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/cvs/deliantra/server/server/attack.c
Revision: 1.10
Committed: Fri Mar 31 17:33:40 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +1 -1 lines
Log Message:
allow hostile-hostile pking

File Contents

# Content
1 /*
2 * static char *rcsid_attack_c =
3 * "$Id$";
4 */
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 /* 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 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 if (dam < attack_mess[ATM_SUFFER][i].level
405 || attack_mess[ATM_SUFFER][i+1].level == -1) {
406 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 if (dam < attack_mess[ATM_DOOR][i].level
416 || attack_mess[ATM_DOOR][i+1].level == -1) {
417 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 if (dam < attack_mess[ATM_KARATE][i].level
428 || attack_mess[ATM_KARATE][i+1].level == -1) {
429 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 if (dam < attack_mess[ATM_CLAW][i].level
439 || attack_mess[ATM_CLAW][i+1].level == -1) {
440 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 if (dam < attack_mess[ATM_PUNCH][i].level
450 || attack_mess[ATM_PUNCH][i+1].level == -1) {
451 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 if (found) {
460 /* done */
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
462 sprintf(buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level
465 || attack_mess[ATM_ARROW][i+1].level == -1) {
466 sprintf(buf2, "%s", attack_mess[ATM_ARROW][i].buf3);
467 found++;
468 break;
469 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) {
471 /* 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 if (dam < attack_mess[ATM_DRAIN][i].level
475 || attack_mess[ATM_DRAIN][i+1].level == -1) {
476 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 found++;
480 break;
481 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
484 i++)
485 if (dam < attack_mess[ATM_ELEC][i].level
486 || attack_mess[ATM_ELEC][i+1].level == -1) {
487 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 found++;
491 break;
492 }
493 } else if (type & AT_COLD && IS_LIVE(op)) {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
495 i++)
496 if (dam < attack_mess[ATM_COLD][i].level
497 || attack_mess[ATM_COLD][i+1].level == -1) {
498 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 found++;
502 break;
503 }
504 } else if (type & AT_FIRE) {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
506 i++)
507 if (dam < attack_mess[ATM_FIRE][i].level
508 || attack_mess[ATM_FIRE][i+1].level == -1) {
509 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 found++;
513 break;
514 }
515 } else if (hitter->current_weapon != NULL) {
516 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 if (dam < attack_mess[mtype][i].level
532 || attack_mess[mtype][i+1].level == -1) {
533 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 found++;
537 break;
538 }
539 } else {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
541 i++)
542 if (dam < attack_mess[ATM_BASIC][i].level
543 || attack_mess[ATM_BASIC][i+1].level == -1) {
544 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 found++;
548 break;
549 }
550 }
551
552 if (!found) {
553 sprintf(buf1, "hit");
554 sprintf(buf2, "hits");
555 }
556
557 /* 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 = 400 + op->resist[ATNR_DRAIN] * 3;
1195 else
1196 rate = 400 * 100 / (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 #ifdef PROHIBIT_PLAYERKILL
1654 if (op->type == PLAYER) {
1655 object *owner = get_owner (hitter);
1656 if (!owner) owner = hitter;
1657 if (owner->type == PLAYER
1658 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1659 && op != owner) {
1660 return 0;
1661 }
1662 }
1663 #endif
1664
1665 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 maxdam = ((dam * settings.set_friendly_fire) / 100);
1779 #ifndef COZY_SERVER
1780 maxdam++;
1781 #endif
1782
1783 #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