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/cvs/deliantra/server/server/attack.C
Revision: 1.11
Committed: Mon Sep 11 20:26:41 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +8 -5 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_attack_c =
4 root 1.11 * "$Id: attack.C,v 1.10 2006-09-11 11:46:52 root Exp $";
5 elmex 1.1 */
6 root 1.9
7 elmex 1.1 /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail to crossfire-devel@real-time.com
28     */
29     #include <assert.h>
30     #include <global.h>
31     #include <living.h>
32     #include <material.h>
33     #include <skills.h>
34    
35     #ifndef __CEXTRACT__
36 root 1.9 # include <sproto.h>
37 elmex 1.1 #endif
38    
39     #include <sounds.h>
40    
41 root 1.9 typedef struct att_msg_str
42     {
43 elmex 1.1 char *msg1;
44     char *msg2;
45     } att_msg;
46    
47     /*#define ATTACK_DEBUG*/
48    
49     /* cancels object *op. Cancellation basically means an object loses
50     * its magical benefits.
51     */
52 root 1.9 void
53     cancellation (object *op)
54 elmex 1.1 {
55 root 1.9 object *tmp;
56 elmex 1.1
57 root 1.9 if (op->invisible)
58     return;
59    
60     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61     {
62     /* Recur through the inventory */
63     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65     cancellation (tmp);
66     }
67     else if (FABS (op->magic) <= (rndm (0, 5)))
68     {
69     /* Nullify this object. This code could probably be more complete */
70     /* in what abilities it should cancel */
71     op->magic = 0;
72     CLEAR_FLAG (op, FLAG_DAMNED);
73     CLEAR_FLAG (op, FLAG_CURSED);
74     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76     if (op->env && op->env->type == PLAYER)
77     {
78     esrv_send_item (op->env, op);
79 root 1.5 }
80 elmex 1.1 }
81     }
82    
83    
84    
85     /* did_make_save_item just checks to make sure the item actually
86     * made its saving throw based on the tables. It does not take
87     * any further action (like destroying the item).
88     */
89    
90 root 1.9 int
91     did_make_save_item (object *op, int type, object *originator)
92     {
93     int i, roll, saves = 0, attacks = 0, number;
94     materialtype_t *mt;
95    
96     if (op->materialname == NULL)
97     {
98     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99     {
100     if (op->material & mt->material)
101     break;
102 elmex 1.1 }
103 root 1.9 }
104     else
105     mt = name_to_material (op->materialname);
106     if (mt == NULL)
107 elmex 1.1 return TRUE;
108 root 1.9 roll = rndm (1, 20);
109    
110     /* the attacktypes have no meaning for object saves
111     * If the type is only magic, don't adjust type - basically, if
112     * pure magic is hitting an object, it should save. However, if it
113     * is magic teamed with something else, then strip out the
114     * magic type, and instead let the fire, cold, or whatever component
115     * destroy the item. Otherwise, you get the case of poisoncloud
116     * destroying objects because it has magic attacktype.
117     */
118     if (type != AT_MAGIC)
119     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122    
123     if (type == 0)
124     return TRUE;
125     if (roll == 20)
126     return TRUE;
127     if (roll == 1)
128     return FALSE;
129    
130     for (number = 0; number < NROFATTACKS; number++)
131     {
132     i = 1 << number;
133     if (!(i & type))
134     continue;
135     attacks++;
136     if (op->resist[number] == 100)
137     saves++;
138     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139     saves++;
140     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141     saves++;
142     }
143    
144     if (saves == attacks || attacks == 0)
145     return TRUE;
146     if ((saves == 0) || (rndm (1, attacks) > saves))
147     return FALSE;
148     return TRUE;
149 elmex 1.1 }
150    
151     /* This function calls did_make_save_item. It then performs the
152     * appropriate actions to the item (such as burning the item up,
153     * calling cancellation, etc.)
154     */
155    
156 root 1.9 void
157     save_throw_object (object *op, int type, object *originator)
158 elmex 1.1 {
159 root 1.9 if (!did_make_save_item (op, type, originator))
160 elmex 1.1 {
161 root 1.9 object *env = op->env;
162     int x = op->x, y = op->y;
163     mapstruct *m = op->map;
164    
165     op = stop_item (op);
166     if (op == NULL)
167     return;
168 elmex 1.1
169 root 1.9 /* Hacked the following so that type LIGHTER will work.
170     * Also, objects which are potenital "lights" that are hit by
171     * flame/elect attacks will be set to glow. "lights" are any
172     * object with +/- glow_radius and an "other_arch" to change to.
173     * (and please note that we cant fail our save and reach this
174     * function if the object doesnt contain a material that can burn.
175     * So forget lighting magical swords on fire with this!) -b.t.
176     */
177     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178     {
179     const char *arch = op->other_arch->name;
180 elmex 1.1
181 root 1.9 op = decrease_ob_nr (op, 1);
182     if (op)
183     fix_stopped_item (op, m, originator);
184     if ((op = get_archetype (arch)) != NULL)
185     {
186     if (env)
187     {
188     op->x = env->x, op->y = env->y;
189     insert_ob_in_ob (op, env);
190     if (env->contr)
191     esrv_send_item (env, op);
192 root 1.5 }
193 root 1.9 else
194     {
195     op->x = x, op->y = y;
196     insert_ob_in_map (op, m, originator, 0);
197     }
198     }
199     return;
200     }
201     if (type & AT_CANCELLATION)
202     { /* Cancellation. */
203     cancellation (op);
204     fix_stopped_item (op, m, originator);
205     return;
206     }
207     if (op->nrof > 1)
208     {
209     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
210     if (op)
211     fix_stopped_item (op, m, originator);
212 elmex 1.1 }
213 root 1.9 else
214     {
215     if (op->env)
216     {
217     object *tmp = is_player_inv (op->env);
218    
219     if (tmp)
220     {
221     esrv_del_item (tmp->contr, op->count);
222 root 1.5 }
223     }
224 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
225     remove_ob (op);
226     free_object (op);
227     }
228     if (type & (AT_FIRE | AT_ELECTRICITY))
229     {
230     if (env)
231     {
232     op = get_archetype ("burnout");
233     op->x = env->x, op->y = env->y;
234     insert_ob_in_ob (op, env);
235     }
236     else
237     {
238     replace_insert_ob_in_map ("burnout", originator);
239     }
240 root 1.5 }
241 root 1.9 return;
242     }
243     /* The value of 50 is arbitrary. */
244     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245     {
246     object *tmp;
247     archetype *at = find_archetype ("icecube");
248    
249     if (at == NULL)
250 root 1.5 return;
251 root 1.9 op = stop_item (op);
252     if (op == NULL)
253 elmex 1.1 return;
254 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255     {
256     tmp = arch_to_object (at);
257     tmp->x = op->x, tmp->y = op->y;
258     /* This was in the old (pre new movement code) -
259     * icecubes have slow_move set to 1 - don't want
260     * that for ones we create.
261     */
262     tmp->move_slow_penalty = 0;
263     tmp->move_slow = 0;
264     insert_ob_in_map (tmp, op->map, originator, 0);
265     }
266     if (!QUERY_FLAG (op, FLAG_REMOVED))
267     remove_ob (op);
268     (void) insert_ob_in_ob (op, tmp);
269     return;
270 elmex 1.1 }
271     }
272    
273     /* Object op is hitting the map.
274     * op is going in direction 'dir'
275     * type is the attacktype of the object.
276     * full_hit is set if monster area does not matter.
277     * returns 1 if it hits something, 0 otherwise.
278     */
279    
280 root 1.9 int
281     hit_map (object *op, int dir, int type, int full_hit)
282     {
283     object *tmp, *next;
284     mapstruct *map;
285     sint16 x, y;
286     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 elmex 1.1
288 root 1.9 tag_t op_tag, next_tag = 0;
289 elmex 1.1
290 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
291     {
292     LOG (llevError, "BUG: hit_map(): free object\n");
293     return 0;
294 elmex 1.1 }
295    
296 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297     {
298     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
299     return 0;
300 elmex 1.1 }
301    
302 root 1.9 if (!op->map)
303     {
304     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
305     return 0;
306 elmex 1.1 }
307    
308 root 1.9 if (op->head)
309     op = op->head;
310    
311     op_tag = op->count;
312    
313     map = op->map;
314     x = op->x + freearr_x[dir];
315     y = op->y + freearr_y[dir];
316 elmex 1.1
317 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318    
319     // elmex: a safe map tile can't be hit!
320     // this should prevent most harmful effects on items and players there.
321 root 1.11 if (mflags & (P_OUT_OF_MAP | P_SAFE))
322 root 1.9 return 0;
323    
324     /* peterm: a few special cases for special attacktypes --counterspell
325     * must be out here because it strikes things which are not alive
326     */
327 elmex 1.1
328 root 1.9 if (type & AT_COUNTERSPELL)
329     {
330     counterspell (op, dir); /* see spell_effect.c */
331 elmex 1.1
332 root 1.9 /* If the only attacktype is counterspell or magic, don't need
333     * to do any further processing.
334     */
335     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 root 1.11 return 0;
337    
338 root 1.9 type &= ~AT_COUNTERSPELL;
339 elmex 1.1 }
340    
341 root 1.9 if (type & AT_CHAOS)
342     {
343     shuffle_attack (op, 1); /*1 flag tells it to change the face */
344     update_object (op, UP_OBJ_FACE);
345     type &= ~AT_CHAOS;
346 elmex 1.1 }
347    
348 root 1.9 next = get_map_ob (map, x, y);
349     if (next)
350     next_tag = next->count;
351    
352     while (next)
353     {
354     if (was_destroyed (next, next_tag))
355     {
356     /* There may still be objects that were above 'next', but there is no
357     * simple way to find out short of copying all object references and
358     * tags into a temporary array before we start processing the first
359     * object. That's why we just abort.
360     *
361     * This happens whenever attack spells (like fire) hit a pile
362     * of objects. This is not a bug - nor an error. The errormessage
363     * below was spamming the logs for absolutely no reason.
364     */
365     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
366     break;
367     }
368 root 1.11
369 root 1.9 tmp = next;
370     next = tmp->above;
371 root 1.11
372 root 1.9 if (next)
373 root 1.5 next_tag = next->count;
374 elmex 1.1
375 root 1.9 if (QUERY_FLAG (tmp, FLAG_FREED))
376     {
377     LOG (llevError, "BUG: hit_map(): found freed object\n");
378     break;
379 root 1.5 }
380    
381 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
382     * For example, 'tmp' was put in an icecube.
383     * This is one of the few cases where on_same_map should not be used.
384     */
385     if (tmp->map != map || tmp->x != x || tmp->y != y)
386     continue;
387    
388     if (QUERY_FLAG (tmp, FLAG_ALIVE))
389     {
390     hit_player (tmp, op->stats.dam, op, type, full_hit);
391     retflag |= 1;
392     if (was_destroyed (op, op_tag))
393 root 1.5 break;
394     }
395 root 1.11
396 root 1.9 /* Here we are potentially destroying an object. If the object has
397     * NO_PASS set, it is also immune - you can't destroy walls. Note
398     * that weak walls have is_alive set, which prevent objects from
399     * passing over/through them. We don't care what type of movement
400     * the wall blocks - if it blocks any type of movement, can't be
401     * destroyed right now.
402     */
403     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
404     {
405     save_throw_object (tmp, type, op);
406     if (was_destroyed (op, op_tag))
407     break;
408 root 1.5 }
409 elmex 1.1 }
410 root 1.11
411 root 1.9 return 0;
412 elmex 1.1 }
413    
414 root 1.9 void
415     attack_message (int dam, int type, object *op, object *hitter)
416     {
417 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
418 root 1.9 int i, found = 0;
419 elmex 1.1 mapstruct *map;
420     object *next, *tmp;
421    
422     /* put in a few special messages for some of the common attacktypes
423     * a player might have. For example, fire, electric, cold, etc
424     * [garbled 20010919]
425     */
426    
427 root 1.9 if (dam == 9998 && op->type == DOOR)
428     {
429     sprintf (buf1, "unlock %s", &op->name);
430     sprintf (buf2, " unlocks");
431     found++;
432     }
433     if (dam < 0)
434     {
435     sprintf (buf1, "hit %s", &op->name);
436     sprintf (buf2, " hits");
437     found++;
438     }
439     else if (dam == 0)
440     {
441     sprintf (buf1, "missed %s", &op->name);
442     sprintf (buf2, " misses");
443     found++;
444     }
445     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
446     hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
447     {
448     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
449     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
450     {
451     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
452     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
453     found++;
454     break;
455     }
456     }
457     else if (op->type == DOOR && !found)
458     {
459     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
460     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
461     {
462     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
463     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
464     found++;
465     break;
466     }
467     }
468     else if (hitter->type == PLAYER && IS_LIVE (op))
469     {
470     if (USING_SKILL (hitter, SK_KARATE))
471     {
472     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
473     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
474     {
475     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
476     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
477 root 1.5 found++;
478     break;
479 root 1.9 }
480     }
481     else if (USING_SKILL (hitter, SK_CLAWING))
482     {
483     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
484     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
485     {
486     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
487     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
488 root 1.5 found++;
489     break;
490     }
491 root 1.9 }
492     else if (USING_SKILL (hitter, SK_PUNCHING))
493     {
494     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
495     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
496     {
497     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
498     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
499     found++;
500     break;
501 root 1.5 }
502     }
503 elmex 1.1 }
504 root 1.9 if (found)
505     {
506     /* done */
507     }
508     else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
509     {
510     sprintf (buf1, "hit"); /* just in case */
511     for (i = 0; i < MAXATTACKMESS; i++)
512     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
513     {
514     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
515     found++;
516     break;
517     }
518     }
519     else if (type & AT_DRAIN && IS_LIVE (op))
520     {
521 elmex 1.1 /* drain is first, because some items have multiple attypes */
522 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
523     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
524     {
525     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
526     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
527     found++;
528     break;
529     }
530     }
531     else if (type & AT_ELECTRICITY && IS_LIVE (op))
532     {
533     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
534     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
535     {
536     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
537     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
538     found++;
539     break;
540     }
541     }
542     else if (type & AT_COLD && IS_LIVE (op))
543     {
544     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
545     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
546     {
547     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
548     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
549     found++;
550     break;
551     }
552     }
553     else if (type & AT_FIRE)
554     {
555     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
556     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
557     {
558     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
559     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
560     found++;
561     break;
562     }
563     }
564     else if (hitter->current_weapon != NULL)
565     {
566     int mtype;
567    
568     switch (hitter->current_weapon->weapontype)
569     {
570     case WEAP_HIT:
571     mtype = ATM_BASIC;
572     break;
573     case WEAP_SLASH:
574     mtype = ATM_SLASH;
575     break;
576     case WEAP_PIERCE:
577     mtype = ATM_PIERCE;
578     break;
579     case WEAP_CLEAVE:
580     mtype = ATM_CLEAVE;
581     break;
582     case WEAP_SLICE:
583     mtype = ATM_SLICE;
584     break;
585     case WEAP_STAB:
586     mtype = ATM_STAB;
587     break;
588     case WEAP_WHIP:
589     mtype = ATM_WHIP;
590     break;
591     case WEAP_CRUSH:
592     mtype = ATM_CRUSH;
593     break;
594     case WEAP_BLUD:
595     mtype = ATM_BLUD;
596     break;
597     default:
598     mtype = ATM_BASIC;
599     break;
600     }
601     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
602     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
603     {
604     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
605     strcpy (buf2, attack_mess[mtype][i].buf3);
606     found++;
607     break;
608     }
609     }
610     else
611     {
612     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
613     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
614     {
615     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
616     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
617     found++;
618     break;
619     }
620 elmex 1.1 }
621    
622 root 1.9 if (!found)
623     {
624     strcpy (buf1, "hit");
625     strcpy (buf2, " hits");
626 elmex 1.1 }
627    
628 root 1.9 /* bail out if a monster is casting spells */
629     if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
630     return;
631 elmex 1.1
632 root 1.9 /* scale down magic considerably. */
633     if (type & AT_MAGIC && rndm (0, 5))
634     return;
635 elmex 1.1
636 root 1.9 /* Did a player hurt another player? Inform both! */
637     if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
638     {
639     if (get_owner (hitter) != NULL)
640     sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
641     else
642     {
643     sprintf (buf, "%s%s you.", &hitter->name, buf2);
644     if (dam != 0)
645     {
646     if (dam < 10)
647     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
648     else if (dam < 20)
649     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
650     else
651     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
652 root 1.5 }
653     }
654 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
655     } /* end of player hitting player */
656 elmex 1.1
657 root 1.9 if (hitter->type == PLAYER)
658     {
659     sprintf (buf, "You %s.", buf1);
660     if (dam != 0)
661     {
662     if (dam < 10)
663     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
664     else if (dam < 20)
665     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
666     else
667     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
668 root 1.5 }
669 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
670     }
671     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
672     {
673 elmex 1.1 /* look for stacked spells and start reducing the message chances */
674 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
675     {
676     i = 4;
677     map = hitter->map;
678     if (out_of_map (map, hitter->x, hitter->y))
679     return;
680     next = get_map_ob (map, hitter->x, hitter->y);
681     if (next)
682     while (next)
683     {
684     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
685     i *= 3;
686     tmp = next;
687     next = tmp->above;
688     }
689     if (i < 0)
690 root 1.5 return;
691 root 1.9 if (rndm (0, i) != 0)
692     return;
693     }
694     else if (rndm (0, 5) != 0)
695     return;
696     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
697     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
698     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
699 elmex 1.1 }
700     }
701    
702    
703 root 1.9 static int
704     get_attack_mode (object **target, object **hitter, int *simple_attack)
705 elmex 1.1 {
706 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
707     {
708     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
709     return 1;
710 elmex 1.1 }
711 root 1.9 if ((*target)->head)
712     *target = (*target)->head;
713     if ((*hitter)->head)
714     *hitter = (*hitter)->head;
715     if ((*hitter)->env != NULL || (*target)->env != NULL)
716     {
717     *simple_attack = 1;
718     return 0;
719 elmex 1.1 }
720 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
721     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
722 elmex 1.1 {
723 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
724     return 1;
725 elmex 1.1 }
726 root 1.9 *simple_attack = 0;
727     return 0;
728 elmex 1.1 }
729    
730 root 1.9 static int
731     abort_attack (object *target, object *hitter, int simple_attack)
732 elmex 1.1 {
733 root 1.9
734 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
735     * determined by get_attack_mode(). Returns true if the relation has changed.
736     */
737 root 1.9 int new_mode;
738 elmex 1.1
739 root 1.9 if (hitter->env == target || target->env == hitter)
740     new_mode = 1;
741     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
742     return 1;
743     else
744     new_mode = 0;
745     return new_mode != simple_attack;
746 elmex 1.1 }
747    
748     static void thrown_item_effect (object *, object *);
749    
750 root 1.9 static int
751     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
752 elmex 1.1 {
753 root 1.9 int simple_attack, roll, dam = 0;
754     uint32 type;
755     shstr op_name;
756     tag_t op_tag, hitter_tag;
757    
758     if (get_attack_mode (&op, &hitter, &simple_attack))
759     goto error;
760    
761     if (hitter->current_weapon)
762     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
763     return RESULT_INT (0);
764    
765     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
766     return RESULT_INT (0);
767 elmex 1.1
768 root 1.9 op_tag = op->count;
769     hitter_tag = hitter->count;
770    
771     /*
772     * A little check to make it more difficult to dance forward and back
773     * to avoid ever being hit by monsters.
774     */
775     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
776     {
777     /* Decrease speed BEFORE calling process_object. Otherwise, an
778     * infinite loop occurs, with process_object calling move_monster,
779     * which then gets here again. By decreasing the speed before
780     * we call process_object, the 'if' statement above will fail.
781     */
782     op->speed_left--;
783     process_object (op);
784     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
785 elmex 1.1 goto error;
786 root 1.9 }
787 elmex 1.1
788 root 1.9 op_name = op->name;
789 root 1.3
790 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
791 elmex 1.1
792 root 1.9 /* Adjust roll for various situations. */
793     if (!simple_attack)
794     roll += adj_attackroll (hitter, op);
795 elmex 1.1
796 root 1.9 /* See if we hit the creature */
797     if (roll == 20 || op->stats.ac >= base_wc - roll)
798     {
799     int hitdam = base_dam;
800    
801     if (settings.casting_time == TRUE)
802     {
803     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
804     {
805     hitter->casting_time = -1;
806     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
807     }
808     if ((op->casting_time > -1) && (hitdam > 0))
809     {
810     op->casting_time = -1;
811     if (op->type == PLAYER)
812     {
813     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
814     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
815 root 1.5 }
816     }
817     }
818 root 1.9 if (!simple_attack)
819 elmex 1.1 {
820 root 1.9 /* If you hit something, the victim should *always* wake up.
821     * Before, invisible hitters could avoid doing this.
822     * -b.t. */
823     if (QUERY_FLAG (op, FLAG_SLEEP))
824     CLEAR_FLAG (op, FLAG_SLEEP);
825    
826     /* If the victim can't see the attacker, it may alert others
827     * for help. */
828     if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
829     npc_call_help (op);
830    
831     /* if you were hidden and hit by a creature, you are discovered */
832     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
833     {
834     make_visible (op);
835     if (op->type == PLAYER)
836     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
837     }
838    
839     /* thrown items (hitter) will have various effects
840     * when they hit the victim. For things like thrown daggers,
841     * this sets 'hitter' to the actual dagger, and not the
842     * wrapper object.
843     */
844     thrown_item_effect (hitter, op);
845     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
846     goto leave;
847     }
848    
849     /* Need to do at least 1 damage, otherwise there is no point
850     * to go further and it will cause FPE's below.
851     */
852     if (hitdam <= 0)
853     hitdam = 1;
854 elmex 1.1
855 root 1.9 type = hitter->attacktype;
856     if (!type)
857     type = AT_PHYSICAL;
858     /* Handle monsters that hit back */
859     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
860     {
861     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
862     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
863     hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
864     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
865 root 1.5 goto leave;
866 root 1.9 }
867 elmex 1.1
868 root 1.9 /* In the new attack code, it should handle multiple attack
869     * types in its area, so remove it from here.
870     */
871     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
872     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
873     goto leave;
874     } /* end of if hitter hit op */
875     /* if we missed, dam=0 */
876    
877     /*attack_message(dam, type, op, hitter); */
878 elmex 1.1
879 root 1.9 goto leave;
880 elmex 1.1
881 root 1.9 error:
882     dam = 1;
883 elmex 1.1
884 root 1.9 leave:
885 elmex 1.1
886 root 1.9 return dam;
887 elmex 1.1 }
888    
889 root 1.9 int
890     attack_ob (object *op, object *hitter)
891 elmex 1.1 {
892    
893 root 1.9 if (hitter->head)
894     hitter = hitter->head;
895     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
896 elmex 1.1 }
897    
898     /* op is the arrow, tmp is what is stopping the arrow.
899     *
900     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
901     */
902 root 1.9 static int
903     stick_arrow (object *op, object *tmp)
904 elmex 1.1 {
905 root 1.9 /* If the missile hit a player, we insert it in their inventory.
906     * However, if the missile is heavy, we don't do so (assume it falls
907     * to the ground after a hit). What a good value for this is up to
908     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
909     * stick around.
910     */
911     if (op->weight <= 5000 && tmp->stats.hp >= 0)
912     {
913     if (tmp->head != NULL)
914     tmp = tmp->head;
915 root 1.10
916 root 1.9 remove_ob (op);
917     op = insert_ob_in_ob (op, tmp);
918 root 1.10
919 root 1.9 if (tmp->type == PLAYER)
920     esrv_send_item (tmp, op);
921 root 1.10
922 root 1.9 return 1;
923     }
924     else
925     return 0;
926 elmex 1.1 }
927    
928     /* hit_with_arrow() disassembles the missile, attacks the victim and
929     * reassembles the missile.
930     *
931     * It returns a pointer to the reassembled missile, or NULL if the missile
932     * isn't available anymore.
933     */
934 root 1.9 object *
935     hit_with_arrow (object *op, object *victim)
936 elmex 1.1 {
937 root 1.9 object *container, *hitter;
938     int hit_something = 0;
939     tag_t victim_tag, hitter_tag;
940     sint16 victim_x, victim_y;
941    
942     /* Disassemble missile */
943     if (op->inv)
944     {
945     container = op;
946     hitter = op->inv;
947     remove_ob (hitter);
948     insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
949     /* Note that we now have an empty THROWN_OBJ on the map. Code that
950     * might be called until this THROWN_OBJ is either reassembled or
951     * removed at the end of this function must be able to deal with empty
952     * THROWN_OBJs. */
953     }
954     else
955     {
956     container = NULL;
957     hitter = op;
958     }
959    
960     /* Try to hit victim */
961     victim_x = victim->x;
962     victim_y = victim->y;
963     victim_tag = victim->count;
964     hitter_tag = hitter->count;
965    
966     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
967    
968     /* Arrow attacks door, rune of summoning is triggered, demon is put on
969     * arrow, move_apply() calls this function, arrow sticks in demon,
970     * attack_ob_simple() returns, and we've got an arrow that still exists
971     * but is no longer on the map. Ugh. (Beware: Such things can happen at
972     * other places as well!)
973     */
974     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
975     {
976     if (container)
977     {
978     remove_ob (container);
979     free_object (container);
980 elmex 1.1 }
981 root 1.9 return NULL;
982 elmex 1.1 }
983    
984 root 1.9 /* Missile hit victim */
985     /* if the speed is > 10, then this is a fast moving arrow, we go straight
986     * through the target
987     */
988     if (hit_something && op->speed <= 10.0)
989     {
990     /* Stop arrow */
991     if (container == NULL)
992     {
993     hitter = fix_stopped_arrow (hitter);
994     if (hitter == NULL)
995 elmex 1.1 return NULL;
996 root 1.9 }
997     else
998     {
999     remove_ob (container);
1000     free_object (container);
1001     }
1002 elmex 1.1
1003 root 1.9 /* Try to stick arrow into victim */
1004     if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1005     return NULL;
1006    
1007     /* Else try to put arrow on victim's map square
1008     * remove check for P_WALL here. If the arrow got to this
1009     * space, that is good enough - with the new movement code,
1010     * there is now the potential for lots of spaces where something
1011     * can fly over but not otherwise move over. What is the correct
1012     * way to handle those otherwise?
1013     */
1014     if (victim_x != hitter->x || victim_y != hitter->y)
1015     {
1016     remove_ob (hitter);
1017     hitter->x = victim_x;
1018     hitter->y = victim_y;
1019     insert_ob_in_map (hitter, victim->map, hitter, 0);
1020 elmex 1.1 }
1021 root 1.9 else
1022     {
1023     /* Else leave arrow where it is */
1024     merge_ob (hitter, NULL);
1025     }
1026     return NULL;
1027 elmex 1.1 }
1028    
1029 root 1.9 if (hit_something && op->speed >= 10.0)
1030     op->speed -= 1.0;
1031 elmex 1.1
1032 root 1.9 /* Missile missed victim - reassemble missile */
1033     if (container)
1034     {
1035     remove_ob (hitter);
1036     insert_ob_in_ob (hitter, container);
1037 elmex 1.1 }
1038 root 1.9 return op;
1039 elmex 1.1 }
1040    
1041    
1042 root 1.9 void
1043     tear_down_wall (object *op)
1044 elmex 1.1 {
1045 root 1.9 int perc = 0;
1046 elmex 1.1
1047 root 1.9 if (!op->stats.maxhp)
1048     {
1049     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1050     perc = 1;
1051 elmex 1.1 }
1052 root 1.9 else if (!GET_ANIM_ID (op))
1053     {
1054     /* Object has been called - no animations, so remove it */
1055     if (op->stats.hp < 0)
1056     {
1057     remove_ob (op); /* Should update LOS */
1058     free_object (op);
1059     /* Don't know why this is here - remove_ob should do it for us */
1060     /*update_position(m, x, y); */
1061     }
1062     return; /* no animations, so nothing more to do */
1063     }
1064     perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1065     if (perc >= (int) NUM_ANIMATIONS (op))
1066     perc = NUM_ANIMATIONS (op) - 1;
1067     else if (perc < 1)
1068     perc = 1;
1069     SET_ANIMATION (op, perc);
1070     update_object (op, UP_OBJ_FACE);
1071     if (perc == NUM_ANIMATIONS (op) - 1)
1072     { /* Reached the last animation */
1073     if (op->face == blank_face)
1074     {
1075     /* If the last face is blank, remove the ob */
1076     remove_ob (op); /* Should update LOS */
1077     free_object (op);
1078 root 1.5
1079 root 1.9 /* remove_ob should call update_position for us */
1080     /*update_position(m, x, y); */
1081 root 1.5
1082 root 1.9 }
1083     else
1084     { /* The last face was not blank, leave an image */
1085     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1086     update_all_los (op->map, op->x, op->y);
1087     op->move_block = 0;
1088     CLEAR_FLAG (op, FLAG_ALIVE);
1089 root 1.5 }
1090 elmex 1.1 }
1091     }
1092    
1093 root 1.9 void
1094     scare_creature (object *target, object *hitter)
1095 elmex 1.1 {
1096 root 1.9 object *owner = get_owner (hitter);
1097 elmex 1.1
1098 root 1.9 if (!owner)
1099     owner = hitter;
1100 elmex 1.1
1101 root 1.9 SET_FLAG (target, FLAG_SCARED);
1102     if (!target->enemy)
1103     target->enemy = owner;
1104 elmex 1.1 }
1105    
1106    
1107     /* This returns the amount of damage hitter does to op with the
1108     * appropriate attacktype. Only 1 attacktype should be set at a time.
1109     * This doesn't damage the player, but returns how much it should
1110     * take. However, it will do other effects (paralyzation, slow, etc.)
1111     * Note - changed for PR code - we now pass the attack number and not
1112     * the attacktype. Makes it easier for the PR code. */
1113    
1114 root 1.9 int
1115     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1116     {
1117    
1118     int doesnt_slay = 1;
1119    
1120     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1121     if (attacknum >= NROFATTACKS)
1122     {
1123     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1124     return 0;
1125 elmex 1.1 }
1126 root 1.9
1127     if (dam < 0)
1128     {
1129     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1130     return 0;
1131 elmex 1.1 }
1132 root 1.9
1133     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1134     * people can't mess with that or it otherwise get confused. */
1135     if (attacknum == ATNR_INTERNAL)
1136     return dam;
1137    
1138     if (hitter->slaying)
1139     {
1140     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1141     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1142     {
1143     doesnt_slay = 0;
1144     dam *= 3;
1145     }
1146 elmex 1.1 }
1147    
1148 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1149     if (op->resist[attacknum])
1150     {
1151 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1152     * in case 0>dam>1, we try to "simulate" a float value-effect */
1153 root 1.9 dam *= (100 - op->resist[attacknum]);
1154     if (dam >= 100)
1155     dam /= 100;
1156 elmex 1.1 else
1157 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1158 elmex 1.1 }
1159    
1160 root 1.9 /* Special hack. By default, if immune to something, you
1161     * shouldn't need to worry. However, acid is an exception, since
1162     * it can still damage your items. Only include attacktypes if
1163     * special processing is needed */
1164    
1165     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1166     return 0;
1167    
1168     /* Keep this in order - makes things easier to find */
1169    
1170     switch (attacknum)
1171     {
1172     case ATNR_PHYSICAL:
1173     /* here also check for diseases */
1174     check_physically_infect (op, hitter);
1175     break;
1176 elmex 1.1
1177 root 1.9 /* Don't need to do anything for:
1178 root 1.5 magic,
1179     fire,
1180     electricity,
1181     cold */
1182 root 1.9
1183     case ATNR_CONFUSION:
1184     case ATNR_POISON:
1185     case ATNR_SLOW:
1186     case ATNR_PARALYZE:
1187     case ATNR_FEAR:
1188     case ATNR_CANCELLATION:
1189     case ATNR_DEPLETE:
1190     case ATNR_BLIND:
1191     {
1192 root 1.5 /* chance for inflicting a special attack depends on the
1193     * difference between attacker's and defender's level
1194     */
1195 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1196 root 1.5
1197     /* First, only creatures/players with speed can be affected.
1198     * Second, just getting hit doesn't mean it always affects
1199     * you. Third, you still get a saving through against the
1200     * effect.
1201     */
1202 root 1.9 if (op->speed &&
1203     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1204     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1205     {
1206 root 1.5
1207     /* Player has been hit by something */
1208 root 1.9 if (attacknum == ATNR_CONFUSION)
1209     confuse_player (op, hitter, dam);
1210     else if (attacknum == ATNR_POISON)
1211     poison_player (op, hitter, dam);
1212     else if (attacknum == ATNR_SLOW)
1213     slow_player (op, hitter, dam);
1214     else if (attacknum == ATNR_PARALYZE)
1215     paralyze_player (op, hitter, dam);
1216     else if (attacknum == ATNR_FEAR)
1217     scare_creature (op, hitter);
1218     else if (attacknum == ATNR_CANCELLATION)
1219     cancellation (op);
1220     else if (attacknum == ATNR_DEPLETE)
1221     drain_stat (op);
1222     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1223     blind_player (op, hitter, dam);
1224     }
1225     dam = 0; /* These are all effects and don't do real damage */
1226     }
1227     break;
1228     case ATNR_ACID:
1229     {
1230     int flag = 0;
1231    
1232     /* Items only get corroded if you're not on a battleground and
1233     * if your acid resistance is below 50%. */
1234     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1235     {
1236     object *tmp;
1237    
1238     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1239     {
1240     if (tmp->invisible)
1241     continue;
1242     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1243     /* >= 10% acid res. on itmes will protect these */
1244     continue;
1245     if (!(tmp->material & M_IRON))
1246     continue;
1247     if (tmp->magic < -4) /* Let's stop at -5 */
1248     continue;
1249     if (tmp->type == RING ||
1250     /* removed boots and gloves from exclusion list in
1251     PR */
1252     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1253     continue; /* To avoid some strange effects */
1254    
1255     /* High damage acid has better chance of corroding
1256     objects */
1257     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1258     {
1259     if (op->type == PLAYER)
1260     /* Make this more visible */
1261     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1262     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1263     flag = 1;
1264     tmp->magic--;
1265     if (op->type == PLAYER)
1266     esrv_send_item (op, tmp);
1267     }
1268     }
1269     if (flag)
1270     fix_player (op); /* Something was corroded */
1271     }
1272     }
1273     break;
1274     case ATNR_DRAIN:
1275 root 1.5 {
1276 root 1.9 /* rate is the proportion of exp drained. High rate means
1277     * not much is drained, low rate means a lot is drained.
1278 root 1.5 */
1279 root 1.9 int rate;
1280    
1281     if (op->resist[ATNR_DRAIN] >= 0)
1282     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1283     else
1284     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1285    
1286     if (op->stats.exp <= rate)
1287     {
1288     if (op->type == GOLEM)
1289     dam = 999; /* Its force is "sucked" away. 8) */
1290     else
1291     /* If we can't drain, lets try to do physical damage */
1292     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1293     }
1294     else
1295     {
1296     /* Randomly give the hitter some hp */
1297     if (hitter->stats.hp < hitter->stats.maxhp &&
1298     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1299     hitter->stats.hp++;
1300    
1301     /* Can't do drains on battleground spaces.
1302     * Move the wiz check up here - before, the hitter wouldn't gain exp
1303     * exp, but the wiz would still lose exp! If drainee is a wiz,
1304     * nothing happens.
1305     * Try to credit the owner. We try to display player -> player drain
1306     * attacks, hence all the != PLAYER checks.
1307     */
1308     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1309     {
1310     object *owner = get_owner (hitter);
1311    
1312     if (owner && owner != hitter)
1313     {
1314     if (op->type != PLAYER || owner->type != PLAYER)
1315     change_exp (owner, op->stats.exp / (rate * 2),
1316     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1317     }
1318     else if (op->type != PLAYER || hitter->type != PLAYER)
1319     {
1320     change_exp (hitter, op->stats.exp / (rate * 2),
1321     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1322     }
1323     change_exp (op, -op->stats.exp / rate, NULL, 0);
1324     }
1325     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1326     * drain attack, you won't know that you are actually sucking out EXP,
1327     * as the messages will say you missed
1328     */
1329     }
1330     }
1331     break;
1332     case ATNR_TURN_UNDEAD:
1333     {
1334     if (QUERY_FLAG (op, FLAG_UNDEAD))
1335     {
1336     object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1337     object *god = find_god (determine_god (owner));
1338     int div = 1;
1339    
1340     /* if undead are not an enemy of your god, you turn them
1341     * at half strength */
1342     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1343     div = 2;
1344     /* Give a bonus if you resist turn undead */
1345     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1346     scare_creature (op, owner);
1347     }
1348     else
1349     dam = 0; /* don't damage non undead - should we damage
1350     undead? */
1351     }
1352     break;
1353     case ATNR_DEATH:
1354     deathstrike_player (op, hitter, &dam);
1355     break;
1356     case ATNR_CHAOS:
1357     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1358     dam = 0;
1359     break;
1360     case ATNR_COUNTERSPELL:
1361     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1362     dam = 0;
1363     /* This should never happen. Counterspell is handled
1364     * seperately and filtered out. If this does happen,
1365     * Counterspell has no effect on anything but spells, so it
1366     * does no damage. */
1367     break;
1368     case ATNR_HOLYWORD:
1369     {
1370     /* This has already been handled by hit_player,
1371     * no need to check twice -- DAMN */
1372    
1373     object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1374 root 1.5
1375 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1376     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1377     scare_creature (op, owner);
1378     }
1379     break;
1380     case ATNR_LIFE_STEALING:
1381     {
1382     int new_hp;
1383    
1384     /* this is replacement to drain for players, instead of taking
1385     * exp it takes hp. It is geared for players, probably not
1386     * much use giving it to monsters
1387     *
1388     * life stealing doesn't do a lot of damage, but it gives the
1389     * damage it does do to the player. Given that,
1390     * it only does 1/10'th normal damage (hence the divide by
1391     * 1000).
1392     */
1393     /* You can't steal life from something undead */
1394     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1395     return 0;
1396     /* If drain protection is higher than life stealing, use that */
1397     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1398     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1399     else
1400     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1401     /* You die at -1 hp, not zero. */
1402     if (dam > (op->stats.hp + 1))
1403     dam = op->stats.hp + 1;
1404     new_hp = hitter->stats.hp + dam;
1405     if (new_hp > hitter->stats.maxhp)
1406     new_hp = hitter->stats.maxhp;
1407     if (new_hp > hitter->stats.hp)
1408     hitter->stats.hp = new_hp;
1409     }
1410 elmex 1.1 }
1411 root 1.9 return dam;
1412 elmex 1.1 }
1413    
1414    
1415     /* GROS: This code comes from hit_player. It has been made external to
1416     * allow script procedures to "kill" objects in a combat-like fashion.
1417     * It was initially used by (kill-object) developed for the Collector's
1418     * Sword. Note that nothing has been changed from the original version
1419     * of the following code.
1420     * op is what is being killed.
1421     * dam is the damage done to it.
1422     * hitter is what is hitting it.
1423     * type is the attacktype.
1424     *
1425     * This function was a bit of a mess with hitter getting changed,
1426     * values being stored away but not used, etc. I've cleaned it up
1427     * a bit - I think it should be functionally equivalant.
1428     * MSW 2002-07-17
1429     */
1430 root 1.9 int
1431     kill_object (object *op, int dam, object *hitter, int type)
1432 elmex 1.1 {
1433 root 1.9 char buf[MAX_BUF];
1434     const char *skill;
1435     int maxdam = 0;
1436     int battleg = 0; /* true if op standing on battleground */
1437     int pk = 0; /* true if op and what controls hitter are both players */
1438     object *owner = NULL;
1439     object *skop = NULL;
1440 elmex 1.1
1441 root 1.9 if (op->stats.hp >= 0)
1442     return -1;
1443    
1444     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1445     return 0;
1446    
1447     /* maxdam needs to be the amount of damage it took to kill
1448     * this creature. The function(s) that call us have already
1449     * adjusted the creatures HP total, so that is negative.
1450     */
1451     maxdam = dam + op->stats.hp + 1;
1452    
1453     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1454     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1455    
1456     if (op->type == DOOR)
1457     {
1458     op->speed = 0.1;
1459     update_ob_speed (op);
1460     op->speed_left = -0.05;
1461     return maxdam;
1462     }
1463     if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1464     {
1465     remove_friendly_object (op);
1466     if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1467     {
1468     op->owner->contr->ranges[range_golem] = NULL;
1469     op->owner->contr->golem_count = 0;
1470     }
1471    
1472     remove_ob (op);
1473     free_object (op);
1474     return maxdam;
1475     }
1476    
1477     /* Now lets start dealing with experience we get for killing something */
1478    
1479     owner = get_owner (hitter);
1480     if (owner == NULL)
1481     owner = hitter;
1482    
1483     /* is the victim (op) standing on battleground? */
1484     if (op_on_battleground (op, NULL, NULL))
1485     battleg = 1;
1486    
1487     /* is this player killing? */
1488     if (op->type == PLAYER && owner->type == PLAYER)
1489     pk = 1;
1490    
1491     /* Player killed something */
1492     if (owner->type == PLAYER)
1493     {
1494     Log_Kill (owner->name,
1495     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1496    
1497     /* Log players killing other players - makes it easier to detect
1498     * and filter out malicious player killers - that is why the
1499     * ip address is included.
1500     */
1501     if (op->type == PLAYER && !battleg)
1502     {
1503     time_t t = time (NULL);
1504     struct tm *tmv;
1505     char buf[256];
1506    
1507     tmv = localtime (&t);
1508     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1509    
1510     LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1511     }
1512    
1513     /* try to filter some things out - basically, if you are
1514     * killing a level 1 creature and your level 20, you
1515     * probably don't want to see that.
1516     */
1517     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1518     {
1519     if (owner != hitter)
1520     {
1521     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1522     }
1523     else
1524     {
1525     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1526     }
1527     /* Only play sounds for melee kills */
1528     if (hitter->type == PLAYER)
1529     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1530     }
1531    
1532     /* If a player kills another player, not on
1533     * battleground, the "killer" looses 1 luck. Since this is
1534     * not reversible, it's actually quite a pain IMHO. -AV
1535     * Fix bug in that we were changing the luck of the hitter, not
1536     * player that the object belonged to - so if you killed another player
1537     * with spells, pets, whatever, there was no penalty.
1538     * Changed to make luck penalty configurable in settings.
1539     */
1540     if (op->type == PLAYER && owner != op && !battleg)
1541     change_luck (owner, -settings.pk_luck_penalty);
1542    
1543     /* This code below deals with finding the appropriate skill
1544     * to credit exp to. This is a bit problematic - we should
1545     * probably never really have to look at current_weapon->skill
1546     */
1547     skill = NULL;
1548     if (hitter->skill && hitter->type != PLAYER)
1549     skill = hitter->skill;
1550     else if (owner->chosen_skill)
1551     {
1552     skill = owner->chosen_skill->skill;
1553     skop = owner->chosen_skill;
1554     }
1555     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1556     skill = owner->current_weapon->skill;
1557     else
1558     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1559 elmex 1.1
1560 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1561     * to. Make sure skop is an actual skill, and not a skill tool!
1562     */
1563     if ((!skop || skop->type != SKILL) && skill)
1564     {
1565     int i;
1566 elmex 1.1
1567 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1568     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1569     {
1570     skop = owner->contr->last_skill_ob[i];
1571     break;
1572     }
1573 root 1.5 }
1574 root 1.9 } /* Was it a player that hit somethign */
1575     else
1576     {
1577     skill = NULL;
1578     }
1579    
1580     /* Pet (or spell) killed something. */
1581     if (owner != hitter)
1582     {
1583     (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1584     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1585     }
1586     else
1587     {
1588     (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1589     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1590     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1591     }
1592     /* These may have been set in the player code section above */
1593     if (!skop)
1594     skop = hitter->chosen_skill;
1595     if (!skill && skop)
1596     skill = skop->skill;
1597    
1598     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1599    
1600    
1601     /* If you didn't kill yourself, and your not the wizard */
1602     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1603     {
1604     int exp;
1605    
1606     /* Really don't give much experience for killing other players */
1607     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1608     if (op->type == PLAYER)
1609     {
1610     if (battleg)
1611     {
1612     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1613     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1614 root 1.5 }
1615 root 1.9 else
1616     exp = op->stats.exp / 1000;
1617 elmex 1.1 }
1618 root 1.9 else
1619     exp = calc_skill_exp (owner, op, skop);
1620 elmex 1.1
1621 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1622     * exp by killing him
1623     */
1624     if (battleg)
1625     exp = 0;
1626 elmex 1.1
1627 root 1.9 /* Don't know why this is set this way - doesn't make
1628     * sense to just divide everything by two for no reason.
1629     */
1630 elmex 1.1
1631 root 1.9 if (!settings.simple_exp)
1632     exp = exp / 2;
1633 root 1.5
1634 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1635     {
1636     change_exp (owner, exp, skill, 0);
1637 root 1.5 }
1638 root 1.9 else
1639     {
1640     int shares = 0, count = 0;
1641 root 1.5
1642 root 1.9 player *pl;
1643    
1644     partylist *party = owner->contr->party;
1645 root 1.5
1646 elmex 1.1 #ifdef PARTY_KILL_LOG
1647 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1648 elmex 1.1 #endif
1649 root 1.9 for (pl = first_player; pl != NULL; pl = pl->next)
1650     {
1651     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1652     {
1653     count++;
1654     shares += (pl->ob->level + 4);
1655 root 1.5 }
1656     }
1657 root 1.9 if (count == 1 || shares > exp)
1658     change_exp (owner, exp, skill, SK_EXP_TOTAL);
1659     else
1660     {
1661     int share = exp / shares, given = 0, nexp;
1662    
1663     for (pl = first_player; pl != NULL; pl = pl->next)
1664     {
1665     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1666     {
1667     nexp = (pl->ob->level + 4) * share;
1668     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1669     given += nexp;
1670 root 1.5 }
1671     }
1672 root 1.9 exp -= given;
1673     /* give any remainder to the player */
1674     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1675 root 1.5 }
1676 root 1.9 } /* else part of a party */
1677    
1678     } /* end if person didn't kill himself */
1679 elmex 1.1
1680 root 1.9 if (op->type != PLAYER)
1681     {
1682     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1683     {
1684     object *owner1 = get_owner (op);
1685 elmex 1.1
1686 root 1.9 if (owner1 != NULL && owner1->type == PLAYER)
1687     {
1688     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1689     /* Maybe we should include the owner that killed this, maybe not */
1690     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1691 root 1.5 }
1692 root 1.9 remove_friendly_object (op);
1693 root 1.5 }
1694 root 1.9 remove_ob (op);
1695     free_object (op);
1696 elmex 1.1 }
1697 root 1.9 /* Player has been killed! */
1698     else
1699     {
1700     if (owner->type == PLAYER)
1701     {
1702     snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1703 root 1.5 }
1704 root 1.9 else
1705     {
1706     strncpy (op->contr->killer, hitter->name, BIG_NAME);
1707     op->contr->killer[BIG_NAME - 1] = '\0';
1708 root 1.5 }
1709 elmex 1.1 }
1710 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1711     * continues in the calling function.
1712     */
1713     return maxdam;
1714 elmex 1.1 }
1715    
1716     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1717     * Returns 0 this is not friendly fire
1718     */
1719    
1720 root 1.9 int
1721     friendly_fire (object *op, object *hitter)
1722     {
1723     object *owner;
1724     int friendlyfire;
1725    
1726     if (hitter->head)
1727     hitter = hitter->head;
1728    
1729     friendlyfire = 0;
1730    
1731     if (op->type == PLAYER)
1732     {
1733     if (op_on_battleground (hitter, 0, 0))
1734     return 0;
1735    
1736     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1737     return 1;
1738    
1739     if ((owner = get_owner (hitter)) != NULL)
1740     {
1741     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1742     friendlyfire = 2;
1743     }
1744    
1745     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1746     friendlyfire = 0;
1747 elmex 1.1 }
1748 root 1.9 return friendlyfire;
1749 elmex 1.1 }
1750    
1751    
1752     /* This isn't used just for players, but in fact most objects.
1753     * op is the object to be hit, dam is the amount of damage, hitter
1754     * is what is hitting the object, type is the attacktype, and
1755     * full_hit is set if monster area does not matter.
1756     * dam is base damage - protections/vulnerabilities/slaying matches can
1757     * modify it.
1758     */
1759    
1760     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1761     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1762    
1763 root 1.9 int
1764     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1765     {
1766     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1767     int maxattacktype, attacknum;
1768     int body_attack = op && op->head; /* Did we hit op's head? */
1769     int simple_attack;
1770     tag_t op_tag, hitter_tag;
1771     int rtn_kill = 0;
1772     int friendlyfire;
1773 elmex 1.1
1774 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1775     return 0;
1776 elmex 1.1
1777 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1778     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1779     return 0;
1780 elmex 1.1
1781     #ifdef PROHIBIT_PLAYERKILL
1782 root 1.9 if (op->type == PLAYER)
1783     {
1784     object *owner = get_owner (hitter);
1785    
1786     if (!owner)
1787     owner = hitter;
1788     if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1789     {
1790     return 0;
1791 elmex 1.1 }
1792     }
1793     #endif
1794    
1795 root 1.9 op_tag = op->count;
1796     hitter_tag = hitter->count;
1797 elmex 1.1
1798 root 1.9 if (body_attack)
1799     {
1800     /* slow and paralyze must hit the head. But we don't want to just
1801     * return - we still need to process other attacks the spell still
1802     * might have. So just remove the paralyze and slow attacktypes,
1803     * and keep on processing if we have other attacktypes.
1804     * return if only magic or nothing is left - under normal code
1805     * we don't attack with pure magic if there is another attacktype.
1806     * Only do processing if the initial attacktype includes one of those
1807     * attack so we don't cancel out things like magic bullet.
1808     */
1809     if (type & (AT_PARALYZE | AT_SLOW))
1810     {
1811     type &= ~(AT_PARALYZE | AT_SLOW);
1812     if (!type || type == AT_MAGIC)
1813     return 0;
1814 root 1.5 }
1815 elmex 1.1 }
1816    
1817 root 1.9 if (!simple_attack && op->type == DOOR)
1818     {
1819     object *tmp;
1820    
1821     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1822     if (tmp->type == RUNE || tmp->type == TRAP)
1823     {
1824     spring_trap (tmp, hitter);
1825     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1826     return 0;
1827     break;
1828     }
1829 elmex 1.1 }
1830    
1831 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1832     {
1833     /* FIXME: If a player is killed by a rune in a door, the
1834     * was_destroyed() check above doesn't return, and might get here.
1835     */
1836     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1837     return 0;
1838 elmex 1.1 }
1839    
1840     #ifdef ATTACK_DEBUG
1841 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1842 elmex 1.1 #endif
1843    
1844 root 1.9 if (magic)
1845     {
1846 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1847     * in case 0>dam>1, we try to "simulate" a float value-effect */
1848 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1849 elmex 1.1 if (dam >= 100)
1850 root 1.5 dam /= 100;
1851 elmex 1.1 else
1852 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1853 elmex 1.1 }
1854    
1855 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1856     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1857     */
1858     if (type & AT_CHAOS)
1859     {
1860     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1861     update_object (op, UP_OBJ_FACE);
1862 elmex 1.1 type &= ~AT_CHAOS;
1863     }
1864    
1865 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1866     * holyword is part of an attacktype, then make sure the creature is
1867     * a proper match, otherwise no damage.
1868     */
1869     if (type & AT_HOLYWORD)
1870     {
1871     object *god;
1872    
1873     if ((!hitter->slaying ||
1874     (!(op->race && strstr (hitter->slaying, op->race)) &&
1875     !(op->name && strstr (hitter->slaying, op->name)))) &&
1876     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1877     (hitter->title != NULL
1878     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1879     return 0;
1880 elmex 1.1 }
1881    
1882 root 1.9 maxattacktype = type; /* initialize this to something */
1883     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1884     {
1885     /* Magic isn't really a true attack type - it gets combined with other
1886     * attack types. As such, skip it over. However, if magic is
1887     * the only attacktype in the group, then still attack with it
1888     */
1889     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1890     continue;
1891    
1892     /* Go through and hit the player with each attacktype, one by one.
1893     * hit_player_attacktype only figures out the damage, doesn't inflict
1894     * it. It will do the appropriate action for attacktypes with
1895     * effects (slow, paralization, etc.
1896     */
1897     if (type & attacktype)
1898     {
1899     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1900     /* the >= causes us to prefer messages from special attacks, if
1901     * the damage is equal.
1902     */
1903     if (ndam >= maxdam)
1904     {
1905 root 1.5 maxdam = ndam;
1906 root 1.9 maxattacktype = 1 << attacknum;
1907 root 1.5 }
1908     }
1909 elmex 1.1 }
1910 root 1.9
1911     /* if this is friendly fire then do a set % of damage only
1912     * Note - put a check in to make sure this attack is actually
1913     * doing damage - otherwise, the +1 in the code below will make
1914     * an attack do damage before when it otherwise didn't
1915     */
1916     friendlyfire = friendly_fire (op, hitter);
1917     if (friendlyfire && maxdam)
1918     {
1919     maxdam = ((dam * settings.set_friendly_fire) / 100);
1920 elmex 1.1 #ifndef COZY_SERVER
1921 root 1.9 maxdam++;
1922 elmex 1.1 #endif
1923 root 1.9
1924 elmex 1.1 #ifdef ATTACK_DEBUG
1925 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1926     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1927 elmex 1.1 #endif
1928     }
1929    
1930 root 1.9 if (!full_hit)
1931     {
1932     archetype *at;
1933     int area;
1934     int remainder;
1935    
1936     area = 0;
1937     for (at = op->arch; at != NULL; at = at->more)
1938     area++;
1939     assert (area > 0);
1940    
1941     /* basically: maxdam /= area; we try to "simulate" a float
1942     value-effect */
1943     remainder = 100 * (maxdam % area) / area;
1944     maxdam /= area;
1945     if (RANDOM () % 100 < remainder)
1946     maxdam++;
1947 elmex 1.1 }
1948    
1949     #ifdef ATTACK_DEBUG
1950 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1951 elmex 1.1 #endif
1952    
1953 root 1.9 if (get_owner (hitter))
1954     op->enemy = hitter->owner;
1955     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1956     op->enemy = hitter;
1957    
1958     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1959     {
1960     /* The unaggressives look after themselves 8) */
1961     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1962     npc_call_help (op);
1963     }
1964    
1965     if (magic && did_make_save (op, op->level, 0))
1966     maxdam = maxdam / 2;
1967    
1968     attack_message (maxdam, maxattacktype, op, hitter);
1969    
1970     op->stats.hp -= maxdam;
1971    
1972     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1973     if ((op->stats.hp >= 0) &&
1974     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1975     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1976     {
1977 elmex 1.1
1978 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1979     SET_FLAG (op, FLAG_RUN_AWAY);
1980     else
1981     scare_creature (op, hitter);
1982 elmex 1.1 }
1983    
1984 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1985     {
1986     if (maxdam)
1987     tear_down_wall (op);
1988     return maxdam; /* nothing more to do for wall */
1989     }
1990 elmex 1.1
1991 root 1.9 /* See if the creature has been killed */
1992     rtn_kill = kill_object (op, maxdam, hitter, type);
1993     if (rtn_kill != -1)
1994     return rtn_kill;
1995 elmex 1.1
1996    
1997 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1998     * that before if the player was immune to ghosthit, the monster
1999     * remained - that is no longer the case.
2000     */
2001     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2002     {
2003     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2004     remove_friendly_object (hitter);
2005     remove_ob (hitter);
2006     free_object (hitter);
2007     }
2008     /* Lets handle creatures that are splitting now */
2009     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2010     {
2011     int i;
2012     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2013     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2014     object *owner = get_owner (op);
2015 root 1.5
2016 root 1.9 if (!op->other_arch)
2017     {
2018     LOG (llevError, "SPLITTING without other_arch error.\n");
2019     return maxdam;
2020     }
2021     remove_ob (op);
2022     for (i = 0; i < NROFNEWOBJS (op); i++)
2023     { /* This doesn't handle op->more yet */
2024     object *tmp = arch_to_object (op->other_arch);
2025     int j;
2026    
2027     tmp->stats.hp = op->stats.hp;
2028     if (friendly)
2029     {
2030     SET_FLAG (tmp, FLAG_FRIENDLY);
2031     add_friendly_object (tmp);
2032     tmp->attack_movement = PETMOVE;
2033     if (owner != NULL)
2034     set_owner (tmp, owner);
2035     }
2036     if (unaggressive)
2037     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2038     j = find_first_free_spot (tmp, op->map, op->x, op->y);
2039     if (j == -1) /* No spot to put this monster */
2040     free_object (tmp);
2041     else
2042     {
2043     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2044     insert_ob_in_map (tmp, op->map, NULL, 0);
2045     }
2046     }
2047     if (friendly)
2048     remove_friendly_object (op);
2049     free_object (op);
2050     }
2051     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2052     {
2053     remove_ob (hitter);
2054     free_object (hitter);
2055 elmex 1.1 }
2056 root 1.9 return maxdam;
2057     }
2058    
2059    
2060     void
2061     poison_player (object *op, object *hitter, int dam)
2062     {
2063     archetype *at = find_archetype ("poisoning");
2064     object *tmp = present_arch_in_ob (at, op);
2065 elmex 1.1
2066 root 1.9 if (tmp == NULL)
2067     {
2068     if ((tmp = arch_to_object (at)) == NULL)
2069     LOG (llevError, "Failed to clone arch poisoning.\n");
2070     else
2071     {
2072     tmp = insert_ob_in_ob (tmp, op);
2073     /* peterm: give poisoning some teeth. It should
2074     * be able to kill things better than it does:
2075     * damage should be dependent something--I choose to
2076     * do this: if it's a monster, the damage from the
2077     * poisoning goes as the level of the monster/2.
2078     * If anything else, goes as damage.
2079     */
2080    
2081     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2082     tmp->stats.dam += hitter->level / 2;
2083     else
2084     tmp->stats.dam = dam;
2085    
2086     copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2087     if (hitter->skill && hitter->skill != tmp->skill)
2088     {
2089     tmp->skill = hitter->skill;
2090     }
2091    
2092     tmp->stats.food += dam; /* more damage, longer poisoning */
2093    
2094     if (op->type == PLAYER)
2095     {
2096     /* player looses stats, maximum is -10 of each */
2097     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2098     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2099     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2100     tmp->stats.Int = MAX (-dam / 7, -10);
2101     SET_FLAG (tmp, FLAG_APPLIED);
2102     fix_player (op);
2103     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2104     }
2105     if (hitter->type == PLAYER)
2106     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2107     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2108     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2109 root 1.5 }
2110 root 1.9 tmp->speed_left = 0;
2111     }
2112     else
2113     tmp->stats.food++;
2114     }
2115    
2116     void
2117     slow_player (object *op, object *hitter, int dam)
2118     {
2119     archetype *at = find_archetype ("slowness");
2120     object *tmp;
2121    
2122     if (at == NULL)
2123     {
2124     LOG (llevError, "Can't find slowness archetype.\n");
2125     }
2126     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2127     {
2128     tmp = arch_to_object (at);
2129     tmp = insert_ob_in_ob (tmp, op);
2130     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2131     }
2132     else
2133     tmp->stats.food++;
2134     SET_FLAG (tmp, FLAG_APPLIED);
2135     tmp->speed_left = 0;
2136     fix_player (op);
2137 elmex 1.1 }
2138    
2139 root 1.9 void
2140     confuse_player (object *op, object *hitter, int dam)
2141     {
2142     object *tmp;
2143     int maxduration;
2144 elmex 1.1
2145 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2146     if (!tmp)
2147     {
2148     tmp = get_archetype (FORCE_NAME);
2149     tmp = insert_ob_in_ob (tmp, op);
2150     }
2151 root 1.5
2152 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2153     * on the player's resistance
2154     */
2155     tmp->speed = 0.05;
2156     tmp->subtype = FORCE_CONFUSION;
2157     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2158     tmp->name = "confusion";
2159     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2160     if (tmp->duration > maxduration)
2161     tmp->duration = maxduration;
2162    
2163     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2164     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2165     SET_FLAG (op, FLAG_CONFUSED);
2166     }
2167 root 1.5
2168 root 1.9 void
2169     blind_player (object *op, object *hitter, int dam)
2170     {
2171     object *tmp, *owner;
2172 root 1.5
2173 root 1.9 /* Save some work if we know it isn't going to affect the player */
2174     if (op->resist[ATNR_BLIND] == 100)
2175     return;
2176 root 1.5
2177 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2178     if (!tmp)
2179     {
2180     tmp = get_archetype ("blindness");
2181     SET_FLAG (tmp, FLAG_BLIND);
2182     SET_FLAG (tmp, FLAG_APPLIED);
2183 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2184     * speed is a float anyways.
2185     */
2186 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2187 elmex 1.1
2188 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2189     change_abil (op, tmp); /* Mostly to display any messages */
2190     fix_player (op); /* This takes care of some other stuff */
2191 elmex 1.1
2192 root 1.9 if (hitter->owner)
2193     owner = get_owner (hitter);
2194     else
2195     owner = hitter;
2196 elmex 1.1
2197 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2198     }
2199     tmp->stats.food += dam;
2200     if (tmp->stats.food > 10)
2201     tmp->stats.food = 10;
2202 elmex 1.1 }
2203    
2204 root 1.9 void
2205     paralyze_player (object *op, object *hitter, int dam)
2206 elmex 1.1 {
2207 root 1.9 float effect, max;
2208    
2209     /* object *tmp; */
2210 elmex 1.1
2211 root 1.9 /* This is strange stuff... someone knows for what this is
2212     * written? Well, i think this can and should be removed
2213     */
2214 elmex 1.1
2215 root 1.9 /*
2216     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2217     tmp=clone_arch(PARAIMAGE);
2218     tmp->x=op->x,tmp->y=op->y;
2219     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2220     }
2221     */
2222 elmex 1.1
2223 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2224     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2225 elmex 1.1
2226 root 1.9 if (effect == 0)
2227     return;
2228 elmex 1.1
2229 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2230     /* tmp->stats.food+=(signed short) effect/op->speed; */
2231 elmex 1.1
2232 root 1.9 /* max number of ticks to be affected for. */
2233     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2234     if (op->speed_left < -(FABS (op->speed) * max))
2235     op->speed_left = (float) -(FABS (op->speed) * max);
2236 elmex 1.1
2237     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2238     }
2239    
2240    
2241     /* Attempts to kill 'op'. hitter is the attack object, dam is
2242     * the computed damaged.
2243     */
2244 root 1.9 void
2245     deathstrike_player (object *op, object *hitter, int *dam)
2246 elmex 1.1 {
2247 root 1.9 /* The intention of a death attack is to kill outright things
2248     ** that are a lot weaker than the attacker, have a chance of killing
2249     ** things somewhat weaker than the caster, and no chance of
2250     ** killing something equal or stronger than the attacker.
2251     ** Also, if a deathstrike attack has a slaying, any monster
2252     ** whose name or race matches a comma-delimited list in the slaying
2253     ** field of the deathstriking object */
2254    
2255     int atk_lev, def_lev, kill_lev;
2256    
2257     if (hitter->slaying)
2258     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2259     return;
2260    
2261     def_lev = op->level;
2262     if (def_lev < 1)
2263     {
2264     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2265     def_lev = 1;
2266     }
2267     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2268     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2269     atk_lev, def_lev); */
2270    
2271     if (atk_lev >= def_lev)
2272     {
2273     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2274    
2275     /* Note that the below effectively means the ratio of the atk vs
2276     * defener level is important - if level 52 character has very little
2277     * chance of killing a level 50 monster. This should probably be
2278     * redone.
2279     */
2280     if (kill_lev >= def_lev)
2281     {
2282     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2283     /* I think this doesn't really do much. Because of
2284     * integer rounding, this only makes any difference if the
2285     * attack level is double the defender level.
2286     */
2287     *dam *= kill_lev / def_lev;
2288 root 1.5 }
2289 root 1.9 }
2290     else
2291     {
2292     *dam = 0; /* no harm done */
2293 elmex 1.1 }
2294     }
2295    
2296     /* thrown_item_effect() - handles any special effects of thrown
2297     * items (like attacking living creatures--a potion thrown at a
2298     * monster).
2299     */
2300 root 1.9 static void
2301     thrown_item_effect (object *hitter, object *victim)
2302 elmex 1.1 {
2303 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2304     {
2305     /* May not need a switch for just 2 types, but this makes it
2306     * easier for expansion.
2307     */
2308     switch (hitter->type)
2309     {
2310 root 1.5 case POTION:
2311 root 1.9 /* should player get a save throw instead of checking magic protection? */
2312     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2313     (void) apply_potion (victim, hitter);
2314     break;
2315    
2316     case POISON: /* poison drinks */
2317     /* As with potions, should monster get a save? */
2318     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2319     apply_poison (victim, hitter);
2320     break;
2321    
2322     /* Removed case statements that did nothing.
2323     * food may be poisonous, but monster must be willing to eat it,
2324     * so we don't handle it here.
2325     * Containers should perhaps break open, but that code was disabled.
2326     */
2327 root 1.5 }
2328 elmex 1.1 }
2329     }
2330    
2331     /* adj_attackroll() - adjustments to attacks by various conditions */
2332    
2333 root 1.9 int
2334     adj_attackroll (object *hitter, object *target)
2335     {
2336 elmex 1.1 object *attacker = hitter;
2337 root 1.9 int adjust = 0;
2338 elmex 1.1
2339     /* safety */
2340 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2341     {
2342     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2343     return 0;
2344     }
2345 elmex 1.1
2346     /* aimed missiles use the owning object's sight */
2347 root 1.9 if (is_aimed_missile (hitter))
2348     {
2349     if ((attacker = get_owner (hitter)) == NULL)
2350     attacker = hitter;
2351     /* A player who saves but hasn't quit still could have objects
2352     * owned by him - need to handle that case to avoid crashes.
2353     */
2354     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2355     attacker = hitter;
2356     }
2357     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2358 elmex 1.1 return 0;
2359    
2360 root 1.9 /* determine the condtions under which we make an attack.
2361     * Add more cases, as the need occurs. */
2362 elmex 1.1
2363 root 1.9 if (!can_see_enemy (attacker, target))
2364     {
2365     /* target is unseen */
2366     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2367     adjust -= 10;
2368     /* dark map penalty for the hitter (lacks infravision if we got here). */
2369     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2370     adjust -= target->map->darkness;
2371     }
2372 elmex 1.1
2373 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2374 elmex 1.1 adjust -= 3;
2375    
2376 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2377 elmex 1.1 adjust += 1;
2378    
2379 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2380 elmex 1.1 adjust += 1;
2381    
2382 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2383 elmex 1.1 adjust -= 3;
2384    
2385     /* if we attack at a different 'altitude' its harder */
2386 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2387 elmex 1.1 adjust -= 2;
2388    
2389     #if 0
2390     /* slower attacks are less likely to succeed. We should use a
2391     * comparison between attacker/target speeds BUT, players have
2392     * a generally faster speed, so this will wind up being a HUGE
2393     * disadantage for the monsters! Too bad, because missiles which
2394     * fly fast should have a better chance of hitting a slower target.
2395     */
2396 root 1.9 if (hitter->speed < target->speed)
2397     adjust += ((float) hitter->speed - target->speed);
2398 elmex 1.1 #endif
2399    
2400     #if 0
2401 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2402 elmex 1.1 #endif
2403    
2404     return adjust;
2405 root 1.9 }
2406 elmex 1.1
2407    
2408     /* determine if the object is an 'aimed' missile */
2409 root 1.9 int
2410     is_aimed_missile (object *op)
2411     {
2412 elmex 1.1
2413 root 1.9 /* I broke what used to be one big if into a few nested
2414     * ones so that figuring out the logic is at least possible.
2415     */
2416     if (op && (op->move_type & MOVE_FLYING))
2417     {
2418     if (op->type == ARROW || op->type == THROWN_OBJ)
2419     return 1;
2420     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2421     return 1;
2422 elmex 1.1 }
2423 root 1.9 return 0;
2424     }