ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.8
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +38 -43 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_attack_c =
3 root 1.8 * "$Id: attack.C,v 1.7 2006-08-30 06:06:27 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 root 1.8 &op->arch->name, &op->name);
267 root 1.5 return 0;
268 elmex 1.1 }
269    
270     if ( ! op->map) {
271 root 1.8 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name);
272 root 1.5 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 1.8 sprintf(buf1, "unlock %s", &op->name);
382 root 1.5 sprintf(buf2, " unlocks");
383     found++;
384 elmex 1.1 }
385     if(dam<0) {
386 root 1.8 sprintf(buf1, "hit %s", &op->name);
387 root 1.5 sprintf(buf2, " hits");
388     found++;
389 elmex 1.1 } else if(dam==0) {
390 root 1.8 sprintf(buf1, "missed %s", &op->name);
391 elmex 1.1 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 root 1.8 &op->name, attack_mess[ATM_SUFFER][i].buf2);
402 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_DOOR][i].buf2);
413 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_KARATE][i].buf2);
425 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_CLAW][i].buf2);
436 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_PUNCH][i].buf2);
447 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_DRAIN][i].buf2);
472 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_ELEC][i].buf2);
483 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_COLD][i].buf2);
494 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_FIRE][i].buf2);
505 root 1.5 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 root 1.8 &op->name, attack_mess[mtype][i].buf2);
529 root 1.5 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 root 1.8 &op->name, attack_mess[ATM_BASIC][i].buf2);
540 root 1.5 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 root 1.8 &hitter->owner->name, &hitter->name, buf2);
566 root 1.5 else {
567 root 1.8 sprintf(buf,"%s%s you.", &hitter->name, buf2);
568 root 1.5 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 root 1.8 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 root 1.8 "target\n", &(*hitter)->arch->name, &(*hitter)->name);
645 elmex 1.1 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 root 1.8 shstr op_name;
677 elmex 1.1 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 root 1.7 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684 root 1.3 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 root 1.8 op_name = op->name;
712 elmex 1.1
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 root 1.8 &op_name,&hitter->name);
736 root 1.5 }
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    
815     return dam;
816     }
817    
818     int attack_ob (object *op, object *hitter)
819     {
820    
821     if (hitter->head)
822     hitter = hitter->head;
823     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824     }
825    
826     /* op is the arrow, tmp is what is stopping the arrow.
827     *
828     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829     */
830     static int stick_arrow (object *op, object *tmp)
831     {
832     /* If the missile hit a player, we insert it in their inventory.
833     * However, if the missile is heavy, we don't do so (assume it falls
834     * to the ground after a hit). What a good value for this is up to
835     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836     * stick around.
837     */
838     if (op->weight <= 5000 && tmp->stats.hp >= 0) {
839 root 1.5 if(tmp->head != NULL)
840     tmp = tmp->head;
841 elmex 1.1 remove_ob (op);
842 root 1.5 op = insert_ob_in_ob(op,tmp);
843     if (tmp->type== PLAYER)
844     esrv_send_item (tmp, op);
845 elmex 1.1 return 1;
846     } else
847 root 1.5 return 0;
848 elmex 1.1 }
849    
850     /* hit_with_arrow() disassembles the missile, attacks the victim and
851     * reassembles the missile.
852     *
853     * It returns a pointer to the reassembled missile, or NULL if the missile
854     * isn't available anymore.
855     */
856     object *hit_with_arrow (object *op, object *victim)
857     {
858     object *container, *hitter;
859     int hit_something = 0;
860     tag_t victim_tag, hitter_tag;
861     sint16 victim_x, victim_y;
862    
863     /* Disassemble missile */
864     if (op->inv) {
865     container = op;
866     hitter = op->inv;
867     remove_ob (hitter);
868     insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
869     /* Note that we now have an empty THROWN_OBJ on the map. Code that
870     * might be called until this THROWN_OBJ is either reassembled or
871     * removed at the end of this function must be able to deal with empty
872     * THROWN_OBJs. */
873     } else {
874     container = NULL;
875     hitter = op;
876     }
877    
878     /* Try to hit victim */
879     victim_x = victim->x;
880     victim_y = victim->y;
881     victim_tag = victim->count;
882     hitter_tag = hitter->count;
883 root 1.3
884     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 elmex 1.1
886     /* Arrow attacks door, rune of summoning is triggered, demon is put on
887     * arrow, move_apply() calls this function, arrow sticks in demon,
888     * attack_ob_simple() returns, and we've got an arrow that still exists
889     * but is no longer on the map. Ugh. (Beware: Such things can happen at
890     * other places as well!)
891     */
892     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
893     if (container) {
894     remove_ob (container);
895     free_object (container);
896     }
897     return NULL;
898     }
899    
900     /* Missile hit victim */
901     /* if the speed is > 10, then this is a fast moving arrow, we go straight
902     * through the target
903     */
904     if (hit_something && op->speed <= 10.0)
905     {
906     /* Stop arrow */
907     if (container == NULL) {
908     hitter = fix_stopped_arrow (hitter);
909     if (hitter == NULL)
910     return NULL;
911     } else {
912     remove_ob (container);
913     free_object (container);
914     }
915    
916     /* Try to stick arrow into victim */
917     if ( ! was_destroyed (victim, victim_tag)
918     && stick_arrow (hitter, victim))
919     return NULL;
920    
921     /* Else try to put arrow on victim's map square
922 root 1.5 * remove check for P_WALL here. If the arrow got to this
923     * space, that is good enough - with the new movement code,
924     * there is now the potential for lots of spaces where something
925     * can fly over but not otherwise move over. What is the correct
926     * way to handle those otherwise?
927     */
928 elmex 1.1 if (victim_x != hitter->x || victim_y != hitter->y) {
929     remove_ob (hitter);
930     hitter->x = victim_x;
931     hitter->y = victim_y;
932     insert_ob_in_map (hitter, victim->map, hitter,0);
933     } else {
934     /* Else leave arrow where it is */
935     merge_ob (hitter, NULL);
936     }
937     return NULL;
938     }
939    
940     if (hit_something && op->speed >= 10.0)
941 root 1.5 op->speed -= 1.0;
942 elmex 1.1
943     /* Missile missed victim - reassemble missile */
944     if (container) {
945     remove_ob (hitter);
946     insert_ob_in_ob (hitter, container);
947     }
948     return op;
949     }
950    
951    
952     void tear_down_wall(object *op)
953     {
954     int perc=0;
955    
956     if (!op->stats.maxhp) {
957 root 1.8 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 root 1.5 perc = 1;
959 elmex 1.1 } else if(!GET_ANIM_ID(op)) {
960 root 1.5 /* Object has been called - no animations, so remove it */
961     if(op->stats.hp<0) {
962     remove_ob(op); /* Should update LOS */
963     free_object(op);
964     /* Don't know why this is here - remove_ob should do it for us */
965     /*update_position(m, x, y);*/
966     }
967     return; /* no animations, so nothing more to do */
968 elmex 1.1 }
969     perc = NUM_ANIMATIONS(op)
970 root 1.5 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
971 elmex 1.1 if (perc >= (int) NUM_ANIMATIONS(op))
972 root 1.5 perc = NUM_ANIMATIONS(op)-1;
973 elmex 1.1 else if (perc < 1)
974 root 1.5 perc = 1;
975 elmex 1.1 SET_ANIMATION(op, perc);
976     update_object(op,UP_OBJ_FACE);
977     if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
978 root 1.5 if(op->face==blank_face) {
979     /* If the last face is blank, remove the ob */
980     remove_ob(op); /* Should update LOS */
981     free_object(op);
982    
983     /* remove_ob should call update_position for us */
984     /*update_position(m, x, y);*/
985    
986     } else { /* The last face was not blank, leave an image */
987     CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
988     update_all_los(op->map, op->x, op->y);
989     op->move_block = 0;
990     CLEAR_FLAG(op, FLAG_ALIVE);
991     }
992 elmex 1.1 }
993     }
994    
995     void scare_creature(object *target, object *hitter)
996     {
997     object *owner = get_owner(hitter);
998    
999     if (!owner) owner=hitter;
1000    
1001     SET_FLAG(target, FLAG_SCARED);
1002     if (!target->enemy) target->enemy=owner;
1003     }
1004    
1005    
1006     /* This returns the amount of damage hitter does to op with the
1007     * appropriate attacktype. Only 1 attacktype should be set at a time.
1008     * This doesn't damage the player, but returns how much it should
1009     * take. However, it will do other effects (paralyzation, slow, etc.)
1010     * Note - changed for PR code - we now pass the attack number and not
1011     * the attacktype. Makes it easier for the PR code. */
1012    
1013     int hit_player_attacktype(object *op, object *hitter, int dam,
1014 root 1.5 uint32 attacknum, int magic) {
1015 elmex 1.1
1016     int doesnt_slay = 1;
1017    
1018     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019     if (attacknum >= NROFATTACKS) {
1020 root 1.5 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021     return 0;
1022 elmex 1.1 }
1023    
1024     if (dam < 0) {
1025 root 1.5 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1026     return 0;
1027 elmex 1.1 }
1028    
1029     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1030     * people can't mess with that or it otherwise get confused. */
1031     if (attacknum == ATNR_INTERNAL) return dam;
1032    
1033     if (hitter->slaying) {
1034     if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1035 root 1.5 (op->arch && (op->arch->name != NULL) &&
1036     strstr(op->arch->name, hitter->slaying))
1037     ){
1038     doesnt_slay = 0;
1039     dam *= 3;
1040 elmex 1.1 }
1041     }
1042    
1043     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044     if (op->resist[attacknum]) {
1045     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046     * in case 0>dam>1, we try to "simulate" a float value-effect */
1047     dam *= (100-op->resist[attacknum]);
1048     if (dam >= 100) dam /= 100;
1049     else
1050 root 1.5 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 elmex 1.1 }
1052    
1053     /* Special hack. By default, if immune to something, you
1054     * shouldn't need to worry. However, acid is an exception, since
1055     * it can still damage your items. Only include attacktypes if
1056     * special processing is needed */
1057    
1058     if ((op->resist[attacknum] >= 100) &&
1059 root 1.5 doesnt_slay && (attacknum != ATNR_ACID))
1060 elmex 1.1 return 0;
1061    
1062     /* Keep this in order - makes things easier to find */
1063    
1064     switch(attacknum) {
1065     case ATNR_PHYSICAL:
1066 root 1.5 /* here also check for diseases */
1067     check_physically_infect(op, hitter);
1068     break;
1069    
1070     /* Don't need to do anything for:
1071     magic,
1072     fire,
1073     electricity,
1074     cold */
1075    
1076 elmex 1.1 case ATNR_CONFUSION:
1077     case ATNR_POISON:
1078     case ATNR_SLOW:
1079     case ATNR_PARALYZE:
1080     case ATNR_FEAR:
1081     case ATNR_CANCELLATION:
1082     case ATNR_DEPLETE:
1083     case ATNR_BLIND:
1084 root 1.5 {
1085     /* chance for inflicting a special attack depends on the
1086     * difference between attacker's and defender's level
1087     */
1088     int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1089    
1090     /* First, only creatures/players with speed can be affected.
1091     * Second, just getting hit doesn't mean it always affects
1092     * you. Third, you still get a saving through against the
1093     * effect.
1094     */
1095     if (op->speed &&
1096     (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1097     !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1098     !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1099    
1100     /* Player has been hit by something */
1101     if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1102     else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1103     else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1104     else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1105     else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1106     else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1107     else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1108     else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1109     !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1110     }
1111     dam = 0; /* These are all effects and don't do real damage */
1112     }
1113     break;
1114 elmex 1.1 case ATNR_ACID:
1115     {
1116 root 1.5 int flag=0;
1117 elmex 1.1
1118 root 1.5 /* Items only get corroded if you're not on a battleground and
1119 elmex 1.1 * if your acid resistance is below 50%. */
1120 root 1.5 if (!op_on_battleground(op, NULL, NULL) &&
1121     (op->resist[ATNR_ACID] < 50))
1122     {
1123     object *tmp;
1124     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1125     if(tmp->invisible)
1126     continue;
1127     if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1128     (tmp->resist[ATNR_ACID] >= 10))
1129     /* >= 10% acid res. on itmes will protect these */
1130     continue;
1131     if(!(tmp->material & M_IRON))
1132     continue;
1133     if(tmp->magic < -4) /* Let's stop at -5 */
1134     continue;
1135     if(tmp->type==RING ||
1136     /* removed boots and gloves from exclusion list in
1137 elmex 1.1 PR */
1138 root 1.5 tmp->type==GIRDLE ||
1139     tmp->type==AMULET ||
1140     tmp->type==WAND ||
1141     tmp->type==ROD ||
1142     tmp->type==HORN)
1143     continue; /* To avoid some strange effects */
1144 elmex 1.1
1145 root 1.5 /* High damage acid has better chance of corroding
1146 elmex 1.1 objects */
1147 root 1.5 if(rndm(0, dam+4) >
1148     random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1149     if(op->type == PLAYER)
1150     /* Make this more visible */
1151     new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1152     "The %s's acid corrodes your %s!",
1153     query_name(hitter), query_name(tmp));
1154     flag = 1;
1155     tmp->magic--;
1156     if(op->type == PLAYER)
1157     esrv_send_item(op, tmp);
1158     }
1159     }
1160     if(flag)
1161     fix_player(op); /* Something was corroded */
1162     }
1163 elmex 1.1 }
1164     break;
1165     case ATNR_DRAIN:
1166     {
1167 root 1.5 /* rate is the proportion of exp drained. High rate means
1168     * not much is drained, low rate means a lot is drained.
1169     */
1170     int rate;
1171    
1172     if(op->resist[ATNR_DRAIN] >= 0)
1173     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174     else
1175     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176    
1177     if(op->stats.exp <= rate) {
1178     if(op->type == GOLEM)
1179     dam = 999; /* Its force is "sucked" away. 8) */
1180     else
1181     /* If we can't drain, lets try to do physical damage */
1182     dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1183     } else {
1184     /* Randomly give the hitter some hp */
1185     if(hitter->stats.hp<hitter->stats.maxhp &&
1186     (op->level > hitter->level) &&
1187     random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1188     hitter->stats.hp++;
1189    
1190     /* Can't do drains on battleground spaces.
1191     * Move the wiz check up here - before, the hitter wouldn't gain exp
1192     * exp, but the wiz would still lose exp! If drainee is a wiz,
1193     * nothing happens.
1194     * Try to credit the owner. We try to display player -> player drain
1195     * attacks, hence all the != PLAYER checks.
1196     */
1197     if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1198     object *owner = get_owner(hitter);
1199    
1200     if (owner && owner != hitter) {
1201     if (op->type != PLAYER || owner->type != PLAYER)
1202     change_exp(owner, op->stats.exp/(rate*2),
1203 root 1.8 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL);
1204 root 1.5 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1205     change_exp(hitter, op->stats.exp/(rate*2),
1206 root 1.8 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0);
1207 root 1.5 }
1208     change_exp(op,-op->stats.exp/rate, NULL, 0);
1209     }
1210     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1211     * drain attack, you won't know that you are actually sucking out EXP,
1212     * as the messages will say you missed
1213     */
1214     }
1215 elmex 1.1 }
1216     break;
1217     case ATNR_TURN_UNDEAD:
1218     {
1219 root 1.5 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1220     object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1221 elmex 1.1 object *god = find_god (determine_god (owner));
1222     int div = 1;
1223    
1224 root 1.5 /* if undead are not an enemy of your god, you turn them
1225 elmex 1.1 * at half strength */
1226     if (! god || ! god->slaying ||
1227 root 1.5 strstr (god->slaying, undead_name) == NULL)
1228 elmex 1.1 div = 2;
1229 root 1.5 /* Give a bonus if you resist turn undead */
1230     if (op->level * div <
1231     (turn_bonus[owner->stats.Wis]+owner->level +
1232     (op->resist[ATNR_TURN_UNDEAD]/100)))
1233     scare_creature(op, owner);
1234     }
1235     else
1236     dam = 0; /* don't damage non undead - should we damage
1237 elmex 1.1 undead? */
1238     } break;
1239     case ATNR_DEATH:
1240 root 1.5 deathstrike_player(op, hitter, &dam);
1241     break;
1242 elmex 1.1 case ATNR_CHAOS:
1243 root 1.5 LOG(llevError,
1244     "%s was hit by %s with non-specific chaos.\n",
1245     query_name(op),
1246     query_name(hitter));
1247     dam = 0;
1248     break;
1249 elmex 1.1 case ATNR_COUNTERSPELL:
1250 root 1.5 LOG(llevError,
1251     "%s was hit by %s with counterspell attack.\n",
1252     query_name(op),
1253     query_name(hitter));
1254     dam = 0;
1255     /* This should never happen. Counterspell is handled
1256     * seperately and filtered out. If this does happen,
1257     * Counterspell has no effect on anything but spells, so it
1258     * does no damage. */
1259     break;
1260 elmex 1.1 case ATNR_HOLYWORD:
1261     {
1262 root 1.5 /* This has already been handled by hit_player,
1263     * no need to check twice -- DAMN */
1264    
1265     object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1266    
1267     /* As with turn undead above, give a bonus on the saving throw */
1268     if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1269     owner->level+turn_bonus[owner->stats.Wis])
1270     scare_creature(op, owner);
1271 elmex 1.1 } break;
1272     case ATNR_LIFE_STEALING:
1273     {
1274 root 1.5 int new_hp;
1275     /* this is replacement to drain for players, instead of taking
1276     * exp it takes hp. It is geared for players, probably not
1277     * much use giving it to monsters
1278     *
1279     * life stealing doesn't do a lot of damage, but it gives the
1280     * damage it does do to the player. Given that,
1281     * it only does 1/10'th normal damage (hence the divide by
1282     * 1000).
1283     */
1284     /* You can't steal life from something undead */
1285     if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1286     /* If drain protection is higher than life stealing, use that */
1287     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288     dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1289     else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290     /* You die at -1 hp, not zero. */
1291     if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1292     new_hp = hitter->stats.hp + dam;
1293     if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1294     if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1295 elmex 1.1 }
1296     }
1297     return dam;
1298     }
1299    
1300    
1301     /* GROS: This code comes from hit_player. It has been made external to
1302     * allow script procedures to "kill" objects in a combat-like fashion.
1303     * It was initially used by (kill-object) developed for the Collector's
1304     * Sword. Note that nothing has been changed from the original version
1305     * of the following code.
1306     * op is what is being killed.
1307     * dam is the damage done to it.
1308     * hitter is what is hitting it.
1309     * type is the attacktype.
1310     *
1311     * This function was a bit of a mess with hitter getting changed,
1312     * values being stored away but not used, etc. I've cleaned it up
1313     * a bit - I think it should be functionally equivalant.
1314     * MSW 2002-07-17
1315     */
1316     int kill_object(object *op,int dam, object *hitter, int type)
1317     {
1318     char buf[MAX_BUF];
1319     const char *skill;
1320     int maxdam=0;
1321     int battleg=0; /* true if op standing on battleground */
1322     int pk=0; /* true if op and what controls hitter are both players*/
1323     object *owner=NULL;
1324     object *skop=NULL;
1325    
1326     if (op->stats.hp>=0)
1327 root 1.5 return -1;
1328 elmex 1.1
1329 root 1.2 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330     return 0;
1331 elmex 1.1
1332     /* maxdam needs to be the amount of damage it took to kill
1333     * this creature. The function(s) that call us have already
1334     * adjusted the creatures HP total, so that is negative.
1335     */
1336     maxdam = dam + op->stats.hp + 1;
1337    
1338     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1339 root 1.5 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1340 elmex 1.1
1341     if(op->type==DOOR) {
1342 root 1.5 op->speed = 0.1;
1343     update_ob_speed(op);
1344     op->speed_left= -0.05;
1345     return maxdam;
1346 elmex 1.1 }
1347     if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1348 root 1.5 remove_friendly_object(op);
1349     if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1350     op->owner->contr->ranges[range_golem] == op) {
1351     op->owner->contr->ranges[range_golem]=NULL;
1352     op->owner->contr->golem_count=0;
1353     }
1354    
1355     remove_ob(op);
1356     free_object(op);
1357     return maxdam;
1358 elmex 1.1 }
1359    
1360     /* Now lets start dealing with experience we get for killing something */
1361    
1362     owner=get_owner(hitter);
1363     if(owner==NULL)
1364 root 1.5 owner=hitter;
1365 elmex 1.1
1366     /* is the victim (op) standing on battleground? */
1367     if (op_on_battleground(op, NULL, NULL)) battleg=1;
1368    
1369     /* is this player killing?*/
1370     if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1371    
1372     /* Player killed something */
1373     if(owner->type==PLAYER) {
1374 root 1.5 Log_Kill(owner->name,
1375     query_name(op),op->type,
1376 elmex 1.1 (owner!=hitter) ? query_name(hitter) : NULL,
1377     (owner!=hitter) ? hitter->type : 0);
1378    
1379 root 1.5 /* Log players killing other players - makes it easier to detect
1380     * and filter out malicious player killers - that is why the
1381     * ip address is included.
1382     */
1383     if (op->type == PLAYER && !battleg) {
1384     time_t t=time(NULL);
1385     struct tm *tmv;
1386     char buf[256];
1387    
1388     tmv = localtime(&t);
1389     strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1390    
1391     LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1392 root 1.8 buf, &owner->name, owner->contr->socket.host, query_name(op));
1393 root 1.5 }
1394    
1395     /* try to filter some things out - basically, if you are
1396     * killing a level 1 creature and your level 20, you
1397     * probably don't want to see that.
1398     */
1399     if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1400     if(owner!=hitter) {
1401     new_draw_info_format(NDI_BLACK, 0, owner,
1402     "You killed %s with %s.",query_name(op),
1403     query_name(hitter));
1404     }
1405     else {
1406     new_draw_info_format(NDI_BLACK, 0, owner,
1407     "You killed %s.",query_name(op));
1408     }
1409     /* Only play sounds for melee kills */
1410     if (hitter->type == PLAYER)
1411     play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1412     }
1413    
1414     /* If a player kills another player, not on
1415     * battleground, the "killer" looses 1 luck. Since this is
1416     * not reversible, it's actually quite a pain IMHO. -AV
1417     * Fix bug in that we were changing the luck of the hitter, not
1418     * player that the object belonged to - so if you killed another player
1419     * with spells, pets, whatever, there was no penalty.
1420     * Changed to make luck penalty configurable in settings.
1421     */
1422     if(op->type == PLAYER && owner != op && !battleg)
1423     change_luck(owner, -settings.pk_luck_penalty);
1424 elmex 1.1
1425 root 1.5 /* This code below deals with finding the appropriate skill
1426     * to credit exp to. This is a bit problematic - we should
1427 elmex 1.1 * probably never really have to look at current_weapon->skill
1428 root 1.5 */
1429     skill = NULL;
1430     if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1431     else if (owner->chosen_skill) {
1432     skill = owner->chosen_skill->skill;
1433     skop = owner->chosen_skill;
1434     }
1435     else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1436     else
1437     LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1438    
1439     /* We have the skill we want to credit to - now find the object this goes
1440     * to. Make sure skop is an actual skill, and not a skill tool!
1441     */
1442     if ((!skop || skop->type != SKILL) && skill) {
1443     int i;
1444 elmex 1.1
1445 root 1.5 for (i=0; i<NUM_SKILLS; i++)
1446 elmex 1.1 if (owner->contr->last_skill_ob[i] &&
1447 root 1.5 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1448     skop = owner->contr->last_skill_ob[i];
1449     break;
1450     }
1451     }
1452 elmex 1.1 } /* Was it a player that hit somethign */
1453     else {
1454 root 1.5 skill = NULL;
1455 elmex 1.1 }
1456    
1457     /* Pet (or spell) killed something. */
1458     if(owner != hitter ) {
1459 root 1.8 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name,
1460 root 1.5 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1461 elmex 1.1 }
1462     else {
1463 root 1.8 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name,
1464 root 1.5 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465     " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1466 elmex 1.1 }
1467     /* These may have been set in the player code section above */
1468     if (!skop) skop = hitter->chosen_skill;
1469     if (!skill && skop) skill=skop->skill;
1470    
1471     new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1472    
1473    
1474     /* If you didn't kill yourself, and your not the wizard */
1475     if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1476 root 1.5 int exp;
1477 elmex 1.1
1478 root 1.5 /* Really don't give much experience for killing other players */
1479 elmex 1.1 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 root 1.5 if (op->type==PLAYER) {
1481     if (battleg) {
1482     new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1483     new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1484     }
1485     else
1486     exp = op->stats.exp / 1000;
1487 elmex 1.1 }
1488     else
1489     exp = calc_skill_exp(owner, op, skop);
1490    
1491 root 1.5 /* if op is standing on "battleground" (arena), no way to gain
1492     * exp by killing him
1493     */
1494     if (battleg) exp = 0;
1495 elmex 1.1
1496 root 1.5 /* Don't know why this is set this way - doesn't make
1497     * sense to just divide everything by two for no reason.
1498     */
1499 elmex 1.1
1500 root 1.5 if (!settings.simple_exp)
1501     exp=exp/2;
1502    
1503     if(owner->type!=PLAYER || owner->contr->party==NULL) {
1504     change_exp(owner,exp, skill, 0);
1505     }
1506     else {
1507     int shares=0,count=0;
1508    
1509     player *pl;
1510    
1511     partylist *party=owner->contr->party;
1512 elmex 1.1 #ifdef PARTY_KILL_LOG
1513 root 1.5 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1514 elmex 1.1 #endif
1515 root 1.5 for(pl=first_player;pl!=NULL;pl=pl->next) {
1516     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1517     count++;
1518     shares+=(pl->ob->level+4);
1519     }
1520     }
1521     if(count==1 || shares>exp)
1522     change_exp(owner,exp, skill, SK_EXP_TOTAL);
1523     else {
1524     int share=exp/shares,given=0,nexp;
1525     for(pl=first_player;pl!=NULL;pl=pl->next) {
1526     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1527     nexp=(pl->ob->level+4)*share;
1528     change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1529     given+=nexp;
1530     }
1531     }
1532     exp-=given;
1533     /* give any remainder to the player */
1534     change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1535     }
1536     } /* else part of a party */
1537 elmex 1.1
1538     } /* end if person didn't kill himself */
1539    
1540     if(op->type!=PLAYER) {
1541 root 1.5 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1542     object *owner1 = get_owner(op);
1543 elmex 1.1
1544 root 1.5 if(owner1!= NULL && owner1->type == PLAYER) {
1545     play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1546     /* Maybe we should include the owner that killed this, maybe not */
1547     new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1548 root 1.8 &op->name,&hitter->name);
1549 root 1.5 }
1550     remove_friendly_object(op);
1551     }
1552     remove_ob(op);
1553     free_object(op);
1554 elmex 1.1 }
1555     /* Player has been killed! */
1556     else {
1557 root 1.5 if(owner->type==PLAYER) {
1558 root 1.8 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1559 root 1.5 }
1560     else {
1561     strncpy(op->contr->killer,hitter->name,BIG_NAME);
1562     op->contr->killer[BIG_NAME-1]='\0';
1563     }
1564 elmex 1.1 }
1565     /* This was return -1 - that doesn't seem correct - if we return -1, process
1566     * continues in the calling function.
1567     */
1568     return maxdam;
1569     }
1570    
1571     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572     * Returns 0 this is not friendly fire
1573     */
1574    
1575     int friendly_fire(object *op, object *hitter){
1576     object *owner;
1577     int friendlyfire;
1578 root 1.5
1579 elmex 1.1 if (hitter->head) hitter=hitter->head;
1580    
1581     friendlyfire = 0;
1582 root 1.5
1583 elmex 1.1 if(op->type == PLAYER) {
1584     if (op_on_battleground (hitter, 0, 0))
1585     return 0;
1586 root 1.5
1587     if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588     return 1;
1589    
1590     if((owner = get_owner(hitter))!=NULL) {
1591     if(owner->type == PLAYER && owner->contr->peaceful == 1)
1592     friendlyfire = 2;
1593     }
1594    
1595     if (hitter->type == SPELL || hitter->type == POISONING ||
1596     hitter->type == DISEASE || hitter->type == RUNE)
1597     friendlyfire = 0;
1598 elmex 1.1 }
1599     return friendlyfire;
1600     }
1601    
1602    
1603     /* This isn't used just for players, but in fact most objects.
1604     * op is the object to be hit, dam is the amount of damage, hitter
1605     * is what is hitting the object, type is the attacktype, and
1606     * full_hit is set if monster area does not matter.
1607     * dam is base damage - protections/vulnerabilities/slaying matches can
1608     * modify it.
1609     */
1610    
1611     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613    
1614     int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1615     int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1616     int maxattacktype, attacknum;
1617     int body_attack = op && op->head; /* Did we hit op's head? */
1618     int simple_attack;
1619     tag_t op_tag, hitter_tag;
1620     int rtn_kill = 0;
1621     int friendlyfire;
1622    
1623     if (get_attack_mode (&op, &hitter, &simple_attack))
1624     return 0;
1625    
1626     /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1627     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1628     return 0;
1629    
1630     #ifdef PROHIBIT_PLAYERKILL
1631     if (op->type == PLAYER) {
1632     object *owner = get_owner (hitter);
1633     if (!owner) owner = hitter;
1634     if (owner->type == PLAYER
1635     && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1636     && op != owner) {
1637     return 0;
1638     }
1639     }
1640     #endif
1641    
1642     op_tag = op->count;
1643     hitter_tag = hitter->count;
1644    
1645     if (body_attack) {
1646 root 1.5 /* slow and paralyze must hit the head. But we don't want to just
1647     * return - we still need to process other attacks the spell still
1648     * might have. So just remove the paralyze and slow attacktypes,
1649     * and keep on processing if we have other attacktypes.
1650     * return if only magic or nothing is left - under normal code
1651     * we don't attack with pure magic if there is another attacktype.
1652     * Only do processing if the initial attacktype includes one of those
1653     * attack so we don't cancel out things like magic bullet.
1654     */
1655     if (type & (AT_PARALYZE | AT_SLOW)) {
1656     type &= ~(AT_PARALYZE | AT_SLOW);
1657     if (!type || type==AT_MAGIC) return 0;
1658     }
1659 elmex 1.1 }
1660    
1661     if ( ! simple_attack && op->type == DOOR) {
1662     object *tmp;
1663     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1664     if (tmp->type == RUNE || tmp->type == TRAP) {
1665     spring_trap (tmp, hitter);
1666     if (was_destroyed (hitter, hitter_tag)
1667     || was_destroyed (op, op_tag)
1668     || abort_attack (op, hitter, simple_attack))
1669     return 0;
1670     break;
1671     }
1672     }
1673    
1674     if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1675     /* FIXME: If a player is killed by a rune in a door, the
1676     * was_destroyed() check above doesn't return, and might get here.
1677     */
1678     LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1679 root 1.8 "hit_player()\n", &op->arch->name, &op->name);
1680 root 1.5 return 0;
1681 elmex 1.1 }
1682    
1683     #ifdef ATTACK_DEBUG
1684     LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1685     #endif
1686    
1687     if (magic) {
1688     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689     * in case 0>dam>1, we try to "simulate" a float value-effect */
1690     dam = dam*(100-op->resist[ATNR_MAGIC]);
1691     if (dam >= 100)
1692 root 1.5 dam /= 100;
1693 elmex 1.1 else
1694 root 1.5 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1695 elmex 1.1 }
1696    
1697     /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1698     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699     */
1700     if(type & AT_CHAOS){
1701     shuffle_attack(op,0); /*0 flag tells it to not change the face */
1702     update_object(op,UP_OBJ_FACE);
1703     type &= ~AT_CHAOS;
1704     }
1705    
1706     /* Holyword is really an attacktype modifier (like magic is). If
1707     * holyword is part of an attacktype, then make sure the creature is
1708     * a proper match, otherwise no damage.
1709     */
1710     if (type & AT_HOLYWORD) {
1711     object *god;
1712 root 1.5 if ((!hitter->slaying ||
1713     (!(op->race && strstr(hitter->slaying,op->race)) &&
1714     !(op->name && strstr(hitter->slaying,op->name)))) &&
1715     (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1716     (hitter->title != NULL
1717 elmex 1.1 && (god = find_god(determine_god(hitter))) != NULL
1718     && god->race != NULL
1719 root 1.5 && strstr(god->race,undead_name) != NULL)))
1720     return 0;
1721 elmex 1.1 }
1722    
1723     maxattacktype = type; /* initialize this to something */
1724     for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1725 root 1.5 /* Magic isn't really a true attack type - it gets combined with other
1726     * attack types. As such, skip it over. However, if magic is
1727     * the only attacktype in the group, then still attack with it
1728     */
1729     if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1730    
1731     /* Go through and hit the player with each attacktype, one by one.
1732     * hit_player_attacktype only figures out the damage, doesn't inflict
1733     * it. It will do the appropriate action for attacktypes with
1734     * effects (slow, paralization, etc.
1735     */
1736     if (type & attacktype) {
1737     ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1738     /* the >= causes us to prefer messages from special attacks, if
1739     * the damage is equal.
1740     */
1741     if (ndam >= maxdam) {
1742     maxdam = ndam;
1743     maxattacktype = 1<<attacknum;
1744     }
1745     }
1746 elmex 1.1 }
1747 root 1.5
1748 elmex 1.1 /* if this is friendly fire then do a set % of damage only
1749     * Note - put a check in to make sure this attack is actually
1750     * doing damage - otherwise, the +1 in the code below will make
1751     * an attack do damage before when it otherwise didn't
1752     */
1753     friendlyfire = friendly_fire(op, hitter);
1754     if (friendlyfire && maxdam){
1755 root 1.5 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756 elmex 1.1 #ifndef COZY_SERVER
1757     maxdam++;
1758     #endif
1759 root 1.5
1760 elmex 1.1 #ifdef ATTACK_DEBUG
1761 root 1.5 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1762     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1763 elmex 1.1 #endif
1764     }
1765    
1766     if (!full_hit) {
1767 root 1.5 archetype *at;
1768     int area;
1769     int remainder;
1770    
1771     area = 0;
1772     for(at = op->arch; at != NULL; at = at->more)
1773     area++;
1774     assert(area > 0);
1775    
1776     /* basically: maxdam /= area; we try to "simulate" a float
1777     value-effect */
1778     remainder = 100*(maxdam%area)/area;
1779     maxdam /= area;
1780     if (RANDOM()%100 < remainder)
1781     maxdam++;
1782 elmex 1.1 }
1783    
1784     #ifdef ATTACK_DEBUG
1785     LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1786     #endif
1787    
1788     if(get_owner(hitter))
1789 root 1.5 op->enemy=hitter->owner;
1790 elmex 1.1 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1791 root 1.5 op->enemy=hitter;
1792 elmex 1.1
1793     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1794 root 1.5 /* The unaggressives look after themselves 8) */
1795     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1796     npc_call_help(op);
1797 elmex 1.1 }
1798    
1799     if (magic && did_make_save(op, op->level, 0))
1800 root 1.5 maxdam=maxdam/2;
1801 elmex 1.1
1802     attack_message(maxdam, maxattacktype, op, hitter);
1803    
1804     op->stats.hp-=maxdam;
1805    
1806     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807     if ((op->stats.hp>=0) &&
1808 root 1.5 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1809     op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1810     (float)op->stats.maxhp)) {
1811    
1812     if (QUERY_FLAG(op, FLAG_MONSTER))
1813     SET_FLAG(op, FLAG_RUN_AWAY);
1814     else
1815     scare_creature(op, hitter);
1816 elmex 1.1 }
1817    
1818     if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1819 root 1.5 if (maxdam)
1820     tear_down_wall(op);
1821     return maxdam; /* nothing more to do for wall */
1822 elmex 1.1 }
1823    
1824     /* See if the creature has been killed */
1825     rtn_kill = kill_object(op, maxdam, hitter, type);
1826     if (rtn_kill != -1)
1827 root 1.5 return rtn_kill;
1828 elmex 1.1
1829    
1830     /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1831     * that before if the player was immune to ghosthit, the monster
1832     * remained - that is no longer the case.
1833     */
1834     if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1835 root 1.5 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1836     remove_friendly_object(hitter);
1837     remove_ob(hitter);
1838     free_object(hitter);
1839 elmex 1.1 }
1840     /* Lets handle creatures that are splitting now */
1841     else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1842 root 1.5 int i;
1843     int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1844     int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1845     object *owner = get_owner(op);
1846    
1847     if(!op->other_arch) {
1848     LOG(llevError,"SPLITTING without other_arch error.\n");
1849     return maxdam;
1850     }
1851     remove_ob(op);
1852     for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1853     object *tmp=arch_to_object(op->other_arch);
1854     int j;
1855    
1856     tmp->stats.hp=op->stats.hp;
1857     if (friendly) {
1858     SET_FLAG(tmp, FLAG_FRIENDLY);
1859     add_friendly_object(tmp);
1860     tmp->attack_movement = PETMOVE;
1861     if (owner!=NULL)
1862     set_owner(tmp,owner);
1863     }
1864     if (unaggressive)
1865     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1866     j=find_first_free_spot(tmp,op->map,op->x,op->y);
1867     if (j==-1) /* No spot to put this monster */
1868     free_object(tmp);
1869     else {
1870     tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1871     insert_ob_in_map(tmp,op->map,NULL,0);
1872     }
1873     }
1874     if(friendly)
1875     remove_friendly_object(op);
1876     free_object(op);
1877 elmex 1.1 }
1878     else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1879 root 1.5 remove_ob(hitter);
1880     free_object(hitter);
1881 elmex 1.1 }
1882     return maxdam;
1883     }
1884    
1885    
1886     void poison_player(object *op, object *hitter, int dam)
1887     {
1888     archetype *at = find_archetype("poisoning");
1889     object *tmp=present_arch_in_ob(at,op);
1890    
1891     if(tmp==NULL) {
1892 root 1.5 if((tmp=arch_to_object(at))==NULL)
1893     LOG(llevError,"Failed to clone arch poisoning.\n");
1894     else {
1895     tmp = insert_ob_in_ob(tmp,op);
1896     /* peterm: give poisoning some teeth. It should
1897     * be able to kill things better than it does:
1898     * damage should be dependent something--I choose to
1899     * do this: if it's a monster, the damage from the
1900     * poisoning goes as the level of the monster/2.
1901     * If anything else, goes as damage.
1902     */
1903    
1904     if(QUERY_FLAG(hitter,FLAG_ALIVE))
1905     tmp->stats.dam += hitter->level/2;
1906     else
1907     tmp->stats.dam = dam;
1908    
1909     copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1910     if(hitter->skill && hitter->skill != tmp->skill) {
1911 root 1.8 tmp->skill = hitter->skill;
1912 root 1.5 }
1913    
1914     tmp->stats.food+=dam; /* more damage, longer poisoning */
1915    
1916     if(op->type==PLAYER) {
1917     /* player looses stats, maximum is -10 of each */
1918     tmp->stats.Con= MAX(-(dam/4+1), -10);
1919     tmp->stats.Str= MAX(-(dam/3+2), -10);
1920     tmp->stats.Dex= MAX(-(dam/6+1), -10);
1921     tmp->stats.Int= MAX(-dam/7, -10);
1922     SET_FLAG(tmp,FLAG_APPLIED);
1923     fix_player(op);
1924     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1925     }
1926     if (hitter->type == PLAYER)
1927 root 1.8 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 root 1.5 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1929     new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1930 root 1.8 "Your %s poisons %s.", &hitter->name, &op->name);
1931 root 1.5 }
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 root 1.8 tmp->name = "confusion";
1973 elmex 1.1 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1974     if( tmp->duration > maxduration)
1975 root 1.5 tmp->duration = maxduration;
1976 elmex 1.1
1977     if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1978 root 1.5 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1979 elmex 1.1 SET_FLAG(op, FLAG_CONFUSED);
1980     }
1981    
1982     void blind_player(object *op, object *hitter, int dam)
1983     {
1984     object *tmp,*owner;
1985    
1986     /* Save some work if we know it isn't going to affect the player */
1987     if (op->resist[ATNR_BLIND]==100) return;
1988    
1989     tmp = present_in_ob(BLINDNESS,op);
1990     if(!tmp) {
1991     tmp = get_archetype("blindness");
1992     SET_FLAG(tmp, FLAG_BLIND);
1993     SET_FLAG(tmp, FLAG_APPLIED);
1994     /* use floats so we don't lose too much precision due to rounding errors.
1995     * speed is a float anyways.
1996     */
1997     tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
1998    
1999     tmp = insert_ob_in_ob(tmp,op);
2000     change_abil(op,tmp); /* Mostly to display any messages */
2001     fix_player(op); /* This takes care of some other stuff */
2002    
2003     if(hitter->owner) owner = get_owner(hitter);
2004     else owner = hitter;
2005    
2006     new_draw_info_format(NDI_UNIQUE,0,owner,
2007 root 1.5 "Your attack blinds %s!",query_name(op));
2008 elmex 1.1 }
2009     tmp->stats.food += dam;
2010     if(tmp->stats.food > 10) tmp->stats.food = 10;
2011     }
2012    
2013     void paralyze_player(object *op, object *hitter, int dam)
2014     {
2015     float effect,max;
2016     /* object *tmp; */
2017    
2018     /* This is strange stuff... someone knows for what this is
2019     * written? Well, i think this can and should be removed
2020     */
2021    
2022     /*
2023     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 root 1.5 tmp=clone_arch(PARAIMAGE);
2025     tmp->x=op->x,tmp->y=op->y;
2026     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 elmex 1.1 }
2028     */
2029    
2030     /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2031     effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032    
2033     if (effect==0) return;
2034    
2035     op->speed_left-=FABS(op->speed)*effect;
2036     /* tmp->stats.food+=(signed short) effect/op->speed; */
2037    
2038     /* max number of ticks to be affected for. */
2039     max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2040     if (op->speed_left< -(FABS(op->speed)*max))
2041     op->speed_left = (float) -(FABS(op->speed)*max);
2042    
2043     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044     }
2045    
2046    
2047     /* Attempts to kill 'op'. hitter is the attack object, dam is
2048     * the computed damaged.
2049     */
2050     void deathstrike_player(object *op, object *hitter, int *dam)
2051     {
2052     /* The intention of a death attack is to kill outright things
2053     ** that are a lot weaker than the attacker, have a chance of killing
2054     ** things somewhat weaker than the caster, and no chance of
2055     ** killing something equal or stronger than the attacker.
2056     ** Also, if a deathstrike attack has a slaying, any monster
2057     ** whose name or race matches a comma-delimited list in the slaying
2058     ** field of the deathstriking object */
2059    
2060     int atk_lev, def_lev, kill_lev;
2061    
2062     if(hitter->slaying)
2063 root 1.5 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2064     (op->race&&strstr(hitter->slaying,op->race)))) return;
2065 elmex 1.1
2066     def_lev = op->level;
2067     if (def_lev < 1) {
2068     LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2069 root 1.8 &op->arch->name, &op->name);
2070 elmex 1.1 def_lev = 1;
2071     }
2072     atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2073     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074     atk_lev, def_lev); */
2075    
2076     if(atk_lev >= def_lev ){
2077 root 1.5 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2078 elmex 1.1
2079 root 1.5 /* Note that the below effectively means the ratio of the atk vs
2080     * defener level is important - if level 52 character has very little
2081     * chance of killing a level 50 monster. This should probably be
2082     * redone.
2083     */
2084     if(kill_lev >= def_lev) {
2085     *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2086     /* I think this doesn't really do much. Because of
2087     * integer rounding, this only makes any difference if the
2088     * attack level is double the defender level.
2089     */
2090     *dam *= kill_lev / def_lev;
2091     }
2092 elmex 1.1 } else {
2093     *dam = 0; /* no harm done */
2094     }
2095     }
2096    
2097     /* thrown_item_effect() - handles any special effects of thrown
2098     * items (like attacking living creatures--a potion thrown at a
2099     * monster).
2100     */
2101     static void thrown_item_effect (object *hitter, object *victim)
2102     {
2103     if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2104 root 1.5 /* May not need a switch for just 2 types, but this makes it
2105     * easier for expansion.
2106     */
2107     switch (hitter->type) {
2108     case POTION:
2109     /* should player get a save throw instead of checking magic protection? */
2110     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2111     &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2112     break;
2113    
2114     case POISON: /* poison drinks */
2115     /* As with potions, should monster get a save? */
2116     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2117     &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2118     break;
2119    
2120     /* Removed case statements that did nothing.
2121     * food may be poisonous, but monster must be willing to eat it,
2122     * so we don't handle it here.
2123     * Containers should perhaps break open, but that code was disabled.
2124     */
2125     }
2126 elmex 1.1 }
2127     }
2128    
2129     /* adj_attackroll() - adjustments to attacks by various conditions */
2130    
2131     int adj_attackroll (object *hitter, object *target) {
2132     object *attacker = hitter;
2133     int adjust=0;
2134    
2135     /* safety */
2136     if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2137     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2138     "map\n");
2139     return 0;
2140     }
2141    
2142     /* aimed missiles use the owning object's sight */
2143     if(is_aimed_missile(hitter)) {
2144     if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2145     /* A player who saves but hasn't quit still could have objects
2146     * owned by him - need to handle that case to avoid crashes.
2147     */
2148     if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2149     }
2150     else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2151     return 0;
2152    
2153     /* determine the condtions under which we make an attack.
2154     * Add more cases, as the need occurs. */
2155    
2156     if(!can_see_enemy(attacker,target)) {
2157     /* target is unseen */
2158     if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2159     adjust -= 10;
2160     /* dark map penalty for the hitter (lacks infravision if we got here). */
2161     else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2162     adjust -= target->map->darkness;
2163     }
2164    
2165     if(QUERY_FLAG(attacker,FLAG_SCARED))
2166     adjust -= 3;
2167    
2168     if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2169     adjust += 1;
2170    
2171     if(QUERY_FLAG(target,FLAG_SCARED))
2172     adjust += 1;
2173    
2174     if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2175     adjust -= 3;
2176    
2177     /* if we attack at a different 'altitude' its harder */
2178     if((attacker->move_type & target->move_type)==0)
2179     adjust -= 2;
2180    
2181     #if 0
2182     /* slower attacks are less likely to succeed. We should use a
2183     * comparison between attacker/target speeds BUT, players have
2184     * a generally faster speed, so this will wind up being a HUGE
2185     * disadantage for the monsters! Too bad, because missiles which
2186     * fly fast should have a better chance of hitting a slower target.
2187     */
2188     if(hitter->speed<target->speed)
2189     adjust += ((float) hitter->speed-target->speed);
2190     #endif
2191    
2192     #if 0
2193     LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2194     #endif
2195    
2196     return adjust;
2197     }
2198    
2199    
2200     /* determine if the object is an 'aimed' missile */
2201     int is_aimed_missile ( object *op) {
2202    
2203     /* I broke what used to be one big if into a few nested
2204     * ones so that figuring out the logic is at least possible.
2205     */
2206     if (op && (op->move_type & MOVE_FLYING)) {
2207 root 1.5 if (op->type==ARROW || op->type==THROWN_OBJ)
2208     return 1;
2209     else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2210     op->subtype == SP_EXPLOSION))
2211     return 1;
2212 elmex 1.1 }
2213     return 0;
2214     }
2215