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/cvs/deliantra/server/server/attack.C
Revision: 1.19
Committed: Sat Sep 16 22:24:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +3 -3 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.17 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23     #include <assert.h>
24     #include <global.h>
25     #include <living.h>
26     #include <material.h>
27     #include <skills.h>
28    
29     #ifndef __CEXTRACT__
30 root 1.9 # include <sproto.h>
31 elmex 1.1 #endif
32    
33     #include <sounds.h>
34    
35 root 1.9 typedef struct att_msg_str
36     {
37 elmex 1.1 char *msg1;
38     char *msg2;
39     } att_msg;
40    
41     /*#define ATTACK_DEBUG*/
42    
43     /* cancels object *op. Cancellation basically means an object loses
44     * its magical benefits.
45     */
46 root 1.9 void
47     cancellation (object *op)
48 elmex 1.1 {
49 root 1.9 object *tmp;
50 elmex 1.1
51 root 1.9 if (op->invisible)
52     return;
53    
54     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55     {
56     /* Recur through the inventory */
57     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59     cancellation (tmp);
60     }
61     else if (FABS (op->magic) <= (rndm (0, 5)))
62     {
63     /* Nullify this object. This code could probably be more complete */
64     /* in what abilities it should cancel */
65     op->magic = 0;
66     CLEAR_FLAG (op, FLAG_DAMNED);
67     CLEAR_FLAG (op, FLAG_CURSED);
68     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70     if (op->env && op->env->type == PLAYER)
71     {
72     esrv_send_item (op->env, op);
73 root 1.5 }
74 elmex 1.1 }
75     }
76    
77    
78    
79     /* did_make_save_item just checks to make sure the item actually
80     * made its saving throw based on the tables. It does not take
81     * any further action (like destroying the item).
82     */
83    
84 root 1.9 int
85     did_make_save_item (object *op, int type, object *originator)
86     {
87     int i, roll, saves = 0, attacks = 0, number;
88     materialtype_t *mt;
89    
90     if (op->materialname == NULL)
91     {
92     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93     {
94     if (op->material & mt->material)
95     break;
96 elmex 1.1 }
97 root 1.9 }
98     else
99     mt = name_to_material (op->materialname);
100     if (mt == NULL)
101 elmex 1.1 return TRUE;
102 root 1.9 roll = rndm (1, 20);
103    
104     /* the attacktypes have no meaning for object saves
105     * If the type is only magic, don't adjust type - basically, if
106     * pure magic is hitting an object, it should save. However, if it
107     * is magic teamed with something else, then strip out the
108     * magic type, and instead let the fire, cold, or whatever component
109     * destroy the item. Otherwise, you get the case of poisoncloud
110     * destroying objects because it has magic attacktype.
111     */
112     if (type != AT_MAGIC)
113     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116    
117     if (type == 0)
118     return TRUE;
119     if (roll == 20)
120     return TRUE;
121     if (roll == 1)
122     return FALSE;
123    
124     for (number = 0; number < NROFATTACKS; number++)
125     {
126     i = 1 << number;
127     if (!(i & type))
128     continue;
129     attacks++;
130     if (op->resist[number] == 100)
131     saves++;
132     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133     saves++;
134     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135     saves++;
136     }
137    
138     if (saves == attacks || attacks == 0)
139     return TRUE;
140     if ((saves == 0) || (rndm (1, attacks) > saves))
141     return FALSE;
142     return TRUE;
143 elmex 1.1 }
144    
145     /* This function calls did_make_save_item. It then performs the
146     * appropriate actions to the item (such as burning the item up,
147     * calling cancellation, etc.)
148     */
149    
150 root 1.9 void
151     save_throw_object (object *op, int type, object *originator)
152 elmex 1.1 {
153 root 1.9 if (!did_make_save_item (op, type, originator))
154 elmex 1.1 {
155 root 1.9 object *env = op->env;
156     int x = op->x, y = op->y;
157 root 1.19 maptile *m = op->map;
158 root 1.9
159     op = stop_item (op);
160     if (op == NULL)
161     return;
162 elmex 1.1
163 root 1.9 /* Hacked the following so that type LIGHTER will work.
164     * Also, objects which are potenital "lights" that are hit by
165     * flame/elect attacks will be set to glow. "lights" are any
166     * object with +/- glow_radius and an "other_arch" to change to.
167     * (and please note that we cant fail our save and reach this
168     * function if the object doesnt contain a material that can burn.
169     * So forget lighting magical swords on fire with this!) -b.t.
170     */
171     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172     {
173     const char *arch = op->other_arch->name;
174 elmex 1.1
175 root 1.9 op = decrease_ob_nr (op, 1);
176 root 1.13
177 root 1.9 if (op)
178     fix_stopped_item (op, m, originator);
179 root 1.13
180 root 1.9 if ((op = get_archetype (arch)) != NULL)
181     {
182     if (env)
183     {
184     op->x = env->x, op->y = env->y;
185     insert_ob_in_ob (op, env);
186     if (env->contr)
187     esrv_send_item (env, op);
188 root 1.5 }
189 root 1.9 else
190     {
191     op->x = x, op->y = y;
192     insert_ob_in_map (op, m, originator, 0);
193     }
194     }
195 root 1.13
196 root 1.9 return;
197     }
198 root 1.13
199 root 1.9 if (type & AT_CANCELLATION)
200     { /* Cancellation. */
201     cancellation (op);
202     fix_stopped_item (op, m, originator);
203     return;
204     }
205 root 1.13
206 root 1.9 if (op->nrof > 1)
207     {
208     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209 root 1.13
210 root 1.9 if (op)
211     fix_stopped_item (op, m, originator);
212 elmex 1.1 }
213 root 1.9 else
214     {
215     if (op->env)
216     {
217     object *tmp = is_player_inv (op->env);
218    
219     if (tmp)
220 root 1.13 esrv_del_item (tmp->contr, op->count);
221 root 1.5 }
222 root 1.13
223 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
224     remove_ob (op);
225 root 1.13
226 root 1.9 free_object (op);
227     }
228 root 1.13
229 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
230 root 1.13 if (env)
231     {
232     op = get_archetype ("burnout");
233     op->x = env->x, op->y = env->y;
234     insert_ob_in_ob (op, env);
235     }
236     else
237     replace_insert_ob_in_map ("burnout", originator);
238    
239 root 1.9 return;
240     }
241 root 1.15
242 root 1.9 /* The value of 50 is arbitrary. */
243     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244     {
245     object *tmp;
246 root 1.16 archetype *at = archetype::find ("icecube");
247 root 1.9
248     if (at == NULL)
249 root 1.5 return;
250 root 1.15
251 root 1.9 op = stop_item (op);
252     if (op == NULL)
253 elmex 1.1 return;
254 root 1.15
255 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
256     {
257     tmp = arch_to_object (at);
258     tmp->x = op->x, tmp->y = op->y;
259     /* This was in the old (pre new movement code) -
260     * icecubes have slow_move set to 1 - don't want
261     * that for ones we create.
262     */
263     tmp->move_slow_penalty = 0;
264     tmp->move_slow = 0;
265     insert_ob_in_map (tmp, op->map, originator, 0);
266     }
267 root 1.15
268 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
269     remove_ob (op);
270 root 1.15
271     insert_ob_in_ob (op, tmp);
272 root 1.9 return;
273 elmex 1.1 }
274     }
275    
276     /* Object op is hitting the map.
277     * op is going in direction 'dir'
278     * type is the attacktype of the object.
279     * full_hit is set if monster area does not matter.
280     * returns 1 if it hits something, 0 otherwise.
281     */
282    
283 root 1.9 int
284     hit_map (object *op, int dir, int type, int full_hit)
285     {
286     object *tmp, *next;
287 root 1.19 maptile *map;
288 root 1.9 sint16 x, y;
289     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 elmex 1.1
291 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
292     {
293     LOG (llevError, "BUG: hit_map(): free object\n");
294     return 0;
295 elmex 1.1 }
296    
297 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298     {
299     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
300     return 0;
301 elmex 1.1 }
302    
303 root 1.9 if (!op->map)
304     {
305     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
306     return 0;
307 elmex 1.1 }
308    
309 root 1.9 if (op->head)
310     op = op->head;
311    
312     map = op->map;
313     x = op->x + freearr_x[dir];
314     y = op->y + freearr_y[dir];
315 elmex 1.1
316 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
317    
318     // elmex: a safe map tile can't be hit!
319     // this should prevent most harmful effects on items and players there.
320 root 1.11 if (mflags & (P_OUT_OF_MAP | P_SAFE))
321 root 1.9 return 0;
322    
323     /* peterm: a few special cases for special attacktypes --counterspell
324     * must be out here because it strikes things which are not alive
325     */
326 elmex 1.1
327 root 1.9 if (type & AT_COUNTERSPELL)
328     {
329     counterspell (op, dir); /* see spell_effect.c */
330 elmex 1.1
331 root 1.9 /* If the only attacktype is counterspell or magic, don't need
332     * to do any further processing.
333     */
334     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 root 1.11 return 0;
336    
337 root 1.9 type &= ~AT_COUNTERSPELL;
338 elmex 1.1 }
339    
340 root 1.9 if (type & AT_CHAOS)
341     {
342     shuffle_attack (op, 1); /*1 flag tells it to change the face */
343     update_object (op, UP_OBJ_FACE);
344     type &= ~AT_CHAOS;
345 elmex 1.1 }
346    
347 root 1.9 next = get_map_ob (map, x, y);
348    
349     while (next)
350     {
351 root 1.18 if (next->destroyed ())
352 root 1.9 {
353     /* There may still be objects that were above 'next', but there is no
354     * simple way to find out short of copying all object references and
355     * tags into a temporary array before we start processing the first
356     * object. That's why we just abort.
357     *
358     * This happens whenever attack spells (like fire) hit a pile
359     * of objects. This is not a bug - nor an error. The errormessage
360     * below was spamming the logs for absolutely no reason.
361     */
362     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
363     break;
364     }
365 root 1.11
366 root 1.9 tmp = next;
367     next = tmp->above;
368 root 1.11
369 root 1.18 if (tmp->destroyed ())
370 root 1.9 {
371     LOG (llevError, "BUG: hit_map(): found freed object\n");
372     break;
373 root 1.5 }
374    
375 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376     * For example, 'tmp' was put in an icecube.
377     * This is one of the few cases where on_same_map should not be used.
378     */
379     if (tmp->map != map || tmp->x != x || tmp->y != y)
380     continue;
381    
382     if (QUERY_FLAG (tmp, FLAG_ALIVE))
383     {
384     hit_player (tmp, op->stats.dam, op, type, full_hit);
385     retflag |= 1;
386 root 1.18 if (op->destroyed ())
387 root 1.5 break;
388     }
389 root 1.11
390 root 1.9 /* Here we are potentially destroying an object. If the object has
391     * NO_PASS set, it is also immune - you can't destroy walls. Note
392     * that weak walls have is_alive set, which prevent objects from
393     * passing over/through them. We don't care what type of movement
394     * the wall blocks - if it blocks any type of movement, can't be
395     * destroyed right now.
396     */
397     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
398     {
399     save_throw_object (tmp, type, op);
400 root 1.18 if (op->destroyed ())
401 root 1.9 break;
402 root 1.5 }
403 elmex 1.1 }
404 root 1.11
405 root 1.9 return 0;
406 elmex 1.1 }
407    
408 root 1.9 void
409     attack_message (int dam, int type, object *op, object *hitter)
410     {
411 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 root 1.9 int i, found = 0;
413 root 1.19 maptile *map;
414 elmex 1.1 object *next, *tmp;
415    
416     /* put in a few special messages for some of the common attacktypes
417     * a player might have. For example, fire, electric, cold, etc
418     * [garbled 20010919]
419     */
420    
421 root 1.9 if (dam == 9998 && op->type == DOOR)
422     {
423     sprintf (buf1, "unlock %s", &op->name);
424     sprintf (buf2, " unlocks");
425     found++;
426     }
427     if (dam < 0)
428     {
429     sprintf (buf1, "hit %s", &op->name);
430     sprintf (buf2, " hits");
431     found++;
432     }
433     else if (dam == 0)
434     {
435     sprintf (buf1, "missed %s", &op->name);
436     sprintf (buf2, " misses");
437     found++;
438     }
439     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440     hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
441     {
442     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444     {
445     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
446     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
447     found++;
448     break;
449     }
450     }
451     else if (op->type == DOOR && !found)
452     {
453     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
454     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
455     {
456     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
457     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458     found++;
459     break;
460     }
461     }
462     else if (hitter->type == PLAYER && IS_LIVE (op))
463     {
464     if (USING_SKILL (hitter, SK_KARATE))
465     {
466     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
468     {
469     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
470     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
471 root 1.5 found++;
472     break;
473 root 1.9 }
474     }
475     else if (USING_SKILL (hitter, SK_CLAWING))
476     {
477     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
478     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
479     {
480     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
481     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
482 root 1.5 found++;
483     break;
484     }
485 root 1.9 }
486     else if (USING_SKILL (hitter, SK_PUNCHING))
487     {
488     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
489     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
490     {
491     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
492     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
493     found++;
494     break;
495 root 1.5 }
496     }
497 elmex 1.1 }
498 root 1.9 if (found)
499     {
500     /* done */
501     }
502     else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
503     {
504     sprintf (buf1, "hit"); /* just in case */
505     for (i = 0; i < MAXATTACKMESS; i++)
506     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507     {
508     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509     found++;
510     break;
511     }
512     }
513     else if (type & AT_DRAIN && IS_LIVE (op))
514     {
515 elmex 1.1 /* drain is first, because some items have multiple attypes */
516 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518     {
519     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
520     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521     found++;
522     break;
523     }
524     }
525     else if (type & AT_ELECTRICITY && IS_LIVE (op))
526     {
527     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529     {
530     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532     found++;
533     break;
534     }
535     }
536     else if (type & AT_COLD && IS_LIVE (op))
537     {
538     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540     {
541     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
542     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
543     found++;
544     break;
545     }
546     }
547     else if (type & AT_FIRE)
548     {
549     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
550     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
551     {
552     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
553     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554     found++;
555     break;
556     }
557     }
558     else if (hitter->current_weapon != NULL)
559     {
560     int mtype;
561    
562     switch (hitter->current_weapon->weapontype)
563     {
564     case WEAP_HIT:
565     mtype = ATM_BASIC;
566     break;
567     case WEAP_SLASH:
568     mtype = ATM_SLASH;
569     break;
570     case WEAP_PIERCE:
571     mtype = ATM_PIERCE;
572     break;
573     case WEAP_CLEAVE:
574     mtype = ATM_CLEAVE;
575     break;
576     case WEAP_SLICE:
577     mtype = ATM_SLICE;
578     break;
579     case WEAP_STAB:
580     mtype = ATM_STAB;
581     break;
582     case WEAP_WHIP:
583     mtype = ATM_WHIP;
584     break;
585     case WEAP_CRUSH:
586     mtype = ATM_CRUSH;
587     break;
588     case WEAP_BLUD:
589     mtype = ATM_BLUD;
590     break;
591     default:
592     mtype = ATM_BASIC;
593     break;
594     }
595     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597     {
598     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599     strcpy (buf2, attack_mess[mtype][i].buf3);
600     found++;
601     break;
602     }
603     }
604     else
605     {
606     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
607     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
608     {
609     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
610     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
611     found++;
612     break;
613     }
614 elmex 1.1 }
615    
616 root 1.9 if (!found)
617     {
618     strcpy (buf1, "hit");
619     strcpy (buf2, " hits");
620 elmex 1.1 }
621    
622 root 1.9 /* bail out if a monster is casting spells */
623     if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
624     return;
625 elmex 1.1
626 root 1.9 /* scale down magic considerably. */
627     if (type & AT_MAGIC && rndm (0, 5))
628     return;
629 elmex 1.1
630 root 1.9 /* Did a player hurt another player? Inform both! */
631     if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632     {
633     if (get_owner (hitter) != NULL)
634     sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635     else
636     {
637     sprintf (buf, "%s%s you.", &hitter->name, buf2);
638     if (dam != 0)
639     {
640     if (dam < 10)
641     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
642     else if (dam < 20)
643     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
644     else
645     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
646 root 1.5 }
647     }
648 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
649     } /* end of player hitting player */
650 elmex 1.1
651 root 1.9 if (hitter->type == PLAYER)
652     {
653     sprintf (buf, "You %s.", buf1);
654     if (dam != 0)
655     {
656     if (dam < 10)
657     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
658     else if (dam < 20)
659     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
660     else
661     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
662 root 1.5 }
663 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
664     }
665     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
666     {
667 elmex 1.1 /* look for stacked spells and start reducing the message chances */
668 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669     {
670     i = 4;
671     map = hitter->map;
672     if (out_of_map (map, hitter->x, hitter->y))
673     return;
674     next = get_map_ob (map, hitter->x, hitter->y);
675     if (next)
676     while (next)
677     {
678     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679     i *= 3;
680     tmp = next;
681     next = tmp->above;
682     }
683     if (i < 0)
684 root 1.5 return;
685 root 1.9 if (rndm (0, i) != 0)
686     return;
687     }
688     else if (rndm (0, 5) != 0)
689     return;
690     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
692     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 elmex 1.1 }
694     }
695    
696    
697 root 1.9 static int
698     get_attack_mode (object **target, object **hitter, int *simple_attack)
699 elmex 1.1 {
700 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701     {
702     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703     return 1;
704 elmex 1.1 }
705 root 1.9 if ((*target)->head)
706     *target = (*target)->head;
707     if ((*hitter)->head)
708     *hitter = (*hitter)->head;
709     if ((*hitter)->env != NULL || (*target)->env != NULL)
710     {
711     *simple_attack = 1;
712     return 0;
713 elmex 1.1 }
714 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
715     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
716 elmex 1.1 {
717 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
718     return 1;
719 elmex 1.1 }
720 root 1.9 *simple_attack = 0;
721     return 0;
722 elmex 1.1 }
723    
724 root 1.9 static int
725     abort_attack (object *target, object *hitter, int simple_attack)
726 elmex 1.1 {
727 root 1.9
728 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
729     * determined by get_attack_mode(). Returns true if the relation has changed.
730     */
731 root 1.9 int new_mode;
732 elmex 1.1
733 root 1.9 if (hitter->env == target || target->env == hitter)
734     new_mode = 1;
735     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
736     return 1;
737     else
738     new_mode = 0;
739     return new_mode != simple_attack;
740 elmex 1.1 }
741    
742     static void thrown_item_effect (object *, object *);
743    
744 root 1.9 static int
745     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
746 elmex 1.1 {
747 root 1.9 int simple_attack, roll, dam = 0;
748     uint32 type;
749     shstr op_name;
750    
751     if (get_attack_mode (&op, &hitter, &simple_attack))
752     goto error;
753    
754     if (hitter->current_weapon)
755     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
756     return RESULT_INT (0);
757    
758     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
759     return RESULT_INT (0);
760 elmex 1.1
761 root 1.9 /*
762     * A little check to make it more difficult to dance forward and back
763     * to avoid ever being hit by monsters.
764     */
765     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
766     {
767     /* Decrease speed BEFORE calling process_object. Otherwise, an
768     * infinite loop occurs, with process_object calling move_monster,
769     * which then gets here again. By decreasing the speed before
770     * we call process_object, the 'if' statement above will fail.
771     */
772     op->speed_left--;
773     process_object (op);
774 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 elmex 1.1 goto error;
776 root 1.9 }
777 elmex 1.1
778 root 1.9 op_name = op->name;
779 root 1.3
780 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
781 elmex 1.1
782 root 1.9 /* Adjust roll for various situations. */
783     if (!simple_attack)
784     roll += adj_attackroll (hitter, op);
785 elmex 1.1
786 root 1.9 /* See if we hit the creature */
787     if (roll == 20 || op->stats.ac >= base_wc - roll)
788     {
789     int hitdam = base_dam;
790    
791     if (settings.casting_time == TRUE)
792     {
793     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794     {
795     hitter->casting_time = -1;
796     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797     }
798     if ((op->casting_time > -1) && (hitdam > 0))
799     {
800     op->casting_time = -1;
801     if (op->type == PLAYER)
802     {
803     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 root 1.5 }
806     }
807     }
808 root 1.9 if (!simple_attack)
809 elmex 1.1 {
810 root 1.9 /* If you hit something, the victim should *always* wake up.
811     * Before, invisible hitters could avoid doing this.
812     * -b.t. */
813     if (QUERY_FLAG (op, FLAG_SLEEP))
814     CLEAR_FLAG (op, FLAG_SLEEP);
815    
816     /* If the victim can't see the attacker, it may alert others
817     * for help. */
818     if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
819     npc_call_help (op);
820    
821     /* if you were hidden and hit by a creature, you are discovered */
822     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823     {
824     make_visible (op);
825     if (op->type == PLAYER)
826     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827     }
828    
829     /* thrown items (hitter) will have various effects
830     * when they hit the victim. For things like thrown daggers,
831     * this sets 'hitter' to the actual dagger, and not the
832     * wrapper object.
833     */
834     thrown_item_effect (hitter, op);
835 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 root 1.9 goto leave;
837     }
838    
839     /* Need to do at least 1 damage, otherwise there is no point
840     * to go further and it will cause FPE's below.
841     */
842     if (hitdam <= 0)
843     hitdam = 1;
844 elmex 1.1
845 root 1.9 type = hitter->attacktype;
846 root 1.18
847 root 1.9 if (!type)
848     type = AT_PHYSICAL;
849 root 1.18
850 root 1.9 /* Handle monsters that hit back */
851     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
852     {
853     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
854     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
855 root 1.18
856 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
857 root 1.18
858     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
859 root 1.5 goto leave;
860 root 1.9 }
861 elmex 1.1
862 root 1.9 /* In the new attack code, it should handle multiple attack
863     * types in its area, so remove it from here.
864     */
865     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
866 root 1.18
867     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
868 root 1.9 goto leave;
869     } /* end of if hitter hit op */
870     /* if we missed, dam=0 */
871    
872     /*attack_message(dam, type, op, hitter); */
873 elmex 1.1
874 root 1.9 goto leave;
875 elmex 1.1
876 root 1.9 error:
877     dam = 1;
878 elmex 1.1
879 root 1.9 leave:
880 elmex 1.1
881 root 1.9 return dam;
882 elmex 1.1 }
883    
884 root 1.9 int
885     attack_ob (object *op, object *hitter)
886 elmex 1.1 {
887    
888 root 1.9 if (hitter->head)
889     hitter = hitter->head;
890     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891 elmex 1.1 }
892    
893     /* op is the arrow, tmp is what is stopping the arrow.
894     *
895     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
896     */
897 root 1.9 static int
898     stick_arrow (object *op, object *tmp)
899 elmex 1.1 {
900 root 1.9 /* If the missile hit a player, we insert it in their inventory.
901     * However, if the missile is heavy, we don't do so (assume it falls
902     * to the ground after a hit). What a good value for this is up to
903     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904     * stick around.
905     */
906     if (op->weight <= 5000 && tmp->stats.hp >= 0)
907     {
908     if (tmp->head != NULL)
909     tmp = tmp->head;
910 root 1.10
911 root 1.9 remove_ob (op);
912     op = insert_ob_in_ob (op, tmp);
913 root 1.10
914 root 1.9 if (tmp->type == PLAYER)
915     esrv_send_item (tmp, op);
916 root 1.10
917 root 1.9 return 1;
918     }
919     else
920     return 0;
921 elmex 1.1 }
922    
923     /* hit_with_arrow() disassembles the missile, attacks the victim and
924     * reassembles the missile.
925     *
926     * It returns a pointer to the reassembled missile, or NULL if the missile
927     * isn't available anymore.
928     */
929 root 1.9 object *
930     hit_with_arrow (object *op, object *victim)
931 elmex 1.1 {
932 root 1.9 object *container, *hitter;
933     int hit_something = 0;
934     sint16 victim_x, victim_y;
935    
936     /* Disassemble missile */
937     if (op->inv)
938     {
939     container = op;
940     hitter = op->inv;
941     remove_ob (hitter);
942     insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
943     /* Note that we now have an empty THROWN_OBJ on the map. Code that
944     * might be called until this THROWN_OBJ is either reassembled or
945     * removed at the end of this function must be able to deal with empty
946     * THROWN_OBJs. */
947     }
948     else
949     {
950     container = NULL;
951     hitter = op;
952     }
953    
954     /* Try to hit victim */
955     victim_x = victim->x;
956     victim_y = victim->y;
957    
958     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
959    
960     /* Arrow attacks door, rune of summoning is triggered, demon is put on
961     * arrow, move_apply() calls this function, arrow sticks in demon,
962     * attack_ob_simple() returns, and we've got an arrow that still exists
963     * but is no longer on the map. Ugh. (Beware: Such things can happen at
964     * other places as well!)
965     */
966 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
967 root 1.9 {
968     if (container)
969     {
970     remove_ob (container);
971     free_object (container);
972 elmex 1.1 }
973 root 1.9 return NULL;
974 elmex 1.1 }
975    
976 root 1.9 /* Missile hit victim */
977     /* if the speed is > 10, then this is a fast moving arrow, we go straight
978     * through the target
979     */
980     if (hit_something && op->speed <= 10.0)
981     {
982     /* Stop arrow */
983     if (container == NULL)
984     {
985     hitter = fix_stopped_arrow (hitter);
986     if (hitter == NULL)
987 elmex 1.1 return NULL;
988 root 1.9 }
989     else
990     {
991     remove_ob (container);
992     free_object (container);
993     }
994 elmex 1.1
995 root 1.9 /* Try to stick arrow into victim */
996 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
997 root 1.9 return NULL;
998    
999     /* Else try to put arrow on victim's map square
1000     * remove check for P_WALL here. If the arrow got to this
1001     * space, that is good enough - with the new movement code,
1002     * there is now the potential for lots of spaces where something
1003     * can fly over but not otherwise move over. What is the correct
1004     * way to handle those otherwise?
1005     */
1006     if (victim_x != hitter->x || victim_y != hitter->y)
1007     {
1008     remove_ob (hitter);
1009     hitter->x = victim_x;
1010     hitter->y = victim_y;
1011     insert_ob_in_map (hitter, victim->map, hitter, 0);
1012 elmex 1.1 }
1013 root 1.9 else
1014     {
1015     /* Else leave arrow where it is */
1016     merge_ob (hitter, NULL);
1017     }
1018     return NULL;
1019 elmex 1.1 }
1020    
1021 root 1.9 if (hit_something && op->speed >= 10.0)
1022     op->speed -= 1.0;
1023 elmex 1.1
1024 root 1.9 /* Missile missed victim - reassemble missile */
1025     if (container)
1026     {
1027     remove_ob (hitter);
1028     insert_ob_in_ob (hitter, container);
1029 elmex 1.1 }
1030 root 1.9 return op;
1031 elmex 1.1 }
1032    
1033    
1034 root 1.9 void
1035     tear_down_wall (object *op)
1036 elmex 1.1 {
1037 root 1.9 int perc = 0;
1038 elmex 1.1
1039 root 1.9 if (!op->stats.maxhp)
1040     {
1041     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1042     perc = 1;
1043 elmex 1.1 }
1044 root 1.9 else if (!GET_ANIM_ID (op))
1045     {
1046     /* Object has been called - no animations, so remove it */
1047     if (op->stats.hp < 0)
1048     {
1049     remove_ob (op); /* Should update LOS */
1050     free_object (op);
1051     /* Don't know why this is here - remove_ob should do it for us */
1052     /*update_position(m, x, y); */
1053     }
1054     return; /* no animations, so nothing more to do */
1055     }
1056     perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1057     if (perc >= (int) NUM_ANIMATIONS (op))
1058     perc = NUM_ANIMATIONS (op) - 1;
1059     else if (perc < 1)
1060     perc = 1;
1061     SET_ANIMATION (op, perc);
1062     update_object (op, UP_OBJ_FACE);
1063     if (perc == NUM_ANIMATIONS (op) - 1)
1064     { /* Reached the last animation */
1065     if (op->face == blank_face)
1066     {
1067     /* If the last face is blank, remove the ob */
1068     remove_ob (op); /* Should update LOS */
1069     free_object (op);
1070 root 1.5
1071 root 1.9 /* remove_ob should call update_position for us */
1072     /*update_position(m, x, y); */
1073 root 1.5
1074 root 1.9 }
1075     else
1076     { /* The last face was not blank, leave an image */
1077     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1078     update_all_los (op->map, op->x, op->y);
1079     op->move_block = 0;
1080     CLEAR_FLAG (op, FLAG_ALIVE);
1081 root 1.5 }
1082 elmex 1.1 }
1083     }
1084    
1085 root 1.9 void
1086     scare_creature (object *target, object *hitter)
1087 elmex 1.1 {
1088 root 1.9 object *owner = get_owner (hitter);
1089 elmex 1.1
1090 root 1.9 if (!owner)
1091     owner = hitter;
1092 elmex 1.1
1093 root 1.9 SET_FLAG (target, FLAG_SCARED);
1094     if (!target->enemy)
1095     target->enemy = owner;
1096 elmex 1.1 }
1097    
1098    
1099     /* This returns the amount of damage hitter does to op with the
1100     * appropriate attacktype. Only 1 attacktype should be set at a time.
1101     * This doesn't damage the player, but returns how much it should
1102     * take. However, it will do other effects (paralyzation, slow, etc.)
1103     * Note - changed for PR code - we now pass the attack number and not
1104     * the attacktype. Makes it easier for the PR code. */
1105    
1106 root 1.9 int
1107     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1108     {
1109    
1110     int doesnt_slay = 1;
1111    
1112     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1113     if (attacknum >= NROFATTACKS)
1114     {
1115     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1116     return 0;
1117 elmex 1.1 }
1118 root 1.9
1119     if (dam < 0)
1120     {
1121     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1122     return 0;
1123 elmex 1.1 }
1124 root 1.9
1125     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1126     * people can't mess with that or it otherwise get confused. */
1127     if (attacknum == ATNR_INTERNAL)
1128     return dam;
1129    
1130     if (hitter->slaying)
1131     {
1132     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1133     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1134     {
1135     doesnt_slay = 0;
1136     dam *= 3;
1137     }
1138 elmex 1.1 }
1139    
1140 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1141     if (op->resist[attacknum])
1142     {
1143 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1144     * in case 0>dam>1, we try to "simulate" a float value-effect */
1145 root 1.9 dam *= (100 - op->resist[attacknum]);
1146     if (dam >= 100)
1147     dam /= 100;
1148 elmex 1.1 else
1149 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1150 elmex 1.1 }
1151    
1152 root 1.9 /* Special hack. By default, if immune to something, you
1153     * shouldn't need to worry. However, acid is an exception, since
1154     * it can still damage your items. Only include attacktypes if
1155     * special processing is needed */
1156    
1157     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1158     return 0;
1159    
1160     /* Keep this in order - makes things easier to find */
1161    
1162     switch (attacknum)
1163     {
1164     case ATNR_PHYSICAL:
1165     /* here also check for diseases */
1166     check_physically_infect (op, hitter);
1167     break;
1168 elmex 1.1
1169 root 1.9 /* Don't need to do anything for:
1170 root 1.5 magic,
1171     fire,
1172     electricity,
1173     cold */
1174 root 1.9
1175     case ATNR_CONFUSION:
1176     case ATNR_POISON:
1177     case ATNR_SLOW:
1178     case ATNR_PARALYZE:
1179     case ATNR_FEAR:
1180     case ATNR_CANCELLATION:
1181     case ATNR_DEPLETE:
1182     case ATNR_BLIND:
1183     {
1184 root 1.5 /* chance for inflicting a special attack depends on the
1185     * difference between attacker's and defender's level
1186     */
1187 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1188 root 1.5
1189     /* First, only creatures/players with speed can be affected.
1190     * Second, just getting hit doesn't mean it always affects
1191     * you. Third, you still get a saving through against the
1192     * effect.
1193     */
1194 root 1.9 if (op->speed &&
1195     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1196     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1197     {
1198 root 1.5
1199     /* Player has been hit by something */
1200 root 1.9 if (attacknum == ATNR_CONFUSION)
1201     confuse_player (op, hitter, dam);
1202     else if (attacknum == ATNR_POISON)
1203     poison_player (op, hitter, dam);
1204     else if (attacknum == ATNR_SLOW)
1205     slow_player (op, hitter, dam);
1206     else if (attacknum == ATNR_PARALYZE)
1207     paralyze_player (op, hitter, dam);
1208     else if (attacknum == ATNR_FEAR)
1209     scare_creature (op, hitter);
1210     else if (attacknum == ATNR_CANCELLATION)
1211     cancellation (op);
1212     else if (attacknum == ATNR_DEPLETE)
1213     drain_stat (op);
1214     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1215     blind_player (op, hitter, dam);
1216     }
1217     dam = 0; /* These are all effects and don't do real damage */
1218     }
1219     break;
1220     case ATNR_ACID:
1221     {
1222     int flag = 0;
1223    
1224     /* Items only get corroded if you're not on a battleground and
1225     * if your acid resistance is below 50%. */
1226     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1227     {
1228     object *tmp;
1229    
1230     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1231     {
1232     if (tmp->invisible)
1233     continue;
1234     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1235     /* >= 10% acid res. on itmes will protect these */
1236     continue;
1237     if (!(tmp->material & M_IRON))
1238     continue;
1239     if (tmp->magic < -4) /* Let's stop at -5 */
1240     continue;
1241     if (tmp->type == RING ||
1242     /* removed boots and gloves from exclusion list in
1243     PR */
1244     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1245     continue; /* To avoid some strange effects */
1246    
1247     /* High damage acid has better chance of corroding
1248     objects */
1249     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1250     {
1251     if (op->type == PLAYER)
1252     /* Make this more visible */
1253     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1254     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1255     flag = 1;
1256     tmp->magic--;
1257     if (op->type == PLAYER)
1258     esrv_send_item (op, tmp);
1259     }
1260     }
1261     if (flag)
1262     fix_player (op); /* Something was corroded */
1263     }
1264     }
1265     break;
1266     case ATNR_DRAIN:
1267 root 1.5 {
1268 root 1.9 /* rate is the proportion of exp drained. High rate means
1269     * not much is drained, low rate means a lot is drained.
1270 root 1.5 */
1271 root 1.9 int rate;
1272    
1273     if (op->resist[ATNR_DRAIN] >= 0)
1274     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1275     else
1276     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1277    
1278     if (op->stats.exp <= rate)
1279     {
1280     if (op->type == GOLEM)
1281     dam = 999; /* Its force is "sucked" away. 8) */
1282     else
1283     /* If we can't drain, lets try to do physical damage */
1284     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1285     }
1286     else
1287     {
1288     /* Randomly give the hitter some hp */
1289     if (hitter->stats.hp < hitter->stats.maxhp &&
1290     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1291     hitter->stats.hp++;
1292    
1293     /* Can't do drains on battleground spaces.
1294     * Move the wiz check up here - before, the hitter wouldn't gain exp
1295     * exp, but the wiz would still lose exp! If drainee is a wiz,
1296     * nothing happens.
1297     * Try to credit the owner. We try to display player -> player drain
1298     * attacks, hence all the != PLAYER checks.
1299     */
1300     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1301     {
1302     object *owner = get_owner (hitter);
1303    
1304     if (owner && owner != hitter)
1305     {
1306     if (op->type != PLAYER || owner->type != PLAYER)
1307     change_exp (owner, op->stats.exp / (rate * 2),
1308     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1309     }
1310     else if (op->type != PLAYER || hitter->type != PLAYER)
1311     {
1312     change_exp (hitter, op->stats.exp / (rate * 2),
1313     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1314     }
1315     change_exp (op, -op->stats.exp / rate, NULL, 0);
1316     }
1317     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1318     * drain attack, you won't know that you are actually sucking out EXP,
1319     * as the messages will say you missed
1320     */
1321     }
1322     }
1323     break;
1324     case ATNR_TURN_UNDEAD:
1325     {
1326     if (QUERY_FLAG (op, FLAG_UNDEAD))
1327     {
1328 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329 root 1.9 object *god = find_god (determine_god (owner));
1330     int div = 1;
1331    
1332     /* if undead are not an enemy of your god, you turn them
1333     * at half strength */
1334     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1335     div = 2;
1336     /* Give a bonus if you resist turn undead */
1337     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1338     scare_creature (op, owner);
1339     }
1340     else
1341     dam = 0; /* don't damage non undead - should we damage
1342     undead? */
1343     }
1344     break;
1345     case ATNR_DEATH:
1346     deathstrike_player (op, hitter, &dam);
1347     break;
1348     case ATNR_CHAOS:
1349     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1350     dam = 0;
1351     break;
1352     case ATNR_COUNTERSPELL:
1353     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1354     dam = 0;
1355     /* This should never happen. Counterspell is handled
1356     * seperately and filtered out. If this does happen,
1357     * Counterspell has no effect on anything but spells, so it
1358     * does no damage. */
1359     break;
1360     case ATNR_HOLYWORD:
1361     {
1362     /* This has already been handled by hit_player,
1363     * no need to check twice -- DAMN */
1364 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1365 root 1.5
1366 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1367     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1368     scare_creature (op, owner);
1369     }
1370     break;
1371     case ATNR_LIFE_STEALING:
1372     {
1373     int new_hp;
1374    
1375     /* this is replacement to drain for players, instead of taking
1376     * exp it takes hp. It is geared for players, probably not
1377     * much use giving it to monsters
1378     *
1379     * life stealing doesn't do a lot of damage, but it gives the
1380     * damage it does do to the player. Given that,
1381     * it only does 1/10'th normal damage (hence the divide by
1382     * 1000).
1383     */
1384     /* You can't steal life from something undead */
1385     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1386     return 0;
1387     /* If drain protection is higher than life stealing, use that */
1388     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1389     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1390     else
1391     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1392     /* You die at -1 hp, not zero. */
1393     if (dam > (op->stats.hp + 1))
1394     dam = op->stats.hp + 1;
1395     new_hp = hitter->stats.hp + dam;
1396     if (new_hp > hitter->stats.maxhp)
1397     new_hp = hitter->stats.maxhp;
1398     if (new_hp > hitter->stats.hp)
1399     hitter->stats.hp = new_hp;
1400     }
1401 elmex 1.1 }
1402 root 1.9 return dam;
1403 elmex 1.1 }
1404    
1405    
1406     /* GROS: This code comes from hit_player. It has been made external to
1407     * allow script procedures to "kill" objects in a combat-like fashion.
1408     * It was initially used by (kill-object) developed for the Collector's
1409     * Sword. Note that nothing has been changed from the original version
1410     * of the following code.
1411     * op is what is being killed.
1412     * dam is the damage done to it.
1413     * hitter is what is hitting it.
1414     * type is the attacktype.
1415     *
1416     * This function was a bit of a mess with hitter getting changed,
1417     * values being stored away but not used, etc. I've cleaned it up
1418     * a bit - I think it should be functionally equivalant.
1419     * MSW 2002-07-17
1420     */
1421 root 1.9 int
1422     kill_object (object *op, int dam, object *hitter, int type)
1423 elmex 1.1 {
1424 root 1.9 char buf[MAX_BUF];
1425     const char *skill;
1426     int maxdam = 0;
1427     int battleg = 0; /* true if op standing on battleground */
1428     int pk = 0; /* true if op and what controls hitter are both players */
1429     object *owner = NULL;
1430     object *skop = NULL;
1431 elmex 1.1
1432 root 1.9 if (op->stats.hp >= 0)
1433     return -1;
1434    
1435     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1436     return 0;
1437    
1438     /* maxdam needs to be the amount of damage it took to kill
1439     * this creature. The function(s) that call us have already
1440     * adjusted the creatures HP total, so that is negative.
1441     */
1442     maxdam = dam + op->stats.hp + 1;
1443    
1444     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1445     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1446    
1447     if (op->type == DOOR)
1448     {
1449     op->speed = 0.1;
1450     update_ob_speed (op);
1451     op->speed_left = -0.05;
1452     return maxdam;
1453     }
1454     if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1455     {
1456     remove_friendly_object (op);
1457     if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1458     {
1459     op->owner->contr->ranges[range_golem] = NULL;
1460     op->owner->contr->golem_count = 0;
1461     }
1462    
1463     remove_ob (op);
1464     free_object (op);
1465     return maxdam;
1466     }
1467    
1468     /* Now lets start dealing with experience we get for killing something */
1469    
1470     owner = get_owner (hitter);
1471     if (owner == NULL)
1472     owner = hitter;
1473    
1474     /* is the victim (op) standing on battleground? */
1475     if (op_on_battleground (op, NULL, NULL))
1476     battleg = 1;
1477    
1478     /* is this player killing? */
1479     if (op->type == PLAYER && owner->type == PLAYER)
1480     pk = 1;
1481    
1482     /* Player killed something */
1483     if (owner->type == PLAYER)
1484     {
1485     Log_Kill (owner->name,
1486     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1487    
1488     /* Log players killing other players - makes it easier to detect
1489     * and filter out malicious player killers - that is why the
1490     * ip address is included.
1491     */
1492     if (op->type == PLAYER && !battleg)
1493     {
1494     time_t t = time (NULL);
1495     struct tm *tmv;
1496     char buf[256];
1497    
1498     tmv = localtime (&t);
1499     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1500    
1501     LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1502     }
1503    
1504     /* try to filter some things out - basically, if you are
1505     * killing a level 1 creature and your level 20, you
1506     * probably don't want to see that.
1507     */
1508     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1509     {
1510     if (owner != hitter)
1511     {
1512     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1513     }
1514     else
1515     {
1516     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1517     }
1518     /* Only play sounds for melee kills */
1519     if (hitter->type == PLAYER)
1520     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1521     }
1522    
1523     /* If a player kills another player, not on
1524     * battleground, the "killer" looses 1 luck. Since this is
1525     * not reversible, it's actually quite a pain IMHO. -AV
1526     * Fix bug in that we were changing the luck of the hitter, not
1527     * player that the object belonged to - so if you killed another player
1528     * with spells, pets, whatever, there was no penalty.
1529     * Changed to make luck penalty configurable in settings.
1530     */
1531     if (op->type == PLAYER && owner != op && !battleg)
1532     change_luck (owner, -settings.pk_luck_penalty);
1533    
1534     /* This code below deals with finding the appropriate skill
1535     * to credit exp to. This is a bit problematic - we should
1536     * probably never really have to look at current_weapon->skill
1537     */
1538     skill = NULL;
1539     if (hitter->skill && hitter->type != PLAYER)
1540     skill = hitter->skill;
1541     else if (owner->chosen_skill)
1542     {
1543     skill = owner->chosen_skill->skill;
1544     skop = owner->chosen_skill;
1545     }
1546     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1547     skill = owner->current_weapon->skill;
1548     else
1549     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1550 elmex 1.1
1551 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1552     * to. Make sure skop is an actual skill, and not a skill tool!
1553     */
1554     if ((!skop || skop->type != SKILL) && skill)
1555     {
1556     int i;
1557 elmex 1.1
1558 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1559     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1560     {
1561     skop = owner->contr->last_skill_ob[i];
1562     break;
1563     }
1564 root 1.5 }
1565 root 1.9 } /* Was it a player that hit somethign */
1566     else
1567     {
1568     skill = NULL;
1569     }
1570    
1571     /* Pet (or spell) killed something. */
1572     if (owner != hitter)
1573     {
1574     (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1575     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1576     }
1577     else
1578     {
1579     (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1580     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1581     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582     }
1583     /* These may have been set in the player code section above */
1584     if (!skop)
1585     skop = hitter->chosen_skill;
1586     if (!skill && skop)
1587     skill = skop->skill;
1588    
1589     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1590    
1591    
1592     /* If you didn't kill yourself, and your not the wizard */
1593     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1594     {
1595     int exp;
1596    
1597     /* Really don't give much experience for killing other players */
1598     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1599     if (op->type == PLAYER)
1600     {
1601     if (battleg)
1602     {
1603     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1604     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1605 root 1.5 }
1606 root 1.9 else
1607     exp = op->stats.exp / 1000;
1608 elmex 1.1 }
1609 root 1.9 else
1610     exp = calc_skill_exp (owner, op, skop);
1611 elmex 1.1
1612 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1613     * exp by killing him
1614     */
1615     if (battleg)
1616     exp = 0;
1617 elmex 1.1
1618 root 1.9 /* Don't know why this is set this way - doesn't make
1619     * sense to just divide everything by two for no reason.
1620     */
1621 elmex 1.1
1622 root 1.9 if (!settings.simple_exp)
1623     exp = exp / 2;
1624 root 1.5
1625 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1626     {
1627     change_exp (owner, exp, skill, 0);
1628 root 1.5 }
1629 root 1.9 else
1630     {
1631     int shares = 0, count = 0;
1632 root 1.5
1633 root 1.9 player *pl;
1634    
1635     partylist *party = owner->contr->party;
1636 root 1.5
1637 elmex 1.1 #ifdef PARTY_KILL_LOG
1638 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1639 elmex 1.1 #endif
1640 root 1.9 for (pl = first_player; pl != NULL; pl = pl->next)
1641     {
1642     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1643     {
1644     count++;
1645     shares += (pl->ob->level + 4);
1646 root 1.5 }
1647     }
1648 root 1.9 if (count == 1 || shares > exp)
1649     change_exp (owner, exp, skill, SK_EXP_TOTAL);
1650     else
1651     {
1652     int share = exp / shares, given = 0, nexp;
1653    
1654     for (pl = first_player; pl != NULL; pl = pl->next)
1655     {
1656     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1657     {
1658     nexp = (pl->ob->level + 4) * share;
1659     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1660     given += nexp;
1661 root 1.5 }
1662     }
1663 root 1.9 exp -= given;
1664     /* give any remainder to the player */
1665     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1666 root 1.5 }
1667 root 1.9 } /* else part of a party */
1668    
1669     } /* end if person didn't kill himself */
1670 elmex 1.1
1671 root 1.9 if (op->type != PLAYER)
1672     {
1673     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1674     {
1675     object *owner1 = get_owner (op);
1676 elmex 1.1
1677 root 1.9 if (owner1 != NULL && owner1->type == PLAYER)
1678     {
1679     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1680     /* Maybe we should include the owner that killed this, maybe not */
1681     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1682 root 1.5 }
1683 root 1.12
1684 root 1.9 remove_friendly_object (op);
1685 root 1.5 }
1686 root 1.12
1687 root 1.9 remove_ob (op);
1688     free_object (op);
1689 elmex 1.1 }
1690 root 1.9 /* Player has been killed! */
1691     else
1692     {
1693     if (owner->type == PLAYER)
1694     {
1695     snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1696 root 1.5 }
1697 root 1.9 else
1698 root 1.12 assign (op->contr->killer, hitter->name);
1699 elmex 1.1 }
1700 root 1.12
1701 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1702     * continues in the calling function.
1703     */
1704     return maxdam;
1705 elmex 1.1 }
1706    
1707     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1708     * Returns 0 this is not friendly fire
1709     */
1710    
1711 root 1.9 int
1712     friendly_fire (object *op, object *hitter)
1713     {
1714     object *owner;
1715     int friendlyfire;
1716    
1717     if (hitter->head)
1718     hitter = hitter->head;
1719    
1720     friendlyfire = 0;
1721    
1722     if (op->type == PLAYER)
1723     {
1724     if (op_on_battleground (hitter, 0, 0))
1725     return 0;
1726    
1727     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1728     return 1;
1729    
1730     if ((owner = get_owner (hitter)) != NULL)
1731     {
1732     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1733     friendlyfire = 2;
1734     }
1735    
1736     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1737     friendlyfire = 0;
1738 elmex 1.1 }
1739 root 1.9 return friendlyfire;
1740 elmex 1.1 }
1741    
1742    
1743     /* This isn't used just for players, but in fact most objects.
1744     * op is the object to be hit, dam is the amount of damage, hitter
1745     * is what is hitting the object, type is the attacktype, and
1746     * full_hit is set if monster area does not matter.
1747     * dam is base damage - protections/vulnerabilities/slaying matches can
1748     * modify it.
1749     */
1750    
1751     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1752     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1753    
1754 root 1.9 int
1755     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1756     {
1757     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1758     int maxattacktype, attacknum;
1759     int body_attack = op && op->head; /* Did we hit op's head? */
1760     int simple_attack;
1761     int rtn_kill = 0;
1762     int friendlyfire;
1763 elmex 1.1
1764 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1765     return 0;
1766 elmex 1.1
1767 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1768     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1769     return 0;
1770 elmex 1.1
1771     #ifdef PROHIBIT_PLAYERKILL
1772 root 1.9 if (op->type == PLAYER)
1773     {
1774     object *owner = get_owner (hitter);
1775    
1776     if (!owner)
1777     owner = hitter;
1778 root 1.18
1779 root 1.9 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1780 root 1.18 return 0;
1781 elmex 1.1 }
1782     #endif
1783    
1784 root 1.9 if (body_attack)
1785     {
1786     /* slow and paralyze must hit the head. But we don't want to just
1787     * return - we still need to process other attacks the spell still
1788     * might have. So just remove the paralyze and slow attacktypes,
1789     * and keep on processing if we have other attacktypes.
1790     * return if only magic or nothing is left - under normal code
1791     * we don't attack with pure magic if there is another attacktype.
1792     * Only do processing if the initial attacktype includes one of those
1793     * attack so we don't cancel out things like magic bullet.
1794     */
1795     if (type & (AT_PARALYZE | AT_SLOW))
1796     {
1797     type &= ~(AT_PARALYZE | AT_SLOW);
1798 root 1.18
1799 root 1.9 if (!type || type == AT_MAGIC)
1800     return 0;
1801 root 1.5 }
1802 elmex 1.1 }
1803    
1804 root 1.9 if (!simple_attack && op->type == DOOR)
1805     {
1806     object *tmp;
1807    
1808     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1809     if (tmp->type == RUNE || tmp->type == TRAP)
1810     {
1811     spring_trap (tmp, hitter);
1812 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1813 root 1.9 return 0;
1814     break;
1815     }
1816 elmex 1.1 }
1817    
1818 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1819     {
1820     /* FIXME: If a player is killed by a rune in a door, the
1821 root 1.18 * destroyed() check above doesn't return, and might get here.
1822 root 1.9 */
1823     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1824     return 0;
1825 elmex 1.1 }
1826    
1827     #ifdef ATTACK_DEBUG
1828 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1829 elmex 1.1 #endif
1830    
1831 root 1.9 if (magic)
1832     {
1833 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1834     * in case 0>dam>1, we try to "simulate" a float value-effect */
1835 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1836 elmex 1.1 if (dam >= 100)
1837 root 1.5 dam /= 100;
1838 elmex 1.1 else
1839 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1840 elmex 1.1 }
1841    
1842 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1843     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1844     */
1845     if (type & AT_CHAOS)
1846     {
1847     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1848     update_object (op, UP_OBJ_FACE);
1849 elmex 1.1 type &= ~AT_CHAOS;
1850     }
1851    
1852 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1853     * holyword is part of an attacktype, then make sure the creature is
1854     * a proper match, otherwise no damage.
1855     */
1856     if (type & AT_HOLYWORD)
1857     {
1858     object *god;
1859    
1860     if ((!hitter->slaying ||
1861     (!(op->race && strstr (hitter->slaying, op->race)) &&
1862     !(op->name && strstr (hitter->slaying, op->name)))) &&
1863     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1864     (hitter->title != NULL
1865     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1866     return 0;
1867 elmex 1.1 }
1868    
1869 root 1.9 maxattacktype = type; /* initialize this to something */
1870     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1871     {
1872     /* Magic isn't really a true attack type - it gets combined with other
1873     * attack types. As such, skip it over. However, if magic is
1874     * the only attacktype in the group, then still attack with it
1875     */
1876     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1877     continue;
1878    
1879     /* Go through and hit the player with each attacktype, one by one.
1880     * hit_player_attacktype only figures out the damage, doesn't inflict
1881     * it. It will do the appropriate action for attacktypes with
1882     * effects (slow, paralization, etc.
1883     */
1884     if (type & attacktype)
1885     {
1886     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1887     /* the >= causes us to prefer messages from special attacks, if
1888     * the damage is equal.
1889     */
1890     if (ndam >= maxdam)
1891     {
1892 root 1.5 maxdam = ndam;
1893 root 1.9 maxattacktype = 1 << attacknum;
1894 root 1.5 }
1895     }
1896 elmex 1.1 }
1897 root 1.9
1898     /* if this is friendly fire then do a set % of damage only
1899     * Note - put a check in to make sure this attack is actually
1900     * doing damage - otherwise, the +1 in the code below will make
1901     * an attack do damage before when it otherwise didn't
1902     */
1903     friendlyfire = friendly_fire (op, hitter);
1904     if (friendlyfire && maxdam)
1905     {
1906     maxdam = ((dam * settings.set_friendly_fire) / 100);
1907 elmex 1.1 #ifndef COZY_SERVER
1908 root 1.9 maxdam++;
1909 elmex 1.1 #endif
1910 root 1.9
1911 elmex 1.1 #ifdef ATTACK_DEBUG
1912 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1913     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1914 elmex 1.1 #endif
1915     }
1916    
1917 root 1.9 if (!full_hit)
1918     {
1919     archetype *at;
1920     int area;
1921     int remainder;
1922    
1923     area = 0;
1924     for (at = op->arch; at != NULL; at = at->more)
1925     area++;
1926     assert (area > 0);
1927    
1928     /* basically: maxdam /= area; we try to "simulate" a float
1929     value-effect */
1930     remainder = 100 * (maxdam % area) / area;
1931     maxdam /= area;
1932     if (RANDOM () % 100 < remainder)
1933     maxdam++;
1934 elmex 1.1 }
1935    
1936     #ifdef ATTACK_DEBUG
1937 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1938 elmex 1.1 #endif
1939    
1940 root 1.9 if (get_owner (hitter))
1941     op->enemy = hitter->owner;
1942     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1943     op->enemy = hitter;
1944    
1945     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1946     {
1947     /* The unaggressives look after themselves 8) */
1948     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1949     npc_call_help (op);
1950     }
1951    
1952     if (magic && did_make_save (op, op->level, 0))
1953     maxdam = maxdam / 2;
1954    
1955     attack_message (maxdam, maxattacktype, op, hitter);
1956    
1957     op->stats.hp -= maxdam;
1958    
1959     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1960     if ((op->stats.hp >= 0) &&
1961     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1962     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1963     {
1964 elmex 1.1
1965 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1966     SET_FLAG (op, FLAG_RUN_AWAY);
1967     else
1968     scare_creature (op, hitter);
1969 elmex 1.1 }
1970    
1971 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1972     {
1973     if (maxdam)
1974     tear_down_wall (op);
1975     return maxdam; /* nothing more to do for wall */
1976     }
1977 elmex 1.1
1978 root 1.9 /* See if the creature has been killed */
1979     rtn_kill = kill_object (op, maxdam, hitter, type);
1980     if (rtn_kill != -1)
1981     return rtn_kill;
1982 elmex 1.1
1983    
1984 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1985     * that before if the player was immune to ghosthit, the monster
1986     * remained - that is no longer the case.
1987     */
1988     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1989     {
1990     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1991     remove_friendly_object (hitter);
1992     remove_ob (hitter);
1993     free_object (hitter);
1994     }
1995     /* Lets handle creatures that are splitting now */
1996     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1997     {
1998     int i;
1999     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2000     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2001     object *owner = get_owner (op);
2002 root 1.5
2003 root 1.9 if (!op->other_arch)
2004     {
2005     LOG (llevError, "SPLITTING without other_arch error.\n");
2006     return maxdam;
2007     }
2008     remove_ob (op);
2009     for (i = 0; i < NROFNEWOBJS (op); i++)
2010     { /* This doesn't handle op->more yet */
2011     object *tmp = arch_to_object (op->other_arch);
2012     int j;
2013    
2014     tmp->stats.hp = op->stats.hp;
2015     if (friendly)
2016     {
2017     SET_FLAG (tmp, FLAG_FRIENDLY);
2018     add_friendly_object (tmp);
2019     tmp->attack_movement = PETMOVE;
2020     if (owner != NULL)
2021     set_owner (tmp, owner);
2022     }
2023     if (unaggressive)
2024     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2025     j = find_first_free_spot (tmp, op->map, op->x, op->y);
2026     if (j == -1) /* No spot to put this monster */
2027     free_object (tmp);
2028     else
2029     {
2030     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2031     insert_ob_in_map (tmp, op->map, NULL, 0);
2032     }
2033     }
2034     if (friendly)
2035     remove_friendly_object (op);
2036     free_object (op);
2037     }
2038     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2039     {
2040     remove_ob (hitter);
2041     free_object (hitter);
2042 elmex 1.1 }
2043 root 1.9 return maxdam;
2044     }
2045    
2046    
2047     void
2048     poison_player (object *op, object *hitter, int dam)
2049     {
2050 root 1.16 archetype *at = archetype::find ("poisoning");
2051 root 1.9 object *tmp = present_arch_in_ob (at, op);
2052 elmex 1.1
2053 root 1.9 if (tmp == NULL)
2054     {
2055     if ((tmp = arch_to_object (at)) == NULL)
2056     LOG (llevError, "Failed to clone arch poisoning.\n");
2057     else
2058     {
2059     tmp = insert_ob_in_ob (tmp, op);
2060     /* peterm: give poisoning some teeth. It should
2061     * be able to kill things better than it does:
2062     * damage should be dependent something--I choose to
2063     * do this: if it's a monster, the damage from the
2064     * poisoning goes as the level of the monster/2.
2065     * If anything else, goes as damage.
2066     */
2067    
2068     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2069     tmp->stats.dam += hitter->level / 2;
2070     else
2071     tmp->stats.dam = dam;
2072    
2073     copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2074     if (hitter->skill && hitter->skill != tmp->skill)
2075     {
2076     tmp->skill = hitter->skill;
2077     }
2078    
2079     tmp->stats.food += dam; /* more damage, longer poisoning */
2080    
2081     if (op->type == PLAYER)
2082     {
2083     /* player looses stats, maximum is -10 of each */
2084     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2085     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2086     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2087     tmp->stats.Int = MAX (-dam / 7, -10);
2088     SET_FLAG (tmp, FLAG_APPLIED);
2089     fix_player (op);
2090     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2091     }
2092     if (hitter->type == PLAYER)
2093     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2094     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2095     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2096 root 1.5 }
2097 root 1.9 tmp->speed_left = 0;
2098     }
2099     else
2100     tmp->stats.food++;
2101     }
2102    
2103     void
2104     slow_player (object *op, object *hitter, int dam)
2105     {
2106 root 1.16 archetype *at = archetype::find ("slowness");
2107 root 1.9 object *tmp;
2108    
2109     if (at == NULL)
2110     {
2111     LOG (llevError, "Can't find slowness archetype.\n");
2112     }
2113     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2114     {
2115     tmp = arch_to_object (at);
2116     tmp = insert_ob_in_ob (tmp, op);
2117     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2118     }
2119     else
2120     tmp->stats.food++;
2121     SET_FLAG (tmp, FLAG_APPLIED);
2122     tmp->speed_left = 0;
2123     fix_player (op);
2124 elmex 1.1 }
2125    
2126 root 1.9 void
2127     confuse_player (object *op, object *hitter, int dam)
2128     {
2129     object *tmp;
2130     int maxduration;
2131 elmex 1.1
2132 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2133     if (!tmp)
2134     {
2135     tmp = get_archetype (FORCE_NAME);
2136     tmp = insert_ob_in_ob (tmp, op);
2137     }
2138 root 1.5
2139 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2140     * on the player's resistance
2141     */
2142     tmp->speed = 0.05;
2143     tmp->subtype = FORCE_CONFUSION;
2144     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2145     tmp->name = "confusion";
2146     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2147     if (tmp->duration > maxduration)
2148     tmp->duration = maxduration;
2149    
2150     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2151     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2152     SET_FLAG (op, FLAG_CONFUSED);
2153     }
2154 root 1.5
2155 root 1.9 void
2156     blind_player (object *op, object *hitter, int dam)
2157     {
2158     object *tmp, *owner;
2159 root 1.5
2160 root 1.9 /* Save some work if we know it isn't going to affect the player */
2161     if (op->resist[ATNR_BLIND] == 100)
2162     return;
2163 root 1.5
2164 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2165     if (!tmp)
2166     {
2167     tmp = get_archetype ("blindness");
2168     SET_FLAG (tmp, FLAG_BLIND);
2169     SET_FLAG (tmp, FLAG_APPLIED);
2170 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2171     * speed is a float anyways.
2172     */
2173 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2174 elmex 1.1
2175 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2176     change_abil (op, tmp); /* Mostly to display any messages */
2177     fix_player (op); /* This takes care of some other stuff */
2178 elmex 1.1
2179 root 1.9 if (hitter->owner)
2180     owner = get_owner (hitter);
2181     else
2182     owner = hitter;
2183 elmex 1.1
2184 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2185     }
2186     tmp->stats.food += dam;
2187     if (tmp->stats.food > 10)
2188     tmp->stats.food = 10;
2189 elmex 1.1 }
2190    
2191 root 1.9 void
2192     paralyze_player (object *op, object *hitter, int dam)
2193 elmex 1.1 {
2194 root 1.9 float effect, max;
2195    
2196     /* object *tmp; */
2197 elmex 1.1
2198 root 1.9 /* This is strange stuff... someone knows for what this is
2199     * written? Well, i think this can and should be removed
2200     */
2201 elmex 1.1
2202 root 1.9 /*
2203     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2204     tmp=clone_arch(PARAIMAGE);
2205     tmp->x=op->x,tmp->y=op->y;
2206     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2207     }
2208     */
2209 elmex 1.1
2210 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2211     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2212 elmex 1.1
2213 root 1.9 if (effect == 0)
2214     return;
2215 elmex 1.1
2216 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2217     /* tmp->stats.food+=(signed short) effect/op->speed; */
2218 elmex 1.1
2219 root 1.9 /* max number of ticks to be affected for. */
2220     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2221     if (op->speed_left < -(FABS (op->speed) * max))
2222     op->speed_left = (float) -(FABS (op->speed) * max);
2223 elmex 1.1
2224     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2225     }
2226    
2227    
2228     /* Attempts to kill 'op'. hitter is the attack object, dam is
2229     * the computed damaged.
2230     */
2231 root 1.9 void
2232     deathstrike_player (object *op, object *hitter, int *dam)
2233 elmex 1.1 {
2234 root 1.9 /* The intention of a death attack is to kill outright things
2235     ** that are a lot weaker than the attacker, have a chance of killing
2236     ** things somewhat weaker than the caster, and no chance of
2237     ** killing something equal or stronger than the attacker.
2238     ** Also, if a deathstrike attack has a slaying, any monster
2239     ** whose name or race matches a comma-delimited list in the slaying
2240     ** field of the deathstriking object */
2241    
2242     int atk_lev, def_lev, kill_lev;
2243    
2244     if (hitter->slaying)
2245     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2246     return;
2247    
2248     def_lev = op->level;
2249     if (def_lev < 1)
2250     {
2251     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2252     def_lev = 1;
2253     }
2254     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2255     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2256     atk_lev, def_lev); */
2257    
2258     if (atk_lev >= def_lev)
2259     {
2260     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2261    
2262     /* Note that the below effectively means the ratio of the atk vs
2263     * defener level is important - if level 52 character has very little
2264     * chance of killing a level 50 monster. This should probably be
2265     * redone.
2266     */
2267     if (kill_lev >= def_lev)
2268     {
2269     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2270     /* I think this doesn't really do much. Because of
2271     * integer rounding, this only makes any difference if the
2272     * attack level is double the defender level.
2273     */
2274     *dam *= kill_lev / def_lev;
2275 root 1.5 }
2276 root 1.9 }
2277     else
2278     {
2279     *dam = 0; /* no harm done */
2280 elmex 1.1 }
2281     }
2282    
2283     /* thrown_item_effect() - handles any special effects of thrown
2284     * items (like attacking living creatures--a potion thrown at a
2285     * monster).
2286     */
2287 root 1.9 static void
2288     thrown_item_effect (object *hitter, object *victim)
2289 elmex 1.1 {
2290 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2291     {
2292     /* May not need a switch for just 2 types, but this makes it
2293     * easier for expansion.
2294     */
2295     switch (hitter->type)
2296     {
2297 root 1.5 case POTION:
2298 root 1.9 /* should player get a save throw instead of checking magic protection? */
2299     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2300     (void) apply_potion (victim, hitter);
2301     break;
2302    
2303     case POISON: /* poison drinks */
2304     /* As with potions, should monster get a save? */
2305     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2306     apply_poison (victim, hitter);
2307     break;
2308    
2309     /* Removed case statements that did nothing.
2310     * food may be poisonous, but monster must be willing to eat it,
2311     * so we don't handle it here.
2312     * Containers should perhaps break open, but that code was disabled.
2313     */
2314 root 1.5 }
2315 elmex 1.1 }
2316     }
2317    
2318     /* adj_attackroll() - adjustments to attacks by various conditions */
2319    
2320 root 1.9 int
2321     adj_attackroll (object *hitter, object *target)
2322     {
2323 elmex 1.1 object *attacker = hitter;
2324 root 1.9 int adjust = 0;
2325 elmex 1.1
2326     /* safety */
2327 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2328     {
2329     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2330     return 0;
2331     }
2332 elmex 1.1
2333     /* aimed missiles use the owning object's sight */
2334 root 1.9 if (is_aimed_missile (hitter))
2335     {
2336     if ((attacker = get_owner (hitter)) == NULL)
2337     attacker = hitter;
2338     /* A player who saves but hasn't quit still could have objects
2339     * owned by him - need to handle that case to avoid crashes.
2340     */
2341     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2342     attacker = hitter;
2343     }
2344     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2345 elmex 1.1 return 0;
2346    
2347 root 1.9 /* determine the condtions under which we make an attack.
2348     * Add more cases, as the need occurs. */
2349 elmex 1.1
2350 root 1.9 if (!can_see_enemy (attacker, target))
2351     {
2352     /* target is unseen */
2353     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2354     adjust -= 10;
2355     /* dark map penalty for the hitter (lacks infravision if we got here). */
2356     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2357     adjust -= target->map->darkness;
2358     }
2359 elmex 1.1
2360 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2361 elmex 1.1 adjust -= 3;
2362    
2363 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2364 elmex 1.1 adjust += 1;
2365    
2366 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2367 elmex 1.1 adjust += 1;
2368    
2369 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2370 elmex 1.1 adjust -= 3;
2371    
2372     /* if we attack at a different 'altitude' its harder */
2373 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2374 elmex 1.1 adjust -= 2;
2375    
2376     #if 0
2377     /* slower attacks are less likely to succeed. We should use a
2378     * comparison between attacker/target speeds BUT, players have
2379     * a generally faster speed, so this will wind up being a HUGE
2380     * disadantage for the monsters! Too bad, because missiles which
2381     * fly fast should have a better chance of hitting a slower target.
2382     */
2383 root 1.9 if (hitter->speed < target->speed)
2384     adjust += ((float) hitter->speed - target->speed);
2385 elmex 1.1 #endif
2386    
2387     #if 0
2388 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2389 elmex 1.1 #endif
2390    
2391     return adjust;
2392 root 1.9 }
2393 elmex 1.1
2394    
2395     /* determine if the object is an 'aimed' missile */
2396 root 1.9 int
2397     is_aimed_missile (object *op)
2398     {
2399 elmex 1.1
2400 root 1.9 /* I broke what used to be one big if into a few nested
2401     * ones so that figuring out the logic is at least possible.
2402     */
2403     if (op && (op->move_type & MOVE_FLYING))
2404     {
2405     if (op->type == ARROW || op->type == THROWN_OBJ)
2406     return 1;
2407     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2408     return 1;
2409 elmex 1.1 }
2410 root 1.9 return 0;
2411     }