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/cvs/deliantra/server/server/attack.c
Revision: 1.7
Committed: Thu Mar 30 11:11:35 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +1 -6 lines
Log Message:
remove dead code

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     sprintf(buf2, "%s", attack_mess[ATM_SUFFER][i].buf3);
409     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     sprintf(buf2, "%s", attack_mess[ATM_DOOR][i].buf3);
420     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     sprintf(buf2, "%s", attack_mess[ATM_KARATE][i].buf3);
432     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     sprintf(buf2, "%s", attack_mess[ATM_CLAW][i].buf3);
443     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     sprintf(buf2, "%s", attack_mess[ATM_PUNCH][i].buf3);
454     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 1.1 sprintf(buf2, "%s", 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     sprintf(buf2, "%s", 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     sprintf(buf2, "%s", 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     sprintf(buf2, "%s", 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     sprintf(buf2, "%s", 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     sprintf(buf2, "%s", 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     sprintf(buf2, "%s", 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     sprintf(buf1, "hit");
554     sprintf(buf2, "hits");
555     }
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     /* only show half the player->player combat messages */
568     if(op->type==PLAYER && rndm(0, 1) &&
569     (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
570     if(get_owner(hitter)!=NULL)
571     sprintf(buf,"%s's %s %s you.",
572     hitter->owner->name, hitter->name, buf2);
573     else {
574     sprintf(buf,"%s%s you.",hitter->name, buf2);
575     if (dam != 0) {
576     if (dam < 10)
577     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
578     else if (dam < 20)
579     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
580     else
581     play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
582     }
583     }
584     new_draw_info(NDI_BLACK, 0,op,buf);
585     } /* end of player hitting player */
586    
587     /* scale down these messages too */
588     if(hitter->type==PLAYER && rndm(0, 2) == 0) {
589     sprintf(buf,"You %s.",buf1);
590     if (dam != 0) {
591     if (dam < 10)
592     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
593     else if (dam < 20)
594     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
595     else
596     play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
597     }
598     new_draw_info(NDI_BLACK, 0, hitter, buf);
599     } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
600     /* look for stacked spells and start reducing the message chances */
601     if (hitter->type == SPELL_EFFECT &&
602     (hitter->subtype == SP_EXPLOSION ||
603     hitter->subtype == SP_BULLET ||
604     hitter->subtype == SP_CONE)) {
605     i=4;
606     map = hitter->map;
607     if (out_of_map(map, hitter->x, hitter->y))
608     return;
609     next = get_map_ob(map, hitter->x, hitter->y);
610     if (next)
611     while(next) {
612     if (next->type == SPELL_EFFECT &&
613     (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
614     next->subtype == SP_CONE))
615     i*=3;
616     tmp = next;
617     next = tmp->above;
618     }
619     if (i < 0)
620     return;
621     if (rndm(0, i) != 0)
622     return;
623     } else if (rndm(0, 5) != 0)
624     return;
625     sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
626     play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
627     new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
628     }
629     }
630    
631    
632     static int get_attack_mode (object **target, object **hitter,
633     int *simple_attack)
634     {
635     if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
636     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
637     return 1;
638     }
639     if ((*target)->head)
640     *target = (*target)->head;
641     if ((*hitter)->head)
642     *hitter = (*hitter)->head;
643     if ((*hitter)->env != NULL || (*target)->env != NULL) {
644     *simple_attack = 1;
645     return 0;
646     }
647     if (QUERY_FLAG (*target, FLAG_REMOVED)
648     || QUERY_FLAG (*hitter, FLAG_REMOVED)
649     || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
650     {
651     LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
652     "target\n", (*hitter)->arch->name, (*hitter)->name);
653     return 1;
654     }
655     *simple_attack = 0;
656     return 0;
657     }
658    
659     static int abort_attack (object *target, object *hitter, int simple_attack)
660     {
661     /* Check if target and hitter are still in a relation similar to the one
662     * determined by get_attack_mode(). Returns true if the relation has changed.
663     */
664     int new_mode;
665    
666     if (hitter->env == target || target->env == hitter)
667     new_mode = 1;
668     else if (QUERY_FLAG (hitter, FLAG_REMOVED)
669     || QUERY_FLAG (target, FLAG_REMOVED)
670     || hitter->map == NULL || !on_same_map(hitter, target))
671     return 1;
672     else
673     new_mode = 0;
674     return new_mode != simple_attack;
675     }
676    
677     static void thrown_item_effect (object *, object *);
678    
679     static int attack_ob_simple (object *op, object *hitter, int base_dam,
680     int base_wc)
681     {
682     int simple_attack, roll, dam=0;
683     uint32 type;
684     const char *op_name = NULL;
685     tag_t op_tag, hitter_tag;
686    
687     if (get_attack_mode (&op, &hitter, &simple_attack))
688     goto error;
689    
690     /* Lauwenmark: Handle for plugin attack event */
691     execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
692    
693     /* Lauwenmark: This is used to handle script_weapons with weapons.
694     * Only used for players.
695     */
696     if (hitter->type==PLAYER)
697     {
698     if (hitter->current_weapon != NULL)
699     {
700     /* Lauwenmark: Handle for plugin attack event */
701     execute_event(hitter, EVENT_ATTACK,hitter->current_weapon,
702     op,NULL,SCRIPT_FIX_ALL);
703     }
704     }
705     op_tag = op->count;
706     hitter_tag = hitter->count;
707    
708     /*
709     * A little check to make it more difficult to dance forward and back
710     * to avoid ever being hit by monsters.
711     */
712     if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
713     && op->speed_left > -(FABS(op->speed))*0.3)
714     {
715     /* Decrease speed BEFORE calling process_object. Otherwise, an
716     * infinite loop occurs, with process_object calling move_monster,
717     * which then gets here again. By decreasing the speed before
718     * we call process_object, the 'if' statement above will fail.
719     */
720     op->speed_left--;
721     process_object(op);
722     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
723     || abort_attack (op, hitter, simple_attack))
724     goto error;
725     }
726    
727     add_refcount(op_name = op->name);
728    
729     roll=random_roll(1, 20, hitter, PREFER_HIGH);
730    
731     /* Adjust roll for various situations. */
732     if ( ! simple_attack)
733     roll += adj_attackroll(hitter,op);
734    
735     /* See if we hit the creature */
736     if(roll==20 || op->stats.ac>=base_wc-roll) {
737     int hitdam = base_dam;
738     if (settings.casting_time == TRUE) {
739     if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
740     hitter->casting_time = -1;
741     new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
742     "your spell!");
743     }
744     if ((op->casting_time > -1)&&(hitdam > 0)){
745     op->casting_time = -1;
746     if (op->type == PLAYER) {
747     new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
748     "your spell!");
749     new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
750     "%s was hit by %s and lost a spell.",
751     op_name,hitter->name);
752     }
753     }
754     }
755     if ( ! simple_attack)
756     {
757     /* If you hit something, the victim should *always* wake up.
758     * Before, invisible hitters could avoid doing this.
759     * -b.t. */
760     if (QUERY_FLAG (op, FLAG_SLEEP))
761     CLEAR_FLAG(op,FLAG_SLEEP);
762    
763     /* If the victim can't see the attacker, it may alert others
764     * for help. */
765     if (op->type != PLAYER && ! can_see_enemy (op, hitter)
766     && ! get_owner (op) && rndm(0, op->stats.Int))
767     npc_call_help (op);
768    
769     /* if you were hidden and hit by a creature, you are discovered*/
770     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
771     make_visible (op);
772     if (op->type == PLAYER)
773     new_draw_info (NDI_UNIQUE, 0, op,
774     "You were hit by a wild attack. "
775     "You are no longer hidden!");
776     }
777    
778     /* thrown items (hitter) will have various effects
779     * when they hit the victim. For things like thrown daggers,
780     * this sets 'hitter' to the actual dagger, and not the
781     * wrapper object.
782     */
783     thrown_item_effect (hitter, op);
784     if (was_destroyed (hitter, hitter_tag)
785     || was_destroyed (op, op_tag)
786     || abort_attack (op, hitter, simple_attack))
787     goto leave;
788     }
789    
790     /* Need to do at least 1 damage, otherwise there is no point
791     * to go further and it will cause FPE's below.
792     */
793     if (hitdam<=0) hitdam=1;
794    
795     type=hitter->attacktype;
796     if(!type) type=AT_PHYSICAL;
797     /* Handle monsters that hit back */
798     if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
799     && QUERY_FLAG (hitter, FLAG_ALIVE))
800     {
801     if (op->attacktype & AT_ACID && hitter->type==PLAYER)
802     new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
803     hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
804     PREFER_LOW),op, op->attacktype, 1);
805     if (was_destroyed (op, op_tag)
806     || was_destroyed (hitter, hitter_tag)
807     || abort_attack (op, hitter, simple_attack))
808     goto leave;
809     }
810    
811     /* In the new attack code, it should handle multiple attack
812     * types in its area, so remove it from here.
813     */
814     dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
815     hitter, type, 1);
816     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
817     || abort_attack (op, hitter, simple_attack))
818     goto leave;
819     } /* end of if hitter hit op */
820     /* if we missed, dam=0 */
821    
822     /*attack_message(dam, type, op, hitter);*/
823    
824     goto leave;
825    
826     error:
827     dam = 1;
828     goto leave;
829    
830     leave:
831     if (op_name)
832     free_string (op_name);
833    
834     return dam;
835     }
836    
837     int attack_ob (object *op, object *hitter)
838     {
839    
840     if (hitter->head)
841     hitter = hitter->head;
842     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
843     }
844    
845     /* op is the arrow, tmp is what is stopping the arrow.
846     *
847     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
848     */
849     static int stick_arrow (object *op, object *tmp)
850     {
851     /* If the missile hit a player, we insert it in their inventory.
852     * However, if the missile is heavy, we don't do so (assume it falls
853     * to the ground after a hit). What a good value for this is up to
854     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
855     * stick around.
856     */
857     if (op->weight <= 5000 && tmp->stats.hp >= 0) {
858     if(tmp->head != NULL)
859     tmp = tmp->head;
860     remove_ob (op);
861     op = insert_ob_in_ob(op,tmp);
862     if (tmp->type== PLAYER)
863     esrv_send_item (tmp, op);
864     return 1;
865     } else
866     return 0;
867     }
868    
869     /* hit_with_arrow() disassembles the missile, attacks the victim and
870     * reassembles the missile.
871     *
872     * It returns a pointer to the reassembled missile, or NULL if the missile
873     * isn't available anymore.
874     */
875     object *hit_with_arrow (object *op, object *victim)
876     {
877     object *container, *hitter;
878     int hit_something;
879     tag_t victim_tag, hitter_tag;
880     sint16 victim_x, victim_y;
881    
882     /* Disassemble missile */
883     if (op->inv) {
884     container = op;
885     hitter = op->inv;
886     remove_ob (hitter);
887     insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
888     /* Note that we now have an empty THROWN_OBJ on the map. Code that
889     * might be called until this THROWN_OBJ is either reassembled or
890     * removed at the end of this function must be able to deal with empty
891     * THROWN_OBJs. */
892     } else {
893     container = NULL;
894     hitter = op;
895     }
896    
897     /* Try to hit victim */
898     victim_x = victim->x;
899     victim_y = victim->y;
900     victim_tag = victim->count;
901     hitter_tag = hitter->count;
902     /* Lauwenmark: Handling plugin attack event for thrown items */
903     if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
904     hit_something = attack_ob_simple (victim, hitter, op->stats.dam,
905     op->stats.wc);
906    
907     /* Arrow attacks door, rune of summoning is triggered, demon is put on
908     * arrow, move_apply() calls this function, arrow sticks in demon,
909     * attack_ob_simple() returns, and we've got an arrow that still exists
910     * but is no longer on the map. Ugh. (Beware: Such things can happen at
911     * other places as well!)
912     */
913     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
914     if (container) {
915     remove_ob (container);
916     free_object (container);
917     }
918     return NULL;
919     }
920    
921     /* Missile hit victim */
922     /* if the speed is > 10, then this is a fast moving arrow, we go straight
923     * through the target
924     */
925     if (hit_something && op->speed <= 10.0)
926     {
927     /* Stop arrow */
928     if (container == NULL) {
929     hitter = fix_stopped_arrow (hitter);
930     if (hitter == NULL)
931     return NULL;
932     } else {
933     remove_ob (container);
934     free_object (container);
935     }
936    
937     /* Try to stick arrow into victim */
938     if ( ! was_destroyed (victim, victim_tag)
939     && stick_arrow (hitter, victim))
940     return NULL;
941    
942     /* Else try to put arrow on victim's map square
943     * remove check for P_WALL here. If the arrow got to this
944     * space, that is good enough - with the new movement code,
945     * there is now the potential for lots of spaces where something
946     * can fly over but not otherwise move over. What is the correct
947     * way to handle those otherwise?
948     */
949     if (victim_x != hitter->x || victim_y != hitter->y) {
950     remove_ob (hitter);
951     hitter->x = victim_x;
952     hitter->y = victim_y;
953     insert_ob_in_map (hitter, victim->map, hitter,0);
954     } else {
955     /* Else leave arrow where it is */
956     merge_ob (hitter, NULL);
957     }
958     return NULL;
959     }
960    
961     if (hit_something && op->speed >= 10.0)
962     op->speed -= 1.0;
963    
964     /* Missile missed victim - reassemble missile */
965     if (container) {
966     remove_ob (hitter);
967     insert_ob_in_ob (hitter, container);
968     }
969     return op;
970     }
971    
972    
973     void tear_down_wall(object *op)
974     {
975     int perc=0;
976    
977     if (!op->stats.maxhp) {
978     LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
979     perc = 1;
980     } else if(!GET_ANIM_ID(op)) {
981     /* Object has been called - no animations, so remove it */
982     if(op->stats.hp<0) {
983     remove_ob(op); /* Should update LOS */
984     free_object(op);
985     /* Don't know why this is here - remove_ob should do it for us */
986     /*update_position(m, x, y);*/
987     }
988     return; /* no animations, so nothing more to do */
989     }
990     perc = NUM_ANIMATIONS(op)
991     - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
992     if (perc >= (int) NUM_ANIMATIONS(op))
993     perc = NUM_ANIMATIONS(op)-1;
994     else if (perc < 1)
995     perc = 1;
996     SET_ANIMATION(op, perc);
997     update_object(op,UP_OBJ_FACE);
998     if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
999     if(op->face==blank_face) {
1000     /* If the last face is blank, remove the ob */
1001     remove_ob(op); /* Should update LOS */
1002     free_object(op);
1003    
1004     /* remove_ob should call update_position for us */
1005     /*update_position(m, x, y);*/
1006    
1007     } else { /* The last face was not blank, leave an image */
1008     CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
1009     update_all_los(op->map, op->x, op->y);
1010     op->move_block = 0;
1011     CLEAR_FLAG(op, FLAG_ALIVE);
1012     }
1013     }
1014     }
1015    
1016     void scare_creature(object *target, object *hitter)
1017     {
1018     object *owner = get_owner(hitter);
1019    
1020     if (!owner) owner=hitter;
1021    
1022     SET_FLAG(target, FLAG_SCARED);
1023     if (!target->enemy) target->enemy=owner;
1024     }
1025    
1026    
1027     /* This returns the amount of damage hitter does to op with the
1028     * appropriate attacktype. Only 1 attacktype should be set at a time.
1029     * This doesn't damage the player, but returns how much it should
1030     * take. However, it will do other effects (paralyzation, slow, etc.)
1031     * Note - changed for PR code - we now pass the attack number and not
1032     * the attacktype. Makes it easier for the PR code. */
1033    
1034     int hit_player_attacktype(object *op, object *hitter, int dam,
1035     uint32 attacknum, int magic) {
1036    
1037     int doesnt_slay = 1;
1038    
1039     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1040     if (attacknum >= NROFATTACKS) {
1041     LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1042     return 0;
1043     }
1044    
1045     if (dam < 0) {
1046     LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1047     return 0;
1048     }
1049    
1050     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1051     * people can't mess with that or it otherwise get confused. */
1052     if (attacknum == ATNR_INTERNAL) return dam;
1053    
1054     if (hitter->slaying) {
1055     if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1056     (op->arch && (op->arch->name != NULL) &&
1057     strstr(op->arch->name, hitter->slaying))
1058     ){
1059     doesnt_slay = 0;
1060     dam *= 3;
1061     }
1062     }
1063    
1064     /* Adjust the damage for resistance. Note that neg. values increase damage. */
1065     if (op->resist[attacknum]) {
1066     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1067     * in case 0>dam>1, we try to "simulate" a float value-effect */
1068     dam *= (100-op->resist[attacknum]);
1069     if (dam >= 100) dam /= 100;
1070     else
1071     dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1072     }
1073    
1074     /* Special hack. By default, if immune to something, you
1075     * shouldn't need to worry. However, acid is an exception, since
1076     * it can still damage your items. Only include attacktypes if
1077     * special processing is needed */
1078    
1079     if ((op->resist[attacknum] >= 100) &&
1080     doesnt_slay && (attacknum != ATNR_ACID))
1081     return 0;
1082    
1083     /* Keep this in order - makes things easier to find */
1084    
1085     switch(attacknum) {
1086     case ATNR_PHYSICAL:
1087     /* here also check for diseases */
1088     check_physically_infect(op, hitter);
1089     break;
1090    
1091     /* Don't need to do anything for:
1092     magic,
1093     fire,
1094     electricity,
1095     cold */
1096    
1097     case ATNR_CONFUSION:
1098     case ATNR_POISON:
1099     case ATNR_SLOW:
1100     case ATNR_PARALYZE:
1101     case ATNR_FEAR:
1102     case ATNR_CANCELLATION:
1103     case ATNR_DEPLETE:
1104     case ATNR_BLIND:
1105     {
1106     /* chance for inflicting a special attack depends on the
1107     * difference between attacker's and defender's level
1108     */
1109     int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1110    
1111     /* First, only creatures/players with speed can be affected.
1112     * Second, just getting hit doesn't mean it always affects
1113     * you. Third, you still get a saving through against the
1114     * effect.
1115     */
1116     if (op->speed &&
1117     (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1118     !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1119     !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1120    
1121     /* Player has been hit by something */
1122     if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1123     else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1124     else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1125     else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1126     else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1127     else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1128     else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1129     else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1130     !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1131     }
1132     dam = 0; /* These are all effects and don't do real damage */
1133     }
1134     break;
1135     case ATNR_ACID:
1136     {
1137     int flag=0;
1138    
1139     /* Items only get corroded if you're not on a battleground and
1140     * if your acid resistance is below 50%. */
1141     if (!op_on_battleground(op, NULL, NULL) &&
1142     (op->resist[ATNR_ACID] < 50))
1143     {
1144     object *tmp;
1145     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1146     if(tmp->invisible)
1147     continue;
1148     if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1149     (tmp->resist[ATNR_ACID] >= 10))
1150     /* >= 10% acid res. on itmes will protect these */
1151     continue;
1152     if(!(tmp->material & M_IRON))
1153     continue;
1154     if(tmp->magic < -4) /* Let's stop at -5 */
1155     continue;
1156     if(tmp->type==RING ||
1157     /* removed boots and gloves from exclusion list in
1158     PR */
1159     tmp->type==GIRDLE ||
1160     tmp->type==AMULET ||
1161     tmp->type==WAND ||
1162     tmp->type==ROD ||
1163     tmp->type==HORN)
1164     continue; /* To avoid some strange effects */
1165    
1166     /* High damage acid has better chance of corroding
1167     objects */
1168     if(rndm(0, dam+4) >
1169     random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1170     if(op->type == PLAYER)
1171     /* Make this more visible */
1172     new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1173     "The %s's acid corrodes your %s!",
1174     query_name(hitter), query_name(tmp));
1175     flag = 1;
1176     tmp->magic--;
1177     if(op->type == PLAYER)
1178     esrv_send_item(op, tmp);
1179     }
1180     }
1181     if(flag)
1182     fix_player(op); /* Something was corroded */
1183     }
1184     }
1185     break;
1186     case ATNR_DRAIN:
1187     {
1188     /* rate is the proportion of exp drained. High rate means
1189     * not much is drained, low rate means a lot is drained.
1190     */
1191     int rate;
1192    
1193     if(op->resist[ATNR_DRAIN] >= 0)
1194     rate = 50 + op->resist[ATNR_DRAIN] / 2;
1195 root 1.7 else
1196 root 1.1 rate = 5000 / (100 - op->resist[ATNR_DRAIN]);
1197    
1198     if(op->stats.exp <= rate) {
1199     if(op->type == GOLEM)
1200     dam = 999; /* Its force is "sucked" away. 8) */
1201     else
1202     /* If we can't drain, lets try to do physical damage */
1203     dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1204     } else {
1205     /* Randomly give the hitter some hp */
1206     if(hitter->stats.hp<hitter->stats.maxhp &&
1207     (op->level > hitter->level) &&
1208     random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1209     hitter->stats.hp++;
1210    
1211     /* Can't do drains on battleground spaces.
1212     * Move the wiz check up here - before, the hitter wouldn't gain exp
1213     * exp, but the wiz would still lose exp! If drainee is a wiz,
1214     * nothing happens.
1215     * Try to credit the owner. We try to display player -> player drain
1216     * attacks, hence all the != PLAYER checks.
1217     */
1218     if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1219     object *owner = get_owner(hitter);
1220    
1221     if (owner && owner != hitter) {
1222     if (op->type != PLAYER || owner->type != PLAYER)
1223     change_exp(owner, op->stats.exp/(rate*2),
1224     hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1225     } else if (op->type != PLAYER || hitter->type != PLAYER) {
1226     change_exp(hitter, op->stats.exp/(rate*2),
1227     hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1228     }
1229     change_exp(op,-op->stats.exp/rate, NULL, 0);
1230     }
1231     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1232     * drain attack, you won't know that you are actually sucking out EXP,
1233     * as the messages will say you missed
1234     */
1235     }
1236     }
1237     break;
1238     case ATNR_TURN_UNDEAD:
1239     {
1240     if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1241     object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1242     object *god = find_god (determine_god (owner));
1243     int div = 1;
1244    
1245     /* if undead are not an enemy of your god, you turn them
1246     * at half strength */
1247     if (! god || ! god->slaying ||
1248     strstr (god->slaying, undead_name) == NULL)
1249     div = 2;
1250     /* Give a bonus if you resist turn undead */
1251     if (op->level * div <
1252     (turn_bonus[owner->stats.Wis]+owner->level +
1253     (op->resist[ATNR_TURN_UNDEAD]/100)))
1254     scare_creature(op, owner);
1255     }
1256     else
1257     dam = 0; /* don't damage non undead - should we damage
1258     undead? */
1259     } break;
1260     case ATNR_DEATH:
1261     deathstrike_player(op, hitter, &dam);
1262     break;
1263     case ATNR_CHAOS:
1264     LOG(llevError,
1265     "%s was hit by %s with non-specific chaos.\n",
1266     query_name(op),
1267     query_name(hitter));
1268     dam = 0;
1269     break;
1270     case ATNR_COUNTERSPELL:
1271     LOG(llevError,
1272     "%s was hit by %s with counterspell attack.\n",
1273     query_name(op),
1274     query_name(hitter));
1275     dam = 0;
1276     /* This should never happen. Counterspell is handled
1277     * seperately and filtered out. If this does happen,
1278     * Counterspell has no effect on anything but spells, so it
1279     * does no damage. */
1280     break;
1281     case ATNR_HOLYWORD:
1282     {
1283     /* This has already been handled by hit_player,
1284     * no need to check twice -- DAMN */
1285    
1286     object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1287    
1288     /* As with turn undead above, give a bonus on the saving throw */
1289     if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1290     owner->level+turn_bonus[owner->stats.Wis])
1291     scare_creature(op, owner);
1292     } break;
1293     case ATNR_LIFE_STEALING:
1294     {
1295     int new_hp;
1296     /* this is replacement to drain for players, instead of taking
1297     * exp it takes hp. It is geared for players, probably not
1298     * much use giving it to monsters
1299     *
1300     * life stealing doesn't do a lot of damage, but it gives the
1301     * damage it does do to the player. Given that,
1302     * it only does 1/10'th normal damage (hence the divide by
1303     * 1000).
1304     */
1305     /* You can't steal life from something undead */
1306     if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1307     /* If drain protection is higher than life stealing, use that */
1308     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1309     dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1310     else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1311     /* You die at -1 hp, not zero. */
1312     if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1313     new_hp = hitter->stats.hp + dam;
1314     if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1315     if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1316     }
1317     }
1318     return dam;
1319     }
1320    
1321    
1322     /* GROS: This code comes from hit_player. It has been made external to
1323     * allow script procedures to "kill" objects in a combat-like fashion.
1324     * It was initially used by (kill-object) developed for the Collector's
1325     * Sword. Note that nothing has been changed from the original version
1326     * of the following code.
1327     * op is what is being killed.
1328     * dam is the damage done to it.
1329     * hitter is what is hitting it.
1330     * type is the attacktype.
1331     *
1332     * This function was a bit of a mess with hitter getting changed,
1333     * values being stored away but not used, etc. I've cleaned it up
1334     * a bit - I think it should be functionally equivalant.
1335     * MSW 2002-07-17
1336     */
1337     int kill_object(object *op,int dam, object *hitter, int type)
1338     {
1339     char buf[MAX_BUF];
1340     const char *skill;
1341     int maxdam=0;
1342     int battleg=0; /* true if op standing on battleground */
1343     int pk=0; /* true if op and what controls hitter are both players*/
1344     object *owner=NULL;
1345     object *skop=NULL;
1346    
1347     if (op->stats.hp>=0)
1348     return -1;
1349    
1350     /* Lauwenmark: Handle for plugin death event */
1351     if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1352     return 0;
1353     /* Lauwenmark: Handle for the global kill event */
1354     execute_global_event(EVENT_GKILL, op, hitter);
1355    
1356     /* maxdam needs to be the amount of damage it took to kill
1357     * this creature. The function(s) that call us have already
1358     * adjusted the creatures HP total, so that is negative.
1359     */
1360     maxdam = dam + op->stats.hp + 1;
1361    
1362     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1363     update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1364    
1365     if(op->type==DOOR) {
1366     op->speed = 0.1;
1367     update_ob_speed(op);
1368     op->speed_left= -0.05;
1369     return maxdam;
1370     }
1371     if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1372     remove_friendly_object(op);
1373     if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1374     op->owner->contr->ranges[range_golem] == op) {
1375     op->owner->contr->ranges[range_golem]=NULL;
1376     op->owner->contr->golem_count=0;
1377     }
1378     else
1379     LOG (llevError, "BUG: hit_player(): Encountered golem without owner.\n");
1380    
1381     remove_ob(op);
1382     free_object(op);
1383     return maxdam;
1384     }
1385    
1386     /* Now lets start dealing with experience we get for killing something */
1387    
1388     owner=get_owner(hitter);
1389     if(owner==NULL)
1390     owner=hitter;
1391    
1392     /* is the victim (op) standing on battleground? */
1393     if (op_on_battleground(op, NULL, NULL)) battleg=1;
1394    
1395     /* is this player killing?*/
1396     if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1397    
1398     /* Player killed something */
1399     if(owner->type==PLAYER) {
1400     Log_Kill(owner->name,
1401     query_name(op),op->type,
1402     (owner!=hitter) ? query_name(hitter) : NULL,
1403     (owner!=hitter) ? hitter->type : 0);
1404    
1405     /* Log players killing other players - makes it easier to detect
1406     * and filter out malicious player killers - that is why the
1407     * ip address is included.
1408     */
1409     if (op->type == PLAYER && !battleg) {
1410     time_t t=time(NULL);
1411     struct tm *tmv;
1412     char buf[256];
1413    
1414     tmv = localtime(&t);
1415     strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1416    
1417     LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1418     buf, owner->name, owner->contr->socket.host, query_name(op));
1419     }
1420    
1421     /* try to filter some things out - basically, if you are
1422     * killing a level 1 creature and your level 20, you
1423     * probably don't want to see that.
1424     */
1425     if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1426     if(owner!=hitter) {
1427     new_draw_info_format(NDI_BLACK, 0, owner,
1428     "You killed %s with %s.",query_name(op),
1429     query_name(hitter));
1430     }
1431     else {
1432     new_draw_info_format(NDI_BLACK, 0, owner,
1433     "You killed %s.",query_name(op));
1434     }
1435     /* Only play sounds for melee kills */
1436     if (hitter->type == PLAYER)
1437     play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1438     }
1439    
1440     /* If a player kills another player, not on
1441     * battleground, the "killer" looses 1 luck. Since this is
1442     * not reversible, it's actually quite a pain IMHO. -AV
1443     * Fix bug in that we were changing the luck of the hitter, not
1444     * player that the object belonged to - so if you killed another player
1445     * with spells, pets, whatever, there was no penalty.
1446     * Changed to make luck penalty configurable in settings.
1447     */
1448     if(op->type == PLAYER && owner != op && !battleg)
1449     change_luck(owner, -settings.pk_luck_penalty);
1450    
1451     /* This code below deals with finding the appropriate skill
1452     * to credit exp to. This is a bit problematic - we should
1453     * probably never really have to look at current_weapon->skill
1454     */
1455     skill = NULL;
1456     if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1457     else if (owner->chosen_skill) {
1458     skill = owner->chosen_skill->skill;
1459     skop = owner->chosen_skill;
1460     }
1461     else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1462     else
1463     LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1464    
1465     /* We have the skill we want to credit to - now find the object this goes
1466     * to. Make sure skop is an actual skill, and not a skill tool!
1467     */
1468     if ((!skop || skop->type != SKILL) && skill) {
1469     int i;
1470    
1471     for (i=0; i<NUM_SKILLS; i++)
1472     if (owner->contr->last_skill_ob[i] &&
1473     !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1474     skop = owner->contr->last_skill_ob[i];
1475     break;
1476     }
1477     }
1478     } /* Was it a player that hit somethign */
1479     else {
1480     skill = NULL;
1481     }
1482    
1483     /* Pet (or spell) killed something. */
1484     if(owner != hitter ) {
1485     (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1486     query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1487     }
1488     else {
1489     (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1490     (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1491     " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1492     }
1493     /* These may have been set in the player code section above */
1494     if (!skop) skop = hitter->chosen_skill;
1495     if (!skill && skop) skill=skop->skill;
1496    
1497     new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1498    
1499    
1500     /* If you didn't kill yourself, and your not the wizard */
1501     if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1502     int exp;
1503    
1504     exp = calc_skill_exp(owner,op, skop);
1505    
1506     /* Really don't give much experience for killing other players */
1507     if (op->type==PLAYER) {
1508     if (battleg) {
1509     new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1510     new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1511     }
1512     else
1513     exp = MIN(5000000, MAX(0, exp/10));
1514     }
1515    
1516     /* Don't know why this is set this way - doesn't make
1517     * sense to just divide everything by two for no reason.
1518     */
1519    
1520     if (!settings.simple_exp)
1521     exp=exp/2;
1522    
1523     /* if op is standing on "battleground" (arena), no way to gain
1524     * exp by killing him
1525     */
1526     if (battleg) exp = 0;
1527    
1528     if(owner->type!=PLAYER || owner->contr->party==NULL) {
1529     change_exp(owner,exp, skill, 0);
1530     }
1531     else {
1532     int shares=0,count=0;
1533    
1534     player *pl;
1535    
1536     partylist *party=owner->contr->party;
1537     #ifdef PARTY_KILL_LOG
1538     add_kill_to_party(party, query_name(owner), query_name(op), exp);
1539     #endif
1540     for(pl=first_player;pl!=NULL;pl=pl->next) {
1541     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1542     count++;
1543     shares+=(pl->ob->level+4);
1544     }
1545     }
1546     if(count==1 || shares>exp)
1547     change_exp(owner,exp, skill, SK_EXP_TOTAL);
1548     else {
1549     int share=exp/shares,given=0,nexp;
1550     for(pl=first_player;pl!=NULL;pl=pl->next) {
1551     if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1552     nexp=(pl->ob->level+4)*share;
1553     change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1554     given+=nexp;
1555     }
1556     }
1557     exp-=given;
1558     /* give any remainder to the player */
1559     change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1560     }
1561     } /* else part of a party */
1562    
1563     } /* end if person didn't kill himself */
1564    
1565     if(op->type!=PLAYER) {
1566     if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1567     object *owner1 = get_owner(op);
1568    
1569     if(owner1!= NULL && owner1->type == PLAYER) {
1570     play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1571     /* Maybe we should include the owner that killed this, maybe not */
1572     new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1573     op->name,hitter->name);
1574     }
1575     remove_friendly_object(op);
1576     }
1577     remove_ob(op);
1578     free_object(op);
1579     }
1580     /* Player has been killed! */
1581     else {
1582     if(owner->type==PLAYER) {
1583     snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1584     }
1585     else {
1586     strncpy(op->contr->killer,hitter->name,BIG_NAME);
1587     op->contr->killer[BIG_NAME-1]='\0';
1588     }
1589     }
1590     /* This was return -1 - that doesn't seem correct - if we return -1, process
1591     * continues in the calling function.
1592     */
1593     return maxdam;
1594     }
1595    
1596     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1597     * Returns 0 this is not friendly fire
1598     */
1599    
1600     int friendly_fire(object *op, object *hitter){
1601     object *owner;
1602     int friendlyfire;
1603    
1604     if (hitter->head) hitter=hitter->head;
1605    
1606     friendlyfire = 0;
1607    
1608     if(op->type == PLAYER) {
1609    
1610     if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1611     return 1;
1612    
1613     if((owner = get_owner(hitter))!=NULL) {
1614     if(owner->type == PLAYER && owner->contr->peaceful == 1)
1615     friendlyfire = 2;
1616     }
1617    
1618     if (hitter->type == SPELL || hitter->type == POISONING ||
1619     hitter->type == DISEASE || hitter->type == RUNE)
1620     friendlyfire = 0;
1621     }
1622     return friendlyfire;
1623     }
1624    
1625    
1626     /* This isn't used just for players, but in fact most objects.
1627     * op is the object to be hit, dam is the amount of damage, hitter
1628     * is what is hitting the object, type is the attacktype, and
1629     * full_hit is set if monster area does not matter.
1630     * dam is base damage - protections/vulnerabilities/slaying matches can
1631     * modify it.
1632     */
1633    
1634     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1635     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1636    
1637     int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1638     int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1639     int maxattacktype, attacknum;
1640     int body_attack = op && op->head; /* Did we hit op's head? */
1641     int simple_attack;
1642     tag_t op_tag, hitter_tag;
1643     int rtn_kill = 0;
1644     int friendlyfire;
1645    
1646     if (get_attack_mode (&op, &hitter, &simple_attack))
1647     return 0;
1648    
1649     /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1650     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1651     return 0;
1652    
1653 root 1.5 #ifdef PROHIBIT_PLAYERKILL
1654     if (op->type == PLAYER) {
1655     object *owner = get_owner (hitter);
1656     if (!owner) owner = hitter;
1657 root 1.6 if (owner->type == PLAYER
1658     && !op_on_battleground (op, 0, 0)
1659     && op != owner) {
1660 root 1.5 return 0;
1661     }
1662     }
1663     #endif
1664    
1665 root 1.1 op_tag = op->count;
1666     hitter_tag = hitter->count;
1667    
1668     if (body_attack) {
1669     /* slow and paralyze must hit the head. But we don't want to just
1670     * return - we still need to process other attacks the spell still
1671     * might have. So just remove the paralyze and slow attacktypes,
1672     * and keep on processing if we have other attacktypes.
1673     * return if only magic or nothing is left - under normal code
1674     * we don't attack with pure magic if there is another attacktype.
1675     * Only do processing if the initial attacktype includes one of those
1676     * attack so we don't cancel out things like magic bullet.
1677     */
1678     if (type & (AT_PARALYZE | AT_SLOW)) {
1679     type &= ~(AT_PARALYZE | AT_SLOW);
1680     if (!type || type==AT_MAGIC) return 0;
1681     }
1682     }
1683    
1684     if ( ! simple_attack && op->type == DOOR) {
1685     object *tmp;
1686     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1687     if (tmp->type == RUNE || tmp->type == TRAP) {
1688     spring_trap (tmp, hitter);
1689     if (was_destroyed (hitter, hitter_tag)
1690     || was_destroyed (op, op_tag)
1691     || abort_attack (op, hitter, simple_attack))
1692     return 0;
1693     break;
1694     }
1695     }
1696    
1697     if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1698     /* FIXME: If a player is killed by a rune in a door, the
1699     * was_destroyed() check above doesn't return, and might get here.
1700     */
1701     LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1702     "hit_player()\n", op->arch->name, op->name);
1703     return 0;
1704     }
1705    
1706     #ifdef ATTACK_DEBUG
1707     LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1708     #endif
1709    
1710     if (magic) {
1711     /* basically: dam = dam*(100-op->resist[attacknum])/100;
1712     * in case 0>dam>1, we try to "simulate" a float value-effect */
1713     dam = dam*(100-op->resist[ATNR_MAGIC]);
1714     if (dam >= 100)
1715     dam /= 100;
1716     else
1717     dam = (dam > (rndm(0, 99))) ? 1 : 0;
1718     }
1719    
1720     /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1721     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1722     */
1723     if(type & AT_CHAOS){
1724     shuffle_attack(op,0); /*0 flag tells it to not change the face */
1725     update_object(op,UP_OBJ_FACE);
1726     type &= ~AT_CHAOS;
1727     }
1728    
1729     /* Holyword is really an attacktype modifier (like magic is). If
1730     * holyword is part of an attacktype, then make sure the creature is
1731     * a proper match, otherwise no damage.
1732     */
1733     if (type & AT_HOLYWORD) {
1734     object *god;
1735     if ((!hitter->slaying ||
1736     (!(op->race && strstr(hitter->slaying,op->race)) &&
1737     !(op->name && strstr(hitter->slaying,op->name)))) &&
1738     (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1739     (hitter->title != NULL
1740     && (god = find_god(determine_god(hitter))) != NULL
1741     && god->race != NULL
1742     && strstr(god->race,undead_name) != NULL)))
1743     return 0;
1744     }
1745    
1746     maxattacktype = type; /* initialize this to something */
1747     for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1748     /* Magic isn't really a true attack type - it gets combined with other
1749     * attack types. As such, skip it over. However, if magic is
1750     * the only attacktype in the group, then still attack with it
1751     */
1752     if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1753    
1754     /* Go through and hit the player with each attacktype, one by one.
1755     * hit_player_attacktype only figures out the damage, doesn't inflict
1756     * it. It will do the appropriate action for attacktypes with
1757     * effects (slow, paralization, etc.
1758     */
1759     if (type & attacktype) {
1760     ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1761     /* the >= causes us to prefer messages from special attacks, if
1762     * the damage is equal.
1763     */
1764     if (ndam >= maxdam) {
1765     maxdam = ndam;
1766     maxattacktype = 1<<attacknum;
1767     }
1768     }
1769     }
1770    
1771     /* if this is friendly fire then do a set % of damage only
1772     * Note - put a check in to make sure this attack is actually
1773     * doing damage - otherwise, the +1 in the coe below will make
1774     * an attack do damage before when it otherwise didn't
1775     */
1776     friendlyfire = friendly_fire(op, hitter);
1777     if (friendlyfire && maxdam){
1778 root 1.3 maxdam = ((dam * settings.set_friendly_fire) / 100);
1779     #ifndef COZY_SERVER
1780     maxdam++;
1781     #endif
1782    
1783 root 1.1 #ifdef ATTACK_DEBUG
1784     LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1785     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1786     #endif
1787     }
1788    
1789     if (!full_hit) {
1790     archetype *at;
1791     int area;
1792     int remainder;
1793    
1794     area = 0;
1795     for(at = op->arch; at != NULL; at = at->more)
1796     area++;
1797     assert(area > 0);
1798    
1799     /* basically: maxdam /= area; we try to "simulate" a float
1800     value-effect */
1801     remainder = 100*(maxdam%area)/area;
1802     maxdam /= area;
1803     if (RANDOM()%100 < remainder)
1804     maxdam++;
1805     }
1806    
1807     #ifdef ATTACK_DEBUG
1808     LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1809     #endif
1810    
1811     if(get_owner(hitter))
1812     op->enemy=hitter->owner;
1813     else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1814     op->enemy=hitter;
1815    
1816     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1817     /* The unaggressives look after themselves 8) */
1818     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1819     npc_call_help(op);
1820     }
1821    
1822     if (magic && did_make_save(op, op->level, 0))
1823     maxdam=maxdam/2;
1824    
1825     attack_message(maxdam, maxattacktype, op, hitter);
1826    
1827     op->stats.hp-=maxdam;
1828    
1829     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1830     if ((op->stats.hp>=0) &&
1831     (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1832     op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1833     (float)op->stats.maxhp)) {
1834    
1835     if (QUERY_FLAG(op, FLAG_MONSTER))
1836     SET_FLAG(op, FLAG_RUN_AWAY);
1837     else
1838     scare_creature(op, hitter);
1839     }
1840    
1841     if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1842     if (maxdam)
1843     tear_down_wall(op);
1844     return maxdam; /* nothing more to do for wall */
1845     }
1846    
1847     /* See if the creature has been killed */
1848     rtn_kill = kill_object(op, maxdam, hitter, type);
1849     if (rtn_kill != -1)
1850     return rtn_kill;
1851    
1852    
1853     /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1854     * that before if the player was immune to ghosthit, the monster
1855     * remained - that is no longer the case.
1856     */
1857     if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1858     if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1859     remove_friendly_object(hitter);
1860     remove_ob(hitter);
1861     free_object(hitter);
1862     }
1863     /* Lets handle creatures that are splitting now */
1864     else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1865     int i;
1866     int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1867     int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1868     object *owner = get_owner(op);
1869    
1870     if(!op->other_arch) {
1871     LOG(llevError,"SPLITTING without other_arch error.\n");
1872     return maxdam;
1873     }
1874     remove_ob(op);
1875     for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1876     object *tmp=arch_to_object(op->other_arch);
1877     int j;
1878    
1879     tmp->stats.hp=op->stats.hp;
1880     if (friendly) {
1881     SET_FLAG(tmp, FLAG_FRIENDLY);
1882     add_friendly_object(tmp);
1883     tmp->attack_movement = PETMOVE;
1884     if (owner!=NULL)
1885     set_owner(tmp,owner);
1886     }
1887     if (unaggressive)
1888     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1889     j=find_first_free_spot(tmp,op->map,op->x,op->y);
1890     if (j==-1) /* No spot to put this monster */
1891     free_object(tmp);
1892     else {
1893     tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1894     insert_ob_in_map(tmp,op->map,NULL,0);
1895     }
1896     }
1897     if(friendly)
1898     remove_friendly_object(op);
1899     free_object(op);
1900     }
1901     else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1902     remove_ob(hitter);
1903     free_object(hitter);
1904     }
1905     return maxdam;
1906     }
1907    
1908    
1909     void poison_player(object *op, object *hitter, int dam)
1910     {
1911     archetype *at = find_archetype("poisoning");
1912     object *tmp=present_arch_in_ob(at,op);
1913    
1914     if(tmp==NULL) {
1915     if((tmp=arch_to_object(at))==NULL)
1916     LOG(llevError,"Failed to clone arch poisoning.\n");
1917     else {
1918     tmp = insert_ob_in_ob(tmp,op);
1919     /* peterm: give poisoning some teeth. It should
1920     * be able to kill things better than it does:
1921     * damage should be dependent something--I choose to
1922     * do this: if it's a monster, the damage from the
1923     * poisoning goes as the level of the monster/2.
1924     * If anything else, goes as damage.
1925     */
1926    
1927     if(QUERY_FLAG(hitter,FLAG_ALIVE))
1928     tmp->stats.dam += hitter->level/2;
1929     else
1930     tmp->stats.dam = dam;
1931    
1932     copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1933     if(hitter->skill && hitter->skill != tmp->skill) {
1934     if (tmp->skill) free_string(tmp->skill);
1935     tmp->skill = add_refcount(hitter->skill);
1936     }
1937    
1938     tmp->stats.food+=dam; /* more damage, longer poisoning */
1939    
1940     if(op->type==PLAYER) {
1941     /* player looses stats, maximum is -10 of each */
1942     tmp->stats.Con= MAX(-(dam/4+1), -10);
1943     tmp->stats.Str= MAX(-(dam/3+2), -10);
1944     tmp->stats.Dex= MAX(-(dam/6+1), -10);
1945     tmp->stats.Int= MAX(-dam/7, -10);
1946     SET_FLAG(tmp,FLAG_APPLIED);
1947     fix_player(op);
1948     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1949     }
1950     if (hitter->type == PLAYER)
1951     new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1952     op->name);
1953     else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1954     new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1955     "Your %s poisons %s.", hitter->name, op->name);
1956     }
1957     tmp->speed_left=0;
1958     }
1959     else
1960     tmp->stats.food++;
1961     }
1962    
1963     void slow_player(object *op,object *hitter,int dam)
1964     { archetype *at = find_archetype("slowness");
1965     object *tmp;
1966     if(at == NULL) {
1967     LOG(llevError,"Can't find slowness archetype.\n");
1968     }
1969     if((tmp=present_arch_in_ob(at,op)) == NULL) {
1970     tmp = arch_to_object(at);
1971     tmp = insert_ob_in_ob(tmp,op);
1972     new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1973     } else
1974     tmp->stats.food++;
1975     SET_FLAG(tmp, FLAG_APPLIED);
1976     tmp->speed_left=0;
1977     fix_player(op);
1978     }
1979    
1980     void confuse_player(object *op, object *hitter, int dam)
1981     {
1982     object *tmp;
1983     int maxduration;
1984    
1985     tmp = present_in_ob_by_name(FORCE,"confusion", op);
1986     if(!tmp) {
1987     tmp = get_archetype(FORCE_NAME);
1988     tmp = insert_ob_in_ob(tmp,op);
1989     }
1990    
1991     /* Duration added per hit and max. duration of confusion both depend
1992     * on the player's resistance
1993     */
1994     tmp->speed = 0.05;
1995     tmp->subtype = FORCE_CONFUSION;
1996     tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1997     if (tmp->name) free_string(tmp->name);
1998     tmp->name = add_string("confusion");
1999     maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
2000     if( tmp->duration > maxduration)
2001     tmp->duration = maxduration;
2002    
2003     if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
2004     new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
2005     SET_FLAG(op, FLAG_CONFUSED);
2006     }
2007    
2008     void blind_player(object *op, object *hitter, int dam)
2009     {
2010     object *tmp,*owner;
2011    
2012     /* Save some work if we know it isn't going to affect the player */
2013     if (op->resist[ATNR_BLIND]==100) return;
2014    
2015     tmp = present_in_ob(BLINDNESS,op);
2016     if(!tmp) {
2017     tmp = get_archetype("blindness");
2018     SET_FLAG(tmp, FLAG_BLIND);
2019     SET_FLAG(tmp, FLAG_APPLIED);
2020     /* use floats so we don't lose too much precision due to rounding errors.
2021     * speed is a float anyways.
2022     */
2023     tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
2024    
2025     tmp = insert_ob_in_ob(tmp,op);
2026     change_abil(op,tmp); /* Mostly to display any messages */
2027     fix_player(op); /* This takes care of some other stuff */
2028    
2029     if(hitter->owner) owner = get_owner(hitter);
2030     else owner = hitter;
2031    
2032     new_draw_info_format(NDI_UNIQUE,0,owner,
2033     "Your attack blinds %s!",query_name(op));
2034     }
2035     tmp->stats.food += dam;
2036     if(tmp->stats.food > 10) tmp->stats.food = 10;
2037     }
2038    
2039     void paralyze_player(object *op, object *hitter, int dam)
2040     {
2041     float effect,max;
2042     /* object *tmp; */
2043    
2044     /* This is strange stuff... someone knows for what this is
2045     * written? Well, i think this can and should be removed
2046     */
2047    
2048     /*
2049     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2050     tmp=clone_arch(PARAIMAGE);
2051     tmp->x=op->x,tmp->y=op->y;
2052     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2053     }
2054     */
2055    
2056     /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2057     effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2058    
2059     if (effect==0) return;
2060    
2061     op->speed_left-=FABS(op->speed)*effect;
2062     /* tmp->stats.food+=(signed short) effect/op->speed; */
2063    
2064     /* max number of ticks to be affected for. */
2065     max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2066     if (op->speed_left< -(FABS(op->speed)*max))
2067     op->speed_left = (float) -(FABS(op->speed)*max);
2068    
2069     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2070     }
2071    
2072    
2073     /* Attempts to kill 'op'. hitter is the attack object, dam is
2074     * the computed damaged.
2075     */
2076     void deathstrike_player(object *op, object *hitter, int *dam)
2077     {
2078     /* The intention of a death attack is to kill outright things
2079     ** that are a lot weaker than the attacker, have a chance of killing
2080     ** things somewhat weaker than the caster, and no chance of
2081     ** killing something equal or stronger than the attacker.
2082     ** Also, if a deathstrike attack has a slaying, any monster
2083     ** whose name or race matches a comma-delimited list in the slaying
2084     ** field of the deathstriking object */
2085    
2086     int atk_lev, def_lev, kill_lev;
2087    
2088     if(hitter->slaying)
2089     if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2090     (op->race&&strstr(hitter->slaying,op->race)))) return;
2091    
2092     def_lev = op->level;
2093     if (def_lev < 1) {
2094     LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2095     op->arch->name, op->name);
2096     def_lev = 1;
2097     }
2098     atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2099     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2100     atk_lev, def_lev); */
2101    
2102     if(atk_lev >= def_lev ){
2103     kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2104    
2105     /* Note that the below effectively means the ratio of the atk vs
2106     * defener level is important - if level 52 character has very little
2107     * chance of killing a level 50 monster. This should probably be
2108     * redone.
2109     */
2110     if(kill_lev >= def_lev) {
2111     *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2112     /* I think this doesn't really do much. Because of
2113     * integer rounding, this only makes any difference if the
2114     * attack level is double the defender level.
2115     */
2116     *dam *= kill_lev / def_lev;
2117     }
2118     } else {
2119     *dam = 0; /* no harm done */
2120     }
2121     }
2122    
2123     /* thrown_item_effect() - handles any special effects of thrown
2124     * items (like attacking living creatures--a potion thrown at a
2125     * monster).
2126     */
2127     static void thrown_item_effect (object *hitter, object *victim)
2128     {
2129     if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2130     /* May not need a switch for just 2 types, but this makes it
2131     * easier for expansion.
2132     */
2133     switch (hitter->type) {
2134     case POTION:
2135     /* should player get a save throw instead of checking magic protection? */
2136     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2137     &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2138     break;
2139    
2140     case POISON: /* poison drinks */
2141     /* As with potions, should monster get a save? */
2142     if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2143     &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2144     break;
2145    
2146     /* Removed case statements that did nothing.
2147     * food may be poisonous, but monster must be willing to eat it,
2148     * so we don't handle it here.
2149     * Containers should perhaps break open, but that code was disabled.
2150     */
2151     }
2152     }
2153     }
2154    
2155     /* adj_attackroll() - adjustments to attacks by various conditions */
2156    
2157     int adj_attackroll (object *hitter, object *target) {
2158     object *attacker = hitter;
2159     int adjust=0;
2160    
2161     /* safety */
2162     if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2163     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2164     "map\n");
2165     return 0;
2166     }
2167    
2168     /* aimed missiles use the owning object's sight */
2169     if(is_aimed_missile(hitter)) {
2170     if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2171     /* A player who saves but hasn't quit still could have objects
2172     * owned by him - need to handle that case to avoid crashes.
2173     */
2174     if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2175     }
2176     else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2177     return 0;
2178    
2179     /* determine the condtions under which we make an attack.
2180     * Add more cases, as the need occurs. */
2181    
2182     if(!can_see_enemy(attacker,target)) {
2183     /* target is unseen */
2184     if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2185     adjust -= 10;
2186     /* dark map penalty for the hitter (lacks infravision if we got here). */
2187     else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2188     adjust -= target->map->darkness;
2189     }
2190    
2191     if(QUERY_FLAG(attacker,FLAG_SCARED))
2192     adjust -= 3;
2193    
2194     if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2195     adjust += 1;
2196    
2197     if(QUERY_FLAG(target,FLAG_SCARED))
2198     adjust += 1;
2199    
2200     if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2201     adjust -= 3;
2202    
2203     /* if we attack at a different 'altitude' its harder */
2204     if((attacker->move_type & target->move_type)==0)
2205     adjust -= 2;
2206    
2207     #if 0
2208     /* slower attacks are less likely to succeed. We should use a
2209     * comparison between attacker/target speeds BUT, players have
2210     * a generally faster speed, so this will wind up being a HUGE
2211     * disadantage for the monsters! Too bad, because missiles which
2212     * fly fast should have a better chance of hitting a slower target.
2213     */
2214     if(hitter->speed<target->speed)
2215     adjust += ((float) hitter->speed-target->speed);
2216     #endif
2217    
2218     #if 0
2219     LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2220     #endif
2221    
2222     return adjust;
2223     }
2224    
2225    
2226     /* determine if the object is an 'aimed' missile */
2227     int is_aimed_missile ( object *op) {
2228    
2229     /* I broke what used to be one big if into a few nested
2230     * ones so that figuring out the logic is at least possible.
2231     */
2232     if (op && (op->move_type & MOVE_FLYING)) {
2233     if (op->type==ARROW || op->type==THROWN_OBJ)
2234     return 1;
2235     else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2236     op->subtype == SP_EXPLOSION))
2237     return 1;
2238     }
2239     return 0;
2240     }
2241