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/cvs/deliantra/server/server/attack.c
Revision: 1.16
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.15: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, 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 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++;
548 break;
549 }
550 }
551
552 if (!found) {
553 strcpy (buf1, "hit");
554 strcpy (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 if(op->type==PLAYER &&
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
569 if(get_owner(hitter)!=NULL)
570 sprintf(buf,"%s's %s%s you.",
571 hitter->owner->name, hitter->name, buf2);
572 else {
573 sprintf(buf,"%s%s you.",hitter->name, buf2);
574 if (dam != 0) {
575 if (dam < 10)
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
577 else if (dam < 20)
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
579 else
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
581 }
582 }
583 new_draw_info(NDI_BLACK, 0,op,buf);
584 } /* end of player hitting player */
585
586 if(hitter->type==PLAYER) {
587 sprintf(buf,"You %s.",buf1);
588 if (dam != 0) {
589 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
591 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
593 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
595 }
596 new_draw_info(NDI_BLACK, 0, hitter, buf);
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
598 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT &&
600 (hitter->subtype == SP_EXPLOSION ||
601 hitter->subtype == SP_BULLET ||
602 hitter->subtype == SP_CONE)) {
603 i=4;
604 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y))
606 return;
607 next = get_map_ob(map, hitter->x, hitter->y);
608 if (next)
609 while(next) {
610 if (next->type == SPELL_EFFECT &&
611 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612 next->subtype == SP_CONE))
613 i*=3;
614 tmp = next;
615 next = tmp->above;
616 }
617 if (i < 0)
618 return;
619 if (rndm(0, i) != 0)
620 return;
621 } else if (rndm(0, 5) != 0)
622 return;
623 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
626 }
627 }
628
629
630 static int get_attack_mode (object **target, object **hitter,
631 int *simple_attack)
632 {
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1;
636 }
637 if ((*target)->head)
638 *target = (*target)->head;
639 if ((*hitter)->head)
640 *hitter = (*hitter)->head;
641 if ((*hitter)->env != NULL || (*target)->env != NULL) {
642 *simple_attack = 1;
643 return 0;
644 }
645 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
648 {
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
650 "target\n", (*hitter)->arch->name, (*hitter)->name);
651 return 1;
652 }
653 *simple_attack = 0;
654 return 0;
655 }
656
657 static int abort_attack (object *target, object *hitter, int simple_attack)
658 {
659 /* Check if target and hitter are still in a relation similar to the one
660 * determined by get_attack_mode(). Returns true if the relation has changed.
661 */
662 int new_mode;
663
664 if (hitter->env == target || target->env == hitter)
665 new_mode = 1;
666 else if (QUERY_FLAG (hitter, FLAG_REMOVED)
667 || QUERY_FLAG (target, FLAG_REMOVED)
668 || hitter->map == NULL || !on_same_map(hitter, target))
669 return 1;
670 else
671 new_mode = 0;
672 return new_mode != simple_attack;
673 }
674
675 static void thrown_item_effect (object *, object *);
676
677 static int attack_ob_simple (object *op, object *hitter, int base_dam,
678 int base_wc)
679 {
680 int simple_attack, roll, dam=0;
681 uint32 type;
682 const char *op_name = NULL;
683 tag_t op_tag, hitter_tag;
684
685 if (get_attack_mode (&op, &hitter, &simple_attack))
686 goto error;
687
688 /* Lauwenmark: Handle for plugin attack event */
689 execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
690
691 /* Lauwenmark: This is used to handle script_weapons with weapons.
692 * Only used for players.
693 */
694 if (hitter->type==PLAYER)
695 {
696 if (hitter->current_weapon != NULL)
697 {
698 /* Lauwenmark: Handle for plugin attack event */
699 execute_event(hitter, EVENT_ATTACK,hitter->current_weapon,
700 op,NULL,SCRIPT_FIX_ALL);
701 }
702 }
703 op_tag = op->count;
704 hitter_tag = hitter->count;
705
706 /*
707 * A little check to make it more difficult to dance forward and back
708 * to avoid ever being hit by monsters.
709 */
710 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
711 && op->speed_left > -(FABS(op->speed))*0.3)
712 {
713 /* Decrease speed BEFORE calling process_object. Otherwise, an
714 * infinite loop occurs, with process_object calling move_monster,
715 * which then gets here again. By decreasing the speed before
716 * we call process_object, the 'if' statement above will fail.
717 */
718 op->speed_left--;
719 process_object(op);
720 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
721 || abort_attack (op, hitter, simple_attack))
722 goto error;
723 }
724
725 add_refcount(op_name = op->name);
726
727 roll=random_roll(1, 20, hitter, PREFER_HIGH);
728
729 /* Adjust roll for various situations. */
730 if ( ! simple_attack)
731 roll += adj_attackroll(hitter,op);
732
733 /* See if we hit the creature */
734 if(roll==20 || op->stats.ac>=base_wc-roll) {
735 int hitdam = base_dam;
736 if (settings.casting_time == TRUE) {
737 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
738 hitter->casting_time = -1;
739 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
740 "your spell!");
741 }
742 if ((op->casting_time > -1)&&(hitdam > 0)){
743 op->casting_time = -1;
744 if (op->type == PLAYER) {
745 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
746 "your spell!");
747 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
748 "%s was hit by %s and lost a spell.",
749 op_name,hitter->name);
750 }
751 }
752 }
753 if ( ! simple_attack)
754 {
755 /* If you hit something, the victim should *always* wake up.
756 * Before, invisible hitters could avoid doing this.
757 * -b.t. */
758 if (QUERY_FLAG (op, FLAG_SLEEP))
759 CLEAR_FLAG(op,FLAG_SLEEP);
760
761 /* If the victim can't see the attacker, it may alert others
762 * for help. */
763 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
764 && ! get_owner (op) && rndm(0, op->stats.Int))
765 npc_call_help (op);
766
767 /* if you were hidden and hit by a creature, you are discovered*/
768 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
769 make_visible (op);
770 if (op->type == PLAYER)
771 new_draw_info (NDI_UNIQUE, 0, op,
772 "You were hit by a wild attack. "
773 "You are no longer hidden!");
774 }
775
776 /* thrown items (hitter) will have various effects
777 * when they hit the victim. For things like thrown daggers,
778 * this sets 'hitter' to the actual dagger, and not the
779 * wrapper object.
780 */
781 thrown_item_effect (hitter, op);
782 if (was_destroyed (hitter, hitter_tag)
783 || was_destroyed (op, op_tag)
784 || abort_attack (op, hitter, simple_attack))
785 goto leave;
786 }
787
788 /* Need to do at least 1 damage, otherwise there is no point
789 * to go further and it will cause FPE's below.
790 */
791 if (hitdam<=0) hitdam=1;
792
793 type=hitter->attacktype;
794 if(!type) type=AT_PHYSICAL;
795 /* Handle monsters that hit back */
796 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
797 && QUERY_FLAG (hitter, FLAG_ALIVE))
798 {
799 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
800 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
801 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
802 PREFER_LOW),op, op->attacktype, 1);
803 if (was_destroyed (op, op_tag)
804 || was_destroyed (hitter, hitter_tag)
805 || abort_attack (op, hitter, simple_attack))
806 goto leave;
807 }
808
809 /* In the new attack code, it should handle multiple attack
810 * types in its area, so remove it from here.
811 */
812 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
813 hitter, type, 1);
814 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
815 || abort_attack (op, hitter, simple_attack))
816 goto leave;
817 } /* end of if hitter hit op */
818 /* if we missed, dam=0 */
819
820 /*attack_message(dam, type, op, hitter);*/
821
822 goto leave;
823
824 error:
825 dam = 1;
826 goto leave;
827
828 leave:
829 if (op_name)
830 free_string (op_name);
831
832 return dam;
833 }
834
835 int attack_ob (object *op, object *hitter)
836 {
837
838 if (hitter->head)
839 hitter = hitter->head;
840 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
841 }
842
843 /* op is the arrow, tmp is what is stopping the arrow.
844 *
845 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
846 */
847 static int stick_arrow (object *op, object *tmp)
848 {
849 /* If the missile hit a player, we insert it in their inventory.
850 * However, if the missile is heavy, we don't do so (assume it falls
851 * to the ground after a hit). What a good value for this is up to
852 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
853 * stick around.
854 */
855 if (op->weight <= 5000 && tmp->stats.hp >= 0) {
856 if(tmp->head != NULL)
857 tmp = tmp->head;
858 remove_ob (op);
859 op = insert_ob_in_ob(op,tmp);
860 if (tmp->type== PLAYER)
861 esrv_send_item (tmp, op);
862 return 1;
863 } else
864 return 0;
865 }
866
867 /* hit_with_arrow() disassembles the missile, attacks the victim and
868 * reassembles the missile.
869 *
870 * It returns a pointer to the reassembled missile, or NULL if the missile
871 * isn't available anymore.
872 */
873 object *hit_with_arrow (object *op, object *victim)
874 {
875 object *container, *hitter;
876 int hit_something = 0;
877 tag_t victim_tag, hitter_tag;
878 sint16 victim_x, victim_y;
879
880 /* Disassemble missile */
881 if (op->inv) {
882 container = op;
883 hitter = op->inv;
884 remove_ob (hitter);
885 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
886 /* Note that we now have an empty THROWN_OBJ on the map. Code that
887 * might be called until this THROWN_OBJ is either reassembled or
888 * removed at the end of this function must be able to deal with empty
889 * THROWN_OBJs. */
890 } else {
891 container = NULL;
892 hitter = op;
893 }
894
895 /* Try to hit victim */
896 victim_x = victim->x;
897 victim_y = victim->y;
898 victim_tag = victim->count;
899 hitter_tag = hitter->count;
900 /* Lauwenmark: Handling plugin attack event for thrown items */
901 if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
902 hit_something = attack_ob_simple (victim, hitter, op->stats.dam,
903 op->stats.wc);
904
905 /* Arrow attacks door, rune of summoning is triggered, demon is put on
906 * arrow, move_apply() calls this function, arrow sticks in demon,
907 * attack_ob_simple() returns, and we've got an arrow that still exists
908 * but is no longer on the map. Ugh. (Beware: Such things can happen at
909 * other places as well!)
910 */
911 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
912 if (container) {
913 remove_ob (container);
914 free_object (container);
915 }
916 return NULL;
917 }
918
919 /* Missile hit victim */
920 /* if the speed is > 10, then this is a fast moving arrow, we go straight
921 * through the target
922 */
923 if (hit_something && op->speed <= 10.0)
924 {
925 /* Stop arrow */
926 if (container == NULL) {
927 hitter = fix_stopped_arrow (hitter);
928 if (hitter == NULL)
929 return NULL;
930 } else {
931 remove_ob (container);
932 free_object (container);
933 }
934
935 /* Try to stick arrow into victim */
936 if ( ! was_destroyed (victim, victim_tag)
937 && stick_arrow (hitter, victim))
938 return NULL;
939
940 /* Else try to put arrow on victim's map square
941 * remove check for P_WALL here. If the arrow got to this
942 * space, that is good enough - with the new movement code,
943 * there is now the potential for lots of spaces where something
944 * can fly over but not otherwise move over. What is the correct
945 * way to handle those otherwise?
946 */
947 if (victim_x != hitter->x || victim_y != hitter->y) {
948 remove_ob (hitter);
949 hitter->x = victim_x;
950 hitter->y = victim_y;
951 insert_ob_in_map (hitter, victim->map, hitter,0);
952 } else {
953 /* Else leave arrow where it is */
954 merge_ob (hitter, NULL);
955 }
956 return NULL;
957 }
958
959 if (hit_something && op->speed >= 10.0)
960 op->speed -= 1.0;
961
962 /* Missile missed victim - reassemble missile */
963 if (container) {
964 remove_ob (hitter);
965 insert_ob_in_ob (hitter, container);
966 }
967 return op;
968 }
969
970
971 void tear_down_wall(object *op)
972 {
973 int perc=0;
974
975 if (!op->stats.maxhp) {
976 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
977 perc = 1;
978 } else if(!GET_ANIM_ID(op)) {
979 /* Object has been called - no animations, so remove it */
980 if(op->stats.hp<0) {
981 remove_ob(op); /* Should update LOS */
982 free_object(op);
983 /* Don't know why this is here - remove_ob should do it for us */
984 /*update_position(m, x, y);*/
985 }
986 return; /* no animations, so nothing more to do */
987 }
988 perc = NUM_ANIMATIONS(op)
989 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
990 if (perc >= (int) NUM_ANIMATIONS(op))
991 perc = NUM_ANIMATIONS(op)-1;
992 else if (perc < 1)
993 perc = 1;
994 SET_ANIMATION(op, perc);
995 update_object(op,UP_OBJ_FACE);
996 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
997 if(op->face==blank_face) {
998 /* If the last face is blank, remove the ob */
999 remove_ob(op); /* Should update LOS */
1000 free_object(op);
1001
1002 /* remove_ob should call update_position for us */
1003 /*update_position(m, x, y);*/
1004
1005 } else { /* The last face was not blank, leave an image */
1006 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
1007 update_all_los(op->map, op->x, op->y);
1008 op->move_block = 0;
1009 CLEAR_FLAG(op, FLAG_ALIVE);
1010 }
1011 }
1012 }
1013
1014 void scare_creature(object *target, object *hitter)
1015 {
1016 object *owner = get_owner(hitter);
1017
1018 if (!owner) owner=hitter;
1019
1020 SET_FLAG(target, FLAG_SCARED);
1021 if (!target->enemy) target->enemy=owner;
1022 }
1023
1024
1025 /* This returns the amount of damage hitter does to op with the
1026 * appropriate attacktype. Only 1 attacktype should be set at a time.
1027 * This doesn't damage the player, but returns how much it should
1028 * take. However, it will do other effects (paralyzation, slow, etc.)
1029 * Note - changed for PR code - we now pass the attack number and not
1030 * the attacktype. Makes it easier for the PR code. */
1031
1032 int hit_player_attacktype(object *op, object *hitter, int dam,
1033 uint32 attacknum, int magic) {
1034
1035 int doesnt_slay = 1;
1036
1037 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1038 if (attacknum >= NROFATTACKS) {
1039 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1040 return 0;
1041 }
1042
1043 if (dam < 0) {
1044 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1045 return 0;
1046 }
1047
1048 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1049 * people can't mess with that or it otherwise get confused. */
1050 if (attacknum == ATNR_INTERNAL) return dam;
1051
1052 if (hitter->slaying) {
1053 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1054 (op->arch && (op->arch->name != NULL) &&
1055 strstr(op->arch->name, hitter->slaying))
1056 ){
1057 doesnt_slay = 0;
1058 dam *= 3;
1059 }
1060 }
1061
1062 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1063 if (op->resist[attacknum]) {
1064 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1065 * in case 0>dam>1, we try to "simulate" a float value-effect */
1066 dam *= (100-op->resist[attacknum]);
1067 if (dam >= 100) dam /= 100;
1068 else
1069 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1070 }
1071
1072 /* Special hack. By default, if immune to something, you
1073 * shouldn't need to worry. However, acid is an exception, since
1074 * it can still damage your items. Only include attacktypes if
1075 * special processing is needed */
1076
1077 if ((op->resist[attacknum] >= 100) &&
1078 doesnt_slay && (attacknum != ATNR_ACID))
1079 return 0;
1080
1081 /* Keep this in order - makes things easier to find */
1082
1083 switch(attacknum) {
1084 case ATNR_PHYSICAL:
1085 /* here also check for diseases */
1086 check_physically_infect(op, hitter);
1087 break;
1088
1089 /* Don't need to do anything for:
1090 magic,
1091 fire,
1092 electricity,
1093 cold */
1094
1095 case ATNR_CONFUSION:
1096 case ATNR_POISON:
1097 case ATNR_SLOW:
1098 case ATNR_PARALYZE:
1099 case ATNR_FEAR:
1100 case ATNR_CANCELLATION:
1101 case ATNR_DEPLETE:
1102 case ATNR_BLIND:
1103 {
1104 /* chance for inflicting a special attack depends on the
1105 * difference between attacker's and defender's level
1106 */
1107 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1108
1109 /* First, only creatures/players with speed can be affected.
1110 * Second, just getting hit doesn't mean it always affects
1111 * you. Third, you still get a saving through against the
1112 * effect.
1113 */
1114 if (op->speed &&
1115 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1116 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1117 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1118
1119 /* Player has been hit by something */
1120 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1121 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1122 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1123 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1124 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1125 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1126 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1127 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1128 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1129 }
1130 dam = 0; /* These are all effects and don't do real damage */
1131 }
1132 break;
1133 case ATNR_ACID:
1134 {
1135 int flag=0;
1136
1137 /* Items only get corroded if you're not on a battleground and
1138 * if your acid resistance is below 50%. */
1139 if (!op_on_battleground(op, NULL, NULL) &&
1140 (op->resist[ATNR_ACID] < 50))
1141 {
1142 object *tmp;
1143 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1144 if(tmp->invisible)
1145 continue;
1146 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1147 (tmp->resist[ATNR_ACID] >= 10))
1148 /* >= 10% acid res. on itmes will protect these */
1149 continue;
1150 if(!(tmp->material & M_IRON))
1151 continue;
1152 if(tmp->magic < -4) /* Let's stop at -5 */
1153 continue;
1154 if(tmp->type==RING ||
1155 /* removed boots and gloves from exclusion list in
1156 PR */
1157 tmp->type==GIRDLE ||
1158 tmp->type==AMULET ||
1159 tmp->type==WAND ||
1160 tmp->type==ROD ||
1161 tmp->type==HORN)
1162 continue; /* To avoid some strange effects */
1163
1164 /* High damage acid has better chance of corroding
1165 objects */
1166 if(rndm(0, dam+4) >
1167 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1168 if(op->type == PLAYER)
1169 /* Make this more visible */
1170 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1171 "The %s's acid corrodes your %s!",
1172 query_name(hitter), query_name(tmp));
1173 flag = 1;
1174 tmp->magic--;
1175 if(op->type == PLAYER)
1176 esrv_send_item(op, tmp);
1177 }
1178 }
1179 if(flag)
1180 fix_player(op); /* Something was corroded */
1181 }
1182 }
1183 break;
1184 case ATNR_DRAIN:
1185 {
1186 /* rate is the proportion of exp drained. High rate means
1187 * not much is drained, low rate means a lot is drained.
1188 */
1189 int rate;
1190
1191 if(op->resist[ATNR_DRAIN] >= 0)
1192 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1193 else
1194 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1195
1196 if(op->stats.exp <= rate) {
1197 if(op->type == GOLEM)
1198 dam = 999; /* Its force is "sucked" away. 8) */
1199 else
1200 /* If we can't drain, lets try to do physical damage */
1201 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1202 } else {
1203 /* Randomly give the hitter some hp */
1204 if(hitter->stats.hp<hitter->stats.maxhp &&
1205 (op->level > hitter->level) &&
1206 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1207 hitter->stats.hp++;
1208
1209 /* Can't do drains on battleground spaces.
1210 * Move the wiz check up here - before, the hitter wouldn't gain exp
1211 * exp, but the wiz would still lose exp! If drainee is a wiz,
1212 * nothing happens.
1213 * Try to credit the owner. We try to display player -> player drain
1214 * attacks, hence all the != PLAYER checks.
1215 */
1216 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1217 object *owner = get_owner(hitter);
1218
1219 if (owner && owner != hitter) {
1220 if (op->type != PLAYER || owner->type != PLAYER)
1221 change_exp(owner, op->stats.exp/(rate*2),
1222 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1223 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1224 change_exp(hitter, op->stats.exp/(rate*2),
1225 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1226 }
1227 change_exp(op,-op->stats.exp/rate, NULL, 0);
1228 }
1229 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1230 * drain attack, you won't know that you are actually sucking out EXP,
1231 * as the messages will say you missed
1232 */
1233 }
1234 }
1235 break;
1236 case ATNR_TURN_UNDEAD:
1237 {
1238 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1239 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1240 object *god = find_god (determine_god (owner));
1241 int div = 1;
1242
1243 /* if undead are not an enemy of your god, you turn them
1244 * at half strength */
1245 if (! god || ! god->slaying ||
1246 strstr (god->slaying, undead_name) == NULL)
1247 div = 2;
1248 /* Give a bonus if you resist turn undead */
1249 if (op->level * div <
1250 (turn_bonus[owner->stats.Wis]+owner->level +
1251 (op->resist[ATNR_TURN_UNDEAD]/100)))
1252 scare_creature(op, owner);
1253 }
1254 else
1255 dam = 0; /* don't damage non undead - should we damage
1256 undead? */
1257 } break;
1258 case ATNR_DEATH:
1259 deathstrike_player(op, hitter, &dam);
1260 break;
1261 case ATNR_CHAOS:
1262 LOG(llevError,
1263 "%s was hit by %s with non-specific chaos.\n",
1264 query_name(op),
1265 query_name(hitter));
1266 dam = 0;
1267 break;
1268 case ATNR_COUNTERSPELL:
1269 LOG(llevError,
1270 "%s was hit by %s with counterspell attack.\n",
1271 query_name(op),
1272 query_name(hitter));
1273 dam = 0;
1274 /* This should never happen. Counterspell is handled
1275 * seperately and filtered out. If this does happen,
1276 * Counterspell has no effect on anything but spells, so it
1277 * does no damage. */
1278 break;
1279 case ATNR_HOLYWORD:
1280 {
1281 /* This has already been handled by hit_player,
1282 * no need to check twice -- DAMN */
1283
1284 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1285
1286 /* As with turn undead above, give a bonus on the saving throw */
1287 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1288 owner->level+turn_bonus[owner->stats.Wis])
1289 scare_creature(op, owner);
1290 } break;
1291 case ATNR_LIFE_STEALING:
1292 {
1293 int new_hp;
1294 /* this is replacement to drain for players, instead of taking
1295 * exp it takes hp. It is geared for players, probably not
1296 * much use giving it to monsters
1297 *
1298 * life stealing doesn't do a lot of damage, but it gives the
1299 * damage it does do to the player. Given that,
1300 * it only does 1/10'th normal damage (hence the divide by
1301 * 1000).
1302 */
1303 /* You can't steal life from something undead */
1304 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1305 /* If drain protection is higher than life stealing, use that */
1306 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1307 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1308 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1309 /* You die at -1 hp, not zero. */
1310 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1311 new_hp = hitter->stats.hp + dam;
1312 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1313 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1314 }
1315 }
1316 return dam;
1317 }
1318
1319
1320 /* GROS: This code comes from hit_player. It has been made external to
1321 * allow script procedures to "kill" objects in a combat-like fashion.
1322 * It was initially used by (kill-object) developed for the Collector's
1323 * Sword. Note that nothing has been changed from the original version
1324 * of the following code.
1325 * op is what is being killed.
1326 * dam is the damage done to it.
1327 * hitter is what is hitting it.
1328 * type is the attacktype.
1329 *
1330 * This function was a bit of a mess with hitter getting changed,
1331 * values being stored away but not used, etc. I've cleaned it up
1332 * a bit - I think it should be functionally equivalant.
1333 * MSW 2002-07-17
1334 */
1335 int kill_object(object *op,int dam, object *hitter, int type)
1336 {
1337 char buf[MAX_BUF];
1338 const char *skill;
1339 int maxdam=0;
1340 int battleg=0; /* true if op standing on battleground */
1341 int pk=0; /* true if op and what controls hitter are both players*/
1342 object *owner=NULL;
1343 object *skop=NULL;
1344
1345 if (op->stats.hp>=0)
1346 return -1;
1347
1348 /* Lauwenmark: Handle for plugin death event */
1349 if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1350 return 0;
1351 /* Lauwenmark: Handle for the global kill event */
1352 execute_global_event(EVENT_GKILL, op, hitter);
1353
1354 /* maxdam needs to be the amount of damage it took to kill
1355 * this creature. The function(s) that call us have already
1356 * adjusted the creatures HP total, so that is negative.
1357 */
1358 maxdam = dam + op->stats.hp + 1;
1359
1360 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1361 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1362
1363 if(op->type==DOOR) {
1364 op->speed = 0.1;
1365 update_ob_speed(op);
1366 op->speed_left= -0.05;
1367 return maxdam;
1368 }
1369 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1370 remove_friendly_object(op);
1371 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1372 op->owner->contr->ranges[range_golem] == op) {
1373 op->owner->contr->ranges[range_golem]=NULL;
1374 op->owner->contr->golem_count=0;
1375 }
1376
1377 remove_ob(op);
1378 free_object(op);
1379 return maxdam;
1380 }
1381
1382 /* Now lets start dealing with experience we get for killing something */
1383
1384 owner=get_owner(hitter);
1385 if(owner==NULL)
1386 owner=hitter;
1387
1388 /* is the victim (op) standing on battleground? */
1389 if (op_on_battleground(op, NULL, NULL)) battleg=1;
1390
1391 /* is this player killing?*/
1392 if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1393
1394 /* Player killed something */
1395 if(owner->type==PLAYER) {
1396 Log_Kill(owner->name,
1397 query_name(op),op->type,
1398 (owner!=hitter) ? query_name(hitter) : NULL,
1399 (owner!=hitter) ? hitter->type : 0);
1400
1401 /* Log players killing other players - makes it easier to detect
1402 * and filter out malicious player killers - that is why the
1403 * ip address is included.
1404 */
1405 if (op->type == PLAYER && !battleg) {
1406 time_t t=time(NULL);
1407 struct tm *tmv;
1408 char buf[256];
1409
1410 tmv = localtime(&t);
1411 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1412
1413 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1414 buf, owner->name, owner->contr->socket.host, query_name(op));
1415 }
1416
1417 /* try to filter some things out - basically, if you are
1418 * killing a level 1 creature and your level 20, you
1419 * probably don't want to see that.
1420 */
1421 if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1422 if(owner!=hitter) {
1423 new_draw_info_format(NDI_BLACK, 0, owner,
1424 "You killed %s with %s.",query_name(op),
1425 query_name(hitter));
1426 }
1427 else {
1428 new_draw_info_format(NDI_BLACK, 0, owner,
1429 "You killed %s.",query_name(op));
1430 }
1431 /* Only play sounds for melee kills */
1432 if (hitter->type == PLAYER)
1433 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1434 }
1435
1436 /* If a player kills another player, not on
1437 * battleground, the "killer" looses 1 luck. Since this is
1438 * not reversible, it's actually quite a pain IMHO. -AV
1439 * Fix bug in that we were changing the luck of the hitter, not
1440 * player that the object belonged to - so if you killed another player
1441 * with spells, pets, whatever, there was no penalty.
1442 * Changed to make luck penalty configurable in settings.
1443 */
1444 if(op->type == PLAYER && owner != op && !battleg)
1445 change_luck(owner, -settings.pk_luck_penalty);
1446
1447 /* This code below deals with finding the appropriate skill
1448 * to credit exp to. This is a bit problematic - we should
1449 * probably never really have to look at current_weapon->skill
1450 */
1451 skill = NULL;
1452 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1453 else if (owner->chosen_skill) {
1454 skill = owner->chosen_skill->skill;
1455 skop = owner->chosen_skill;
1456 }
1457 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1458 else
1459 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1460
1461 /* We have the skill we want to credit to - now find the object this goes
1462 * to. Make sure skop is an actual skill, and not a skill tool!
1463 */
1464 if ((!skop || skop->type != SKILL) && skill) {
1465 int i;
1466
1467 for (i=0; i<NUM_SKILLS; i++)
1468 if (owner->contr->last_skill_ob[i] &&
1469 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1470 skop = owner->contr->last_skill_ob[i];
1471 break;
1472 }
1473 }
1474 } /* Was it a player that hit somethign */
1475 else {
1476 skill = NULL;
1477 }
1478
1479 /* Pet (or spell) killed something. */
1480 if(owner != hitter ) {
1481 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1482 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1483 }
1484 else {
1485 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1486 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1487 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1488 }
1489 /* These may have been set in the player code section above */
1490 if (!skop) skop = hitter->chosen_skill;
1491 if (!skill && skop) skill=skop->skill;
1492
1493 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1494
1495
1496 /* If you didn't kill yourself, and your not the wizard */
1497 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1498 int exp;
1499
1500 /* Really don't give much experience for killing other players */
1501 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1502 if (op->type==PLAYER) {
1503 if (battleg) {
1504 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1505 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1506 }
1507 else
1508 exp = op->stats.exp / 1000;
1509 }
1510 else
1511 exp = calc_skill_exp(owner, op, skop);
1512
1513 /* if op is standing on "battleground" (arena), no way to gain
1514 * exp by killing him
1515 */
1516 if (battleg) exp = 0;
1517
1518 /* Don't know why this is set this way - doesn't make
1519 * sense to just divide everything by two for no reason.
1520 */
1521
1522 if (!settings.simple_exp)
1523 exp=exp/2;
1524
1525 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1526 change_exp(owner,exp, skill, 0);
1527 }
1528 else {
1529 int shares=0,count=0;
1530
1531 player *pl;
1532
1533 partylist *party=owner->contr->party;
1534 #ifdef PARTY_KILL_LOG
1535 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1536 #endif
1537 for(pl=first_player;pl!=NULL;pl=pl->next) {
1538 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1539 count++;
1540 shares+=(pl->ob->level+4);
1541 }
1542 }
1543 if(count==1 || shares>exp)
1544 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1545 else {
1546 int share=exp/shares,given=0,nexp;
1547 for(pl=first_player;pl!=NULL;pl=pl->next) {
1548 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1549 nexp=(pl->ob->level+4)*share;
1550 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1551 given+=nexp;
1552 }
1553 }
1554 exp-=given;
1555 /* give any remainder to the player */
1556 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1557 }
1558 } /* else part of a party */
1559
1560 } /* end if person didn't kill himself */
1561
1562 if(op->type!=PLAYER) {
1563 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1564 object *owner1 = get_owner(op);
1565
1566 if(owner1!= NULL && owner1->type == PLAYER) {
1567 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1568 /* Maybe we should include the owner that killed this, maybe not */
1569 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1570 op->name,hitter->name);
1571 }
1572 remove_friendly_object(op);
1573 }
1574 remove_ob(op);
1575 free_object(op);
1576 }
1577 /* Player has been killed! */
1578 else {
1579 if(owner->type==PLAYER) {
1580 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1581 }
1582 else {
1583 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1584 op->contr->killer[BIG_NAME-1]='\0';
1585 }
1586 }
1587 /* This was return -1 - that doesn't seem correct - if we return -1, process
1588 * continues in the calling function.
1589 */
1590 return maxdam;
1591 }
1592
1593 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1594 * Returns 0 this is not friendly fire
1595 */
1596
1597 int friendly_fire(object *op, object *hitter){
1598 object *owner;
1599 int friendlyfire;
1600
1601 if (hitter->head) hitter=hitter->head;
1602
1603 friendlyfire = 0;
1604
1605 if(op->type == PLAYER) {
1606 if (op_on_battleground (hitter, 0, 0))
1607 return 0;
1608
1609 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1610 return 1;
1611
1612 if((owner = get_owner(hitter))!=NULL) {
1613 if(owner->type == PLAYER && owner->contr->peaceful == 1)
1614 friendlyfire = 2;
1615 }
1616
1617 if (hitter->type == SPELL || hitter->type == POISONING ||
1618 hitter->type == DISEASE || hitter->type == RUNE)
1619 friendlyfire = 0;
1620 }
1621 return friendlyfire;
1622 }
1623
1624
1625 /* This isn't used just for players, but in fact most objects.
1626 * op is the object to be hit, dam is the amount of damage, hitter
1627 * is what is hitting the object, type is the attacktype, and
1628 * full_hit is set if monster area does not matter.
1629 * dam is base damage - protections/vulnerabilities/slaying matches can
1630 * modify it.
1631 */
1632
1633 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1634 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1635
1636 int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1637 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1638 int maxattacktype, attacknum;
1639 int body_attack = op && op->head; /* Did we hit op's head? */
1640 int simple_attack;
1641 tag_t op_tag, hitter_tag;
1642 int rtn_kill = 0;
1643 int friendlyfire;
1644
1645 if (get_attack_mode (&op, &hitter, &simple_attack))
1646 return 0;
1647
1648 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1649 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1650 return 0;
1651
1652 #ifdef PROHIBIT_PLAYERKILL
1653 if (op->type == PLAYER) {
1654 object *owner = get_owner (hitter);
1655 if (!owner) owner = hitter;
1656 if (owner->type == PLAYER
1657 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1658 && op != owner) {
1659 return 0;
1660 }
1661 }
1662 #endif
1663
1664 op_tag = op->count;
1665 hitter_tag = hitter->count;
1666
1667 if (body_attack) {
1668 /* slow and paralyze must hit the head. But we don't want to just
1669 * return - we still need to process other attacks the spell still
1670 * might have. So just remove the paralyze and slow attacktypes,
1671 * and keep on processing if we have other attacktypes.
1672 * return if only magic or nothing is left - under normal code
1673 * we don't attack with pure magic if there is another attacktype.
1674 * Only do processing if the initial attacktype includes one of those
1675 * attack so we don't cancel out things like magic bullet.
1676 */
1677 if (type & (AT_PARALYZE | AT_SLOW)) {
1678 type &= ~(AT_PARALYZE | AT_SLOW);
1679 if (!type || type==AT_MAGIC) return 0;
1680 }
1681 }
1682
1683 if ( ! simple_attack && op->type == DOOR) {
1684 object *tmp;
1685 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1686 if (tmp->type == RUNE || tmp->type == TRAP) {
1687 spring_trap (tmp, hitter);
1688 if (was_destroyed (hitter, hitter_tag)
1689 || was_destroyed (op, op_tag)
1690 || abort_attack (op, hitter, simple_attack))
1691 return 0;
1692 break;
1693 }
1694 }
1695
1696 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1697 /* FIXME: If a player is killed by a rune in a door, the
1698 * was_destroyed() check above doesn't return, and might get here.
1699 */
1700 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1701 "hit_player()\n", op->arch->name, op->name);
1702 return 0;
1703 }
1704
1705 #ifdef ATTACK_DEBUG
1706 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1707 #endif
1708
1709 if (magic) {
1710 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1711 * in case 0>dam>1, we try to "simulate" a float value-effect */
1712 dam = dam*(100-op->resist[ATNR_MAGIC]);
1713 if (dam >= 100)
1714 dam /= 100;
1715 else
1716 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1717 }
1718
1719 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1720 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1721 */
1722 if(type & AT_CHAOS){
1723 shuffle_attack(op,0); /*0 flag tells it to not change the face */
1724 update_object(op,UP_OBJ_FACE);
1725 type &= ~AT_CHAOS;
1726 }
1727
1728 /* Holyword is really an attacktype modifier (like magic is). If
1729 * holyword is part of an attacktype, then make sure the creature is
1730 * a proper match, otherwise no damage.
1731 */
1732 if (type & AT_HOLYWORD) {
1733 object *god;
1734 if ((!hitter->slaying ||
1735 (!(op->race && strstr(hitter->slaying,op->race)) &&
1736 !(op->name && strstr(hitter->slaying,op->name)))) &&
1737 (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1738 (hitter->title != NULL
1739 && (god = find_god(determine_god(hitter))) != NULL
1740 && god->race != NULL
1741 && strstr(god->race,undead_name) != NULL)))
1742 return 0;
1743 }
1744
1745 maxattacktype = type; /* initialize this to something */
1746 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1747 /* Magic isn't really a true attack type - it gets combined with other
1748 * attack types. As such, skip it over. However, if magic is
1749 * the only attacktype in the group, then still attack with it
1750 */
1751 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1752
1753 /* Go through and hit the player with each attacktype, one by one.
1754 * hit_player_attacktype only figures out the damage, doesn't inflict
1755 * it. It will do the appropriate action for attacktypes with
1756 * effects (slow, paralization, etc.
1757 */
1758 if (type & attacktype) {
1759 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1760 /* the >= causes us to prefer messages from special attacks, if
1761 * the damage is equal.
1762 */
1763 if (ndam >= maxdam) {
1764 maxdam = ndam;
1765 maxattacktype = 1<<attacknum;
1766 }
1767 }
1768 }
1769
1770 /* if this is friendly fire then do a set % of damage only
1771 * Note - put a check in to make sure this attack is actually
1772 * doing damage - otherwise, the +1 in the code below will make
1773 * an attack do damage before when it otherwise didn't
1774 */
1775 friendlyfire = friendly_fire(op, hitter);
1776 if (friendlyfire && maxdam){
1777 maxdam = ((dam * settings.set_friendly_fire) / 100);
1778 #ifndef COZY_SERVER
1779 maxdam++;
1780 #endif
1781
1782 #ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1784 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1785 #endif
1786 }
1787
1788 if (!full_hit) {
1789 archetype *at;
1790 int area;
1791 int remainder;
1792
1793 area = 0;
1794 for(at = op->arch; at != NULL; at = at->more)
1795 area++;
1796 assert(area > 0);
1797
1798 /* basically: maxdam /= area; we try to "simulate" a float
1799 value-effect */
1800 remainder = 100*(maxdam%area)/area;
1801 maxdam /= area;
1802 if (RANDOM()%100 < remainder)
1803 maxdam++;
1804 }
1805
1806 #ifdef ATTACK_DEBUG
1807 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1808 #endif
1809
1810 if(get_owner(hitter))
1811 op->enemy=hitter->owner;
1812 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1813 op->enemy=hitter;
1814
1815 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1816 /* The unaggressives look after themselves 8) */
1817 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1818 npc_call_help(op);
1819 }
1820
1821 if (magic && did_make_save(op, op->level, 0))
1822 maxdam=maxdam/2;
1823
1824 attack_message(maxdam, maxattacktype, op, hitter);
1825
1826 op->stats.hp-=maxdam;
1827
1828 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1829 if ((op->stats.hp>=0) &&
1830 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1831 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1832 (float)op->stats.maxhp)) {
1833
1834 if (QUERY_FLAG(op, FLAG_MONSTER))
1835 SET_FLAG(op, FLAG_RUN_AWAY);
1836 else
1837 scare_creature(op, hitter);
1838 }
1839
1840 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1841 if (maxdam)
1842 tear_down_wall(op);
1843 return maxdam; /* nothing more to do for wall */
1844 }
1845
1846 /* See if the creature has been killed */
1847 rtn_kill = kill_object(op, maxdam, hitter, type);
1848 if (rtn_kill != -1)
1849 return rtn_kill;
1850
1851
1852 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1853 * that before if the player was immune to ghosthit, the monster
1854 * remained - that is no longer the case.
1855 */
1856 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1857 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1858 remove_friendly_object(hitter);
1859 remove_ob(hitter);
1860 free_object(hitter);
1861 }
1862 /* Lets handle creatures that are splitting now */
1863 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1864 int i;
1865 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1866 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1867 object *owner = get_owner(op);
1868
1869 if(!op->other_arch) {
1870 LOG(llevError,"SPLITTING without other_arch error.\n");
1871 return maxdam;
1872 }
1873 remove_ob(op);
1874 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1875 object *tmp=arch_to_object(op->other_arch);
1876 int j;
1877
1878 tmp->stats.hp=op->stats.hp;
1879 if (friendly) {
1880 SET_FLAG(tmp, FLAG_FRIENDLY);
1881 add_friendly_object(tmp);
1882 tmp->attack_movement = PETMOVE;
1883 if (owner!=NULL)
1884 set_owner(tmp,owner);
1885 }
1886 if (unaggressive)
1887 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1888 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1889 if (j==-1) /* No spot to put this monster */
1890 free_object(tmp);
1891 else {
1892 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1893 insert_ob_in_map(tmp,op->map,NULL,0);
1894 }
1895 }
1896 if(friendly)
1897 remove_friendly_object(op);
1898 free_object(op);
1899 }
1900 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1901 remove_ob(hitter);
1902 free_object(hitter);
1903 }
1904 return maxdam;
1905 }
1906
1907
1908 void poison_player(object *op, object *hitter, int dam)
1909 {
1910 archetype *at = find_archetype("poisoning");
1911 object *tmp=present_arch_in_ob(at,op);
1912
1913 if(tmp==NULL) {
1914 if((tmp=arch_to_object(at))==NULL)
1915 LOG(llevError,"Failed to clone arch poisoning.\n");
1916 else {
1917 tmp = insert_ob_in_ob(tmp,op);
1918 /* peterm: give poisoning some teeth. It should
1919 * be able to kill things better than it does:
1920 * damage should be dependent something--I choose to
1921 * do this: if it's a monster, the damage from the
1922 * poisoning goes as the level of the monster/2.
1923 * If anything else, goes as damage.
1924 */
1925
1926 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1927 tmp->stats.dam += hitter->level/2;
1928 else
1929 tmp->stats.dam = dam;
1930
1931 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1932 if(hitter->skill && hitter->skill != tmp->skill) {
1933 if (tmp->skill) free_string(tmp->skill);
1934 tmp->skill = add_refcount(hitter->skill);
1935 }
1936
1937 tmp->stats.food+=dam; /* more damage, longer poisoning */
1938
1939 if(op->type==PLAYER) {
1940 /* player looses stats, maximum is -10 of each */
1941 tmp->stats.Con= MAX(-(dam/4+1), -10);
1942 tmp->stats.Str= MAX(-(dam/3+2), -10);
1943 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1944 tmp->stats.Int= MAX(-dam/7, -10);
1945 SET_FLAG(tmp,FLAG_APPLIED);
1946 fix_player(op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1948 }
1949 if (hitter->type == PLAYER)
1950 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1951 op->name);
1952 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1953 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1954 "Your %s poisons %s.", hitter->name, op->name);
1955 }
1956 tmp->speed_left=0;
1957 }
1958 else
1959 tmp->stats.food++;
1960 }
1961
1962 void slow_player(object *op,object *hitter,int dam)
1963 { archetype *at = find_archetype("slowness");
1964 object *tmp;
1965 if(at == NULL) {
1966 LOG(llevError,"Can't find slowness archetype.\n");
1967 }
1968 if((tmp=present_arch_in_ob(at,op)) == NULL) {
1969 tmp = arch_to_object(at);
1970 tmp = insert_ob_in_ob(tmp,op);
1971 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1972 } else
1973 tmp->stats.food++;
1974 SET_FLAG(tmp, FLAG_APPLIED);
1975 tmp->speed_left=0;
1976 fix_player(op);
1977 }
1978
1979 void confuse_player(object *op, object *hitter, int dam)
1980 {
1981 object *tmp;
1982 int maxduration;
1983
1984 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1985 if(!tmp) {
1986 tmp = get_archetype(FORCE_NAME);
1987 tmp = insert_ob_in_ob(tmp,op);
1988 }
1989
1990 /* Duration added per hit and max. duration of confusion both depend
1991 * on the player's resistance
1992 */
1993 tmp->speed = 0.05;
1994 tmp->subtype = FORCE_CONFUSION;
1995 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1996 if (tmp->name) free_string(tmp->name);
1997 tmp->name = add_string("confusion");
1998 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1999 if( tmp->duration > maxduration)
2000 tmp->duration = maxduration;
2001
2002 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
2003 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
2004 SET_FLAG(op, FLAG_CONFUSED);
2005 }
2006
2007 void blind_player(object *op, object *hitter, int dam)
2008 {
2009 object *tmp,*owner;
2010
2011 /* Save some work if we know it isn't going to affect the player */
2012 if (op->resist[ATNR_BLIND]==100) return;
2013
2014 tmp = present_in_ob(BLINDNESS,op);
2015 if(!tmp) {
2016 tmp = get_archetype("blindness");
2017 SET_FLAG(tmp, FLAG_BLIND);
2018 SET_FLAG(tmp, FLAG_APPLIED);
2019 /* use floats so we don't lose too much precision due to rounding errors.
2020 * speed is a float anyways.
2021 */
2022 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
2023
2024 tmp = insert_ob_in_ob(tmp,op);
2025 change_abil(op,tmp); /* Mostly to display any messages */
2026 fix_player(op); /* This takes care of some other stuff */
2027
2028 if(hitter->owner) owner = get_owner(hitter);
2029 else owner = hitter;
2030
2031 new_draw_info_format(NDI_UNIQUE,0,owner,
2032 "Your attack blinds %s!",query_name(op));
2033 }
2034 tmp->stats.food += dam;
2035 if(tmp->stats.food > 10) tmp->stats.food = 10;
2036 }
2037
2038 void paralyze_player(object *op, object *hitter, int dam)
2039 {
2040 float effect,max;
2041 /* object *tmp; */
2042
2043 /* This is strange stuff... someone knows for what this is
2044 * written? Well, i think this can and should be removed
2045 */
2046
2047 /*
2048 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2049 tmp=clone_arch(PARAIMAGE);
2050 tmp->x=op->x,tmp->y=op->y;
2051 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2052 }
2053 */
2054
2055 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2056 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2057
2058 if (effect==0) return;
2059
2060 op->speed_left-=FABS(op->speed)*effect;
2061 /* tmp->stats.food+=(signed short) effect/op->speed; */
2062
2063 /* max number of ticks to be affected for. */
2064 max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2065 if (op->speed_left< -(FABS(op->speed)*max))
2066 op->speed_left = (float) -(FABS(op->speed)*max);
2067
2068 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2069 }
2070
2071
2072 /* Attempts to kill 'op'. hitter is the attack object, dam is
2073 * the computed damaged.
2074 */
2075 void deathstrike_player(object *op, object *hitter, int *dam)
2076 {
2077 /* The intention of a death attack is to kill outright things
2078 ** that are a lot weaker than the attacker, have a chance of killing
2079 ** things somewhat weaker than the caster, and no chance of
2080 ** killing something equal or stronger than the attacker.
2081 ** Also, if a deathstrike attack has a slaying, any monster
2082 ** whose name or race matches a comma-delimited list in the slaying
2083 ** field of the deathstriking object */
2084
2085 int atk_lev, def_lev, kill_lev;
2086
2087 if(hitter->slaying)
2088 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2089 (op->race&&strstr(hitter->slaying,op->race)))) return;
2090
2091 def_lev = op->level;
2092 if (def_lev < 1) {
2093 LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2094 op->arch->name, op->name);
2095 def_lev = 1;
2096 }
2097 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2098 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2099 atk_lev, def_lev); */
2100
2101 if(atk_lev >= def_lev ){
2102 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2103
2104 /* Note that the below effectively means the ratio of the atk vs
2105 * defener level is important - if level 52 character has very little
2106 * chance of killing a level 50 monster. This should probably be
2107 * redone.
2108 */
2109 if(kill_lev >= def_lev) {
2110 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2111 /* I think this doesn't really do much. Because of
2112 * integer rounding, this only makes any difference if the
2113 * attack level is double the defender level.
2114 */
2115 *dam *= kill_lev / def_lev;
2116 }
2117 } else {
2118 *dam = 0; /* no harm done */
2119 }
2120 }
2121
2122 /* thrown_item_effect() - handles any special effects of thrown
2123 * items (like attacking living creatures--a potion thrown at a
2124 * monster).
2125 */
2126 static void thrown_item_effect (object *hitter, object *victim)
2127 {
2128 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2129 /* May not need a switch for just 2 types, but this makes it
2130 * easier for expansion.
2131 */
2132 switch (hitter->type) {
2133 case POTION:
2134 /* should player get a save throw instead of checking magic protection? */
2135 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2136 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2137 break;
2138
2139 case POISON: /* poison drinks */
2140 /* As with potions, should monster get a save? */
2141 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2142 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2143 break;
2144
2145 /* Removed case statements that did nothing.
2146 * food may be poisonous, but monster must be willing to eat it,
2147 * so we don't handle it here.
2148 * Containers should perhaps break open, but that code was disabled.
2149 */
2150 }
2151 }
2152 }
2153
2154 /* adj_attackroll() - adjustments to attacks by various conditions */
2155
2156 int adj_attackroll (object *hitter, object *target) {
2157 object *attacker = hitter;
2158 int adjust=0;
2159
2160 /* safety */
2161 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2162 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2163 "map\n");
2164 return 0;
2165 }
2166
2167 /* aimed missiles use the owning object's sight */
2168 if(is_aimed_missile(hitter)) {
2169 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2170 /* A player who saves but hasn't quit still could have objects
2171 * owned by him - need to handle that case to avoid crashes.
2172 */
2173 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2174 }
2175 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2176 return 0;
2177
2178 /* determine the condtions under which we make an attack.
2179 * Add more cases, as the need occurs. */
2180
2181 if(!can_see_enemy(attacker,target)) {
2182 /* target is unseen */
2183 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2184 adjust -= 10;
2185 /* dark map penalty for the hitter (lacks infravision if we got here). */
2186 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2187 adjust -= target->map->darkness;
2188 }
2189
2190 if(QUERY_FLAG(attacker,FLAG_SCARED))
2191 adjust -= 3;
2192
2193 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2194 adjust += 1;
2195
2196 if(QUERY_FLAG(target,FLAG_SCARED))
2197 adjust += 1;
2198
2199 if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2200 adjust -= 3;
2201
2202 /* if we attack at a different 'altitude' its harder */
2203 if((attacker->move_type & target->move_type)==0)
2204 adjust -= 2;
2205
2206 #if 0
2207 /* slower attacks are less likely to succeed. We should use a
2208 * comparison between attacker/target speeds BUT, players have
2209 * a generally faster speed, so this will wind up being a HUGE
2210 * disadantage for the monsters! Too bad, because missiles which
2211 * fly fast should have a better chance of hitting a slower target.
2212 */
2213 if(hitter->speed<target->speed)
2214 adjust += ((float) hitter->speed-target->speed);
2215 #endif
2216
2217 #if 0
2218 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2219 #endif
2220
2221 return adjust;
2222 }
2223
2224
2225 /* determine if the object is an 'aimed' missile */
2226 int is_aimed_missile ( object *op) {
2227
2228 /* I broke what used to be one big if into a few nested
2229 * ones so that figuring out the logic is at least possible.
2230 */
2231 if (op && (op->move_type & MOVE_FLYING)) {
2232 if (op->type==ARROW || op->type==THROWN_OBJ)
2233 return 1;
2234 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2235 op->subtype == SP_EXPLOSION))
2236 return 1;
2237 }
2238 return 0;
2239 }
2240