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/cvs/deliantra/server/server/attack.c
Revision: 1.14
Committed: Fri May 12 11:33:36 2006 UTC (18 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +15 -15 lines
Log Message:
fix double/missing space problem in attack messages, a potential crash bug, and save some code/cpu

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_attack_c =
3 elmex 1.4 * "$Id$";
4 root 1.1 */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     This program is free software; you can redistribute it and/or modify
12     it under the terms of the GNU General Public License as published by
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The authors can be reached via e-mail to crossfire-devel@real-time.com
26     */
27     #include <assert.h>
28     #include <global.h>
29     #include <living.h>
30     #include <material.h>
31     #include <skills.h>
32    
33     #ifndef __CEXTRACT__
34     #include <sproto.h>
35     #endif
36    
37     #include <sounds.h>
38    
39     typedef struct att_msg_str {
40     char *msg1;
41     char *msg2;
42     } att_msg;
43    
44     /*#define ATTACK_DEBUG*/
45    
46     /* cancels object *op. Cancellation basically means an object loses
47     * its magical benefits.
48     */
49     void cancellation(object *op)
50     {
51     object *tmp;
52    
53     if (op->invisible)
54     return;
55    
56     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57     /* Recur through the inventory */
58     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59     if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60     cancellation(tmp);
61     }
62     else if(FABS(op->magic)<=(rndm(0, 5))) {
63     /* Nullify this object. This code could probably be more complete */
64     /* in what abilities it should cancel */
65     op->magic=0;
66     CLEAR_FLAG(op, FLAG_DAMNED);
67     CLEAR_FLAG(op, FLAG_CURSED);
68     CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69     CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70     if (op->env && op->env->type == PLAYER) {
71     esrv_send_item (op->env, op);
72     }
73     }
74     }
75    
76    
77    
78     /* did_make_save_item just checks to make sure the item actually
79     * made its saving throw based on the tables. It does not take
80     * any further action (like destroying the item).
81     */
82    
83     int did_make_save_item(object *op, int type, object *originator) {
84     int i, roll, saves=0, attacks=0, number;
85     materialtype_t *mt;
86    
87     if (op->materialname == NULL) {
88     for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89     if (op->material & mt->material)
90     break;
91     }
92     } else
93     mt = name_to_material(op->materialname);
94     if (mt == NULL)
95     return TRUE;
96     roll = rndm(1, 20);
97    
98     /* the attacktypes have no meaning for object saves
99     * If the type is only magic, don't adjust type - basically, if
100     * pure magic is hitting an object, it should save. However, if it
101     * is magic teamed with something else, then strip out the
102     * magic type, and instead let the fire, cold, or whatever component
103     * destroy the item. Otherwise, you get the case of poisoncloud
104     * destroying objects because it has magic attacktype.
105     */
106     if (type != AT_MAGIC)
107     type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108     AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109     AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110     AT_MAGIC);
111    
112     if (type == 0)
113     return TRUE;
114     if (roll == 20)
115     return TRUE;
116     if (roll == 1)
117     return FALSE;
118    
119     for (number=0; number < NROFATTACKS; number++) {
120     i = 1<<number;
121     if (!(i&type))
122     continue;
123     attacks++;
124     if (op->resist[number] == 100)
125     saves++;
126     else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127     saves++;
128     else if ((20-mt->save[number])/3 > originator->stats.dam)
129     saves++;
130     }
131    
132     if (saves==attacks || attacks==0)
133     return TRUE;
134     if ((saves==0) || (rndm(1, attacks) > saves))
135     return FALSE;
136     return TRUE;
137     }
138    
139     /* This function calls did_make_save_item. It then performs the
140     * appropriate actions to the item (such as burning the item up,
141     * calling cancellation, etc.)
142     */
143    
144     void save_throw_object (object *op, int type, object *originator)
145     {
146     if ( ! did_make_save_item (op, type,originator))
147     {
148     object *env=op->env;
149     int x=op->x,y=op->y;
150     mapstruct *m=op->map;
151    
152     op = stop_item (op);
153     if (op == NULL)
154     return;
155    
156     /* Hacked the following so that type LIGHTER will work.
157     * Also, objects which are potenital "lights" that are hit by
158     * flame/elect attacks will be set to glow. "lights" are any
159     * object with +/- glow_radius and an "other_arch" to change to.
160     * (and please note that we cant fail our save and reach this
161     * function if the object doesnt contain a material that can burn.
162     * So forget lighting magical swords on fire with this!) -b.t.
163     */
164     if(type&(AT_FIRE|AT_ELECTRICITY)
165     &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166     const char *arch=op->other_arch->name;
167    
168     op = decrease_ob_nr (op, 1);
169     if (op)
170     fix_stopped_item (op, m, originator);
171     if((op = get_archetype(arch))!=NULL) {
172     if(env) {
173     op->x=env->x,op->y=env->y;
174     insert_ob_in_ob(op,env);
175     if (env->contr)
176     esrv_send_item(env, op);
177     } else {
178     op->x=x,op->y=y;
179     insert_ob_in_map(op,m,originator,0);
180     }
181     }
182     return;
183     }
184     if(type&AT_CANCELLATION) { /* Cancellation. */
185     cancellation(op);
186     fix_stopped_item (op, m, originator);
187     return;
188     }
189     if(op->nrof>1) {
190     op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191     if (op)
192     fix_stopped_item (op, m, originator);
193     } else {
194     if (op->env) {
195     object *tmp= is_player_inv(op->env);
196    
197     if (tmp) {
198     esrv_del_item(tmp->contr, op->count);
199     }
200     }
201     if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202     remove_ob(op);
203     free_object(op);
204     }
205     if(type&(AT_FIRE|AT_ELECTRICITY)) {
206     if(env) {
207     op=get_archetype("burnout");
208     op->x=env->x,op->y=env->y;
209     insert_ob_in_ob(op,env);
210     } else {
211     replace_insert_ob_in_map("burnout",originator);
212     }
213     }
214     return;
215     }
216     /* The value of 50 is arbitrary. */
217     if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218     !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219     object *tmp;
220     archetype *at = find_archetype("icecube");
221     if (at == NULL)
222     return;
223     op = stop_item (op);
224     if (op == NULL)
225     return;
226     if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227     tmp = arch_to_object(at);
228     tmp->x=op->x,tmp->y=op->y;
229     /* This was in the old (pre new movement code) -
230     * icecubes have slow_move set to 1 - don't want
231     * that for ones we create.
232     */
233     tmp->move_slow_penalty=0;
234     tmp->move_slow=0;
235     insert_ob_in_map(tmp,op->map,originator,0);
236     }
237     if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238     remove_ob(op);
239     (void) insert_ob_in_ob(op,tmp);
240     return;
241     }
242     }
243    
244     /* Object op is hitting the map.
245     * op is going in direction 'dir'
246     * type is the attacktype of the object.
247     * full_hit is set if monster area does not matter.
248     * returns 1 if it hits something, 0 otherwise.
249     */
250    
251     int hit_map(object *op, int dir, int type, int full_hit) {
252     object *tmp, *next;
253     mapstruct *map;
254     sint16 x, y;
255     int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256    
257     tag_t op_tag, next_tag=0;
258    
259     if (QUERY_FLAG (op, FLAG_FREED)) {
260     LOG (llevError, "BUG: hit_map(): free object\n");
261     return 0;
262     }
263    
264     if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266     op->arch->name, op->name);
267     return 0;
268     }
269    
270     if ( ! op->map) {
271     LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272     return 0;
273     }
274    
275     if (op->head) op=op->head;
276    
277     op_tag = op->count;
278    
279     map = op->map;
280     x = op->x + freearr_x[dir];
281     y = op->y + freearr_y[dir];
282     if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283     return 0;
284    
285     /* peterm: a few special cases for special attacktypes --counterspell
286     * must be out here because it strikes things which are not alive
287     */
288    
289     if (type & AT_COUNTERSPELL) {
290     counterspell(op,dir); /* see spell_effect.c */
291    
292     /* If the only attacktype is counterspell or magic, don't need
293     * to do any further processing.
294     */
295     if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296     return 0;
297     }
298     type &= ~AT_COUNTERSPELL;
299     }
300    
301     if(type & AT_CHAOS){
302     shuffle_attack(op,1); /*1 flag tells it to change the face */
303     update_object(op,UP_OBJ_FACE);
304     type &= ~AT_CHAOS;
305     }
306    
307     next = get_map_ob (map, x, y);
308     if (next)
309     next_tag = next->count;
310    
311     while (next) {
312     if (was_destroyed (next, next_tag)) {
313     /* There may still be objects that were above 'next', but there is no
314     * simple way to find out short of copying all object references and
315     * tags into a temporary array before we start processing the first
316     * object. That's why we just abort.
317     *
318     * This happens whenever attack spells (like fire) hit a pile
319     * of objects. This is not a bug - nor an error. The errormessage
320     * below was spamming the logs for absolutely no reason.
321     */
322     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323     break;
324     }
325     tmp = next;
326     next = tmp->above;
327     if (next)
328     next_tag = next->count;
329    
330     if (QUERY_FLAG (tmp, FLAG_FREED)) {
331     LOG (llevError, "BUG: hit_map(): found freed object\n");
332     break;
333     }
334    
335     /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336     * For example, 'tmp' was put in an icecube.
337     * This is one of the few cases where on_same_map should not be used.
338     */
339     if (tmp->map != map || tmp->x != x || tmp->y != y)
340     continue;
341    
342 elmex 1.4 /* Need to hit everyone in the transport with this spell */
343     if (tmp->type == TRANSPORT) {
344     object *pl;
345    
346     for (pl=tmp->inv; pl; pl=pl->below) {
347     if (pl->type == PLAYER)
348     hit_player(pl,op->stats.dam,op,type,full_hit);
349     }
350     }
351    
352 root 1.1 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
353     hit_player(tmp,op->stats.dam,op,type,full_hit);
354     retflag |=1;
355     if (was_destroyed (op, op_tag))
356     break;
357     }
358     /* Here we are potentially destroying an object. If the object has
359     * NO_PASS set, it is also immune - you can't destroy walls. Note
360     * that weak walls have is_alive set, which prevent objects from
361     * passing over/through them. We don't care what type of movement
362     * the wall blocks - if it blocks any type of movement, can't be
363     * destroyed right now.
364     */
365     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366     !tmp->move_block) {
367     save_throw_object(tmp,type,op);
368     if (was_destroyed (op, op_tag))
369     break;
370     }
371     }
372     return 0;
373     }
374    
375     void attack_message(int dam, int type, object *op, object *hitter) {
376     char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377     int i, found=0;
378     mapstruct *map;
379     object *next, *tmp;
380    
381     /* put in a few special messages for some of the common attacktypes
382     * a player might have. For example, fire, electric, cold, etc
383     * [garbled 20010919]
384     */
385    
386     if (dam == 9998 && op->type == DOOR) {
387     sprintf(buf1, "unlock %s", op->name);
388     sprintf(buf2, " unlocks");
389     found++;
390     }
391     if(dam<0) {
392     sprintf(buf1, "hit %s", op->name);
393     sprintf(buf2, " hits");
394     found++;
395     } else if(dam==0) {
396     sprintf(buf1, "missed %s", op->name);
397     sprintf(buf2, " misses");
398     found++;
399     } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400     hitter->type == POISONING ||
401     (type & AT_POISON && IS_LIVE(op))) && !found) {
402     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
403     i++)
404 elmex 1.4 if (dam < attack_mess[ATM_SUFFER][i].level
405     || attack_mess[ATM_SUFFER][i+1].level == -1) {
406 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407     op->name, attack_mess[ATM_SUFFER][i].buf2);
408 root 1.14 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 root 1.1 found++;
410     break;
411     }
412     } else if (op->type == DOOR && !found) {
413     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
414     i++)
415 elmex 1.4 if (dam < attack_mess[ATM_DOOR][i].level
416     || attack_mess[ATM_DOOR][i+1].level == -1) {
417 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418     op->name, attack_mess[ATM_DOOR][i].buf2);
419 root 1.14 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 root 1.1 found++;
421     break;
422     }
423     } else if (hitter->type == PLAYER && IS_LIVE(op)) {
424     if (USING_SKILL(hitter, SK_KARATE)) {
425     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
426     i++)
427 elmex 1.4 if (dam < attack_mess[ATM_KARATE][i].level
428     || attack_mess[ATM_KARATE][i+1].level == -1) {
429 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430     op->name, attack_mess[ATM_KARATE][i].buf2);
431 root 1.14 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 root 1.1 found++;
433     break;
434     }
435     } else if (USING_SKILL(hitter, SK_CLAWING)) {
436     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
437     i++)
438 elmex 1.4 if (dam < attack_mess[ATM_CLAW][i].level
439     || attack_mess[ATM_CLAW][i+1].level == -1) {
440 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441     op->name, attack_mess[ATM_CLAW][i].buf2);
442 root 1.14 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 root 1.1 found++;
444     break;
445     }
446     } else if (USING_SKILL(hitter, SK_PUNCHING)) {
447     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
448     i++)
449 elmex 1.4 if (dam < attack_mess[ATM_PUNCH][i].level
450     || attack_mess[ATM_PUNCH][i+1].level == -1) {
451 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452     op->name, attack_mess[ATM_PUNCH][i].buf2);
453 root 1.14 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 root 1.1 found++;
455     break;
456     }
457     }
458     }
459 elmex 1.4 if (found) {
460     /* done */
461     } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
462 root 1.1 sprintf(buf1, "hit"); /* just in case */
463     for (i=0; i < MAXATTACKMESS; i++)
464 elmex 1.4 if (dam < attack_mess[ATM_ARROW][i].level
465     || attack_mess[ATM_ARROW][i+1].level == -1) {
466 root 1.14 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 elmex 1.4 found++;
468 root 1.1 break;
469     }
470 elmex 1.4 } else if (type & AT_DRAIN && IS_LIVE(op)) {
471 root 1.1 /* drain is first, because some items have multiple attypes */
472     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
473     i++)
474 elmex 1.4 if (dam < attack_mess[ATM_DRAIN][i].level
475     || attack_mess[ATM_DRAIN][i+1].level == -1) {
476 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477     op->name, attack_mess[ATM_DRAIN][i].buf2);
478 root 1.14 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 elmex 1.4 found++;
480 root 1.1 break;
481     }
482 elmex 1.4 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
483 root 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
484     i++)
485 elmex 1.4 if (dam < attack_mess[ATM_ELEC][i].level
486     || attack_mess[ATM_ELEC][i+1].level == -1) {
487 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488     op->name, attack_mess[ATM_ELEC][i].buf2);
489 root 1.14 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 elmex 1.4 found++;
491 root 1.1 break;
492     }
493 elmex 1.4 } else if (type & AT_COLD && IS_LIVE(op)) {
494 root 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
495     i++)
496 elmex 1.4 if (dam < attack_mess[ATM_COLD][i].level
497     || attack_mess[ATM_COLD][i+1].level == -1) {
498 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499     op->name, attack_mess[ATM_COLD][i].buf2);
500 root 1.14 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 elmex 1.4 found++;
502 root 1.1 break;
503     }
504 elmex 1.4 } else if (type & AT_FIRE) {
505 root 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
506     i++)
507 elmex 1.4 if (dam < attack_mess[ATM_FIRE][i].level
508     || attack_mess[ATM_FIRE][i+1].level == -1) {
509 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510     op->name, attack_mess[ATM_FIRE][i].buf2);
511 root 1.14 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 elmex 1.4 found++;
513 root 1.1 break;
514     }
515 elmex 1.4 } else if (hitter->current_weapon != NULL) {
516 root 1.1 int mtype;
517     switch (hitter->current_weapon->weapontype) {
518     case WEAP_HIT: mtype = ATM_BASIC; break;
519     case WEAP_SLASH: mtype = ATM_SLASH; break;
520     case WEAP_PIERCE: mtype = ATM_PIERCE; break;
521     case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
522     case WEAP_SLICE: mtype = ATM_SLICE; break;
523     case WEAP_STAB: mtype = ATM_STAB; break;
524     case WEAP_WHIP: mtype = ATM_WHIP; break;
525     case WEAP_CRUSH: mtype = ATM_CRUSH; break;
526     case WEAP_BLUD: mtype = ATM_BLUD; break;
527     default: mtype = ATM_BASIC; break;
528     }
529     for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
530     i++)
531 elmex 1.4 if (dam < attack_mess[mtype][i].level
532     || attack_mess[mtype][i+1].level == -1) {
533 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534     op->name, attack_mess[mtype][i].buf2);
535 root 1.14 strcpy (buf2, attack_mess[mtype][i].buf3);
536 elmex 1.4 found++;
537 root 1.1 break;
538     }
539 elmex 1.4 } else {
540 root 1.1 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
541     i++)
542 elmex 1.4 if (dam < attack_mess[ATM_BASIC][i].level
543     || attack_mess[ATM_BASIC][i+1].level == -1) {
544 root 1.1 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545     op->name, attack_mess[ATM_BASIC][i].buf2);
546 root 1.14 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 elmex 1.4 found++;
548 root 1.1 break;
549     }
550     }
551    
552 elmex 1.4 if (!found) {
553 root 1.14 strcpy (buf1, "hit");
554     strcpy (buf2, " hits");
555 elmex 1.4 }
556    
557 root 1.1 /* bail out if a monster is casting spells */
558     if (!(hitter->type == PLAYER ||
559     (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560     return;
561    
562     /* scale down magic considerably. */
563     if (type & AT_MAGIC && rndm(0, 5))
564     return;
565    
566     /* Did a player hurt another player? Inform both! */
567 root 1.11 if(op->type==PLAYER &&
568 root 1.1 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
569     if(get_owner(hitter)!=NULL)
570 root 1.14 sprintf(buf,"%s's %s%s you.",
571 root 1.1 hitter->owner->name, hitter->name, buf2);
572     else {
573     sprintf(buf,"%s%s you.",hitter->name, buf2);
574     if (dam != 0) {
575     if (dam < 10)
576     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
577     else if (dam < 20)
578     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
579     else
580     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
581     }
582     }
583     new_draw_info(NDI_BLACK, 0,op,buf);
584     } /* end of player hitting player */
585    
586 root 1.11 if(hitter->type==PLAYER) {
587 root 1.1 sprintf(buf,"You %s.",buf1);
588     if (dam != 0) {
589     if (dam < 10)
590     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
591     else if (dam < 20)
592     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
593     else
594     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
595     }
596     new_draw_info(NDI_BLACK, 0, hitter, buf);
597     } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
598     /* look for stacked spells and start reducing the message chances */
599     if (hitter->type == SPELL_EFFECT &&
600     (hitter->subtype == SP_EXPLOSION ||
601     hitter->subtype == SP_BULLET ||
602     hitter->subtype == SP_CONE)) {
603     i=4;
604     map = hitter->map;
605     if (out_of_map(map, hitter->x, hitter->y))
606     return;
607     next = get_map_ob(map, hitter->x, hitter->y);
608     if (next)
609     while(next) {
610     if (next->type == SPELL_EFFECT &&
611     (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612     next->subtype == SP_CONE))
613     i*=3;
614     tmp = next;
615     next = tmp->above;
616     }
617     if (i < 0)
618     return;
619     if (rndm(0, i) != 0)
620     return;
621     } else if (rndm(0, 5) != 0)
622     return;
623     sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
624     play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
625     new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
626     }
627     }
628    
629    
630     static int get_attack_mode (object **target, object **hitter,
631     int *simple_attack)
632     {
633     if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
634     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635     return 1;
636     }
637     if ((*target)->head)
638     *target = (*target)->head;
639     if ((*hitter)->head)
640     *hitter = (*hitter)->head;
641     if ((*hitter)->env != NULL || (*target)->env != NULL) {
642     *simple_attack = 1;
643     return 0;
644     }
645     if (QUERY_FLAG (*target, FLAG_REMOVED)
646     || QUERY_FLAG (*hitter, FLAG_REMOVED)
647     || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
648     {
649     LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
650     "target\n", (*hitter)->arch->name, (*hitter)->name);
651     return 1;
652     }
653     *simple_attack = 0;
654     return 0;
655     }
656    
657     static int abort_attack (object *target, object *hitter, int simple_attack)
658     {
659     /* Check if target and hitter are still in a relation similar to the one
660     * determined by get_attack_mode(). Returns true if the relation has changed.
661     */
662     int new_mode;
663    
664     if (hitter->env == target || target->env == hitter)
665     new_mode = 1;
666     else if (QUERY_FLAG (hitter, FLAG_REMOVED)
667     || QUERY_FLAG (target, FLAG_REMOVED)
668     || hitter->map == NULL || !on_same_map(hitter, target))
669     return 1;
670     else
671     new_mode = 0;
672     return new_mode != simple_attack;
673     }
674    
675     static void thrown_item_effect (object *, object *);
676    
677     static int attack_ob_simple (object *op, object *hitter, int base_dam,
678     int base_wc)
679     {
680     int simple_attack, roll, dam=0;
681     uint32 type;
682     const char *op_name = NULL;
683     tag_t op_tag, hitter_tag;
684    
685     if (get_attack_mode (&op, &hitter, &simple_attack))
686     goto error;
687    
688     /* Lauwenmark: Handle for plugin attack event */
689     execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
690    
691     /* Lauwenmark: This is used to handle script_weapons with weapons.
692     * Only used for players.
693     */
694     if (hitter->type==PLAYER)
695     {
696     if (hitter->current_weapon != NULL)
697     {
698     /* Lauwenmark: Handle for plugin attack event */
699     execute_event(hitter, EVENT_ATTACK,hitter->current_weapon,
700     op,NULL,SCRIPT_FIX_ALL);
701     }
702     }
703     op_tag = op->count;
704     hitter_tag = hitter->count;
705    
706     /*
707     * A little check to make it more difficult to dance forward and back
708     * to avoid ever being hit by monsters.
709     */
710     if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
711     && op->speed_left > -(FABS(op->speed))*0.3)
712     {
713     /* Decrease speed BEFORE calling process_object. Otherwise, an
714     * infinite loop occurs, with process_object calling move_monster,
715     * which then gets here again. By decreasing the speed before
716     * we call process_object, the 'if' statement above will fail.
717     */
718     op->speed_left--;
719     process_object(op);
720     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
721     || abort_attack (op, hitter, simple_attack))
722     goto error;
723     }
724    
725     add_refcount(op_name = op->name);
726    
727     roll=random_roll(1, 20, hitter, PREFER_HIGH);
728    
729     /* Adjust roll for various situations. */
730     if ( ! simple_attack)
731     roll += adj_attackroll(hitter,op);
732    
733     /* See if we hit the creature */
734     if(roll==20 || op->stats.ac>=base_wc-roll) {
735     int hitdam = base_dam;
736     if (settings.casting_time == TRUE) {
737     if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
738     hitter->casting_time = -1;
739     new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
740     "your spell!");
741     }
742     if ((op->casting_time > -1)&&(hitdam > 0)){
743     op->casting_time = -1;
744     if (op->type == PLAYER) {
745     new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
746     "your spell!");
747     new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
748     "%s was hit by %s and lost a spell.",
749     op_name,hitter->name);
750     }
751     }
752     }
753     if ( ! simple_attack)
754     {
755     /* If you hit something, the victim should *always* wake up.
756     * Before, invisible hitters could avoid doing this.
757     * -b.t. */
758     if (QUERY_FLAG (op, FLAG_SLEEP))
759     CLEAR_FLAG(op,FLAG_SLEEP);
760    
761     /* If the victim can't see the attacker, it may alert others
762     * for help. */
763     if (op->type != PLAYER && ! can_see_enemy (op, hitter)
764     && ! get_owner (op) && rndm(0, op->stats.Int))
765     npc_call_help (op);
766    
767     /* if you were hidden and hit by a creature, you are discovered*/
768     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
769     make_visible (op);
770     if (op->type == PLAYER)
771     new_draw_info (NDI_UNIQUE, 0, op,
772     "You were hit by a wild attack. "
773     "You are no longer hidden!");
774     }
775    
776     /* thrown items (hitter) will have various effects
777     * when they hit the victim. For things like thrown daggers,
778     * this sets 'hitter' to the actual dagger, and not the
779     * wrapper object.
780     */
781     thrown_item_effect (hitter, op);
782     if (was_destroyed (hitter, hitter_tag)
783     || was_destroyed (op, op_tag)
784     || abort_attack (op, hitter, simple_attack))
785     goto leave;
786     }
787    
788     /* Need to do at least 1 damage, otherwise there is no point
789     * to go further and it will cause FPE's below.
790     */
791     if (hitdam<=0) hitdam=1;
792    
793     type=hitter->attacktype;
794     if(!type) type=AT_PHYSICAL;
795     /* Handle monsters that hit back */
796     if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
797     && QUERY_FLAG (hitter, FLAG_ALIVE))
798     {
799     if (op->attacktype & AT_ACID && hitter->type==PLAYER)
800     new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
801     hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
802     PREFER_LOW),op, op->attacktype, 1);
803     if (was_destroyed (op, op_tag)
804     || was_destroyed (hitter, hitter_tag)
805     || abort_attack (op, hitter, simple_attack))
806     goto leave;
807     }
808    
809     /* In the new attack code, it should handle multiple attack
810     * types in its area, so remove it from here.
811     */
812     dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
813     hitter, type, 1);
814     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
815     || abort_attack (op, hitter, simple_attack))
816     goto leave;
817     } /* end of if hitter hit op */
818     /* if we missed, dam=0 */
819    
820     /*attack_message(dam, type, op, hitter);*/
821    
822     goto leave;
823    
824     error:
825     dam = 1;
826     goto leave;
827    
828     leave:
829     if (op_name)
830     free_string (op_name);
831    
832     return dam;
833     }
834    
835     int attack_ob (object *op, object *hitter)
836     {
837    
838     if (hitter->head)
839     hitter = hitter->head;
840     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
841     }
842    
843     /* op is the arrow, tmp is what is stopping the arrow.
844     *
845     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
846     */
847     static int stick_arrow (object *op, object *tmp)
848     {
849     /* If the missile hit a player, we insert it in their inventory.
850     * However, if the missile is heavy, we don't do so (assume it falls
851     * to the ground after a hit). What a good value for this is up to
852     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
853     * stick around.
854     */
855     if (op->weight <= 5000 && tmp->stats.hp >= 0) {
856     if(tmp->head != NULL)
857     tmp = tmp->head;
858     remove_ob (op);
859     op = insert_ob_in_ob(op,tmp);
860     if (tmp->type== PLAYER)
861     esrv_send_item (tmp, op);
862     return 1;
863     } else
864     return 0;
865     }
866    
867     /* hit_with_arrow() disassembles the missile, attacks the victim and
868     * reassembles the missile.
869     *
870     * It returns a pointer to the reassembled missile, or NULL if the missile
871     * isn't available anymore.
872     */
873     object *hit_with_arrow (object *op, object *victim)
874     {
875     object *container, *hitter;
876 pippijn 1.12 int hit_something = 0;
877 root 1.1 tag_t victim_tag, hitter_tag;
878     sint16 victim_x, victim_y;
879    
880     /* Disassemble missile */
881     if (op->inv) {
882     container = op;
883     hitter = op->inv;
884     remove_ob (hitter);
885     insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
886     /* Note that we now have an empty THROWN_OBJ on the map. Code that
887     * might be called until this THROWN_OBJ is either reassembled or
888     * removed at the end of this function must be able to deal with empty
889     * THROWN_OBJs. */
890     } else {
891     container = NULL;
892     hitter = op;
893     }
894    
895     /* Try to hit victim */
896     victim_x = victim->x;
897     victim_y = victim->y;
898     victim_tag = victim->count;
899     hitter_tag = hitter->count;
900     /* Lauwenmark: Handling plugin attack event for thrown items */
901     if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
902     hit_something = attack_ob_simple (victim, hitter, op->stats.dam,
903     op->stats.wc);
904    
905     /* Arrow attacks door, rune of summoning is triggered, demon is put on
906     * arrow, move_apply() calls this function, arrow sticks in demon,
907     * attack_ob_simple() returns, and we've got an arrow that still exists
908     * but is no longer on the map. Ugh. (Beware: Such things can happen at
909     * other places as well!)
910     */
911     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
912     if (container) {
913     remove_ob (container);
914     free_object (container);
915     }
916     return NULL;
917     }
918    
919     /* Missile hit victim */
920     /* if the speed is > 10, then this is a fast moving arrow, we go straight
921     * through the target
922     */
923     if (hit_something && op->speed <= 10.0)
924     {
925     /* Stop arrow */
926     if (container == NULL) {
927     hitter = fix_stopped_arrow (hitter);
928     if (hitter == NULL)
929     return NULL;
930     } else {
931     remove_ob (container);
932     free_object (container);
933     }
934    
935     /* Try to stick arrow into victim */
936     if ( ! was_destroyed (victim, victim_tag)
937     && stick_arrow (hitter, victim))
938     return NULL;
939    
940     /* Else try to put arrow on victim's map square
941     * remove check for P_WALL here. If the arrow got to this
942     * space, that is good enough - with the new movement code,
943     * there is now the potential for lots of spaces where something
944     * can fly over but not otherwise move over. What is the correct
945     * way to handle those otherwise?
946     */
947     if (victim_x != hitter->x || victim_y != hitter->y) {
948     remove_ob (hitter);
949     hitter->x = victim_x;
950     hitter->y = victim_y;
951     insert_ob_in_map (hitter, victim->map, hitter,0);
952     } else {
953     /* Else leave arrow where it is */
954     merge_ob (hitter, NULL);
955     }
956     return NULL;
957     }
958    
959     if (hit_something && op->speed >= 10.0)
960     op->speed -= 1.0;
961    
962     /* Missile missed victim - reassemble missile */
963     if (container) {
964     remove_ob (hitter);
965     insert_ob_in_ob (hitter, container);
966     }
967     return op;
968     }
969    
970    
971     void tear_down_wall(object *op)
972     {
973     int perc=0;
974    
975     if (!op->stats.maxhp) {
976     LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
977     perc = 1;
978     } else if(!GET_ANIM_ID(op)) {
979     /* Object has been called - no animations, so remove it */
980     if(op->stats.hp<0) {
981     remove_ob(op); /* Should update LOS */
982     free_object(op);
983     /* Don't know why this is here - remove_ob should do it for us */
984     /*update_position(m, x, y);*/
985     }
986     return; /* no animations, so nothing more to do */
987     }
988     perc = NUM_ANIMATIONS(op)
989     - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
990     if (perc >= (int) NUM_ANIMATIONS(op))
991     perc = NUM_ANIMATIONS(op)-1;
992     else if (perc < 1)
993     perc = 1;
994     SET_ANIMATION(op, perc);
995     update_object(op,UP_OBJ_FACE);
996     if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
997     if(op->face==blank_face) {
998     /* If the last face is blank, remove the ob */
999     remove_ob(op); /* Should update LOS */
1000     free_object(op);
1001    
1002     /* remove_ob should call update_position for us */
1003     /*update_position(m, x, y);*/
1004    
1005     } else { /* The last face was not blank, leave an image */
1006     CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
1007     update_all_los(op->map, op->x, op->y);
1008     op->move_block = 0;
1009     CLEAR_FLAG(op, FLAG_ALIVE);
1010     }
1011     }
1012     }
1013    
1014     void scare_creature(object *target, object *hitter)
1015     {
1016     object *owner = get_owner(hitter);
1017    
1018     if (!owner) owner=hitter;
1019    
1020     SET_FLAG(target, FLAG_SCARED);
1021     if (!target->enemy) target->enemy=owner;
1022     }
1023    
1024    
1025     /* This returns the amount of damage hitter does to op with the
1026     * appropriate attacktype. Only 1 attacktype should be set at a time.
1027     * This doesn't damage the player, but returns how much it should
1028     * take. However, it will do other effects (paralyzation, slow, etc.)
1029     * Note - changed for PR code - we now pass the attack number and not
1030     * the attacktype. Makes it easier for the PR code. */
1031    
1032     int hit_player_attacktype(object *op, object *hitter, int dam,
1033     uint32 attacknum, int magic) {
1034    
1035     int doesnt_slay = 1;
1036    
1037     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1038     if (attacknum >= NROFATTACKS) {
1039     LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1040     return 0;
1041     }
1042    
1043     if (dam < 0) {
1044     LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1045     return 0;
1046     }
1047    
1048     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1049     * people can't mess with that or it otherwise get confused. */
1050     if (attacknum == ATNR_INTERNAL) return dam;
1051    
1052     if (hitter->slaying) {
1053     if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1054     (op->arch && (op->arch->name != NULL) &&
1055     strstr(op->arch->name, hitter->slaying))
1056     ){
1057     doesnt_slay = 0;
1058     dam *= 3;
1059     }
1060     }
1061    
1062     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1063     if (op->resist[attacknum]) {
1064     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1065     * in case 0>dam>1, we try to "simulate" a float value-effect */
1066     dam *= (100-op->resist[attacknum]);
1067     if (dam >= 100) dam /= 100;
1068     else
1069     dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1070     }
1071    
1072     /* Special hack. By default, if immune to something, you
1073     * shouldn't need to worry. However, acid is an exception, since
1074     * it can still damage your items. Only include attacktypes if
1075     * special processing is needed */
1076    
1077     if ((op->resist[attacknum] >= 100) &&
1078     doesnt_slay && (attacknum != ATNR_ACID))
1079     return 0;
1080    
1081     /* Keep this in order - makes things easier to find */
1082    
1083     switch(attacknum) {
1084     case ATNR_PHYSICAL:
1085     /* here also check for diseases */
1086     check_physically_infect(op, hitter);
1087     break;
1088    
1089     /* Don't need to do anything for:
1090     magic,
1091     fire,
1092     electricity,
1093     cold */
1094    
1095     case ATNR_CONFUSION:
1096     case ATNR_POISON:
1097     case ATNR_SLOW:
1098     case ATNR_PARALYZE:
1099     case ATNR_FEAR:
1100     case ATNR_CANCELLATION:
1101     case ATNR_DEPLETE:
1102     case ATNR_BLIND:
1103     {
1104     /* chance for inflicting a special attack depends on the
1105     * difference between attacker's and defender's level
1106     */
1107     int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1108    
1109     /* First, only creatures/players with speed can be affected.
1110     * Second, just getting hit doesn't mean it always affects
1111     * you. Third, you still get a saving through against the
1112     * effect.
1113     */
1114     if (op->speed &&
1115     (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1116     !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1117     !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1118    
1119     /* Player has been hit by something */
1120     if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1121     else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1122     else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1123     else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1124     else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1125     else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1126     else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1127     else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1128     !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1129     }
1130     dam = 0; /* These are all effects and don't do real damage */
1131     }
1132     break;
1133     case ATNR_ACID:
1134     {
1135     int flag=0;
1136    
1137     /* Items only get corroded if you're not on a battleground and
1138     * if your acid resistance is below 50%. */
1139     if (!op_on_battleground(op, NULL, NULL) &&
1140     (op->resist[ATNR_ACID] < 50))
1141     {
1142     object *tmp;
1143     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1144     if(tmp->invisible)
1145     continue;
1146     if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1147     (tmp->resist[ATNR_ACID] >= 10))
1148     /* >= 10% acid res. on itmes will protect these */
1149     continue;
1150     if(!(tmp->material & M_IRON))
1151     continue;
1152     if(tmp->magic < -4) /* Let's stop at -5 */
1153     continue;
1154     if(tmp->type==RING ||
1155     /* removed boots and gloves from exclusion list in
1156     PR */
1157     tmp->type==GIRDLE ||
1158     tmp->type==AMULET ||
1159     tmp->type==WAND ||
1160     tmp->type==ROD ||
1161     tmp->type==HORN)
1162     continue; /* To avoid some strange effects */
1163    
1164     /* High damage acid has better chance of corroding
1165     objects */
1166     if(rndm(0, dam+4) >
1167     random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1168     if(op->type == PLAYER)
1169     /* Make this more visible */
1170     new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1171     "The %s's acid corrodes your %s!",
1172     query_name(hitter), query_name(tmp));
1173     flag = 1;
1174     tmp->magic--;
1175     if(op->type == PLAYER)
1176     esrv_send_item(op, tmp);
1177     }
1178     }
1179     if(flag)
1180     fix_player(op); /* Something was corroded */
1181     }
1182     }
1183     break;
1184     case ATNR_DRAIN:
1185     {
1186     /* rate is the proportion of exp drained. High rate means
1187     * not much is drained, low rate means a lot is drained.
1188     */
1189     int rate;
1190    
1191     if(op->resist[ATNR_DRAIN] >= 0)
1192 root 1.8 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1193 root 1.7 else
1194 root 1.8 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1195 root 1.1
1196     if(op->stats.exp <= rate) {
1197     if(op->type == GOLEM)
1198     dam = 999; /* Its force is "sucked" away. 8) */
1199     else
1200     /* If we can't drain, lets try to do physical damage */
1201     dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1202     } else {
1203     /* Randomly give the hitter some hp */
1204     if(hitter->stats.hp<hitter->stats.maxhp &&
1205     (op->level > hitter->level) &&
1206     random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1207     hitter->stats.hp++;
1208    
1209     /* Can't do drains on battleground spaces.
1210     * Move the wiz check up here - before, the hitter wouldn't gain exp
1211     * exp, but the wiz would still lose exp! If drainee is a wiz,
1212     * nothing happens.
1213     * Try to credit the owner. We try to display player -> player drain
1214     * attacks, hence all the != PLAYER checks.
1215     */
1216     if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1217     object *owner = get_owner(hitter);
1218    
1219     if (owner && owner != hitter) {
1220     if (op->type != PLAYER || owner->type != PLAYER)
1221     change_exp(owner, op->stats.exp/(rate*2),
1222     hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1223     } else if (op->type != PLAYER || hitter->type != PLAYER) {
1224     change_exp(hitter, op->stats.exp/(rate*2),
1225     hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1226     }
1227     change_exp(op,-op->stats.exp/rate, NULL, 0);
1228     }
1229     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1230     * drain attack, you won't know that you are actually sucking out EXP,
1231     * as the messages will say you missed
1232     */
1233     }
1234     }
1235     break;
1236     case ATNR_TURN_UNDEAD:
1237     {
1238     if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1239     object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1240     object *god = find_god (determine_god (owner));
1241     int div = 1;
1242    
1243     /* if undead are not an enemy of your god, you turn them
1244     * at half strength */
1245     if (! god || ! god->slaying ||
1246     strstr (god->slaying, undead_name) == NULL)
1247     div = 2;
1248     /* Give a bonus if you resist turn undead */
1249     if (op->level * div <
1250     (turn_bonus[owner->stats.Wis]+owner->level +
1251     (op->resist[ATNR_TURN_UNDEAD]/100)))
1252     scare_creature(op, owner);
1253     }
1254     else
1255     dam = 0; /* don't damage non undead - should we damage
1256     undead? */
1257     } break;
1258     case ATNR_DEATH:
1259     deathstrike_player(op, hitter, &dam);
1260     break;
1261     case ATNR_CHAOS:
1262     LOG(llevError,
1263     "%s was hit by %s with non-specific chaos.\n",
1264     query_name(op),
1265     query_name(hitter));
1266     dam = 0;
1267     break;
1268     case ATNR_COUNTERSPELL:
1269     LOG(llevError,
1270     "%s was hit by %s with counterspell attack.\n",
1271     query_name(op),
1272     query_name(hitter));
1273     dam = 0;
1274     /* This should never happen. Counterspell is handled
1275     * seperately and filtered out. If this does happen,
1276     * Counterspell has no effect on anything but spells, so it
1277     * does no damage. */
1278     break;
1279     case ATNR_HOLYWORD:
1280     {
1281     /* This has already been handled by hit_player,
1282     * no need to check twice -- DAMN */
1283    
1284     object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1285    
1286     /* As with turn undead above, give a bonus on the saving throw */
1287     if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1288     owner->level+turn_bonus[owner->stats.Wis])
1289     scare_creature(op, owner);
1290     } break;
1291     case ATNR_LIFE_STEALING:
1292     {
1293     int new_hp;
1294     /* this is replacement to drain for players, instead of taking
1295     * exp it takes hp. It is geared for players, probably not
1296     * much use giving it to monsters
1297     *
1298     * life stealing doesn't do a lot of damage, but it gives the
1299     * damage it does do to the player. Given that,
1300     * it only does 1/10'th normal damage (hence the divide by
1301     * 1000).
1302     */
1303     /* You can't steal life from something undead */
1304     if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1305     /* If drain protection is higher than life stealing, use that */
1306     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1307     dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1308     else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1309     /* You die at -1 hp, not zero. */
1310     if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1311     new_hp = hitter->stats.hp + dam;
1312     if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1313     if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1314     }
1315     }
1316     return dam;
1317     }
1318    
1319    
1320     /* GROS: This code comes from hit_player. It has been made external to
1321     * allow script procedures to "kill" objects in a combat-like fashion.
1322     * It was initially used by (kill-object) developed for the Collector's
1323     * Sword. Note that nothing has been changed from the original version
1324     * of the following code.
1325     * op is what is being killed.
1326     * dam is the damage done to it.
1327     * hitter is what is hitting it.
1328     * type is the attacktype.
1329     *
1330     * This function was a bit of a mess with hitter getting changed,
1331     * values being stored away but not used, etc. I've cleaned it up
1332     * a bit - I think it should be functionally equivalant.
1333     * MSW 2002-07-17
1334     */
1335     int kill_object(object *op,int dam, object *hitter, int type)
1336     {
1337     char buf[MAX_BUF];
1338     const char *skill;
1339     int maxdam=0;
1340     int battleg=0; /* true if op standing on battleground */
1341     int pk=0; /* true if op and what controls hitter are both players*/
1342     object *owner=NULL;
1343     object *skop=NULL;
1344    
1345     if (op->stats.hp>=0)
1346     return -1;
1347    
1348     /* Lauwenmark: Handle for plugin death event */
1349     if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1350     return 0;
1351     /* Lauwenmark: Handle for the global kill event */
1352     execute_global_event(EVENT_GKILL, op, hitter);
1353    
1354     /* maxdam needs to be the amount of damage it took to kill
1355     * this creature. The function(s) that call us have already
1356     * adjusted the creatures HP total, so that is negative.
1357     */
1358     maxdam = dam + op->stats.hp + 1;
1359    
1360     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1361     update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1362    
1363     if(op->type==DOOR) {
1364     op->speed = 0.1;
1365     update_ob_speed(op);
1366     op->speed_left= -0.05;
1367     return maxdam;
1368     }
1369     if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1370     remove_friendly_object(op);
1371     if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1372     op->owner->contr->ranges[range_golem] == op) {
1373     op->owner->contr->ranges[range_golem]=NULL;
1374     op->owner->contr->golem_count=0;
1375     }
1376    
1377     remove_ob(op);
1378     free_object(op);
1379     return maxdam;
1380     }
1381    
1382     /* Now lets start dealing with experience we get for killing something */
1383    
1384     owner=get_owner(hitter);
1385     if(owner==NULL)
1386     owner=hitter;
1387    
1388     /* is the victim (op) standing on battleground? */
1389     if (op_on_battleground(op, NULL, NULL)) battleg=1;
1390    
1391     /* is this player killing?*/
1392     if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1393    
1394     /* Player killed something */
1395     if(owner->type==PLAYER) {
1396     Log_Kill(owner->name,
1397     query_name(op),op->type,
1398     (owner!=hitter) ? query_name(hitter) : NULL,
1399     (owner!=hitter) ? hitter->type : 0);
1400    
1401     /* Log players killing other players - makes it easier to detect
1402     * and filter out malicious player killers - that is why the
1403     * ip address is included.
1404     */
1405     if (op->type == PLAYER && !battleg) {
1406     time_t t=time(NULL);
1407     struct tm *tmv;
1408     char buf[256];
1409    
1410     tmv = localtime(&t);
1411     strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1412    
1413     LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1414     buf, owner->name, owner->contr->socket.host, query_name(op));
1415     }
1416    
1417     /* try to filter some things out - basically, if you are
1418     * killing a level 1 creature and your level 20, you
1419     * probably don't want to see that.
1420     */
1421     if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1422     if(owner!=hitter) {
1423     new_draw_info_format(NDI_BLACK, 0, owner,
1424     "You killed %s with %s.",query_name(op),
1425     query_name(hitter));
1426     }
1427     else {
1428     new_draw_info_format(NDI_BLACK, 0, owner,
1429     "You killed %s.",query_name(op));
1430     }
1431     /* Only play sounds for melee kills */
1432     if (hitter->type == PLAYER)
1433     play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1434     }
1435    
1436     /* If a player kills another player, not on
1437     * battleground, the "killer" looses 1 luck. Since this is
1438     * not reversible, it's actually quite a pain IMHO. -AV
1439     * Fix bug in that we were changing the luck of the hitter, not
1440     * player that the object belonged to - so if you killed another player
1441     * with spells, pets, whatever, there was no penalty.
1442     * Changed to make luck penalty configurable in settings.
1443     */
1444     if(op->type == PLAYER && owner != op && !battleg)
1445     change_luck(owner, -settings.pk_luck_penalty);
1446    
1447     /* This code below deals with finding the appropriate skill
1448     * to credit exp to. This is a bit problematic - we should
1449     * probably never really have to look at current_weapon->skill
1450     */
1451     skill = NULL;
1452     if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1453     else if (owner->chosen_skill) {
1454     skill = owner->chosen_skill->skill;
1455     skop = owner->chosen_skill;
1456     }
1457     else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1458     else
1459     LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1460    
1461     /* We have the skill we want to credit to - now find the object this goes
1462     * to. Make sure skop is an actual skill, and not a skill tool!
1463     */
1464     if ((!skop || skop->type != SKILL) && skill) {
1465     int i;
1466    
1467     for (i=0; i<NUM_SKILLS; i++)
1468     if (owner->contr->last_skill_ob[i] &&
1469     !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1470     skop = owner->contr->last_skill_ob[i];
1471     break;
1472     }
1473     }
1474     } /* Was it a player that hit somethign */
1475     else {
1476     skill = NULL;
1477     }
1478    
1479     /* Pet (or spell) killed something. */
1480     if(owner != hitter ) {
1481     (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1482     query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1483     }
1484     else {
1485     (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1486     (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1487     " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1488     }
1489     /* These may have been set in the player code section above */
1490     if (!skop) skop = hitter->chosen_skill;
1491     if (!skill && skop) skill=skop->skill;
1492    
1493     new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1494    
1495    
1496     /* If you didn't kill yourself, and your not the wizard */
1497     if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1498     int exp;
1499    
1500     exp = calc_skill_exp(owner,op, skop);
1501    
1502     /* Really don't give much experience for killing other players */
1503     if (op->type==PLAYER) {
1504     if (battleg) {
1505     new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1506     new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1507     }
1508     else
1509     exp = MIN(5000000, MAX(0, exp/10));
1510     }
1511    
1512     /* Don't know why this is set this way - doesn't make
1513     * sense to just divide everything by two for no reason.
1514     */
1515    
1516     if (!settings.simple_exp)
1517     exp=exp/2;
1518    
1519     /* if op is standing on "battleground" (arena), no way to gain
1520     * exp by killing him
1521     */
1522     if (battleg) exp = 0;
1523    
1524     if(owner->type!=PLAYER || owner->contr->party==NULL) {
1525     change_exp(owner,exp, skill, 0);
1526     }
1527     else {
1528     int shares=0,count=0;
1529    
1530     player *pl;
1531    
1532     partylist *party=owner->contr->party;
1533     #ifdef PARTY_KILL_LOG
1534     add_kill_to_party(party, query_name(owner), query_name(op), exp);
1535     #endif
1536     for(pl=first_player;pl!=NULL;pl=pl->next) {
1537     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1538     count++;
1539     shares+=(pl->ob->level+4);
1540     }
1541     }
1542     if(count==1 || shares>exp)
1543     change_exp(owner,exp, skill, SK_EXP_TOTAL);
1544     else {
1545     int share=exp/shares,given=0,nexp;
1546     for(pl=first_player;pl!=NULL;pl=pl->next) {
1547     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1548     nexp=(pl->ob->level+4)*share;
1549     change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1550     given+=nexp;
1551     }
1552     }
1553     exp-=given;
1554     /* give any remainder to the player */
1555     change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1556     }
1557     } /* else part of a party */
1558    
1559     } /* end if person didn't kill himself */
1560    
1561     if(op->type!=PLAYER) {
1562     if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1563     object *owner1 = get_owner(op);
1564    
1565     if(owner1!= NULL && owner1->type == PLAYER) {
1566     play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1567     /* Maybe we should include the owner that killed this, maybe not */
1568     new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1569     op->name,hitter->name);
1570     }
1571     remove_friendly_object(op);
1572     }
1573     remove_ob(op);
1574     free_object(op);
1575     }
1576     /* Player has been killed! */
1577     else {
1578     if(owner->type==PLAYER) {
1579     snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1580     }
1581     else {
1582     strncpy(op->contr->killer,hitter->name,BIG_NAME);
1583     op->contr->killer[BIG_NAME-1]='\0';
1584     }
1585     }
1586     /* This was return -1 - that doesn't seem correct - if we return -1, process
1587     * continues in the calling function.
1588     */
1589     return maxdam;
1590     }
1591    
1592     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1593     * Returns 0 this is not friendly fire
1594     */
1595    
1596     int friendly_fire(object *op, object *hitter){
1597     object *owner;
1598     int friendlyfire;
1599    
1600     if (hitter->head) hitter=hitter->head;
1601    
1602     friendlyfire = 0;
1603    
1604     if(op->type == PLAYER) {
1605    
1606     if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1607     return 1;
1608    
1609     if((owner = get_owner(hitter))!=NULL) {
1610     if(owner->type == PLAYER && owner->contr->peaceful == 1)
1611     friendlyfire = 2;
1612     }
1613    
1614     if (hitter->type == SPELL || hitter->type == POISONING ||
1615     hitter->type == DISEASE || hitter->type == RUNE)
1616     friendlyfire = 0;
1617     }
1618     return friendlyfire;
1619     }
1620    
1621    
1622     /* This isn't used just for players, but in fact most objects.
1623     * op is the object to be hit, dam is the amount of damage, hitter
1624     * is what is hitting the object, type is the attacktype, and
1625     * full_hit is set if monster area does not matter.
1626     * dam is base damage - protections/vulnerabilities/slaying matches can
1627     * modify it.
1628     */
1629    
1630     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1631     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1632    
1633     int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1634     int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1635     int maxattacktype, attacknum;
1636     int body_attack = op && op->head; /* Did we hit op's head? */
1637     int simple_attack;
1638     tag_t op_tag, hitter_tag;
1639     int rtn_kill = 0;
1640     int friendlyfire;
1641    
1642     if (get_attack_mode (&op, &hitter, &simple_attack))
1643     return 0;
1644    
1645     /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1646     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1647     return 0;
1648    
1649 root 1.5 #ifdef PROHIBIT_PLAYERKILL
1650     if (op->type == PLAYER) {
1651     object *owner = get_owner (hitter);
1652     if (!owner) owner = hitter;
1653 root 1.6 if (owner->type == PLAYER
1654 root 1.10 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1655 root 1.6 && op != owner) {
1656 root 1.5 return 0;
1657     }
1658     }
1659     #endif
1660    
1661 root 1.1 op_tag = op->count;
1662     hitter_tag = hitter->count;
1663    
1664     if (body_attack) {
1665     /* slow and paralyze must hit the head. But we don't want to just
1666     * return - we still need to process other attacks the spell still
1667     * might have. So just remove the paralyze and slow attacktypes,
1668     * and keep on processing if we have other attacktypes.
1669     * return if only magic or nothing is left - under normal code
1670     * we don't attack with pure magic if there is another attacktype.
1671     * Only do processing if the initial attacktype includes one of those
1672     * attack so we don't cancel out things like magic bullet.
1673     */
1674     if (type & (AT_PARALYZE | AT_SLOW)) {
1675     type &= ~(AT_PARALYZE | AT_SLOW);
1676     if (!type || type==AT_MAGIC) return 0;
1677     }
1678     }
1679    
1680     if ( ! simple_attack && op->type == DOOR) {
1681     object *tmp;
1682     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1683     if (tmp->type == RUNE || tmp->type == TRAP) {
1684     spring_trap (tmp, hitter);
1685     if (was_destroyed (hitter, hitter_tag)
1686     || was_destroyed (op, op_tag)
1687     || abort_attack (op, hitter, simple_attack))
1688     return 0;
1689     break;
1690     }
1691     }
1692    
1693     if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1694     /* FIXME: If a player is killed by a rune in a door, the
1695     * was_destroyed() check above doesn't return, and might get here.
1696     */
1697     LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1698     "hit_player()\n", op->arch->name, op->name);
1699     return 0;
1700     }
1701    
1702     #ifdef ATTACK_DEBUG
1703     LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1704     #endif
1705    
1706     if (magic) {
1707     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1708     * in case 0>dam>1, we try to "simulate" a float value-effect */
1709     dam = dam*(100-op->resist[ATNR_MAGIC]);
1710     if (dam >= 100)
1711     dam /= 100;
1712     else
1713     dam = (dam > (rndm(0, 99))) ? 1 : 0;
1714     }
1715    
1716     /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1717     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1718     */
1719     if(type & AT_CHAOS){
1720     shuffle_attack(op,0); /*0 flag tells it to not change the face */
1721     update_object(op,UP_OBJ_FACE);
1722     type &= ~AT_CHAOS;
1723     }
1724    
1725     /* Holyword is really an attacktype modifier (like magic is). If
1726     * holyword is part of an attacktype, then make sure the creature is
1727     * a proper match, otherwise no damage.
1728     */
1729     if (type & AT_HOLYWORD) {
1730     object *god;
1731     if ((!hitter->slaying ||
1732     (!(op->race && strstr(hitter->slaying,op->race)) &&
1733     !(op->name && strstr(hitter->slaying,op->name)))) &&
1734     (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1735     (hitter->title != NULL
1736     && (god = find_god(determine_god(hitter))) != NULL
1737     && god->race != NULL
1738     && strstr(god->race,undead_name) != NULL)))
1739     return 0;
1740     }
1741    
1742     maxattacktype = type; /* initialize this to something */
1743     for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1744     /* Magic isn't really a true attack type - it gets combined with other
1745     * attack types. As such, skip it over. However, if magic is
1746     * the only attacktype in the group, then still attack with it
1747     */
1748     if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1749    
1750     /* Go through and hit the player with each attacktype, one by one.
1751     * hit_player_attacktype only figures out the damage, doesn't inflict
1752     * it. It will do the appropriate action for attacktypes with
1753     * effects (slow, paralization, etc.
1754     */
1755     if (type & attacktype) {
1756     ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1757     /* the >= causes us to prefer messages from special attacks, if
1758     * the damage is equal.
1759     */
1760     if (ndam >= maxdam) {
1761     maxdam = ndam;
1762     maxattacktype = 1<<attacknum;
1763     }
1764     }
1765     }
1766    
1767     /* if this is friendly fire then do a set % of damage only
1768     * Note - put a check in to make sure this attack is actually
1769     * doing damage - otherwise, the +1 in the coe below will make
1770     * an attack do damage before when it otherwise didn't
1771     */
1772     friendlyfire = friendly_fire(op, hitter);
1773     if (friendlyfire && maxdam){
1774 root 1.3 maxdam = ((dam * settings.set_friendly_fire) / 100);
1775     #ifndef COZY_SERVER
1776     maxdam++;
1777     #endif
1778    
1779 root 1.1 #ifdef ATTACK_DEBUG
1780     LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1781     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1782     #endif
1783     }
1784    
1785     if (!full_hit) {
1786     archetype *at;
1787     int area;
1788     int remainder;
1789    
1790     area = 0;
1791     for(at = op->arch; at != NULL; at = at->more)
1792     area++;
1793     assert(area > 0);
1794    
1795     /* basically: maxdam /= area; we try to "simulate" a float
1796     value-effect */
1797     remainder = 100*(maxdam%area)/area;
1798     maxdam /= area;
1799     if (RANDOM()%100 < remainder)
1800     maxdam++;
1801     }
1802    
1803     #ifdef ATTACK_DEBUG
1804     LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1805     #endif
1806    
1807     if(get_owner(hitter))
1808     op->enemy=hitter->owner;
1809     else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1810     op->enemy=hitter;
1811    
1812     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1813     /* The unaggressives look after themselves 8) */
1814     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1815     npc_call_help(op);
1816     }
1817    
1818     if (magic && did_make_save(op, op->level, 0))
1819     maxdam=maxdam/2;
1820    
1821     attack_message(maxdam, maxattacktype, op, hitter);
1822    
1823     op->stats.hp-=maxdam;
1824    
1825     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1826     if ((op->stats.hp>=0) &&
1827     (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1828     op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1829     (float)op->stats.maxhp)) {
1830    
1831     if (QUERY_FLAG(op, FLAG_MONSTER))
1832     SET_FLAG(op, FLAG_RUN_AWAY);
1833     else
1834     scare_creature(op, hitter);
1835     }
1836    
1837     if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1838     if (maxdam)
1839     tear_down_wall(op);
1840     return maxdam; /* nothing more to do for wall */
1841     }
1842    
1843     /* See if the creature has been killed */
1844     rtn_kill = kill_object(op, maxdam, hitter, type);
1845     if (rtn_kill != -1)
1846     return rtn_kill;
1847    
1848    
1849     /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1850     * that before if the player was immune to ghosthit, the monster
1851     * remained - that is no longer the case.
1852     */
1853     if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1854     if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1855     remove_friendly_object(hitter);
1856     remove_ob(hitter);
1857     free_object(hitter);
1858     }
1859     /* Lets handle creatures that are splitting now */
1860     else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1861     int i;
1862     int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1863     int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1864     object *owner = get_owner(op);
1865    
1866     if(!op->other_arch) {
1867     LOG(llevError,"SPLITTING without other_arch error.\n");
1868     return maxdam;
1869     }
1870     remove_ob(op);
1871     for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1872     object *tmp=arch_to_object(op->other_arch);
1873     int j;
1874    
1875     tmp->stats.hp=op->stats.hp;
1876     if (friendly) {
1877     SET_FLAG(tmp, FLAG_FRIENDLY);
1878     add_friendly_object(tmp);
1879     tmp->attack_movement = PETMOVE;
1880     if (owner!=NULL)
1881     set_owner(tmp,owner);
1882     }
1883     if (unaggressive)
1884     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1885     j=find_first_free_spot(tmp,op->map,op->x,op->y);
1886     if (j==-1) /* No spot to put this monster */
1887     free_object(tmp);
1888     else {
1889     tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1890     insert_ob_in_map(tmp,op->map,NULL,0);
1891     }
1892     }
1893     if(friendly)
1894     remove_friendly_object(op);
1895     free_object(op);
1896     }
1897     else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1898     remove_ob(hitter);
1899     free_object(hitter);
1900     }
1901     return maxdam;
1902     }
1903    
1904    
1905     void poison_player(object *op, object *hitter, int dam)
1906     {
1907     archetype *at = find_archetype("poisoning");
1908     object *tmp=present_arch_in_ob(at,op);
1909    
1910     if(tmp==NULL) {
1911     if((tmp=arch_to_object(at))==NULL)
1912     LOG(llevError,"Failed to clone arch poisoning.\n");
1913     else {
1914     tmp = insert_ob_in_ob(tmp,op);
1915     /* peterm: give poisoning some teeth. It should
1916     * be able to kill things better than it does:
1917     * damage should be dependent something--I choose to
1918     * do this: if it's a monster, the damage from the
1919     * poisoning goes as the level of the monster/2.
1920     * If anything else, goes as damage.
1921     */
1922    
1923     if(QUERY_FLAG(hitter,FLAG_ALIVE))
1924     tmp->stats.dam += hitter->level/2;
1925     else
1926     tmp->stats.dam = dam;
1927    
1928     copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1929     if(hitter->skill && hitter->skill != tmp->skill) {
1930     if (tmp->skill) free_string(tmp->skill);
1931     tmp->skill = add_refcount(hitter->skill);
1932     }
1933    
1934     tmp->stats.food+=dam; /* more damage, longer poisoning */
1935    
1936     if(op->type==PLAYER) {
1937     /* player looses stats, maximum is -10 of each */
1938     tmp->stats.Con= MAX(-(dam/4+1), -10);
1939     tmp->stats.Str= MAX(-(dam/3+2), -10);
1940     tmp->stats.Dex= MAX(-(dam/6+1), -10);
1941     tmp->stats.Int= MAX(-dam/7, -10);
1942     SET_FLAG(tmp,FLAG_APPLIED);
1943     fix_player(op);
1944     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1945     }
1946     if (hitter->type == PLAYER)
1947     new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1948     op->name);
1949     else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1950     new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1951     "Your %s poisons %s.", hitter->name, op->name);
1952     }
1953     tmp->speed_left=0;
1954     }
1955     else
1956     tmp->stats.food++;
1957     }
1958    
1959     void slow_player(object *op,object *hitter,int dam)
1960     { archetype *at = find_archetype("slowness");
1961     object *tmp;
1962     if(at == NULL) {
1963     LOG(llevError,"Can't find slowness archetype.\n");
1964     }
1965     if((tmp=present_arch_in_ob(at,op)) == NULL) {
1966     tmp = arch_to_object(at);
1967     tmp = insert_ob_in_ob(tmp,op);
1968     new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1969     } else
1970     tmp->stats.food++;
1971     SET_FLAG(tmp, FLAG_APPLIED);
1972     tmp->speed_left=0;
1973     fix_player(op);
1974     }
1975    
1976     void confuse_player(object *op, object *hitter, int dam)
1977     {
1978     object *tmp;
1979     int maxduration;
1980    
1981     tmp = present_in_ob_by_name(FORCE,"confusion", op);
1982     if(!tmp) {
1983     tmp = get_archetype(FORCE_NAME);
1984     tmp = insert_ob_in_ob(tmp,op);
1985     }
1986    
1987     /* Duration added per hit and max. duration of confusion both depend
1988     * on the player's resistance
1989     */
1990     tmp->speed = 0.05;
1991     tmp->subtype = FORCE_CONFUSION;
1992     tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1993     if (tmp->name) free_string(tmp->name);
1994     tmp->name = add_string("confusion");
1995     maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1996     if( tmp->duration > maxduration)
1997     tmp->duration = maxduration;
1998    
1999     if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
2000     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
2001     SET_FLAG(op, FLAG_CONFUSED);
2002     }
2003    
2004     void blind_player(object *op, object *hitter, int dam)
2005     {
2006     object *tmp,*owner;
2007    
2008     /* Save some work if we know it isn't going to affect the player */
2009     if (op->resist[ATNR_BLIND]==100) return;
2010    
2011     tmp = present_in_ob(BLINDNESS,op);
2012     if(!tmp) {
2013     tmp = get_archetype("blindness");
2014     SET_FLAG(tmp, FLAG_BLIND);
2015     SET_FLAG(tmp, FLAG_APPLIED);
2016     /* use floats so we don't lose too much precision due to rounding errors.
2017     * speed is a float anyways.
2018     */
2019     tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
2020    
2021     tmp = insert_ob_in_ob(tmp,op);
2022     change_abil(op,tmp); /* Mostly to display any messages */
2023     fix_player(op); /* This takes care of some other stuff */
2024    
2025     if(hitter->owner) owner = get_owner(hitter);
2026     else owner = hitter;
2027    
2028     new_draw_info_format(NDI_UNIQUE,0,owner,
2029     "Your attack blinds %s!",query_name(op));
2030     }
2031     tmp->stats.food += dam;
2032     if(tmp->stats.food > 10) tmp->stats.food = 10;
2033     }
2034    
2035     void paralyze_player(object *op, object *hitter, int dam)
2036     {
2037     float effect,max;
2038     /* object *tmp; */
2039    
2040     /* This is strange stuff... someone knows for what this is
2041     * written? Well, i think this can and should be removed
2042     */
2043    
2044     /*
2045     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2046     tmp=clone_arch(PARAIMAGE);
2047     tmp->x=op->x,tmp->y=op->y;
2048     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2049     }
2050     */
2051    
2052     /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2053     effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2054    
2055     if (effect==0) return;
2056    
2057     op->speed_left-=FABS(op->speed)*effect;
2058     /* tmp->stats.food+=(signed short) effect/op->speed; */
2059    
2060     /* max number of ticks to be affected for. */
2061     max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2062     if (op->speed_left< -(FABS(op->speed)*max))
2063     op->speed_left = (float) -(FABS(op->speed)*max);
2064    
2065     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2066     }
2067    
2068    
2069     /* Attempts to kill 'op'. hitter is the attack object, dam is
2070     * the computed damaged.
2071     */
2072     void deathstrike_player(object *op, object *hitter, int *dam)
2073     {
2074     /* The intention of a death attack is to kill outright things
2075     ** that are a lot weaker than the attacker, have a chance of killing
2076     ** things somewhat weaker than the caster, and no chance of
2077     ** killing something equal or stronger than the attacker.
2078     ** Also, if a deathstrike attack has a slaying, any monster
2079     ** whose name or race matches a comma-delimited list in the slaying
2080     ** field of the deathstriking object */
2081    
2082     int atk_lev, def_lev, kill_lev;
2083    
2084     if(hitter->slaying)
2085     if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2086     (op->race&&strstr(hitter->slaying,op->race)))) return;
2087    
2088     def_lev = op->level;
2089     if (def_lev < 1) {
2090     LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2091     op->arch->name, op->name);
2092     def_lev = 1;
2093     }
2094     atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2095     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2096     atk_lev, def_lev); */
2097    
2098     if(atk_lev >= def_lev ){
2099     kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2100    
2101     /* Note that the below effectively means the ratio of the atk vs
2102     * defener level is important - if level 52 character has very little
2103     * chance of killing a level 50 monster. This should probably be
2104     * redone.
2105     */
2106     if(kill_lev >= def_lev) {
2107     *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2108     /* I think this doesn't really do much. Because of
2109     * integer rounding, this only makes any difference if the
2110     * attack level is double the defender level.
2111     */
2112     *dam *= kill_lev / def_lev;
2113     }
2114     } else {
2115     *dam = 0; /* no harm done */
2116     }
2117     }
2118    
2119     /* thrown_item_effect() - handles any special effects of thrown
2120     * items (like attacking living creatures--a potion thrown at a
2121     * monster).
2122     */
2123     static void thrown_item_effect (object *hitter, object *victim)
2124     {
2125     if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2126     /* May not need a switch for just 2 types, but this makes it
2127     * easier for expansion.
2128     */
2129     switch (hitter->type) {
2130     case POTION:
2131     /* should player get a save throw instead of checking magic protection? */
2132     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2133     &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2134     break;
2135    
2136     case POISON: /* poison drinks */
2137     /* As with potions, should monster get a save? */
2138     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2139     &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2140     break;
2141    
2142     /* Removed case statements that did nothing.
2143     * food may be poisonous, but monster must be willing to eat it,
2144     * so we don't handle it here.
2145     * Containers should perhaps break open, but that code was disabled.
2146     */
2147     }
2148     }
2149     }
2150    
2151     /* adj_attackroll() - adjustments to attacks by various conditions */
2152    
2153     int adj_attackroll (object *hitter, object *target) {
2154     object *attacker = hitter;
2155     int adjust=0;
2156    
2157     /* safety */
2158     if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2159     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2160     "map\n");
2161     return 0;
2162     }
2163    
2164     /* aimed missiles use the owning object's sight */
2165     if(is_aimed_missile(hitter)) {
2166     if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2167     /* A player who saves but hasn't quit still could have objects
2168     * owned by him - need to handle that case to avoid crashes.
2169     */
2170     if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2171     }
2172     else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2173     return 0;
2174    
2175     /* determine the condtions under which we make an attack.
2176     * Add more cases, as the need occurs. */
2177    
2178     if(!can_see_enemy(attacker,target)) {
2179     /* target is unseen */
2180     if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2181     adjust -= 10;
2182     /* dark map penalty for the hitter (lacks infravision if we got here). */
2183     else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2184     adjust -= target->map->darkness;
2185     }
2186    
2187     if(QUERY_FLAG(attacker,FLAG_SCARED))
2188     adjust -= 3;
2189    
2190     if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2191     adjust += 1;
2192    
2193     if(QUERY_FLAG(target,FLAG_SCARED))
2194     adjust += 1;
2195    
2196     if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2197     adjust -= 3;
2198    
2199     /* if we attack at a different 'altitude' its harder */
2200     if((attacker->move_type & target->move_type)==0)
2201     adjust -= 2;
2202    
2203     #if 0
2204     /* slower attacks are less likely to succeed. We should use a
2205     * comparison between attacker/target speeds BUT, players have
2206     * a generally faster speed, so this will wind up being a HUGE
2207     * disadantage for the monsters! Too bad, because missiles which
2208     * fly fast should have a better chance of hitting a slower target.
2209     */
2210     if(hitter->speed<target->speed)
2211     adjust += ((float) hitter->speed-target->speed);
2212     #endif
2213    
2214     #if 0
2215     LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2216     #endif
2217    
2218     return adjust;
2219     }
2220    
2221    
2222     /* determine if the object is an 'aimed' missile */
2223     int is_aimed_missile ( object *op) {
2224    
2225     /* I broke what used to be one big if into a few nested
2226     * ones so that figuring out the logic is at least possible.
2227     */
2228     if (op && (op->move_type & MOVE_FLYING)) {
2229     if (op->type==ARROW || op->type==THROWN_OBJ)
2230     return 1;
2231     else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2232     op->subtype == SP_EXPLOSION))
2233     return 1;
2234     }
2235     return 0;
2236     }
2237