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/cvs/deliantra/server/server/attack.C
Revision: 1.6
Committed: Tue Aug 29 11:58:02 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.5: +6 -2 lines
Log Message:
preventing hits of objects on a map by any effects if it is on a safe ground.
this should prevent most harmful effects for items and players there (delta
stuff that i didn't think of and couldn't find in the code).

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_attack_c =
3 elmex 1.6 * "$Id: attack.C,v 1.5 2006-08-29 08:01:37 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 elmex 1.6
283     int mflags = get_map_flags(map, &map, x, y, &x, &y);
284     // elmex: a safe map tile can't be hit!
285     // this should prevent most harmful effects on items and players there.
286     if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
287 root 1.5 return 0;
288 elmex 1.1
289     /* peterm: a few special cases for special attacktypes --counterspell
290     * must be out here because it strikes things which are not alive
291     */
292    
293     if (type & AT_COUNTERSPELL) {
294 root 1.5 counterspell(op,dir); /* see spell_effect.c */
295 elmex 1.1
296 root 1.5 /* If the only attacktype is counterspell or magic, don't need
297     * to do any further processing.
298     */
299     if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
300     return 0;
301     }
302     type &= ~AT_COUNTERSPELL;
303 elmex 1.1 }
304    
305     if(type & AT_CHAOS){
306 root 1.5 shuffle_attack(op,1); /*1 flag tells it to change the face */
307     update_object(op,UP_OBJ_FACE);
308     type &= ~AT_CHAOS;
309 elmex 1.1 }
310    
311     next = get_map_ob (map, x, y);
312     if (next)
313 root 1.5 next_tag = next->count;
314 elmex 1.1
315     while (next) {
316 root 1.5 if (was_destroyed (next, next_tag)) {
317     /* There may still be objects that were above 'next', but there is no
318     * simple way to find out short of copying all object references and
319     * tags into a temporary array before we start processing the first
320     * object. That's why we just abort.
321     *
322     * This happens whenever attack spells (like fire) hit a pile
323     * of objects. This is not a bug - nor an error. The errormessage
324     * below was spamming the logs for absolutely no reason.
325     */
326     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
327     break;
328     }
329     tmp = next;
330     next = tmp->above;
331     if (next)
332     next_tag = next->count;
333    
334     if (QUERY_FLAG (tmp, FLAG_FREED)) {
335     LOG (llevError, "BUG: hit_map(): found freed object\n");
336     break;
337     }
338    
339     /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340     * For example, 'tmp' was put in an icecube.
341     * This is one of the few cases where on_same_map should not be used.
342     */
343     if (tmp->map != map || tmp->x != x || tmp->y != y)
344     continue;
345    
346     if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
347     hit_player(tmp,op->stats.dam,op,type,full_hit);
348     retflag |=1;
349     if (was_destroyed (op, op_tag))
350     break;
351     }
352     /* Here we are potentially destroying an object. If the object has
353     * NO_PASS set, it is also immune - you can't destroy walls. Note
354     * that weak walls have is_alive set, which prevent objects from
355     * passing over/through them. We don't care what type of movement
356     * the wall blocks - if it blocks any type of movement, can't be
357     * destroyed right now.
358     */
359     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
360     !tmp->move_block) {
361     save_throw_object(tmp,type,op);
362     if (was_destroyed (op, op_tag))
363     break;
364     }
365 elmex 1.1 }
366     return 0;
367     }
368    
369     void attack_message(int dam, int type, object *op, object *hitter) {
370     char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371     int i, found=0;
372     mapstruct *map;
373     object *next, *tmp;
374    
375     /* put in a few special messages for some of the common attacktypes
376     * a player might have. For example, fire, electric, cold, etc
377     * [garbled 20010919]
378     */
379    
380     if (dam == 9998 && op->type == DOOR) {
381 root 1.5 sprintf(buf1, "unlock %s", op->name);
382     sprintf(buf2, " unlocks");
383     found++;
384 elmex 1.1 }
385     if(dam<0) {
386     sprintf(buf1, "hit %s", op->name);
387 root 1.5 sprintf(buf2, " hits");
388     found++;
389 elmex 1.1 } else if(dam==0) {
390     sprintf(buf1, "missed %s", op->name);
391     sprintf(buf2, " misses");
392 root 1.5 found++;
393 elmex 1.1 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 root 1.5 hitter->type == POISONING ||
395     (type & AT_POISON && IS_LIVE(op))) && !found) {
396 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
397 root 1.5 i++)
398     if (dam < attack_mess[ATM_SUFFER][i].level
399     || attack_mess[ATM_SUFFER][i+1].level == -1) {
400     sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
401     op->name, attack_mess[ATM_SUFFER][i].buf2);
402     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
403     found++;
404     break;
405     }
406 elmex 1.1 } else if (op->type == DOOR && !found) {
407     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
408 root 1.5 i++)
409     if (dam < attack_mess[ATM_DOOR][i].level
410     || attack_mess[ATM_DOOR][i+1].level == -1) {
411     sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
412     op->name, attack_mess[ATM_DOOR][i].buf2);
413     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
414     found++;
415     break;
416     }
417 elmex 1.1 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
418     if (USING_SKILL(hitter, SK_KARATE)) {
419     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
420 root 1.5 i++)
421     if (dam < attack_mess[ATM_KARATE][i].level
422     || attack_mess[ATM_KARATE][i+1].level == -1) {
423     sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
424     op->name, attack_mess[ATM_KARATE][i].buf2);
425     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
426     found++;
427     break;
428     }
429     } else if (USING_SKILL(hitter, SK_CLAWING)) {
430 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
431 root 1.5 i++)
432     if (dam < attack_mess[ATM_CLAW][i].level
433     || attack_mess[ATM_CLAW][i+1].level == -1) {
434     sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
435     op->name, attack_mess[ATM_CLAW][i].buf2);
436     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
437     found++;
438     break;
439     }
440     } else if (USING_SKILL(hitter, SK_PUNCHING)) {
441 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
442 root 1.5 i++)
443     if (dam < attack_mess[ATM_PUNCH][i].level
444     || attack_mess[ATM_PUNCH][i+1].level == -1) {
445     sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
446     op->name, attack_mess[ATM_PUNCH][i].buf2);
447     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
448     found++;
449     break;
450     }
451     }
452 elmex 1.1 }
453     if (found) {
454 root 1.5 /* done */
455 elmex 1.1 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
456     sprintf(buf1, "hit"); /* just in case */
457     for (i=0; i < MAXATTACKMESS; i++)
458 root 1.5 if (dam < attack_mess[ATM_ARROW][i].level
459     || attack_mess[ATM_ARROW][i+1].level == -1) {
460     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
461     found++;
462     break;
463     }
464 elmex 1.1 } else if (type & AT_DRAIN && IS_LIVE(op)) {
465     /* drain is first, because some items have multiple attypes */
466     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
467 root 1.5 i++)
468     if (dam < attack_mess[ATM_DRAIN][i].level
469     || attack_mess[ATM_DRAIN][i+1].level == -1) {
470     sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
471     op->name, attack_mess[ATM_DRAIN][i].buf2);
472     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
473     found++;
474     break;
475     }
476 elmex 1.1 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 root 1.5 i++)
479     if (dam < attack_mess[ATM_ELEC][i].level
480     || attack_mess[ATM_ELEC][i+1].level == -1) {
481     sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482     op->name, attack_mess[ATM_ELEC][i].buf2);
483     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484     found++;
485     break;
486     }
487 elmex 1.1 } else if (type & AT_COLD && IS_LIVE(op)) {
488     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 root 1.5 i++)
490     if (dam < attack_mess[ATM_COLD][i].level
491     || attack_mess[ATM_COLD][i+1].level == -1) {
492     sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493     op->name, attack_mess[ATM_COLD][i].buf2);
494     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495     found++;
496     break;
497     }
498 elmex 1.1 } else if (type & AT_FIRE) {
499     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 root 1.5 i++)
501     if (dam < attack_mess[ATM_FIRE][i].level
502     || attack_mess[ATM_FIRE][i+1].level == -1) {
503     sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504     op->name, attack_mess[ATM_FIRE][i].buf2);
505     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506     found++;
507     break;
508     }
509 elmex 1.1 } else if (hitter->current_weapon != NULL) {
510 root 1.5 int mtype;
511     switch (hitter->current_weapon->weapontype) {
512     case WEAP_HIT: mtype = ATM_BASIC; break;
513     case WEAP_SLASH: mtype = ATM_SLASH; break;
514     case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515     case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516     case WEAP_SLICE: mtype = ATM_SLICE; break;
517     case WEAP_STAB: mtype = ATM_STAB; break;
518     case WEAP_WHIP: mtype = ATM_WHIP; break;
519     case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520     case WEAP_BLUD: mtype = ATM_BLUD; break;
521     default: mtype = ATM_BASIC; break;
522     }
523 elmex 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 root 1.5 i++)
525     if (dam < attack_mess[mtype][i].level
526     || attack_mess[mtype][i+1].level == -1) {
527     sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528     op->name, attack_mess[mtype][i].buf2);
529     strcpy (buf2, attack_mess[mtype][i].buf3);
530     found++;
531     break;
532     }
533 elmex 1.1 } else {
534     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 root 1.5 i++)
536     if (dam < attack_mess[ATM_BASIC][i].level
537     || attack_mess[ATM_BASIC][i+1].level == -1) {
538     sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539     op->name, attack_mess[ATM_BASIC][i].buf2);
540     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541     found++;
542     break;
543     }
544 elmex 1.1 }
545    
546     if (!found) {
547 root 1.5 strcpy (buf1, "hit");
548     strcpy (buf2, " hits");
549 elmex 1.1 }
550    
551     /* bail out if a monster is casting spells */
552     if (!(hitter->type == PLAYER ||
553 root 1.5 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 elmex 1.1 return;
555    
556     /* scale down magic considerably. */
557     if (type & AT_MAGIC && rndm(0, 5))
558     return;
559    
560     /* Did a player hurt another player? Inform both! */
561     if(op->type==PLAYER &&
562     (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 root 1.5 if(get_owner(hitter)!=NULL)
564     sprintf(buf,"%s's %s%s you.",
565 elmex 1.1 hitter->owner->name, hitter->name, buf2);
566 root 1.5 else {
567     sprintf(buf,"%s%s you.",hitter->name, buf2);
568     if (dam != 0) {
569     if (dam < 10)
570     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571     else if (dam < 20)
572     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573     else
574     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575     }
576     }
577     new_draw_info(NDI_BLACK, 0,op,buf);
578 elmex 1.1 } /* end of player hitting player */
579    
580     if(hitter->type==PLAYER) {
581 root 1.5 sprintf(buf,"You %s.",buf1);
582     if (dam != 0) {
583     if (dam < 10)
584     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
585     else if (dam < 20)
586     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
587     else
588     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
589     }
590     new_draw_info(NDI_BLACK, 0, hitter, buf);
591 elmex 1.1 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
592     /* look for stacked spells and start reducing the message chances */
593     if (hitter->type == SPELL_EFFECT &&
594 root 1.5 (hitter->subtype == SP_EXPLOSION ||
595     hitter->subtype == SP_BULLET ||
596     hitter->subtype == SP_CONE)) {
597     i=4;
598     map = hitter->map;
599     if (out_of_map(map, hitter->x, hitter->y))
600     return;
601     next = get_map_ob(map, hitter->x, hitter->y);
602     if (next)
603     while(next) {
604     if (next->type == SPELL_EFFECT &&
605     (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
606     next->subtype == SP_CONE))
607     i*=3;
608     tmp = next;
609     next = tmp->above;
610     }
611     if (i < 0)
612     return;
613     if (rndm(0, i) != 0)
614     return;
615     } else if (rndm(0, 5) != 0)
616     return;
617 elmex 1.1 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
618 root 1.5 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619     new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
620 elmex 1.1 }
621     }
622    
623    
624     static int get_attack_mode (object **target, object **hitter,
625 root 1.5 int *simple_attack)
626 elmex 1.1 {
627     if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
628     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629     return 1;
630     }
631     if ((*target)->head)
632     *target = (*target)->head;
633     if ((*hitter)->head)
634     *hitter = (*hitter)->head;
635     if ((*hitter)->env != NULL || (*target)->env != NULL) {
636     *simple_attack = 1;
637     return 0;
638     }
639     if (QUERY_FLAG (*target, FLAG_REMOVED)
640     || QUERY_FLAG (*hitter, FLAG_REMOVED)
641     || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
642     {
643     LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
644     "target\n", (*hitter)->arch->name, (*hitter)->name);
645     return 1;
646     }
647     *simple_attack = 0;
648     return 0;
649     }
650    
651     static int abort_attack (object *target, object *hitter, int simple_attack)
652     {
653     /* Check if target and hitter are still in a relation similar to the one
654     * determined by get_attack_mode(). Returns true if the relation has changed.
655     */
656     int new_mode;
657    
658     if (hitter->env == target || target->env == hitter)
659     new_mode = 1;
660     else if (QUERY_FLAG (hitter, FLAG_REMOVED)
661     || QUERY_FLAG (target, FLAG_REMOVED)
662     || hitter->map == NULL || !on_same_map(hitter, target))
663     return 1;
664     else
665     new_mode = 0;
666     return new_mode != simple_attack;
667     }
668    
669     static void thrown_item_effect (object *, object *);
670    
671     static int attack_ob_simple (object *op, object *hitter, int base_dam,
672 root 1.5 int base_wc)
673 elmex 1.1 {
674     int simple_attack, roll, dam=0;
675     uint32 type;
676     const char *op_name = NULL;
677     tag_t op_tag, hitter_tag;
678    
679     if (get_attack_mode (&op, &hitter, &simple_attack))
680     goto error;
681    
682 root 1.3 if (hitter->current_weapon)
683     if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684     return RESULT_INT (0);
685    
686     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
687     return RESULT_INT (0);
688 elmex 1.1
689     op_tag = op->count;
690     hitter_tag = hitter->count;
691    
692     /*
693     * A little check to make it more difficult to dance forward and back
694     * to avoid ever being hit by monsters.
695     */
696     if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
697     && op->speed_left > -(FABS(op->speed))*0.3)
698     {
699 root 1.5 /* Decrease speed BEFORE calling process_object. Otherwise, an
700     * infinite loop occurs, with process_object calling move_monster,
701     * which then gets here again. By decreasing the speed before
702     * we call process_object, the 'if' statement above will fail.
703     */
704     op->speed_left--;
705     process_object(op);
706     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
707 elmex 1.1 || abort_attack (op, hitter, simple_attack))
708 root 1.5 goto error;
709 elmex 1.1 }
710    
711     add_refcount(op_name = op->name);
712    
713     roll=random_roll(1, 20, hitter, PREFER_HIGH);
714    
715     /* Adjust roll for various situations. */
716     if ( ! simple_attack)
717     roll += adj_attackroll(hitter,op);
718    
719     /* See if we hit the creature */
720     if(roll==20 || op->stats.ac>=base_wc-roll) {
721 root 1.5 int hitdam = base_dam;
722     if (settings.casting_time == TRUE) {
723     if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
724     hitter->casting_time = -1;
725     new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
726     "your spell!");
727     }
728     if ((op->casting_time > -1)&&(hitdam > 0)){
729     op->casting_time = -1;
730     if (op->type == PLAYER) {
731     new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
732     "your spell!");
733     new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734     "%s was hit by %s and lost a spell.",
735     op_name,hitter->name);
736     }
737     }
738     }
739     if ( ! simple_attack)
740 elmex 1.1 {
741     /* If you hit something, the victim should *always* wake up.
742     * Before, invisible hitters could avoid doing this.
743     * -b.t. */
744     if (QUERY_FLAG (op, FLAG_SLEEP))
745     CLEAR_FLAG(op,FLAG_SLEEP);
746    
747     /* If the victim can't see the attacker, it may alert others
748     * for help. */
749     if (op->type != PLAYER && ! can_see_enemy (op, hitter)
750     && ! get_owner (op) && rndm(0, op->stats.Int))
751     npc_call_help (op);
752    
753     /* if you were hidden and hit by a creature, you are discovered*/
754     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
755     make_visible (op);
756     if (op->type == PLAYER)
757     new_draw_info (NDI_UNIQUE, 0, op,
758     "You were hit by a wild attack. "
759     "You are no longer hidden!");
760     }
761    
762     /* thrown items (hitter) will have various effects
763     * when they hit the victim. For things like thrown daggers,
764     * this sets 'hitter' to the actual dagger, and not the
765     * wrapper object.
766     */
767     thrown_item_effect (hitter, op);
768     if (was_destroyed (hitter, hitter_tag)
769     || was_destroyed (op, op_tag)
770     || abort_attack (op, hitter, simple_attack))
771     goto leave;
772     }
773    
774 root 1.5 /* Need to do at least 1 damage, otherwise there is no point
775     * to go further and it will cause FPE's below.
776     */
777     if (hitdam<=0) hitdam=1;
778    
779     type=hitter->attacktype;
780     if(!type) type=AT_PHYSICAL;
781     /* Handle monsters that hit back */
782     if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
783     && QUERY_FLAG (hitter, FLAG_ALIVE))
784     {
785     if (op->attacktype & AT_ACID && hitter->type==PLAYER)
786     new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
787     hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
788     PREFER_LOW),op, op->attacktype, 1);
789     if (was_destroyed (op, op_tag)
790 elmex 1.1 || was_destroyed (hitter, hitter_tag)
791     || abort_attack (op, hitter, simple_attack))
792     goto leave;
793 root 1.5 }
794 elmex 1.1
795 root 1.5 /* In the new attack code, it should handle multiple attack
796     * types in its area, so remove it from here.
797     */
798     dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
799     hitter, type, 1);
800     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
801 elmex 1.1 || abort_attack (op, hitter, simple_attack))
802 root 1.5 goto leave;
803 elmex 1.1 } /* end of if hitter hit op */
804     /* if we missed, dam=0 */
805    
806     /*attack_message(dam, type, op, hitter);*/
807    
808     goto leave;
809    
810     error:
811     dam = 1;
812    
813     leave:
814     if (op_name)
815     free_string (op_name);
816    
817     return dam;
818     }
819    
820     int attack_ob (object *op, object *hitter)
821     {
822    
823     if (hitter->head)
824     hitter = hitter->head;
825     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
826     }
827    
828     /* op is the arrow, tmp is what is stopping the arrow.
829     *
830     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
831     */
832     static int stick_arrow (object *op, object *tmp)
833     {
834     /* If the missile hit a player, we insert it in their inventory.
835     * However, if the missile is heavy, we don't do so (assume it falls
836     * to the ground after a hit). What a good value for this is up to
837     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
838     * stick around.
839     */
840     if (op->weight <= 5000 && tmp->stats.hp >= 0) {
841 root 1.5 if(tmp->head != NULL)
842     tmp = tmp->head;
843 elmex 1.1 remove_ob (op);
844 root 1.5 op = insert_ob_in_ob(op,tmp);
845     if (tmp->type== PLAYER)
846     esrv_send_item (tmp, op);
847 elmex 1.1 return 1;
848     } else
849 root 1.5 return 0;
850 elmex 1.1 }
851    
852     /* hit_with_arrow() disassembles the missile, attacks the victim and
853     * reassembles the missile.
854     *
855     * It returns a pointer to the reassembled missile, or NULL if the missile
856     * isn't available anymore.
857     */
858     object *hit_with_arrow (object *op, object *victim)
859     {
860     object *container, *hitter;
861     int hit_something = 0;
862     tag_t victim_tag, hitter_tag;
863     sint16 victim_x, victim_y;
864    
865     /* Disassemble missile */
866     if (op->inv) {
867     container = op;
868     hitter = op->inv;
869     remove_ob (hitter);
870     insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
871     /* Note that we now have an empty THROWN_OBJ on the map. Code that
872     * might be called until this THROWN_OBJ is either reassembled or
873     * removed at the end of this function must be able to deal with empty
874     * THROWN_OBJs. */
875     } else {
876     container = NULL;
877     hitter = op;
878     }
879    
880     /* Try to hit victim */
881     victim_x = victim->x;
882     victim_y = victim->y;
883     victim_tag = victim->count;
884     hitter_tag = hitter->count;
885 root 1.3
886     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
887 elmex 1.1
888     /* Arrow attacks door, rune of summoning is triggered, demon is put on
889     * arrow, move_apply() calls this function, arrow sticks in demon,
890     * attack_ob_simple() returns, and we've got an arrow that still exists
891     * but is no longer on the map. Ugh. (Beware: Such things can happen at
892     * other places as well!)
893     */
894     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
895     if (container) {
896     remove_ob (container);
897     free_object (container);
898     }
899     return NULL;
900     }
901    
902     /* Missile hit victim */
903     /* if the speed is > 10, then this is a fast moving arrow, we go straight
904     * through the target
905     */
906     if (hit_something && op->speed <= 10.0)
907     {
908     /* Stop arrow */
909     if (container == NULL) {
910     hitter = fix_stopped_arrow (hitter);
911     if (hitter == NULL)
912     return NULL;
913     } else {
914     remove_ob (container);
915     free_object (container);
916     }
917    
918     /* Try to stick arrow into victim */
919     if ( ! was_destroyed (victim, victim_tag)
920     && stick_arrow (hitter, victim))
921     return NULL;
922    
923     /* Else try to put arrow on victim's map square
924 root 1.5 * remove check for P_WALL here. If the arrow got to this
925     * space, that is good enough - with the new movement code,
926     * there is now the potential for lots of spaces where something
927     * can fly over but not otherwise move over. What is the correct
928     * way to handle those otherwise?
929     */
930 elmex 1.1 if (victim_x != hitter->x || victim_y != hitter->y) {
931     remove_ob (hitter);
932     hitter->x = victim_x;
933     hitter->y = victim_y;
934     insert_ob_in_map (hitter, victim->map, hitter,0);
935     } else {
936     /* Else leave arrow where it is */
937     merge_ob (hitter, NULL);
938     }
939     return NULL;
940     }
941    
942     if (hit_something && op->speed >= 10.0)
943 root 1.5 op->speed -= 1.0;
944 elmex 1.1
945     /* Missile missed victim - reassemble missile */
946     if (container) {
947     remove_ob (hitter);
948     insert_ob_in_ob (hitter, container);
949     }
950     return op;
951     }
952    
953    
954     void tear_down_wall(object *op)
955     {
956     int perc=0;
957    
958     if (!op->stats.maxhp) {
959 root 1.5 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
960     perc = 1;
961 elmex 1.1 } else if(!GET_ANIM_ID(op)) {
962 root 1.5 /* Object has been called - no animations, so remove it */
963     if(op->stats.hp<0) {
964     remove_ob(op); /* Should update LOS */
965     free_object(op);
966     /* Don't know why this is here - remove_ob should do it for us */
967     /*update_position(m, x, y);*/
968     }
969     return; /* no animations, so nothing more to do */
970 elmex 1.1 }
971     perc = NUM_ANIMATIONS(op)
972 root 1.5 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
973 elmex 1.1 if (perc >= (int) NUM_ANIMATIONS(op))
974 root 1.5 perc = NUM_ANIMATIONS(op)-1;
975 elmex 1.1 else if (perc < 1)
976 root 1.5 perc = 1;
977 elmex 1.1 SET_ANIMATION(op, perc);
978     update_object(op,UP_OBJ_FACE);
979     if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
980 root 1.5 if(op->face==blank_face) {
981     /* If the last face is blank, remove the ob */
982     remove_ob(op); /* Should update LOS */
983     free_object(op);
984    
985     /* remove_ob should call update_position for us */
986     /*update_position(m, x, y);*/
987    
988     } else { /* The last face was not blank, leave an image */
989     CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
990     update_all_los(op->map, op->x, op->y);
991     op->move_block = 0;
992     CLEAR_FLAG(op, FLAG_ALIVE);
993     }
994 elmex 1.1 }
995     }
996    
997     void scare_creature(object *target, object *hitter)
998     {
999     object *owner = get_owner(hitter);
1000    
1001     if (!owner) owner=hitter;
1002    
1003     SET_FLAG(target, FLAG_SCARED);
1004     if (!target->enemy) target->enemy=owner;
1005     }
1006    
1007    
1008     /* This returns the amount of damage hitter does to op with the
1009     * appropriate attacktype. Only 1 attacktype should be set at a time.
1010     * This doesn't damage the player, but returns how much it should
1011     * take. However, it will do other effects (paralyzation, slow, etc.)
1012     * Note - changed for PR code - we now pass the attack number and not
1013     * the attacktype. Makes it easier for the PR code. */
1014    
1015     int hit_player_attacktype(object *op, object *hitter, int dam,
1016 root 1.5 uint32 attacknum, int magic) {
1017 elmex 1.1
1018     int doesnt_slay = 1;
1019    
1020     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1021     if (attacknum >= NROFATTACKS) {
1022 root 1.5 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1023     return 0;
1024 elmex 1.1 }
1025    
1026     if (dam < 0) {
1027 root 1.5 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1028     return 0;
1029 elmex 1.1 }
1030    
1031     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1032     * people can't mess with that or it otherwise get confused. */
1033     if (attacknum == ATNR_INTERNAL) return dam;
1034    
1035     if (hitter->slaying) {
1036     if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1037 root 1.5 (op->arch && (op->arch->name != NULL) &&
1038     strstr(op->arch->name, hitter->slaying))
1039     ){
1040     doesnt_slay = 0;
1041     dam *= 3;
1042 elmex 1.1 }
1043     }
1044    
1045     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1046     if (op->resist[attacknum]) {
1047     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1048     * in case 0>dam>1, we try to "simulate" a float value-effect */
1049     dam *= (100-op->resist[attacknum]);
1050     if (dam >= 100) dam /= 100;
1051     else
1052 root 1.5 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1053 elmex 1.1 }
1054    
1055     /* Special hack. By default, if immune to something, you
1056     * shouldn't need to worry. However, acid is an exception, since
1057     * it can still damage your items. Only include attacktypes if
1058     * special processing is needed */
1059    
1060     if ((op->resist[attacknum] >= 100) &&
1061 root 1.5 doesnt_slay && (attacknum != ATNR_ACID))
1062 elmex 1.1 return 0;
1063    
1064     /* Keep this in order - makes things easier to find */
1065    
1066     switch(attacknum) {
1067     case ATNR_PHYSICAL:
1068 root 1.5 /* here also check for diseases */
1069     check_physically_infect(op, hitter);
1070     break;
1071    
1072     /* Don't need to do anything for:
1073     magic,
1074     fire,
1075     electricity,
1076     cold */
1077    
1078 elmex 1.1 case ATNR_CONFUSION:
1079     case ATNR_POISON:
1080     case ATNR_SLOW:
1081     case ATNR_PARALYZE:
1082     case ATNR_FEAR:
1083     case ATNR_CANCELLATION:
1084     case ATNR_DEPLETE:
1085     case ATNR_BLIND:
1086 root 1.5 {
1087     /* chance for inflicting a special attack depends on the
1088     * difference between attacker's and defender's level
1089     */
1090     int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1091    
1092     /* First, only creatures/players with speed can be affected.
1093     * Second, just getting hit doesn't mean it always affects
1094     * you. Third, you still get a saving through against the
1095     * effect.
1096     */
1097     if (op->speed &&
1098     (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1099     !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1100     !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1101    
1102     /* Player has been hit by something */
1103     if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1104     else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1105     else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1106     else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1107     else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1108     else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1109     else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1110     else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1111     !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1112     }
1113     dam = 0; /* These are all effects and don't do real damage */
1114     }
1115     break;
1116 elmex 1.1 case ATNR_ACID:
1117     {
1118 root 1.5 int flag=0;
1119 elmex 1.1
1120 root 1.5 /* Items only get corroded if you're not on a battleground and
1121 elmex 1.1 * if your acid resistance is below 50%. */
1122 root 1.5 if (!op_on_battleground(op, NULL, NULL) &&
1123     (op->resist[ATNR_ACID] < 50))
1124     {
1125     object *tmp;
1126     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1127     if(tmp->invisible)
1128     continue;
1129     if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1130     (tmp->resist[ATNR_ACID] >= 10))
1131     /* >= 10% acid res. on itmes will protect these */
1132     continue;
1133     if(!(tmp->material & M_IRON))
1134     continue;
1135     if(tmp->magic < -4) /* Let's stop at -5 */
1136     continue;
1137     if(tmp->type==RING ||
1138     /* removed boots and gloves from exclusion list in
1139 elmex 1.1 PR */
1140 root 1.5 tmp->type==GIRDLE ||
1141     tmp->type==AMULET ||
1142     tmp->type==WAND ||
1143     tmp->type==ROD ||
1144     tmp->type==HORN)
1145     continue; /* To avoid some strange effects */
1146 elmex 1.1
1147 root 1.5 /* High damage acid has better chance of corroding
1148 elmex 1.1 objects */
1149 root 1.5 if(rndm(0, dam+4) >
1150     random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1151     if(op->type == PLAYER)
1152     /* Make this more visible */
1153     new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1154     "The %s's acid corrodes your %s!",
1155     query_name(hitter), query_name(tmp));
1156     flag = 1;
1157     tmp->magic--;
1158     if(op->type == PLAYER)
1159     esrv_send_item(op, tmp);
1160     }
1161     }
1162     if(flag)
1163     fix_player(op); /* Something was corroded */
1164     }
1165 elmex 1.1 }
1166     break;
1167     case ATNR_DRAIN:
1168     {
1169 root 1.5 /* rate is the proportion of exp drained. High rate means
1170     * not much is drained, low rate means a lot is drained.
1171     */
1172     int rate;
1173    
1174     if(op->resist[ATNR_DRAIN] >= 0)
1175     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1176     else
1177     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1178    
1179     if(op->stats.exp <= rate) {
1180     if(op->type == GOLEM)
1181     dam = 999; /* Its force is "sucked" away. 8) */
1182     else
1183     /* If we can't drain, lets try to do physical damage */
1184     dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1185     } else {
1186     /* Randomly give the hitter some hp */
1187     if(hitter->stats.hp<hitter->stats.maxhp &&
1188     (op->level > hitter->level) &&
1189     random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1190     hitter->stats.hp++;
1191    
1192     /* Can't do drains on battleground spaces.
1193     * Move the wiz check up here - before, the hitter wouldn't gain exp
1194     * exp, but the wiz would still lose exp! If drainee is a wiz,
1195     * nothing happens.
1196     * Try to credit the owner. We try to display player -> player drain
1197     * attacks, hence all the != PLAYER checks.
1198     */
1199     if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1200     object *owner = get_owner(hitter);
1201    
1202     if (owner && owner != hitter) {
1203     if (op->type != PLAYER || owner->type != PLAYER)
1204     change_exp(owner, op->stats.exp/(rate*2),
1205     hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1206     } else if (op->type != PLAYER || hitter->type != PLAYER) {
1207     change_exp(hitter, op->stats.exp/(rate*2),
1208     hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1209     }
1210     change_exp(op,-op->stats.exp/rate, NULL, 0);
1211     }
1212     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1213     * drain attack, you won't know that you are actually sucking out EXP,
1214     * as the messages will say you missed
1215     */
1216     }
1217 elmex 1.1 }
1218     break;
1219     case ATNR_TURN_UNDEAD:
1220     {
1221 root 1.5 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1222     object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1223 elmex 1.1 object *god = find_god (determine_god (owner));
1224     int div = 1;
1225    
1226 root 1.5 /* if undead are not an enemy of your god, you turn them
1227 elmex 1.1 * at half strength */
1228     if (! god || ! god->slaying ||
1229 root 1.5 strstr (god->slaying, undead_name) == NULL)
1230 elmex 1.1 div = 2;
1231 root 1.5 /* Give a bonus if you resist turn undead */
1232     if (op->level * div <
1233     (turn_bonus[owner->stats.Wis]+owner->level +
1234     (op->resist[ATNR_TURN_UNDEAD]/100)))
1235     scare_creature(op, owner);
1236     }
1237     else
1238     dam = 0; /* don't damage non undead - should we damage
1239 elmex 1.1 undead? */
1240     } break;
1241     case ATNR_DEATH:
1242 root 1.5 deathstrike_player(op, hitter, &dam);
1243     break;
1244 elmex 1.1 case ATNR_CHAOS:
1245 root 1.5 LOG(llevError,
1246     "%s was hit by %s with non-specific chaos.\n",
1247     query_name(op),
1248     query_name(hitter));
1249     dam = 0;
1250     break;
1251 elmex 1.1 case ATNR_COUNTERSPELL:
1252 root 1.5 LOG(llevError,
1253     "%s was hit by %s with counterspell attack.\n",
1254     query_name(op),
1255     query_name(hitter));
1256     dam = 0;
1257     /* This should never happen. Counterspell is handled
1258     * seperately and filtered out. If this does happen,
1259     * Counterspell has no effect on anything but spells, so it
1260     * does no damage. */
1261     break;
1262 elmex 1.1 case ATNR_HOLYWORD:
1263     {
1264 root 1.5 /* This has already been handled by hit_player,
1265     * no need to check twice -- DAMN */
1266    
1267     object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1268    
1269     /* As with turn undead above, give a bonus on the saving throw */
1270     if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1271     owner->level+turn_bonus[owner->stats.Wis])
1272     scare_creature(op, owner);
1273 elmex 1.1 } break;
1274     case ATNR_LIFE_STEALING:
1275     {
1276 root 1.5 int new_hp;
1277     /* this is replacement to drain for players, instead of taking
1278     * exp it takes hp. It is geared for players, probably not
1279     * much use giving it to monsters
1280     *
1281     * life stealing doesn't do a lot of damage, but it gives the
1282     * damage it does do to the player. Given that,
1283     * it only does 1/10'th normal damage (hence the divide by
1284     * 1000).
1285     */
1286     /* You can't steal life from something undead */
1287     if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1288     /* If drain protection is higher than life stealing, use that */
1289     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1290     dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1291     else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1292     /* You die at -1 hp, not zero. */
1293     if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1294     new_hp = hitter->stats.hp + dam;
1295     if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1296     if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1297 elmex 1.1 }
1298     }
1299     return dam;
1300     }
1301    
1302    
1303     /* GROS: This code comes from hit_player. It has been made external to
1304     * allow script procedures to "kill" objects in a combat-like fashion.
1305     * It was initially used by (kill-object) developed for the Collector's
1306     * Sword. Note that nothing has been changed from the original version
1307     * of the following code.
1308     * op is what is being killed.
1309     * dam is the damage done to it.
1310     * hitter is what is hitting it.
1311     * type is the attacktype.
1312     *
1313     * This function was a bit of a mess with hitter getting changed,
1314     * values being stored away but not used, etc. I've cleaned it up
1315     * a bit - I think it should be functionally equivalant.
1316     * MSW 2002-07-17
1317     */
1318     int kill_object(object *op,int dam, object *hitter, int type)
1319     {
1320     char buf[MAX_BUF];
1321     const char *skill;
1322     int maxdam=0;
1323     int battleg=0; /* true if op standing on battleground */
1324     int pk=0; /* true if op and what controls hitter are both players*/
1325     object *owner=NULL;
1326     object *skop=NULL;
1327    
1328     if (op->stats.hp>=0)
1329 root 1.5 return -1;
1330 elmex 1.1
1331 root 1.2 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1332     return 0;
1333 elmex 1.1
1334     /* maxdam needs to be the amount of damage it took to kill
1335     * this creature. The function(s) that call us have already
1336     * adjusted the creatures HP total, so that is negative.
1337     */
1338     maxdam = dam + op->stats.hp + 1;
1339    
1340     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1341 root 1.5 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1342 elmex 1.1
1343     if(op->type==DOOR) {
1344 root 1.5 op->speed = 0.1;
1345     update_ob_speed(op);
1346     op->speed_left= -0.05;
1347     return maxdam;
1348 elmex 1.1 }
1349     if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1350 root 1.5 remove_friendly_object(op);
1351     if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1352     op->owner->contr->ranges[range_golem] == op) {
1353     op->owner->contr->ranges[range_golem]=NULL;
1354     op->owner->contr->golem_count=0;
1355     }
1356    
1357     remove_ob(op);
1358     free_object(op);
1359     return maxdam;
1360 elmex 1.1 }
1361    
1362     /* Now lets start dealing with experience we get for killing something */
1363    
1364     owner=get_owner(hitter);
1365     if(owner==NULL)
1366 root 1.5 owner=hitter;
1367 elmex 1.1
1368     /* is the victim (op) standing on battleground? */
1369     if (op_on_battleground(op, NULL, NULL)) battleg=1;
1370    
1371     /* is this player killing?*/
1372     if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1373    
1374     /* Player killed something */
1375     if(owner->type==PLAYER) {
1376 root 1.5 Log_Kill(owner->name,
1377     query_name(op),op->type,
1378 elmex 1.1 (owner!=hitter) ? query_name(hitter) : NULL,
1379     (owner!=hitter) ? hitter->type : 0);
1380    
1381 root 1.5 /* Log players killing other players - makes it easier to detect
1382     * and filter out malicious player killers - that is why the
1383     * ip address is included.
1384     */
1385     if (op->type == PLAYER && !battleg) {
1386     time_t t=time(NULL);
1387     struct tm *tmv;
1388     char buf[256];
1389    
1390     tmv = localtime(&t);
1391     strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1392    
1393     LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1394     buf, owner->name, owner->contr->socket.host, query_name(op));
1395     }
1396    
1397     /* try to filter some things out - basically, if you are
1398     * killing a level 1 creature and your level 20, you
1399     * probably don't want to see that.
1400     */
1401     if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1402     if(owner!=hitter) {
1403     new_draw_info_format(NDI_BLACK, 0, owner,
1404     "You killed %s with %s.",query_name(op),
1405     query_name(hitter));
1406     }
1407     else {
1408     new_draw_info_format(NDI_BLACK, 0, owner,
1409     "You killed %s.",query_name(op));
1410     }
1411     /* Only play sounds for melee kills */
1412     if (hitter->type == PLAYER)
1413     play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1414     }
1415    
1416     /* If a player kills another player, not on
1417     * battleground, the "killer" looses 1 luck. Since this is
1418     * not reversible, it's actually quite a pain IMHO. -AV
1419     * Fix bug in that we were changing the luck of the hitter, not
1420     * player that the object belonged to - so if you killed another player
1421     * with spells, pets, whatever, there was no penalty.
1422     * Changed to make luck penalty configurable in settings.
1423     */
1424     if(op->type == PLAYER && owner != op && !battleg)
1425     change_luck(owner, -settings.pk_luck_penalty);
1426 elmex 1.1
1427 root 1.5 /* This code below deals with finding the appropriate skill
1428     * to credit exp to. This is a bit problematic - we should
1429 elmex 1.1 * probably never really have to look at current_weapon->skill
1430 root 1.5 */
1431     skill = NULL;
1432     if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1433     else if (owner->chosen_skill) {
1434     skill = owner->chosen_skill->skill;
1435     skop = owner->chosen_skill;
1436     }
1437     else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1438     else
1439     LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1440    
1441     /* We have the skill we want to credit to - now find the object this goes
1442     * to. Make sure skop is an actual skill, and not a skill tool!
1443     */
1444     if ((!skop || skop->type != SKILL) && skill) {
1445     int i;
1446 elmex 1.1
1447 root 1.5 for (i=0; i<NUM_SKILLS; i++)
1448 elmex 1.1 if (owner->contr->last_skill_ob[i] &&
1449 root 1.5 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1450     skop = owner->contr->last_skill_ob[i];
1451     break;
1452     }
1453     }
1454 elmex 1.1 } /* Was it a player that hit somethign */
1455     else {
1456 root 1.5 skill = NULL;
1457 elmex 1.1 }
1458    
1459     /* Pet (or spell) killed something. */
1460     if(owner != hitter ) {
1461 root 1.5 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1462     query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1463 elmex 1.1 }
1464     else {
1465 root 1.5 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1466     (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1467     " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1468 elmex 1.1 }
1469     /* These may have been set in the player code section above */
1470     if (!skop) skop = hitter->chosen_skill;
1471     if (!skill && skop) skill=skop->skill;
1472    
1473     new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1474    
1475    
1476     /* If you didn't kill yourself, and your not the wizard */
1477     if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1478 root 1.5 int exp;
1479 elmex 1.1
1480 root 1.5 /* Really don't give much experience for killing other players */
1481 elmex 1.1 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1482 root 1.5 if (op->type==PLAYER) {
1483     if (battleg) {
1484     new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1485     new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1486     }
1487     else
1488     exp = op->stats.exp / 1000;
1489 elmex 1.1 }
1490     else
1491     exp = calc_skill_exp(owner, op, skop);
1492    
1493 root 1.5 /* if op is standing on "battleground" (arena), no way to gain
1494     * exp by killing him
1495     */
1496     if (battleg) exp = 0;
1497 elmex 1.1
1498 root 1.5 /* Don't know why this is set this way - doesn't make
1499     * sense to just divide everything by two for no reason.
1500     */
1501 elmex 1.1
1502 root 1.5 if (!settings.simple_exp)
1503     exp=exp/2;
1504    
1505     if(owner->type!=PLAYER || owner->contr->party==NULL) {
1506     change_exp(owner,exp, skill, 0);
1507     }
1508     else {
1509     int shares=0,count=0;
1510    
1511     player *pl;
1512    
1513     partylist *party=owner->contr->party;
1514 elmex 1.1 #ifdef PARTY_KILL_LOG
1515 root 1.5 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1516 elmex 1.1 #endif
1517 root 1.5 for(pl=first_player;pl!=NULL;pl=pl->next) {
1518     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1519     count++;
1520     shares+=(pl->ob->level+4);
1521     }
1522     }
1523     if(count==1 || shares>exp)
1524     change_exp(owner,exp, skill, SK_EXP_TOTAL);
1525     else {
1526     int share=exp/shares,given=0,nexp;
1527     for(pl=first_player;pl!=NULL;pl=pl->next) {
1528     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1529     nexp=(pl->ob->level+4)*share;
1530     change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1531     given+=nexp;
1532     }
1533     }
1534     exp-=given;
1535     /* give any remainder to the player */
1536     change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1537     }
1538     } /* else part of a party */
1539 elmex 1.1
1540     } /* end if person didn't kill himself */
1541    
1542     if(op->type!=PLAYER) {
1543 root 1.5 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1544     object *owner1 = get_owner(op);
1545 elmex 1.1
1546 root 1.5 if(owner1!= NULL && owner1->type == PLAYER) {
1547     play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1548     /* Maybe we should include the owner that killed this, maybe not */
1549     new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1550     op->name,hitter->name);
1551     }
1552     remove_friendly_object(op);
1553     }
1554     remove_ob(op);
1555     free_object(op);
1556 elmex 1.1 }
1557     /* Player has been killed! */
1558     else {
1559 root 1.5 if(owner->type==PLAYER) {
1560     snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1561     }
1562     else {
1563     strncpy(op->contr->killer,hitter->name,BIG_NAME);
1564     op->contr->killer[BIG_NAME-1]='\0';
1565     }
1566 elmex 1.1 }
1567     /* This was return -1 - that doesn't seem correct - if we return -1, process
1568     * continues in the calling function.
1569     */
1570     return maxdam;
1571     }
1572    
1573     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1574     * Returns 0 this is not friendly fire
1575     */
1576    
1577     int friendly_fire(object *op, object *hitter){
1578     object *owner;
1579     int friendlyfire;
1580 root 1.5
1581 elmex 1.1 if (hitter->head) hitter=hitter->head;
1582    
1583     friendlyfire = 0;
1584 root 1.5
1585 elmex 1.1 if(op->type == PLAYER) {
1586     if (op_on_battleground (hitter, 0, 0))
1587     return 0;
1588 root 1.5
1589     if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1590     return 1;
1591    
1592     if((owner = get_owner(hitter))!=NULL) {
1593     if(owner->type == PLAYER && owner->contr->peaceful == 1)
1594     friendlyfire = 2;
1595     }
1596    
1597     if (hitter->type == SPELL || hitter->type == POISONING ||
1598     hitter->type == DISEASE || hitter->type == RUNE)
1599     friendlyfire = 0;
1600 elmex 1.1 }
1601     return friendlyfire;
1602     }
1603    
1604    
1605     /* This isn't used just for players, but in fact most objects.
1606     * op is the object to be hit, dam is the amount of damage, hitter
1607     * is what is hitting the object, type is the attacktype, and
1608     * full_hit is set if monster area does not matter.
1609     * dam is base damage - protections/vulnerabilities/slaying matches can
1610     * modify it.
1611     */
1612    
1613     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1614     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1615    
1616     int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1617     int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1618     int maxattacktype, attacknum;
1619     int body_attack = op && op->head; /* Did we hit op's head? */
1620     int simple_attack;
1621     tag_t op_tag, hitter_tag;
1622     int rtn_kill = 0;
1623     int friendlyfire;
1624    
1625     if (get_attack_mode (&op, &hitter, &simple_attack))
1626     return 0;
1627    
1628     /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1629     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1630     return 0;
1631    
1632     #ifdef PROHIBIT_PLAYERKILL
1633     if (op->type == PLAYER) {
1634     object *owner = get_owner (hitter);
1635     if (!owner) owner = hitter;
1636     if (owner->type == PLAYER
1637     && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1638     && op != owner) {
1639     return 0;
1640     }
1641     }
1642     #endif
1643    
1644     op_tag = op->count;
1645     hitter_tag = hitter->count;
1646    
1647     if (body_attack) {
1648 root 1.5 /* slow and paralyze must hit the head. But we don't want to just
1649     * return - we still need to process other attacks the spell still
1650     * might have. So just remove the paralyze and slow attacktypes,
1651     * and keep on processing if we have other attacktypes.
1652     * return if only magic or nothing is left - under normal code
1653     * we don't attack with pure magic if there is another attacktype.
1654     * Only do processing if the initial attacktype includes one of those
1655     * attack so we don't cancel out things like magic bullet.
1656     */
1657     if (type & (AT_PARALYZE | AT_SLOW)) {
1658     type &= ~(AT_PARALYZE | AT_SLOW);
1659     if (!type || type==AT_MAGIC) return 0;
1660     }
1661 elmex 1.1 }
1662    
1663     if ( ! simple_attack && op->type == DOOR) {
1664     object *tmp;
1665     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1666     if (tmp->type == RUNE || tmp->type == TRAP) {
1667     spring_trap (tmp, hitter);
1668     if (was_destroyed (hitter, hitter_tag)
1669     || was_destroyed (op, op_tag)
1670     || abort_attack (op, hitter, simple_attack))
1671     return 0;
1672     break;
1673     }
1674     }
1675    
1676     if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1677     /* FIXME: If a player is killed by a rune in a door, the
1678     * was_destroyed() check above doesn't return, and might get here.
1679     */
1680     LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1681     "hit_player()\n", op->arch->name, op->name);
1682 root 1.5 return 0;
1683 elmex 1.1 }
1684    
1685     #ifdef ATTACK_DEBUG
1686     LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1687     #endif
1688    
1689     if (magic) {
1690     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1691     * in case 0>dam>1, we try to "simulate" a float value-effect */
1692     dam = dam*(100-op->resist[ATNR_MAGIC]);
1693     if (dam >= 100)
1694 root 1.5 dam /= 100;
1695 elmex 1.1 else
1696 root 1.5 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1697 elmex 1.1 }
1698    
1699     /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1700     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1701     */
1702     if(type & AT_CHAOS){
1703     shuffle_attack(op,0); /*0 flag tells it to not change the face */
1704     update_object(op,UP_OBJ_FACE);
1705     type &= ~AT_CHAOS;
1706     }
1707    
1708     /* Holyword is really an attacktype modifier (like magic is). If
1709     * holyword is part of an attacktype, then make sure the creature is
1710     * a proper match, otherwise no damage.
1711     */
1712     if (type & AT_HOLYWORD) {
1713     object *god;
1714 root 1.5 if ((!hitter->slaying ||
1715     (!(op->race && strstr(hitter->slaying,op->race)) &&
1716     !(op->name && strstr(hitter->slaying,op->name)))) &&
1717     (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1718     (hitter->title != NULL
1719 elmex 1.1 && (god = find_god(determine_god(hitter))) != NULL
1720     && god->race != NULL
1721 root 1.5 && strstr(god->race,undead_name) != NULL)))
1722     return 0;
1723 elmex 1.1 }
1724    
1725     maxattacktype = type; /* initialize this to something */
1726     for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1727 root 1.5 /* Magic isn't really a true attack type - it gets combined with other
1728     * attack types. As such, skip it over. However, if magic is
1729     * the only attacktype in the group, then still attack with it
1730     */
1731     if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1732    
1733     /* Go through and hit the player with each attacktype, one by one.
1734     * hit_player_attacktype only figures out the damage, doesn't inflict
1735     * it. It will do the appropriate action for attacktypes with
1736     * effects (slow, paralization, etc.
1737     */
1738     if (type & attacktype) {
1739     ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1740     /* the >= causes us to prefer messages from special attacks, if
1741     * the damage is equal.
1742     */
1743     if (ndam >= maxdam) {
1744     maxdam = ndam;
1745     maxattacktype = 1<<attacknum;
1746     }
1747     }
1748 elmex 1.1 }
1749 root 1.5
1750 elmex 1.1 /* if this is friendly fire then do a set % of damage only
1751     * Note - put a check in to make sure this attack is actually
1752     * doing damage - otherwise, the +1 in the code below will make
1753     * an attack do damage before when it otherwise didn't
1754     */
1755     friendlyfire = friendly_fire(op, hitter);
1756     if (friendlyfire && maxdam){
1757 root 1.5 maxdam = ((dam * settings.set_friendly_fire) / 100);
1758 elmex 1.1 #ifndef COZY_SERVER
1759     maxdam++;
1760     #endif
1761 root 1.5
1762 elmex 1.1 #ifdef ATTACK_DEBUG
1763 root 1.5 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1764     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1765 elmex 1.1 #endif
1766     }
1767    
1768     if (!full_hit) {
1769 root 1.5 archetype *at;
1770     int area;
1771     int remainder;
1772    
1773     area = 0;
1774     for(at = op->arch; at != NULL; at = at->more)
1775     area++;
1776     assert(area > 0);
1777    
1778     /* basically: maxdam /= area; we try to "simulate" a float
1779     value-effect */
1780     remainder = 100*(maxdam%area)/area;
1781     maxdam /= area;
1782     if (RANDOM()%100 < remainder)
1783     maxdam++;
1784 elmex 1.1 }
1785    
1786     #ifdef ATTACK_DEBUG
1787     LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1788     #endif
1789    
1790     if(get_owner(hitter))
1791 root 1.5 op->enemy=hitter->owner;
1792 elmex 1.1 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1793 root 1.5 op->enemy=hitter;
1794 elmex 1.1
1795     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1796 root 1.5 /* The unaggressives look after themselves 8) */
1797     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1798     npc_call_help(op);
1799 elmex 1.1 }
1800    
1801     if (magic && did_make_save(op, op->level, 0))
1802 root 1.5 maxdam=maxdam/2;
1803 elmex 1.1
1804     attack_message(maxdam, maxattacktype, op, hitter);
1805    
1806     op->stats.hp-=maxdam;
1807    
1808     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1809     if ((op->stats.hp>=0) &&
1810 root 1.5 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1811     op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1812     (float)op->stats.maxhp)) {
1813    
1814     if (QUERY_FLAG(op, FLAG_MONSTER))
1815     SET_FLAG(op, FLAG_RUN_AWAY);
1816     else
1817     scare_creature(op, hitter);
1818 elmex 1.1 }
1819    
1820     if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1821 root 1.5 if (maxdam)
1822     tear_down_wall(op);
1823     return maxdam; /* nothing more to do for wall */
1824 elmex 1.1 }
1825    
1826     /* See if the creature has been killed */
1827     rtn_kill = kill_object(op, maxdam, hitter, type);
1828     if (rtn_kill != -1)
1829 root 1.5 return rtn_kill;
1830 elmex 1.1
1831    
1832     /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1833     * that before if the player was immune to ghosthit, the monster
1834     * remained - that is no longer the case.
1835     */
1836     if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1837 root 1.5 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1838     remove_friendly_object(hitter);
1839     remove_ob(hitter);
1840     free_object(hitter);
1841 elmex 1.1 }
1842     /* Lets handle creatures that are splitting now */
1843     else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1844 root 1.5 int i;
1845     int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1846     int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1847     object *owner = get_owner(op);
1848    
1849     if(!op->other_arch) {
1850     LOG(llevError,"SPLITTING without other_arch error.\n");
1851     return maxdam;
1852     }
1853     remove_ob(op);
1854     for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1855     object *tmp=arch_to_object(op->other_arch);
1856     int j;
1857    
1858     tmp->stats.hp=op->stats.hp;
1859     if (friendly) {
1860     SET_FLAG(tmp, FLAG_FRIENDLY);
1861     add_friendly_object(tmp);
1862     tmp->attack_movement = PETMOVE;
1863     if (owner!=NULL)
1864     set_owner(tmp,owner);
1865     }
1866     if (unaggressive)
1867     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1868     j=find_first_free_spot(tmp,op->map,op->x,op->y);
1869     if (j==-1) /* No spot to put this monster */
1870     free_object(tmp);
1871     else {
1872     tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1873     insert_ob_in_map(tmp,op->map,NULL,0);
1874     }
1875     }
1876     if(friendly)
1877     remove_friendly_object(op);
1878     free_object(op);
1879 elmex 1.1 }
1880     else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1881 root 1.5 remove_ob(hitter);
1882     free_object(hitter);
1883 elmex 1.1 }
1884     return maxdam;
1885     }
1886    
1887    
1888     void poison_player(object *op, object *hitter, int dam)
1889     {
1890     archetype *at = find_archetype("poisoning");
1891     object *tmp=present_arch_in_ob(at,op);
1892    
1893     if(tmp==NULL) {
1894 root 1.5 if((tmp=arch_to_object(at))==NULL)
1895     LOG(llevError,"Failed to clone arch poisoning.\n");
1896     else {
1897     tmp = insert_ob_in_ob(tmp,op);
1898     /* peterm: give poisoning some teeth. It should
1899     * be able to kill things better than it does:
1900     * damage should be dependent something--I choose to
1901     * do this: if it's a monster, the damage from the
1902     * poisoning goes as the level of the monster/2.
1903     * If anything else, goes as damage.
1904     */
1905    
1906     if(QUERY_FLAG(hitter,FLAG_ALIVE))
1907     tmp->stats.dam += hitter->level/2;
1908     else
1909     tmp->stats.dam = dam;
1910    
1911     copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1912     if(hitter->skill && hitter->skill != tmp->skill) {
1913     if (tmp->skill) free_string(tmp->skill);
1914     tmp->skill = add_refcount(hitter->skill);
1915     }
1916    
1917     tmp->stats.food+=dam; /* more damage, longer poisoning */
1918    
1919     if(op->type==PLAYER) {
1920     /* player looses stats, maximum is -10 of each */
1921     tmp->stats.Con= MAX(-(dam/4+1), -10);
1922     tmp->stats.Str= MAX(-(dam/3+2), -10);
1923     tmp->stats.Dex= MAX(-(dam/6+1), -10);
1924     tmp->stats.Int= MAX(-dam/7, -10);
1925     SET_FLAG(tmp,FLAG_APPLIED);
1926     fix_player(op);
1927     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1928     }
1929     if (hitter->type == PLAYER)
1930     new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1931     op->name);
1932     else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1933     new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1934     "Your %s poisons %s.", hitter->name, op->name);
1935     }
1936     tmp->speed_left=0;
1937 elmex 1.1 }
1938     else
1939 root 1.5 tmp->stats.food++;
1940 elmex 1.1 }
1941    
1942     void slow_player(object *op,object *hitter,int dam)
1943     { archetype *at = find_archetype("slowness");
1944     object *tmp;
1945     if(at == NULL) {
1946     LOG(llevError,"Can't find slowness archetype.\n");
1947     }
1948     if((tmp=present_arch_in_ob(at,op)) == NULL) {
1949     tmp = arch_to_object(at);
1950     tmp = insert_ob_in_ob(tmp,op);
1951     new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1952     } else
1953     tmp->stats.food++;
1954     SET_FLAG(tmp, FLAG_APPLIED);
1955     tmp->speed_left=0;
1956     fix_player(op);
1957     }
1958    
1959     void confuse_player(object *op, object *hitter, int dam)
1960     {
1961     object *tmp;
1962     int maxduration;
1963    
1964     tmp = present_in_ob_by_name(FORCE,"confusion", op);
1965     if(!tmp) {
1966 root 1.5 tmp = get_archetype(FORCE_NAME);
1967     tmp = insert_ob_in_ob(tmp,op);
1968 elmex 1.1 }
1969    
1970     /* Duration added per hit and max. duration of confusion both depend
1971     * on the player's resistance
1972     */
1973     tmp->speed = 0.05;
1974     tmp->subtype = FORCE_CONFUSION;
1975     tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1976     if (tmp->name) free_string(tmp->name);
1977     tmp->name = add_string("confusion");
1978     maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1979     if( tmp->duration > maxduration)
1980 root 1.5 tmp->duration = maxduration;
1981 elmex 1.1
1982     if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1983 root 1.5 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1984 elmex 1.1 SET_FLAG(op, FLAG_CONFUSED);
1985     }
1986    
1987     void blind_player(object *op, object *hitter, int dam)
1988     {
1989     object *tmp,*owner;
1990    
1991     /* Save some work if we know it isn't going to affect the player */
1992     if (op->resist[ATNR_BLIND]==100) return;
1993    
1994     tmp = present_in_ob(BLINDNESS,op);
1995     if(!tmp) {
1996     tmp = get_archetype("blindness");
1997     SET_FLAG(tmp, FLAG_BLIND);
1998     SET_FLAG(tmp, FLAG_APPLIED);
1999     /* use floats so we don't lose too much precision due to rounding errors.
2000     * speed is a float anyways.
2001     */
2002     tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
2003    
2004     tmp = insert_ob_in_ob(tmp,op);
2005     change_abil(op,tmp); /* Mostly to display any messages */
2006     fix_player(op); /* This takes care of some other stuff */
2007    
2008     if(hitter->owner) owner = get_owner(hitter);
2009     else owner = hitter;
2010    
2011     new_draw_info_format(NDI_UNIQUE,0,owner,
2012 root 1.5 "Your attack blinds %s!",query_name(op));
2013 elmex 1.1 }
2014     tmp->stats.food += dam;
2015     if(tmp->stats.food > 10) tmp->stats.food = 10;
2016     }
2017    
2018     void paralyze_player(object *op, object *hitter, int dam)
2019     {
2020     float effect,max;
2021     /* object *tmp; */
2022    
2023     /* This is strange stuff... someone knows for what this is
2024     * written? Well, i think this can and should be removed
2025     */
2026    
2027     /*
2028     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2029 root 1.5 tmp=clone_arch(PARAIMAGE);
2030     tmp->x=op->x,tmp->y=op->y;
2031     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2032 elmex 1.1 }
2033     */
2034    
2035     /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2036     effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2037    
2038     if (effect==0) return;
2039    
2040     op->speed_left-=FABS(op->speed)*effect;
2041     /* tmp->stats.food+=(signed short) effect/op->speed; */
2042    
2043     /* max number of ticks to be affected for. */
2044     max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2045     if (op->speed_left< -(FABS(op->speed)*max))
2046     op->speed_left = (float) -(FABS(op->speed)*max);
2047    
2048     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2049     }
2050    
2051    
2052     /* Attempts to kill 'op'. hitter is the attack object, dam is
2053     * the computed damaged.
2054     */
2055     void deathstrike_player(object *op, object *hitter, int *dam)
2056     {
2057     /* The intention of a death attack is to kill outright things
2058     ** that are a lot weaker than the attacker, have a chance of killing
2059     ** things somewhat weaker than the caster, and no chance of
2060     ** killing something equal or stronger than the attacker.
2061     ** Also, if a deathstrike attack has a slaying, any monster
2062     ** whose name or race matches a comma-delimited list in the slaying
2063     ** field of the deathstriking object */
2064    
2065     int atk_lev, def_lev, kill_lev;
2066    
2067     if(hitter->slaying)
2068 root 1.5 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2069     (op->race&&strstr(hitter->slaying,op->race)))) return;
2070 elmex 1.1
2071     def_lev = op->level;
2072     if (def_lev < 1) {
2073     LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2074     op->arch->name, op->name);
2075     def_lev = 1;
2076     }
2077     atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2078     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2079     atk_lev, def_lev); */
2080    
2081     if(atk_lev >= def_lev ){
2082 root 1.5 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2083 elmex 1.1
2084 root 1.5 /* Note that the below effectively means the ratio of the atk vs
2085     * defener level is important - if level 52 character has very little
2086     * chance of killing a level 50 monster. This should probably be
2087     * redone.
2088     */
2089     if(kill_lev >= def_lev) {
2090     *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2091     /* I think this doesn't really do much. Because of
2092     * integer rounding, this only makes any difference if the
2093     * attack level is double the defender level.
2094     */
2095     *dam *= kill_lev / def_lev;
2096     }
2097 elmex 1.1 } else {
2098     *dam = 0; /* no harm done */
2099     }
2100     }
2101    
2102     /* thrown_item_effect() - handles any special effects of thrown
2103     * items (like attacking living creatures--a potion thrown at a
2104     * monster).
2105     */
2106     static void thrown_item_effect (object *hitter, object *victim)
2107     {
2108     if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2109 root 1.5 /* May not need a switch for just 2 types, but this makes it
2110     * easier for expansion.
2111     */
2112     switch (hitter->type) {
2113     case POTION:
2114     /* should player get a save throw instead of checking magic protection? */
2115     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2116     &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2117     break;
2118    
2119     case POISON: /* poison drinks */
2120     /* As with potions, should monster get a save? */
2121     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2122     &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2123     break;
2124    
2125     /* Removed case statements that did nothing.
2126     * food may be poisonous, but monster must be willing to eat it,
2127     * so we don't handle it here.
2128     * Containers should perhaps break open, but that code was disabled.
2129     */
2130     }
2131 elmex 1.1 }
2132     }
2133    
2134     /* adj_attackroll() - adjustments to attacks by various conditions */
2135    
2136     int adj_attackroll (object *hitter, object *target) {
2137     object *attacker = hitter;
2138     int adjust=0;
2139    
2140     /* safety */
2141     if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2142     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2143     "map\n");
2144     return 0;
2145     }
2146    
2147     /* aimed missiles use the owning object's sight */
2148     if(is_aimed_missile(hitter)) {
2149     if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2150     /* A player who saves but hasn't quit still could have objects
2151     * owned by him - need to handle that case to avoid crashes.
2152     */
2153     if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2154     }
2155     else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2156     return 0;
2157    
2158     /* determine the condtions under which we make an attack.
2159     * Add more cases, as the need occurs. */
2160    
2161     if(!can_see_enemy(attacker,target)) {
2162     /* target is unseen */
2163     if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2164     adjust -= 10;
2165     /* dark map penalty for the hitter (lacks infravision if we got here). */
2166     else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2167     adjust -= target->map->darkness;
2168     }
2169    
2170     if(QUERY_FLAG(attacker,FLAG_SCARED))
2171     adjust -= 3;
2172    
2173     if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2174     adjust += 1;
2175    
2176     if(QUERY_FLAG(target,FLAG_SCARED))
2177     adjust += 1;
2178    
2179     if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2180     adjust -= 3;
2181    
2182     /* if we attack at a different 'altitude' its harder */
2183     if((attacker->move_type & target->move_type)==0)
2184     adjust -= 2;
2185    
2186     #if 0
2187     /* slower attacks are less likely to succeed. We should use a
2188     * comparison between attacker/target speeds BUT, players have
2189     * a generally faster speed, so this will wind up being a HUGE
2190     * disadantage for the monsters! Too bad, because missiles which
2191     * fly fast should have a better chance of hitting a slower target.
2192     */
2193     if(hitter->speed<target->speed)
2194     adjust += ((float) hitter->speed-target->speed);
2195     #endif
2196    
2197     #if 0
2198     LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2199     #endif
2200    
2201     return adjust;
2202     }
2203    
2204    
2205     /* determine if the object is an 'aimed' missile */
2206     int is_aimed_missile ( object *op) {
2207    
2208     /* I broke what used to be one big if into a few nested
2209     * ones so that figuring out the logic is at least possible.
2210     */
2211     if (op && (op->move_type & MOVE_FLYING)) {
2212 root 1.5 if (op->type==ARROW || op->type==THROWN_OBJ)
2213     return 1;
2214     else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2215     op->subtype == SP_EXPLOSION))
2216     return 1;
2217 elmex 1.1 }
2218     return 0;
2219     }
2220