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/cvs/deliantra/server/server/attack.C
Revision: 1.9
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +1943 -1740 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_attack_c =
4 root 1.9 * "$Id: attack.C,v 1.8 2006-09-03 00:18:42 root Exp $";
5 elmex 1.1 */
6 root 1.9
7 elmex 1.1 /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail to crossfire-devel@real-time.com
28     */
29     #include <assert.h>
30     #include <global.h>
31     #include <living.h>
32     #include <material.h>
33     #include <skills.h>
34    
35     #ifndef __CEXTRACT__
36 root 1.9 # include <sproto.h>
37 elmex 1.1 #endif
38    
39     #include <sounds.h>
40    
41 root 1.9 typedef struct att_msg_str
42     {
43 elmex 1.1 char *msg1;
44     char *msg2;
45     } att_msg;
46    
47     /*#define ATTACK_DEBUG*/
48    
49     /* cancels object *op. Cancellation basically means an object loses
50     * its magical benefits.
51     */
52 root 1.9 void
53     cancellation (object *op)
54 elmex 1.1 {
55 root 1.9 object *tmp;
56 elmex 1.1
57 root 1.9 if (op->invisible)
58     return;
59    
60     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61     {
62     /* Recur through the inventory */
63     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65     cancellation (tmp);
66     }
67     else if (FABS (op->magic) <= (rndm (0, 5)))
68     {
69     /* Nullify this object. This code could probably be more complete */
70     /* in what abilities it should cancel */
71     op->magic = 0;
72     CLEAR_FLAG (op, FLAG_DAMNED);
73     CLEAR_FLAG (op, FLAG_CURSED);
74     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76     if (op->env && op->env->type == PLAYER)
77     {
78     esrv_send_item (op->env, op);
79 root 1.5 }
80 elmex 1.1 }
81     }
82    
83    
84    
85     /* did_make_save_item just checks to make sure the item actually
86     * made its saving throw based on the tables. It does not take
87     * any further action (like destroying the item).
88     */
89    
90 root 1.9 int
91     did_make_save_item (object *op, int type, object *originator)
92     {
93     int i, roll, saves = 0, attacks = 0, number;
94     materialtype_t *mt;
95    
96     if (op->materialname == NULL)
97     {
98     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99     {
100     if (op->material & mt->material)
101     break;
102 elmex 1.1 }
103 root 1.9 }
104     else
105     mt = name_to_material (op->materialname);
106     if (mt == NULL)
107 elmex 1.1 return TRUE;
108 root 1.9 roll = rndm (1, 20);
109    
110     /* the attacktypes have no meaning for object saves
111     * If the type is only magic, don't adjust type - basically, if
112     * pure magic is hitting an object, it should save. However, if it
113     * is magic teamed with something else, then strip out the
114     * magic type, and instead let the fire, cold, or whatever component
115     * destroy the item. Otherwise, you get the case of poisoncloud
116     * destroying objects because it has magic attacktype.
117     */
118     if (type != AT_MAGIC)
119     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122    
123     if (type == 0)
124     return TRUE;
125     if (roll == 20)
126     return TRUE;
127     if (roll == 1)
128     return FALSE;
129    
130     for (number = 0; number < NROFATTACKS; number++)
131     {
132     i = 1 << number;
133     if (!(i & type))
134     continue;
135     attacks++;
136     if (op->resist[number] == 100)
137     saves++;
138     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139     saves++;
140     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141     saves++;
142     }
143    
144     if (saves == attacks || attacks == 0)
145     return TRUE;
146     if ((saves == 0) || (rndm (1, attacks) > saves))
147     return FALSE;
148     return TRUE;
149 elmex 1.1 }
150    
151     /* This function calls did_make_save_item. It then performs the
152     * appropriate actions to the item (such as burning the item up,
153     * calling cancellation, etc.)
154     */
155    
156 root 1.9 void
157     save_throw_object (object *op, int type, object *originator)
158 elmex 1.1 {
159 root 1.9 if (!did_make_save_item (op, type, originator))
160 elmex 1.1 {
161 root 1.9 object *env = op->env;
162     int x = op->x, y = op->y;
163     mapstruct *m = op->map;
164    
165     op = stop_item (op);
166     if (op == NULL)
167     return;
168 elmex 1.1
169 root 1.9 /* Hacked the following so that type LIGHTER will work.
170     * Also, objects which are potenital "lights" that are hit by
171     * flame/elect attacks will be set to glow. "lights" are any
172     * object with +/- glow_radius and an "other_arch" to change to.
173     * (and please note that we cant fail our save and reach this
174     * function if the object doesnt contain a material that can burn.
175     * So forget lighting magical swords on fire with this!) -b.t.
176     */
177     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178     {
179     const char *arch = op->other_arch->name;
180 elmex 1.1
181 root 1.9 op = decrease_ob_nr (op, 1);
182     if (op)
183     fix_stopped_item (op, m, originator);
184     if ((op = get_archetype (arch)) != NULL)
185     {
186     if (env)
187     {
188     op->x = env->x, op->y = env->y;
189     insert_ob_in_ob (op, env);
190     if (env->contr)
191     esrv_send_item (env, op);
192 root 1.5 }
193 root 1.9 else
194     {
195     op->x = x, op->y = y;
196     insert_ob_in_map (op, m, originator, 0);
197     }
198     }
199     return;
200     }
201     if (type & AT_CANCELLATION)
202     { /* Cancellation. */
203     cancellation (op);
204     fix_stopped_item (op, m, originator);
205     return;
206     }
207     if (op->nrof > 1)
208     {
209     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
210     if (op)
211     fix_stopped_item (op, m, originator);
212 elmex 1.1 }
213 root 1.9 else
214     {
215     if (op->env)
216     {
217     object *tmp = is_player_inv (op->env);
218    
219     if (tmp)
220     {
221     esrv_del_item (tmp->contr, op->count);
222 root 1.5 }
223     }
224 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
225     remove_ob (op);
226     free_object (op);
227     }
228     if (type & (AT_FIRE | AT_ELECTRICITY))
229     {
230     if (env)
231     {
232     op = get_archetype ("burnout");
233     op->x = env->x, op->y = env->y;
234     insert_ob_in_ob (op, env);
235     }
236     else
237     {
238     replace_insert_ob_in_map ("burnout", originator);
239     }
240 root 1.5 }
241 root 1.9 return;
242     }
243     /* The value of 50 is arbitrary. */
244     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245     {
246     object *tmp;
247     archetype *at = find_archetype ("icecube");
248    
249     if (at == NULL)
250 root 1.5 return;
251 root 1.9 op = stop_item (op);
252     if (op == NULL)
253 elmex 1.1 return;
254 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255     {
256     tmp = arch_to_object (at);
257     tmp->x = op->x, tmp->y = op->y;
258     /* This was in the old (pre new movement code) -
259     * icecubes have slow_move set to 1 - don't want
260     * that for ones we create.
261     */
262     tmp->move_slow_penalty = 0;
263     tmp->move_slow = 0;
264     insert_ob_in_map (tmp, op->map, originator, 0);
265     }
266     if (!QUERY_FLAG (op, FLAG_REMOVED))
267     remove_ob (op);
268     (void) insert_ob_in_ob (op, tmp);
269     return;
270 elmex 1.1 }
271     }
272    
273     /* Object op is hitting the map.
274     * op is going in direction 'dir'
275     * type is the attacktype of the object.
276     * full_hit is set if monster area does not matter.
277     * returns 1 if it hits something, 0 otherwise.
278     */
279    
280 root 1.9 int
281     hit_map (object *op, int dir, int type, int full_hit)
282     {
283     object *tmp, *next;
284     mapstruct *map;
285     sint16 x, y;
286     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 elmex 1.1
288 root 1.9 tag_t op_tag, next_tag = 0;
289 elmex 1.1
290 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
291     {
292     LOG (llevError, "BUG: hit_map(): free object\n");
293     return 0;
294 elmex 1.1 }
295    
296 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297     {
298     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
299     return 0;
300 elmex 1.1 }
301    
302 root 1.9 if (!op->map)
303     {
304     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
305     return 0;
306 elmex 1.1 }
307    
308 root 1.9 if (op->head)
309     op = op->head;
310    
311     op_tag = op->count;
312    
313     map = op->map;
314     x = op->x + freearr_x[dir];
315     y = op->y + freearr_y[dir];
316 elmex 1.1
317 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318    
319     // elmex: a safe map tile can't be hit!
320     // this should prevent most harmful effects on items and players there.
321     if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
322     return 0;
323    
324     /* peterm: a few special cases for special attacktypes --counterspell
325     * must be out here because it strikes things which are not alive
326     */
327 elmex 1.1
328 root 1.9 if (type & AT_COUNTERSPELL)
329     {
330     counterspell (op, dir); /* see spell_effect.c */
331 elmex 1.1
332 root 1.9 /* If the only attacktype is counterspell or magic, don't need
333     * to do any further processing.
334     */
335     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336     {
337     return 0;
338 root 1.5 }
339 root 1.9 type &= ~AT_COUNTERSPELL;
340 elmex 1.1 }
341    
342 root 1.9 if (type & AT_CHAOS)
343     {
344     shuffle_attack (op, 1); /*1 flag tells it to change the face */
345     update_object (op, UP_OBJ_FACE);
346     type &= ~AT_CHAOS;
347 elmex 1.1 }
348    
349 root 1.9 next = get_map_ob (map, x, y);
350     if (next)
351     next_tag = next->count;
352    
353     while (next)
354     {
355     if (was_destroyed (next, next_tag))
356     {
357     /* There may still be objects that were above 'next', but there is no
358     * simple way to find out short of copying all object references and
359     * tags into a temporary array before we start processing the first
360     * object. That's why we just abort.
361     *
362     * This happens whenever attack spells (like fire) hit a pile
363     * of objects. This is not a bug - nor an error. The errormessage
364     * below was spamming the logs for absolutely no reason.
365     */
366     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
367     break;
368     }
369     tmp = next;
370     next = tmp->above;
371     if (next)
372 root 1.5 next_tag = next->count;
373 elmex 1.1
374 root 1.9 if (QUERY_FLAG (tmp, FLAG_FREED))
375     {
376     LOG (llevError, "BUG: hit_map(): found freed object\n");
377     break;
378 root 1.5 }
379    
380 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381     * For example, 'tmp' was put in an icecube.
382     * This is one of the few cases where on_same_map should not be used.
383     */
384     if (tmp->map != map || tmp->x != x || tmp->y != y)
385     continue;
386    
387     if (QUERY_FLAG (tmp, FLAG_ALIVE))
388     {
389     hit_player (tmp, op->stats.dam, op, type, full_hit);
390     retflag |= 1;
391     if (was_destroyed (op, op_tag))
392 root 1.5 break;
393     }
394 root 1.9 /* Here we are potentially destroying an object. If the object has
395     * NO_PASS set, it is also immune - you can't destroy walls. Note
396     * that weak walls have is_alive set, which prevent objects from
397     * passing over/through them. We don't care what type of movement
398     * the wall blocks - if it blocks any type of movement, can't be
399     * destroyed right now.
400     */
401     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
402     {
403     save_throw_object (tmp, type, op);
404     if (was_destroyed (op, op_tag))
405     break;
406 root 1.5 }
407 elmex 1.1 }
408 root 1.9 return 0;
409 elmex 1.1 }
410    
411 root 1.9 void
412     attack_message (int dam, int type, object *op, object *hitter)
413     {
414 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 root 1.9 int i, found = 0;
416 elmex 1.1 mapstruct *map;
417     object *next, *tmp;
418    
419     /* put in a few special messages for some of the common attacktypes
420     * a player might have. For example, fire, electric, cold, etc
421     * [garbled 20010919]
422     */
423    
424 root 1.9 if (dam == 9998 && op->type == DOOR)
425     {
426     sprintf (buf1, "unlock %s", &op->name);
427     sprintf (buf2, " unlocks");
428     found++;
429     }
430     if (dam < 0)
431     {
432     sprintf (buf1, "hit %s", &op->name);
433     sprintf (buf2, " hits");
434     found++;
435     }
436     else if (dam == 0)
437     {
438     sprintf (buf1, "missed %s", &op->name);
439     sprintf (buf2, " misses");
440     found++;
441     }
442     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443     hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
444     {
445     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447     {
448     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
449     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
450     found++;
451     break;
452     }
453     }
454     else if (op->type == DOOR && !found)
455     {
456     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
457     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
458     {
459     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
460     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461     found++;
462     break;
463     }
464     }
465     else if (hitter->type == PLAYER && IS_LIVE (op))
466     {
467     if (USING_SKILL (hitter, SK_KARATE))
468     {
469     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
471     {
472     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
473     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
474 root 1.5 found++;
475     break;
476 root 1.9 }
477     }
478     else if (USING_SKILL (hitter, SK_CLAWING))
479     {
480     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
481     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
482     {
483     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
484     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
485 root 1.5 found++;
486     break;
487     }
488 root 1.9 }
489     else if (USING_SKILL (hitter, SK_PUNCHING))
490     {
491     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
492     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
493     {
494     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
495     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
496     found++;
497     break;
498 root 1.5 }
499     }
500 elmex 1.1 }
501 root 1.9 if (found)
502     {
503     /* done */
504     }
505     else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
506     {
507     sprintf (buf1, "hit"); /* just in case */
508     for (i = 0; i < MAXATTACKMESS; i++)
509     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510     {
511     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512     found++;
513     break;
514     }
515     }
516     else if (type & AT_DRAIN && IS_LIVE (op))
517     {
518 elmex 1.1 /* drain is first, because some items have multiple attypes */
519 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521     {
522     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
523     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524     found++;
525     break;
526     }
527     }
528     else if (type & AT_ELECTRICITY && IS_LIVE (op))
529     {
530     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532     {
533     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535     found++;
536     break;
537     }
538     }
539     else if (type & AT_COLD && IS_LIVE (op))
540     {
541     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543     {
544     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
545     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
546     found++;
547     break;
548     }
549     }
550     else if (type & AT_FIRE)
551     {
552     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
553     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
554     {
555     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
556     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557     found++;
558     break;
559     }
560     }
561     else if (hitter->current_weapon != NULL)
562     {
563     int mtype;
564    
565     switch (hitter->current_weapon->weapontype)
566     {
567     case WEAP_HIT:
568     mtype = ATM_BASIC;
569     break;
570     case WEAP_SLASH:
571     mtype = ATM_SLASH;
572     break;
573     case WEAP_PIERCE:
574     mtype = ATM_PIERCE;
575     break;
576     case WEAP_CLEAVE:
577     mtype = ATM_CLEAVE;
578     break;
579     case WEAP_SLICE:
580     mtype = ATM_SLICE;
581     break;
582     case WEAP_STAB:
583     mtype = ATM_STAB;
584     break;
585     case WEAP_WHIP:
586     mtype = ATM_WHIP;
587     break;
588     case WEAP_CRUSH:
589     mtype = ATM_CRUSH;
590     break;
591     case WEAP_BLUD:
592     mtype = ATM_BLUD;
593     break;
594     default:
595     mtype = ATM_BASIC;
596     break;
597     }
598     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600     {
601     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602     strcpy (buf2, attack_mess[mtype][i].buf3);
603     found++;
604     break;
605     }
606     }
607     else
608     {
609     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
610     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
611     {
612     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
613     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
614     found++;
615     break;
616     }
617 elmex 1.1 }
618    
619 root 1.9 if (!found)
620     {
621     strcpy (buf1, "hit");
622     strcpy (buf2, " hits");
623 elmex 1.1 }
624    
625 root 1.9 /* bail out if a monster is casting spells */
626     if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
627     return;
628 elmex 1.1
629 root 1.9 /* scale down magic considerably. */
630     if (type & AT_MAGIC && rndm (0, 5))
631     return;
632 elmex 1.1
633 root 1.9 /* Did a player hurt another player? Inform both! */
634     if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635     {
636     if (get_owner (hitter) != NULL)
637     sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638     else
639     {
640     sprintf (buf, "%s%s you.", &hitter->name, buf2);
641     if (dam != 0)
642     {
643     if (dam < 10)
644     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
645     else if (dam < 20)
646     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
647     else
648     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
649 root 1.5 }
650     }
651 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
652     } /* end of player hitting player */
653 elmex 1.1
654 root 1.9 if (hitter->type == PLAYER)
655     {
656     sprintf (buf, "You %s.", buf1);
657     if (dam != 0)
658     {
659     if (dam < 10)
660     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
661     else if (dam < 20)
662     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
663     else
664     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
665 root 1.5 }
666 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
667     }
668     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
669     {
670 elmex 1.1 /* look for stacked spells and start reducing the message chances */
671 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672     {
673     i = 4;
674     map = hitter->map;
675     if (out_of_map (map, hitter->x, hitter->y))
676     return;
677     next = get_map_ob (map, hitter->x, hitter->y);
678     if (next)
679     while (next)
680     {
681     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682     i *= 3;
683     tmp = next;
684     next = tmp->above;
685     }
686     if (i < 0)
687 root 1.5 return;
688 root 1.9 if (rndm (0, i) != 0)
689     return;
690     }
691     else if (rndm (0, 5) != 0)
692     return;
693     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
695     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 elmex 1.1 }
697     }
698    
699    
700 root 1.9 static int
701     get_attack_mode (object **target, object **hitter, int *simple_attack)
702 elmex 1.1 {
703 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704     {
705     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706     return 1;
707 elmex 1.1 }
708 root 1.9 if ((*target)->head)
709     *target = (*target)->head;
710     if ((*hitter)->head)
711     *hitter = (*hitter)->head;
712     if ((*hitter)->env != NULL || (*target)->env != NULL)
713     {
714     *simple_attack = 1;
715     return 0;
716 elmex 1.1 }
717 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
718     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
719 elmex 1.1 {
720 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
721     return 1;
722 elmex 1.1 }
723 root 1.9 *simple_attack = 0;
724     return 0;
725 elmex 1.1 }
726    
727 root 1.9 static int
728     abort_attack (object *target, object *hitter, int simple_attack)
729 elmex 1.1 {
730 root 1.9
731 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
732     * determined by get_attack_mode(). Returns true if the relation has changed.
733     */
734 root 1.9 int new_mode;
735 elmex 1.1
736 root 1.9 if (hitter->env == target || target->env == hitter)
737     new_mode = 1;
738     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
739     return 1;
740     else
741     new_mode = 0;
742     return new_mode != simple_attack;
743 elmex 1.1 }
744    
745     static void thrown_item_effect (object *, object *);
746    
747 root 1.9 static int
748     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749 elmex 1.1 {
750 root 1.9 int simple_attack, roll, dam = 0;
751     uint32 type;
752     shstr op_name;
753     tag_t op_tag, hitter_tag;
754    
755     if (get_attack_mode (&op, &hitter, &simple_attack))
756     goto error;
757    
758     if (hitter->current_weapon)
759     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760     return RESULT_INT (0);
761    
762     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763     return RESULT_INT (0);
764 elmex 1.1
765 root 1.9 op_tag = op->count;
766     hitter_tag = hitter->count;
767    
768     /*
769     * A little check to make it more difficult to dance forward and back
770     * to avoid ever being hit by monsters.
771     */
772     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
773     {
774     /* Decrease speed BEFORE calling process_object. Otherwise, an
775     * infinite loop occurs, with process_object calling move_monster,
776     * which then gets here again. By decreasing the speed before
777     * we call process_object, the 'if' statement above will fail.
778     */
779     op->speed_left--;
780     process_object (op);
781     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
782 elmex 1.1 goto error;
783 root 1.9 }
784 elmex 1.1
785 root 1.9 op_name = op->name;
786 root 1.3
787 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
788 elmex 1.1
789 root 1.9 /* Adjust roll for various situations. */
790     if (!simple_attack)
791     roll += adj_attackroll (hitter, op);
792 elmex 1.1
793 root 1.9 /* See if we hit the creature */
794     if (roll == 20 || op->stats.ac >= base_wc - roll)
795     {
796     int hitdam = base_dam;
797    
798     if (settings.casting_time == TRUE)
799     {
800     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801     {
802     hitter->casting_time = -1;
803     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
804     }
805     if ((op->casting_time > -1) && (hitdam > 0))
806     {
807     op->casting_time = -1;
808     if (op->type == PLAYER)
809     {
810     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
811     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 root 1.5 }
813     }
814     }
815 root 1.9 if (!simple_attack)
816 elmex 1.1 {
817 root 1.9 /* If you hit something, the victim should *always* wake up.
818     * Before, invisible hitters could avoid doing this.
819     * -b.t. */
820     if (QUERY_FLAG (op, FLAG_SLEEP))
821     CLEAR_FLAG (op, FLAG_SLEEP);
822    
823     /* If the victim can't see the attacker, it may alert others
824     * for help. */
825     if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
826     npc_call_help (op);
827    
828     /* if you were hidden and hit by a creature, you are discovered */
829     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830     {
831     make_visible (op);
832     if (op->type == PLAYER)
833     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834     }
835    
836     /* thrown items (hitter) will have various effects
837     * when they hit the victim. For things like thrown daggers,
838     * this sets 'hitter' to the actual dagger, and not the
839     * wrapper object.
840     */
841     thrown_item_effect (hitter, op);
842     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
843     goto leave;
844     }
845    
846     /* Need to do at least 1 damage, otherwise there is no point
847     * to go further and it will cause FPE's below.
848     */
849     if (hitdam <= 0)
850     hitdam = 1;
851 elmex 1.1
852 root 1.9 type = hitter->attacktype;
853     if (!type)
854     type = AT_PHYSICAL;
855     /* Handle monsters that hit back */
856     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857     {
858     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
860     hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
861     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
862 root 1.5 goto leave;
863 root 1.9 }
864 elmex 1.1
865 root 1.9 /* In the new attack code, it should handle multiple attack
866     * types in its area, so remove it from here.
867     */
868     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
869     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
870     goto leave;
871     } /* end of if hitter hit op */
872     /* if we missed, dam=0 */
873    
874     /*attack_message(dam, type, op, hitter); */
875 elmex 1.1
876 root 1.9 goto leave;
877 elmex 1.1
878 root 1.9 error:
879     dam = 1;
880 elmex 1.1
881 root 1.9 leave:
882 elmex 1.1
883 root 1.9 return dam;
884 elmex 1.1 }
885    
886 root 1.9 int
887     attack_ob (object *op, object *hitter)
888 elmex 1.1 {
889    
890 root 1.9 if (hitter->head)
891     hitter = hitter->head;
892     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893 elmex 1.1 }
894    
895     /* op is the arrow, tmp is what is stopping the arrow.
896     *
897     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
898     */
899 root 1.9 static int
900     stick_arrow (object *op, object *tmp)
901 elmex 1.1 {
902 root 1.9 /* If the missile hit a player, we insert it in their inventory.
903     * However, if the missile is heavy, we don't do so (assume it falls
904     * to the ground after a hit). What a good value for this is up to
905     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906     * stick around.
907     */
908     if (op->weight <= 5000 && tmp->stats.hp >= 0)
909     {
910     if (tmp->head != NULL)
911     tmp = tmp->head;
912     remove_ob (op);
913     op = insert_ob_in_ob (op, tmp);
914     if (tmp->type == PLAYER)
915     esrv_send_item (tmp, op);
916     return 1;
917     }
918     else
919     return 0;
920 elmex 1.1 }
921    
922     /* hit_with_arrow() disassembles the missile, attacks the victim and
923     * reassembles the missile.
924     *
925     * It returns a pointer to the reassembled missile, or NULL if the missile
926     * isn't available anymore.
927     */
928 root 1.9 object *
929     hit_with_arrow (object *op, object *victim)
930 elmex 1.1 {
931 root 1.9 object *container, *hitter;
932     int hit_something = 0;
933     tag_t victim_tag, hitter_tag;
934     sint16 victim_x, victim_y;
935    
936     /* Disassemble missile */
937     if (op->inv)
938     {
939     container = op;
940     hitter = op->inv;
941     remove_ob (hitter);
942     insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
943     /* Note that we now have an empty THROWN_OBJ on the map. Code that
944     * might be called until this THROWN_OBJ is either reassembled or
945     * removed at the end of this function must be able to deal with empty
946     * THROWN_OBJs. */
947     }
948     else
949     {
950     container = NULL;
951     hitter = op;
952     }
953    
954     /* Try to hit victim */
955     victim_x = victim->x;
956     victim_y = victim->y;
957     victim_tag = victim->count;
958     hitter_tag = hitter->count;
959    
960     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
961    
962     /* Arrow attacks door, rune of summoning is triggered, demon is put on
963     * arrow, move_apply() calls this function, arrow sticks in demon,
964     * attack_ob_simple() returns, and we've got an arrow that still exists
965     * but is no longer on the map. Ugh. (Beware: Such things can happen at
966     * other places as well!)
967     */
968     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
969     {
970     if (container)
971     {
972     remove_ob (container);
973     free_object (container);
974 elmex 1.1 }
975 root 1.9 return NULL;
976 elmex 1.1 }
977    
978 root 1.9 /* Missile hit victim */
979     /* if the speed is > 10, then this is a fast moving arrow, we go straight
980     * through the target
981     */
982     if (hit_something && op->speed <= 10.0)
983     {
984     /* Stop arrow */
985     if (container == NULL)
986     {
987     hitter = fix_stopped_arrow (hitter);
988     if (hitter == NULL)
989 elmex 1.1 return NULL;
990 root 1.9 }
991     else
992     {
993     remove_ob (container);
994     free_object (container);
995     }
996 elmex 1.1
997 root 1.9 /* Try to stick arrow into victim */
998     if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
999     return NULL;
1000    
1001     /* Else try to put arrow on victim's map square
1002     * remove check for P_WALL here. If the arrow got to this
1003     * space, that is good enough - with the new movement code,
1004     * there is now the potential for lots of spaces where something
1005     * can fly over but not otherwise move over. What is the correct
1006     * way to handle those otherwise?
1007     */
1008     if (victim_x != hitter->x || victim_y != hitter->y)
1009     {
1010     remove_ob (hitter);
1011     hitter->x = victim_x;
1012     hitter->y = victim_y;
1013     insert_ob_in_map (hitter, victim->map, hitter, 0);
1014 elmex 1.1 }
1015 root 1.9 else
1016     {
1017     /* Else leave arrow where it is */
1018     merge_ob (hitter, NULL);
1019     }
1020     return NULL;
1021 elmex 1.1 }
1022    
1023 root 1.9 if (hit_something && op->speed >= 10.0)
1024     op->speed -= 1.0;
1025 elmex 1.1
1026 root 1.9 /* Missile missed victim - reassemble missile */
1027     if (container)
1028     {
1029     remove_ob (hitter);
1030     insert_ob_in_ob (hitter, container);
1031 elmex 1.1 }
1032 root 1.9 return op;
1033 elmex 1.1 }
1034    
1035    
1036 root 1.9 void
1037     tear_down_wall (object *op)
1038 elmex 1.1 {
1039 root 1.9 int perc = 0;
1040 elmex 1.1
1041 root 1.9 if (!op->stats.maxhp)
1042     {
1043     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1044     perc = 1;
1045 elmex 1.1 }
1046 root 1.9 else if (!GET_ANIM_ID (op))
1047     {
1048     /* Object has been called - no animations, so remove it */
1049     if (op->stats.hp < 0)
1050     {
1051     remove_ob (op); /* Should update LOS */
1052     free_object (op);
1053     /* Don't know why this is here - remove_ob should do it for us */
1054     /*update_position(m, x, y); */
1055     }
1056     return; /* no animations, so nothing more to do */
1057     }
1058     perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1059     if (perc >= (int) NUM_ANIMATIONS (op))
1060     perc = NUM_ANIMATIONS (op) - 1;
1061     else if (perc < 1)
1062     perc = 1;
1063     SET_ANIMATION (op, perc);
1064     update_object (op, UP_OBJ_FACE);
1065     if (perc == NUM_ANIMATIONS (op) - 1)
1066     { /* Reached the last animation */
1067     if (op->face == blank_face)
1068     {
1069     /* If the last face is blank, remove the ob */
1070     remove_ob (op); /* Should update LOS */
1071     free_object (op);
1072 root 1.5
1073 root 1.9 /* remove_ob should call update_position for us */
1074     /*update_position(m, x, y); */
1075 root 1.5
1076 root 1.9 }
1077     else
1078     { /* The last face was not blank, leave an image */
1079     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1080     update_all_los (op->map, op->x, op->y);
1081     op->move_block = 0;
1082     CLEAR_FLAG (op, FLAG_ALIVE);
1083 root 1.5 }
1084 elmex 1.1 }
1085     }
1086    
1087 root 1.9 void
1088     scare_creature (object *target, object *hitter)
1089 elmex 1.1 {
1090 root 1.9 object *owner = get_owner (hitter);
1091 elmex 1.1
1092 root 1.9 if (!owner)
1093     owner = hitter;
1094 elmex 1.1
1095 root 1.9 SET_FLAG (target, FLAG_SCARED);
1096     if (!target->enemy)
1097     target->enemy = owner;
1098 elmex 1.1 }
1099    
1100    
1101     /* This returns the amount of damage hitter does to op with the
1102     * appropriate attacktype. Only 1 attacktype should be set at a time.
1103     * This doesn't damage the player, but returns how much it should
1104     * take. However, it will do other effects (paralyzation, slow, etc.)
1105     * Note - changed for PR code - we now pass the attack number and not
1106     * the attacktype. Makes it easier for the PR code. */
1107    
1108 root 1.9 int
1109     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1110     {
1111    
1112     int doesnt_slay = 1;
1113    
1114     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1115     if (attacknum >= NROFATTACKS)
1116     {
1117     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1118     return 0;
1119 elmex 1.1 }
1120 root 1.9
1121     if (dam < 0)
1122     {
1123     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1124     return 0;
1125 elmex 1.1 }
1126 root 1.9
1127     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1128     * people can't mess with that or it otherwise get confused. */
1129     if (attacknum == ATNR_INTERNAL)
1130     return dam;
1131    
1132     if (hitter->slaying)
1133     {
1134     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1135     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1136     {
1137     doesnt_slay = 0;
1138     dam *= 3;
1139     }
1140 elmex 1.1 }
1141    
1142 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1143     if (op->resist[attacknum])
1144     {
1145 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1146     * in case 0>dam>1, we try to "simulate" a float value-effect */
1147 root 1.9 dam *= (100 - op->resist[attacknum]);
1148     if (dam >= 100)
1149     dam /= 100;
1150 elmex 1.1 else
1151 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1152 elmex 1.1 }
1153    
1154 root 1.9 /* Special hack. By default, if immune to something, you
1155     * shouldn't need to worry. However, acid is an exception, since
1156     * it can still damage your items. Only include attacktypes if
1157     * special processing is needed */
1158    
1159     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1160     return 0;
1161    
1162     /* Keep this in order - makes things easier to find */
1163    
1164     switch (attacknum)
1165     {
1166     case ATNR_PHYSICAL:
1167     /* here also check for diseases */
1168     check_physically_infect (op, hitter);
1169     break;
1170 elmex 1.1
1171 root 1.9 /* Don't need to do anything for:
1172 root 1.5 magic,
1173     fire,
1174     electricity,
1175     cold */
1176 root 1.9
1177     case ATNR_CONFUSION:
1178     case ATNR_POISON:
1179     case ATNR_SLOW:
1180     case ATNR_PARALYZE:
1181     case ATNR_FEAR:
1182     case ATNR_CANCELLATION:
1183     case ATNR_DEPLETE:
1184     case ATNR_BLIND:
1185     {
1186 root 1.5 /* chance for inflicting a special attack depends on the
1187     * difference between attacker's and defender's level
1188     */
1189 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1190 root 1.5
1191     /* First, only creatures/players with speed can be affected.
1192     * Second, just getting hit doesn't mean it always affects
1193     * you. Third, you still get a saving through against the
1194     * effect.
1195     */
1196 root 1.9 if (op->speed &&
1197     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1198     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1199     {
1200 root 1.5
1201     /* Player has been hit by something */
1202 root 1.9 if (attacknum == ATNR_CONFUSION)
1203     confuse_player (op, hitter, dam);
1204     else if (attacknum == ATNR_POISON)
1205     poison_player (op, hitter, dam);
1206     else if (attacknum == ATNR_SLOW)
1207     slow_player (op, hitter, dam);
1208     else if (attacknum == ATNR_PARALYZE)
1209     paralyze_player (op, hitter, dam);
1210     else if (attacknum == ATNR_FEAR)
1211     scare_creature (op, hitter);
1212     else if (attacknum == ATNR_CANCELLATION)
1213     cancellation (op);
1214     else if (attacknum == ATNR_DEPLETE)
1215     drain_stat (op);
1216     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1217     blind_player (op, hitter, dam);
1218     }
1219     dam = 0; /* These are all effects and don't do real damage */
1220     }
1221     break;
1222     case ATNR_ACID:
1223     {
1224     int flag = 0;
1225    
1226     /* Items only get corroded if you're not on a battleground and
1227     * if your acid resistance is below 50%. */
1228     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1229     {
1230     object *tmp;
1231    
1232     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1233     {
1234     if (tmp->invisible)
1235     continue;
1236     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1237     /* >= 10% acid res. on itmes will protect these */
1238     continue;
1239     if (!(tmp->material & M_IRON))
1240     continue;
1241     if (tmp->magic < -4) /* Let's stop at -5 */
1242     continue;
1243     if (tmp->type == RING ||
1244     /* removed boots and gloves from exclusion list in
1245     PR */
1246     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1247     continue; /* To avoid some strange effects */
1248    
1249     /* High damage acid has better chance of corroding
1250     objects */
1251     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1252     {
1253     if (op->type == PLAYER)
1254     /* Make this more visible */
1255     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1256     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1257     flag = 1;
1258     tmp->magic--;
1259     if (op->type == PLAYER)
1260     esrv_send_item (op, tmp);
1261     }
1262     }
1263     if (flag)
1264     fix_player (op); /* Something was corroded */
1265     }
1266     }
1267     break;
1268     case ATNR_DRAIN:
1269 root 1.5 {
1270 root 1.9 /* rate is the proportion of exp drained. High rate means
1271     * not much is drained, low rate means a lot is drained.
1272 root 1.5 */
1273 root 1.9 int rate;
1274    
1275     if (op->resist[ATNR_DRAIN] >= 0)
1276     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1277     else
1278     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1279    
1280     if (op->stats.exp <= rate)
1281     {
1282     if (op->type == GOLEM)
1283     dam = 999; /* Its force is "sucked" away. 8) */
1284     else
1285     /* If we can't drain, lets try to do physical damage */
1286     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1287     }
1288     else
1289     {
1290     /* Randomly give the hitter some hp */
1291     if (hitter->stats.hp < hitter->stats.maxhp &&
1292     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1293     hitter->stats.hp++;
1294    
1295     /* Can't do drains on battleground spaces.
1296     * Move the wiz check up here - before, the hitter wouldn't gain exp
1297     * exp, but the wiz would still lose exp! If drainee is a wiz,
1298     * nothing happens.
1299     * Try to credit the owner. We try to display player -> player drain
1300     * attacks, hence all the != PLAYER checks.
1301     */
1302     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1303     {
1304     object *owner = get_owner (hitter);
1305    
1306     if (owner && owner != hitter)
1307     {
1308     if (op->type != PLAYER || owner->type != PLAYER)
1309     change_exp (owner, op->stats.exp / (rate * 2),
1310     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1311     }
1312     else if (op->type != PLAYER || hitter->type != PLAYER)
1313     {
1314     change_exp (hitter, op->stats.exp / (rate * 2),
1315     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1316     }
1317     change_exp (op, -op->stats.exp / rate, NULL, 0);
1318     }
1319     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1320     * drain attack, you won't know that you are actually sucking out EXP,
1321     * as the messages will say you missed
1322     */
1323     }
1324     }
1325     break;
1326     case ATNR_TURN_UNDEAD:
1327     {
1328     if (QUERY_FLAG (op, FLAG_UNDEAD))
1329     {
1330     object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1331     object *god = find_god (determine_god (owner));
1332     int div = 1;
1333    
1334     /* if undead are not an enemy of your god, you turn them
1335     * at half strength */
1336     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1337     div = 2;
1338     /* Give a bonus if you resist turn undead */
1339     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1340     scare_creature (op, owner);
1341     }
1342     else
1343     dam = 0; /* don't damage non undead - should we damage
1344     undead? */
1345     }
1346     break;
1347     case ATNR_DEATH:
1348     deathstrike_player (op, hitter, &dam);
1349     break;
1350     case ATNR_CHAOS:
1351     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1352     dam = 0;
1353     break;
1354     case ATNR_COUNTERSPELL:
1355     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1356     dam = 0;
1357     /* This should never happen. Counterspell is handled
1358     * seperately and filtered out. If this does happen,
1359     * Counterspell has no effect on anything but spells, so it
1360     * does no damage. */
1361     break;
1362     case ATNR_HOLYWORD:
1363     {
1364     /* This has already been handled by hit_player,
1365     * no need to check twice -- DAMN */
1366    
1367     object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1368 root 1.5
1369 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1370     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1371     scare_creature (op, owner);
1372     }
1373     break;
1374     case ATNR_LIFE_STEALING:
1375     {
1376     int new_hp;
1377    
1378     /* this is replacement to drain for players, instead of taking
1379     * exp it takes hp. It is geared for players, probably not
1380     * much use giving it to monsters
1381     *
1382     * life stealing doesn't do a lot of damage, but it gives the
1383     * damage it does do to the player. Given that,
1384     * it only does 1/10'th normal damage (hence the divide by
1385     * 1000).
1386     */
1387     /* You can't steal life from something undead */
1388     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1389     return 0;
1390     /* If drain protection is higher than life stealing, use that */
1391     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1392     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1393     else
1394     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1395     /* You die at -1 hp, not zero. */
1396     if (dam > (op->stats.hp + 1))
1397     dam = op->stats.hp + 1;
1398     new_hp = hitter->stats.hp + dam;
1399     if (new_hp > hitter->stats.maxhp)
1400     new_hp = hitter->stats.maxhp;
1401     if (new_hp > hitter->stats.hp)
1402     hitter->stats.hp = new_hp;
1403     }
1404 elmex 1.1 }
1405 root 1.9 return dam;
1406 elmex 1.1 }
1407    
1408    
1409     /* GROS: This code comes from hit_player. It has been made external to
1410     * allow script procedures to "kill" objects in a combat-like fashion.
1411     * It was initially used by (kill-object) developed for the Collector's
1412     * Sword. Note that nothing has been changed from the original version
1413     * of the following code.
1414     * op is what is being killed.
1415     * dam is the damage done to it.
1416     * hitter is what is hitting it.
1417     * type is the attacktype.
1418     *
1419     * This function was a bit of a mess with hitter getting changed,
1420     * values being stored away but not used, etc. I've cleaned it up
1421     * a bit - I think it should be functionally equivalant.
1422     * MSW 2002-07-17
1423     */
1424 root 1.9 int
1425     kill_object (object *op, int dam, object *hitter, int type)
1426 elmex 1.1 {
1427 root 1.9 char buf[MAX_BUF];
1428     const char *skill;
1429     int maxdam = 0;
1430     int battleg = 0; /* true if op standing on battleground */
1431     int pk = 0; /* true if op and what controls hitter are both players */
1432     object *owner = NULL;
1433     object *skop = NULL;
1434 elmex 1.1
1435 root 1.9 if (op->stats.hp >= 0)
1436     return -1;
1437    
1438     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1439     return 0;
1440    
1441     /* maxdam needs to be the amount of damage it took to kill
1442     * this creature. The function(s) that call us have already
1443     * adjusted the creatures HP total, so that is negative.
1444     */
1445     maxdam = dam + op->stats.hp + 1;
1446    
1447     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1448     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1449    
1450     if (op->type == DOOR)
1451     {
1452     op->speed = 0.1;
1453     update_ob_speed (op);
1454     op->speed_left = -0.05;
1455     return maxdam;
1456     }
1457     if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1458     {
1459     remove_friendly_object (op);
1460     if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1461     {
1462     op->owner->contr->ranges[range_golem] = NULL;
1463     op->owner->contr->golem_count = 0;
1464     }
1465    
1466     remove_ob (op);
1467     free_object (op);
1468     return maxdam;
1469     }
1470    
1471     /* Now lets start dealing with experience we get for killing something */
1472    
1473     owner = get_owner (hitter);
1474     if (owner == NULL)
1475     owner = hitter;
1476    
1477     /* is the victim (op) standing on battleground? */
1478     if (op_on_battleground (op, NULL, NULL))
1479     battleg = 1;
1480    
1481     /* is this player killing? */
1482     if (op->type == PLAYER && owner->type == PLAYER)
1483     pk = 1;
1484    
1485     /* Player killed something */
1486     if (owner->type == PLAYER)
1487     {
1488     Log_Kill (owner->name,
1489     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1490    
1491     /* Log players killing other players - makes it easier to detect
1492     * and filter out malicious player killers - that is why the
1493     * ip address is included.
1494     */
1495     if (op->type == PLAYER && !battleg)
1496     {
1497     time_t t = time (NULL);
1498     struct tm *tmv;
1499     char buf[256];
1500    
1501     tmv = localtime (&t);
1502     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1503    
1504     LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1505     }
1506    
1507     /* try to filter some things out - basically, if you are
1508     * killing a level 1 creature and your level 20, you
1509     * probably don't want to see that.
1510     */
1511     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1512     {
1513     if (owner != hitter)
1514     {
1515     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1516     }
1517     else
1518     {
1519     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1520     }
1521     /* Only play sounds for melee kills */
1522     if (hitter->type == PLAYER)
1523     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1524     }
1525    
1526     /* If a player kills another player, not on
1527     * battleground, the "killer" looses 1 luck. Since this is
1528     * not reversible, it's actually quite a pain IMHO. -AV
1529     * Fix bug in that we were changing the luck of the hitter, not
1530     * player that the object belonged to - so if you killed another player
1531     * with spells, pets, whatever, there was no penalty.
1532     * Changed to make luck penalty configurable in settings.
1533     */
1534     if (op->type == PLAYER && owner != op && !battleg)
1535     change_luck (owner, -settings.pk_luck_penalty);
1536    
1537     /* This code below deals with finding the appropriate skill
1538     * to credit exp to. This is a bit problematic - we should
1539     * probably never really have to look at current_weapon->skill
1540     */
1541     skill = NULL;
1542     if (hitter->skill && hitter->type != PLAYER)
1543     skill = hitter->skill;
1544     else if (owner->chosen_skill)
1545     {
1546     skill = owner->chosen_skill->skill;
1547     skop = owner->chosen_skill;
1548     }
1549     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1550     skill = owner->current_weapon->skill;
1551     else
1552     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1553 elmex 1.1
1554 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1555     * to. Make sure skop is an actual skill, and not a skill tool!
1556     */
1557     if ((!skop || skop->type != SKILL) && skill)
1558     {
1559     int i;
1560 elmex 1.1
1561 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1562     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1563     {
1564     skop = owner->contr->last_skill_ob[i];
1565     break;
1566     }
1567 root 1.5 }
1568 root 1.9 } /* Was it a player that hit somethign */
1569     else
1570     {
1571     skill = NULL;
1572     }
1573    
1574     /* Pet (or spell) killed something. */
1575     if (owner != hitter)
1576     {
1577     (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1578     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1579     }
1580     else
1581     {
1582     (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1583     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1584     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1585     }
1586     /* These may have been set in the player code section above */
1587     if (!skop)
1588     skop = hitter->chosen_skill;
1589     if (!skill && skop)
1590     skill = skop->skill;
1591    
1592     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1593    
1594    
1595     /* If you didn't kill yourself, and your not the wizard */
1596     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1597     {
1598     int exp;
1599    
1600     /* Really don't give much experience for killing other players */
1601     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1602     if (op->type == PLAYER)
1603     {
1604     if (battleg)
1605     {
1606     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1607     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1608 root 1.5 }
1609 root 1.9 else
1610     exp = op->stats.exp / 1000;
1611 elmex 1.1 }
1612 root 1.9 else
1613     exp = calc_skill_exp (owner, op, skop);
1614 elmex 1.1
1615 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1616     * exp by killing him
1617     */
1618     if (battleg)
1619     exp = 0;
1620 elmex 1.1
1621 root 1.9 /* Don't know why this is set this way - doesn't make
1622     * sense to just divide everything by two for no reason.
1623     */
1624 elmex 1.1
1625 root 1.9 if (!settings.simple_exp)
1626     exp = exp / 2;
1627 root 1.5
1628 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1629     {
1630     change_exp (owner, exp, skill, 0);
1631 root 1.5 }
1632 root 1.9 else
1633     {
1634     int shares = 0, count = 0;
1635 root 1.5
1636 root 1.9 player *pl;
1637    
1638     partylist *party = owner->contr->party;
1639 root 1.5
1640 elmex 1.1 #ifdef PARTY_KILL_LOG
1641 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1642 elmex 1.1 #endif
1643 root 1.9 for (pl = first_player; pl != NULL; pl = pl->next)
1644     {
1645     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1646     {
1647     count++;
1648     shares += (pl->ob->level + 4);
1649 root 1.5 }
1650     }
1651 root 1.9 if (count == 1 || shares > exp)
1652     change_exp (owner, exp, skill, SK_EXP_TOTAL);
1653     else
1654     {
1655     int share = exp / shares, given = 0, nexp;
1656    
1657     for (pl = first_player; pl != NULL; pl = pl->next)
1658     {
1659     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660     {
1661     nexp = (pl->ob->level + 4) * share;
1662     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1663     given += nexp;
1664 root 1.5 }
1665     }
1666 root 1.9 exp -= given;
1667     /* give any remainder to the player */
1668     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1669 root 1.5 }
1670 root 1.9 } /* else part of a party */
1671    
1672     } /* end if person didn't kill himself */
1673 elmex 1.1
1674 root 1.9 if (op->type != PLAYER)
1675     {
1676     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1677     {
1678     object *owner1 = get_owner (op);
1679 elmex 1.1
1680 root 1.9 if (owner1 != NULL && owner1->type == PLAYER)
1681     {
1682     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1683     /* Maybe we should include the owner that killed this, maybe not */
1684     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1685 root 1.5 }
1686 root 1.9 remove_friendly_object (op);
1687 root 1.5 }
1688 root 1.9 remove_ob (op);
1689     free_object (op);
1690 elmex 1.1 }
1691 root 1.9 /* Player has been killed! */
1692     else
1693     {
1694     if (owner->type == PLAYER)
1695     {
1696     snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1697 root 1.5 }
1698 root 1.9 else
1699     {
1700     strncpy (op->contr->killer, hitter->name, BIG_NAME);
1701     op->contr->killer[BIG_NAME - 1] = '\0';
1702 root 1.5 }
1703 elmex 1.1 }
1704 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1705     * continues in the calling function.
1706     */
1707     return maxdam;
1708 elmex 1.1 }
1709    
1710     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1711     * Returns 0 this is not friendly fire
1712     */
1713    
1714 root 1.9 int
1715     friendly_fire (object *op, object *hitter)
1716     {
1717     object *owner;
1718     int friendlyfire;
1719    
1720     if (hitter->head)
1721     hitter = hitter->head;
1722    
1723     friendlyfire = 0;
1724    
1725     if (op->type == PLAYER)
1726     {
1727     if (op_on_battleground (hitter, 0, 0))
1728     return 0;
1729    
1730     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1731     return 1;
1732    
1733     if ((owner = get_owner (hitter)) != NULL)
1734     {
1735     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1736     friendlyfire = 2;
1737     }
1738    
1739     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1740     friendlyfire = 0;
1741 elmex 1.1 }
1742 root 1.9 return friendlyfire;
1743 elmex 1.1 }
1744    
1745    
1746     /* This isn't used just for players, but in fact most objects.
1747     * op is the object to be hit, dam is the amount of damage, hitter
1748     * is what is hitting the object, type is the attacktype, and
1749     * full_hit is set if monster area does not matter.
1750     * dam is base damage - protections/vulnerabilities/slaying matches can
1751     * modify it.
1752     */
1753    
1754     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1755     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1756    
1757 root 1.9 int
1758     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1759     {
1760     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1761     int maxattacktype, attacknum;
1762     int body_attack = op && op->head; /* Did we hit op's head? */
1763     int simple_attack;
1764     tag_t op_tag, hitter_tag;
1765     int rtn_kill = 0;
1766     int friendlyfire;
1767 elmex 1.1
1768 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1769     return 0;
1770 elmex 1.1
1771 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1772     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1773     return 0;
1774 elmex 1.1
1775     #ifdef PROHIBIT_PLAYERKILL
1776 root 1.9 if (op->type == PLAYER)
1777     {
1778     object *owner = get_owner (hitter);
1779    
1780     if (!owner)
1781     owner = hitter;
1782     if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1783     {
1784     return 0;
1785 elmex 1.1 }
1786     }
1787     #endif
1788    
1789 root 1.9 op_tag = op->count;
1790     hitter_tag = hitter->count;
1791 elmex 1.1
1792 root 1.9 if (body_attack)
1793     {
1794     /* slow and paralyze must hit the head. But we don't want to just
1795     * return - we still need to process other attacks the spell still
1796     * might have. So just remove the paralyze and slow attacktypes,
1797     * and keep on processing if we have other attacktypes.
1798     * return if only magic or nothing is left - under normal code
1799     * we don't attack with pure magic if there is another attacktype.
1800     * Only do processing if the initial attacktype includes one of those
1801     * attack so we don't cancel out things like magic bullet.
1802     */
1803     if (type & (AT_PARALYZE | AT_SLOW))
1804     {
1805     type &= ~(AT_PARALYZE | AT_SLOW);
1806     if (!type || type == AT_MAGIC)
1807     return 0;
1808 root 1.5 }
1809 elmex 1.1 }
1810    
1811 root 1.9 if (!simple_attack && op->type == DOOR)
1812     {
1813     object *tmp;
1814    
1815     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1816     if (tmp->type == RUNE || tmp->type == TRAP)
1817     {
1818     spring_trap (tmp, hitter);
1819     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1820     return 0;
1821     break;
1822     }
1823 elmex 1.1 }
1824    
1825 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1826     {
1827     /* FIXME: If a player is killed by a rune in a door, the
1828     * was_destroyed() check above doesn't return, and might get here.
1829     */
1830     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1831     return 0;
1832 elmex 1.1 }
1833    
1834     #ifdef ATTACK_DEBUG
1835 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1836 elmex 1.1 #endif
1837    
1838 root 1.9 if (magic)
1839     {
1840 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1841     * in case 0>dam>1, we try to "simulate" a float value-effect */
1842 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1843 elmex 1.1 if (dam >= 100)
1844 root 1.5 dam /= 100;
1845 elmex 1.1 else
1846 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1847 elmex 1.1 }
1848    
1849 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1850     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1851     */
1852     if (type & AT_CHAOS)
1853     {
1854     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1855     update_object (op, UP_OBJ_FACE);
1856 elmex 1.1 type &= ~AT_CHAOS;
1857     }
1858    
1859 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1860     * holyword is part of an attacktype, then make sure the creature is
1861     * a proper match, otherwise no damage.
1862     */
1863     if (type & AT_HOLYWORD)
1864     {
1865     object *god;
1866    
1867     if ((!hitter->slaying ||
1868     (!(op->race && strstr (hitter->slaying, op->race)) &&
1869     !(op->name && strstr (hitter->slaying, op->name)))) &&
1870     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1871     (hitter->title != NULL
1872     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1873     return 0;
1874 elmex 1.1 }
1875    
1876 root 1.9 maxattacktype = type; /* initialize this to something */
1877     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1878     {
1879     /* Magic isn't really a true attack type - it gets combined with other
1880     * attack types. As such, skip it over. However, if magic is
1881     * the only attacktype in the group, then still attack with it
1882     */
1883     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1884     continue;
1885    
1886     /* Go through and hit the player with each attacktype, one by one.
1887     * hit_player_attacktype only figures out the damage, doesn't inflict
1888     * it. It will do the appropriate action for attacktypes with
1889     * effects (slow, paralization, etc.
1890     */
1891     if (type & attacktype)
1892     {
1893     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1894     /* the >= causes us to prefer messages from special attacks, if
1895     * the damage is equal.
1896     */
1897     if (ndam >= maxdam)
1898     {
1899 root 1.5 maxdam = ndam;
1900 root 1.9 maxattacktype = 1 << attacknum;
1901 root 1.5 }
1902     }
1903 elmex 1.1 }
1904 root 1.9
1905     /* if this is friendly fire then do a set % of damage only
1906     * Note - put a check in to make sure this attack is actually
1907     * doing damage - otherwise, the +1 in the code below will make
1908     * an attack do damage before when it otherwise didn't
1909     */
1910     friendlyfire = friendly_fire (op, hitter);
1911     if (friendlyfire && maxdam)
1912     {
1913     maxdam = ((dam * settings.set_friendly_fire) / 100);
1914 elmex 1.1 #ifndef COZY_SERVER
1915 root 1.9 maxdam++;
1916 elmex 1.1 #endif
1917 root 1.9
1918 elmex 1.1 #ifdef ATTACK_DEBUG
1919 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1920     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1921 elmex 1.1 #endif
1922     }
1923    
1924 root 1.9 if (!full_hit)
1925     {
1926     archetype *at;
1927     int area;
1928     int remainder;
1929    
1930     area = 0;
1931     for (at = op->arch; at != NULL; at = at->more)
1932     area++;
1933     assert (area > 0);
1934    
1935     /* basically: maxdam /= area; we try to "simulate" a float
1936     value-effect */
1937     remainder = 100 * (maxdam % area) / area;
1938     maxdam /= area;
1939     if (RANDOM () % 100 < remainder)
1940     maxdam++;
1941 elmex 1.1 }
1942    
1943     #ifdef ATTACK_DEBUG
1944 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1945 elmex 1.1 #endif
1946    
1947 root 1.9 if (get_owner (hitter))
1948     op->enemy = hitter->owner;
1949     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1950     op->enemy = hitter;
1951    
1952     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1953     {
1954     /* The unaggressives look after themselves 8) */
1955     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1956     npc_call_help (op);
1957     }
1958    
1959     if (magic && did_make_save (op, op->level, 0))
1960     maxdam = maxdam / 2;
1961    
1962     attack_message (maxdam, maxattacktype, op, hitter);
1963    
1964     op->stats.hp -= maxdam;
1965    
1966     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1967     if ((op->stats.hp >= 0) &&
1968     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1969     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1970     {
1971 elmex 1.1
1972 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1973     SET_FLAG (op, FLAG_RUN_AWAY);
1974     else
1975     scare_creature (op, hitter);
1976 elmex 1.1 }
1977    
1978 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1979     {
1980     if (maxdam)
1981     tear_down_wall (op);
1982     return maxdam; /* nothing more to do for wall */
1983     }
1984 elmex 1.1
1985 root 1.9 /* See if the creature has been killed */
1986     rtn_kill = kill_object (op, maxdam, hitter, type);
1987     if (rtn_kill != -1)
1988     return rtn_kill;
1989 elmex 1.1
1990    
1991 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1992     * that before if the player was immune to ghosthit, the monster
1993     * remained - that is no longer the case.
1994     */
1995     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1996     {
1997     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1998     remove_friendly_object (hitter);
1999     remove_ob (hitter);
2000     free_object (hitter);
2001     }
2002     /* Lets handle creatures that are splitting now */
2003     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2004     {
2005     int i;
2006     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2007     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2008     object *owner = get_owner (op);
2009 root 1.5
2010 root 1.9 if (!op->other_arch)
2011     {
2012     LOG (llevError, "SPLITTING without other_arch error.\n");
2013     return maxdam;
2014     }
2015     remove_ob (op);
2016     for (i = 0; i < NROFNEWOBJS (op); i++)
2017     { /* This doesn't handle op->more yet */
2018     object *tmp = arch_to_object (op->other_arch);
2019     int j;
2020    
2021     tmp->stats.hp = op->stats.hp;
2022     if (friendly)
2023     {
2024     SET_FLAG (tmp, FLAG_FRIENDLY);
2025     add_friendly_object (tmp);
2026     tmp->attack_movement = PETMOVE;
2027     if (owner != NULL)
2028     set_owner (tmp, owner);
2029     }
2030     if (unaggressive)
2031     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2032     j = find_first_free_spot (tmp, op->map, op->x, op->y);
2033     if (j == -1) /* No spot to put this monster */
2034     free_object (tmp);
2035     else
2036     {
2037     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2038     insert_ob_in_map (tmp, op->map, NULL, 0);
2039     }
2040     }
2041     if (friendly)
2042     remove_friendly_object (op);
2043     free_object (op);
2044     }
2045     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2046     {
2047     remove_ob (hitter);
2048     free_object (hitter);
2049 elmex 1.1 }
2050 root 1.9 return maxdam;
2051     }
2052    
2053    
2054     void
2055     poison_player (object *op, object *hitter, int dam)
2056     {
2057     archetype *at = find_archetype ("poisoning");
2058     object *tmp = present_arch_in_ob (at, op);
2059 elmex 1.1
2060 root 1.9 if (tmp == NULL)
2061     {
2062     if ((tmp = arch_to_object (at)) == NULL)
2063     LOG (llevError, "Failed to clone arch poisoning.\n");
2064     else
2065     {
2066     tmp = insert_ob_in_ob (tmp, op);
2067     /* peterm: give poisoning some teeth. It should
2068     * be able to kill things better than it does:
2069     * damage should be dependent something--I choose to
2070     * do this: if it's a monster, the damage from the
2071     * poisoning goes as the level of the monster/2.
2072     * If anything else, goes as damage.
2073     */
2074    
2075     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2076     tmp->stats.dam += hitter->level / 2;
2077     else
2078     tmp->stats.dam = dam;
2079    
2080     copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2081     if (hitter->skill && hitter->skill != tmp->skill)
2082     {
2083     tmp->skill = hitter->skill;
2084     }
2085    
2086     tmp->stats.food += dam; /* more damage, longer poisoning */
2087    
2088     if (op->type == PLAYER)
2089     {
2090     /* player looses stats, maximum is -10 of each */
2091     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2092     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2093     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2094     tmp->stats.Int = MAX (-dam / 7, -10);
2095     SET_FLAG (tmp, FLAG_APPLIED);
2096     fix_player (op);
2097     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2098     }
2099     if (hitter->type == PLAYER)
2100     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2101     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2102     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2103 root 1.5 }
2104 root 1.9 tmp->speed_left = 0;
2105     }
2106     else
2107     tmp->stats.food++;
2108     }
2109    
2110     void
2111     slow_player (object *op, object *hitter, int dam)
2112     {
2113     archetype *at = find_archetype ("slowness");
2114     object *tmp;
2115    
2116     if (at == NULL)
2117     {
2118     LOG (llevError, "Can't find slowness archetype.\n");
2119     }
2120     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2121     {
2122     tmp = arch_to_object (at);
2123     tmp = insert_ob_in_ob (tmp, op);
2124     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2125     }
2126     else
2127     tmp->stats.food++;
2128     SET_FLAG (tmp, FLAG_APPLIED);
2129     tmp->speed_left = 0;
2130     fix_player (op);
2131 elmex 1.1 }
2132    
2133 root 1.9 void
2134     confuse_player (object *op, object *hitter, int dam)
2135     {
2136     object *tmp;
2137     int maxduration;
2138 elmex 1.1
2139 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2140     if (!tmp)
2141     {
2142     tmp = get_archetype (FORCE_NAME);
2143     tmp = insert_ob_in_ob (tmp, op);
2144     }
2145 root 1.5
2146 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2147     * on the player's resistance
2148     */
2149     tmp->speed = 0.05;
2150     tmp->subtype = FORCE_CONFUSION;
2151     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2152     tmp->name = "confusion";
2153     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2154     if (tmp->duration > maxduration)
2155     tmp->duration = maxduration;
2156    
2157     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2158     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2159     SET_FLAG (op, FLAG_CONFUSED);
2160     }
2161 root 1.5
2162 root 1.9 void
2163     blind_player (object *op, object *hitter, int dam)
2164     {
2165     object *tmp, *owner;
2166 root 1.5
2167 root 1.9 /* Save some work if we know it isn't going to affect the player */
2168     if (op->resist[ATNR_BLIND] == 100)
2169     return;
2170 root 1.5
2171 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2172     if (!tmp)
2173     {
2174     tmp = get_archetype ("blindness");
2175     SET_FLAG (tmp, FLAG_BLIND);
2176     SET_FLAG (tmp, FLAG_APPLIED);
2177 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2178     * speed is a float anyways.
2179     */
2180 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2181 elmex 1.1
2182 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2183     change_abil (op, tmp); /* Mostly to display any messages */
2184     fix_player (op); /* This takes care of some other stuff */
2185 elmex 1.1
2186 root 1.9 if (hitter->owner)
2187     owner = get_owner (hitter);
2188     else
2189     owner = hitter;
2190 elmex 1.1
2191 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2192     }
2193     tmp->stats.food += dam;
2194     if (tmp->stats.food > 10)
2195     tmp->stats.food = 10;
2196 elmex 1.1 }
2197    
2198 root 1.9 void
2199     paralyze_player (object *op, object *hitter, int dam)
2200 elmex 1.1 {
2201 root 1.9 float effect, max;
2202    
2203     /* object *tmp; */
2204 elmex 1.1
2205 root 1.9 /* This is strange stuff... someone knows for what this is
2206     * written? Well, i think this can and should be removed
2207     */
2208 elmex 1.1
2209 root 1.9 /*
2210     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2211     tmp=clone_arch(PARAIMAGE);
2212     tmp->x=op->x,tmp->y=op->y;
2213     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2214     }
2215     */
2216 elmex 1.1
2217 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2218     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2219 elmex 1.1
2220 root 1.9 if (effect == 0)
2221     return;
2222 elmex 1.1
2223 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2224     /* tmp->stats.food+=(signed short) effect/op->speed; */
2225 elmex 1.1
2226 root 1.9 /* max number of ticks to be affected for. */
2227     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2228     if (op->speed_left < -(FABS (op->speed) * max))
2229     op->speed_left = (float) -(FABS (op->speed) * max);
2230 elmex 1.1
2231     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2232     }
2233    
2234    
2235     /* Attempts to kill 'op'. hitter is the attack object, dam is
2236     * the computed damaged.
2237     */
2238 root 1.9 void
2239     deathstrike_player (object *op, object *hitter, int *dam)
2240 elmex 1.1 {
2241 root 1.9 /* The intention of a death attack is to kill outright things
2242     ** that are a lot weaker than the attacker, have a chance of killing
2243     ** things somewhat weaker than the caster, and no chance of
2244     ** killing something equal or stronger than the attacker.
2245     ** Also, if a deathstrike attack has a slaying, any monster
2246     ** whose name or race matches a comma-delimited list in the slaying
2247     ** field of the deathstriking object */
2248    
2249     int atk_lev, def_lev, kill_lev;
2250    
2251     if (hitter->slaying)
2252     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2253     return;
2254    
2255     def_lev = op->level;
2256     if (def_lev < 1)
2257     {
2258     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2259     def_lev = 1;
2260     }
2261     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2262     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2263     atk_lev, def_lev); */
2264    
2265     if (atk_lev >= def_lev)
2266     {
2267     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2268    
2269     /* Note that the below effectively means the ratio of the atk vs
2270     * defener level is important - if level 52 character has very little
2271     * chance of killing a level 50 monster. This should probably be
2272     * redone.
2273     */
2274     if (kill_lev >= def_lev)
2275     {
2276     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2277     /* I think this doesn't really do much. Because of
2278     * integer rounding, this only makes any difference if the
2279     * attack level is double the defender level.
2280     */
2281     *dam *= kill_lev / def_lev;
2282 root 1.5 }
2283 root 1.9 }
2284     else
2285     {
2286     *dam = 0; /* no harm done */
2287 elmex 1.1 }
2288     }
2289    
2290     /* thrown_item_effect() - handles any special effects of thrown
2291     * items (like attacking living creatures--a potion thrown at a
2292     * monster).
2293     */
2294 root 1.9 static void
2295     thrown_item_effect (object *hitter, object *victim)
2296 elmex 1.1 {
2297 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2298     {
2299     /* May not need a switch for just 2 types, but this makes it
2300     * easier for expansion.
2301     */
2302     switch (hitter->type)
2303     {
2304 root 1.5 case POTION:
2305 root 1.9 /* should player get a save throw instead of checking magic protection? */
2306     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2307     (void) apply_potion (victim, hitter);
2308     break;
2309    
2310     case POISON: /* poison drinks */
2311     /* As with potions, should monster get a save? */
2312     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2313     apply_poison (victim, hitter);
2314     break;
2315    
2316     /* Removed case statements that did nothing.
2317     * food may be poisonous, but monster must be willing to eat it,
2318     * so we don't handle it here.
2319     * Containers should perhaps break open, but that code was disabled.
2320     */
2321 root 1.5 }
2322 elmex 1.1 }
2323     }
2324    
2325     /* adj_attackroll() - adjustments to attacks by various conditions */
2326    
2327 root 1.9 int
2328     adj_attackroll (object *hitter, object *target)
2329     {
2330 elmex 1.1 object *attacker = hitter;
2331 root 1.9 int adjust = 0;
2332 elmex 1.1
2333     /* safety */
2334 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2335     {
2336     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2337     return 0;
2338     }
2339 elmex 1.1
2340     /* aimed missiles use the owning object's sight */
2341 root 1.9 if (is_aimed_missile (hitter))
2342     {
2343     if ((attacker = get_owner (hitter)) == NULL)
2344     attacker = hitter;
2345     /* A player who saves but hasn't quit still could have objects
2346     * owned by him - need to handle that case to avoid crashes.
2347     */
2348     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2349     attacker = hitter;
2350     }
2351     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2352 elmex 1.1 return 0;
2353    
2354 root 1.9 /* determine the condtions under which we make an attack.
2355     * Add more cases, as the need occurs. */
2356 elmex 1.1
2357 root 1.9 if (!can_see_enemy (attacker, target))
2358     {
2359     /* target is unseen */
2360     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2361     adjust -= 10;
2362     /* dark map penalty for the hitter (lacks infravision if we got here). */
2363     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2364     adjust -= target->map->darkness;
2365     }
2366 elmex 1.1
2367 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2368 elmex 1.1 adjust -= 3;
2369    
2370 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2371 elmex 1.1 adjust += 1;
2372    
2373 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2374 elmex 1.1 adjust += 1;
2375    
2376 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2377 elmex 1.1 adjust -= 3;
2378    
2379     /* if we attack at a different 'altitude' its harder */
2380 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2381 elmex 1.1 adjust -= 2;
2382    
2383     #if 0
2384     /* slower attacks are less likely to succeed. We should use a
2385     * comparison between attacker/target speeds BUT, players have
2386     * a generally faster speed, so this will wind up being a HUGE
2387     * disadantage for the monsters! Too bad, because missiles which
2388     * fly fast should have a better chance of hitting a slower target.
2389     */
2390 root 1.9 if (hitter->speed < target->speed)
2391     adjust += ((float) hitter->speed - target->speed);
2392 elmex 1.1 #endif
2393    
2394     #if 0
2395 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2396 elmex 1.1 #endif
2397    
2398     return adjust;
2399 root 1.9 }
2400 elmex 1.1
2401    
2402     /* determine if the object is an 'aimed' missile */
2403 root 1.9 int
2404     is_aimed_missile (object *op)
2405     {
2406 elmex 1.1
2407 root 1.9 /* I broke what used to be one big if into a few nested
2408     * ones so that figuring out the logic is at least possible.
2409     */
2410     if (op && (op->move_type & MOVE_FLYING))
2411     {
2412     if (op->type == ARROW || op->type == THROWN_OBJ)
2413     return 1;
2414     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2415     return 1;
2416 elmex 1.1 }
2417 root 1.9 return 0;
2418     }