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/cvs/deliantra/server/server/attack.C
Revision: 1.5
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +1030 -1030 lines
Log Message:
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_attack_c =
3 root 1.5 * "$Id: attack.C,v 1.4 2006-08-29 07:34:00 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 root 1.5 return;
55 elmex 1.1
56     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 root 1.5 /* 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 elmex 1.1 }
62     else if(FABS(op->magic)<=(rndm(0, 5))) {
63 root 1.5 /* 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 elmex 1.1 }
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 root 1.5 return TRUE;
96 elmex 1.1 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 root 1.5 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 elmex 1.1
112     if (type == 0)
113 root 1.5 return TRUE;
114 elmex 1.1 if (roll == 20)
115 root 1.5 return TRUE;
116 elmex 1.1 if (roll == 1)
117 root 1.5 return FALSE;
118 elmex 1.1
119     for (number=0; number < NROFATTACKS; number++) {
120 root 1.5 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 elmex 1.1 }
131    
132     if (saves==attacks || attacks==0)
133 root 1.5 return TRUE;
134 elmex 1.1 if ((saves==0) || (rndm(1, attacks) > saves))
135 root 1.5 return FALSE;
136 elmex 1.1 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 root 1.5 object *env=op->env;
149     int x=op->x,y=op->y;
150     mapstruct *m=op->map;
151 elmex 1.1
152     op = stop_item (op);
153     if (op == NULL)
154     return;
155    
156 root 1.5 /* 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 elmex 1.1 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 root 1.5 const char *arch=op->other_arch->name;
167 elmex 1.1
168 root 1.5 op = decrease_ob_nr (op, 1);
169 elmex 1.1 if (op)
170     fix_stopped_item (op, m, originator);
171 root 1.5 if((op = get_archetype(arch))!=NULL) {
172 elmex 1.1 if(env) {
173 root 1.5 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 elmex 1.1 } else {
178     op->x=x,op->y=y;
179     insert_ob_in_map(op,m,originator,0);
180 root 1.5 }
181     }
182     return;
183 elmex 1.1 }
184     if(type&AT_CANCELLATION) { /* Cancellation. */
185     cancellation(op);
186     fix_stopped_item (op, m, originator);
187     return;
188     }
189 root 1.5 if(op->nrof>1) {
190     op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 elmex 1.1 if (op)
192     fix_stopped_item (op, m, originator);
193 root 1.5 } 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 elmex 1.1 remove_ob(op);
203 root 1.5 free_object(op);
204     }
205     if(type&(AT_FIRE|AT_ELECTRICITY)) {
206     if(env) {
207 elmex 1.1 op=get_archetype("burnout");
208 root 1.5 op->x=env->x,op->y=env->y;
209 elmex 1.1 insert_ob_in_ob(op,env);
210 root 1.5 } else {
211 elmex 1.1 replace_insert_ob_in_map("burnout",originator);
212 root 1.5 }
213     }
214     return;
215 elmex 1.1 }
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 root 1.5 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 elmex 1.1 }
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 root 1.5 LOG (llevError, "BUG: hit_map(): free object\n");
261     return 0;
262 elmex 1.1 }
263    
264     if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 root 1.5 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 elmex 1.1 }
269    
270     if ( ! op->map) {
271 root 1.5 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272     return 0;
273 elmex 1.1 }
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 root 1.5 return 0;
284 elmex 1.1
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 root 1.5 counterspell(op,dir); /* see spell_effect.c */
291 elmex 1.1
292 root 1.5 /* 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 elmex 1.1 }
300    
301     if(type & AT_CHAOS){
302 root 1.5 shuffle_attack(op,1); /*1 flag tells it to change the face */
303     update_object(op,UP_OBJ_FACE);
304     type &= ~AT_CHAOS;
305 elmex 1.1 }
306    
307     next = get_map_ob (map, x, y);
308     if (next)
309 root 1.5 next_tag = next->count;
310 elmex 1.1
311     while (next) {
312 root 1.5 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     if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343     hit_player(tmp,op->stats.dam,op,type,full_hit);
344     retflag |=1;
345     if (was_destroyed (op, op_tag))
346     break;
347     }
348     /* Here we are potentially destroying an object. If the object has
349     * NO_PASS set, it is also immune - you can't destroy walls. Note
350     * that weak walls have is_alive set, which prevent objects from
351     * passing over/through them. We don't care what type of movement
352     * the wall blocks - if it blocks any type of movement, can't be
353     * destroyed right now.
354     */
355     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356     !tmp->move_block) {
357     save_throw_object(tmp,type,op);
358     if (was_destroyed (op, op_tag))
359     break;
360     }
361 elmex 1.1 }
362     return 0;
363     }
364    
365     void attack_message(int dam, int type, object *op, object *hitter) {
366     char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367     int i, found=0;
368     mapstruct *map;
369     object *next, *tmp;
370    
371     /* put in a few special messages for some of the common attacktypes
372     * a player might have. For example, fire, electric, cold, etc
373     * [garbled 20010919]
374     */
375    
376     if (dam == 9998 && op->type == DOOR) {
377 root 1.5 sprintf(buf1, "unlock %s", op->name);
378     sprintf(buf2, " unlocks");
379     found++;
380 elmex 1.1 }
381     if(dam<0) {
382     sprintf(buf1, "hit %s", op->name);
383 root 1.5 sprintf(buf2, " hits");
384     found++;
385 elmex 1.1 } else if(dam==0) {
386     sprintf(buf1, "missed %s", op->name);
387     sprintf(buf2, " misses");
388 root 1.5 found++;
389 elmex 1.1 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 root 1.5 hitter->type == POISONING ||
391     (type & AT_POISON && IS_LIVE(op))) && !found) {
392 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
393 root 1.5 i++)
394     if (dam < attack_mess[ATM_SUFFER][i].level
395     || attack_mess[ATM_SUFFER][i+1].level == -1) {
396     sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
397     op->name, attack_mess[ATM_SUFFER][i].buf2);
398     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399     found++;
400     break;
401     }
402 elmex 1.1 } else if (op->type == DOOR && !found) {
403     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
404 root 1.5 i++)
405     if (dam < attack_mess[ATM_DOOR][i].level
406     || attack_mess[ATM_DOOR][i+1].level == -1) {
407     sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
408     op->name, attack_mess[ATM_DOOR][i].buf2);
409     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410     found++;
411     break;
412     }
413 elmex 1.1 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
414     if (USING_SKILL(hitter, SK_KARATE)) {
415     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
416 root 1.5 i++)
417     if (dam < attack_mess[ATM_KARATE][i].level
418     || attack_mess[ATM_KARATE][i+1].level == -1) {
419     sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
420     op->name, attack_mess[ATM_KARATE][i].buf2);
421     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422     found++;
423     break;
424     }
425     } else if (USING_SKILL(hitter, SK_CLAWING)) {
426 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
427 root 1.5 i++)
428     if (dam < attack_mess[ATM_CLAW][i].level
429     || attack_mess[ATM_CLAW][i+1].level == -1) {
430     sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
431     op->name, attack_mess[ATM_CLAW][i].buf2);
432     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433     found++;
434     break;
435     }
436     } else if (USING_SKILL(hitter, SK_PUNCHING)) {
437 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
438 root 1.5 i++)
439     if (dam < attack_mess[ATM_PUNCH][i].level
440     || attack_mess[ATM_PUNCH][i+1].level == -1) {
441     sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
442     op->name, attack_mess[ATM_PUNCH][i].buf2);
443     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444     found++;
445     break;
446     }
447     }
448 elmex 1.1 }
449     if (found) {
450 root 1.5 /* done */
451 elmex 1.1 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
452     sprintf(buf1, "hit"); /* just in case */
453     for (i=0; i < MAXATTACKMESS; i++)
454 root 1.5 if (dam < attack_mess[ATM_ARROW][i].level
455     || attack_mess[ATM_ARROW][i+1].level == -1) {
456     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457     found++;
458     break;
459     }
460 elmex 1.1 } else if (type & AT_DRAIN && IS_LIVE(op)) {
461     /* drain is first, because some items have multiple attypes */
462     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
463 root 1.5 i++)
464     if (dam < attack_mess[ATM_DRAIN][i].level
465     || attack_mess[ATM_DRAIN][i+1].level == -1) {
466     sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
467     op->name, attack_mess[ATM_DRAIN][i].buf2);
468     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469     found++;
470     break;
471     }
472 elmex 1.1 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
473     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
474 root 1.5 i++)
475     if (dam < attack_mess[ATM_ELEC][i].level
476     || attack_mess[ATM_ELEC][i+1].level == -1) {
477     sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
478     op->name, attack_mess[ATM_ELEC][i].buf2);
479     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480     found++;
481     break;
482     }
483 elmex 1.1 } else if (type & AT_COLD && IS_LIVE(op)) {
484     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
485 root 1.5 i++)
486     if (dam < attack_mess[ATM_COLD][i].level
487     || attack_mess[ATM_COLD][i+1].level == -1) {
488     sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
489     op->name, attack_mess[ATM_COLD][i].buf2);
490     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491     found++;
492     break;
493     }
494 elmex 1.1 } else if (type & AT_FIRE) {
495     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
496 root 1.5 i++)
497     if (dam < attack_mess[ATM_FIRE][i].level
498     || attack_mess[ATM_FIRE][i+1].level == -1) {
499     sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
500     op->name, attack_mess[ATM_FIRE][i].buf2);
501     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502     found++;
503     break;
504     }
505 elmex 1.1 } else if (hitter->current_weapon != NULL) {
506 root 1.5 int mtype;
507     switch (hitter->current_weapon->weapontype) {
508     case WEAP_HIT: mtype = ATM_BASIC; break;
509     case WEAP_SLASH: mtype = ATM_SLASH; break;
510     case WEAP_PIERCE: mtype = ATM_PIERCE; break;
511     case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
512     case WEAP_SLICE: mtype = ATM_SLICE; break;
513     case WEAP_STAB: mtype = ATM_STAB; break;
514     case WEAP_WHIP: mtype = ATM_WHIP; break;
515     case WEAP_CRUSH: mtype = ATM_CRUSH; break;
516     case WEAP_BLUD: mtype = ATM_BLUD; break;
517     default: mtype = ATM_BASIC; break;
518     }
519 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
520 root 1.5 i++)
521     if (dam < attack_mess[mtype][i].level
522     || attack_mess[mtype][i+1].level == -1) {
523     sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
524     op->name, attack_mess[mtype][i].buf2);
525     strcpy (buf2, attack_mess[mtype][i].buf3);
526     found++;
527     break;
528     }
529 elmex 1.1 } else {
530     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
531 root 1.5 i++)
532     if (dam < attack_mess[ATM_BASIC][i].level
533     || attack_mess[ATM_BASIC][i+1].level == -1) {
534     sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
535     op->name, attack_mess[ATM_BASIC][i].buf2);
536     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537     found++;
538     break;
539     }
540 elmex 1.1 }
541    
542     if (!found) {
543 root 1.5 strcpy (buf1, "hit");
544     strcpy (buf2, " hits");
545 elmex 1.1 }
546    
547     /* bail out if a monster is casting spells */
548     if (!(hitter->type == PLAYER ||
549 root 1.5 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
550 elmex 1.1 return;
551    
552     /* scale down magic considerably. */
553     if (type & AT_MAGIC && rndm(0, 5))
554     return;
555    
556     /* Did a player hurt another player? Inform both! */
557     if(op->type==PLAYER &&
558     (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
559 root 1.5 if(get_owner(hitter)!=NULL)
560     sprintf(buf,"%s's %s%s you.",
561 elmex 1.1 hitter->owner->name, hitter->name, buf2);
562 root 1.5 else {
563     sprintf(buf,"%s%s you.",hitter->name, buf2);
564     if (dam != 0) {
565     if (dam < 10)
566     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
567     else if (dam < 20)
568     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
569     else
570     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
571     }
572     }
573     new_draw_info(NDI_BLACK, 0,op,buf);
574 elmex 1.1 } /* end of player hitting player */
575    
576     if(hitter->type==PLAYER) {
577 root 1.5 sprintf(buf,"You %s.",buf1);
578     if (dam != 0) {
579     if (dam < 10)
580     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
581     else if (dam < 20)
582     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
583     else
584     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
585     }
586     new_draw_info(NDI_BLACK, 0, hitter, buf);
587 elmex 1.1 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
588     /* look for stacked spells and start reducing the message chances */
589     if (hitter->type == SPELL_EFFECT &&
590 root 1.5 (hitter->subtype == SP_EXPLOSION ||
591     hitter->subtype == SP_BULLET ||
592     hitter->subtype == SP_CONE)) {
593     i=4;
594     map = hitter->map;
595     if (out_of_map(map, hitter->x, hitter->y))
596     return;
597     next = get_map_ob(map, hitter->x, hitter->y);
598     if (next)
599     while(next) {
600     if (next->type == SPELL_EFFECT &&
601     (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
602     next->subtype == SP_CONE))
603     i*=3;
604     tmp = next;
605     next = tmp->above;
606     }
607     if (i < 0)
608     return;
609     if (rndm(0, i) != 0)
610     return;
611     } else if (rndm(0, 5) != 0)
612     return;
613 elmex 1.1 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
614 root 1.5 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615     new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
616 elmex 1.1 }
617     }
618    
619    
620     static int get_attack_mode (object **target, object **hitter,
621 root 1.5 int *simple_attack)
622 elmex 1.1 {
623     if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
624     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625     return 1;
626     }
627     if ((*target)->head)
628     *target = (*target)->head;
629     if ((*hitter)->head)
630     *hitter = (*hitter)->head;
631     if ((*hitter)->env != NULL || (*target)->env != NULL) {
632     *simple_attack = 1;
633     return 0;
634     }
635     if (QUERY_FLAG (*target, FLAG_REMOVED)
636     || QUERY_FLAG (*hitter, FLAG_REMOVED)
637     || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
638     {
639     LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
640     "target\n", (*hitter)->arch->name, (*hitter)->name);
641     return 1;
642     }
643     *simple_attack = 0;
644     return 0;
645     }
646    
647     static int abort_attack (object *target, object *hitter, int simple_attack)
648     {
649     /* Check if target and hitter are still in a relation similar to the one
650     * determined by get_attack_mode(). Returns true if the relation has changed.
651     */
652     int new_mode;
653    
654     if (hitter->env == target || target->env == hitter)
655     new_mode = 1;
656     else if (QUERY_FLAG (hitter, FLAG_REMOVED)
657     || QUERY_FLAG (target, FLAG_REMOVED)
658     || hitter->map == NULL || !on_same_map(hitter, target))
659     return 1;
660     else
661     new_mode = 0;
662     return new_mode != simple_attack;
663     }
664    
665     static void thrown_item_effect (object *, object *);
666    
667     static int attack_ob_simple (object *op, object *hitter, int base_dam,
668 root 1.5 int base_wc)
669 elmex 1.1 {
670     int simple_attack, roll, dam=0;
671     uint32 type;
672     const char *op_name = NULL;
673     tag_t op_tag, hitter_tag;
674    
675     if (get_attack_mode (&op, &hitter, &simple_attack))
676     goto error;
677    
678 root 1.3 if (hitter->current_weapon)
679     if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
680     return RESULT_INT (0);
681    
682     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
683     return RESULT_INT (0);
684 elmex 1.1
685     op_tag = op->count;
686     hitter_tag = hitter->count;
687    
688     /*
689     * A little check to make it more difficult to dance forward and back
690     * to avoid ever being hit by monsters.
691     */
692     if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
693     && op->speed_left > -(FABS(op->speed))*0.3)
694     {
695 root 1.5 /* Decrease speed BEFORE calling process_object. Otherwise, an
696     * infinite loop occurs, with process_object calling move_monster,
697     * which then gets here again. By decreasing the speed before
698     * we call process_object, the 'if' statement above will fail.
699     */
700     op->speed_left--;
701     process_object(op);
702     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
703 elmex 1.1 || abort_attack (op, hitter, simple_attack))
704 root 1.5 goto error;
705 elmex 1.1 }
706    
707     add_refcount(op_name = op->name);
708    
709     roll=random_roll(1, 20, hitter, PREFER_HIGH);
710    
711     /* Adjust roll for various situations. */
712     if ( ! simple_attack)
713     roll += adj_attackroll(hitter,op);
714    
715     /* See if we hit the creature */
716     if(roll==20 || op->stats.ac>=base_wc-roll) {
717 root 1.5 int hitdam = base_dam;
718     if (settings.casting_time == TRUE) {
719     if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
720     hitter->casting_time = -1;
721     new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
722     "your spell!");
723     }
724     if ((op->casting_time > -1)&&(hitdam > 0)){
725     op->casting_time = -1;
726     if (op->type == PLAYER) {
727     new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
728     "your spell!");
729     new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
730     "%s was hit by %s and lost a spell.",
731     op_name,hitter->name);
732     }
733     }
734     }
735     if ( ! simple_attack)
736 elmex 1.1 {
737     /* If you hit something, the victim should *always* wake up.
738     * Before, invisible hitters could avoid doing this.
739     * -b.t. */
740     if (QUERY_FLAG (op, FLAG_SLEEP))
741     CLEAR_FLAG(op,FLAG_SLEEP);
742    
743     /* If the victim can't see the attacker, it may alert others
744     * for help. */
745     if (op->type != PLAYER && ! can_see_enemy (op, hitter)
746     && ! get_owner (op) && rndm(0, op->stats.Int))
747     npc_call_help (op);
748    
749     /* if you were hidden and hit by a creature, you are discovered*/
750     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
751     make_visible (op);
752     if (op->type == PLAYER)
753     new_draw_info (NDI_UNIQUE, 0, op,
754     "You were hit by a wild attack. "
755     "You are no longer hidden!");
756     }
757    
758     /* thrown items (hitter) will have various effects
759     * when they hit the victim. For things like thrown daggers,
760     * this sets 'hitter' to the actual dagger, and not the
761     * wrapper object.
762     */
763     thrown_item_effect (hitter, op);
764     if (was_destroyed (hitter, hitter_tag)
765     || was_destroyed (op, op_tag)
766     || abort_attack (op, hitter, simple_attack))
767     goto leave;
768     }
769    
770 root 1.5 /* Need to do at least 1 damage, otherwise there is no point
771     * to go further and it will cause FPE's below.
772     */
773     if (hitdam<=0) hitdam=1;
774    
775     type=hitter->attacktype;
776     if(!type) type=AT_PHYSICAL;
777     /* Handle monsters that hit back */
778     if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
779     && QUERY_FLAG (hitter, FLAG_ALIVE))
780     {
781     if (op->attacktype & AT_ACID && hitter->type==PLAYER)
782     new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
783     hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
784     PREFER_LOW),op, op->attacktype, 1);
785     if (was_destroyed (op, op_tag)
786 elmex 1.1 || was_destroyed (hitter, hitter_tag)
787     || abort_attack (op, hitter, simple_attack))
788     goto leave;
789 root 1.5 }
790 elmex 1.1
791 root 1.5 /* In the new attack code, it should handle multiple attack
792     * types in its area, so remove it from here.
793     */
794     dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
795     hitter, type, 1);
796     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
797 elmex 1.1 || abort_attack (op, hitter, simple_attack))
798 root 1.5 goto leave;
799 elmex 1.1 } /* end of if hitter hit op */
800     /* if we missed, dam=0 */
801    
802     /*attack_message(dam, type, op, hitter);*/
803    
804     goto leave;
805    
806     error:
807     dam = 1;
808    
809     leave:
810     if (op_name)
811     free_string (op_name);
812    
813     return dam;
814     }
815    
816     int attack_ob (object *op, object *hitter)
817     {
818    
819     if (hitter->head)
820     hitter = hitter->head;
821     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
822     }
823    
824     /* op is the arrow, tmp is what is stopping the arrow.
825     *
826     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827     */
828     static int stick_arrow (object *op, object *tmp)
829     {
830     /* If the missile hit a player, we insert it in their inventory.
831     * However, if the missile is heavy, we don't do so (assume it falls
832     * to the ground after a hit). What a good value for this is up to
833     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834     * stick around.
835     */
836     if (op->weight <= 5000 && tmp->stats.hp >= 0) {
837 root 1.5 if(tmp->head != NULL)
838     tmp = tmp->head;
839 elmex 1.1 remove_ob (op);
840 root 1.5 op = insert_ob_in_ob(op,tmp);
841     if (tmp->type== PLAYER)
842     esrv_send_item (tmp, op);
843 elmex 1.1 return 1;
844     } else
845 root 1.5 return 0;
846 elmex 1.1 }
847    
848     /* hit_with_arrow() disassembles the missile, attacks the victim and
849     * reassembles the missile.
850     *
851     * It returns a pointer to the reassembled missile, or NULL if the missile
852     * isn't available anymore.
853     */
854     object *hit_with_arrow (object *op, object *victim)
855     {
856     object *container, *hitter;
857     int hit_something = 0;
858     tag_t victim_tag, hitter_tag;
859     sint16 victim_x, victim_y;
860    
861     /* Disassemble missile */
862     if (op->inv) {
863     container = op;
864     hitter = op->inv;
865     remove_ob (hitter);
866     insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
867     /* Note that we now have an empty THROWN_OBJ on the map. Code that
868     * might be called until this THROWN_OBJ is either reassembled or
869     * removed at the end of this function must be able to deal with empty
870     * THROWN_OBJs. */
871     } else {
872     container = NULL;
873     hitter = op;
874     }
875    
876     /* Try to hit victim */
877     victim_x = victim->x;
878     victim_y = victim->y;
879     victim_tag = victim->count;
880     hitter_tag = hitter->count;
881 root 1.3
882     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883 elmex 1.1
884     /* Arrow attacks door, rune of summoning is triggered, demon is put on
885     * arrow, move_apply() calls this function, arrow sticks in demon,
886     * attack_ob_simple() returns, and we've got an arrow that still exists
887     * but is no longer on the map. Ugh. (Beware: Such things can happen at
888     * other places as well!)
889     */
890     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
891     if (container) {
892     remove_ob (container);
893     free_object (container);
894     }
895     return NULL;
896     }
897    
898     /* Missile hit victim */
899     /* if the speed is > 10, then this is a fast moving arrow, we go straight
900     * through the target
901     */
902     if (hit_something && op->speed <= 10.0)
903     {
904     /* Stop arrow */
905     if (container == NULL) {
906     hitter = fix_stopped_arrow (hitter);
907     if (hitter == NULL)
908     return NULL;
909     } else {
910     remove_ob (container);
911     free_object (container);
912     }
913    
914     /* Try to stick arrow into victim */
915     if ( ! was_destroyed (victim, victim_tag)
916     && stick_arrow (hitter, victim))
917     return NULL;
918    
919     /* Else try to put arrow on victim's map square
920 root 1.5 * remove check for P_WALL here. If the arrow got to this
921     * space, that is good enough - with the new movement code,
922     * there is now the potential for lots of spaces where something
923     * can fly over but not otherwise move over. What is the correct
924     * way to handle those otherwise?
925     */
926 elmex 1.1 if (victim_x != hitter->x || victim_y != hitter->y) {
927     remove_ob (hitter);
928     hitter->x = victim_x;
929     hitter->y = victim_y;
930     insert_ob_in_map (hitter, victim->map, hitter,0);
931     } else {
932     /* Else leave arrow where it is */
933     merge_ob (hitter, NULL);
934     }
935     return NULL;
936     }
937    
938     if (hit_something && op->speed >= 10.0)
939 root 1.5 op->speed -= 1.0;
940 elmex 1.1
941     /* Missile missed victim - reassemble missile */
942     if (container) {
943     remove_ob (hitter);
944     insert_ob_in_ob (hitter, container);
945     }
946     return op;
947     }
948    
949    
950     void tear_down_wall(object *op)
951     {
952     int perc=0;
953    
954     if (!op->stats.maxhp) {
955 root 1.5 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
956     perc = 1;
957 elmex 1.1 } else if(!GET_ANIM_ID(op)) {
958 root 1.5 /* Object has been called - no animations, so remove it */
959     if(op->stats.hp<0) {
960     remove_ob(op); /* Should update LOS */
961     free_object(op);
962     /* Don't know why this is here - remove_ob should do it for us */
963     /*update_position(m, x, y);*/
964     }
965     return; /* no animations, so nothing more to do */
966 elmex 1.1 }
967     perc = NUM_ANIMATIONS(op)
968 root 1.5 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
969 elmex 1.1 if (perc >= (int) NUM_ANIMATIONS(op))
970 root 1.5 perc = NUM_ANIMATIONS(op)-1;
971 elmex 1.1 else if (perc < 1)
972 root 1.5 perc = 1;
973 elmex 1.1 SET_ANIMATION(op, perc);
974     update_object(op,UP_OBJ_FACE);
975     if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
976 root 1.5 if(op->face==blank_face) {
977     /* If the last face is blank, remove the ob */
978     remove_ob(op); /* Should update LOS */
979     free_object(op);
980    
981     /* remove_ob should call update_position for us */
982     /*update_position(m, x, y);*/
983    
984     } else { /* The last face was not blank, leave an image */
985     CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
986     update_all_los(op->map, op->x, op->y);
987     op->move_block = 0;
988     CLEAR_FLAG(op, FLAG_ALIVE);
989     }
990 elmex 1.1 }
991     }
992    
993     void scare_creature(object *target, object *hitter)
994     {
995     object *owner = get_owner(hitter);
996    
997     if (!owner) owner=hitter;
998    
999     SET_FLAG(target, FLAG_SCARED);
1000     if (!target->enemy) target->enemy=owner;
1001     }
1002    
1003    
1004     /* This returns the amount of damage hitter does to op with the
1005     * appropriate attacktype. Only 1 attacktype should be set at a time.
1006     * This doesn't damage the player, but returns how much it should
1007     * take. However, it will do other effects (paralyzation, slow, etc.)
1008     * Note - changed for PR code - we now pass the attack number and not
1009     * the attacktype. Makes it easier for the PR code. */
1010    
1011     int hit_player_attacktype(object *op, object *hitter, int dam,
1012 root 1.5 uint32 attacknum, int magic) {
1013 elmex 1.1
1014     int doesnt_slay = 1;
1015    
1016     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017     if (attacknum >= NROFATTACKS) {
1018 root 1.5 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019     return 0;
1020 elmex 1.1 }
1021    
1022     if (dam < 0) {
1023 root 1.5 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1024     return 0;
1025 elmex 1.1 }
1026    
1027     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1028     * people can't mess with that or it otherwise get confused. */
1029     if (attacknum == ATNR_INTERNAL) return dam;
1030    
1031     if (hitter->slaying) {
1032     if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1033 root 1.5 (op->arch && (op->arch->name != NULL) &&
1034     strstr(op->arch->name, hitter->slaying))
1035     ){
1036     doesnt_slay = 0;
1037     dam *= 3;
1038 elmex 1.1 }
1039     }
1040    
1041     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042     if (op->resist[attacknum]) {
1043     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044     * in case 0>dam>1, we try to "simulate" a float value-effect */
1045     dam *= (100-op->resist[attacknum]);
1046     if (dam >= 100) dam /= 100;
1047     else
1048 root 1.5 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 elmex 1.1 }
1050    
1051     /* Special hack. By default, if immune to something, you
1052     * shouldn't need to worry. However, acid is an exception, since
1053     * it can still damage your items. Only include attacktypes if
1054     * special processing is needed */
1055    
1056     if ((op->resist[attacknum] >= 100) &&
1057 root 1.5 doesnt_slay && (attacknum != ATNR_ACID))
1058 elmex 1.1 return 0;
1059    
1060     /* Keep this in order - makes things easier to find */
1061    
1062     switch(attacknum) {
1063     case ATNR_PHYSICAL:
1064 root 1.5 /* here also check for diseases */
1065     check_physically_infect(op, hitter);
1066     break;
1067    
1068     /* Don't need to do anything for:
1069     magic,
1070     fire,
1071     electricity,
1072     cold */
1073    
1074 elmex 1.1 case ATNR_CONFUSION:
1075     case ATNR_POISON:
1076     case ATNR_SLOW:
1077     case ATNR_PARALYZE:
1078     case ATNR_FEAR:
1079     case ATNR_CANCELLATION:
1080     case ATNR_DEPLETE:
1081     case ATNR_BLIND:
1082 root 1.5 {
1083     /* chance for inflicting a special attack depends on the
1084     * difference between attacker's and defender's level
1085     */
1086     int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1087    
1088     /* First, only creatures/players with speed can be affected.
1089     * Second, just getting hit doesn't mean it always affects
1090     * you. Third, you still get a saving through against the
1091     * effect.
1092     */
1093     if (op->speed &&
1094     (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1095     !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1096     !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1097    
1098     /* Player has been hit by something */
1099     if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1100     else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1101     else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1102     else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1103     else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1104     else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1105     else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1106     else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1107     !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1108     }
1109     dam = 0; /* These are all effects and don't do real damage */
1110     }
1111     break;
1112 elmex 1.1 case ATNR_ACID:
1113     {
1114 root 1.5 int flag=0;
1115 elmex 1.1
1116 root 1.5 /* Items only get corroded if you're not on a battleground and
1117 elmex 1.1 * if your acid resistance is below 50%. */
1118 root 1.5 if (!op_on_battleground(op, NULL, NULL) &&
1119     (op->resist[ATNR_ACID] < 50))
1120     {
1121     object *tmp;
1122     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1123     if(tmp->invisible)
1124     continue;
1125     if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1126     (tmp->resist[ATNR_ACID] >= 10))
1127     /* >= 10% acid res. on itmes will protect these */
1128     continue;
1129     if(!(tmp->material & M_IRON))
1130     continue;
1131     if(tmp->magic < -4) /* Let's stop at -5 */
1132     continue;
1133     if(tmp->type==RING ||
1134     /* removed boots and gloves from exclusion list in
1135 elmex 1.1 PR */
1136 root 1.5 tmp->type==GIRDLE ||
1137     tmp->type==AMULET ||
1138     tmp->type==WAND ||
1139     tmp->type==ROD ||
1140     tmp->type==HORN)
1141     continue; /* To avoid some strange effects */
1142 elmex 1.1
1143 root 1.5 /* High damage acid has better chance of corroding
1144 elmex 1.1 objects */
1145 root 1.5 if(rndm(0, dam+4) >
1146     random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1147     if(op->type == PLAYER)
1148     /* Make this more visible */
1149     new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1150     "The %s's acid corrodes your %s!",
1151     query_name(hitter), query_name(tmp));
1152     flag = 1;
1153     tmp->magic--;
1154     if(op->type == PLAYER)
1155     esrv_send_item(op, tmp);
1156     }
1157     }
1158     if(flag)
1159     fix_player(op); /* Something was corroded */
1160     }
1161 elmex 1.1 }
1162     break;
1163     case ATNR_DRAIN:
1164     {
1165 root 1.5 /* rate is the proportion of exp drained. High rate means
1166     * not much is drained, low rate means a lot is drained.
1167     */
1168     int rate;
1169    
1170     if(op->resist[ATNR_DRAIN] >= 0)
1171     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172     else
1173     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174    
1175     if(op->stats.exp <= rate) {
1176     if(op->type == GOLEM)
1177     dam = 999; /* Its force is "sucked" away. 8) */
1178     else
1179     /* If we can't drain, lets try to do physical damage */
1180     dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1181     } else {
1182     /* Randomly give the hitter some hp */
1183     if(hitter->stats.hp<hitter->stats.maxhp &&
1184     (op->level > hitter->level) &&
1185     random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1186     hitter->stats.hp++;
1187    
1188     /* Can't do drains on battleground spaces.
1189     * Move the wiz check up here - before, the hitter wouldn't gain exp
1190     * exp, but the wiz would still lose exp! If drainee is a wiz,
1191     * nothing happens.
1192     * Try to credit the owner. We try to display player -> player drain
1193     * attacks, hence all the != PLAYER checks.
1194     */
1195     if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1196     object *owner = get_owner(hitter);
1197    
1198     if (owner && owner != hitter) {
1199     if (op->type != PLAYER || owner->type != PLAYER)
1200     change_exp(owner, op->stats.exp/(rate*2),
1201     hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1202     } else if (op->type != PLAYER || hitter->type != PLAYER) {
1203     change_exp(hitter, op->stats.exp/(rate*2),
1204     hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1205     }
1206     change_exp(op,-op->stats.exp/rate, NULL, 0);
1207     }
1208     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1209     * drain attack, you won't know that you are actually sucking out EXP,
1210     * as the messages will say you missed
1211     */
1212     }
1213 elmex 1.1 }
1214     break;
1215     case ATNR_TURN_UNDEAD:
1216     {
1217 root 1.5 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1218     object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1219 elmex 1.1 object *god = find_god (determine_god (owner));
1220     int div = 1;
1221    
1222 root 1.5 /* if undead are not an enemy of your god, you turn them
1223 elmex 1.1 * at half strength */
1224     if (! god || ! god->slaying ||
1225 root 1.5 strstr (god->slaying, undead_name) == NULL)
1226 elmex 1.1 div = 2;
1227 root 1.5 /* Give a bonus if you resist turn undead */
1228     if (op->level * div <
1229     (turn_bonus[owner->stats.Wis]+owner->level +
1230     (op->resist[ATNR_TURN_UNDEAD]/100)))
1231     scare_creature(op, owner);
1232     }
1233     else
1234     dam = 0; /* don't damage non undead - should we damage
1235 elmex 1.1 undead? */
1236     } break;
1237     case ATNR_DEATH:
1238 root 1.5 deathstrike_player(op, hitter, &dam);
1239     break;
1240 elmex 1.1 case ATNR_CHAOS:
1241 root 1.5 LOG(llevError,
1242     "%s was hit by %s with non-specific chaos.\n",
1243     query_name(op),
1244     query_name(hitter));
1245     dam = 0;
1246     break;
1247 elmex 1.1 case ATNR_COUNTERSPELL:
1248 root 1.5 LOG(llevError,
1249     "%s was hit by %s with counterspell attack.\n",
1250     query_name(op),
1251     query_name(hitter));
1252     dam = 0;
1253     /* This should never happen. Counterspell is handled
1254     * seperately and filtered out. If this does happen,
1255     * Counterspell has no effect on anything but spells, so it
1256     * does no damage. */
1257     break;
1258 elmex 1.1 case ATNR_HOLYWORD:
1259     {
1260 root 1.5 /* This has already been handled by hit_player,
1261     * no need to check twice -- DAMN */
1262    
1263     object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1264    
1265     /* As with turn undead above, give a bonus on the saving throw */
1266     if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1267     owner->level+turn_bonus[owner->stats.Wis])
1268     scare_creature(op, owner);
1269 elmex 1.1 } break;
1270     case ATNR_LIFE_STEALING:
1271     {
1272 root 1.5 int new_hp;
1273     /* this is replacement to drain for players, instead of taking
1274     * exp it takes hp. It is geared for players, probably not
1275     * much use giving it to monsters
1276     *
1277     * life stealing doesn't do a lot of damage, but it gives the
1278     * damage it does do to the player. Given that,
1279     * it only does 1/10'th normal damage (hence the divide by
1280     * 1000).
1281     */
1282     /* You can't steal life from something undead */
1283     if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1284     /* If drain protection is higher than life stealing, use that */
1285     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286     dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1287     else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288     /* You die at -1 hp, not zero. */
1289     if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1290     new_hp = hitter->stats.hp + dam;
1291     if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1292     if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1293 elmex 1.1 }
1294     }
1295     return dam;
1296     }
1297    
1298    
1299     /* GROS: This code comes from hit_player. It has been made external to
1300     * allow script procedures to "kill" objects in a combat-like fashion.
1301     * It was initially used by (kill-object) developed for the Collector's
1302     * Sword. Note that nothing has been changed from the original version
1303     * of the following code.
1304     * op is what is being killed.
1305     * dam is the damage done to it.
1306     * hitter is what is hitting it.
1307     * type is the attacktype.
1308     *
1309     * This function was a bit of a mess with hitter getting changed,
1310     * values being stored away but not used, etc. I've cleaned it up
1311     * a bit - I think it should be functionally equivalant.
1312     * MSW 2002-07-17
1313     */
1314     int kill_object(object *op,int dam, object *hitter, int type)
1315     {
1316     char buf[MAX_BUF];
1317     const char *skill;
1318     int maxdam=0;
1319     int battleg=0; /* true if op standing on battleground */
1320     int pk=0; /* true if op and what controls hitter are both players*/
1321     object *owner=NULL;
1322     object *skop=NULL;
1323    
1324     if (op->stats.hp>=0)
1325 root 1.5 return -1;
1326 elmex 1.1
1327 root 1.2 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328     return 0;
1329 elmex 1.1
1330     /* maxdam needs to be the amount of damage it took to kill
1331     * this creature. The function(s) that call us have already
1332     * adjusted the creatures HP total, so that is negative.
1333     */
1334     maxdam = dam + op->stats.hp + 1;
1335    
1336     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1337 root 1.5 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1338 elmex 1.1
1339     if(op->type==DOOR) {
1340 root 1.5 op->speed = 0.1;
1341     update_ob_speed(op);
1342     op->speed_left= -0.05;
1343     return maxdam;
1344 elmex 1.1 }
1345     if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1346 root 1.5 remove_friendly_object(op);
1347     if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1348     op->owner->contr->ranges[range_golem] == op) {
1349     op->owner->contr->ranges[range_golem]=NULL;
1350     op->owner->contr->golem_count=0;
1351     }
1352    
1353     remove_ob(op);
1354     free_object(op);
1355     return maxdam;
1356 elmex 1.1 }
1357    
1358     /* Now lets start dealing with experience we get for killing something */
1359    
1360     owner=get_owner(hitter);
1361     if(owner==NULL)
1362 root 1.5 owner=hitter;
1363 elmex 1.1
1364     /* is the victim (op) standing on battleground? */
1365     if (op_on_battleground(op, NULL, NULL)) battleg=1;
1366    
1367     /* is this player killing?*/
1368     if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1369    
1370     /* Player killed something */
1371     if(owner->type==PLAYER) {
1372 root 1.5 Log_Kill(owner->name,
1373     query_name(op),op->type,
1374 elmex 1.1 (owner!=hitter) ? query_name(hitter) : NULL,
1375     (owner!=hitter) ? hitter->type : 0);
1376    
1377 root 1.5 /* Log players killing other players - makes it easier to detect
1378     * and filter out malicious player killers - that is why the
1379     * ip address is included.
1380     */
1381     if (op->type == PLAYER && !battleg) {
1382     time_t t=time(NULL);
1383     struct tm *tmv;
1384     char buf[256];
1385    
1386     tmv = localtime(&t);
1387     strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1388    
1389     LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1390     buf, owner->name, owner->contr->socket.host, query_name(op));
1391     }
1392    
1393     /* try to filter some things out - basically, if you are
1394     * killing a level 1 creature and your level 20, you
1395     * probably don't want to see that.
1396     */
1397     if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1398     if(owner!=hitter) {
1399     new_draw_info_format(NDI_BLACK, 0, owner,
1400     "You killed %s with %s.",query_name(op),
1401     query_name(hitter));
1402     }
1403     else {
1404     new_draw_info_format(NDI_BLACK, 0, owner,
1405     "You killed %s.",query_name(op));
1406     }
1407     /* Only play sounds for melee kills */
1408     if (hitter->type == PLAYER)
1409     play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410     }
1411    
1412     /* If a player kills another player, not on
1413     * battleground, the "killer" looses 1 luck. Since this is
1414     * not reversible, it's actually quite a pain IMHO. -AV
1415     * Fix bug in that we were changing the luck of the hitter, not
1416     * player that the object belonged to - so if you killed another player
1417     * with spells, pets, whatever, there was no penalty.
1418     * Changed to make luck penalty configurable in settings.
1419     */
1420     if(op->type == PLAYER && owner != op && !battleg)
1421     change_luck(owner, -settings.pk_luck_penalty);
1422 elmex 1.1
1423 root 1.5 /* This code below deals with finding the appropriate skill
1424     * to credit exp to. This is a bit problematic - we should
1425 elmex 1.1 * probably never really have to look at current_weapon->skill
1426 root 1.5 */
1427     skill = NULL;
1428     if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1429     else if (owner->chosen_skill) {
1430     skill = owner->chosen_skill->skill;
1431     skop = owner->chosen_skill;
1432     }
1433     else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1434     else
1435     LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1436    
1437     /* We have the skill we want to credit to - now find the object this goes
1438     * to. Make sure skop is an actual skill, and not a skill tool!
1439     */
1440     if ((!skop || skop->type != SKILL) && skill) {
1441     int i;
1442 elmex 1.1
1443 root 1.5 for (i=0; i<NUM_SKILLS; i++)
1444 elmex 1.1 if (owner->contr->last_skill_ob[i] &&
1445 root 1.5 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1446     skop = owner->contr->last_skill_ob[i];
1447     break;
1448     }
1449     }
1450 elmex 1.1 } /* Was it a player that hit somethign */
1451     else {
1452 root 1.5 skill = NULL;
1453 elmex 1.1 }
1454    
1455     /* Pet (or spell) killed something. */
1456     if(owner != hitter ) {
1457 root 1.5 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1458     query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1459 elmex 1.1 }
1460     else {
1461 root 1.5 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1462     (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463     " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1464 elmex 1.1 }
1465     /* These may have been set in the player code section above */
1466     if (!skop) skop = hitter->chosen_skill;
1467     if (!skill && skop) skill=skop->skill;
1468    
1469     new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1470    
1471    
1472     /* If you didn't kill yourself, and your not the wizard */
1473     if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1474 root 1.5 int exp;
1475 elmex 1.1
1476 root 1.5 /* Really don't give much experience for killing other players */
1477 elmex 1.1 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1478 root 1.5 if (op->type==PLAYER) {
1479     if (battleg) {
1480     new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1481     new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1482     }
1483     else
1484     exp = op->stats.exp / 1000;
1485 elmex 1.1 }
1486     else
1487     exp = calc_skill_exp(owner, op, skop);
1488    
1489 root 1.5 /* if op is standing on "battleground" (arena), no way to gain
1490     * exp by killing him
1491     */
1492     if (battleg) exp = 0;
1493 elmex 1.1
1494 root 1.5 /* Don't know why this is set this way - doesn't make
1495     * sense to just divide everything by two for no reason.
1496     */
1497 elmex 1.1
1498 root 1.5 if (!settings.simple_exp)
1499     exp=exp/2;
1500    
1501     if(owner->type!=PLAYER || owner->contr->party==NULL) {
1502     change_exp(owner,exp, skill, 0);
1503     }
1504     else {
1505     int shares=0,count=0;
1506    
1507     player *pl;
1508    
1509     partylist *party=owner->contr->party;
1510 elmex 1.1 #ifdef PARTY_KILL_LOG
1511 root 1.5 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1512 elmex 1.1 #endif
1513 root 1.5 for(pl=first_player;pl!=NULL;pl=pl->next) {
1514     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1515     count++;
1516     shares+=(pl->ob->level+4);
1517     }
1518     }
1519     if(count==1 || shares>exp)
1520     change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521     else {
1522     int share=exp/shares,given=0,nexp;
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     nexp=(pl->ob->level+4)*share;
1526     change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1527     given+=nexp;
1528     }
1529     }
1530     exp-=given;
1531     /* give any remainder to the player */
1532     change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1533     }
1534     } /* else part of a party */
1535 elmex 1.1
1536     } /* end if person didn't kill himself */
1537    
1538     if(op->type!=PLAYER) {
1539 root 1.5 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1540     object *owner1 = get_owner(op);
1541 elmex 1.1
1542 root 1.5 if(owner1!= NULL && owner1->type == PLAYER) {
1543     play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1544     /* Maybe we should include the owner that killed this, maybe not */
1545     new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1546     op->name,hitter->name);
1547     }
1548     remove_friendly_object(op);
1549     }
1550     remove_ob(op);
1551     free_object(op);
1552 elmex 1.1 }
1553     /* Player has been killed! */
1554     else {
1555 root 1.5 if(owner->type==PLAYER) {
1556     snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1557     }
1558     else {
1559     strncpy(op->contr->killer,hitter->name,BIG_NAME);
1560     op->contr->killer[BIG_NAME-1]='\0';
1561     }
1562 elmex 1.1 }
1563     /* This was return -1 - that doesn't seem correct - if we return -1, process
1564     * continues in the calling function.
1565     */
1566     return maxdam;
1567     }
1568    
1569     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570     * Returns 0 this is not friendly fire
1571     */
1572    
1573     int friendly_fire(object *op, object *hitter){
1574     object *owner;
1575     int friendlyfire;
1576 root 1.5
1577 elmex 1.1 if (hitter->head) hitter=hitter->head;
1578    
1579     friendlyfire = 0;
1580 root 1.5
1581 elmex 1.1 if(op->type == PLAYER) {
1582     if (op_on_battleground (hitter, 0, 0))
1583     return 0;
1584 root 1.5
1585     if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586     return 1;
1587    
1588     if((owner = get_owner(hitter))!=NULL) {
1589     if(owner->type == PLAYER && owner->contr->peaceful == 1)
1590     friendlyfire = 2;
1591     }
1592    
1593     if (hitter->type == SPELL || hitter->type == POISONING ||
1594     hitter->type == DISEASE || hitter->type == RUNE)
1595     friendlyfire = 0;
1596 elmex 1.1 }
1597     return friendlyfire;
1598     }
1599    
1600    
1601     /* This isn't used just for players, but in fact most objects.
1602     * op is the object to be hit, dam is the amount of damage, hitter
1603     * is what is hitting the object, type is the attacktype, and
1604     * full_hit is set if monster area does not matter.
1605     * dam is base damage - protections/vulnerabilities/slaying matches can
1606     * modify it.
1607     */
1608    
1609     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611    
1612     int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1613     int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1614     int maxattacktype, attacknum;
1615     int body_attack = op && op->head; /* Did we hit op's head? */
1616     int simple_attack;
1617     tag_t op_tag, hitter_tag;
1618     int rtn_kill = 0;
1619     int friendlyfire;
1620    
1621     if (get_attack_mode (&op, &hitter, &simple_attack))
1622     return 0;
1623    
1624     /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1625     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1626     return 0;
1627    
1628     #ifdef PROHIBIT_PLAYERKILL
1629     if (op->type == PLAYER) {
1630     object *owner = get_owner (hitter);
1631     if (!owner) owner = hitter;
1632     if (owner->type == PLAYER
1633     && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1634     && op != owner) {
1635     return 0;
1636     }
1637     }
1638     #endif
1639    
1640     op_tag = op->count;
1641     hitter_tag = hitter->count;
1642    
1643     if (body_attack) {
1644 root 1.5 /* slow and paralyze must hit the head. But we don't want to just
1645     * return - we still need to process other attacks the spell still
1646     * might have. So just remove the paralyze and slow attacktypes,
1647     * and keep on processing if we have other attacktypes.
1648     * return if only magic or nothing is left - under normal code
1649     * we don't attack with pure magic if there is another attacktype.
1650     * Only do processing if the initial attacktype includes one of those
1651     * attack so we don't cancel out things like magic bullet.
1652     */
1653     if (type & (AT_PARALYZE | AT_SLOW)) {
1654     type &= ~(AT_PARALYZE | AT_SLOW);
1655     if (!type || type==AT_MAGIC) return 0;
1656     }
1657 elmex 1.1 }
1658    
1659     if ( ! simple_attack && op->type == DOOR) {
1660     object *tmp;
1661     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1662     if (tmp->type == RUNE || tmp->type == TRAP) {
1663     spring_trap (tmp, hitter);
1664     if (was_destroyed (hitter, hitter_tag)
1665     || was_destroyed (op, op_tag)
1666     || abort_attack (op, hitter, simple_attack))
1667     return 0;
1668     break;
1669     }
1670     }
1671    
1672     if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1673     /* FIXME: If a player is killed by a rune in a door, the
1674     * was_destroyed() check above doesn't return, and might get here.
1675     */
1676     LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1677     "hit_player()\n", op->arch->name, op->name);
1678 root 1.5 return 0;
1679 elmex 1.1 }
1680    
1681     #ifdef ATTACK_DEBUG
1682     LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1683     #endif
1684    
1685     if (magic) {
1686     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687     * in case 0>dam>1, we try to "simulate" a float value-effect */
1688     dam = dam*(100-op->resist[ATNR_MAGIC]);
1689     if (dam >= 100)
1690 root 1.5 dam /= 100;
1691 elmex 1.1 else
1692 root 1.5 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1693 elmex 1.1 }
1694    
1695     /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1696     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697     */
1698     if(type & AT_CHAOS){
1699     shuffle_attack(op,0); /*0 flag tells it to not change the face */
1700     update_object(op,UP_OBJ_FACE);
1701     type &= ~AT_CHAOS;
1702     }
1703    
1704     /* Holyword is really an attacktype modifier (like magic is). If
1705     * holyword is part of an attacktype, then make sure the creature is
1706     * a proper match, otherwise no damage.
1707     */
1708     if (type & AT_HOLYWORD) {
1709     object *god;
1710 root 1.5 if ((!hitter->slaying ||
1711     (!(op->race && strstr(hitter->slaying,op->race)) &&
1712     !(op->name && strstr(hitter->slaying,op->name)))) &&
1713     (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1714     (hitter->title != NULL
1715 elmex 1.1 && (god = find_god(determine_god(hitter))) != NULL
1716     && god->race != NULL
1717 root 1.5 && strstr(god->race,undead_name) != NULL)))
1718     return 0;
1719 elmex 1.1 }
1720    
1721     maxattacktype = type; /* initialize this to something */
1722     for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1723 root 1.5 /* Magic isn't really a true attack type - it gets combined with other
1724     * attack types. As such, skip it over. However, if magic is
1725     * the only attacktype in the group, then still attack with it
1726     */
1727     if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1728    
1729     /* Go through and hit the player with each attacktype, one by one.
1730     * hit_player_attacktype only figures out the damage, doesn't inflict
1731     * it. It will do the appropriate action for attacktypes with
1732     * effects (slow, paralization, etc.
1733     */
1734     if (type & attacktype) {
1735     ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1736     /* the >= causes us to prefer messages from special attacks, if
1737     * the damage is equal.
1738     */
1739     if (ndam >= maxdam) {
1740     maxdam = ndam;
1741     maxattacktype = 1<<attacknum;
1742     }
1743     }
1744 elmex 1.1 }
1745 root 1.5
1746 elmex 1.1 /* if this is friendly fire then do a set % of damage only
1747     * Note - put a check in to make sure this attack is actually
1748     * doing damage - otherwise, the +1 in the code below will make
1749     * an attack do damage before when it otherwise didn't
1750     */
1751     friendlyfire = friendly_fire(op, hitter);
1752     if (friendlyfire && maxdam){
1753 root 1.5 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754 elmex 1.1 #ifndef COZY_SERVER
1755     maxdam++;
1756     #endif
1757 root 1.5
1758 elmex 1.1 #ifdef ATTACK_DEBUG
1759 root 1.5 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1760     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1761 elmex 1.1 #endif
1762     }
1763    
1764     if (!full_hit) {
1765 root 1.5 archetype *at;
1766     int area;
1767     int remainder;
1768    
1769     area = 0;
1770     for(at = op->arch; at != NULL; at = at->more)
1771     area++;
1772     assert(area > 0);
1773    
1774     /* basically: maxdam /= area; we try to "simulate" a float
1775     value-effect */
1776     remainder = 100*(maxdam%area)/area;
1777     maxdam /= area;
1778     if (RANDOM()%100 < remainder)
1779     maxdam++;
1780 elmex 1.1 }
1781    
1782     #ifdef ATTACK_DEBUG
1783     LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1784     #endif
1785    
1786     if(get_owner(hitter))
1787 root 1.5 op->enemy=hitter->owner;
1788 elmex 1.1 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1789 root 1.5 op->enemy=hitter;
1790 elmex 1.1
1791     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1792 root 1.5 /* The unaggressives look after themselves 8) */
1793     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1794     npc_call_help(op);
1795 elmex 1.1 }
1796    
1797     if (magic && did_make_save(op, op->level, 0))
1798 root 1.5 maxdam=maxdam/2;
1799 elmex 1.1
1800     attack_message(maxdam, maxattacktype, op, hitter);
1801    
1802     op->stats.hp-=maxdam;
1803    
1804     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805     if ((op->stats.hp>=0) &&
1806 root 1.5 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1807     op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1808     (float)op->stats.maxhp)) {
1809    
1810     if (QUERY_FLAG(op, FLAG_MONSTER))
1811     SET_FLAG(op, FLAG_RUN_AWAY);
1812     else
1813     scare_creature(op, hitter);
1814 elmex 1.1 }
1815    
1816     if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1817 root 1.5 if (maxdam)
1818     tear_down_wall(op);
1819     return maxdam; /* nothing more to do for wall */
1820 elmex 1.1 }
1821    
1822     /* See if the creature has been killed */
1823     rtn_kill = kill_object(op, maxdam, hitter, type);
1824     if (rtn_kill != -1)
1825 root 1.5 return rtn_kill;
1826 elmex 1.1
1827    
1828     /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1829     * that before if the player was immune to ghosthit, the monster
1830     * remained - that is no longer the case.
1831     */
1832     if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1833 root 1.5 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1834     remove_friendly_object(hitter);
1835     remove_ob(hitter);
1836     free_object(hitter);
1837 elmex 1.1 }
1838     /* Lets handle creatures that are splitting now */
1839     else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1840 root 1.5 int i;
1841     int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1842     int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1843     object *owner = get_owner(op);
1844    
1845     if(!op->other_arch) {
1846     LOG(llevError,"SPLITTING without other_arch error.\n");
1847     return maxdam;
1848     }
1849     remove_ob(op);
1850     for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1851     object *tmp=arch_to_object(op->other_arch);
1852     int j;
1853    
1854     tmp->stats.hp=op->stats.hp;
1855     if (friendly) {
1856     SET_FLAG(tmp, FLAG_FRIENDLY);
1857     add_friendly_object(tmp);
1858     tmp->attack_movement = PETMOVE;
1859     if (owner!=NULL)
1860     set_owner(tmp,owner);
1861     }
1862     if (unaggressive)
1863     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1864     j=find_first_free_spot(tmp,op->map,op->x,op->y);
1865     if (j==-1) /* No spot to put this monster */
1866     free_object(tmp);
1867     else {
1868     tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1869     insert_ob_in_map(tmp,op->map,NULL,0);
1870     }
1871     }
1872     if(friendly)
1873     remove_friendly_object(op);
1874     free_object(op);
1875 elmex 1.1 }
1876     else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1877 root 1.5 remove_ob(hitter);
1878     free_object(hitter);
1879 elmex 1.1 }
1880     return maxdam;
1881     }
1882    
1883    
1884     void poison_player(object *op, object *hitter, int dam)
1885     {
1886     archetype *at = find_archetype("poisoning");
1887     object *tmp=present_arch_in_ob(at,op);
1888    
1889     if(tmp==NULL) {
1890 root 1.5 if((tmp=arch_to_object(at))==NULL)
1891     LOG(llevError,"Failed to clone arch poisoning.\n");
1892     else {
1893     tmp = insert_ob_in_ob(tmp,op);
1894     /* peterm: give poisoning some teeth. It should
1895     * be able to kill things better than it does:
1896     * damage should be dependent something--I choose to
1897     * do this: if it's a monster, the damage from the
1898     * poisoning goes as the level of the monster/2.
1899     * If anything else, goes as damage.
1900     */
1901    
1902     if(QUERY_FLAG(hitter,FLAG_ALIVE))
1903     tmp->stats.dam += hitter->level/2;
1904     else
1905     tmp->stats.dam = dam;
1906    
1907     copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1908     if(hitter->skill && hitter->skill != tmp->skill) {
1909     if (tmp->skill) free_string(tmp->skill);
1910     tmp->skill = add_refcount(hitter->skill);
1911     }
1912    
1913     tmp->stats.food+=dam; /* more damage, longer poisoning */
1914    
1915     if(op->type==PLAYER) {
1916     /* player looses stats, maximum is -10 of each */
1917     tmp->stats.Con= MAX(-(dam/4+1), -10);
1918     tmp->stats.Str= MAX(-(dam/3+2), -10);
1919     tmp->stats.Dex= MAX(-(dam/6+1), -10);
1920     tmp->stats.Int= MAX(-dam/7, -10);
1921     SET_FLAG(tmp,FLAG_APPLIED);
1922     fix_player(op);
1923     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1924     }
1925     if (hitter->type == PLAYER)
1926     new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1927     op->name);
1928     else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1929     new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1930     "Your %s poisons %s.", hitter->name, op->name);
1931     }
1932     tmp->speed_left=0;
1933 elmex 1.1 }
1934     else
1935 root 1.5 tmp->stats.food++;
1936 elmex 1.1 }
1937    
1938     void slow_player(object *op,object *hitter,int dam)
1939     { archetype *at = find_archetype("slowness");
1940     object *tmp;
1941     if(at == NULL) {
1942     LOG(llevError,"Can't find slowness archetype.\n");
1943     }
1944     if((tmp=present_arch_in_ob(at,op)) == NULL) {
1945     tmp = arch_to_object(at);
1946     tmp = insert_ob_in_ob(tmp,op);
1947     new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1948     } else
1949     tmp->stats.food++;
1950     SET_FLAG(tmp, FLAG_APPLIED);
1951     tmp->speed_left=0;
1952     fix_player(op);
1953     }
1954    
1955     void confuse_player(object *op, object *hitter, int dam)
1956     {
1957     object *tmp;
1958     int maxduration;
1959    
1960     tmp = present_in_ob_by_name(FORCE,"confusion", op);
1961     if(!tmp) {
1962 root 1.5 tmp = get_archetype(FORCE_NAME);
1963     tmp = insert_ob_in_ob(tmp,op);
1964 elmex 1.1 }
1965    
1966     /* Duration added per hit and max. duration of confusion both depend
1967     * on the player's resistance
1968     */
1969     tmp->speed = 0.05;
1970     tmp->subtype = FORCE_CONFUSION;
1971     tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1972     if (tmp->name) free_string(tmp->name);
1973     tmp->name = add_string("confusion");
1974     maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1975     if( tmp->duration > maxduration)
1976 root 1.5 tmp->duration = maxduration;
1977 elmex 1.1
1978     if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1979 root 1.5 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1980 elmex 1.1 SET_FLAG(op, FLAG_CONFUSED);
1981     }
1982    
1983     void blind_player(object *op, object *hitter, int dam)
1984     {
1985     object *tmp,*owner;
1986    
1987     /* Save some work if we know it isn't going to affect the player */
1988     if (op->resist[ATNR_BLIND]==100) return;
1989    
1990     tmp = present_in_ob(BLINDNESS,op);
1991     if(!tmp) {
1992     tmp = get_archetype("blindness");
1993     SET_FLAG(tmp, FLAG_BLIND);
1994     SET_FLAG(tmp, FLAG_APPLIED);
1995     /* use floats so we don't lose too much precision due to rounding errors.
1996     * speed is a float anyways.
1997     */
1998     tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
1999    
2000     tmp = insert_ob_in_ob(tmp,op);
2001     change_abil(op,tmp); /* Mostly to display any messages */
2002     fix_player(op); /* This takes care of some other stuff */
2003    
2004     if(hitter->owner) owner = get_owner(hitter);
2005     else owner = hitter;
2006    
2007     new_draw_info_format(NDI_UNIQUE,0,owner,
2008 root 1.5 "Your attack blinds %s!",query_name(op));
2009 elmex 1.1 }
2010     tmp->stats.food += dam;
2011     if(tmp->stats.food > 10) tmp->stats.food = 10;
2012     }
2013    
2014     void paralyze_player(object *op, object *hitter, int dam)
2015     {
2016     float effect,max;
2017     /* object *tmp; */
2018    
2019     /* This is strange stuff... someone knows for what this is
2020     * written? Well, i think this can and should be removed
2021     */
2022    
2023     /*
2024     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 root 1.5 tmp=clone_arch(PARAIMAGE);
2026     tmp->x=op->x,tmp->y=op->y;
2027     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 elmex 1.1 }
2029     */
2030    
2031     /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2032     effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2033    
2034     if (effect==0) return;
2035    
2036     op->speed_left-=FABS(op->speed)*effect;
2037     /* tmp->stats.food+=(signed short) effect/op->speed; */
2038    
2039     /* max number of ticks to be affected for. */
2040     max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2041     if (op->speed_left< -(FABS(op->speed)*max))
2042     op->speed_left = (float) -(FABS(op->speed)*max);
2043    
2044     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2045     }
2046    
2047    
2048     /* Attempts to kill 'op'. hitter is the attack object, dam is
2049     * the computed damaged.
2050     */
2051     void deathstrike_player(object *op, object *hitter, int *dam)
2052     {
2053     /* The intention of a death attack is to kill outright things
2054     ** that are a lot weaker than the attacker, have a chance of killing
2055     ** things somewhat weaker than the caster, and no chance of
2056     ** killing something equal or stronger than the attacker.
2057     ** Also, if a deathstrike attack has a slaying, any monster
2058     ** whose name or race matches a comma-delimited list in the slaying
2059     ** field of the deathstriking object */
2060    
2061     int atk_lev, def_lev, kill_lev;
2062    
2063     if(hitter->slaying)
2064 root 1.5 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2065     (op->race&&strstr(hitter->slaying,op->race)))) return;
2066 elmex 1.1
2067     def_lev = op->level;
2068     if (def_lev < 1) {
2069     LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2070     op->arch->name, op->name);
2071     def_lev = 1;
2072     }
2073     atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2074     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075     atk_lev, def_lev); */
2076    
2077     if(atk_lev >= def_lev ){
2078 root 1.5 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2079 elmex 1.1
2080 root 1.5 /* Note that the below effectively means the ratio of the atk vs
2081     * defener level is important - if level 52 character has very little
2082     * chance of killing a level 50 monster. This should probably be
2083     * redone.
2084     */
2085     if(kill_lev >= def_lev) {
2086     *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2087     /* I think this doesn't really do much. Because of
2088     * integer rounding, this only makes any difference if the
2089     * attack level is double the defender level.
2090     */
2091     *dam *= kill_lev / def_lev;
2092     }
2093 elmex 1.1 } else {
2094     *dam = 0; /* no harm done */
2095     }
2096     }
2097    
2098     /* thrown_item_effect() - handles any special effects of thrown
2099     * items (like attacking living creatures--a potion thrown at a
2100     * monster).
2101     */
2102     static void thrown_item_effect (object *hitter, object *victim)
2103     {
2104     if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2105 root 1.5 /* May not need a switch for just 2 types, but this makes it
2106     * easier for expansion.
2107     */
2108     switch (hitter->type) {
2109     case POTION:
2110     /* should player get a save throw instead of checking magic protection? */
2111     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2112     &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2113     break;
2114    
2115     case POISON: /* poison drinks */
2116     /* As with potions, should monster get a save? */
2117     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2118     &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2119     break;
2120    
2121     /* Removed case statements that did nothing.
2122     * food may be poisonous, but monster must be willing to eat it,
2123     * so we don't handle it here.
2124     * Containers should perhaps break open, but that code was disabled.
2125     */
2126     }
2127 elmex 1.1 }
2128     }
2129    
2130     /* adj_attackroll() - adjustments to attacks by various conditions */
2131    
2132     int adj_attackroll (object *hitter, object *target) {
2133     object *attacker = hitter;
2134     int adjust=0;
2135    
2136     /* safety */
2137     if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2138     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2139     "map\n");
2140     return 0;
2141     }
2142    
2143     /* aimed missiles use the owning object's sight */
2144     if(is_aimed_missile(hitter)) {
2145     if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2146     /* A player who saves but hasn't quit still could have objects
2147     * owned by him - need to handle that case to avoid crashes.
2148     */
2149     if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2150     }
2151     else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2152     return 0;
2153    
2154     /* determine the condtions under which we make an attack.
2155     * Add more cases, as the need occurs. */
2156    
2157     if(!can_see_enemy(attacker,target)) {
2158     /* target is unseen */
2159     if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2160     adjust -= 10;
2161     /* dark map penalty for the hitter (lacks infravision if we got here). */
2162     else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2163     adjust -= target->map->darkness;
2164     }
2165    
2166     if(QUERY_FLAG(attacker,FLAG_SCARED))
2167     adjust -= 3;
2168    
2169     if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2170     adjust += 1;
2171    
2172     if(QUERY_FLAG(target,FLAG_SCARED))
2173     adjust += 1;
2174    
2175     if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2176     adjust -= 3;
2177    
2178     /* if we attack at a different 'altitude' its harder */
2179     if((attacker->move_type & target->move_type)==0)
2180     adjust -= 2;
2181    
2182     #if 0
2183     /* slower attacks are less likely to succeed. We should use a
2184     * comparison between attacker/target speeds BUT, players have
2185     * a generally faster speed, so this will wind up being a HUGE
2186     * disadantage for the monsters! Too bad, because missiles which
2187     * fly fast should have a better chance of hitting a slower target.
2188     */
2189     if(hitter->speed<target->speed)
2190     adjust += ((float) hitter->speed-target->speed);
2191     #endif
2192    
2193     #if 0
2194     LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2195     #endif
2196    
2197     return adjust;
2198     }
2199    
2200    
2201     /* determine if the object is an 'aimed' missile */
2202     int is_aimed_missile ( object *op) {
2203    
2204     /* I broke what used to be one big if into a few nested
2205     * ones so that figuring out the logic is at least possible.
2206     */
2207     if (op && (op->move_type & MOVE_FLYING)) {
2208 root 1.5 if (op->type==ARROW || op->type==THROWN_OBJ)
2209     return 1;
2210     else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2211     op->subtype == SP_EXPLOSION))
2212     return 1;
2213 elmex 1.1 }
2214     return 0;
2215     }
2216