object (op);
1398 root 1.5 }
1399 root 1.12
1400 root 1.95 op->drop_and_destroy ();
1401 elmex 1.1 }
1402 root 1.9 else
1403 root 1.83 /* Player has been killed! */
1404     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1405 root 1.12
1406 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1407     * continues in the calling function.
1408     */
1409     return maxdam;
1410 elmex 1.1 }
1411    
1412     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1413     * Returns 0 this is not friendly fire
1414     */
1415 root 1.9 int
1416     friendly_fire (object *op, object *hitter)
1417     {
1418     object *owner;
1419     int friendlyfire;
1420    
1421     if (hitter->head)
1422     hitter = hitter->head;
1423    
1424     friendlyfire = 0;
1425    
1426     if (op->type == PLAYER)
1427     {
1428     if (op_on_battleground (hitter, 0, 0))
1429     return 0;
1430    
1431     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1432     return 1;
1433    
1434 root 1.27 if ((owner = hitter->owner) != NULL)
1435 root 1.9 {
1436     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1437     friendlyfire = 2;
1438     }
1439    
1440     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1441     friendlyfire = 0;
1442 elmex 1.1 }
1443 root 1.62
1444 root 1.9 return friendlyfire;
1445 elmex 1.1 }
1446    
1447     /* This isn't used just for players, but in fact most objects.
1448     * op is the object to be hit, dam is the amount of damage, hitter
1449     * is what is hitting the object, type is the attacktype, and
1450     * full_hit is set if monster area does not matter.
1451     * dam is base damage - protections/vulnerabilities/slaying matches can
1452     * modify it.
1453     */
1454 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1455     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1456 root 1.9 int
1457     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1458     {
1459     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1460     int maxattacktype, attacknum;
1461     int body_attack = op && op->head; /* Did we hit op's head? */
1462     int simple_attack;
1463     int rtn_kill = 0;
1464     int friendlyfire;
1465 elmex 1.1
1466 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1467     return 0;
1468 elmex 1.1
1469 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1471     return 0;
1472 elmex 1.1
1473 root 1.64 // only allow pk for hostile players
1474 root 1.9 if (op->type == PLAYER)
1475     {
1476 root 1.27 object *owner = hitter->owner;
1477 root 1.9
1478     if (!owner)
1479     owner = hitter;
1480 root 1.18
1481 root 1.56 if (owner->type == PLAYER
1482     && (!op_on_battleground (op, 0, 0)
1483     && (op->contr->peaceful || owner->contr->peaceful))
1484     && op != owner)
1485 root 1.18 return 0;
1486 elmex 1.1 }
1487    
1488 root 1.9 if (body_attack)
1489     {
1490     /* slow and paralyze must hit the head. But we don't want to just
1491     * return - we still need to process other attacks the spell still
1492     * might have. So just remove the paralyze and slow attacktypes,
1493     * and keep on processing if we have other attacktypes.
1494     * return if only magic or nothing is left - under normal code
1495     * we don't attack with pure magic if there is another attacktype.
1496     * Only do processing if the initial attacktype includes one of those
1497     * attack so we don't cancel out things like magic bullet.
1498     */
1499     if (type & (AT_PARALYZE | AT_SLOW))
1500     {
1501     type &= ~(AT_PARALYZE | AT_SLOW);
1502 root 1.18
1503 root 1.9 if (!type || type == AT_MAGIC)
1504     return 0;
1505 root 1.5 }
1506 elmex 1.1 }
1507    
1508 root 1.9 if (!simple_attack && op->type == DOOR)
1509     {
1510 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1511 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1512     {
1513     spring_trap (tmp, hitter);
1514 root 1.26
1515 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1516 root 1.9 return 0;
1517 root 1.26
1518 root 1.9 break;
1519     }
1520 elmex 1.1 }
1521    
1522 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1523     {
1524     /* FIXME: If a player is killed by a rune in a door, the
1525 root 1.18 * destroyed() check above doesn't return, and might get here.
1526 root 1.9 */
1527 elmex 1.54
1528     /* FIXME: This for example happens when a dead door is on a mover and
1529     gets it's speed_left raised on each mover-tick.
1530     Doors are removed in a kinda funny way by giving them speed and speed_left
1531     and waiting for that to run out.
1532     */
1533     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1534 root 1.9 return 0;
1535 elmex 1.1 }
1536    
1537     #ifdef ATTACK_DEBUG
1538 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1539 elmex 1.1 #endif
1540    
1541 root 1.9 if (magic)
1542     {
1543 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1544     * in case 0>dam>1, we try to "simulate" a float value-effect */
1545 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1546 elmex 1.1 if (dam >= 100)
1547 root 1.5 dam /= 100;
1548 elmex 1.1 else
1549 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1550 elmex 1.1 }
1551    
1552 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1553     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1554     */
1555     if (type & AT_CHAOS)
1556     {
1557     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1558     update_object (op, UP_OBJ_FACE);
1559 elmex 1.1 type &= ~AT_CHAOS;
1560     }
1561    
1562 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1563     * holyword is part of an attacktype, then make sure the creature is
1564     * a proper match, otherwise no damage.
1565     */
1566     if (type & AT_HOLYWORD)
1567     {
1568     object *god;
1569    
1570 root 1.105 if ((!hitter->slaying
1571     || (!(op->race && hitter->slaying.contains (op->race))
1572     && !(op->name && hitter->slaying.contains (op->name))))
1573     && (!QUERY_FLAG (op, FLAG_UNDEAD)
1574     || (hitter->title
1575     && (god = find_god (determine_god (hitter))) != NULL
1576     && god->race.contains (shstr_undead))))
1577 root 1.9 return 0;
1578 elmex 1.1 }
1579    
1580 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1581 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1582     {
1583     /* Magic isn't really a true attack type - it gets combined with other
1584     * attack types. As such, skip it over. However, if magic is
1585     * the only attacktype in the group, then still attack with it
1586     */
1587     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1588     continue;
1589    
1590     /* Go through and hit the player with each attacktype, one by one.
1591     * hit_player_attacktype only figures out the damage, doesn't inflict
1592     * it. It will do the appropriate action for attacktypes with
1593     * effects (slow, paralization, etc.
1594     */
1595     if (type & attacktype)
1596     {
1597     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1598     /* the >= causes us to prefer messages from special attacks, if
1599     * the damage is equal.
1600     */
1601     if (ndam >= maxdam)
1602     {
1603 root 1.5 maxdam = ndam;
1604 root 1.9 maxattacktype = 1 << attacknum;
1605 root 1.5 }
1606     }
1607 elmex 1.1 }
1608 root 1.9
1609     /* if this is friendly fire then do a set % of damage only
1610     * Note - put a check in to make sure this attack is actually
1611     * doing damage - otherwise, the +1 in the code below will make
1612     * an attack do damage before when it otherwise didn't
1613     */
1614     friendlyfire = friendly_fire (op, hitter);
1615     if (friendlyfire && maxdam)
1616     {
1617     maxdam = ((dam * settings.set_friendly_fire) / 100);
1618    
1619 elmex 1.1 #ifdef ATTACK_DEBUG
1620 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1621     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1622 elmex 1.1 #endif
1623     }
1624    
1625 root 1.9 if (!full_hit)
1626     {
1627     int area;
1628     int remainder;
1629    
1630     area = 0;
1631 root 1.68
1632     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1633 root 1.9 area++;
1634 root 1.68
1635 root 1.9 assert (area > 0);
1636    
1637     /* basically: maxdam /= area; we try to "simulate" a float
1638     value-effect */
1639     remainder = 100 * (maxdam % area) / area;
1640     maxdam /= area;
1641 root 1.47 if (rndm (100) < remainder)
1642 root 1.9 maxdam++;
1643 elmex 1.1 }
1644    
1645     #ifdef ATTACK_DEBUG
1646 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1647 elmex 1.1 #endif
1648    
1649 root 1.57 // for now, only do this for active objects, otherwise they
1650     // keep a refcount for a long time and I see no usefulness
1651     // for an non-active objetc to know its enemy.
1652     if (op->active)
1653     if (hitter->owner)
1654     op->enemy = hitter->owner;
1655     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1656     op->enemy = hitter;
1657 root 1.9
1658     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1659     {
1660     /* The unaggressives look after themselves 8) */
1661     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1662     npc_call_help (op);
1663     }
1664    
1665     if (magic && did_make_save (op, op->level, 0))
1666     maxdam = maxdam / 2;
1667    
1668     attack_message (maxdam, maxattacktype, op, hitter);
1669    
1670     op->stats.hp -= maxdam;
1671    
1672     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1673     if ((op->stats.hp >= 0) &&
1674     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1675     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1676     {
1677 elmex 1.1
1678 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1679     SET_FLAG (op, FLAG_RUN_AWAY);
1680     else
1681     scare_creature (op, hitter);
1682 elmex 1.1 }
1683    
1684 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1685     {
1686     if (maxdam)
1687     tear_down_wall (op);
1688 root 1.26
1689 root 1.9 return maxdam; /* nothing more to do for wall */
1690     }
1691 elmex 1.1
1692 root 1.9 /* See if the creature has been killed */
1693     rtn_kill = kill_object (op, maxdam, hitter, type);
1694     if (rtn_kill != -1)
1695     return rtn_kill;
1696 elmex 1.1
1697 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1698     * that before if the player was immune to ghosthit, the monster
1699     * remained - that is no longer the case.
1700     */
1701     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1702 root 1.95 hitter->drop_and_destroy ();
1703 root 1.9 /* Lets handle creatures that are splitting now */
1704     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1705     {
1706     int i;
1707     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1708     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1709 root 1.27 object *owner = op->owner;
1710 root 1.5
1711 root 1.9 if (!op->other_arch)
1712     {
1713     LOG (llevError, "SPLITTING without other_arch error.\n");
1714     return maxdam;
1715     }
1716 root 1.26
1717 root 1.25 op->remove ();
1718 root 1.26
1719 root 1.76 for (i = 0; i < op->stats.food; i++)
1720 root 1.9 { /* This doesn't handle op->more yet */
1721     object *tmp = arch_to_object (op->other_arch);
1722     int j;
1723    
1724     tmp->stats.hp = op->stats.hp;
1725 root 1.26
1726 root 1.9 if (friendly)
1727     {
1728     add_friendly_object (tmp);
1729     tmp->attack_movement = PETMOVE;
1730 root 1.39
1731     if (owner)
1732 root 1.27 tmp->set_owner (owner);
1733 root 1.9 }
1734 root 1.26
1735 root 1.9 if (unaggressive)
1736     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1737 root 1.26
1738 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1739 root 1.26
1740 root 1.9 if (j == -1) /* No spot to put this monster */
1741 root 1.96 tmp->destroy ();
1742 root 1.9 else
1743     {
1744     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1745     insert_ob_in_map (tmp, op->map, NULL, 0);
1746     }
1747     }
1748 root 1.26
1749 root 1.96 op->destroy ();
1750 root 1.9 }
1751     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1752 root 1.95 hitter->drop_and_destroy ();
1753 root 1.26
1754 root 1.9 return maxdam;
1755     }
1756    
1757 root 1.116 static void
1758 root 1.9 poison_player (object *op, object *hitter, int dam)
1759     {
1760 root 1.117 archetype *at = archetype::find (shstr_poisoning);
1761 root 1.9 object *tmp = present_arch_in_ob (at, op);
1762 elmex 1.1
1763 root 1.9 if (tmp == NULL)
1764     {
1765     if ((tmp = arch_to_object (at)) == NULL)
1766     LOG (llevError, "Failed to clone arch poisoning.\n");
1767     else
1768     {
1769     tmp = insert_ob_in_ob (tmp, op);
1770     /* peterm: give poisoning some teeth. It should
1771     * be able to kill things better than it does:
1772     * damage should be dependent something--I choose to
1773     * do this: if it's a monster, the damage from the
1774     * poisoning goes as the level of the monster/2.
1775     * If anything else, goes as damage.
1776     */
1777    
1778     if (QUERY_FLAG (hitter, FLAG_ALIVE))
1779     tmp->stats.dam += hitter->level / 2;
1780     else
1781     tmp->stats.dam = dam;
1782    
1783 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1784 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
1785     {
1786     tmp->skill = hitter->skill;
1787     }
1788    
1789     tmp->stats.food += dam; /* more damage, longer poisoning */
1790    
1791     if (op->type == PLAYER)
1792     {
1793     /* player looses stats, maximum is -10 of each */
1794 root 1.117 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1795     tmp->stats.Str = max (-(dam / 3 + 2), -10);
1796     tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1797     tmp->stats.Int = max (-(dam / 7 ), -10);
1798 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
1799 root 1.32 op->update_stats ();
1800 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1801 root 1.75 op->play_sound (tmp->sound);
1802 root 1.9 }
1803 root 1.63
1804 root 1.9 if (hitter->type == PLAYER)
1805     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1806 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1807 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1808 root 1.5 }
1809 root 1.63
1810 root 1.9 tmp->speed_left = 0;
1811     }
1812     else
1813     tmp->stats.food++;
1814     }
1815    
1816 root 1.116 static void
1817 root 1.9 slow_player (object *op, object *hitter, int dam)
1818     {
1819 root 1.117 archetype *at = archetype::find (shstr_slowness);
1820 root 1.9 object *tmp;
1821    
1822     if (at == NULL)
1823 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
1824    
1825 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1826     {
1827     tmp = arch_to_object (at);
1828     tmp = insert_ob_in_ob (tmp, op);
1829     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1830     }
1831     else
1832     tmp->stats.food++;
1833 root 1.62
1834 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
1835     tmp->speed_left = 0;
1836 root 1.32 op->update_stats ();
1837 elmex 1.1 }
1838    
1839 root 1.9 void
1840     confuse_player (object *op, object *hitter, int dam)
1841     {
1842     object *tmp;
1843     int maxduration;
1844 elmex 1.1
1845 root 1.117 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1846 root 1.9 if (!tmp)
1847     {
1848     tmp = get_archetype (FORCE_NAME);
1849     tmp = insert_ob_in_ob (tmp, op);
1850     }
1851 root 1.5
1852 root 1.9 /* Duration added per hit and max. duration of confusion both depend
1853     * on the player's resistance
1854     */
1855     tmp->speed = 0.05;
1856     tmp->subtype = FORCE_CONFUSION;
1857 root 1.117 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1858     tmp->name = shstr_confusion;
1859     maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860 root 1.62
1861 root 1.9 if (tmp->duration > maxduration)
1862     tmp->duration = maxduration;
1863    
1864     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1865     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1866 root 1.62
1867 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
1868     }
1869 root 1.5
1870 root 1.9 void
1871     blind_player (object *op, object *hitter, int dam)
1872     {
1873     object *tmp, *owner;
1874 root 1.5
1875 root 1.9 /* Save some work if we know it isn't going to affect the player */
1876     if (op->resist[ATNR_BLIND] == 100)
1877     return;
1878 root 1.5
1879 root 1.9 tmp = present_in_ob (BLINDNESS, op);
1880     if (!tmp)
1881     {
1882 root 1.117 tmp = get_archetype (shstr_blindness);
1883 root 1.9 SET_FLAG (tmp, FLAG_BLIND);
1884     SET_FLAG (tmp, FLAG_APPLIED);
1885 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
1886     * speed is a float anyways.
1887     */
1888 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1889 elmex 1.1
1890 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1891     change_abil (op, tmp); /* Mostly to display any messages */
1892 root 1.32 op->update_stats (); /* This takes care of some other stuff */
1893 elmex 1.1
1894 root 1.9 if (hitter->owner)
1895 root 1.27 owner = hitter->owner;
1896 root 1.9 else
1897     owner = hitter;
1898 elmex 1.1
1899 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1900     }
1901     tmp->stats.food += dam;
1902     if (tmp->stats.food > 10)
1903     tmp->stats.food = 10;
1904 elmex 1.1 }
1905    
1906 root 1.9 void
1907     paralyze_player (object *op, object *hitter, int dam)
1908 elmex 1.1 {
1909 root 1.9 /* This is strange stuff... someone knows for what this is
1910     * written? Well, i think this can and should be removed
1911     */
1912 elmex 1.1
1913 root 1.9 /*
1914     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1915     tmp=clone_arch(PARAIMAGE);
1916     tmp->x=op->x,tmp->y=op->y;
1917     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1918     }
1919     */
1920 elmex 1.1
1921 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1922 root 1.117 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1923 elmex 1.1
1924 root 1.117 op->speed_left -= fabs (op->speed) * effect;
1925 root 1.9 /* tmp->stats.food+=(signed short) effect/op->speed; */
1926 elmex 1.1
1927 root 1.9 /* max number of ticks to be affected for. */
1928 root 1.117 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929    
1930     if (op->speed_left < -(fabs (op->speed) * max))
1931     op->speed_left = -(fabs (op->speed) * max);
1932 elmex 1.1
1933 root 1.117 /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1934 elmex 1.1 }
1935    
1936     /* Attempts to kill 'op'. hitter is the attack object, dam is
1937     * the computed damaged.
1938     */
1939 root 1.115 static void
1940 root 1.9 deathstrike_player (object *op, object *hitter, int *dam)
1941 elmex 1.1 {
1942 root 1.9 /* The intention of a death attack is to kill outright things
1943     ** that are a lot weaker than the attacker, have a chance of killing
1944     ** things somewhat weaker than the caster, and no chance of
1945     ** killing something equal or stronger than the attacker.
1946     ** Also, if a deathstrike attack has a slaying, any monster
1947     ** whose name or race matches a comma-delimited list in the slaying
1948     ** field of the deathstriking object */
1949    
1950     int atk_lev, def_lev, kill_lev;
1951    
1952 root 1.114 if (hitter->slaying)
1953     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1954     || (op->race && hitter->slaying.contains (op->race))))
1955     return;
1956    
1957     def_lev = op->level;
1958     if (def_lev < 1)
1959     {
1960     LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1961     def_lev = 1;
1962     }
1963    
1964     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1965     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1966     atk_lev, def_lev); */
1967    
1968     if (atk_lev >= def_lev)
1969     {
1970     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1971    
1972     /* Note that the below effectively means the ratio of the atk vs
1973     * defener level is important - if level 52 character has very little
1974     * chance of killing a level 50 monster. This should probably be
1975     * redone.
1976     */
1977     if (kill_lev >= def_lev)
1978     {
1979     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1980     /* I think this doesn't really do much. Because of
1981     * integer rounding, this only makes any difference if the
1982     * attack level is double the defender level.
1983     */
1984     *dam *= kill_lev / def_lev;
1985     }
1986     }
1987     else
1988     *dam = 0; /* no harm done */
1989     }
1990    
1991     /* This returns the amount of damage hitter does to op with the
1992     * appropriate attacktype. Only 1 attacktype should be set at a time.
1993     * This doesn't damage the player, but returns how much it should
1994     * take. However, it will do other effects (paralyzation, slow, etc.)
1995     * Note - changed for PR code - we now pass the attack number and not
1996     * the attacktype. Makes it easier for the PR code. */
1997     int
1998     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1999     {
2000     int doesnt_slay = 1;
2001    
2002     /* Catch anyone that may be trying to send us a bitmask instead of the number */
2003     if (attacknum >= NROFATTACKS)
2004     {
2005     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2006     return 0;
2007     }
2008    
2009     if (dam < 0)
2010     {
2011     LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2012     dam, hitter->debug_desc (), op->debug_desc ());
2013     return 0;
2014     }
2015    
2016     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2017     * people can't mess with that or it otherwise get confused. */
2018     if (attacknum == ATNR_INTERNAL)
2019     return dam;
2020    
2021     if (hitter->slaying)
2022     {
2023     if ((op->race && hitter->slaying.contains (op->race))
2024     || (op->arch && op->arch->archname.contains (hitter->slaying)))
2025     {
2026     doesnt_slay = 0;
2027     dam *= 3;
2028     }
2029     }
2030    
2031     /* Adjust the damage for resistance. Note that neg. values increase damage. */
2032     if (op->resist[attacknum])
2033     {
2034     /* basically: dam = dam*(100-op->resist[attacknum])/100;
2035     * in case 0>dam>1, we try to "simulate" a float value-effect */
2036     dam *= (100 - op->resist[attacknum]);
2037     if (dam >= 100)
2038     dam /= 100;
2039     else
2040     dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2041     }
2042    
2043     /* Special hack. By default, if immune to something, you
2044     * shouldn't need to worry. However, acid is an exception, since
2045     * it can still damage your items. Only include attacktypes if
2046     * special processing is needed */
2047    
2048     if (op->resist[attacknum] >= 100
2049     && doesnt_slay
2050     && attacknum != ATNR_ACID)
2051     return 0;
2052    
2053     /* Keep this in order - makes things easier to find */
2054    
2055     switch (attacknum)
2056     {
2057     case ATNR_PHYSICAL:
2058     /* here also check for diseases */
2059     check_physically_infect (op, hitter);
2060     break;
2061    
2062     /* Don't need to do anything for:
2063     magic,
2064     fire,
2065     electricity,
2066     cold */
2067    
2068     case ATNR_CONFUSION:
2069     case ATNR_POISON:
2070     case ATNR_SLOW:
2071     case ATNR_PARALYZE:
2072     case ATNR_FEAR:
2073     case ATNR_CANCELLATION:
2074     case ATNR_DEPLETE:
2075     case ATNR_BLIND:
2076     {
2077     /* chance for inflicting a special attack depends on the
2078     * difference between attacker's and defender's level
2079     */
2080 root 1.117 int level_diff = min (110, max (0, op->level - hitter->level));
2081 root 1.114
2082     /* First, only creatures/players with speed can be affected.
2083     * Second, just getting hit doesn't mean it always affects
2084     * you. Third, you still get a saving through against the
2085     * effect.
2086     */
2087 root 1.117 if (op->has_active_speed ()
2088     && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2089     && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2090     && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2091 root 1.114 {
2092    
2093     /* Player has been hit by something */
2094     if (attacknum == ATNR_CONFUSION)
2095     confuse_player (op, hitter, dam);
2096     else if (attacknum == ATNR_POISON)
2097     poison_player (op, hitter, dam);
2098     else if (attacknum == ATNR_SLOW)
2099     slow_player (op, hitter, dam);
2100     else if (attacknum == ATNR_PARALYZE)
2101     paralyze_player (op, hitter, dam);
2102     else if (attacknum == ATNR_FEAR)
2103     scare_creature (op, hitter);
2104     else if (attacknum == ATNR_CANCELLATION)
2105     cancellation (op);
2106     else if (attacknum == ATNR_DEPLETE)
2107     op->drain_stat ();
2108     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2109     blind_player (op, hitter, dam);
2110     }
2111    
2112     dam = 0; /* These are all effects and don't do real damage */
2113     }
2114     break;
2115    
2116     case ATNR_ACID:
2117     {
2118     int flag = 0;
2119    
2120     /* Items only get corroded if you're not on a battleground and
2121     * if your acid resistance is below 50%. */
2122     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2123     {
2124     for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125     {
2126     if (tmp->invisible)
2127     continue;
2128     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2129     /* >= 10% acid res. on items will protect these */
2130     continue;
2131     if (!(tmp->materials & M_IRON))
2132     continue;
2133     if (tmp->magic < -4) /* Let's stop at -5 */
2134     continue;
2135     if (tmp->type == RING
2136     /* removed boots and gloves from exclusion list in PR */
2137     || tmp->type == GIRDLE
2138     || tmp->type == AMULET
2139     || tmp->type == WAND
2140     || tmp->type == ROD
2141     || tmp->type == HORN)
2142     continue; /* To avoid some strange effects */
2143    
2144     /* High damage acid has better chance of corroding
2145     objects */
2146     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2147     {
2148     flag = 1;
2149     tmp->magic--;
2150    
2151     if (object *pl = tmp->visible_to ())
2152     {
2153     /* Make this more visible */
2154     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2155     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2156    
2157     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2158     }
2159     }
2160     }
2161    
2162     if (flag)
2163     op->update_stats (); /* Something was corroded */
2164     }
2165     }
2166     break;
2167    
2168     case ATNR_DRAIN:
2169     {
2170     /* rate is the proportion of exp drained. High rate means
2171     * not much is drained, low rate means a lot is drained.
2172     */
2173     int rate;
2174    
2175     if (op->resist[ATNR_DRAIN] >= 0)
2176     rate = 400 + op->resist[ATNR_DRAIN] * 3;
2177     else
2178     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2179    
2180     if (op->stats.exp <= rate)
2181     {
2182     if (op->type == GOLEM)
2183     dam = 999; /* Its force is "sucked" away. 8) */
2184     else
2185     /* If we can't drain, lets try to do physical damage */
2186     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2187     }
2188     else
2189     {
2190     /* Randomly give the hitter some hp */
2191     if (hitter->stats.hp < hitter->stats.maxhp &&
2192     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2193     hitter->stats.hp++;
2194 root 1.9
2195 root 1.114 /* Can't do drains on battleground spaces.
2196     * Move the wiz check up here - before, the hitter wouldn't gain exp
2197     * exp, but the wiz would still lose exp! If drainee is a wiz,
2198     * nothing happens.
2199     * Try to credit the owner. We try to display player -> player drain
2200     * attacks, hence all the != PLAYER checks.
2201     */
2202     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2203     {
2204     object *owner = hitter->owner;
2205 root 1.52
2206 root 1.114 if (owner && owner != hitter)
2207     {
2208     if (op->type != PLAYER || owner->type != PLAYER)
2209     change_exp (owner, op->stats.exp / (rate * 2),
2210     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2211     }
2212     else if (op->type != PLAYER || hitter->type != PLAYER)
2213     change_exp (hitter, op->stats.exp / (rate * 2),
2214     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2215 root 1.9
2216 root 1.114 change_exp (op, -op->stats.exp / rate, NULL, 0);
2217     }
2218 root 1.9
2219 root 1.114 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2220     * drain attack, you won't know that you are actually sucking out EXP,
2221     * as the messages will say you missed
2222     */
2223     }
2224 root 1.5 }
2225 root 1.114 break;
2226 elmex 1.1
2227 root 1.114 case ATNR_TURN_UNDEAD:
2228 root 1.9 {
2229 root 1.114 if (QUERY_FLAG (op, FLAG_UNDEAD))
2230     {
2231     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2232     object *god = find_god (determine_god (owner));
2233     int div = 1;
2234 root 1.9
2235 root 1.114 /* if undead are not an enemy of your god, you turn them
2236     * at half strength */
2237     if (!god || !god->slaying.contains (shstr_undead))
2238     div = 2;
2239 root 1.9
2240 root 1.114 /* Give a bonus if you resist turn undead */
2241     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2242     scare_creature (op, owner);
2243     }
2244     else
2245     dam = 0; /* don't damage non undead - should we damage
2246     undead? */
2247 root 1.5 }
2248 root 1.114 break;
2249 elmex 1.1
2250 root 1.114 case ATNR_DEATH:
2251     deathstrike_player (op, hitter, &dam);
2252     break;
2253 elmex 1.1
2254 root 1.114 case ATNR_CHAOS:
2255     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2256     dam = 0;
2257     break;
2258 elmex 1.1
2259 root 1.114 case ATNR_COUNTERSPELL:
2260     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2261     dam = 0;
2262     /* This should never happen. Counterspell is handled
2263     * seperately and filtered out. If this does happen,
2264     * Counterspell has no effect on anything but spells, so it
2265     * does no damage. */
2266     break;
2267 elmex 1.1
2268 root 1.114 case ATNR_HOLYWORD:
2269     {
2270     /* This has already been handled by hit_player,
2271     * no need to check twice -- DAMN */
2272     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2273 elmex 1.1
2274 root 1.114 /* As with turn undead above, give a bonus on the saving throw */
2275     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2276     scare_creature (op, owner);
2277     }
2278     break;
2279 elmex 1.1
2280 root 1.114 case ATNR_LIFE_STEALING:
2281     {
2282     int new_hp;
2283 elmex 1.1
2284 root 1.114 /* this is replacement to drain for players, instead of taking
2285     * exp it takes hp. It is geared for players, probably not
2286     * much use giving it to monsters
2287     *
2288     * life stealing doesn't do a lot of damage, but it gives the
2289     * damage it does do to the player. Given that,
2290     * it only does 1/10'th normal damage (hence the divide by
2291     * 1000).
2292     */
2293     /* You can't steal life from something undead */
2294     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2295     return 0;
2296 elmex 1.1
2297 root 1.114 /* If drain protection is higher than life stealing, use that */
2298     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2299     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2300     else
2301     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2302 elmex 1.1
2303 root 1.114 /* You die at -1 hp, not zero. */
2304     if (dam > (op->stats.hp + 1))
2305     dam = op->stats.hp + 1;
2306 elmex 1.1
2307 root 1.114 new_hp = hitter->stats.hp + dam;
2308     if (new_hp > hitter->stats.maxhp)
2309     new_hp = hitter->stats.maxhp;
2310 elmex 1.1
2311 root 1.114 if (new_hp > hitter->stats.hp)
2312     hitter->stats.hp = new_hp;
2313     }
2314     }
2315 elmex 1.1
2316 root 1.114 return dam;
2317 root 1.9 }
2318 elmex 1.1