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/cvs/deliantra/server/server/attack.C
Revision: 1.3
Committed: Sat Aug 26 23:36:33 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +9 -20 lines
Log Message:
intermediate check-in, per-object events work

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_attack_c =
3 root 1.3 * "$Id: attack.C,v 1.2 2006-08-25 17:11:53 root Exp $";
4 elmex 1.1 */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     This program is free software; you can redistribute it and/or modify
12     it under the terms of the GNU General Public License as published by
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The authors can be reached via e-mail to crossfire-devel@real-time.com
26     */
27     #include <assert.h>
28     #include <global.h>
29     #include <living.h>
30     #include <material.h>
31     #include <skills.h>
32    
33     #ifndef __CEXTRACT__
34     #include <sproto.h>
35     #endif
36    
37     #include <sounds.h>
38    
39     typedef struct att_msg_str {
40     char *msg1;
41     char *msg2;
42     } att_msg;
43    
44     /*#define ATTACK_DEBUG*/
45    
46     /* cancels object *op. Cancellation basically means an object loses
47     * its magical benefits.
48     */
49     void cancellation(object *op)
50     {
51     object *tmp;
52    
53     if (op->invisible)
54     return;
55    
56     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57     /* Recur through the inventory */
58     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59     if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60     cancellation(tmp);
61     }
62     else if(FABS(op->magic)<=(rndm(0, 5))) {
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     esrv_send_item (op->env, op);
72     }
73     }
74     }
75    
76    
77    
78     /* did_make_save_item just checks to make sure the item actually
79     * made its saving throw based on the tables. It does not take
80     * any further action (like destroying the item).
81     */
82    
83     int did_make_save_item(object *op, int type, object *originator) {
84     int i, roll, saves=0, attacks=0, number;
85     materialtype_t *mt;
86    
87     if (op->materialname == NULL) {
88     for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89     if (op->material & mt->material)
90     break;
91     }
92     } else
93     mt = name_to_material(op->materialname);
94     if (mt == NULL)
95     return TRUE;
96     roll = rndm(1, 20);
97    
98     /* the attacktypes have no meaning for object saves
99     * If the type is only magic, don't adjust type - basically, if
100     * pure magic is hitting an object, it should save. However, if it
101     * is magic teamed with something else, then strip out the
102     * magic type, and instead let the fire, cold, or whatever component
103     * destroy the item. Otherwise, you get the case of poisoncloud
104     * destroying objects because it has magic attacktype.
105     */
106     if (type != AT_MAGIC)
107     type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108     AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109     AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110     AT_MAGIC);
111    
112     if (type == 0)
113     return TRUE;
114     if (roll == 20)
115     return TRUE;
116     if (roll == 1)
117     return FALSE;
118    
119     for (number=0; number < NROFATTACKS; number++) {
120     i = 1<<number;
121     if (!(i&type))
122     continue;
123     attacks++;
124     if (op->resist[number] == 100)
125     saves++;
126     else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127     saves++;
128     else if ((20-mt->save[number])/3 > originator->stats.dam)
129     saves++;
130     }
131    
132     if (saves==attacks || attacks==0)
133     return TRUE;
134     if ((saves==0) || (rndm(1, attacks) > saves))
135     return FALSE;
136     return TRUE;
137     }
138    
139     /* This function calls did_make_save_item. It then performs the
140     * appropriate actions to the item (such as burning the item up,
141     * calling cancellation, etc.)
142     */
143    
144     void save_throw_object (object *op, int type, object *originator)
145     {
146     if ( ! did_make_save_item (op, type,originator))
147     {
148     object *env=op->env;
149     int x=op->x,y=op->y;
150     mapstruct *m=op->map;
151    
152     op = stop_item (op);
153     if (op == NULL)
154     return;
155    
156     /* Hacked the following so that type LIGHTER will work.
157     * Also, objects which are potenital "lights" that are hit by
158     * flame/elect attacks will be set to glow. "lights" are any
159     * object with +/- glow_radius and an "other_arch" to change to.
160     * (and please note that we cant fail our save and reach this
161     * function if the object doesnt contain a material that can burn.
162     * So forget lighting magical swords on fire with this!) -b.t.
163     */
164     if(type&(AT_FIRE|AT_ELECTRICITY)
165     &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166     const char *arch=op->other_arch->name;
167    
168     op = decrease_ob_nr (op, 1);
169     if (op)
170     fix_stopped_item (op, m, originator);
171     if((op = get_archetype(arch))!=NULL) {
172     if(env) {
173     op->x=env->x,op->y=env->y;
174     insert_ob_in_ob(op,env);
175     if (env->contr)
176     esrv_send_item(env, op);
177     } else {
178     op->x=x,op->y=y;
179     insert_ob_in_map(op,m,originator,0);
180     }
181     }
182     return;
183     }
184     if(type&AT_CANCELLATION) { /* Cancellation. */
185     cancellation(op);
186     fix_stopped_item (op, m, originator);
187     return;
188     }
189     if(op->nrof>1) {
190     op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191     if (op)
192     fix_stopped_item (op, m, originator);
193     } else {
194     if (op->env) {
195     object *tmp= is_player_inv(op->env);
196    
197     if (tmp) {
198     esrv_del_item(tmp->contr, op->count);
199     }
200     }
201     if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202     remove_ob(op);
203     free_object(op);
204     }
205     if(type&(AT_FIRE|AT_ELECTRICITY)) {
206     if(env) {
207     op=get_archetype("burnout");
208     op->x=env->x,op->y=env->y;
209     insert_ob_in_ob(op,env);
210     } else {
211     replace_insert_ob_in_map("burnout",originator);
212     }
213     }
214     return;
215     }
216     /* The value of 50 is arbitrary. */
217     if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218     !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219     object *tmp;
220     archetype *at = find_archetype("icecube");
221     if (at == NULL)
222     return;
223     op = stop_item (op);
224     if (op == NULL)
225     return;
226     if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227     tmp = arch_to_object(at);
228     tmp->x=op->x,tmp->y=op->y;
229     /* This was in the old (pre new movement code) -
230     * icecubes have slow_move set to 1 - don't want
231     * that for ones we create.
232     */
233     tmp->move_slow_penalty=0;
234     tmp->move_slow=0;
235     insert_ob_in_map(tmp,op->map,originator,0);
236     }
237     if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238     remove_ob(op);
239     (void) insert_ob_in_ob(op,tmp);
240     return;
241     }
242     }
243    
244     /* Object op is hitting the map.
245     * op is going in direction 'dir'
246     * type is the attacktype of the object.
247     * full_hit is set if monster area does not matter.
248     * returns 1 if it hits something, 0 otherwise.
249     */
250    
251     int hit_map(object *op, int dir, int type, int full_hit) {
252     object *tmp, *next;
253     mapstruct *map;
254     sint16 x, y;
255     int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256    
257     tag_t op_tag, next_tag=0;
258    
259     if (QUERY_FLAG (op, FLAG_FREED)) {
260     LOG (llevError, "BUG: hit_map(): free object\n");
261     return 0;
262     }
263    
264     if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266     op->arch->name, op->name);
267     return 0;
268     }
269    
270     if ( ! op->map) {
271     LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272     return 0;
273     }
274    
275     if (op->head) op=op->head;
276    
277     op_tag = op->count;
278    
279     map = op->map;
280     x = op->x + freearr_x[dir];
281     y = op->y + freearr_y[dir];
282     if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283     return 0;
284    
285     /* peterm: a few special cases for special attacktypes --counterspell
286     * must be out here because it strikes things which are not alive
287     */
288    
289     if (type & AT_COUNTERSPELL) {
290     counterspell(op,dir); /* see spell_effect.c */
291    
292     /* If the only attacktype is counterspell or magic, don't need
293     * to do any further processing.
294     */
295     if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296     return 0;
297     }
298     type &= ~AT_COUNTERSPELL;
299     }
300    
301     if(type & AT_CHAOS){
302     shuffle_attack(op,1); /*1 flag tells it to change the face */
303     update_object(op,UP_OBJ_FACE);
304     type &= ~AT_CHAOS;
305     }
306    
307     next = get_map_ob (map, x, y);
308     if (next)
309     next_tag = next->count;
310    
311     while (next) {
312     if (was_destroyed (next, next_tag)) {
313     /* There may still be objects that were above 'next', but there is no
314     * simple way to find out short of copying all object references and
315     * tags into a temporary array before we start processing the first
316     * object. That's why we just abort.
317     *
318     * This happens whenever attack spells (like fire) hit a pile
319     * of objects. This is not a bug - nor an error. The errormessage
320     * below was spamming the logs for absolutely no reason.
321     */
322     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323     break;
324     }
325     tmp = next;
326     next = tmp->above;
327     if (next)
328     next_tag = next->count;
329    
330     if (QUERY_FLAG (tmp, FLAG_FREED)) {
331     LOG (llevError, "BUG: hit_map(): found freed object\n");
332     break;
333     }
334    
335     /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336     * For example, 'tmp' was put in an icecube.
337     * This is one of the few cases where on_same_map should not be used.
338     */
339     if (tmp->map != map || tmp->x != x || tmp->y != y)
340     continue;
341    
342     /* Need to hit everyone in the transport with this spell */
343     if (tmp->type == TRANSPORT) {
344     object *pl;
345    
346     for (pl=tmp->inv; pl; pl=pl->below) {
347     if (pl->type == PLAYER)
348     hit_player(pl,op->stats.dam,op,type,full_hit);
349     }
350     }
351    
352     if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
353     hit_player(tmp,op->stats.dam,op,type,full_hit);
354     retflag |=1;
355     if (was_destroyed (op, op_tag))
356     break;
357     }
358     /* Here we are potentially destroying an object. If the object has
359     * NO_PASS set, it is also immune - you can't destroy walls. Note
360     * that weak walls have is_alive set, which prevent objects from
361     * passing over/through them. We don't care what type of movement
362     * the wall blocks - if it blocks any type of movement, can't be
363     * destroyed right now.
364     */
365     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366     !tmp->move_block) {
367     save_throw_object(tmp,type,op);
368     if (was_destroyed (op, op_tag))
369     break;
370     }
371     }
372     return 0;
373     }
374    
375     void attack_message(int dam, int type, object *op, object *hitter) {
376     char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377     int i, found=0;
378     mapstruct *map;
379     object *next, *tmp;
380    
381     /* put in a few special messages for some of the common attacktypes
382     * a player might have. For example, fire, electric, cold, etc
383     * [garbled 20010919]
384     */
385    
386     if (dam == 9998 && op->type == DOOR) {
387     sprintf(buf1, "unlock %s", op->name);
388     sprintf(buf2, " unlocks");
389     found++;
390     }
391     if(dam<0) {
392     sprintf(buf1, "hit %s", op->name);
393     sprintf(buf2, " hits");
394     found++;
395     } else if(dam==0) {
396     sprintf(buf1, "missed %s", op->name);
397     sprintf(buf2, " misses");
398     found++;
399     } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400     hitter->type == POISONING ||
401     (type & AT_POISON && IS_LIVE(op))) && !found) {
402     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
403     i++)
404     if (dam < attack_mess[ATM_SUFFER][i].level
405     || attack_mess[ATM_SUFFER][i+1].level == -1) {
406     sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407     op->name, attack_mess[ATM_SUFFER][i].buf2);
408     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409     found++;
410     break;
411     }
412     } else if (op->type == DOOR && !found) {
413     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
414     i++)
415     if (dam < attack_mess[ATM_DOOR][i].level
416     || attack_mess[ATM_DOOR][i+1].level == -1) {
417     sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418     op->name, attack_mess[ATM_DOOR][i].buf2);
419     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420     found++;
421     break;
422     }
423     } else if (hitter->type == PLAYER && IS_LIVE(op)) {
424     if (USING_SKILL(hitter, SK_KARATE)) {
425     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
426     i++)
427     if (dam < attack_mess[ATM_KARATE][i].level
428     || attack_mess[ATM_KARATE][i+1].level == -1) {
429     sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430     op->name, attack_mess[ATM_KARATE][i].buf2);
431     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432     found++;
433     break;
434     }
435     } else if (USING_SKILL(hitter, SK_CLAWING)) {
436     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
437     i++)
438     if (dam < attack_mess[ATM_CLAW][i].level
439     || attack_mess[ATM_CLAW][i+1].level == -1) {
440     sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441     op->name, attack_mess[ATM_CLAW][i].buf2);
442     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443     found++;
444     break;
445     }
446     } else if (USING_SKILL(hitter, SK_PUNCHING)) {
447     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
448     i++)
449     if (dam < attack_mess[ATM_PUNCH][i].level
450     || attack_mess[ATM_PUNCH][i+1].level == -1) {
451     sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452     op->name, attack_mess[ATM_PUNCH][i].buf2);
453     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454     found++;
455     break;
456     }
457     }
458     }
459     if (found) {
460     /* done */
461     } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
462     sprintf(buf1, "hit"); /* just in case */
463     for (i=0; i < MAXATTACKMESS; i++)
464     if (dam < attack_mess[ATM_ARROW][i].level
465     || attack_mess[ATM_ARROW][i+1].level == -1) {
466     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467     found++;
468     break;
469     }
470     } else if (type & AT_DRAIN && IS_LIVE(op)) {
471     /* drain is first, because some items have multiple attypes */
472     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
473     i++)
474     if (dam < attack_mess[ATM_DRAIN][i].level
475     || attack_mess[ATM_DRAIN][i+1].level == -1) {
476     sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477     op->name, attack_mess[ATM_DRAIN][i].buf2);
478     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479     found++;
480     break;
481     }
482     } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
483     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
484     i++)
485     if (dam < attack_mess[ATM_ELEC][i].level
486     || attack_mess[ATM_ELEC][i+1].level == -1) {
487     sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488     op->name, attack_mess[ATM_ELEC][i].buf2);
489     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490     found++;
491     break;
492     }
493     } else if (type & AT_COLD && IS_LIVE(op)) {
494     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
495     i++)
496     if (dam < attack_mess[ATM_COLD][i].level
497     || attack_mess[ATM_COLD][i+1].level == -1) {
498     sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499     op->name, attack_mess[ATM_COLD][i].buf2);
500     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501     found++;
502     break;
503     }
504     } else if (type & AT_FIRE) {
505     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
506     i++)
507     if (dam < attack_mess[ATM_FIRE][i].level
508     || attack_mess[ATM_FIRE][i+1].level == -1) {
509     sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510     op->name, attack_mess[ATM_FIRE][i].buf2);
511     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512     found++;
513     break;
514     }
515     } else if (hitter->current_weapon != NULL) {
516     int mtype;
517     switch (hitter->current_weapon->weapontype) {
518     case WEAP_HIT: mtype = ATM_BASIC; break;
519     case WEAP_SLASH: mtype = ATM_SLASH; break;
520     case WEAP_PIERCE: mtype = ATM_PIERCE; break;
521     case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
522     case WEAP_SLICE: mtype = ATM_SLICE; break;
523     case WEAP_STAB: mtype = ATM_STAB; break;
524     case WEAP_WHIP: mtype = ATM_WHIP; break;
525     case WEAP_CRUSH: mtype = ATM_CRUSH; break;
526     case WEAP_BLUD: mtype = ATM_BLUD; break;
527     default: mtype = ATM_BASIC; break;
528     }
529     for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
530     i++)
531     if (dam < attack_mess[mtype][i].level
532     || attack_mess[mtype][i+1].level == -1) {
533     sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534     op->name, attack_mess[mtype][i].buf2);
535     strcpy (buf2, attack_mess[mtype][i].buf3);
536     found++;
537     break;
538     }
539     } else {
540     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
541     i++)
542     if (dam < attack_mess[ATM_BASIC][i].level
543     || attack_mess[ATM_BASIC][i+1].level == -1) {
544     sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545     op->name, attack_mess[ATM_BASIC][i].buf2);
546     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547     found++;
548     break;
549     }
550     }
551    
552     if (!found) {
553     strcpy (buf1, "hit");
554     strcpy (buf2, " hits");
555     }
556    
557     /* bail out if a monster is casting spells */
558     if (!(hitter->type == PLAYER ||
559     (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560     return;
561    
562     /* scale down magic considerably. */
563     if (type & AT_MAGIC && rndm(0, 5))
564     return;
565    
566     /* Did a player hurt another player? Inform both! */
567     if(op->type==PLAYER &&
568     (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
569     if(get_owner(hitter)!=NULL)
570     sprintf(buf,"%s's %s%s you.",
571     hitter->owner->name, hitter->name, buf2);
572     else {
573     sprintf(buf,"%s%s you.",hitter->name, buf2);
574     if (dam != 0) {
575     if (dam < 10)
576     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
577     else if (dam < 20)
578     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
579     else
580     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
581     }
582     }
583     new_draw_info(NDI_BLACK, 0,op,buf);
584     } /* end of player hitting player */
585    
586     if(hitter->type==PLAYER) {
587     sprintf(buf,"You %s.",buf1);
588     if (dam != 0) {
589     if (dam < 10)
590     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
591     else if (dam < 20)
592     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
593     else
594     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
595     }
596     new_draw_info(NDI_BLACK, 0, hitter, buf);
597     } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
598     /* look for stacked spells and start reducing the message chances */
599     if (hitter->type == SPELL_EFFECT &&
600     (hitter->subtype == SP_EXPLOSION ||
601     hitter->subtype == SP_BULLET ||
602     hitter->subtype == SP_CONE)) {
603     i=4;
604     map = hitter->map;
605     if (out_of_map(map, hitter->x, hitter->y))
606     return;
607     next = get_map_ob(map, hitter->x, hitter->y);
608     if (next)
609     while(next) {
610     if (next->type == SPELL_EFFECT &&
611     (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612     next->subtype == SP_CONE))
613     i*=3;
614     tmp = next;
615     next = tmp->above;
616     }
617     if (i < 0)
618     return;
619     if (rndm(0, i) != 0)
620     return;
621     } else if (rndm(0, 5) != 0)
622     return;
623     sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
624     play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
625     new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
626     }
627     }
628    
629    
630     static int get_attack_mode (object **target, object **hitter,
631     int *simple_attack)
632     {
633     if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
634     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635     return 1;
636     }
637     if ((*target)->head)
638     *target = (*target)->head;
639     if ((*hitter)->head)
640     *hitter = (*hitter)->head;
641     if ((*hitter)->env != NULL || (*target)->env != NULL) {
642     *simple_attack = 1;
643     return 0;
644     }
645     if (QUERY_FLAG (*target, FLAG_REMOVED)
646     || QUERY_FLAG (*hitter, FLAG_REMOVED)
647     || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
648     {
649     LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
650     "target\n", (*hitter)->arch->name, (*hitter)->name);
651     return 1;
652     }
653     *simple_attack = 0;
654     return 0;
655     }
656    
657     static int abort_attack (object *target, object *hitter, int simple_attack)
658     {
659     /* Check if target and hitter are still in a relation similar to the one
660     * determined by get_attack_mode(). Returns true if the relation has changed.
661     */
662     int new_mode;
663    
664     if (hitter->env == target || target->env == hitter)
665     new_mode = 1;
666     else if (QUERY_FLAG (hitter, FLAG_REMOVED)
667     || QUERY_FLAG (target, FLAG_REMOVED)
668     || hitter->map == NULL || !on_same_map(hitter, target))
669     return 1;
670     else
671     new_mode = 0;
672     return new_mode != simple_attack;
673     }
674    
675     static void thrown_item_effect (object *, object *);
676    
677     static int attack_ob_simple (object *op, object *hitter, int base_dam,
678     int base_wc)
679     {
680     int simple_attack, roll, dam=0;
681     uint32 type;
682     const char *op_name = NULL;
683     tag_t op_tag, hitter_tag;
684    
685     if (get_attack_mode (&op, &hitter, &simple_attack))
686     goto error;
687    
688 root 1.3 if (hitter->current_weapon)
689     if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
690     return RESULT_INT (0);
691    
692     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
693     return RESULT_INT (0);
694 elmex 1.1
695     op_tag = op->count;
696     hitter_tag = hitter->count;
697    
698     /*
699     * A little check to make it more difficult to dance forward and back
700     * to avoid ever being hit by monsters.
701     */
702     if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
703     && op->speed_left > -(FABS(op->speed))*0.3)
704     {
705     /* Decrease speed BEFORE calling process_object. Otherwise, an
706     * infinite loop occurs, with process_object calling move_monster,
707     * which then gets here again. By decreasing the speed before
708     * we call process_object, the 'if' statement above will fail.
709     */
710     op->speed_left--;
711     process_object(op);
712     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
713     || abort_attack (op, hitter, simple_attack))
714     goto error;
715     }
716    
717     add_refcount(op_name = op->name);
718    
719     roll=random_roll(1, 20, hitter, PREFER_HIGH);
720    
721     /* Adjust roll for various situations. */
722     if ( ! simple_attack)
723     roll += adj_attackroll(hitter,op);
724    
725     /* See if we hit the creature */
726     if(roll==20 || op->stats.ac>=base_wc-roll) {
727     int hitdam = base_dam;
728     if (settings.casting_time == TRUE) {
729     if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
730     hitter->casting_time = -1;
731     new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
732     "your spell!");
733     }
734     if ((op->casting_time > -1)&&(hitdam > 0)){
735     op->casting_time = -1;
736     if (op->type == PLAYER) {
737     new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
738     "your spell!");
739     new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
740     "%s was hit by %s and lost a spell.",
741     op_name,hitter->name);
742     }
743     }
744     }
745     if ( ! simple_attack)
746     {
747     /* If you hit something, the victim should *always* wake up.
748     * Before, invisible hitters could avoid doing this.
749     * -b.t. */
750     if (QUERY_FLAG (op, FLAG_SLEEP))
751     CLEAR_FLAG(op,FLAG_SLEEP);
752    
753     /* If the victim can't see the attacker, it may alert others
754     * for help. */
755     if (op->type != PLAYER && ! can_see_enemy (op, hitter)
756     && ! get_owner (op) && rndm(0, op->stats.Int))
757     npc_call_help (op);
758    
759     /* if you were hidden and hit by a creature, you are discovered*/
760     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
761     make_visible (op);
762     if (op->type == PLAYER)
763     new_draw_info (NDI_UNIQUE, 0, op,
764     "You were hit by a wild attack. "
765     "You are no longer hidden!");
766     }
767    
768     /* thrown items (hitter) will have various effects
769     * when they hit the victim. For things like thrown daggers,
770     * this sets 'hitter' to the actual dagger, and not the
771     * wrapper object.
772     */
773     thrown_item_effect (hitter, op);
774     if (was_destroyed (hitter, hitter_tag)
775     || was_destroyed (op, op_tag)
776     || abort_attack (op, hitter, simple_attack))
777     goto leave;
778     }
779    
780     /* Need to do at least 1 damage, otherwise there is no point
781     * to go further and it will cause FPE's below.
782     */
783     if (hitdam<=0) hitdam=1;
784    
785     type=hitter->attacktype;
786     if(!type) type=AT_PHYSICAL;
787     /* Handle monsters that hit back */
788     if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
789     && QUERY_FLAG (hitter, FLAG_ALIVE))
790     {
791     if (op->attacktype & AT_ACID && hitter->type==PLAYER)
792     new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
793     hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
794     PREFER_LOW),op, op->attacktype, 1);
795     if (was_destroyed (op, op_tag)
796     || was_destroyed (hitter, hitter_tag)
797     || abort_attack (op, hitter, simple_attack))
798     goto leave;
799     }
800    
801     /* In the new attack code, it should handle multiple attack
802     * types in its area, so remove it from here.
803     */
804     dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
805     hitter, type, 1);
806     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
807     || abort_attack (op, hitter, simple_attack))
808     goto leave;
809     } /* end of if hitter hit op */
810     /* if we missed, dam=0 */
811    
812     /*attack_message(dam, type, op, hitter);*/
813    
814     goto leave;
815    
816     error:
817     dam = 1;
818    
819     leave:
820     if (op_name)
821     free_string (op_name);
822    
823     return dam;
824     }
825    
826     int attack_ob (object *op, object *hitter)
827     {
828    
829     if (hitter->head)
830     hitter = hitter->head;
831     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
832     }
833    
834     /* op is the arrow, tmp is what is stopping the arrow.
835     *
836     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
837     */
838     static int stick_arrow (object *op, object *tmp)
839     {
840     /* If the missile hit a player, we insert it in their inventory.
841     * However, if the missile is heavy, we don't do so (assume it falls
842     * to the ground after a hit). What a good value for this is up to
843     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
844     * stick around.
845     */
846     if (op->weight <= 5000 && tmp->stats.hp >= 0) {
847     if(tmp->head != NULL)
848     tmp = tmp->head;
849     remove_ob (op);
850     op = insert_ob_in_ob(op,tmp);
851     if (tmp->type== PLAYER)
852     esrv_send_item (tmp, op);
853     return 1;
854     } else
855     return 0;
856     }
857    
858     /* hit_with_arrow() disassembles the missile, attacks the victim and
859     * reassembles the missile.
860     *
861     * It returns a pointer to the reassembled missile, or NULL if the missile
862     * isn't available anymore.
863     */
864     object *hit_with_arrow (object *op, object *victim)
865     {
866     object *container, *hitter;
867     int hit_something = 0;
868     tag_t victim_tag, hitter_tag;
869     sint16 victim_x, victim_y;
870    
871     /* Disassemble missile */
872     if (op->inv) {
873     container = op;
874     hitter = op->inv;
875     remove_ob (hitter);
876     insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
877     /* Note that we now have an empty THROWN_OBJ on the map. Code that
878     * might be called until this THROWN_OBJ is either reassembled or
879     * removed at the end of this function must be able to deal with empty
880     * THROWN_OBJs. */
881     } else {
882     container = NULL;
883     hitter = op;
884     }
885    
886     /* Try to hit victim */
887     victim_x = victim->x;
888     victim_y = victim->y;
889     victim_tag = victim->count;
890     hitter_tag = hitter->count;
891 root 1.3
892     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
893 elmex 1.1
894     /* Arrow attacks door, rune of summoning is triggered, demon is put on
895     * arrow, move_apply() calls this function, arrow sticks in demon,
896     * attack_ob_simple() returns, and we've got an arrow that still exists
897     * but is no longer on the map. Ugh. (Beware: Such things can happen at
898     * other places as well!)
899     */
900     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
901     if (container) {
902     remove_ob (container);
903     free_object (container);
904     }
905     return NULL;
906     }
907    
908     /* Missile hit victim */
909     /* if the speed is > 10, then this is a fast moving arrow, we go straight
910     * through the target
911     */
912     if (hit_something && op->speed <= 10.0)
913     {
914     /* Stop arrow */
915     if (container == NULL) {
916     hitter = fix_stopped_arrow (hitter);
917     if (hitter == NULL)
918     return NULL;
919     } else {
920     remove_ob (container);
921     free_object (container);
922     }
923    
924     /* Try to stick arrow into victim */
925     if ( ! was_destroyed (victim, victim_tag)
926     && stick_arrow (hitter, victim))
927     return NULL;
928    
929     /* Else try to put arrow on victim's map square
930     * remove check for P_WALL here. If the arrow got to this
931     * space, that is good enough - with the new movement code,
932     * there is now the potential for lots of spaces where something
933     * can fly over but not otherwise move over. What is the correct
934     * way to handle those otherwise?
935     */
936     if (victim_x != hitter->x || victim_y != hitter->y) {
937     remove_ob (hitter);
938     hitter->x = victim_x;
939     hitter->y = victim_y;
940     insert_ob_in_map (hitter, victim->map, hitter,0);
941     } else {
942     /* Else leave arrow where it is */
943     merge_ob (hitter, NULL);
944     }
945     return NULL;
946     }
947    
948     if (hit_something && op->speed >= 10.0)
949     op->speed -= 1.0;
950    
951     /* Missile missed victim - reassemble missile */
952     if (container) {
953     remove_ob (hitter);
954     insert_ob_in_ob (hitter, container);
955     }
956     return op;
957     }
958    
959    
960     void tear_down_wall(object *op)
961     {
962     int perc=0;
963    
964     if (!op->stats.maxhp) {
965     LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
966     perc = 1;
967     } else if(!GET_ANIM_ID(op)) {
968     /* Object has been called - no animations, so remove it */
969     if(op->stats.hp<0) {
970     remove_ob(op); /* Should update LOS */
971     free_object(op);
972     /* Don't know why this is here - remove_ob should do it for us */
973     /*update_position(m, x, y);*/
974     }
975     return; /* no animations, so nothing more to do */
976     }
977     perc = NUM_ANIMATIONS(op)
978     - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
979     if (perc >= (int) NUM_ANIMATIONS(op))
980     perc = NUM_ANIMATIONS(op)-1;
981     else if (perc < 1)
982     perc = 1;
983     SET_ANIMATION(op, perc);
984     update_object(op,UP_OBJ_FACE);
985     if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
986     if(op->face==blank_face) {
987     /* If the last face is blank, remove the ob */
988     remove_ob(op); /* Should update LOS */
989     free_object(op);
990    
991     /* remove_ob should call update_position for us */
992     /*update_position(m, x, y);*/
993    
994     } else { /* The last face was not blank, leave an image */
995     CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
996     update_all_los(op->map, op->x, op->y);
997     op->move_block = 0;
998     CLEAR_FLAG(op, FLAG_ALIVE);
999     }
1000     }
1001     }
1002    
1003     void scare_creature(object *target, object *hitter)
1004     {
1005     object *owner = get_owner(hitter);
1006    
1007     if (!owner) owner=hitter;
1008    
1009     SET_FLAG(target, FLAG_SCARED);
1010     if (!target->enemy) target->enemy=owner;
1011     }
1012    
1013    
1014     /* This returns the amount of damage hitter does to op with the
1015     * appropriate attacktype. Only 1 attacktype should be set at a time.
1016     * This doesn't damage the player, but returns how much it should
1017     * take. However, it will do other effects (paralyzation, slow, etc.)
1018     * Note - changed for PR code - we now pass the attack number and not
1019     * the attacktype. Makes it easier for the PR code. */
1020    
1021     int hit_player_attacktype(object *op, object *hitter, int dam,
1022     uint32 attacknum, int magic) {
1023    
1024     int doesnt_slay = 1;
1025    
1026     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1027     if (attacknum >= NROFATTACKS) {
1028     LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1029     return 0;
1030     }
1031    
1032     if (dam < 0) {
1033     LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1034     return 0;
1035     }
1036    
1037     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1038     * people can't mess with that or it otherwise get confused. */
1039     if (attacknum == ATNR_INTERNAL) return dam;
1040    
1041     if (hitter->slaying) {
1042     if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1043     (op->arch && (op->arch->name != NULL) &&
1044     strstr(op->arch->name, hitter->slaying))
1045     ){
1046     doesnt_slay = 0;
1047     dam *= 3;
1048     }
1049     }
1050    
1051     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1052     if (op->resist[attacknum]) {
1053     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1054     * in case 0>dam>1, we try to "simulate" a float value-effect */
1055     dam *= (100-op->resist[attacknum]);
1056     if (dam >= 100) dam /= 100;
1057     else
1058     dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1059     }
1060    
1061     /* Special hack. By default, if immune to something, you
1062     * shouldn't need to worry. However, acid is an exception, since
1063     * it can still damage your items. Only include attacktypes if
1064     * special processing is needed */
1065    
1066     if ((op->resist[attacknum] >= 100) &&
1067     doesnt_slay && (attacknum != ATNR_ACID))
1068     return 0;
1069    
1070     /* Keep this in order - makes things easier to find */
1071    
1072     switch(attacknum) {
1073     case ATNR_PHYSICAL:
1074     /* here also check for diseases */
1075     check_physically_infect(op, hitter);
1076     break;
1077    
1078     /* Don't need to do anything for:
1079     magic,
1080     fire,
1081     electricity,
1082     cold */
1083    
1084     case ATNR_CONFUSION:
1085     case ATNR_POISON:
1086     case ATNR_SLOW:
1087     case ATNR_PARALYZE:
1088     case ATNR_FEAR:
1089     case ATNR_CANCELLATION:
1090     case ATNR_DEPLETE:
1091     case ATNR_BLIND:
1092     {
1093     /* chance for inflicting a special attack depends on the
1094     * difference between attacker's and defender's level
1095     */
1096     int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1097    
1098     /* First, only creatures/players with speed can be affected.
1099     * Second, just getting hit doesn't mean it always affects
1100     * you. Third, you still get a saving through against the
1101     * effect.
1102     */
1103     if (op->speed &&
1104     (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1105     !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1106     !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1107    
1108     /* Player has been hit by something */
1109     if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1110     else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1111     else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1112     else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1113     else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1114     else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1115     else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1116     else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1117     !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1118     }
1119     dam = 0; /* These are all effects and don't do real damage */
1120     }
1121     break;
1122     case ATNR_ACID:
1123     {
1124     int flag=0;
1125    
1126     /* Items only get corroded if you're not on a battleground and
1127     * if your acid resistance is below 50%. */
1128     if (!op_on_battleground(op, NULL, NULL) &&
1129     (op->resist[ATNR_ACID] < 50))
1130     {
1131     object *tmp;
1132     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1133     if(tmp->invisible)
1134     continue;
1135     if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1136     (tmp->resist[ATNR_ACID] >= 10))
1137     /* >= 10% acid res. on itmes will protect these */
1138     continue;
1139     if(!(tmp->material & M_IRON))
1140     continue;
1141     if(tmp->magic < -4) /* Let's stop at -5 */
1142     continue;
1143     if(tmp->type==RING ||
1144     /* removed boots and gloves from exclusion list in
1145     PR */
1146     tmp->type==GIRDLE ||
1147     tmp->type==AMULET ||
1148     tmp->type==WAND ||
1149     tmp->type==ROD ||
1150     tmp->type==HORN)
1151     continue; /* To avoid some strange effects */
1152    
1153     /* High damage acid has better chance of corroding
1154     objects */
1155     if(rndm(0, dam+4) >
1156     random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1157     if(op->type == PLAYER)
1158     /* Make this more visible */
1159     new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1160     "The %s's acid corrodes your %s!",
1161     query_name(hitter), query_name(tmp));
1162     flag = 1;
1163     tmp->magic--;
1164     if(op->type == PLAYER)
1165     esrv_send_item(op, tmp);
1166     }
1167     }
1168     if(flag)
1169     fix_player(op); /* Something was corroded */
1170     }
1171     }
1172     break;
1173     case ATNR_DRAIN:
1174     {
1175     /* rate is the proportion of exp drained. High rate means
1176     * not much is drained, low rate means a lot is drained.
1177     */
1178     int rate;
1179    
1180     if(op->resist[ATNR_DRAIN] >= 0)
1181     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1182     else
1183     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1184    
1185     if(op->stats.exp <= rate) {
1186     if(op->type == GOLEM)
1187     dam = 999; /* Its force is "sucked" away. 8) */
1188     else
1189     /* If we can't drain, lets try to do physical damage */
1190     dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1191     } else {
1192     /* Randomly give the hitter some hp */
1193     if(hitter->stats.hp<hitter->stats.maxhp &&
1194     (op->level > hitter->level) &&
1195     random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1196     hitter->stats.hp++;
1197    
1198     /* Can't do drains on battleground spaces.
1199     * Move the wiz check up here - before, the hitter wouldn't gain exp
1200     * exp, but the wiz would still lose exp! If drainee is a wiz,
1201     * nothing happens.
1202     * Try to credit the owner. We try to display player -> player drain
1203     * attacks, hence all the != PLAYER checks.
1204     */
1205     if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1206     object *owner = get_owner(hitter);
1207    
1208     if (owner && owner != hitter) {
1209     if (op->type != PLAYER || owner->type != PLAYER)
1210     change_exp(owner, op->stats.exp/(rate*2),
1211     hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1212     } else if (op->type != PLAYER || hitter->type != PLAYER) {
1213     change_exp(hitter, op->stats.exp/(rate*2),
1214     hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1215     }
1216     change_exp(op,-op->stats.exp/rate, NULL, 0);
1217     }
1218     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1219     * drain attack, you won't know that you are actually sucking out EXP,
1220     * as the messages will say you missed
1221     */
1222     }
1223     }
1224     break;
1225     case ATNR_TURN_UNDEAD:
1226     {
1227     if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1228     object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1229     object *god = find_god (determine_god (owner));
1230     int div = 1;
1231    
1232     /* if undead are not an enemy of your god, you turn them
1233     * at half strength */
1234     if (! god || ! god->slaying ||
1235     strstr (god->slaying, undead_name) == NULL)
1236     div = 2;
1237     /* Give a bonus if you resist turn undead */
1238     if (op->level * div <
1239     (turn_bonus[owner->stats.Wis]+owner->level +
1240     (op->resist[ATNR_TURN_UNDEAD]/100)))
1241     scare_creature(op, owner);
1242     }
1243     else
1244     dam = 0; /* don't damage non undead - should we damage
1245     undead? */
1246     } break;
1247     case ATNR_DEATH:
1248     deathstrike_player(op, hitter, &dam);
1249     break;
1250     case ATNR_CHAOS:
1251     LOG(llevError,
1252     "%s was hit by %s with non-specific chaos.\n",
1253     query_name(op),
1254     query_name(hitter));
1255     dam = 0;
1256     break;
1257     case ATNR_COUNTERSPELL:
1258     LOG(llevError,
1259     "%s was hit by %s with counterspell attack.\n",
1260     query_name(op),
1261     query_name(hitter));
1262     dam = 0;
1263     /* This should never happen. Counterspell is handled
1264     * seperately and filtered out. If this does happen,
1265     * Counterspell has no effect on anything but spells, so it
1266     * does no damage. */
1267     break;
1268     case ATNR_HOLYWORD:
1269     {
1270     /* This has already been handled by hit_player,
1271     * no need to check twice -- DAMN */
1272    
1273     object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1274    
1275     /* As with turn undead above, give a bonus on the saving throw */
1276     if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1277     owner->level+turn_bonus[owner->stats.Wis])
1278     scare_creature(op, owner);
1279     } break;
1280     case ATNR_LIFE_STEALING:
1281     {
1282     int new_hp;
1283     /* this is replacement to drain for players, instead of taking
1284     * exp it takes hp. It is geared for players, probably not
1285     * much use giving it to monsters
1286     *
1287     * life stealing doesn't do a lot of damage, but it gives the
1288     * damage it does do to the player. Given that,
1289     * it only does 1/10'th normal damage (hence the divide by
1290     * 1000).
1291     */
1292     /* You can't steal life from something undead */
1293     if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1294     /* If drain protection is higher than life stealing, use that */
1295     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1296     dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1297     else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1298     /* You die at -1 hp, not zero. */
1299     if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1300     new_hp = hitter->stats.hp + dam;
1301     if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1302     if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1303     }
1304     }
1305     return dam;
1306     }
1307    
1308    
1309     /* GROS: This code comes from hit_player. It has been made external to
1310     * allow script procedures to "kill" objects in a combat-like fashion.
1311     * It was initially used by (kill-object) developed for the Collector's
1312     * Sword. Note that nothing has been changed from the original version
1313     * of the following code.
1314     * op is what is being killed.
1315     * dam is the damage done to it.
1316     * hitter is what is hitting it.
1317     * type is the attacktype.
1318     *
1319     * This function was a bit of a mess with hitter getting changed,
1320     * values being stored away but not used, etc. I've cleaned it up
1321     * a bit - I think it should be functionally equivalant.
1322     * MSW 2002-07-17
1323     */
1324     int kill_object(object *op,int dam, object *hitter, int type)
1325     {
1326     char buf[MAX_BUF];
1327     const char *skill;
1328     int maxdam=0;
1329     int battleg=0; /* true if op standing on battleground */
1330     int pk=0; /* true if op and what controls hitter are both players*/
1331     object *owner=NULL;
1332     object *skop=NULL;
1333    
1334     if (op->stats.hp>=0)
1335     return -1;
1336    
1337 root 1.2 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1338     return 0;
1339 elmex 1.1
1340     /* maxdam needs to be the amount of damage it took to kill
1341     * this creature. The function(s) that call us have already
1342     * adjusted the creatures HP total, so that is negative.
1343     */
1344     maxdam = dam + op->stats.hp + 1;
1345    
1346     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1347     update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1348    
1349     if(op->type==DOOR) {
1350     op->speed = 0.1;
1351     update_ob_speed(op);
1352     op->speed_left= -0.05;
1353     return maxdam;
1354     }
1355     if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1356     remove_friendly_object(op);
1357     if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1358     op->owner->contr->ranges[range_golem] == op) {
1359     op->owner->contr->ranges[range_golem]=NULL;
1360     op->owner->contr->golem_count=0;
1361     }
1362    
1363     remove_ob(op);
1364     free_object(op);
1365     return maxdam;
1366     }
1367    
1368     /* Now lets start dealing with experience we get for killing something */
1369    
1370     owner=get_owner(hitter);
1371     if(owner==NULL)
1372     owner=hitter;
1373    
1374     /* is the victim (op) standing on battleground? */
1375     if (op_on_battleground(op, NULL, NULL)) battleg=1;
1376    
1377     /* is this player killing?*/
1378     if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1379    
1380     /* Player killed something */
1381     if(owner->type==PLAYER) {
1382     Log_Kill(owner->name,
1383     query_name(op),op->type,
1384     (owner!=hitter) ? query_name(hitter) : NULL,
1385     (owner!=hitter) ? hitter->type : 0);
1386    
1387     /* Log players killing other players - makes it easier to detect
1388     * and filter out malicious player killers - that is why the
1389     * ip address is included.
1390     */
1391     if (op->type == PLAYER && !battleg) {
1392     time_t t=time(NULL);
1393     struct tm *tmv;
1394     char buf[256];
1395    
1396     tmv = localtime(&t);
1397     strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1398    
1399     LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1400     buf, owner->name, owner->contr->socket.host, query_name(op));
1401     }
1402    
1403     /* try to filter some things out - basically, if you are
1404     * killing a level 1 creature and your level 20, you
1405     * probably don't want to see that.
1406     */
1407     if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1408     if(owner!=hitter) {
1409     new_draw_info_format(NDI_BLACK, 0, owner,
1410     "You killed %s with %s.",query_name(op),
1411     query_name(hitter));
1412     }
1413     else {
1414     new_draw_info_format(NDI_BLACK, 0, owner,
1415     "You killed %s.",query_name(op));
1416     }
1417     /* Only play sounds for melee kills */
1418     if (hitter->type == PLAYER)
1419     play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1420     }
1421    
1422     /* If a player kills another player, not on
1423     * battleground, the "killer" looses 1 luck. Since this is
1424     * not reversible, it's actually quite a pain IMHO. -AV
1425     * Fix bug in that we were changing the luck of the hitter, not
1426     * player that the object belonged to - so if you killed another player
1427     * with spells, pets, whatever, there was no penalty.
1428     * Changed to make luck penalty configurable in settings.
1429     */
1430     if(op->type == PLAYER && owner != op && !battleg)
1431     change_luck(owner, -settings.pk_luck_penalty);
1432    
1433     /* This code below deals with finding the appropriate skill
1434     * to credit exp to. This is a bit problematic - we should
1435     * probably never really have to look at current_weapon->skill
1436     */
1437     skill = NULL;
1438     if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1439     else if (owner->chosen_skill) {
1440     skill = owner->chosen_skill->skill;
1441     skop = owner->chosen_skill;
1442     }
1443     else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1444     else
1445     LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1446    
1447     /* We have the skill we want to credit to - now find the object this goes
1448     * to. Make sure skop is an actual skill, and not a skill tool!
1449     */
1450     if ((!skop || skop->type != SKILL) && skill) {
1451     int i;
1452    
1453     for (i=0; i<NUM_SKILLS; i++)
1454     if (owner->contr->last_skill_ob[i] &&
1455     !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1456     skop = owner->contr->last_skill_ob[i];
1457     break;
1458     }
1459     }
1460     } /* Was it a player that hit somethign */
1461     else {
1462     skill = NULL;
1463     }
1464    
1465     /* Pet (or spell) killed something. */
1466     if(owner != hitter ) {
1467     (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1468     query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1469     }
1470     else {
1471     (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1472     (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1473     " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1474     }
1475     /* These may have been set in the player code section above */
1476     if (!skop) skop = hitter->chosen_skill;
1477     if (!skill && skop) skill=skop->skill;
1478    
1479     new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1480    
1481    
1482     /* If you didn't kill yourself, and your not the wizard */
1483     if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1484     int exp;
1485    
1486     /* Really don't give much experience for killing other players */
1487     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1488     if (op->type==PLAYER) {
1489     if (battleg) {
1490     new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1491     new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1492     }
1493     else
1494     exp = op->stats.exp / 1000;
1495     }
1496     else
1497     exp = calc_skill_exp(owner, op, skop);
1498    
1499     /* if op is standing on "battleground" (arena), no way to gain
1500     * exp by killing him
1501     */
1502     if (battleg) exp = 0;
1503    
1504     /* Don't know why this is set this way - doesn't make
1505     * sense to just divide everything by two for no reason.
1506     */
1507    
1508     if (!settings.simple_exp)
1509     exp=exp/2;
1510    
1511     if(owner->type!=PLAYER || owner->contr->party==NULL) {
1512     change_exp(owner,exp, skill, 0);
1513     }
1514     else {
1515     int shares=0,count=0;
1516    
1517     player *pl;
1518    
1519     partylist *party=owner->contr->party;
1520     #ifdef PARTY_KILL_LOG
1521     add_kill_to_party(party, query_name(owner), query_name(op), exp);
1522     #endif
1523     for(pl=first_player;pl!=NULL;pl=pl->next) {
1524     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525     count++;
1526     shares+=(pl->ob->level+4);
1527     }
1528     }
1529     if(count==1 || shares>exp)
1530     change_exp(owner,exp, skill, SK_EXP_TOTAL);
1531     else {
1532     int share=exp/shares,given=0,nexp;
1533     for(pl=first_player;pl!=NULL;pl=pl->next) {
1534     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1535     nexp=(pl->ob->level+4)*share;
1536     change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1537     given+=nexp;
1538     }
1539     }
1540     exp-=given;
1541     /* give any remainder to the player */
1542     change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1543     }
1544     } /* else part of a party */
1545    
1546     } /* end if person didn't kill himself */
1547    
1548     if(op->type!=PLAYER) {
1549     if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1550     object *owner1 = get_owner(op);
1551    
1552     if(owner1!= NULL && owner1->type == PLAYER) {
1553     play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1554     /* Maybe we should include the owner that killed this, maybe not */
1555     new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1556     op->name,hitter->name);
1557     }
1558     remove_friendly_object(op);
1559     }
1560     remove_ob(op);
1561     free_object(op);
1562     }
1563     /* Player has been killed! */
1564     else {
1565     if(owner->type==PLAYER) {
1566     snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1567     }
1568     else {
1569     strncpy(op->contr->killer,hitter->name,BIG_NAME);
1570     op->contr->killer[BIG_NAME-1]='\0';
1571     }
1572     }
1573     /* This was return -1 - that doesn't seem correct - if we return -1, process
1574     * continues in the calling function.
1575     */
1576     return maxdam;
1577     }
1578    
1579     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1580     * Returns 0 this is not friendly fire
1581     */
1582    
1583     int friendly_fire(object *op, object *hitter){
1584     object *owner;
1585     int friendlyfire;
1586    
1587     if (hitter->head) hitter=hitter->head;
1588    
1589     friendlyfire = 0;
1590    
1591     if(op->type == PLAYER) {
1592     if (op_on_battleground (hitter, 0, 0))
1593     return 0;
1594    
1595     if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1596     return 1;
1597    
1598     if((owner = get_owner(hitter))!=NULL) {
1599     if(owner->type == PLAYER && owner->contr->peaceful == 1)
1600     friendlyfire = 2;
1601     }
1602    
1603     if (hitter->type == SPELL || hitter->type == POISONING ||
1604     hitter->type == DISEASE || hitter->type == RUNE)
1605     friendlyfire = 0;
1606     }
1607     return friendlyfire;
1608     }
1609    
1610    
1611     /* This isn't used just for players, but in fact most objects.
1612     * op is the object to be hit, dam is the amount of damage, hitter
1613     * is what is hitting the object, type is the attacktype, and
1614     * full_hit is set if monster area does not matter.
1615     * dam is base damage - protections/vulnerabilities/slaying matches can
1616     * modify it.
1617     */
1618    
1619     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1620     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1621    
1622     int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1623     int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1624     int maxattacktype, attacknum;
1625     int body_attack = op && op->head; /* Did we hit op's head? */
1626     int simple_attack;
1627     tag_t op_tag, hitter_tag;
1628     int rtn_kill = 0;
1629     int friendlyfire;
1630    
1631     if (get_attack_mode (&op, &hitter, &simple_attack))
1632     return 0;
1633    
1634     /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1635     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1636     return 0;
1637    
1638     #ifdef PROHIBIT_PLAYERKILL
1639     if (op->type == PLAYER) {
1640     object *owner = get_owner (hitter);
1641     if (!owner) owner = hitter;
1642     if (owner->type == PLAYER
1643     && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1644     && op != owner) {
1645     return 0;
1646     }
1647     }
1648     #endif
1649    
1650     op_tag = op->count;
1651     hitter_tag = hitter->count;
1652    
1653     if (body_attack) {
1654     /* slow and paralyze must hit the head. But we don't want to just
1655     * return - we still need to process other attacks the spell still
1656     * might have. So just remove the paralyze and slow attacktypes,
1657     * and keep on processing if we have other attacktypes.
1658     * return if only magic or nothing is left - under normal code
1659     * we don't attack with pure magic if there is another attacktype.
1660     * Only do processing if the initial attacktype includes one of those
1661     * attack so we don't cancel out things like magic bullet.
1662     */
1663     if (type & (AT_PARALYZE | AT_SLOW)) {
1664     type &= ~(AT_PARALYZE | AT_SLOW);
1665     if (!type || type==AT_MAGIC) return 0;
1666     }
1667     }
1668    
1669     if ( ! simple_attack && op->type == DOOR) {
1670     object *tmp;
1671     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1672     if (tmp->type == RUNE || tmp->type == TRAP) {
1673     spring_trap (tmp, hitter);
1674     if (was_destroyed (hitter, hitter_tag)
1675     || was_destroyed (op, op_tag)
1676     || abort_attack (op, hitter, simple_attack))
1677     return 0;
1678     break;
1679     }
1680     }
1681    
1682     if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1683     /* FIXME: If a player is killed by a rune in a door, the
1684     * was_destroyed() check above doesn't return, and might get here.
1685     */
1686     LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1687     "hit_player()\n", op->arch->name, op->name);
1688     return 0;
1689     }
1690    
1691     #ifdef ATTACK_DEBUG
1692     LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1693     #endif
1694    
1695     if (magic) {
1696     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1697     * in case 0>dam>1, we try to "simulate" a float value-effect */
1698     dam = dam*(100-op->resist[ATNR_MAGIC]);
1699     if (dam >= 100)
1700     dam /= 100;
1701     else
1702     dam = (dam > (rndm(0, 99))) ? 1 : 0;
1703     }
1704    
1705     /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1706     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1707     */
1708     if(type & AT_CHAOS){
1709     shuffle_attack(op,0); /*0 flag tells it to not change the face */
1710     update_object(op,UP_OBJ_FACE);
1711     type &= ~AT_CHAOS;
1712     }
1713    
1714     /* Holyword is really an attacktype modifier (like magic is). If
1715     * holyword is part of an attacktype, then make sure the creature is
1716     * a proper match, otherwise no damage.
1717     */
1718     if (type & AT_HOLYWORD) {
1719     object *god;
1720     if ((!hitter->slaying ||
1721     (!(op->race && strstr(hitter->slaying,op->race)) &&
1722     !(op->name && strstr(hitter->slaying,op->name)))) &&
1723     (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1724     (hitter->title != NULL
1725     && (god = find_god(determine_god(hitter))) != NULL
1726     && god->race != NULL
1727     && strstr(god->race,undead_name) != NULL)))
1728     return 0;
1729     }
1730    
1731     maxattacktype = type; /* initialize this to something */
1732     for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1733     /* Magic isn't really a true attack type - it gets combined with other
1734     * attack types. As such, skip it over. However, if magic is
1735     * the only attacktype in the group, then still attack with it
1736     */
1737     if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1738    
1739     /* Go through and hit the player with each attacktype, one by one.
1740     * hit_player_attacktype only figures out the damage, doesn't inflict
1741     * it. It will do the appropriate action for attacktypes with
1742     * effects (slow, paralization, etc.
1743     */
1744     if (type & attacktype) {
1745     ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1746     /* the >= causes us to prefer messages from special attacks, if
1747     * the damage is equal.
1748     */
1749     if (ndam >= maxdam) {
1750     maxdam = ndam;
1751     maxattacktype = 1<<attacknum;
1752     }
1753     }
1754     }
1755    
1756     /* if this is friendly fire then do a set % of damage only
1757     * Note - put a check in to make sure this attack is actually
1758     * doing damage - otherwise, the +1 in the code below will make
1759     * an attack do damage before when it otherwise didn't
1760     */
1761     friendlyfire = friendly_fire(op, hitter);
1762     if (friendlyfire && maxdam){
1763     maxdam = ((dam * settings.set_friendly_fire) / 100);
1764     #ifndef COZY_SERVER
1765     maxdam++;
1766     #endif
1767    
1768     #ifdef ATTACK_DEBUG
1769     LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1770     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1771     #endif
1772     }
1773    
1774     if (!full_hit) {
1775     archetype *at;
1776     int area;
1777     int remainder;
1778    
1779     area = 0;
1780     for(at = op->arch; at != NULL; at = at->more)
1781     area++;
1782     assert(area > 0);
1783    
1784     /* basically: maxdam /= area; we try to "simulate" a float
1785     value-effect */
1786     remainder = 100*(maxdam%area)/area;
1787     maxdam /= area;
1788     if (RANDOM()%100 < remainder)
1789     maxdam++;
1790     }
1791    
1792     #ifdef ATTACK_DEBUG
1793     LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1794     #endif
1795    
1796     if(get_owner(hitter))
1797     op->enemy=hitter->owner;
1798     else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1799     op->enemy=hitter;
1800    
1801     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1802     /* The unaggressives look after themselves 8) */
1803     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1804     npc_call_help(op);
1805     }
1806    
1807     if (magic && did_make_save(op, op->level, 0))
1808     maxdam=maxdam/2;
1809    
1810     attack_message(maxdam, maxattacktype, op, hitter);
1811    
1812     op->stats.hp-=maxdam;
1813    
1814     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1815     if ((op->stats.hp>=0) &&
1816     (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1817     op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1818     (float)op->stats.maxhp)) {
1819    
1820     if (QUERY_FLAG(op, FLAG_MONSTER))
1821     SET_FLAG(op, FLAG_RUN_AWAY);
1822     else
1823     scare_creature(op, hitter);
1824     }
1825    
1826     if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1827     if (maxdam)
1828     tear_down_wall(op);
1829     return maxdam; /* nothing more to do for wall */
1830     }
1831    
1832     /* See if the creature has been killed */
1833     rtn_kill = kill_object(op, maxdam, hitter, type);
1834     if (rtn_kill != -1)
1835     return rtn_kill;
1836    
1837    
1838     /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1839     * that before if the player was immune to ghosthit, the monster
1840     * remained - that is no longer the case.
1841     */
1842     if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1843     if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1844     remove_friendly_object(hitter);
1845     remove_ob(hitter);
1846     free_object(hitter);
1847     }
1848     /* Lets handle creatures that are splitting now */
1849     else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1850     int i;
1851     int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1852     int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1853     object *owner = get_owner(op);
1854    
1855     if(!op->other_arch) {
1856     LOG(llevError,"SPLITTING without other_arch error.\n");
1857     return maxdam;
1858     }
1859     remove_ob(op);
1860     for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1861     object *tmp=arch_to_object(op->other_arch);
1862     int j;
1863    
1864     tmp->stats.hp=op->stats.hp;
1865     if (friendly) {
1866     SET_FLAG(tmp, FLAG_FRIENDLY);
1867     add_friendly_object(tmp);
1868     tmp->attack_movement = PETMOVE;
1869     if (owner!=NULL)
1870     set_owner(tmp,owner);
1871     }
1872     if (unaggressive)
1873     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1874     j=find_first_free_spot(tmp,op->map,op->x,op->y);
1875     if (j==-1) /* No spot to put this monster */
1876     free_object(tmp);
1877     else {
1878     tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1879     insert_ob_in_map(tmp,op->map,NULL,0);
1880     }
1881     }
1882     if(friendly)
1883     remove_friendly_object(op);
1884     free_object(op);
1885     }
1886     else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1887     remove_ob(hitter);
1888     free_object(hitter);
1889     }
1890     return maxdam;
1891     }
1892    
1893    
1894     void poison_player(object *op, object *hitter, int dam)
1895     {
1896     archetype *at = find_archetype("poisoning");
1897     object *tmp=present_arch_in_ob(at,op);
1898    
1899     if(tmp==NULL) {
1900     if((tmp=arch_to_object(at))==NULL)
1901     LOG(llevError,"Failed to clone arch poisoning.\n");
1902     else {
1903     tmp = insert_ob_in_ob(tmp,op);
1904     /* peterm: give poisoning some teeth. It should
1905     * be able to kill things better than it does:
1906     * damage should be dependent something--I choose to
1907     * do this: if it's a monster, the damage from the
1908     * poisoning goes as the level of the monster/2.
1909     * If anything else, goes as damage.
1910     */
1911    
1912     if(QUERY_FLAG(hitter,FLAG_ALIVE))
1913     tmp->stats.dam += hitter->level/2;
1914     else
1915     tmp->stats.dam = dam;
1916    
1917     copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1918     if(hitter->skill && hitter->skill != tmp->skill) {
1919     if (tmp->skill) free_string(tmp->skill);
1920     tmp->skill = add_refcount(hitter->skill);
1921     }
1922    
1923     tmp->stats.food+=dam; /* more damage, longer poisoning */
1924    
1925     if(op->type==PLAYER) {
1926     /* player looses stats, maximum is -10 of each */
1927     tmp->stats.Con= MAX(-(dam/4+1), -10);
1928     tmp->stats.Str= MAX(-(dam/3+2), -10);
1929     tmp->stats.Dex= MAX(-(dam/6+1), -10);
1930     tmp->stats.Int= MAX(-dam/7, -10);
1931     SET_FLAG(tmp,FLAG_APPLIED);
1932     fix_player(op);
1933     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1934     }
1935     if (hitter->type == PLAYER)
1936     new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1937     op->name);
1938     else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1939     new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1940     "Your %s poisons %s.", hitter->name, op->name);
1941     }
1942     tmp->speed_left=0;
1943     }
1944     else
1945     tmp->stats.food++;
1946     }
1947    
1948     void slow_player(object *op,object *hitter,int dam)
1949     { archetype *at = find_archetype("slowness");
1950     object *tmp;
1951     if(at == NULL) {
1952     LOG(llevError,"Can't find slowness archetype.\n");
1953     }
1954     if((tmp=present_arch_in_ob(at,op)) == NULL) {
1955     tmp = arch_to_object(at);
1956     tmp = insert_ob_in_ob(tmp,op);
1957     new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1958     } else
1959     tmp->stats.food++;
1960     SET_FLAG(tmp, FLAG_APPLIED);
1961     tmp->speed_left=0;
1962     fix_player(op);
1963     }
1964    
1965     void confuse_player(object *op, object *hitter, int dam)
1966     {
1967     object *tmp;
1968     int maxduration;
1969    
1970     tmp = present_in_ob_by_name(FORCE,"confusion", op);
1971     if(!tmp) {
1972     tmp = get_archetype(FORCE_NAME);
1973     tmp = insert_ob_in_ob(tmp,op);
1974     }
1975    
1976     /* Duration added per hit and max. duration of confusion both depend
1977     * on the player's resistance
1978     */
1979     tmp->speed = 0.05;
1980     tmp->subtype = FORCE_CONFUSION;
1981     tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1982     if (tmp->name) free_string(tmp->name);
1983     tmp->name = add_string("confusion");
1984     maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1985     if( tmp->duration > maxduration)
1986     tmp->duration = maxduration;
1987    
1988     if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1989     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1990     SET_FLAG(op, FLAG_CONFUSED);
1991     }
1992    
1993     void blind_player(object *op, object *hitter, int dam)
1994     {
1995     object *tmp,*owner;
1996    
1997     /* Save some work if we know it isn't going to affect the player */
1998     if (op->resist[ATNR_BLIND]==100) return;
1999    
2000     tmp = present_in_ob(BLINDNESS,op);
2001     if(!tmp) {
2002     tmp = get_archetype("blindness");
2003     SET_FLAG(tmp, FLAG_BLIND);
2004     SET_FLAG(tmp, FLAG_APPLIED);
2005     /* use floats so we don't lose too much precision due to rounding errors.
2006     * speed is a float anyways.
2007     */
2008     tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
2009    
2010     tmp = insert_ob_in_ob(tmp,op);
2011     change_abil(op,tmp); /* Mostly to display any messages */
2012     fix_player(op); /* This takes care of some other stuff */
2013    
2014     if(hitter->owner) owner = get_owner(hitter);
2015     else owner = hitter;
2016    
2017     new_draw_info_format(NDI_UNIQUE,0,owner,
2018     "Your attack blinds %s!",query_name(op));
2019     }
2020     tmp->stats.food += dam;
2021     if(tmp->stats.food > 10) tmp->stats.food = 10;
2022     }
2023    
2024     void paralyze_player(object *op, object *hitter, int dam)
2025     {
2026     float effect,max;
2027     /* object *tmp; */
2028    
2029     /* This is strange stuff... someone knows for what this is
2030     * written? Well, i think this can and should be removed
2031     */
2032    
2033     /*
2034     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2035     tmp=clone_arch(PARAIMAGE);
2036     tmp->x=op->x,tmp->y=op->y;
2037     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2038     }
2039     */
2040    
2041     /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2042     effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2043    
2044     if (effect==0) return;
2045    
2046     op->speed_left-=FABS(op->speed)*effect;
2047     /* tmp->stats.food+=(signed short) effect/op->speed; */
2048    
2049     /* max number of ticks to be affected for. */
2050     max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2051     if (op->speed_left< -(FABS(op->speed)*max))
2052     op->speed_left = (float) -(FABS(op->speed)*max);
2053    
2054     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2055     }
2056    
2057    
2058     /* Attempts to kill 'op'. hitter is the attack object, dam is
2059     * the computed damaged.
2060     */
2061     void deathstrike_player(object *op, object *hitter, int *dam)
2062     {
2063     /* The intention of a death attack is to kill outright things
2064     ** that are a lot weaker than the attacker, have a chance of killing
2065     ** things somewhat weaker than the caster, and no chance of
2066     ** killing something equal or stronger than the attacker.
2067     ** Also, if a deathstrike attack has a slaying, any monster
2068     ** whose name or race matches a comma-delimited list in the slaying
2069     ** field of the deathstriking object */
2070    
2071     int atk_lev, def_lev, kill_lev;
2072    
2073     if(hitter->slaying)
2074     if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2075     (op->race&&strstr(hitter->slaying,op->race)))) return;
2076    
2077     def_lev = op->level;
2078     if (def_lev < 1) {
2079     LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2080     op->arch->name, op->name);
2081     def_lev = 1;
2082     }
2083     atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2084     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2085     atk_lev, def_lev); */
2086    
2087     if(atk_lev >= def_lev ){
2088     kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2089    
2090     /* Note that the below effectively means the ratio of the atk vs
2091     * defener level is important - if level 52 character has very little
2092     * chance of killing a level 50 monster. This should probably be
2093     * redone.
2094     */
2095     if(kill_lev >= def_lev) {
2096     *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2097     /* I think this doesn't really do much. Because of
2098     * integer rounding, this only makes any difference if the
2099     * attack level is double the defender level.
2100     */
2101     *dam *= kill_lev / def_lev;
2102     }
2103     } else {
2104     *dam = 0; /* no harm done */
2105     }
2106     }
2107    
2108     /* thrown_item_effect() - handles any special effects of thrown
2109     * items (like attacking living creatures--a potion thrown at a
2110     * monster).
2111     */
2112     static void thrown_item_effect (object *hitter, object *victim)
2113     {
2114     if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2115     /* May not need a switch for just 2 types, but this makes it
2116     * easier for expansion.
2117     */
2118     switch (hitter->type) {
2119     case POTION:
2120     /* should player get a save throw instead of checking magic protection? */
2121     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2122     &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2123     break;
2124    
2125     case POISON: /* poison drinks */
2126     /* As with potions, should monster get a save? */
2127     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2128     &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2129     break;
2130    
2131     /* Removed case statements that did nothing.
2132     * food may be poisonous, but monster must be willing to eat it,
2133     * so we don't handle it here.
2134     * Containers should perhaps break open, but that code was disabled.
2135     */
2136     }
2137     }
2138     }
2139    
2140     /* adj_attackroll() - adjustments to attacks by various conditions */
2141    
2142     int adj_attackroll (object *hitter, object *target) {
2143     object *attacker = hitter;
2144     int adjust=0;
2145    
2146     /* safety */
2147     if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2148     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2149     "map\n");
2150     return 0;
2151     }
2152    
2153     /* aimed missiles use the owning object's sight */
2154     if(is_aimed_missile(hitter)) {
2155     if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2156     /* A player who saves but hasn't quit still could have objects
2157     * owned by him - need to handle that case to avoid crashes.
2158     */
2159     if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2160     }
2161     else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2162     return 0;
2163    
2164     /* determine the condtions under which we make an attack.
2165     * Add more cases, as the need occurs. */
2166    
2167     if(!can_see_enemy(attacker,target)) {
2168     /* target is unseen */
2169     if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2170     adjust -= 10;
2171     /* dark map penalty for the hitter (lacks infravision if we got here). */
2172     else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2173     adjust -= target->map->darkness;
2174     }
2175    
2176     if(QUERY_FLAG(attacker,FLAG_SCARED))
2177     adjust -= 3;
2178    
2179     if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2180     adjust += 1;
2181    
2182     if(QUERY_FLAG(target,FLAG_SCARED))
2183     adjust += 1;
2184    
2185     if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2186     adjust -= 3;
2187    
2188     /* if we attack at a different 'altitude' its harder */
2189     if((attacker->move_type & target->move_type)==0)
2190     adjust -= 2;
2191    
2192     #if 0
2193     /* slower attacks are less likely to succeed. We should use a
2194     * comparison between attacker/target speeds BUT, players have
2195     * a generally faster speed, so this will wind up being a HUGE
2196     * disadantage for the monsters! Too bad, because missiles which
2197     * fly fast should have a better chance of hitting a slower target.
2198     */
2199     if(hitter->speed<target->speed)
2200     adjust += ((float) hitter->speed-target->speed);
2201     #endif
2202    
2203     #if 0
2204     LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2205     #endif
2206    
2207     return adjust;
2208     }
2209    
2210    
2211     /* determine if the object is an 'aimed' missile */
2212     int is_aimed_missile ( object *op) {
2213    
2214     /* I broke what used to be one big if into a few nested
2215     * ones so that figuring out the logic is at least possible.
2216     */
2217     if (op && (op->move_type & MOVE_FLYING)) {
2218     if (op->type==ARROW || op->type==THROWN_OBJ)
2219     return 1;
2220     else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2221     op->subtype == SP_EXPLOSION))
2222     return 1;
2223     }
2224     return 0;
2225     }
2226