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/cvs/deliantra/server/server/attack.c
Revision: 1.3
Committed: Thu Feb 9 02:11:26 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +6 -3 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_attack_c =
3 root 1.3 * "$Id: attack.c,v 1.2 2006/02/03 07:25:25 root Exp $";
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     if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343     hit_player(tmp,op->stats.dam,op,type,full_hit);
344     retflag |=1;
345     if (was_destroyed (op, op_tag))
346     break;
347     }
348     /* Here we are potentially destroying an object. If the object has
349     * NO_PASS set, it is also immune - you can't destroy walls. Note
350     * that weak walls have is_alive set, which prevent objects from
351     * passing over/through them. We don't care what type of movement
352     * the wall blocks - if it blocks any type of movement, can't be
353     * destroyed right now.
354     */
355     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356     !tmp->move_block) {
357     save_throw_object(tmp,type,op);
358     if (was_destroyed (op, op_tag))
359     break;
360     }
361     }
362     return 0;
363     }
364    
365     void attack_message(int dam, int type, object *op, object *hitter) {
366     char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367     int i, found=0;
368     mapstruct *map;
369     object *next, *tmp;
370    
371     /* put in a few special messages for some of the common attacktypes
372     * a player might have. For example, fire, electric, cold, etc
373     * [garbled 20010919]
374     */
375    
376     if (dam == 9998 && op->type == DOOR) {
377     sprintf(buf1, "unlock %s", op->name);
378     sprintf(buf2, " unlocks");
379     found++;
380     }
381     if(dam<0) {
382     sprintf(buf1, "hit %s", op->name);
383     sprintf(buf2, " hits");
384     found++;
385     } else if(dam==0) {
386     sprintf(buf1, "missed %s", op->name);
387     sprintf(buf2, " misses");
388     found++;
389     } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390     hitter->type == POISONING ||
391     (type & AT_POISON && IS_LIVE(op))) && !found) {
392     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
393     i++)
394     if (dam < attack_mess[ATM_SUFFER][i].level) {
395     sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
396     op->name, attack_mess[ATM_SUFFER][i].buf2);
397     sprintf(buf2, "%s", attack_mess[ATM_SUFFER][i].buf3);
398     found++;
399     break;
400     }
401     } else if (op->type == DOOR && !found) {
402     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
403     i++)
404     if (dam < attack_mess[ATM_DOOR][i].level) {
405     sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
406     op->name, attack_mess[ATM_DOOR][i].buf2);
407     sprintf(buf2, "%s", attack_mess[ATM_DOOR][i].buf3);
408     found++;
409     break;
410     }
411     } else if (hitter->type == PLAYER && IS_LIVE(op)) {
412     if (USING_SKILL(hitter, SK_KARATE)) {
413     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
414     i++)
415     if (dam < attack_mess[ATM_KARATE][i].level) {
416     sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
417     op->name, attack_mess[ATM_KARATE][i].buf2);
418     sprintf(buf2, "%s", attack_mess[ATM_KARATE][i].buf3);
419     found++;
420     break;
421     }
422     } else if (USING_SKILL(hitter, SK_CLAWING)) {
423     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
424     i++)
425     if (dam < attack_mess[ATM_CLAW][i].level) {
426     sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
427     op->name, attack_mess[ATM_CLAW][i].buf2);
428     sprintf(buf2, "%s", attack_mess[ATM_CLAW][i].buf3);
429     found++;
430     break;
431     }
432     } else if (USING_SKILL(hitter, SK_PUNCHING)) {
433     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
434     i++)
435     if (dam < attack_mess[ATM_PUNCH][i].level) {
436     sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
437     op->name, attack_mess[ATM_PUNCH][i].buf2);
438     sprintf(buf2, "%s", attack_mess[ATM_PUNCH][i].buf3);
439     found++;
440     break;
441     }
442     }
443     }
444     if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC) &&
445     !found) {
446     sprintf(buf1, "hit"); /* just in case */
447     for (i=0; i < MAXATTACKMESS; i++)
448     if (dam < attack_mess[ATM_ARROW][i].level) {
449     sprintf(buf2, "%s", attack_mess[ATM_ARROW][i].buf3);
450     break;
451     }
452     } else if (type & AT_DRAIN && IS_LIVE(op) && !found) {
453     /* drain is first, because some items have multiple attypes */
454     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
455     i++)
456     if (dam < attack_mess[ATM_DRAIN][i].level) {
457     sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
458     op->name, attack_mess[ATM_DRAIN][i].buf2);
459     sprintf(buf2, "%s", attack_mess[ATM_DRAIN][i].buf3);
460     break;
461     }
462     } else if (type & AT_ELECTRICITY && IS_LIVE(op) && !found) {
463     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
464     i++)
465     if (dam < attack_mess[ATM_ELEC][i].level) {
466     sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
467     op->name, attack_mess[ATM_ELEC][i].buf2);
468     sprintf(buf2, "%s", attack_mess[ATM_ELEC][i].buf3);
469     break;
470     }
471     } else if (type & AT_COLD && IS_LIVE(op) && !found) {
472     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
473     i++)
474     if (dam < attack_mess[ATM_COLD][i].level) {
475     sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
476     op->name, attack_mess[ATM_COLD][i].buf2);
477     sprintf(buf2, "%s", attack_mess[ATM_COLD][i].buf3);
478     break;
479     }
480     } else if (type & AT_FIRE && !found) {
481     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
482     i++)
483     if (dam < attack_mess[ATM_FIRE][i].level) {
484     sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
485     op->name, attack_mess[ATM_FIRE][i].buf2);
486     sprintf(buf2, "%s", attack_mess[ATM_FIRE][i].buf3);
487     break;
488     }
489     } else if (hitter->current_weapon != NULL && !found) {
490     int mtype;
491     switch (hitter->current_weapon->weapontype) {
492     case WEAP_HIT: mtype = ATM_BASIC; break;
493     case WEAP_SLASH: mtype = ATM_SLASH; break;
494     case WEAP_PIERCE: mtype = ATM_PIERCE; break;
495     case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
496     case WEAP_SLICE: mtype = ATM_SLICE; break;
497     case WEAP_STAB: mtype = ATM_STAB; break;
498     case WEAP_WHIP: mtype = ATM_WHIP; break;
499     case WEAP_CRUSH: mtype = ATM_CRUSH; break;
500     case WEAP_BLUD: mtype = ATM_BLUD; break;
501     default: mtype = ATM_BASIC; break;
502     }
503     for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
504     i++)
505     if (dam < attack_mess[mtype][i].level) {
506     sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
507     op->name, attack_mess[mtype][i].buf2);
508     sprintf(buf2, "%s", attack_mess[mtype][i].buf3);
509     break;
510     }
511     } else if (!found){
512     for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
513     i++)
514     if (dam < attack_mess[ATM_BASIC][i].level) {
515     sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
516     op->name, attack_mess[ATM_BASIC][i].buf2);
517     sprintf(buf2, "%s", attack_mess[ATM_BASIC][i].buf3);
518     break;
519     }
520     }
521    
522     /* bail out if a monster is casting spells */
523     if (!(hitter->type == PLAYER ||
524     (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
525     return;
526    
527     /* scale down magic considerably. */
528     if (type & AT_MAGIC && rndm(0, 5))
529     return;
530    
531     /* Did a player hurt another player? Inform both! */
532     /* only show half the player->player combat messages */
533     if(op->type==PLAYER && rndm(0, 1) &&
534     (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
535     if(get_owner(hitter)!=NULL)
536     sprintf(buf,"%s's %s %s you.",
537     hitter->owner->name, hitter->name, buf2);
538     else {
539     sprintf(buf,"%s%s you.",hitter->name, buf2);
540     if (dam != 0) {
541     if (dam < 10)
542     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
543     else if (dam < 20)
544     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
545     else
546     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
547     }
548     }
549     new_draw_info(NDI_BLACK, 0,op,buf);
550     } /* end of player hitting player */
551    
552     /* scale down these messages too */
553     if(hitter->type==PLAYER && rndm(0, 2) == 0) {
554     sprintf(buf,"You %s.",buf1);
555     if (dam != 0) {
556     if (dam < 10)
557     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
558     else if (dam < 20)
559     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
560     else
561     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
562     }
563     new_draw_info(NDI_BLACK, 0, hitter, buf);
564     } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
565     /* look for stacked spells and start reducing the message chances */
566     if (hitter->type == SPELL_EFFECT &&
567     (hitter->subtype == SP_EXPLOSION ||
568     hitter->subtype == SP_BULLET ||
569     hitter->subtype == SP_CONE)) {
570     i=4;
571     map = hitter->map;
572     if (out_of_map(map, hitter->x, hitter->y))
573     return;
574     next = get_map_ob(map, hitter->x, hitter->y);
575     if (next)
576     while(next) {
577     if (next->type == SPELL_EFFECT &&
578     (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
579     next->subtype == SP_CONE))
580     i*=3;
581     tmp = next;
582     next = tmp->above;
583     }
584     if (i < 0)
585     return;
586     if (rndm(0, i) != 0)
587     return;
588     } else if (rndm(0, 5) != 0)
589     return;
590     sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
591     play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
592     new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
593     }
594     }
595    
596    
597     static int get_attack_mode (object **target, object **hitter,
598     int *simple_attack)
599     {
600     if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
601     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
602     return 1;
603     }
604     if ((*target)->head)
605     *target = (*target)->head;
606     if ((*hitter)->head)
607     *hitter = (*hitter)->head;
608     if ((*hitter)->env != NULL || (*target)->env != NULL) {
609     *simple_attack = 1;
610     return 0;
611     }
612     if (QUERY_FLAG (*target, FLAG_REMOVED)
613     || QUERY_FLAG (*hitter, FLAG_REMOVED)
614     || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
615     {
616     LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
617     "target\n", (*hitter)->arch->name, (*hitter)->name);
618     return 1;
619     }
620     *simple_attack = 0;
621     return 0;
622     }
623    
624     static int abort_attack (object *target, object *hitter, int simple_attack)
625     {
626     /* Check if target and hitter are still in a relation similar to the one
627     * determined by get_attack_mode(). Returns true if the relation has changed.
628     */
629     int new_mode;
630    
631     if (hitter->env == target || target->env == hitter)
632     new_mode = 1;
633     else if (QUERY_FLAG (hitter, FLAG_REMOVED)
634     || QUERY_FLAG (target, FLAG_REMOVED)
635     || hitter->map == NULL || !on_same_map(hitter, target))
636     return 1;
637     else
638     new_mode = 0;
639     return new_mode != simple_attack;
640     }
641    
642     static void thrown_item_effect (object *, object *);
643    
644     static int attack_ob_simple (object *op, object *hitter, int base_dam,
645     int base_wc)
646     {
647     int simple_attack, roll, dam=0;
648     uint32 type;
649     const char *op_name = NULL;
650     tag_t op_tag, hitter_tag;
651    
652     if (get_attack_mode (&op, &hitter, &simple_attack))
653     goto error;
654    
655     /* Lauwenmark: Handle for plugin attack event */
656     execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
657    
658     /* Lauwenmark: This is used to handle script_weapons with weapons.
659     * Only used for players.
660     */
661     if (hitter->type==PLAYER)
662     {
663     if (hitter->current_weapon != NULL)
664     {
665     /* Lauwenmark: Handle for plugin attack event */
666     execute_event(hitter, EVENT_ATTACK,hitter->current_weapon,
667     op,NULL,SCRIPT_FIX_ALL);
668     }
669     }
670     op_tag = op->count;
671     hitter_tag = hitter->count;
672    
673     /*
674     * A little check to make it more difficult to dance forward and back
675     * to avoid ever being hit by monsters.
676     */
677     if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
678     && op->speed_left > -(FABS(op->speed))*0.3)
679     {
680     /* Decrease speed BEFORE calling process_object. Otherwise, an
681     * infinite loop occurs, with process_object calling move_monster,
682     * which then gets here again. By decreasing the speed before
683     * we call process_object, the 'if' statement above will fail.
684     */
685     op->speed_left--;
686     process_object(op);
687     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
688     || abort_attack (op, hitter, simple_attack))
689     goto error;
690     }
691    
692     add_refcount(op_name = op->name);
693    
694     roll=random_roll(1, 20, hitter, PREFER_HIGH);
695    
696     /* Adjust roll for various situations. */
697     if ( ! simple_attack)
698     roll += adj_attackroll(hitter,op);
699    
700     /* See if we hit the creature */
701     if(roll==20 || op->stats.ac>=base_wc-roll) {
702     int hitdam = base_dam;
703     if (settings.casting_time == TRUE) {
704     if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
705     hitter->casting_time = -1;
706     new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
707     "your spell!");
708     }
709     if ((op->casting_time > -1)&&(hitdam > 0)){
710     op->casting_time = -1;
711     if (op->type == PLAYER) {
712     new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
713     "your spell!");
714     new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
715     "%s was hit by %s and lost a spell.",
716     op_name,hitter->name);
717     }
718     }
719     }
720     if ( ! simple_attack)
721     {
722     /* If you hit something, the victim should *always* wake up.
723     * Before, invisible hitters could avoid doing this.
724     * -b.t. */
725     if (QUERY_FLAG (op, FLAG_SLEEP))
726     CLEAR_FLAG(op,FLAG_SLEEP);
727    
728     /* If the victim can't see the attacker, it may alert others
729     * for help. */
730     if (op->type != PLAYER && ! can_see_enemy (op, hitter)
731     && ! get_owner (op) && rndm(0, op->stats.Int))
732     npc_call_help (op);
733    
734     /* if you were hidden and hit by a creature, you are discovered*/
735     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
736     make_visible (op);
737     if (op->type == PLAYER)
738     new_draw_info (NDI_UNIQUE, 0, op,
739     "You were hit by a wild attack. "
740     "You are no longer hidden!");
741     }
742    
743     /* thrown items (hitter) will have various effects
744     * when they hit the victim. For things like thrown daggers,
745     * this sets 'hitter' to the actual dagger, and not the
746     * wrapper object.
747     */
748     thrown_item_effect (hitter, op);
749     if (was_destroyed (hitter, hitter_tag)
750     || was_destroyed (op, op_tag)
751     || abort_attack (op, hitter, simple_attack))
752     goto leave;
753     }
754    
755     /* Need to do at least 1 damage, otherwise there is no point
756     * to go further and it will cause FPE's below.
757     */
758     if (hitdam<=0) hitdam=1;
759    
760     type=hitter->attacktype;
761     if(!type) type=AT_PHYSICAL;
762     /* Handle monsters that hit back */
763     if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
764     && QUERY_FLAG (hitter, FLAG_ALIVE))
765     {
766     if (op->attacktype & AT_ACID && hitter->type==PLAYER)
767     new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
768     hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
769     PREFER_LOW),op, op->attacktype, 1);
770     if (was_destroyed (op, op_tag)
771     || was_destroyed (hitter, hitter_tag)
772     || abort_attack (op, hitter, simple_attack))
773     goto leave;
774     }
775    
776     /* In the new attack code, it should handle multiple attack
777     * types in its area, so remove it from here.
778     */
779     dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
780     hitter, type, 1);
781     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
782     || abort_attack (op, hitter, simple_attack))
783     goto leave;
784     } /* end of if hitter hit op */
785     /* if we missed, dam=0 */
786    
787     /*attack_message(dam, type, op, hitter);*/
788    
789     goto leave;
790    
791     error:
792     dam = 1;
793     goto leave;
794    
795     leave:
796     if (op_name)
797     free_string (op_name);
798    
799     return dam;
800     }
801    
802     int attack_ob (object *op, object *hitter)
803     {
804    
805     if (hitter->head)
806     hitter = hitter->head;
807     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
808     }
809    
810     /* op is the arrow, tmp is what is stopping the arrow.
811     *
812     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
813     */
814     static int stick_arrow (object *op, object *tmp)
815     {
816     /* If the missile hit a player, we insert it in their inventory.
817     * However, if the missile is heavy, we don't do so (assume it falls
818     * to the ground after a hit). What a good value for this is up to
819     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
820     * stick around.
821     */
822     if (op->weight <= 5000 && tmp->stats.hp >= 0) {
823     if(tmp->head != NULL)
824     tmp = tmp->head;
825     remove_ob (op);
826     op = insert_ob_in_ob(op,tmp);
827     if (tmp->type== PLAYER)
828     esrv_send_item (tmp, op);
829     return 1;
830     } else
831     return 0;
832     }
833    
834     /* hit_with_arrow() disassembles the missile, attacks the victim and
835     * reassembles the missile.
836     *
837     * It returns a pointer to the reassembled missile, or NULL if the missile
838     * isn't available anymore.
839     */
840     object *hit_with_arrow (object *op, object *victim)
841     {
842     object *container, *hitter;
843     int hit_something;
844     tag_t victim_tag, hitter_tag;
845     sint16 victim_x, victim_y;
846    
847     /* Disassemble missile */
848     if (op->inv) {
849     container = op;
850     hitter = op->inv;
851     remove_ob (hitter);
852     insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
853     /* Note that we now have an empty THROWN_OBJ on the map. Code that
854     * might be called until this THROWN_OBJ is either reassembled or
855     * removed at the end of this function must be able to deal with empty
856     * THROWN_OBJs. */
857     } else {
858     container = NULL;
859     hitter = op;
860     }
861    
862     /* Try to hit victim */
863     victim_x = victim->x;
864     victim_y = victim->y;
865     victim_tag = victim->count;
866     hitter_tag = hitter->count;
867     /* Lauwenmark: Handling plugin attack event for thrown items */
868     if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
869     hit_something = attack_ob_simple (victim, hitter, op->stats.dam,
870     op->stats.wc);
871    
872     /* Arrow attacks door, rune of summoning is triggered, demon is put on
873     * arrow, move_apply() calls this function, arrow sticks in demon,
874     * attack_ob_simple() returns, and we've got an arrow that still exists
875     * but is no longer on the map. Ugh. (Beware: Such things can happen at
876     * other places as well!)
877     */
878     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
879     if (container) {
880     remove_ob (container);
881     free_object (container);
882     }
883     return NULL;
884     }
885    
886     /* Missile hit victim */
887     /* if the speed is > 10, then this is a fast moving arrow, we go straight
888     * through the target
889     */
890     if (hit_something && op->speed <= 10.0)
891     {
892     /* Stop arrow */
893     if (container == NULL) {
894     hitter = fix_stopped_arrow (hitter);
895     if (hitter == NULL)
896     return NULL;
897     } else {
898     remove_ob (container);
899     free_object (container);
900     }
901    
902     /* Try to stick arrow into victim */
903     if ( ! was_destroyed (victim, victim_tag)
904     && stick_arrow (hitter, victim))
905     return NULL;
906    
907     /* Else try to put arrow on victim's map square
908     * remove check for P_WALL here. If the arrow got to this
909     * space, that is good enough - with the new movement code,
910     * there is now the potential for lots of spaces where something
911     * can fly over but not otherwise move over. What is the correct
912     * way to handle those otherwise?
913     */
914     if (victim_x != hitter->x || victim_y != hitter->y) {
915     remove_ob (hitter);
916     hitter->x = victim_x;
917     hitter->y = victim_y;
918     insert_ob_in_map (hitter, victim->map, hitter,0);
919     } else {
920     /* Else leave arrow where it is */
921     merge_ob (hitter, NULL);
922     }
923     return NULL;
924     }
925    
926     if (hit_something && op->speed >= 10.0)
927     op->speed -= 1.0;
928    
929     /* Missile missed victim - reassemble missile */
930     if (container) {
931     remove_ob (hitter);
932     insert_ob_in_ob (hitter, container);
933     }
934     return op;
935     }
936    
937    
938     void tear_down_wall(object *op)
939     {
940     int perc=0;
941    
942     if (!op->stats.maxhp) {
943     LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
944     perc = 1;
945     } else if(!GET_ANIM_ID(op)) {
946     /* Object has been called - no animations, so remove it */
947     if(op->stats.hp<0) {
948     remove_ob(op); /* Should update LOS */
949     free_object(op);
950     /* Don't know why this is here - remove_ob should do it for us */
951     /*update_position(m, x, y);*/
952     }
953     return; /* no animations, so nothing more to do */
954     }
955     perc = NUM_ANIMATIONS(op)
956     - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
957     if (perc >= (int) NUM_ANIMATIONS(op))
958     perc = NUM_ANIMATIONS(op)-1;
959     else if (perc < 1)
960     perc = 1;
961     SET_ANIMATION(op, perc);
962     update_object(op,UP_OBJ_FACE);
963     if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
964     if(op->face==blank_face) {
965     /* If the last face is blank, remove the ob */
966     remove_ob(op); /* Should update LOS */
967     free_object(op);
968    
969     /* remove_ob should call update_position for us */
970     /*update_position(m, x, y);*/
971    
972     } else { /* The last face was not blank, leave an image */
973     CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
974     update_all_los(op->map, op->x, op->y);
975     op->move_block = 0;
976     CLEAR_FLAG(op, FLAG_ALIVE);
977     }
978     }
979     }
980    
981     void scare_creature(object *target, object *hitter)
982     {
983     object *owner = get_owner(hitter);
984    
985     if (!owner) owner=hitter;
986    
987     SET_FLAG(target, FLAG_SCARED);
988     if (!target->enemy) target->enemy=owner;
989     }
990    
991    
992     /* This returns the amount of damage hitter does to op with the
993     * appropriate attacktype. Only 1 attacktype should be set at a time.
994     * This doesn't damage the player, but returns how much it should
995     * take. However, it will do other effects (paralyzation, slow, etc.)
996     * Note - changed for PR code - we now pass the attack number and not
997     * the attacktype. Makes it easier for the PR code. */
998    
999     int hit_player_attacktype(object *op, object *hitter, int dam,
1000     uint32 attacknum, int magic) {
1001    
1002     int doesnt_slay = 1;
1003    
1004     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1005     if (attacknum >= NROFATTACKS) {
1006     LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1007     return 0;
1008     }
1009    
1010     if (dam < 0) {
1011     LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1012     return 0;
1013     }
1014    
1015     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1016     * people can't mess with that or it otherwise get confused. */
1017     if (attacknum == ATNR_INTERNAL) return dam;
1018    
1019     if (hitter->slaying) {
1020     if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1021     (op->arch && (op->arch->name != NULL) &&
1022     strstr(op->arch->name, hitter->slaying))
1023     ){
1024     doesnt_slay = 0;
1025     dam *= 3;
1026     }
1027     }
1028    
1029     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1030     if (op->resist[attacknum]) {
1031     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1032     * in case 0>dam>1, we try to "simulate" a float value-effect */
1033     dam *= (100-op->resist[attacknum]);
1034     if (dam >= 100) dam /= 100;
1035     else
1036     dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1037     }
1038    
1039     /* Special hack. By default, if immune to something, you
1040     * shouldn't need to worry. However, acid is an exception, since
1041     * it can still damage your items. Only include attacktypes if
1042     * special processing is needed */
1043    
1044     if ((op->resist[attacknum] >= 100) &&
1045     doesnt_slay && (attacknum != ATNR_ACID))
1046     return 0;
1047    
1048     /* Keep this in order - makes things easier to find */
1049    
1050     switch(attacknum) {
1051     case ATNR_PHYSICAL:
1052     /* here also check for diseases */
1053     check_physically_infect(op, hitter);
1054     break;
1055    
1056     /* Don't need to do anything for:
1057     magic,
1058     fire,
1059     electricity,
1060     cold */
1061    
1062     case ATNR_CONFUSION:
1063     case ATNR_POISON:
1064     case ATNR_SLOW:
1065     case ATNR_PARALYZE:
1066     case ATNR_FEAR:
1067     case ATNR_CANCELLATION:
1068     case ATNR_DEPLETE:
1069     case ATNR_BLIND:
1070     {
1071     /* chance for inflicting a special attack depends on the
1072     * difference between attacker's and defender's level
1073     */
1074     int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1075    
1076     /* First, only creatures/players with speed can be affected.
1077     * Second, just getting hit doesn't mean it always affects
1078     * you. Third, you still get a saving through against the
1079     * effect.
1080     */
1081     if (op->speed &&
1082     (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1083     !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1084     !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1085    
1086     /* Player has been hit by something */
1087     if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1088     else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1089     else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1090     else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1091     else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1092     else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1093     else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1094     else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1095     !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1096     }
1097     dam = 0; /* These are all effects and don't do real damage */
1098     }
1099     break;
1100     case ATNR_ACID:
1101     {
1102     int flag=0;
1103    
1104     /* Items only get corroded if you're not on a battleground and
1105     * if your acid resistance is below 50%. */
1106     if (!op_on_battleground(op, NULL, NULL) &&
1107     (op->resist[ATNR_ACID] < 50))
1108     {
1109     object *tmp;
1110     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1111     if(tmp->invisible)
1112     continue;
1113     if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1114     (tmp->resist[ATNR_ACID] >= 10))
1115     /* >= 10% acid res. on itmes will protect these */
1116     continue;
1117     if(!(tmp->material & M_IRON))
1118     continue;
1119     if(tmp->magic < -4) /* Let's stop at -5 */
1120     continue;
1121     if(tmp->type==RING ||
1122     /* removed boots and gloves from exclusion list in
1123     PR */
1124     tmp->type==GIRDLE ||
1125     tmp->type==AMULET ||
1126     tmp->type==WAND ||
1127     tmp->type==ROD ||
1128     tmp->type==HORN)
1129     continue; /* To avoid some strange effects */
1130    
1131     /* High damage acid has better chance of corroding
1132     objects */
1133     if(rndm(0, dam+4) >
1134     random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1135     if(op->type == PLAYER)
1136     /* Make this more visible */
1137     new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1138     "The %s's acid corrodes your %s!",
1139     query_name(hitter), query_name(tmp));
1140     flag = 1;
1141     tmp->magic--;
1142     if(op->type == PLAYER)
1143     esrv_send_item(op, tmp);
1144     }
1145     }
1146     if(flag)
1147     fix_player(op); /* Something was corroded */
1148     }
1149     }
1150     break;
1151     case ATNR_DRAIN:
1152     {
1153     /* rate is the proportion of exp drained. High rate means
1154     * not much is drained, low rate means a lot is drained.
1155     */
1156     int rate;
1157    
1158     if(op->resist[ATNR_DRAIN] >= 0)
1159     rate = 50 + op->resist[ATNR_DRAIN] / 2;
1160     else if(op->resist[ATNR_DRAIN] < 0)
1161     rate = 5000 / (100 - op->resist[ATNR_DRAIN]);
1162    
1163     /* full protection has no effect. Nothing else in this
1164     * function needs to get done, so just return. */
1165     if(!rate)
1166     return 0;
1167    
1168     if(op->stats.exp <= rate) {
1169     if(op->type == GOLEM)
1170     dam = 999; /* Its force is "sucked" away. 8) */
1171     else
1172     /* If we can't drain, lets try to do physical damage */
1173     dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1174     } else {
1175     /* Randomly give the hitter some hp */
1176     if(hitter->stats.hp<hitter->stats.maxhp &&
1177     (op->level > hitter->level) &&
1178     random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1179     hitter->stats.hp++;
1180    
1181     /* Can't do drains on battleground spaces.
1182     * Move the wiz check up here - before, the hitter wouldn't gain exp
1183     * exp, but the wiz would still lose exp! If drainee is a wiz,
1184     * nothing happens.
1185     * Try to credit the owner. We try to display player -> player drain
1186     * attacks, hence all the != PLAYER checks.
1187     */
1188     if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1189     object *owner = get_owner(hitter);
1190    
1191     if (owner && owner != hitter) {
1192     if (op->type != PLAYER || owner->type != PLAYER)
1193     change_exp(owner, op->stats.exp/(rate*2),
1194     hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1195     } else if (op->type != PLAYER || hitter->type != PLAYER) {
1196     change_exp(hitter, op->stats.exp/(rate*2),
1197     hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1198     }
1199     change_exp(op,-op->stats.exp/rate, NULL, 0);
1200     }
1201     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1202     * drain attack, you won't know that you are actually sucking out EXP,
1203     * as the messages will say you missed
1204     */
1205     }
1206     }
1207     break;
1208     case ATNR_TURN_UNDEAD:
1209     {
1210     if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1211     object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1212     object *god = find_god (determine_god (owner));
1213     int div = 1;
1214    
1215     /* if undead are not an enemy of your god, you turn them
1216     * at half strength */
1217     if (! god || ! god->slaying ||
1218     strstr (god->slaying, undead_name) == NULL)
1219     div = 2;
1220     /* Give a bonus if you resist turn undead */
1221     if (op->level * div <
1222     (turn_bonus[owner->stats.Wis]+owner->level +
1223     (op->resist[ATNR_TURN_UNDEAD]/100)))
1224     scare_creature(op, owner);
1225     }
1226     else
1227     dam = 0; /* don't damage non undead - should we damage
1228     undead? */
1229     } break;
1230     case ATNR_DEATH:
1231     deathstrike_player(op, hitter, &dam);
1232     break;
1233     case ATNR_CHAOS:
1234     LOG(llevError,
1235     "%s was hit by %s with non-specific chaos.\n",
1236     query_name(op),
1237     query_name(hitter));
1238     dam = 0;
1239     break;
1240     case ATNR_COUNTERSPELL:
1241     LOG(llevError,
1242     "%s was hit by %s with counterspell attack.\n",
1243     query_name(op),
1244     query_name(hitter));
1245     dam = 0;
1246     /* This should never happen. Counterspell is handled
1247     * seperately and filtered out. If this does happen,
1248     * Counterspell has no effect on anything but spells, so it
1249     * does no damage. */
1250     break;
1251     case ATNR_HOLYWORD:
1252     {
1253     /* This has already been handled by hit_player,
1254     * no need to check twice -- DAMN */
1255    
1256     object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1257    
1258     /* As with turn undead above, give a bonus on the saving throw */
1259     if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1260     owner->level+turn_bonus[owner->stats.Wis])
1261     scare_creature(op, owner);
1262     } break;
1263     case ATNR_LIFE_STEALING:
1264     {
1265     int new_hp;
1266     /* this is replacement to drain for players, instead of taking
1267     * exp it takes hp. It is geared for players, probably not
1268     * much use giving it to monsters
1269     *
1270     * life stealing doesn't do a lot of damage, but it gives the
1271     * damage it does do to the player. Given that,
1272     * it only does 1/10'th normal damage (hence the divide by
1273     * 1000).
1274     */
1275     /* You can't steal life from something undead */
1276     if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1277     /* If drain protection is higher than life stealing, use that */
1278     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1279     dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1280     else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1281     /* You die at -1 hp, not zero. */
1282     if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1283     new_hp = hitter->stats.hp + dam;
1284     if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1285     if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1286     }
1287     }
1288     return dam;
1289     }
1290    
1291    
1292     /* GROS: This code comes from hit_player. It has been made external to
1293     * allow script procedures to "kill" objects in a combat-like fashion.
1294     * It was initially used by (kill-object) developed for the Collector's
1295     * Sword. Note that nothing has been changed from the original version
1296     * of the following code.
1297     * op is what is being killed.
1298     * dam is the damage done to it.
1299     * hitter is what is hitting it.
1300     * type is the attacktype.
1301     *
1302     * This function was a bit of a mess with hitter getting changed,
1303     * values being stored away but not used, etc. I've cleaned it up
1304     * a bit - I think it should be functionally equivalant.
1305     * MSW 2002-07-17
1306     */
1307     int kill_object(object *op,int dam, object *hitter, int type)
1308     {
1309     char buf[MAX_BUF];
1310     const char *skill;
1311     int maxdam=0;
1312     int battleg=0; /* true if op standing on battleground */
1313     int pk=0; /* true if op and what controls hitter are both players*/
1314     object *owner=NULL;
1315     object *skop=NULL;
1316    
1317     if (op->stats.hp>=0)
1318     return -1;
1319    
1320     /* Lauwenmark: Handle for plugin death event */
1321     if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1322     return 0;
1323     /* Lauwenmark: Handle for the global kill event */
1324     execute_global_event(EVENT_GKILL, op, hitter);
1325    
1326     /* maxdam needs to be the amount of damage it took to kill
1327     * this creature. The function(s) that call us have already
1328     * adjusted the creatures HP total, so that is negative.
1329     */
1330     maxdam = dam + op->stats.hp + 1;
1331    
1332     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1333     update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1334    
1335     if(op->type==DOOR) {
1336     op->speed = 0.1;
1337     update_ob_speed(op);
1338     op->speed_left= -0.05;
1339     return maxdam;
1340     }
1341     if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1342     remove_friendly_object(op);
1343     if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1344     op->owner->contr->ranges[range_golem] == op) {
1345     op->owner->contr->ranges[range_golem]=NULL;
1346     op->owner->contr->golem_count=0;
1347     }
1348     else
1349     LOG (llevError, "BUG: hit_player(): Encountered golem without owner.\n");
1350    
1351     remove_ob(op);
1352     free_object(op);
1353     return maxdam;
1354     }
1355    
1356     /* Now lets start dealing with experience we get for killing something */
1357    
1358     owner=get_owner(hitter);
1359     if(owner==NULL)
1360     owner=hitter;
1361    
1362     /* is the victim (op) standing on battleground? */
1363     if (op_on_battleground(op, NULL, NULL)) battleg=1;
1364    
1365     /* is this player killing?*/
1366     if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1367    
1368     /* Player killed something */
1369     if(owner->type==PLAYER) {
1370     Log_Kill(owner->name,
1371     query_name(op),op->type,
1372     (owner!=hitter) ? query_name(hitter) : NULL,
1373     (owner!=hitter) ? hitter->type : 0);
1374    
1375     /* Log players killing other players - makes it easier to detect
1376     * and filter out malicious player killers - that is why the
1377     * ip address is included.
1378     */
1379     if (op->type == PLAYER && !battleg) {
1380     time_t t=time(NULL);
1381     struct tm *tmv;
1382     char buf[256];
1383    
1384     tmv = localtime(&t);
1385     strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1386    
1387     LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1388     buf, owner->name, owner->contr->socket.host, query_name(op));
1389     }
1390    
1391     /* try to filter some things out - basically, if you are
1392     * killing a level 1 creature and your level 20, you
1393     * probably don't want to see that.
1394     */
1395     if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1396     if(owner!=hitter) {
1397     new_draw_info_format(NDI_BLACK, 0, owner,
1398     "You killed %s with %s.",query_name(op),
1399     query_name(hitter));
1400     }
1401     else {
1402     new_draw_info_format(NDI_BLACK, 0, owner,
1403     "You killed %s.",query_name(op));
1404     }
1405     /* Only play sounds for melee kills */
1406     if (hitter->type == PLAYER)
1407     play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1408     }
1409    
1410     /* If a player kills another player, not on
1411     * battleground, the "killer" looses 1 luck. Since this is
1412     * not reversible, it's actually quite a pain IMHO. -AV
1413     * Fix bug in that we were changing the luck of the hitter, not
1414     * player that the object belonged to - so if you killed another player
1415     * with spells, pets, whatever, there was no penalty.
1416     * Changed to make luck penalty configurable in settings.
1417     */
1418     if(op->type == PLAYER && owner != op && !battleg)
1419     change_luck(owner, -settings.pk_luck_penalty);
1420    
1421     /* This code below deals with finding the appropriate skill
1422     * to credit exp to. This is a bit problematic - we should
1423     * probably never really have to look at current_weapon->skill
1424     */
1425     skill = NULL;
1426     if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1427     else if (owner->chosen_skill) {
1428     skill = owner->chosen_skill->skill;
1429     skop = owner->chosen_skill;
1430     }
1431     else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1432     else
1433     LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1434    
1435     /* We have the skill we want to credit to - now find the object this goes
1436     * to. Make sure skop is an actual skill, and not a skill tool!
1437     */
1438     if ((!skop || skop->type != SKILL) && skill) {
1439     int i;
1440    
1441     for (i=0; i<NUM_SKILLS; i++)
1442     if (owner->contr->last_skill_ob[i] &&
1443     !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1444     skop = owner->contr->last_skill_ob[i];
1445     break;
1446     }
1447     }
1448     } /* Was it a player that hit somethign */
1449     else {
1450     skill = NULL;
1451     }
1452    
1453     /* Pet (or spell) killed something. */
1454     if(owner != hitter ) {
1455     (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1456     query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1457     }
1458     else {
1459     (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1460     (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1461     " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1462     }
1463     /* These may have been set in the player code section above */
1464     if (!skop) skop = hitter->chosen_skill;
1465     if (!skill && skop) skill=skop->skill;
1466    
1467     new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1468    
1469    
1470     /* If you didn't kill yourself, and your not the wizard */
1471     if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1472     int exp;
1473    
1474     exp = calc_skill_exp(owner,op, skop);
1475    
1476     /* Really don't give much experience for killing other players */
1477     if (op->type==PLAYER) {
1478     if (battleg) {
1479     new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1480     new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1481     }
1482     else
1483     exp = MIN(5000000, MAX(0, exp/10));
1484     }
1485    
1486     /* Don't know why this is set this way - doesn't make
1487     * sense to just divide everything by two for no reason.
1488     */
1489    
1490     if (!settings.simple_exp)
1491     exp=exp/2;
1492    
1493     /* if op is standing on "battleground" (arena), no way to gain
1494     * exp by killing him
1495     */
1496     if (battleg) exp = 0;
1497    
1498     if(owner->type!=PLAYER || owner->contr->party==NULL) {
1499     change_exp(owner,exp, skill, 0);
1500     }
1501     else {
1502     int shares=0,count=0;
1503    
1504     player *pl;
1505    
1506     partylist *party=owner->contr->party;
1507     #ifdef PARTY_KILL_LOG
1508     add_kill_to_party(party, query_name(owner), query_name(op), exp);
1509     #endif
1510     for(pl=first_player;pl!=NULL;pl=pl->next) {
1511     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1512     count++;
1513     shares+=(pl->ob->level+4);
1514     }
1515     }
1516     if(count==1 || shares>exp)
1517     change_exp(owner,exp, skill, SK_EXP_TOTAL);
1518     else {
1519     int share=exp/shares,given=0,nexp;
1520     for(pl=first_player;pl!=NULL;pl=pl->next) {
1521     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1522     nexp=(pl->ob->level+4)*share;
1523     change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1524     given+=nexp;
1525     }
1526     }
1527     exp-=given;
1528     /* give any remainder to the player */
1529     change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1530     }
1531     } /* else part of a party */
1532    
1533     } /* end if person didn't kill himself */
1534    
1535     if(op->type!=PLAYER) {
1536     if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1537     object *owner1 = get_owner(op);
1538    
1539     if(owner1!= NULL && owner1->type == PLAYER) {
1540     play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1541     /* Maybe we should include the owner that killed this, maybe not */
1542     new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1543     op->name,hitter->name);
1544     }
1545     remove_friendly_object(op);
1546     }
1547     remove_ob(op);
1548     free_object(op);
1549     }
1550     /* Player has been killed! */
1551     else {
1552     if(owner->type==PLAYER) {
1553     snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1554     }
1555     else {
1556     strncpy(op->contr->killer,hitter->name,BIG_NAME);
1557     op->contr->killer[BIG_NAME-1]='\0';
1558     }
1559     }
1560     /* This was return -1 - that doesn't seem correct - if we return -1, process
1561     * continues in the calling function.
1562     */
1563     return maxdam;
1564     }
1565    
1566     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1567     * Returns 0 this is not friendly fire
1568     */
1569    
1570     int friendly_fire(object *op, object *hitter){
1571     object *owner;
1572     int friendlyfire;
1573    
1574     if (hitter->head) hitter=hitter->head;
1575    
1576     friendlyfire = 0;
1577    
1578     if(op->type == PLAYER) {
1579    
1580     if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1581     return 1;
1582    
1583     if((owner = get_owner(hitter))!=NULL) {
1584     if(owner->type == PLAYER && owner->contr->peaceful == 1)
1585     friendlyfire = 2;
1586     }
1587    
1588     if (hitter->type == SPELL || hitter->type == POISONING ||
1589     hitter->type == DISEASE || hitter->type == RUNE)
1590     friendlyfire = 0;
1591     }
1592     return friendlyfire;
1593     }
1594    
1595    
1596     /* This isn't used just for players, but in fact most objects.
1597     * op is the object to be hit, dam is the amount of damage, hitter
1598     * is what is hitting the object, type is the attacktype, and
1599     * full_hit is set if monster area does not matter.
1600     * dam is base damage - protections/vulnerabilities/slaying matches can
1601     * modify it.
1602     */
1603    
1604     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1605     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1606    
1607     int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1608     int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1609     int maxattacktype, attacknum;
1610     int body_attack = op && op->head; /* Did we hit op's head? */
1611     int simple_attack;
1612     tag_t op_tag, hitter_tag;
1613     int rtn_kill = 0;
1614     int friendlyfire;
1615    
1616     if (get_attack_mode (&op, &hitter, &simple_attack))
1617     return 0;
1618    
1619     /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1620     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1621     return 0;
1622    
1623     op_tag = op->count;
1624     hitter_tag = hitter->count;
1625    
1626     if (body_attack) {
1627     /* slow and paralyze must hit the head. But we don't want to just
1628     * return - we still need to process other attacks the spell still
1629     * might have. So just remove the paralyze and slow attacktypes,
1630     * and keep on processing if we have other attacktypes.
1631     * return if only magic or nothing is left - under normal code
1632     * we don't attack with pure magic if there is another attacktype.
1633     * Only do processing if the initial attacktype includes one of those
1634     * attack so we don't cancel out things like magic bullet.
1635     */
1636     if (type & (AT_PARALYZE | AT_SLOW)) {
1637     type &= ~(AT_PARALYZE | AT_SLOW);
1638     if (!type || type==AT_MAGIC) return 0;
1639     }
1640     }
1641    
1642     if ( ! simple_attack && op->type == DOOR) {
1643     object *tmp;
1644     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1645     if (tmp->type == RUNE || tmp->type == TRAP) {
1646     spring_trap (tmp, hitter);
1647     if (was_destroyed (hitter, hitter_tag)
1648     || was_destroyed (op, op_tag)
1649     || abort_attack (op, hitter, simple_attack))
1650     return 0;
1651     break;
1652     }
1653     }
1654    
1655     if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1656     /* FIXME: If a player is killed by a rune in a door, the
1657     * was_destroyed() check above doesn't return, and might get here.
1658     */
1659     LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1660     "hit_player()\n", op->arch->name, op->name);
1661     return 0;
1662     }
1663    
1664     #ifdef ATTACK_DEBUG
1665     LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1666     #endif
1667    
1668     if (magic) {
1669     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1670     * in case 0>dam>1, we try to "simulate" a float value-effect */
1671     dam = dam*(100-op->resist[ATNR_MAGIC]);
1672     if (dam >= 100)
1673     dam /= 100;
1674     else
1675     dam = (dam > (rndm(0, 99))) ? 1 : 0;
1676     }
1677    
1678     /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1679     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1680     */
1681     if(type & AT_CHAOS){
1682     shuffle_attack(op,0); /*0 flag tells it to not change the face */
1683     update_object(op,UP_OBJ_FACE);
1684     type &= ~AT_CHAOS;
1685     }
1686    
1687     /* Holyword is really an attacktype modifier (like magic is). If
1688     * holyword is part of an attacktype, then make sure the creature is
1689     * a proper match, otherwise no damage.
1690     */
1691     if (type & AT_HOLYWORD) {
1692     object *god;
1693     if ((!hitter->slaying ||
1694     (!(op->race && strstr(hitter->slaying,op->race)) &&
1695     !(op->name && strstr(hitter->slaying,op->name)))) &&
1696     (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1697     (hitter->title != NULL
1698     && (god = find_god(determine_god(hitter))) != NULL
1699     && god->race != NULL
1700     && strstr(god->race,undead_name) != NULL)))
1701     return 0;
1702     }
1703    
1704     maxattacktype = type; /* initialize this to something */
1705     for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1706     /* Magic isn't really a true attack type - it gets combined with other
1707     * attack types. As such, skip it over. However, if magic is
1708     * the only attacktype in the group, then still attack with it
1709     */
1710     if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1711    
1712     /* Go through and hit the player with each attacktype, one by one.
1713     * hit_player_attacktype only figures out the damage, doesn't inflict
1714     * it. It will do the appropriate action for attacktypes with
1715     * effects (slow, paralization, etc.
1716     */
1717     if (type & attacktype) {
1718     ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1719     /* the >= causes us to prefer messages from special attacks, if
1720     * the damage is equal.
1721     */
1722     if (ndam >= maxdam) {
1723     maxdam = ndam;
1724     maxattacktype = 1<<attacknum;
1725     }
1726     }
1727     }
1728    
1729     /* if this is friendly fire then do a set % of damage only
1730     * Note - put a check in to make sure this attack is actually
1731     * doing damage - otherwise, the +1 in the coe below will make
1732     * an attack do damage before when it otherwise didn't
1733     */
1734     friendlyfire = friendly_fire(op, hitter);
1735     if (friendlyfire && maxdam){
1736 root 1.3 maxdam = ((dam * settings.set_friendly_fire) / 100);
1737     #ifndef COZY_SERVER
1738     maxdam++;
1739     #endif
1740    
1741 root 1.1 #ifdef ATTACK_DEBUG
1742     LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1743     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1744     #endif
1745     }
1746    
1747     if (!full_hit) {
1748     archetype *at;
1749     int area;
1750     int remainder;
1751    
1752     area = 0;
1753     for(at = op->arch; at != NULL; at = at->more)
1754     area++;
1755     assert(area > 0);
1756    
1757     /* basically: maxdam /= area; we try to "simulate" a float
1758     value-effect */
1759     remainder = 100*(maxdam%area)/area;
1760     maxdam /= area;
1761     if (RANDOM()%100 < remainder)
1762     maxdam++;
1763     }
1764    
1765     #ifdef ATTACK_DEBUG
1766     LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1767     #endif
1768    
1769     if(get_owner(hitter))
1770     op->enemy=hitter->owner;
1771     else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1772     op->enemy=hitter;
1773    
1774     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1775     /* The unaggressives look after themselves 8) */
1776     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1777     npc_call_help(op);
1778     }
1779    
1780     if (magic && did_make_save(op, op->level, 0))
1781     maxdam=maxdam/2;
1782    
1783     attack_message(maxdam, maxattacktype, op, hitter);
1784    
1785     op->stats.hp-=maxdam;
1786    
1787     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1788     if ((op->stats.hp>=0) &&
1789     (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1790     op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1791     (float)op->stats.maxhp)) {
1792    
1793     if (QUERY_FLAG(op, FLAG_MONSTER))
1794     SET_FLAG(op, FLAG_RUN_AWAY);
1795     else
1796     scare_creature(op, hitter);
1797     }
1798    
1799     if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1800     if (maxdam)
1801     tear_down_wall(op);
1802     return maxdam; /* nothing more to do for wall */
1803     }
1804    
1805     /* See if the creature has been killed */
1806     rtn_kill = kill_object(op, maxdam, hitter, type);
1807     if (rtn_kill != -1)
1808     return rtn_kill;
1809    
1810    
1811     /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1812     * that before if the player was immune to ghosthit, the monster
1813     * remained - that is no longer the case.
1814     */
1815     if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1816     if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1817     remove_friendly_object(hitter);
1818     remove_ob(hitter);
1819     free_object(hitter);
1820     }
1821     /* Lets handle creatures that are splitting now */
1822     else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1823     int i;
1824     int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1825     int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1826     object *owner = get_owner(op);
1827    
1828     if(!op->other_arch) {
1829     LOG(llevError,"SPLITTING without other_arch error.\n");
1830     return maxdam;
1831     }
1832     remove_ob(op);
1833     for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1834     object *tmp=arch_to_object(op->other_arch);
1835     int j;
1836    
1837     tmp->stats.hp=op->stats.hp;
1838     if (friendly) {
1839     SET_FLAG(tmp, FLAG_FRIENDLY);
1840     add_friendly_object(tmp);
1841     tmp->attack_movement = PETMOVE;
1842     if (owner!=NULL)
1843     set_owner(tmp,owner);
1844     }
1845     if (unaggressive)
1846     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1847     j=find_first_free_spot(tmp,op->map,op->x,op->y);
1848     if (j==-1) /* No spot to put this monster */
1849     free_object(tmp);
1850     else {
1851     tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1852     insert_ob_in_map(tmp,op->map,NULL,0);
1853     }
1854     }
1855     if(friendly)
1856     remove_friendly_object(op);
1857     free_object(op);
1858     }
1859     else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1860     remove_ob(hitter);
1861     free_object(hitter);
1862     }
1863     return maxdam;
1864     }
1865    
1866    
1867     void poison_player(object *op, object *hitter, int dam)
1868     {
1869     archetype *at = find_archetype("poisoning");
1870     object *tmp=present_arch_in_ob(at,op);
1871    
1872     if(tmp==NULL) {
1873     if((tmp=arch_to_object(at))==NULL)
1874     LOG(llevError,"Failed to clone arch poisoning.\n");
1875     else {
1876     tmp = insert_ob_in_ob(tmp,op);
1877     /* peterm: give poisoning some teeth. It should
1878     * be able to kill things better than it does:
1879     * damage should be dependent something--I choose to
1880     * do this: if it's a monster, the damage from the
1881     * poisoning goes as the level of the monster/2.
1882     * If anything else, goes as damage.
1883     */
1884    
1885     if(QUERY_FLAG(hitter,FLAG_ALIVE))
1886     tmp->stats.dam += hitter->level/2;
1887     else
1888     tmp->stats.dam = dam;
1889    
1890     copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1891     if(hitter->skill && hitter->skill != tmp->skill) {
1892     if (tmp->skill) free_string(tmp->skill);
1893     tmp->skill = add_refcount(hitter->skill);
1894     }
1895    
1896     tmp->stats.food+=dam; /* more damage, longer poisoning */
1897    
1898     if(op->type==PLAYER) {
1899     /* player looses stats, maximum is -10 of each */
1900     tmp->stats.Con= MAX(-(dam/4+1), -10);
1901     tmp->stats.Str= MAX(-(dam/3+2), -10);
1902     tmp->stats.Dex= MAX(-(dam/6+1), -10);
1903     tmp->stats.Int= MAX(-dam/7, -10);
1904     SET_FLAG(tmp,FLAG_APPLIED);
1905     fix_player(op);
1906     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1907     }
1908     if (hitter->type == PLAYER)
1909     new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1910     op->name);
1911     else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1912     new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1913     "Your %s poisons %s.", hitter->name, op->name);
1914     }
1915     tmp->speed_left=0;
1916     }
1917     else
1918     tmp->stats.food++;
1919     }
1920    
1921     void slow_player(object *op,object *hitter,int dam)
1922     { archetype *at = find_archetype("slowness");
1923     object *tmp;
1924     if(at == NULL) {
1925     LOG(llevError,"Can't find slowness archetype.\n");
1926     }
1927     if((tmp=present_arch_in_ob(at,op)) == NULL) {
1928     tmp = arch_to_object(at);
1929     tmp = insert_ob_in_ob(tmp,op);
1930     new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1931     } else
1932     tmp->stats.food++;
1933     SET_FLAG(tmp, FLAG_APPLIED);
1934     tmp->speed_left=0;
1935     fix_player(op);
1936     }
1937    
1938     void confuse_player(object *op, object *hitter, int dam)
1939     {
1940     object *tmp;
1941     int maxduration;
1942    
1943     tmp = present_in_ob_by_name(FORCE,"confusion", op);
1944     if(!tmp) {
1945     tmp = get_archetype(FORCE_NAME);
1946     tmp = insert_ob_in_ob(tmp,op);
1947     }
1948    
1949     /* Duration added per hit and max. duration of confusion both depend
1950     * on the player's resistance
1951     */
1952     tmp->speed = 0.05;
1953     tmp->subtype = FORCE_CONFUSION;
1954     tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1955     if (tmp->name) free_string(tmp->name);
1956     tmp->name = add_string("confusion");
1957     maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1958     if( tmp->duration > maxduration)
1959     tmp->duration = maxduration;
1960    
1961     if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1962     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1963     SET_FLAG(op, FLAG_CONFUSED);
1964     }
1965    
1966     void blind_player(object *op, object *hitter, int dam)
1967     {
1968     object *tmp,*owner;
1969    
1970     /* Save some work if we know it isn't going to affect the player */
1971     if (op->resist[ATNR_BLIND]==100) return;
1972    
1973     tmp = present_in_ob(BLINDNESS,op);
1974     if(!tmp) {
1975     tmp = get_archetype("blindness");
1976     SET_FLAG(tmp, FLAG_BLIND);
1977     SET_FLAG(tmp, FLAG_APPLIED);
1978     /* use floats so we don't lose too much precision due to rounding errors.
1979     * speed is a float anyways.
1980     */
1981     tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
1982    
1983     tmp = insert_ob_in_ob(tmp,op);
1984     change_abil(op,tmp); /* Mostly to display any messages */
1985     fix_player(op); /* This takes care of some other stuff */
1986    
1987     if(hitter->owner) owner = get_owner(hitter);
1988     else owner = hitter;
1989    
1990     new_draw_info_format(NDI_UNIQUE,0,owner,
1991     "Your attack blinds %s!",query_name(op));
1992     }
1993     tmp->stats.food += dam;
1994     if(tmp->stats.food > 10) tmp->stats.food = 10;
1995     }
1996    
1997     void paralyze_player(object *op, object *hitter, int dam)
1998     {
1999     float effect,max;
2000     /* object *tmp; */
2001    
2002     /* This is strange stuff... someone knows for what this is
2003     * written? Well, i think this can and should be removed
2004     */
2005    
2006     /*
2007     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2008     tmp=clone_arch(PARAIMAGE);
2009     tmp->x=op->x,tmp->y=op->y;
2010     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2011     }
2012     */
2013    
2014     /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2015     effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2016    
2017     if (effect==0) return;
2018    
2019     op->speed_left-=FABS(op->speed)*effect;
2020     /* tmp->stats.food+=(signed short) effect/op->speed; */
2021    
2022     /* max number of ticks to be affected for. */
2023     max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2024     if (op->speed_left< -(FABS(op->speed)*max))
2025     op->speed_left = (float) -(FABS(op->speed)*max);
2026    
2027     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2028     }
2029    
2030    
2031     /* Attempts to kill 'op'. hitter is the attack object, dam is
2032     * the computed damaged.
2033     */
2034     void deathstrike_player(object *op, object *hitter, int *dam)
2035     {
2036     /* The intention of a death attack is to kill outright things
2037     ** that are a lot weaker than the attacker, have a chance of killing
2038     ** things somewhat weaker than the caster, and no chance of
2039     ** killing something equal or stronger than the attacker.
2040     ** Also, if a deathstrike attack has a slaying, any monster
2041     ** whose name or race matches a comma-delimited list in the slaying
2042     ** field of the deathstriking object */
2043    
2044     int atk_lev, def_lev, kill_lev;
2045    
2046     if(hitter->slaying)
2047     if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2048     (op->race&&strstr(hitter->slaying,op->race)))) return;
2049    
2050     def_lev = op->level;
2051     if (def_lev < 1) {
2052     LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2053     op->arch->name, op->name);
2054     def_lev = 1;
2055     }
2056     atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2057     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2058     atk_lev, def_lev); */
2059    
2060     if(atk_lev >= def_lev ){
2061     kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2062    
2063     /* Note that the below effectively means the ratio of the atk vs
2064     * defener level is important - if level 52 character has very little
2065     * chance of killing a level 50 monster. This should probably be
2066     * redone.
2067     */
2068     if(kill_lev >= def_lev) {
2069     *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2070     /* I think this doesn't really do much. Because of
2071     * integer rounding, this only makes any difference if the
2072     * attack level is double the defender level.
2073     */
2074     *dam *= kill_lev / def_lev;
2075     }
2076     } else {
2077     *dam = 0; /* no harm done */
2078     }
2079     }
2080    
2081     /* thrown_item_effect() - handles any special effects of thrown
2082     * items (like attacking living creatures--a potion thrown at a
2083     * monster).
2084     */
2085     static void thrown_item_effect (object *hitter, object *victim)
2086     {
2087     if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2088     /* May not need a switch for just 2 types, but this makes it
2089     * easier for expansion.
2090     */
2091     switch (hitter->type) {
2092     case POTION:
2093     /* should player get a save throw instead of checking magic protection? */
2094     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2095     &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2096     break;
2097    
2098     case POISON: /* poison drinks */
2099     /* As with potions, should monster get a save? */
2100     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2101     &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2102     break;
2103    
2104     /* Removed case statements that did nothing.
2105     * food may be poisonous, but monster must be willing to eat it,
2106     * so we don't handle it here.
2107     * Containers should perhaps break open, but that code was disabled.
2108     */
2109     }
2110     }
2111     }
2112    
2113     /* adj_attackroll() - adjustments to attacks by various conditions */
2114    
2115     int adj_attackroll (object *hitter, object *target) {
2116     object *attacker = hitter;
2117     int adjust=0;
2118    
2119     /* safety */
2120     if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2121     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2122     "map\n");
2123     return 0;
2124     }
2125    
2126     /* aimed missiles use the owning object's sight */
2127     if(is_aimed_missile(hitter)) {
2128     if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2129     /* A player who saves but hasn't quit still could have objects
2130     * owned by him - need to handle that case to avoid crashes.
2131     */
2132     if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2133     }
2134     else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2135     return 0;
2136    
2137     /* determine the condtions under which we make an attack.
2138     * Add more cases, as the need occurs. */
2139    
2140     if(!can_see_enemy(attacker,target)) {
2141     /* target is unseen */
2142     if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2143     adjust -= 10;
2144     /* dark map penalty for the hitter (lacks infravision if we got here). */
2145     else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2146     adjust -= target->map->darkness;
2147     }
2148    
2149     if(QUERY_FLAG(attacker,FLAG_SCARED))
2150     adjust -= 3;
2151    
2152     if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2153     adjust += 1;
2154    
2155     if(QUERY_FLAG(target,FLAG_SCARED))
2156     adjust += 1;
2157    
2158     if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2159     adjust -= 3;
2160    
2161     /* if we attack at a different 'altitude' its harder */
2162     if((attacker->move_type & target->move_type)==0)
2163     adjust -= 2;
2164    
2165     #if 0
2166     /* slower attacks are less likely to succeed. We should use a
2167     * comparison between attacker/target speeds BUT, players have
2168     * a generally faster speed, so this will wind up being a HUGE
2169     * disadantage for the monsters! Too bad, because missiles which
2170     * fly fast should have a better chance of hitting a slower target.
2171     */
2172     if(hitter->speed<target->speed)
2173     adjust += ((float) hitter->speed-target->speed);
2174     #endif
2175    
2176     #if 0
2177     LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2178     #endif
2179    
2180     return adjust;
2181     }
2182    
2183    
2184     /* determine if the object is an 'aimed' missile */
2185     int is_aimed_missile ( object *op) {
2186    
2187     /* I broke what used to be one big if into a few nested
2188     * ones so that figuring out the logic is at least possible.
2189     */
2190     if (op && (op->move_type & MOVE_FLYING)) {
2191     if (op->type==ARROW || op->type==THROWN_OBJ)
2192     return 1;
2193     else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2194     op->subtype == SP_EXPLOSION))
2195     return 1;
2196     }
2197     return 0;
2198     }
2199