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Revision: 1.122
Committed: Mon Nov 23 12:19:57 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.121: +6 -5 lines
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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 1.121 did_make_save_item (object *op, uint32_t type, object *originator)
47 root 1.9 {
48 root 1.121 int saves = 0, attacks = 0;
49 root 1.118 materialtype_t *mt = op->material;
50 root 1.40
51 root 1.119 // destroying objects without material has many bad effects
52 root 1.120 if (mt == MATERIAL_NULL)
53 root 1.119 return 1;
54    
55 root 1.121 int roll = rndm (1, 20);
56 root 1.9
57     /* the attacktypes have no meaning for object saves
58     * If the type is only magic, don't adjust type - basically, if
59     * pure magic is hitting an object, it should save. However, if it
60     * is magic teamed with something else, then strip out the
61     * magic type, and instead let the fire, cold, or whatever component
62 root 1.121 * destroy the item. Otherwise, you get the case of poisoncloud
63 root 1.9 * destroying objects because it has magic attacktype.
64     */
65     if (type != AT_MAGIC)
66     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
67     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
68     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
69    
70 root 1.121
71 root 1.87 if (type == 0) return TRUE;
72    
73     if (roll == 20) return TRUE;
74     if (roll == 1) return FALSE;
75 root 1.9
76 root 1.121 for_all_bits_sparse_32 (type, number)
77 root 1.9 {
78 root 1.121 attacks++;
79 root 1.87
80 root 1.9 if (op->resist[number] == 100)
81     saves++;
82     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
83     saves++;
84     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
85     saves++;
86     }
87    
88     if (saves == attacks || attacks == 0)
89     return TRUE;
90 root 1.46
91     if (saves == 0 || (rndm (1, attacks) > saves))
92 root 1.9 return FALSE;
93 root 1.46
94 root 1.9 return TRUE;
95 elmex 1.1 }
96    
97 root 1.114 /* cancels object *op. Cancellation basically means an object loses
98     * its magical benefits.
99     */
100     void
101     cancellation (object *op)
102     {
103     if (op->invisible)
104     return;
105    
106     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107     {
108     /* Recurse through the inventory */
109     for (object *tmp = op->inv; tmp; tmp = tmp->below)
110     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111     cancellation (tmp);
112     }
113 root 1.117 else if (fabs (op->magic) <= rndm (0, 5))
114 root 1.114 {
115     /* Nullify this object. This code could probably be more complete */
116     /* in what abilities it should cancel */
117     op->magic = 0;
118    
119     CLEAR_FLAG (op, FLAG_DAMNED);
120     CLEAR_FLAG (op, FLAG_CURSED);
121     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123    
124     if (object *pl = op->visible_to ())
125     esrv_update_item (UPD_FLAGS, pl, op);
126     }
127     }
128    
129 elmex 1.1 /* This function calls did_make_save_item. It then performs the
130     * appropriate actions to the item (such as burning the item up,
131     * calling cancellation, etc.)
132     */
133 root 1.9 void
134     save_throw_object (object *op, int type, object *originator)
135 elmex 1.1 {
136 root 1.9 if (!did_make_save_item (op, type, originator))
137 elmex 1.1 {
138 root 1.9 object *env = op->env;
139     int x = op->x, y = op->y;
140 root 1.19 maptile *m = op->map;
141 root 1.9
142     op = stop_item (op);
143 root 1.88 if (!op)
144 root 1.9 return;
145 elmex 1.1
146 root 1.9 /* Hacked the following so that type LIGHTER will work.
147 root 1.87 * Also, objects which are potential "lights" that are hit by
148 root 1.9 * flame/elect attacks will be set to glow. "lights" are any
149     * object with +/- glow_radius and an "other_arch" to change to.
150     * (and please note that we cant fail our save and reach this
151     * function if the object doesnt contain a material that can burn.
152     * So forget lighting magical swords on fire with this!) -b.t.
153     */
154 root 1.121 if (type & (AT_FIRE | AT_ELECTRICITY))
155 root 1.9 {
156 root 1.121 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
157     if (op->type == LAMP || op->type == TORCH)
158 elmex 1.107 {
159 root 1.121 apply_lamp (op, true); // turn on a lamp
160     return;
161     }
162     else if (op->flag [FLAG_IS_LIGHTABLE])
163     {
164     if (op->other_arch)
165     {
166     const char *arch = op->other_arch->archname;
167 elmex 1.1
168 root 1.121 if (op->decrease ())
169     fix_stopped_item (op, m, originator);
170 elmex 1.107
171 root 1.121 if ((op = archetype::get (arch)))
172     {
173     if (env)
174     env->insert (op);
175     else
176     m->insert (op, x, y, originator);
177     }
178     }
179 root 1.13
180 root 1.121 return;
181 root 1.9 }
182     }
183 root 1.13
184 root 1.9 if (type & AT_CANCELLATION)
185     { /* Cancellation. */
186     cancellation (op);
187     fix_stopped_item (op, m, originator);
188 root 1.119
189 root 1.9 return;
190     }
191 root 1.13
192 root 1.119 if (type & (AT_FIRE | AT_ELECTRICITY))
193     if (env)
194     {
195 root 1.121 object *op = archetype::get (shstr_burnout);
196 root 1.119 op->x = env->x, op->y = env->y;
197     env->insert (op);
198     }
199     else
200     replace_insert_ob_in_map (shstr_burnout, originator);
201    
202 root 1.9 if (op->nrof > 1)
203     {
204 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
205 root 1.9 fix_stopped_item (op, m, originator);
206 elmex 1.1 }
207 root 1.9 else
208 root 1.87 {
209     // drop everything to the ground, if possible
210 root 1.88 op->insert_at (originator);
211 root 1.95 op->drop_and_destroy ();
212 root 1.87 }
213 root 1.13
214 root 1.9 return;
215     }
216 root 1.15
217 root 1.9 /* The value of 50 is arbitrary. */
218 root 1.88 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
219 root 1.9 {
220 root 1.84 archetype *at = archetype::find (shstr_icecube);
221 root 1.9
222     if (at == NULL)
223 root 1.5 return;
224 root 1.15
225 root 1.9 op = stop_item (op);
226     if (op == NULL)
227 elmex 1.1 return;
228 root 1.15
229 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
230     if (!tmp)
231 root 1.9 {
232     tmp = arch_to_object (at);
233     tmp->x = op->x, tmp->y = op->y;
234     /* This was in the old (pre new movement code) -
235     * icecubes have slow_move set to 1 - don't want
236     * that for ones we create.
237     */
238     tmp->move_slow_penalty = 0;
239     tmp->move_slow = 0;
240     insert_ob_in_map (tmp, op->map, originator, 0);
241     }
242 root 1.15
243 root 1.87 tmp->insert (op);
244 root 1.9 return;
245 elmex 1.1 }
246     }
247    
248     /* Object op is hitting the map.
249     * op is going in direction 'dir'
250     * type is the attacktype of the object.
251     * full_hit is set if monster area does not matter.
252     * returns 1 if it hits something, 0 otherwise.
253     */
254 root 1.9 int
255 root 1.121 hit_map (object *op, int dir, uint32_t type, int full_hit)
256 root 1.9 {
257 root 1.19 maptile *map;
258 root 1.9 sint16 x, y;
259     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
260 elmex 1.1
261 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
262     {
263     LOG (llevError, "BUG: hit_map(): free object\n");
264     return 0;
265 elmex 1.1 }
266    
267 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
268     {
269 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
270 root 1.9 return 0;
271 elmex 1.1 }
272    
273 root 1.9 if (!op->map)
274     {
275     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
276     return 0;
277 elmex 1.1 }
278    
279 root 1.9 if (op->head)
280     op = op->head;
281    
282 root 1.86 mapxy pos (op);
283     pos.move (dir);
284 elmex 1.1
285 root 1.86 if (!pos.normalise ())
286 root 1.41 return 0;
287 root 1.9
288     // elmex: a safe map tile can't be hit!
289     // this should prevent most harmful effects on items and players there.
290 root 1.86 mapspace &ms = pos.ms ();
291 root 1.41
292     if (ms.flags () & P_SAFE)
293 root 1.9 return 0;
294    
295 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
296 root 1.9 * must be out here because it strikes things which are not alive
297     */
298 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
299 root 1.9 {
300 root 1.41 if (type & AT_COUNTERSPELL)
301     {
302     counterspell (op, dir); /* see spell_effect.c */
303 elmex 1.1
304 root 1.41 /* If the only attacktype is counterspell or magic, don't need
305     * to do any further processing.
306     */
307     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
308     return 0;
309 root 1.11
310 root 1.41 type &= ~AT_COUNTERSPELL;
311     }
312 elmex 1.1
313 root 1.41 if (type & AT_CHAOS)
314     {
315     shuffle_attack (op, 1); /* flag tells it to change the face */
316     update_object (op, UP_OBJ_FACE);
317     type &= ~AT_CHAOS;
318     }
319 elmex 1.1 }
320    
321 root 1.37 /* There may still be objects that were above 'next', but there is no
322     * simple way to find out short of copying all object references and
323     * tags into a temporary array before we start processing the first
324     * object. That's why we just abort on destroy.
325     *
326     * This happens whenever attack spells (like fire) hit a pile
327     * of objects. This is not a bug - nor an error.
328     */
329 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
330 root 1.9 {
331 root 1.37 object *tmp = next;
332 root 1.9 next = tmp->above;
333 root 1.11
334 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
335     * For example, 'tmp' was put in an icecube.
336     * This is one of the few cases where on_same_map should not be used.
337     */
338 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
339 root 1.9 continue;
340    
341     if (QUERY_FLAG (tmp, FLAG_ALIVE))
342     {
343     hit_player (tmp, op->stats.dam, op, type, full_hit);
344     retflag |= 1;
345 root 1.41
346 root 1.18 if (op->destroyed ())
347 root 1.5 break;
348     }
349 root 1.9 /* Here we are potentially destroying an object. If the object has
350     * NO_PASS set, it is also immune - you can't destroy walls. Note
351     * that weak walls have is_alive set, which prevent objects from
352     * passing over/through them. We don't care what type of movement
353     * the wall blocks - if it blocks any type of movement, can't be
354     * destroyed right now.
355 root 1.119 * Without the material check the server completely fails to work,
356     * objects detsroy themselves, floors get destroyed etc. etc.
357 root 1.9 */
358 root 1.120 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
359 root 1.9 {
360     save_throw_object (tmp, type, op);
361 root 1.37
362 root 1.18 if (op->destroyed ())
363 root 1.9 break;
364 root 1.5 }
365 elmex 1.1 }
366 root 1.11
367 root 1.9 return 0;
368 elmex 1.1 }
369    
370 root 1.115 static void
371 root 1.9 attack_message (int dam, int type, object *op, object *hitter)
372     {
373 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
374 root 1.9 int i, found = 0;
375 root 1.19 maptile *map;
376 elmex 1.1 object *next, *tmp;
377    
378     /* put in a few special messages for some of the common attacktypes
379     * a player might have. For example, fire, electric, cold, etc
380     * [garbled 20010919]
381     */
382 root 1.9 if (dam == 9998 && op->type == DOOR)
383     {
384     sprintf (buf1, "unlock %s", &op->name);
385     sprintf (buf2, " unlocks");
386     found++;
387     }
388 root 1.113 else if (dam < 0)
389 root 1.9 {
390     sprintf (buf1, "hit %s", &op->name);
391     sprintf (buf2, " hits");
392     found++;
393     }
394     else if (dam == 0)
395     {
396     sprintf (buf1, "missed %s", &op->name);
397     sprintf (buf2, " misses");
398     found++;
399     }
400     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
401 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
402 root 1.9 {
403     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
404     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
405     {
406     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
407     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
408     found++;
409     break;
410     }
411     }
412     else if (op->type == DOOR && !found)
413     {
414     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
415     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
416     {
417     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
418     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
419     found++;
420     break;
421     }
422     }
423 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
424 root 1.9 {
425     if (USING_SKILL (hitter, SK_KARATE))
426     {
427     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
428     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
429     {
430     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
431     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 root 1.5 found++;
433     break;
434 root 1.9 }
435     }
436     else if (USING_SKILL (hitter, SK_CLAWING))
437     {
438     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
439     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
440     {
441     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
442     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 root 1.5 found++;
444     break;
445     }
446 root 1.9 }
447     else if (USING_SKILL (hitter, SK_PUNCHING))
448     {
449     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
450     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
451     {
452     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
453     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454     found++;
455     break;
456 root 1.5 }
457     }
458 elmex 1.1 }
459 root 1.29
460 root 1.9 if (found)
461     {
462     /* done */
463     }
464 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
465 root 1.9 {
466     sprintf (buf1, "hit"); /* just in case */
467     for (i = 0; i < MAXATTACKMESS; i++)
468     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
469     {
470     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
471     found++;
472     break;
473     }
474     }
475 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
476 root 1.9 {
477 elmex 1.1 /* drain is first, because some items have multiple attypes */
478 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
479     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
480     {
481     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
482     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
483     found++;
484     break;
485     }
486     }
487 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
488 root 1.9 {
489     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
490     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
491     {
492     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
493     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
494     found++;
495     break;
496     }
497     }
498 root 1.29 else if (type & AT_COLD && op->is_alive ())
499 root 1.9 {
500     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
501     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
502     {
503     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
504     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
505     found++;
506     break;
507     }
508     }
509     else if (type & AT_FIRE)
510     {
511     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
512     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
513     {
514     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
515     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
516     found++;
517     break;
518     }
519     }
520 root 1.113 else if (hitter->current_weapon)
521 root 1.9 {
522     int mtype;
523    
524     switch (hitter->current_weapon->weapontype)
525     {
526 root 1.86 case WEAP_HIT:
527     mtype = ATM_BASIC;
528     break;
529     case WEAP_SLASH:
530     mtype = ATM_SLASH;
531     break;
532     case WEAP_PIERCE:
533     mtype = ATM_PIERCE;
534     break;
535     case WEAP_CLEAVE:
536     mtype = ATM_CLEAVE;
537     break;
538     case WEAP_SLICE:
539     mtype = ATM_SLICE;
540     break;
541     case WEAP_STAB:
542     mtype = ATM_STAB;
543     break;
544     case WEAP_WHIP:
545     mtype = ATM_WHIP;
546     break;
547     case WEAP_CRUSH:
548     mtype = ATM_CRUSH;
549     break;
550     case WEAP_BLUD:
551     mtype = ATM_BLUD;
552     break;
553     default:
554     mtype = ATM_BASIC;
555     break;
556 root 1.9 }
557 root 1.86
558 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
559     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
560     {
561     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
562     strcpy (buf2, attack_mess[mtype][i].buf3);
563     found++;
564     break;
565     }
566     }
567     else
568     {
569     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
570     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
571     {
572     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
573     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
574     found++;
575     break;
576     }
577 elmex 1.1 }
578    
579 root 1.9 if (!found)
580     {
581     strcpy (buf1, "hit");
582     strcpy (buf2, " hits");
583 elmex 1.1 }
584    
585 root 1.9 /* bail out if a monster is casting spells */
586 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
587 root 1.9 return;
588 elmex 1.1
589 root 1.9 /* scale down magic considerably. */
590     if (type & AT_MAGIC && rndm (0, 5))
591     return;
592 elmex 1.1
593 root 1.9 /* Did a player hurt another player? Inform both! */
594 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
595 root 1.9 {
596 root 1.27 if (hitter->owner != NULL)
597 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
598     else
599     {
600     sprintf (buf, "%s%s you.", &hitter->name, buf2);
601 root 1.74
602 root 1.9 if (dam != 0)
603     {
604     if (dam < 10)
605 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
606 root 1.9 else if (dam < 20)
607 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
608 root 1.9 else
609 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
610 root 1.5 }
611     }
612 root 1.72
613 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
614     } /* end of player hitting player */
615 elmex 1.1
616 root 1.9 if (hitter->type == PLAYER)
617     {
618     sprintf (buf, "You %s.", buf1);
619 root 1.74
620 root 1.9 if (dam != 0)
621     {
622     if (dam < 10)
623 root 1.74 op->play_sound (sound_find ("player_hits1"));
624 root 1.9 else if (dam < 20)
625 root 1.74 op->play_sound (sound_find ("player_hits2"));
626 root 1.9 else
627 root 1.74 op->play_sound (sound_find ("player_hits3"));
628 root 1.5 }
629 root 1.72
630 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
631     }
632 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
633 root 1.9 {
634 elmex 1.1 /* look for stacked spells and start reducing the message chances */
635 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
636     {
637     i = 4;
638     map = hitter->map;
639     if (out_of_map (map, hitter->x, hitter->y))
640     return;
641 root 1.53
642 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
643 root 1.9 if (next)
644     while (next)
645     {
646     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
647     i *= 3;
648 root 1.72
649 root 1.9 tmp = next;
650     next = tmp->above;
651     }
652 root 1.53
653 root 1.9 if (i < 0)
654 root 1.5 return;
655 root 1.53
656 root 1.9 if (rndm (0, i) != 0)
657     return;
658     }
659     else if (rndm (0, 5) != 0)
660     return;
661 root 1.53
662 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
663 root 1.72 op->play_sound (sound_find ("player_hits4"));
664 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
665 elmex 1.1 }
666     }
667    
668 root 1.9 static int
669     get_attack_mode (object **target, object **hitter, int *simple_attack)
670 elmex 1.1 {
671 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
672     {
673     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
674     return 1;
675 elmex 1.1 }
676 root 1.77
677 root 1.113 *target = (*target)->head_ ();
678     *hitter = (*hitter)->head_ ();
679 root 1.77
680 root 1.86 if ((*target)->type == LOCKED_DOOR)
681     return 1; // locked doors cannot be hit
682    
683     if ((*hitter)->env || (*target)->env)
684 root 1.9 {
685     *simple_attack = 1;
686     return 0;
687 elmex 1.1 }
688 root 1.77
689 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
690 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691     || !(*hitter)->map
692     || !on_same_map (*hitter, *target))
693 elmex 1.1 {
694 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695     (*hitter)->debug_desc (), (*target)->debug_desc ());
696 root 1.9 return 1;
697 elmex 1.1 }
698 root 1.77
699 root 1.9 *simple_attack = 0;
700     return 0;
701 elmex 1.1 }
702    
703 root 1.9 static int
704     abort_attack (object *target, object *hitter, int simple_attack)
705 elmex 1.1 {
706 root 1.113 /* Check if target and hitter are still in a relation similar to the one
707     * determined by get_attack_mode(). Returns true if the relation has changed.
708     */
709 root 1.9 int new_mode;
710 elmex 1.1
711 root 1.9 if (hitter->env == target || target->env == hitter)
712     new_mode = 1;
713 root 1.113 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
714     || hitter->map == NULL || !on_same_map (hitter, target))
715 root 1.9 return 1;
716     else
717     new_mode = 0;
718 root 1.113
719 root 1.9 return new_mode != simple_attack;
720 elmex 1.1 }
721    
722 root 1.114 /* thrown_item_effect() - handles any special effects of thrown
723     * items (like attacking living creatures--a potion thrown at a
724     * monster).
725     */
726     static void
727     thrown_item_effect (object *hitter, object *victim)
728     {
729     if (!QUERY_FLAG (hitter, FLAG_ALIVE))
730     {
731     /* May not need a switch for just 2 types, but this makes it
732     * easier for expansion.
733     */
734     switch (hitter->type)
735     {
736     case POTION:
737     /* should player get a save throw instead of checking magic protection? */
738     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
739     (void) apply_potion (victim, hitter);
740     break;
741    
742     case POISON: /* poison drinks */
743     /* As with potions, should monster get a save? */
744     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
745     apply_poison (victim, hitter);
746     break;
747    
748     /* Removed case statements that did nothing.
749     * food may be poisonous, but monster must be willing to eat it,
750     * so we don't handle it here.
751     * Containers should perhaps break open, but that code was disabled.
752     */
753     }
754     }
755     }
756    
757     /* determine if the object is an 'aimed' missile */
758     static int
759     is_aimed_missile (object *op)
760     {
761    
762     /* I broke what used to be one big if into a few nested
763     * ones so that figuring out the logic is at least possible.
764     */
765     if (op && (op->move_type & MOVE_FLYING))
766     if (op->type == ARROW || op->type == THROWN_OBJ)
767     return 1;
768     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
769     return 1;
770    
771     return 0;
772     }
773     /* adj_attackroll() - adjustments to attacks by various conditions */
774     static int
775     adj_attackroll (object *hitter, object *target)
776     {
777     object *attacker = hitter;
778     int adjust = 0;
779    
780     /* safety */
781     if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
782     {
783     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
784     return 0;
785     }
786    
787     /* aimed missiles use the owning object's sight */
788     if (is_aimed_missile (hitter))
789     {
790     if ((attacker = hitter->owner) == NULL)
791     attacker = hitter;
792     /* A player who saves but hasn't quit still could have objects
793     * owned by him - need to handle that case to avoid crashes.
794     */
795     if (QUERY_FLAG (attacker, FLAG_REMOVED))
796     attacker = hitter;
797     }
798     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
799     return 0;
800    
801     /* determine the condtions under which we make an attack.
802     * Add more cases, as the need occurs. */
803    
804     if (!can_see_enemy (attacker, target))
805     {
806     /* target is unseen */
807     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
808     adjust -= 10;
809     /* dark map penalty for the hitter (lacks infravision if we got here). */
810     else if (!stand_in_light (target))
811     adjust -= target->map->darklevel ();
812     }
813    
814     if (QUERY_FLAG (attacker, FLAG_SCARED))
815     adjust -= 3;
816    
817     if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
818     adjust += 1;
819    
820     if (QUERY_FLAG (target, FLAG_SCARED))
821     adjust += 1;
822    
823     if (QUERY_FLAG (attacker, FLAG_CONFUSED))
824     adjust -= 3;
825    
826     /* if we attack at a different 'altitude' its harder */
827     if ((attacker->move_type & target->move_type) == 0)
828     adjust -= 2;
829    
830     #if 0
831     /* slower attacks are less likely to succeed. We should use a
832     * comparison between attacker/target speeds BUT, players have
833     * a generally faster speed, so this will wind up being a HUGE
834     * disadantage for the monsters! Too bad, because missiles which
835     * fly fast should have a better chance of hitting a slower target.
836     */
837     if (hitter->speed < target->speed)
838     adjust += ((float) hitter->speed - target->speed);
839     #endif
840    
841     #if 0
842     LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
843     #endif
844    
845     return adjust;
846     }
847 elmex 1.1
848 root 1.9 static int
849     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
850 elmex 1.1 {
851 root 1.9 int simple_attack, roll, dam = 0;
852     uint32 type;
853     shstr op_name;
854    
855     if (get_attack_mode (&op, &hitter, &simple_attack))
856     goto error;
857    
858     if (hitter->current_weapon)
859     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
860     return RESULT_INT (0);
861    
862     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
863     return RESULT_INT (0);
864 elmex 1.1
865 root 1.9 /*
866     * A little check to make it more difficult to dance forward and back
867     * to avoid ever being hit by monsters.
868     */
869 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
870 root 1.9 {
871     /* Decrease speed BEFORE calling process_object. Otherwise, an
872     * infinite loop occurs, with process_object calling move_monster,
873     * which then gets here again. By decreasing the speed before
874     * we call process_object, the 'if' statement above will fail.
875     */
876 root 1.65 --op->speed_left;
877 root 1.9 process_object (op);
878 root 1.26
879 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
880 elmex 1.1 goto error;
881 root 1.9 }
882 elmex 1.1
883 root 1.9 op_name = op->name;
884 root 1.3
885 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
886 elmex 1.1
887 root 1.9 /* Adjust roll for various situations. */
888     if (!simple_attack)
889     roll += adj_attackroll (hitter, op);
890 elmex 1.1
891 root 1.9 /* See if we hit the creature */
892     if (roll == 20 || op->stats.ac >= base_wc - roll)
893     {
894     int hitdam = base_dam;
895    
896     if (!simple_attack)
897 elmex 1.1 {
898 root 1.9 /* If you hit something, the victim should *always* wake up.
899     * Before, invisible hitters could avoid doing this.
900     * -b.t. */
901     if (QUERY_FLAG (op, FLAG_SLEEP))
902     CLEAR_FLAG (op, FLAG_SLEEP);
903    
904     /* If the victim can't see the attacker, it may alert others
905     * for help. */
906 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
907 root 1.9 npc_call_help (op);
908    
909     /* if you were hidden and hit by a creature, you are discovered */
910 root 1.99 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
911 root 1.9 {
912     make_visible (op);
913 root 1.59
914 root 1.9 if (op->type == PLAYER)
915 root 1.110 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
916 root 1.9 }
917    
918     /* thrown items (hitter) will have various effects
919     * when they hit the victim. For things like thrown daggers,
920     * this sets 'hitter' to the actual dagger, and not the
921     * wrapper object.
922     */
923     thrown_item_effect (hitter, op);
924 root 1.26
925 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
926 root 1.9 goto leave;
927     }
928    
929     /* Need to do at least 1 damage, otherwise there is no point
930     * to go further and it will cause FPE's below.
931     */
932     if (hitdam <= 0)
933     hitdam = 1;
934 elmex 1.1
935 root 1.9 type = hitter->attacktype;
936 root 1.18
937 elmex 1.109 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
938     * Crossfire we have to default the attacktype here to AT_PHYSICAL.
939     * This check is important for the most simple monsters out there in the
940     * game content (maps, archs). For example orcs: They would have
941     * no attacktype at all.
942     *
943     * Some time in the future someone should just go into the game data
944     * and fix every monster out there ;-/ Until then we will kill some
945     * more trees in the african rain forests with this check.
946     */
947 root 1.9 if (!type)
948     type = AT_PHYSICAL;
949 root 1.18
950 root 1.9 /* Handle monsters that hit back */
951     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
952     {
953     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
954     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
955 root 1.18
956 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
957 root 1.18
958     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
959 root 1.5 goto leave;
960 root 1.9 }
961 elmex 1.1
962 root 1.9 /* In the new attack code, it should handle multiple attack
963     * types in its area, so remove it from here.
964     */
965     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
966 root 1.18
967     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
968 root 1.9 goto leave;
969     } /* end of if hitter hit op */
970     /* if we missed, dam=0 */
971    
972     /*attack_message(dam, type, op, hitter); */
973 elmex 1.1
974 root 1.9 goto leave;
975 elmex 1.1
976 root 1.9 error:
977     dam = 1;
978 elmex 1.1
979 root 1.9 leave:
980 elmex 1.1
981 root 1.9 return dam;
982 elmex 1.1 }
983    
984 root 1.9 int
985     attack_ob (object *op, object *hitter)
986 elmex 1.1 {
987 root 1.58 hitter = hitter->head_ ();
988 elmex 1.1
989 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
990 elmex 1.1 }
991    
992     /* op is the arrow, tmp is what is stopping the arrow.
993     *
994     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
995     */
996 root 1.9 static int
997     stick_arrow (object *op, object *tmp)
998 elmex 1.1 {
999 root 1.9 /* If the missile hit a player, we insert it in their inventory.
1000     * However, if the missile is heavy, we don't do so (assume it falls
1001     * to the ground after a hit). What a good value for this is up to
1002     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
1003     * stick around.
1004     */
1005     if (op->weight <= 5000 && tmp->stats.hp >= 0)
1006     {
1007 root 1.82 tmp->head_ ()->insert (op);
1008 root 1.9 return 1;
1009     }
1010     else
1011     return 0;
1012 elmex 1.1 }
1013    
1014     /* hit_with_arrow() disassembles the missile, attacks the victim and
1015     * reassembles the missile.
1016     *
1017     * It returns a pointer to the reassembled missile, or NULL if the missile
1018     * isn't available anymore.
1019     */
1020 root 1.9 object *
1021     hit_with_arrow (object *op, object *victim)
1022 elmex 1.1 {
1023 root 1.9 object *container, *hitter;
1024     int hit_something = 0;
1025    
1026     /* Disassemble missile */
1027     if (op->inv)
1028     {
1029     container = op;
1030     hitter = op->inv;
1031 root 1.97 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
1032 root 1.9 /* Note that we now have an empty THROWN_OBJ on the map. Code that
1033     * might be called until this THROWN_OBJ is either reassembled or
1034     * removed at the end of this function must be able to deal with empty
1035     * THROWN_OBJs. */
1036     }
1037     else
1038     {
1039 root 1.21 container = 0;
1040 root 1.9 hitter = op;
1041     }
1042    
1043     /* Try to hit victim */
1044     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
1045    
1046     /* Arrow attacks door, rune of summoning is triggered, demon is put on
1047     * arrow, move_apply() calls this function, arrow sticks in demon,
1048     * attack_ob_simple() returns, and we've got an arrow that still exists
1049     * but is no longer on the map. Ugh. (Beware: Such things can happen at
1050     * other places as well!)
1051     */
1052 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
1053 root 1.9 {
1054     if (container)
1055 root 1.96 container->destroy ();
1056 root 1.21
1057     return 0;
1058 elmex 1.1 }
1059    
1060 root 1.9 /* Missile hit victim */
1061     /* if the speed is > 10, then this is a fast moving arrow, we go straight
1062     * through the target
1063     */
1064     if (hit_something && op->speed <= 10.0)
1065     {
1066     /* Stop arrow */
1067 root 1.21 if (!container)
1068 root 1.9 {
1069     hitter = fix_stopped_arrow (hitter);
1070 root 1.21 if (!hitter)
1071     return 0;
1072 root 1.9 }
1073     else
1074 root 1.96 container->destroy ();
1075 elmex 1.1
1076 root 1.9 /* Try to stick arrow into victim */
1077 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
1078 root 1.21 return 0;
1079 root 1.9
1080     /* Else try to put arrow on victim's map square
1081     * remove check for P_WALL here. If the arrow got to this
1082     * space, that is good enough - with the new movement code,
1083     * there is now the potential for lots of spaces where something
1084     * can fly over but not otherwise move over. What is the correct
1085     * way to handle those otherwise?
1086     */
1087 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
1088 root 1.9 {
1089 root 1.98 if (victim->destroyed ())
1090     hitter->destroy ();
1091     else
1092     {
1093     hitter->remove ();
1094     hitter->x = victim->x;
1095     hitter->y = victim->y;
1096     insert_ob_in_map (hitter, victim->map, hitter, 0);
1097     }
1098 elmex 1.1 }
1099 root 1.9 else
1100 root 1.21 /* Else leave arrow where it is */
1101     merge_ob (hitter, NULL);
1102    
1103     return 0;
1104 elmex 1.1 }
1105    
1106 root 1.9 if (hit_something && op->speed >= 10.0)
1107     op->speed -= 1.0;
1108 elmex 1.1
1109 root 1.9 /* Missile missed victim - reassemble missile */
1110     if (container)
1111     {
1112 root 1.25 hitter->remove ();
1113 root 1.9 insert_ob_in_ob (hitter, container);
1114 elmex 1.1 }
1115 root 1.21
1116 root 1.9 return op;
1117 elmex 1.1 }
1118    
1119 root 1.116 static void
1120 root 1.9 tear_down_wall (object *op)
1121 elmex 1.1 {
1122 root 1.9 if (!op->stats.maxhp)
1123 root 1.108 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1124     else if (!op->has_anim ())
1125 root 1.9 {
1126     /* Object has been called - no animations, so remove it */
1127     if (op->stats.hp < 0)
1128 root 1.96 op->destroy ();
1129 root 1.26
1130 root 1.9 return; /* no animations, so nothing more to do */
1131     }
1132 root 1.26
1133 root 1.108 // we use frames 1..num-2 as intermediate frames, so
1134     // the last frame is used only when hp < 0.
1135     int perc = clamp (
1136     lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1137     0, op->anim_frames () - 1
1138     );
1139 root 1.26
1140 root 1.108 op->set_anim_frame (perc);
1141 root 1.9 update_object (op, UP_OBJ_FACE);
1142 root 1.26
1143 root 1.108 if (op->stats.hp < 0)
1144 root 1.9 { /* Reached the last animation */
1145     if (op->face == blank_face)
1146 root 1.26 /* If the last face is blank, remove the ob */
1147 root 1.96 op->destroy ();
1148 root 1.9 else
1149     { /* The last face was not blank, leave an image */
1150 root 1.108 op->flag [FLAG_BLOCKSVIEW] = false;
1151 root 1.9 update_all_los (op->map, op->x, op->y);
1152     op->move_block = 0;
1153 root 1.108 op->flag [FLAG_ALIVE] = false;
1154 root 1.5 }
1155 elmex 1.1 }
1156     }
1157    
1158 root 1.116 static void
1159 root 1.9 scare_creature (object *target, object *hitter)
1160 elmex 1.1 {
1161 root 1.108 target->flag [FLAG_SCARED] = true;
1162 elmex 1.1
1163 root 1.9 if (!target->enemy)
1164 root 1.108 target->enemy = hitter->outer_owner ();
1165 elmex 1.1 }
1166    
1167 root 1.114 /* GROS: This code comes from hit_player. It has been made external to
1168     * allow script procedures to "kill" objects in a combat-like fashion.
1169     * It was initially used by (kill-object) developed for the Collector's
1170     * Sword. Note that nothing has been changed from the original version
1171     * of the following code.
1172     * op is what is being killed.
1173     * dam is the damage done to it.
1174     * hitter is what is hitting it.
1175     * type is the attacktype.
1176     *
1177     * This function was a bit of a mess with hitter getting changed,
1178     * values being stored away but not used, etc. I've cleaned it up
1179     * a bit - I think it should be functionally equivalant.
1180     * MSW 2002-07-17
1181     */
1182 root 1.9 int
1183 root 1.114 kill_object (object *op, int dam, object *hitter, int type)
1184 root 1.9 {
1185 root 1.114 char buf[MAX_BUF];
1186     shstr skill;
1187     int maxdam = 0;
1188     int battleg = 0; /* true if op standing on battleground */
1189     int pk = 0; /* true if op and what controls hitter are both players */
1190     object *owner = 0;
1191     object *skop = 0;
1192    
1193     if (op->stats.hp >= 0)
1194     return -1;
1195    
1196     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1197     return 0;
1198    
1199     /* maxdam needs to be the amount of damage it took to kill
1200     * this creature. The function(s) that call us have already
1201     * adjusted the creatures HP total, so that is negative.
1202     */
1203     maxdam = dam + op->stats.hp + 1;
1204    
1205     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1206     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1207 root 1.9
1208 root 1.114 if (op->type == DOOR)
1209 root 1.9 {
1210 root 1.114 op->set_speed (0.1f);
1211     op->speed_left = -0.05f;
1212     return maxdam;
1213 elmex 1.1 }
1214 root 1.9
1215 root 1.114 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1216 root 1.9 {
1217 root 1.114 op->drop_and_destroy ();
1218     return maxdam;
1219 elmex 1.1 }
1220 root 1.9
1221 root 1.114 /* Now lets start dealing with experience we get for killing something */
1222    
1223     owner = hitter->outer_owner ();
1224     if (!owner)
1225 root 1.9 owner = hitter;
1226    
1227     /* is the victim (op) standing on battleground? */
1228     if (op_on_battleground (op, NULL, NULL))
1229     battleg = 1;
1230    
1231     /* is this player killing? */
1232     if (op->type == PLAYER && owner->type == PLAYER)
1233     pk = 1;
1234    
1235     /* Player killed something */
1236     if (owner->type == PLAYER)
1237     {
1238     /* Log players killing other players - makes it easier to detect
1239     * and filter out malicious player killers - that is why the
1240     * ip address is included.
1241     */
1242     if (op->type == PLAYER && !battleg)
1243     {
1244     time_t t = time (NULL);
1245     struct tm *tmv;
1246     char buf[256];
1247    
1248     tmv = localtime (&t);
1249     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1250    
1251 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1252 root 1.9 }
1253    
1254     /* try to filter some things out - basically, if you are
1255     * killing a level 1 creature and your level 20, you
1256     * probably don't want to see that.
1257     */
1258     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1259     {
1260     if (owner != hitter)
1261 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1262 root 1.9 else
1263 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1264    
1265 root 1.9 /* Only play sounds for melee kills */
1266     if (hitter->type == PLAYER)
1267 root 1.72 owner->play_sound (sound_find ("player_kills"));
1268 root 1.9 }
1269    
1270     /* If a player kills another player, not on
1271     * battleground, the "killer" looses 1 luck. Since this is
1272     * not reversible, it's actually quite a pain IMHO. -AV
1273     * Fix bug in that we were changing the luck of the hitter, not
1274     * player that the object belonged to - so if you killed another player
1275     * with spells, pets, whatever, there was no penalty.
1276     * Changed to make luck penalty configurable in settings.
1277     */
1278     if (op->type == PLAYER && owner != op && !battleg)
1279 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1280 root 1.9
1281     /* This code below deals with finding the appropriate skill
1282 root 1.61 * to credit exp to. This is a bit problematic - we should
1283 root 1.9 * probably never really have to look at current_weapon->skill
1284     */
1285     if (hitter->skill && hitter->type != PLAYER)
1286     skill = hitter->skill;
1287     else if (owner->chosen_skill)
1288     {
1289 root 1.61 skop = owner->chosen_skill;
1290     skill = skop->skill;
1291 root 1.9 }
1292 root 1.100 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1293 root 1.9 skill = owner->current_weapon->skill;
1294     else
1295 root 1.92 {
1296 root 1.100 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1297     "op: %s\n" "hitter: %s\n" "owner: %s\n",
1298     owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1299 root 1.92 skill = 0;
1300     }
1301 elmex 1.1
1302 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1303 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1304 root 1.9 */
1305 root 1.93 skop = owner->contr->find_skill (skill);
1306 root 1.9 } /* Was it a player that hit somethign */
1307     else
1308 root 1.20 skill = 0;
1309 root 1.9
1310     /* These may have been set in the player code section above */
1311     if (!skop)
1312     skop = hitter->chosen_skill;
1313 root 1.20
1314 root 1.9 if (!skill && skop)
1315     skill = skop->skill;
1316    
1317     /* If you didn't kill yourself, and your not the wizard */
1318 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1319 root 1.9 {
1320     int exp;
1321    
1322     /* Really don't give much experience for killing other players */
1323 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1324 root 1.117 if (battleg)
1325 root 1.9 {
1326 root 1.117 if (op->is_player ())
1327 root 1.9 {
1328     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1329     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1330 root 1.5 }
1331 root 1.117
1332     exp = 0;
1333 elmex 1.1 }
1334 root 1.117 else if (op->is_player ())
1335     exp = op->stats.exp / 1000;
1336 root 1.9 else
1337     exp = calc_skill_exp (owner, op, skop);
1338 elmex 1.1
1339 root 1.9 /* Don't know why this is set this way - doesn't make
1340     * sense to just divide everything by two for no reason.
1341     */
1342 elmex 1.1
1343 root 1.9 if (!settings.simple_exp)
1344     exp = exp / 2;
1345 root 1.5
1346 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1347 root 1.23 change_exp (owner, exp, skill, 0);
1348 root 1.9 else
1349     {
1350     int shares = 0, count = 0;
1351     partylist *party = owner->contr->party;
1352 root 1.5
1353 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1354 root 1.35
1355 root 1.33 for_all_players (pl)
1356 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1357     {
1358     count++;
1359     shares += (pl->ob->level + 4);
1360     }
1361    
1362 root 1.23 if (count == 1 || shares > exp || !shares)
1363 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1364     else
1365     {
1366     int share = exp / shares, given = 0, nexp;
1367    
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     nexp = (pl->ob->level + 4) * share;
1372     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1373     given += nexp;
1374     }
1375    
1376 root 1.9 exp -= given;
1377     /* give any remainder to the player */
1378     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1379 root 1.5 }
1380 root 1.9 } /* else part of a party */
1381     } /* end if person didn't kill himself */
1382 elmex 1.1
1383 root 1.9 if (op->type != PLAYER)
1384     {
1385     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1386     {
1387 root 1.27 object *owner1 = op->owner;
1388 elmex 1.1
1389 root 1.20 if (owner1 && owner1->type == PLAYER)
1390 root 1.9 {
1391 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1392 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1393 root 1.90 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1394 root 1.5 }
1395 root 1.12
1396 root 1.9 remove_friendly_object (op);
1397 root 1.5 }
1398 root 1.12
1399 root 1.95 op->drop_and_destroy ();
1400 elmex 1.1 }
1401 root 1.9 else
1402 root 1.83 /* Player has been killed! */
1403     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1404 root 1.12
1405 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1406     * continues in the calling function.
1407     */
1408     return maxdam;
1409 elmex 1.1 }
1410    
1411     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1412     * Returns 0 this is not friendly fire
1413     */
1414 root 1.9 int
1415     friendly_fire (object *op, object *hitter)
1416     {
1417     object *owner;
1418     int friendlyfire;
1419    
1420     if (hitter->head)
1421     hitter = hitter->head;
1422    
1423     friendlyfire = 0;
1424    
1425     if (op->type == PLAYER)
1426     {
1427     if (op_on_battleground (hitter, 0, 0))
1428     return 0;
1429    
1430     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1431     return 1;
1432    
1433 root 1.27 if ((owner = hitter->owner) != NULL)
1434 root 1.9 {
1435     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1436     friendlyfire = 2;
1437     }
1438    
1439     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1440     friendlyfire = 0;
1441 elmex 1.1 }
1442 root 1.62
1443 root 1.9 return friendlyfire;
1444 elmex 1.1 }
1445    
1446     /* This isn't used just for players, but in fact most objects.
1447     * op is the object to be hit, dam is the amount of damage, hitter
1448     * is what is hitting the object, type is the attacktype, and
1449     * full_hit is set if monster area does not matter.
1450     * dam is base damage - protections/vulnerabilities/slaying matches can
1451     * modify it.
1452     */
1453 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1454     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1455 root 1.9 int
1456 root 1.121 hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1457 root 1.9 {
1458 root 1.122 int magic = type & AT_MAGIC;
1459     int body_attack = op && op->head; /* Did we hit op's head? */
1460     int maxdam = 0, ndam = 0, attacktype = 1;
1461 root 1.121 int maxattacktype;
1462 root 1.9 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 1.121 for_all_bits_sparse_32 (type, attacknum)
1582 root 1.9 {
1583 root 1.121 uint32_t attacktype = 1 << attacknum;
1584    
1585 root 1.9 /* Magic isn't really a true attack type - it gets combined with other
1586     * attack types. As such, skip it over. However, if magic is
1587     * the only attacktype in the group, then still attack with it
1588     */
1589     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1590     continue;
1591    
1592     /* Go through and hit the player with each attacktype, one by one.
1593     * hit_player_attacktype only figures out the damage, doesn't inflict
1594     * it. It will do the appropriate action for attacktypes with
1595     * effects (slow, paralization, etc.
1596     */
1597 root 1.121 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 root 1.9 {
1603 root 1.121 maxdam = ndam;
1604     maxattacktype = 1 << attacknum;
1605 root 1.5 }
1606 elmex 1.1 }
1607 root 1.9
1608     /* if this is friendly fire then do a set % of damage only
1609     * Note - put a check in to make sure this attack is actually
1610     * doing damage - otherwise, the +1 in the code below will make
1611     * an attack do damage before when it otherwise didn't
1612     */
1613     friendlyfire = friendly_fire (op, hitter);
1614     if (friendlyfire && maxdam)
1615     {
1616     maxdam = ((dam * settings.set_friendly_fire) / 100);
1617    
1618 elmex 1.1 #ifdef ATTACK_DEBUG
1619 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1620     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1621 elmex 1.1 #endif
1622     }
1623    
1624 root 1.9 if (!full_hit)
1625     {
1626     int area;
1627     int remainder;
1628    
1629     area = 0;
1630 root 1.68
1631     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1632 root 1.9 area++;
1633 root 1.68
1634 root 1.9 assert (area > 0);
1635    
1636     /* basically: maxdam /= area; we try to "simulate" a float
1637     value-effect */
1638     remainder = 100 * (maxdam % area) / area;
1639     maxdam /= area;
1640 root 1.47 if (rndm (100) < remainder)
1641 root 1.9 maxdam++;
1642 elmex 1.1 }
1643    
1644     #ifdef ATTACK_DEBUG
1645 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1646 elmex 1.1 #endif
1647    
1648 root 1.57 // for now, only do this for active objects, otherwise they
1649     // keep a refcount for a long time and I see no usefulness
1650     // for an non-active objetc to know its enemy.
1651     if (op->active)
1652     if (hitter->owner)
1653     op->enemy = hitter->owner;
1654     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1655     op->enemy = hitter;
1656 root 1.9
1657     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1658     {
1659     /* The unaggressives look after themselves 8) */
1660     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1661     npc_call_help (op);
1662     }
1663    
1664     if (magic && did_make_save (op, op->level, 0))
1665     maxdam = maxdam / 2;
1666    
1667     attack_message (maxdam, maxattacktype, op, hitter);
1668    
1669     op->stats.hp -= maxdam;
1670    
1671     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1672 root 1.122 if (op->stats.hp >= 0
1673     && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1674     && op->stats.hp < op->run_away * op->stats.maxhp / 100)
1675 root 1.9 {
1676 elmex 1.1
1677 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1678     SET_FLAG (op, FLAG_RUN_AWAY);
1679     else
1680     scare_creature (op, hitter);
1681 elmex 1.1 }
1682    
1683 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1684     {
1685     if (maxdam)
1686     tear_down_wall (op);
1687 root 1.26
1688 root 1.9 return maxdam; /* nothing more to do for wall */
1689     }
1690 elmex 1.1
1691 root 1.9 /* See if the creature has been killed */
1692     rtn_kill = kill_object (op, maxdam, hitter, type);
1693     if (rtn_kill != -1)
1694     return rtn_kill;
1695 elmex 1.1
1696 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1697     * that before if the player was immune to ghosthit, the monster
1698     * remained - that is no longer the case.
1699     */
1700     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1701 root 1.95 hitter->drop_and_destroy ();
1702 root 1.9 /* Lets handle creatures that are splitting now */
1703     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1704     {
1705     int i;
1706     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1707     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1708 root 1.27 object *owner = op->owner;
1709 root 1.5
1710 root 1.9 if (!op->other_arch)
1711     {
1712     LOG (llevError, "SPLITTING without other_arch error.\n");
1713     return maxdam;
1714     }
1715 root 1.26
1716 root 1.25 op->remove ();
1717 root 1.26
1718 root 1.76 for (i = 0; i < op->stats.food; i++)
1719 root 1.9 { /* This doesn't handle op->more yet */
1720     object *tmp = arch_to_object (op->other_arch);
1721     int j;
1722    
1723     tmp->stats.hp = op->stats.hp;
1724 root 1.26
1725 root 1.9 if (friendly)
1726     {
1727     add_friendly_object (tmp);
1728     tmp->attack_movement = PETMOVE;
1729 root 1.39
1730     if (owner)
1731 root 1.27 tmp->set_owner (owner);
1732 root 1.9 }
1733 root 1.26
1734 root 1.9 if (unaggressive)
1735     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1736 root 1.26
1737 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1738 root 1.26
1739 root 1.9 if (j == -1) /* No spot to put this monster */
1740 root 1.96 tmp->destroy ();
1741 root 1.9 else
1742     {
1743     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1744     insert_ob_in_map (tmp, op->map, NULL, 0);
1745     }
1746     }
1747 root 1.26
1748 root 1.96 op->destroy ();
1749 root 1.9 }
1750     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1751 root 1.95 hitter->drop_and_destroy ();
1752 root 1.26
1753 root 1.9 return maxdam;
1754     }
1755    
1756 root 1.116 static void
1757 root 1.9 poison_player (object *op, object *hitter, int dam)
1758     {
1759 root 1.117 archetype *at = archetype::find (shstr_poisoning);
1760 root 1.9 object *tmp = present_arch_in_ob (at, op);
1761 elmex 1.1
1762 root 1.9 if (tmp == NULL)
1763     {
1764     if ((tmp = arch_to_object (at)) == NULL)
1765     LOG (llevError, "Failed to clone arch poisoning.\n");
1766     else
1767     {
1768     tmp = insert_ob_in_ob (tmp, op);
1769     /* peterm: give poisoning some teeth. It should
1770     * be able to kill things better than it does:
1771     * damage should be dependent something--I choose to
1772     * do this: if it's a monster, the damage from the
1773     * poisoning goes as the level of the monster/2.
1774     * If anything else, goes as damage.
1775     */
1776    
1777     if (QUERY_FLAG (hitter, FLAG_ALIVE))
1778     tmp->stats.dam += hitter->level / 2;
1779     else
1780     tmp->stats.dam = dam;
1781    
1782 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1783 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
1784     {
1785     tmp->skill = hitter->skill;
1786     }
1787    
1788     tmp->stats.food += dam; /* more damage, longer poisoning */
1789    
1790     if (op->type == PLAYER)
1791     {
1792     /* player looses stats, maximum is -10 of each */
1793 root 1.117 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1794     tmp->stats.Str = max (-(dam / 3 + 2), -10);
1795     tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1796     tmp->stats.Int = max (-(dam / 7 ), -10);
1797 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
1798 root 1.32 op->update_stats ();
1799 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1800 root 1.75 op->play_sound (tmp->sound);
1801 root 1.9 }
1802 root 1.63
1803 root 1.9 if (hitter->type == PLAYER)
1804     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1805 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1806 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1807 root 1.5 }
1808 root 1.63
1809 root 1.9 tmp->speed_left = 0;
1810     }
1811     else
1812     tmp->stats.food++;
1813     }
1814    
1815 root 1.116 static void
1816 root 1.9 slow_player (object *op, object *hitter, int dam)
1817     {
1818 root 1.117 archetype *at = archetype::find (shstr_slowness);
1819 root 1.9 object *tmp;
1820    
1821     if (at == NULL)
1822 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
1823    
1824 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1825     {
1826     tmp = arch_to_object (at);
1827     tmp = insert_ob_in_ob (tmp, op);
1828     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1829     }
1830     else
1831     tmp->stats.food++;
1832 root 1.62
1833 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
1834     tmp->speed_left = 0;
1835 root 1.32 op->update_stats ();
1836 elmex 1.1 }
1837    
1838 root 1.9 void
1839     confuse_player (object *op, object *hitter, int dam)
1840     {
1841     object *tmp;
1842     int maxduration;
1843 elmex 1.1
1844 root 1.117 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1845 root 1.9 if (!tmp)
1846     {
1847     tmp = get_archetype (FORCE_NAME);
1848     tmp = insert_ob_in_ob (tmp, op);
1849     }
1850 root 1.5
1851 root 1.9 /* Duration added per hit and max. duration of confusion both depend
1852     * on the player's resistance
1853     */
1854     tmp->speed = 0.05;
1855     tmp->subtype = FORCE_CONFUSION;
1856 root 1.117 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1857     tmp->name = shstr_confusion;
1858     maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1859 root 1.62
1860 root 1.9 if (tmp->duration > maxduration)
1861     tmp->duration = maxduration;
1862    
1863     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1864     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1865 root 1.62
1866 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
1867     }
1868 root 1.5
1869 root 1.9 void
1870     blind_player (object *op, object *hitter, int dam)
1871     {
1872     object *tmp, *owner;
1873 root 1.5
1874 root 1.9 /* Save some work if we know it isn't going to affect the player */
1875     if (op->resist[ATNR_BLIND] == 100)
1876     return;
1877 root 1.5
1878 root 1.9 tmp = present_in_ob (BLINDNESS, op);
1879     if (!tmp)
1880     {
1881 root 1.117 tmp = get_archetype (shstr_blindness);
1882 root 1.9 SET_FLAG (tmp, FLAG_BLIND);
1883     SET_FLAG (tmp, FLAG_APPLIED);
1884 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
1885     * speed is a float anyways.
1886     */
1887 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1888 elmex 1.1
1889 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1890     change_abil (op, tmp); /* Mostly to display any messages */
1891 root 1.32 op->update_stats (); /* This takes care of some other stuff */
1892 elmex 1.1
1893 root 1.9 if (hitter->owner)
1894 root 1.27 owner = hitter->owner;
1895 root 1.9 else
1896     owner = hitter;
1897 elmex 1.1
1898 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
1899     }
1900     tmp->stats.food += dam;
1901     if (tmp->stats.food > 10)
1902     tmp->stats.food = 10;
1903 elmex 1.1 }
1904    
1905 root 1.9 void
1906     paralyze_player (object *op, object *hitter, int dam)
1907 elmex 1.1 {
1908 root 1.9 /* This is strange stuff... someone knows for what this is
1909     * written? Well, i think this can and should be removed
1910     */
1911 elmex 1.1
1912 root 1.9 /*
1913     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
1914     tmp=clone_arch(PARAIMAGE);
1915     tmp->x=op->x,tmp->y=op->y;
1916     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1917     }
1918     */
1919 elmex 1.1
1920 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1921 root 1.117 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1922 elmex 1.1
1923 root 1.117 op->speed_left -= fabs (op->speed) * effect;
1924 root 1.9 /* tmp->stats.food+=(signed short) effect/op->speed; */
1925 elmex 1.1
1926 root 1.9 /* max number of ticks to be affected for. */
1927 root 1.117 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1928    
1929     if (op->speed_left < -(fabs (op->speed) * max))
1930     op->speed_left = -(fabs (op->speed) * max);
1931 elmex 1.1
1932 root 1.117 /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
1933 elmex 1.1 }
1934    
1935     /* Attempts to kill 'op'. hitter is the attack object, dam is
1936     * the computed damaged.
1937     */
1938 root 1.115 static void
1939 root 1.9 deathstrike_player (object *op, object *hitter, int *dam)
1940 elmex 1.1 {
1941 root 1.9 /* The intention of a death attack is to kill outright things
1942     ** that are a lot weaker than the attacker, have a chance of killing
1943     ** things somewhat weaker than the caster, and no chance of
1944     ** killing something equal or stronger than the attacker.
1945     ** Also, if a deathstrike attack has a slaying, any monster
1946     ** whose name or race matches a comma-delimited list in the slaying
1947     ** field of the deathstriking object */
1948    
1949     int atk_lev, def_lev, kill_lev;
1950    
1951 root 1.114 if (hitter->slaying)
1952     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1953     || (op->race && hitter->slaying.contains (op->race))))
1954     return;
1955    
1956     def_lev = op->level;
1957     if (def_lev < 1)
1958     {
1959     LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
1960     def_lev = 1;
1961     }
1962    
1963     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
1964     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
1965     atk_lev, def_lev); */
1966    
1967     if (atk_lev >= def_lev)
1968     {
1969     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
1970    
1971     /* Note that the below effectively means the ratio of the atk vs
1972     * defener level is important - if level 52 character has very little
1973     * chance of killing a level 50 monster. This should probably be
1974     * redone.
1975     */
1976     if (kill_lev >= def_lev)
1977     {
1978     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
1979     /* I think this doesn't really do much. Because of
1980     * integer rounding, this only makes any difference if the
1981     * attack level is double the defender level.
1982     */
1983     *dam *= kill_lev / def_lev;
1984     }
1985     }
1986     else
1987     *dam = 0; /* no harm done */
1988     }
1989    
1990     /* This returns the amount of damage hitter does to op with the
1991     * appropriate attacktype. Only 1 attacktype should be set at a time.
1992     * This doesn't damage the player, but returns how much it should
1993     * take. However, it will do other effects (paralyzation, slow, etc.)
1994     * Note - changed for PR code - we now pass the attack number and not
1995     * the attacktype. Makes it easier for the PR code. */
1996     int
1997     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1998     {
1999     int doesnt_slay = 1;
2000    
2001     /* Catch anyone that may be trying to send us a bitmask instead of the number */
2002     if (attacknum >= NROFATTACKS)
2003     {
2004     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2005     return 0;
2006     }
2007    
2008     if (dam < 0)
2009     {
2010     LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2011     dam, hitter->debug_desc (), op->debug_desc ());
2012     return 0;
2013     }
2014    
2015     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2016     * people can't mess with that or it otherwise get confused. */
2017     if (attacknum == ATNR_INTERNAL)
2018     return dam;
2019    
2020     if (hitter->slaying)
2021     {
2022     if ((op->race && hitter->slaying.contains (op->race))
2023     || (op->arch && op->arch->archname.contains (hitter->slaying)))
2024     {
2025     doesnt_slay = 0;
2026     dam *= 3;
2027     }
2028     }
2029    
2030     /* Adjust the damage for resistance. Note that neg. values increase damage. */
2031     if (op->resist[attacknum])
2032     {
2033     /* basically: dam = dam*(100-op->resist[attacknum])/100;
2034     * in case 0>dam>1, we try to "simulate" a float value-effect */
2035     dam *= (100 - op->resist[attacknum]);
2036     if (dam >= 100)
2037     dam /= 100;
2038     else
2039     dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2040     }
2041    
2042     /* Special hack. By default, if immune to something, you
2043     * shouldn't need to worry. However, acid is an exception, since
2044     * it can still damage your items. Only include attacktypes if
2045     * special processing is needed */
2046    
2047     if (op->resist[attacknum] >= 100
2048     && doesnt_slay
2049     && attacknum != ATNR_ACID)
2050     return 0;
2051    
2052     /* Keep this in order - makes things easier to find */
2053    
2054     switch (attacknum)
2055     {
2056     case ATNR_PHYSICAL:
2057     /* here also check for diseases */
2058     check_physically_infect (op, hitter);
2059     break;
2060    
2061     /* Don't need to do anything for:
2062     magic,
2063     fire,
2064     electricity,
2065     cold */
2066    
2067     case ATNR_CONFUSION:
2068     case ATNR_POISON:
2069     case ATNR_SLOW:
2070     case ATNR_PARALYZE:
2071     case ATNR_FEAR:
2072     case ATNR_CANCELLATION:
2073     case ATNR_DEPLETE:
2074     case ATNR_BLIND:
2075     {
2076     /* chance for inflicting a special attack depends on the
2077     * difference between attacker's and defender's level
2078     */
2079 root 1.117 int level_diff = min (110, max (0, op->level - hitter->level));
2080 root 1.114
2081     /* First, only creatures/players with speed can be affected.
2082     * Second, just getting hit doesn't mean it always affects
2083     * you. Third, you still get a saving through against the
2084     * effect.
2085     */
2086 root 1.117 if (op->has_active_speed ()
2087     && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2088     && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2089     && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2090 root 1.114 {
2091    
2092     /* Player has been hit by something */
2093     if (attacknum == ATNR_CONFUSION)
2094     confuse_player (op, hitter, dam);
2095     else if (attacknum == ATNR_POISON)
2096     poison_player (op, hitter, dam);
2097     else if (attacknum == ATNR_SLOW)
2098     slow_player (op, hitter, dam);
2099     else if (attacknum == ATNR_PARALYZE)
2100     paralyze_player (op, hitter, dam);
2101     else if (attacknum == ATNR_FEAR)
2102     scare_creature (op, hitter);
2103     else if (attacknum == ATNR_CANCELLATION)
2104     cancellation (op);
2105     else if (attacknum == ATNR_DEPLETE)
2106     op->drain_stat ();
2107     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2108     blind_player (op, hitter, dam);
2109     }
2110    
2111     dam = 0; /* These are all effects and don't do real damage */
2112     }
2113     break;
2114    
2115     case ATNR_ACID:
2116     {
2117     int flag = 0;
2118    
2119     /* Items only get corroded if you're not on a battleground and
2120     * if your acid resistance is below 50%. */
2121     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2122     {
2123     for (object *tmp = op->inv; tmp; tmp = tmp->below)
2124     {
2125     if (tmp->invisible)
2126     continue;
2127     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2128     /* >= 10% acid res. on items will protect these */
2129     continue;
2130     if (!(tmp->materials & M_IRON))
2131     continue;
2132     if (tmp->magic < -4) /* Let's stop at -5 */
2133     continue;
2134     if (tmp->type == RING
2135     /* removed boots and gloves from exclusion list in PR */
2136     || tmp->type == GIRDLE
2137     || tmp->type == AMULET
2138     || tmp->type == WAND
2139     || tmp->type == ROD
2140     || tmp->type == HORN)
2141     continue; /* To avoid some strange effects */
2142    
2143     /* High damage acid has better chance of corroding
2144     objects */
2145     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2146     {
2147     flag = 1;
2148     tmp->magic--;
2149    
2150     if (object *pl = tmp->visible_to ())
2151     {
2152     /* Make this more visible */
2153     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2154     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2155    
2156     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2157     }
2158     }
2159     }
2160    
2161     if (flag)
2162     op->update_stats (); /* Something was corroded */
2163     }
2164     }
2165     break;
2166    
2167     case ATNR_DRAIN:
2168     {
2169     /* rate is the proportion of exp drained. High rate means
2170     * not much is drained, low rate means a lot is drained.
2171     */
2172     int rate;
2173    
2174     if (op->resist[ATNR_DRAIN] >= 0)
2175     rate = 400 + op->resist[ATNR_DRAIN] * 3;
2176     else
2177     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2178    
2179     if (op->stats.exp <= rate)
2180     {
2181     if (op->type == GOLEM)
2182     dam = 999; /* Its force is "sucked" away. 8) */
2183     else
2184     /* If we can't drain, lets try to do physical damage */
2185     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2186     }
2187     else
2188     {
2189     /* Randomly give the hitter some hp */
2190     if (hitter->stats.hp < hitter->stats.maxhp &&
2191     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2192     hitter->stats.hp++;
2193 root 1.9
2194 root 1.114 /* Can't do drains on battleground spaces.
2195     * Move the wiz check up here - before, the hitter wouldn't gain exp
2196     * exp, but the wiz would still lose exp! If drainee is a wiz,
2197     * nothing happens.
2198     * Try to credit the owner. We try to display player -> player drain
2199     * attacks, hence all the != PLAYER checks.
2200     */
2201     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2202     {
2203     object *owner = hitter->owner;
2204 root 1.52
2205 root 1.114 if (owner && owner != hitter)
2206     {
2207     if (op->type != PLAYER || owner->type != PLAYER)
2208     change_exp (owner, op->stats.exp / (rate * 2),
2209     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2210     }
2211     else if (op->type != PLAYER || hitter->type != PLAYER)
2212     change_exp (hitter, op->stats.exp / (rate * 2),
2213     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2214 root 1.9
2215 root 1.114 change_exp (op, -op->stats.exp / rate, NULL, 0);
2216     }
2217 root 1.9
2218 root 1.114 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2219     * drain attack, you won't know that you are actually sucking out EXP,
2220     * as the messages will say you missed
2221     */
2222     }
2223 root 1.5 }
2224 root 1.114 break;
2225 elmex 1.1
2226 root 1.114 case ATNR_TURN_UNDEAD:
2227 root 1.9 {
2228 root 1.114 if (QUERY_FLAG (op, FLAG_UNDEAD))
2229     {
2230     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2231     object *god = find_god (determine_god (owner));
2232     int div = 1;
2233 root 1.9
2234 root 1.114 /* if undead are not an enemy of your god, you turn them
2235     * at half strength */
2236     if (!god || !god->slaying.contains (shstr_undead))
2237     div = 2;
2238 root 1.9
2239 root 1.114 /* Give a bonus if you resist turn undead */
2240     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2241     scare_creature (op, owner);
2242     }
2243     else
2244     dam = 0; /* don't damage non undead - should we damage
2245     undead? */
2246 root 1.5 }
2247 root 1.114 break;
2248 elmex 1.1
2249 root 1.114 case ATNR_DEATH:
2250     deathstrike_player (op, hitter, &dam);
2251     break;
2252 elmex 1.1
2253 root 1.114 case ATNR_CHAOS:
2254     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2255     dam = 0;
2256     break;
2257 elmex 1.1
2258 root 1.114 case ATNR_COUNTERSPELL:
2259     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2260     dam = 0;
2261     /* This should never happen. Counterspell is handled
2262     * seperately and filtered out. If this does happen,
2263     * Counterspell has no effect on anything but spells, so it
2264     * does no damage. */
2265     break;
2266 elmex 1.1
2267 root 1.114 case ATNR_HOLYWORD:
2268     {
2269     /* This has already been handled by hit_player,
2270     * no need to check twice -- DAMN */
2271     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2272 elmex 1.1
2273 root 1.114 /* As with turn undead above, give a bonus on the saving throw */
2274     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2275     scare_creature (op, owner);
2276     }
2277     break;
2278 elmex 1.1
2279 root 1.114 case ATNR_LIFE_STEALING:
2280     {
2281     int new_hp;
2282 elmex 1.1
2283 root 1.114 /* this is replacement to drain for players, instead of taking
2284     * exp it takes hp. It is geared for players, probably not
2285     * much use giving it to monsters
2286     *
2287     * life stealing doesn't do a lot of damage, but it gives the
2288     * damage it does do to the player. Given that,
2289     * it only does 1/10'th normal damage (hence the divide by
2290     * 1000).
2291     */
2292     /* You can't steal life from something undead */
2293     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2294     return 0;
2295 elmex 1.1
2296 root 1.114 /* If drain protection is higher than life stealing, use that */
2297     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2298     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2299     else
2300     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2301 elmex 1.1
2302 root 1.114 /* You die at -1 hp, not zero. */
2303     if (dam > (op->stats.hp + 1))
2304     dam = op->stats.hp + 1;
2305 elmex 1.1
2306 root 1.114 new_hp = hitter->stats.hp + dam;
2307     if (new_hp > hitter->stats.maxhp)
2308     new_hp = hitter->stats.maxhp;
2309 elmex 1.1
2310 root 1.114 if (new_hp > hitter->stats.hp)
2311     hitter->stats.hp = new_hp;
2312     }
2313     }
2314 elmex 1.1
2315 root 1.114 return dam;
2316 root 1.9 }
2317 elmex 1.1