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/cvs/deliantra/server/server/attack.C
Revision: 1.14
Committed: Thu Sep 14 17:10:25 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +3 -4 lines
Log Message:
removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 bytes

File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_attack_c =
4 root 1.14 * "$Id: attack.C,v 1.13 2006-09-14 00:14:51 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 root 1.13
183 root 1.9 if (op)
184     fix_stopped_item (op, m, originator);
185 root 1.13
186 root 1.9 if ((op = get_archetype (arch)) != NULL)
187     {
188     if (env)
189     {
190     op->x = env->x, op->y = env->y;
191     insert_ob_in_ob (op, env);
192     if (env->contr)
193     esrv_send_item (env, op);
194 root 1.5 }
195 root 1.9 else
196     {
197     op->x = x, op->y = y;
198     insert_ob_in_map (op, m, originator, 0);
199     }
200     }
201 root 1.13
202 root 1.9 return;
203     }
204 root 1.13
205 root 1.9 if (type & AT_CANCELLATION)
206     { /* Cancellation. */
207     cancellation (op);
208     fix_stopped_item (op, m, originator);
209     return;
210     }
211 root 1.13
212 root 1.9 if (op->nrof > 1)
213     {
214     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
215 root 1.13
216 root 1.9 if (op)
217     fix_stopped_item (op, m, originator);
218 elmex 1.1 }
219 root 1.9 else
220     {
221     if (op->env)
222     {
223     object *tmp = is_player_inv (op->env);
224    
225     if (tmp)
226 root 1.13 esrv_del_item (tmp->contr, op->count);
227 root 1.5 }
228 root 1.13
229 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
230     remove_ob (op);
231 root 1.13
232 root 1.9 free_object (op);
233     }
234 root 1.13
235 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
236 root 1.13 if (env)
237     {
238     op = get_archetype ("burnout");
239     op->x = env->x, op->y = env->y;
240     insert_ob_in_ob (op, env);
241     }
242     else
243     replace_insert_ob_in_map ("burnout", originator);
244    
245 root 1.9 return;
246     }
247     /* The value of 50 is arbitrary. */
248     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
249     {
250     object *tmp;
251     archetype *at = find_archetype ("icecube");
252    
253     if (at == NULL)
254 root 1.5 return;
255 root 1.9 op = stop_item (op);
256     if (op == NULL)
257 elmex 1.1 return;
258 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
259     {
260     tmp = arch_to_object (at);
261     tmp->x = op->x, tmp->y = op->y;
262     /* This was in the old (pre new movement code) -
263     * icecubes have slow_move set to 1 - don't want
264     * that for ones we create.
265     */
266     tmp->move_slow_penalty = 0;
267     tmp->move_slow = 0;
268     insert_ob_in_map (tmp, op->map, originator, 0);
269     }
270     if (!QUERY_FLAG (op, FLAG_REMOVED))
271     remove_ob (op);
272     (void) insert_ob_in_ob (op, tmp);
273     return;
274 elmex 1.1 }
275     }
276    
277     /* Object op is hitting the map.
278     * op is going in direction 'dir'
279     * type is the attacktype of the object.
280     * full_hit is set if monster area does not matter.
281     * returns 1 if it hits something, 0 otherwise.
282     */
283    
284 root 1.9 int
285     hit_map (object *op, int dir, int type, int full_hit)
286     {
287     object *tmp, *next;
288     mapstruct *map;
289     sint16 x, y;
290     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
291 elmex 1.1
292 root 1.9 tag_t op_tag, next_tag = 0;
293 elmex 1.1
294 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
295     {
296     LOG (llevError, "BUG: hit_map(): free object\n");
297     return 0;
298 elmex 1.1 }
299    
300 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
301     {
302     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
303     return 0;
304 elmex 1.1 }
305    
306 root 1.9 if (!op->map)
307     {
308     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
309     return 0;
310 elmex 1.1 }
311    
312 root 1.9 if (op->head)
313     op = op->head;
314    
315     op_tag = op->count;
316    
317     map = op->map;
318     x = op->x + freearr_x[dir];
319     y = op->y + freearr_y[dir];
320 elmex 1.1
321 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
322    
323     // elmex: a safe map tile can't be hit!
324     // this should prevent most harmful effects on items and players there.
325 root 1.11 if (mflags & (P_OUT_OF_MAP | P_SAFE))
326 root 1.9 return 0;
327    
328     /* peterm: a few special cases for special attacktypes --counterspell
329     * must be out here because it strikes things which are not alive
330     */
331 elmex 1.1
332 root 1.9 if (type & AT_COUNTERSPELL)
333     {
334     counterspell (op, dir); /* see spell_effect.c */
335 elmex 1.1
336 root 1.9 /* If the only attacktype is counterspell or magic, don't need
337     * to do any further processing.
338     */
339     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
340 root 1.11 return 0;
341    
342 root 1.9 type &= ~AT_COUNTERSPELL;
343 elmex 1.1 }
344    
345 root 1.9 if (type & AT_CHAOS)
346     {
347     shuffle_attack (op, 1); /*1 flag tells it to change the face */
348     update_object (op, UP_OBJ_FACE);
349     type &= ~AT_CHAOS;
350 elmex 1.1 }
351    
352 root 1.9 next = get_map_ob (map, x, y);
353     if (next)
354     next_tag = next->count;
355    
356     while (next)
357     {
358     if (was_destroyed (next, next_tag))
359     {
360     /* There may still be objects that were above 'next', but there is no
361     * simple way to find out short of copying all object references and
362     * tags into a temporary array before we start processing the first
363     * object. That's why we just abort.
364     *
365     * This happens whenever attack spells (like fire) hit a pile
366     * of objects. This is not a bug - nor an error. The errormessage
367     * below was spamming the logs for absolutely no reason.
368     */
369     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
370     break;
371     }
372 root 1.11
373 root 1.9 tmp = next;
374     next = tmp->above;
375 root 1.11
376 root 1.9 if (next)
377 root 1.5 next_tag = next->count;
378 elmex 1.1
379 root 1.9 if (QUERY_FLAG (tmp, FLAG_FREED))
380     {
381     LOG (llevError, "BUG: hit_map(): found freed object\n");
382     break;
383 root 1.5 }
384    
385 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386     * For example, 'tmp' was put in an icecube.
387     * This is one of the few cases where on_same_map should not be used.
388     */
389     if (tmp->map != map || tmp->x != x || tmp->y != y)
390     continue;
391    
392     if (QUERY_FLAG (tmp, FLAG_ALIVE))
393     {
394     hit_player (tmp, op->stats.dam, op, type, full_hit);
395     retflag |= 1;
396     if (was_destroyed (op, op_tag))
397 root 1.5 break;
398     }
399 root 1.11
400 root 1.9 /* Here we are potentially destroying an object. If the object has
401     * NO_PASS set, it is also immune - you can't destroy walls. Note
402     * that weak walls have is_alive set, which prevent objects from
403     * passing over/through them. We don't care what type of movement
404     * the wall blocks - if it blocks any type of movement, can't be
405     * destroyed right now.
406     */
407     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
408     {
409     save_throw_object (tmp, type, op);
410     if (was_destroyed (op, op_tag))
411     break;
412 root 1.5 }
413 elmex 1.1 }
414 root 1.11
415 root 1.9 return 0;
416 elmex 1.1 }
417    
418 root 1.9 void
419     attack_message (int dam, int type, object *op, object *hitter)
420     {
421 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
422 root 1.9 int i, found = 0;
423 elmex 1.1 mapstruct *map;
424     object *next, *tmp;
425    
426     /* put in a few special messages for some of the common attacktypes
427     * a player might have. For example, fire, electric, cold, etc
428     * [garbled 20010919]
429     */
430    
431 root 1.9 if (dam == 9998 && op->type == DOOR)
432     {
433     sprintf (buf1, "unlock %s", &op->name);
434     sprintf (buf2, " unlocks");
435     found++;
436     }
437     if (dam < 0)
438     {
439     sprintf (buf1, "hit %s", &op->name);
440     sprintf (buf2, " hits");
441     found++;
442     }
443     else if (dam == 0)
444     {
445     sprintf (buf1, "missed %s", &op->name);
446     sprintf (buf2, " misses");
447     found++;
448     }
449     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
450     hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
451     {
452     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
453     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
454     {
455     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
456     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
457     found++;
458     break;
459     }
460     }
461     else if (op->type == DOOR && !found)
462     {
463     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
464     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
465     {
466     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
467     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
468     found++;
469     break;
470     }
471     }
472     else if (hitter->type == PLAYER && IS_LIVE (op))
473     {
474     if (USING_SKILL (hitter, SK_KARATE))
475     {
476     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
477     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
478     {
479     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
480     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
481 root 1.5 found++;
482     break;
483 root 1.9 }
484     }
485     else if (USING_SKILL (hitter, SK_CLAWING))
486     {
487     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
488     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
489     {
490     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
491     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
492 root 1.5 found++;
493     break;
494     }
495 root 1.9 }
496     else if (USING_SKILL (hitter, SK_PUNCHING))
497     {
498     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
499     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
500     {
501     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
502     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
503     found++;
504     break;
505 root 1.5 }
506     }
507 elmex 1.1 }
508 root 1.9 if (found)
509     {
510     /* done */
511     }
512     else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
513     {
514     sprintf (buf1, "hit"); /* just in case */
515     for (i = 0; i < MAXATTACKMESS; i++)
516     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
517     {
518     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
519     found++;
520     break;
521     }
522     }
523     else if (type & AT_DRAIN && IS_LIVE (op))
524     {
525 elmex 1.1 /* drain is first, because some items have multiple attypes */
526 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
527     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
528     {
529     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
530     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
531     found++;
532     break;
533     }
534     }
535     else if (type & AT_ELECTRICITY && IS_LIVE (op))
536     {
537     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
538     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
539     {
540     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
541     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
542     found++;
543     break;
544     }
545     }
546     else if (type & AT_COLD && IS_LIVE (op))
547     {
548     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
549     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
550     {
551     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
552     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
553     found++;
554     break;
555     }
556     }
557     else if (type & AT_FIRE)
558     {
559     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
560     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
561     {
562     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
563     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
564     found++;
565     break;
566     }
567     }
568     else if (hitter->current_weapon != NULL)
569     {
570     int mtype;
571    
572     switch (hitter->current_weapon->weapontype)
573     {
574     case WEAP_HIT:
575     mtype = ATM_BASIC;
576     break;
577     case WEAP_SLASH:
578     mtype = ATM_SLASH;
579     break;
580     case WEAP_PIERCE:
581     mtype = ATM_PIERCE;
582     break;
583     case WEAP_CLEAVE:
584     mtype = ATM_CLEAVE;
585     break;
586     case WEAP_SLICE:
587     mtype = ATM_SLICE;
588     break;
589     case WEAP_STAB:
590     mtype = ATM_STAB;
591     break;
592     case WEAP_WHIP:
593     mtype = ATM_WHIP;
594     break;
595     case WEAP_CRUSH:
596     mtype = ATM_CRUSH;
597     break;
598     case WEAP_BLUD:
599     mtype = ATM_BLUD;
600     break;
601     default:
602     mtype = ATM_BASIC;
603     break;
604     }
605     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
606     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
607     {
608     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
609     strcpy (buf2, attack_mess[mtype][i].buf3);
610     found++;
611     break;
612     }
613     }
614     else
615     {
616     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
617     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
618     {
619     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
620     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
621     found++;
622     break;
623     }
624 elmex 1.1 }
625    
626 root 1.9 if (!found)
627     {
628     strcpy (buf1, "hit");
629     strcpy (buf2, " hits");
630 elmex 1.1 }
631    
632 root 1.9 /* bail out if a monster is casting spells */
633     if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
634     return;
635 elmex 1.1
636 root 1.9 /* scale down magic considerably. */
637     if (type & AT_MAGIC && rndm (0, 5))
638     return;
639 elmex 1.1
640 root 1.9 /* Did a player hurt another player? Inform both! */
641     if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642     {
643     if (get_owner (hitter) != NULL)
644     sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
645     else
646     {
647     sprintf (buf, "%s%s you.", &hitter->name, buf2);
648     if (dam != 0)
649     {
650     if (dam < 10)
651     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
652     else if (dam < 20)
653     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
654     else
655     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
656 root 1.5 }
657     }
658 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
659     } /* end of player hitting player */
660 elmex 1.1
661 root 1.9 if (hitter->type == PLAYER)
662     {
663     sprintf (buf, "You %s.", buf1);
664     if (dam != 0)
665     {
666     if (dam < 10)
667     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
668     else if (dam < 20)
669     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
670     else
671     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
672 root 1.5 }
673 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
674     }
675     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
676     {
677 elmex 1.1 /* look for stacked spells and start reducing the message chances */
678 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
679     {
680     i = 4;
681     map = hitter->map;
682     if (out_of_map (map, hitter->x, hitter->y))
683     return;
684     next = get_map_ob (map, hitter->x, hitter->y);
685     if (next)
686     while (next)
687     {
688     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689     i *= 3;
690     tmp = next;
691     next = tmp->above;
692     }
693     if (i < 0)
694 root 1.5 return;
695 root 1.9 if (rndm (0, i) != 0)
696     return;
697     }
698     else if (rndm (0, 5) != 0)
699     return;
700     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
701     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
702     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
703 elmex 1.1 }
704     }
705    
706    
707 root 1.9 static int
708     get_attack_mode (object **target, object **hitter, int *simple_attack)
709 elmex 1.1 {
710 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
711     {
712     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
713     return 1;
714 elmex 1.1 }
715 root 1.9 if ((*target)->head)
716     *target = (*target)->head;
717     if ((*hitter)->head)
718     *hitter = (*hitter)->head;
719     if ((*hitter)->env != NULL || (*target)->env != NULL)
720     {
721     *simple_attack = 1;
722     return 0;
723 elmex 1.1 }
724 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
725     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
726 elmex 1.1 {
727 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
728     return 1;
729 elmex 1.1 }
730 root 1.9 *simple_attack = 0;
731     return 0;
732 elmex 1.1 }
733    
734 root 1.9 static int
735     abort_attack (object *target, object *hitter, int simple_attack)
736 elmex 1.1 {
737 root 1.9
738 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
739     * determined by get_attack_mode(). Returns true if the relation has changed.
740     */
741 root 1.9 int new_mode;
742 elmex 1.1
743 root 1.9 if (hitter->env == target || target->env == hitter)
744     new_mode = 1;
745     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
746     return 1;
747     else
748     new_mode = 0;
749     return new_mode != simple_attack;
750 elmex 1.1 }
751    
752     static void thrown_item_effect (object *, object *);
753    
754 root 1.9 static int
755     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
756 elmex 1.1 {
757 root 1.9 int simple_attack, roll, dam = 0;
758     uint32 type;
759     shstr op_name;
760     tag_t op_tag, hitter_tag;
761    
762     if (get_attack_mode (&op, &hitter, &simple_attack))
763     goto error;
764    
765     if (hitter->current_weapon)
766     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767     return RESULT_INT (0);
768    
769     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770     return RESULT_INT (0);
771 elmex 1.1
772 root 1.9 op_tag = op->count;
773     hitter_tag = hitter->count;
774    
775     /*
776     * A little check to make it more difficult to dance forward and back
777     * to avoid ever being hit by monsters.
778     */
779     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
780     {
781     /* Decrease speed BEFORE calling process_object. Otherwise, an
782     * infinite loop occurs, with process_object calling move_monster,
783     * which then gets here again. By decreasing the speed before
784     * we call process_object, the 'if' statement above will fail.
785     */
786     op->speed_left--;
787     process_object (op);
788     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
789 elmex 1.1 goto error;
790 root 1.9 }
791 elmex 1.1
792 root 1.9 op_name = op->name;
793 root 1.3
794 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
795 elmex 1.1
796 root 1.9 /* Adjust roll for various situations. */
797     if (!simple_attack)
798     roll += adj_attackroll (hitter, op);
799 elmex 1.1
800 root 1.9 /* See if we hit the creature */
801     if (roll == 20 || op->stats.ac >= base_wc - roll)
802     {
803     int hitdam = base_dam;
804    
805     if (settings.casting_time == TRUE)
806     {
807     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
808     {
809     hitter->casting_time = -1;
810     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
811     }
812     if ((op->casting_time > -1) && (hitdam > 0))
813     {
814     op->casting_time = -1;
815     if (op->type == PLAYER)
816     {
817     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
818     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
819 root 1.5 }
820     }
821     }
822 root 1.9 if (!simple_attack)
823 elmex 1.1 {
824 root 1.9 /* If you hit something, the victim should *always* wake up.
825     * Before, invisible hitters could avoid doing this.
826     * -b.t. */
827     if (QUERY_FLAG (op, FLAG_SLEEP))
828     CLEAR_FLAG (op, FLAG_SLEEP);
829    
830     /* If the victim can't see the attacker, it may alert others
831     * for help. */
832     if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
833     npc_call_help (op);
834    
835     /* if you were hidden and hit by a creature, you are discovered */
836     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
837     {
838     make_visible (op);
839     if (op->type == PLAYER)
840     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
841     }
842    
843     /* thrown items (hitter) will have various effects
844     * when they hit the victim. For things like thrown daggers,
845     * this sets 'hitter' to the actual dagger, and not the
846     * wrapper object.
847     */
848     thrown_item_effect (hitter, op);
849     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
850     goto leave;
851     }
852    
853     /* Need to do at least 1 damage, otherwise there is no point
854     * to go further and it will cause FPE's below.
855     */
856     if (hitdam <= 0)
857     hitdam = 1;
858 elmex 1.1
859 root 1.9 type = hitter->attacktype;
860     if (!type)
861     type = AT_PHYSICAL;
862     /* Handle monsters that hit back */
863     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
864     {
865     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
866     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
867     hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
868     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
869 root 1.5 goto leave;
870 root 1.9 }
871 elmex 1.1
872 root 1.9 /* In the new attack code, it should handle multiple attack
873     * types in its area, so remove it from here.
874     */
875     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
876     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
877     goto leave;
878     } /* end of if hitter hit op */
879     /* if we missed, dam=0 */
880    
881     /*attack_message(dam, type, op, hitter); */
882 elmex 1.1
883 root 1.9 goto leave;
884 elmex 1.1
885 root 1.9 error:
886     dam = 1;
887 elmex 1.1
888 root 1.9 leave:
889 elmex 1.1
890 root 1.9 return dam;
891 elmex 1.1 }
892    
893 root 1.9 int
894     attack_ob (object *op, object *hitter)
895 elmex 1.1 {
896    
897 root 1.9 if (hitter->head)
898     hitter = hitter->head;
899     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
900 elmex 1.1 }
901    
902     /* op is the arrow, tmp is what is stopping the arrow.
903     *
904     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
905     */
906 root 1.9 static int
907     stick_arrow (object *op, object *tmp)
908 elmex 1.1 {
909 root 1.9 /* If the missile hit a player, we insert it in their inventory.
910     * However, if the missile is heavy, we don't do so (assume it falls
911     * to the ground after a hit). What a good value for this is up to
912     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
913     * stick around.
914     */
915     if (op->weight <= 5000 && tmp->stats.hp >= 0)
916     {
917     if (tmp->head != NULL)
918     tmp = tmp->head;
919 root 1.10
920 root 1.9 remove_ob (op);
921     op = insert_ob_in_ob (op, tmp);
922 root 1.10
923 root 1.9 if (tmp->type == PLAYER)
924     esrv_send_item (tmp, op);
925 root 1.10
926 root 1.9 return 1;
927     }
928     else
929     return 0;
930 elmex 1.1 }
931    
932     /* hit_with_arrow() disassembles the missile, attacks the victim and
933     * reassembles the missile.
934     *
935     * It returns a pointer to the reassembled missile, or NULL if the missile
936     * isn't available anymore.
937     */
938 root 1.9 object *
939     hit_with_arrow (object *op, object *victim)
940 elmex 1.1 {
941 root 1.9 object *container, *hitter;
942     int hit_something = 0;
943     tag_t victim_tag, hitter_tag;
944     sint16 victim_x, victim_y;
945    
946     /* Disassemble missile */
947     if (op->inv)
948     {
949     container = op;
950     hitter = op->inv;
951     remove_ob (hitter);
952     insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
953     /* Note that we now have an empty THROWN_OBJ on the map. Code that
954     * might be called until this THROWN_OBJ is either reassembled or
955     * removed at the end of this function must be able to deal with empty
956     * THROWN_OBJs. */
957     }
958     else
959     {
960     container = NULL;
961     hitter = op;
962     }
963    
964     /* Try to hit victim */
965     victim_x = victim->x;
966     victim_y = victim->y;
967     victim_tag = victim->count;
968     hitter_tag = hitter->count;
969    
970     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
971    
972     /* Arrow attacks door, rune of summoning is triggered, demon is put on
973     * arrow, move_apply() calls this function, arrow sticks in demon,
974     * attack_ob_simple() returns, and we've got an arrow that still exists
975     * but is no longer on the map. Ugh. (Beware: Such things can happen at
976     * other places as well!)
977     */
978     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
979     {
980     if (container)
981     {
982     remove_ob (container);
983     free_object (container);
984 elmex 1.1 }
985 root 1.9 return NULL;
986 elmex 1.1 }
987    
988 root 1.9 /* Missile hit victim */
989     /* if the speed is > 10, then this is a fast moving arrow, we go straight
990     * through the target
991     */
992     if (hit_something && op->speed <= 10.0)
993     {
994     /* Stop arrow */
995     if (container == NULL)
996     {
997     hitter = fix_stopped_arrow (hitter);
998     if (hitter == NULL)
999 elmex 1.1 return NULL;
1000 root 1.9 }
1001     else
1002     {
1003     remove_ob (container);
1004     free_object (container);
1005     }
1006 elmex 1.1
1007 root 1.9 /* Try to stick arrow into victim */
1008     if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1009     return NULL;
1010    
1011     /* Else try to put arrow on victim's map square
1012     * remove check for P_WALL here. If the arrow got to this
1013     * space, that is good enough - with the new movement code,
1014     * there is now the potential for lots of spaces where something
1015     * can fly over but not otherwise move over. What is the correct
1016     * way to handle those otherwise?
1017     */
1018     if (victim_x != hitter->x || victim_y != hitter->y)
1019     {
1020     remove_ob (hitter);
1021     hitter->x = victim_x;
1022     hitter->y = victim_y;
1023     insert_ob_in_map (hitter, victim->map, hitter, 0);
1024 elmex 1.1 }
1025 root 1.9 else
1026     {
1027     /* Else leave arrow where it is */
1028     merge_ob (hitter, NULL);
1029     }
1030     return NULL;
1031 elmex 1.1 }
1032    
1033 root 1.9 if (hit_something && op->speed >= 10.0)
1034     op->speed -= 1.0;
1035 elmex 1.1
1036 root 1.9 /* Missile missed victim - reassemble missile */
1037     if (container)
1038     {
1039     remove_ob (hitter);
1040     insert_ob_in_ob (hitter, container);
1041 elmex 1.1 }
1042 root 1.9 return op;
1043 elmex 1.1 }
1044    
1045    
1046 root 1.9 void
1047     tear_down_wall (object *op)
1048 elmex 1.1 {
1049 root 1.9 int perc = 0;
1050 elmex 1.1
1051 root 1.9 if (!op->stats.maxhp)
1052     {
1053     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1054     perc = 1;
1055 elmex 1.1 }
1056 root 1.9 else if (!GET_ANIM_ID (op))
1057     {
1058     /* Object has been called - no animations, so remove it */
1059     if (op->stats.hp < 0)
1060     {
1061     remove_ob (op); /* Should update LOS */
1062     free_object (op);
1063     /* Don't know why this is here - remove_ob should do it for us */
1064     /*update_position(m, x, y); */
1065     }
1066     return; /* no animations, so nothing more to do */
1067     }
1068     perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1069     if (perc >= (int) NUM_ANIMATIONS (op))
1070     perc = NUM_ANIMATIONS (op) - 1;
1071     else if (perc < 1)
1072     perc = 1;
1073     SET_ANIMATION (op, perc);
1074     update_object (op, UP_OBJ_FACE);
1075     if (perc == NUM_ANIMATIONS (op) - 1)
1076     { /* Reached the last animation */
1077     if (op->face == blank_face)
1078     {
1079     /* If the last face is blank, remove the ob */
1080     remove_ob (op); /* Should update LOS */
1081     free_object (op);
1082 root 1.5
1083 root 1.9 /* remove_ob should call update_position for us */
1084     /*update_position(m, x, y); */
1085 root 1.5
1086 root 1.9 }
1087     else
1088     { /* The last face was not blank, leave an image */
1089     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1090     update_all_los (op->map, op->x, op->y);
1091     op->move_block = 0;
1092     CLEAR_FLAG (op, FLAG_ALIVE);
1093 root 1.5 }
1094 elmex 1.1 }
1095     }
1096    
1097 root 1.9 void
1098     scare_creature (object *target, object *hitter)
1099 elmex 1.1 {
1100 root 1.9 object *owner = get_owner (hitter);
1101 elmex 1.1
1102 root 1.9 if (!owner)
1103     owner = hitter;
1104 elmex 1.1
1105 root 1.9 SET_FLAG (target, FLAG_SCARED);
1106     if (!target->enemy)
1107     target->enemy = owner;
1108 elmex 1.1 }
1109    
1110    
1111     /* This returns the amount of damage hitter does to op with the
1112     * appropriate attacktype. Only 1 attacktype should be set at a time.
1113     * This doesn't damage the player, but returns how much it should
1114     * take. However, it will do other effects (paralyzation, slow, etc.)
1115     * Note - changed for PR code - we now pass the attack number and not
1116     * the attacktype. Makes it easier for the PR code. */
1117    
1118 root 1.9 int
1119     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1120     {
1121    
1122     int doesnt_slay = 1;
1123    
1124     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1125     if (attacknum >= NROFATTACKS)
1126     {
1127     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1128     return 0;
1129 elmex 1.1 }
1130 root 1.9
1131     if (dam < 0)
1132     {
1133     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1134     return 0;
1135 elmex 1.1 }
1136 root 1.9
1137     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1138     * people can't mess with that or it otherwise get confused. */
1139     if (attacknum == ATNR_INTERNAL)
1140     return dam;
1141    
1142     if (hitter->slaying)
1143     {
1144     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1145     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1146     {
1147     doesnt_slay = 0;
1148     dam *= 3;
1149     }
1150 elmex 1.1 }
1151    
1152 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1153     if (op->resist[attacknum])
1154     {
1155 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1156     * in case 0>dam>1, we try to "simulate" a float value-effect */
1157 root 1.9 dam *= (100 - op->resist[attacknum]);
1158     if (dam >= 100)
1159     dam /= 100;
1160 elmex 1.1 else
1161 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1162 elmex 1.1 }
1163    
1164 root 1.9 /* Special hack. By default, if immune to something, you
1165     * shouldn't need to worry. However, acid is an exception, since
1166     * it can still damage your items. Only include attacktypes if
1167     * special processing is needed */
1168    
1169     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1170     return 0;
1171    
1172     /* Keep this in order - makes things easier to find */
1173    
1174     switch (attacknum)
1175     {
1176     case ATNR_PHYSICAL:
1177     /* here also check for diseases */
1178     check_physically_infect (op, hitter);
1179     break;
1180 elmex 1.1
1181 root 1.9 /* Don't need to do anything for:
1182 root 1.5 magic,
1183     fire,
1184     electricity,
1185     cold */
1186 root 1.9
1187     case ATNR_CONFUSION:
1188     case ATNR_POISON:
1189     case ATNR_SLOW:
1190     case ATNR_PARALYZE:
1191     case ATNR_FEAR:
1192     case ATNR_CANCELLATION:
1193     case ATNR_DEPLETE:
1194     case ATNR_BLIND:
1195     {
1196 root 1.5 /* chance for inflicting a special attack depends on the
1197     * difference between attacker's and defender's level
1198     */
1199 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1200 root 1.5
1201     /* First, only creatures/players with speed can be affected.
1202     * Second, just getting hit doesn't mean it always affects
1203     * you. Third, you still get a saving through against the
1204     * effect.
1205     */
1206 root 1.9 if (op->speed &&
1207     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1208     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1209     {
1210 root 1.5
1211     /* Player has been hit by something */
1212 root 1.9 if (attacknum == ATNR_CONFUSION)
1213     confuse_player (op, hitter, dam);
1214     else if (attacknum == ATNR_POISON)
1215     poison_player (op, hitter, dam);
1216     else if (attacknum == ATNR_SLOW)
1217     slow_player (op, hitter, dam);
1218     else if (attacknum == ATNR_PARALYZE)
1219     paralyze_player (op, hitter, dam);
1220     else if (attacknum == ATNR_FEAR)
1221     scare_creature (op, hitter);
1222     else if (attacknum == ATNR_CANCELLATION)
1223     cancellation (op);
1224     else if (attacknum == ATNR_DEPLETE)
1225     drain_stat (op);
1226     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1227     blind_player (op, hitter, dam);
1228     }
1229     dam = 0; /* These are all effects and don't do real damage */
1230     }
1231     break;
1232     case ATNR_ACID:
1233     {
1234     int flag = 0;
1235    
1236     /* Items only get corroded if you're not on a battleground and
1237     * if your acid resistance is below 50%. */
1238     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1239     {
1240     object *tmp;
1241    
1242     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1243     {
1244     if (tmp->invisible)
1245     continue;
1246     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1247     /* >= 10% acid res. on itmes will protect these */
1248     continue;
1249     if (!(tmp->material & M_IRON))
1250     continue;
1251     if (tmp->magic < -4) /* Let's stop at -5 */
1252     continue;
1253     if (tmp->type == RING ||
1254     /* removed boots and gloves from exclusion list in
1255     PR */
1256     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257     continue; /* To avoid some strange effects */
1258    
1259     /* High damage acid has better chance of corroding
1260     objects */
1261     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1262     {
1263     if (op->type == PLAYER)
1264     /* Make this more visible */
1265     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1266     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1267     flag = 1;
1268     tmp->magic--;
1269     if (op->type == PLAYER)
1270     esrv_send_item (op, tmp);
1271     }
1272     }
1273     if (flag)
1274     fix_player (op); /* Something was corroded */
1275     }
1276     }
1277     break;
1278     case ATNR_DRAIN:
1279 root 1.5 {
1280 root 1.9 /* rate is the proportion of exp drained. High rate means
1281     * not much is drained, low rate means a lot is drained.
1282 root 1.5 */
1283 root 1.9 int rate;
1284    
1285     if (op->resist[ATNR_DRAIN] >= 0)
1286     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1287     else
1288     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1289    
1290     if (op->stats.exp <= rate)
1291     {
1292     if (op->type == GOLEM)
1293     dam = 999; /* Its force is "sucked" away. 8) */
1294     else
1295     /* If we can't drain, lets try to do physical damage */
1296     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1297     }
1298     else
1299     {
1300     /* Randomly give the hitter some hp */
1301     if (hitter->stats.hp < hitter->stats.maxhp &&
1302     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1303     hitter->stats.hp++;
1304    
1305     /* Can't do drains on battleground spaces.
1306     * Move the wiz check up here - before, the hitter wouldn't gain exp
1307     * exp, but the wiz would still lose exp! If drainee is a wiz,
1308     * nothing happens.
1309     * Try to credit the owner. We try to display player -> player drain
1310     * attacks, hence all the != PLAYER checks.
1311     */
1312     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1313     {
1314     object *owner = get_owner (hitter);
1315    
1316     if (owner && owner != hitter)
1317     {
1318     if (op->type != PLAYER || owner->type != PLAYER)
1319     change_exp (owner, op->stats.exp / (rate * 2),
1320     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321     }
1322     else if (op->type != PLAYER || hitter->type != PLAYER)
1323     {
1324     change_exp (hitter, op->stats.exp / (rate * 2),
1325     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1326     }
1327     change_exp (op, -op->stats.exp / rate, NULL, 0);
1328     }
1329     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1330     * drain attack, you won't know that you are actually sucking out EXP,
1331     * as the messages will say you missed
1332     */
1333     }
1334     }
1335     break;
1336     case ATNR_TURN_UNDEAD:
1337     {
1338     if (QUERY_FLAG (op, FLAG_UNDEAD))
1339     {
1340 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1341 root 1.9 object *god = find_god (determine_god (owner));
1342     int div = 1;
1343    
1344     /* if undead are not an enemy of your god, you turn them
1345     * at half strength */
1346     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1347     div = 2;
1348     /* Give a bonus if you resist turn undead */
1349     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1350     scare_creature (op, owner);
1351     }
1352     else
1353     dam = 0; /* don't damage non undead - should we damage
1354     undead? */
1355     }
1356     break;
1357     case ATNR_DEATH:
1358     deathstrike_player (op, hitter, &dam);
1359     break;
1360     case ATNR_CHAOS:
1361     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1362     dam = 0;
1363     break;
1364     case ATNR_COUNTERSPELL:
1365     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1366     dam = 0;
1367     /* This should never happen. Counterspell is handled
1368     * seperately and filtered out. If this does happen,
1369     * Counterspell has no effect on anything but spells, so it
1370     * does no damage. */
1371     break;
1372     case ATNR_HOLYWORD:
1373     {
1374     /* This has already been handled by hit_player,
1375     * no need to check twice -- DAMN */
1376 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1377 root 1.5
1378 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1379     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1380     scare_creature (op, owner);
1381     }
1382     break;
1383     case ATNR_LIFE_STEALING:
1384     {
1385     int new_hp;
1386    
1387     /* this is replacement to drain for players, instead of taking
1388     * exp it takes hp. It is geared for players, probably not
1389     * much use giving it to monsters
1390     *
1391     * life stealing doesn't do a lot of damage, but it gives the
1392     * damage it does do to the player. Given that,
1393     * it only does 1/10'th normal damage (hence the divide by
1394     * 1000).
1395     */
1396     /* You can't steal life from something undead */
1397     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1398     return 0;
1399     /* If drain protection is higher than life stealing, use that */
1400     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1401     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1402     else
1403     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1404     /* You die at -1 hp, not zero. */
1405     if (dam > (op->stats.hp + 1))
1406     dam = op->stats.hp + 1;
1407     new_hp = hitter->stats.hp + dam;
1408     if (new_hp > hitter->stats.maxhp)
1409     new_hp = hitter->stats.maxhp;
1410     if (new_hp > hitter->stats.hp)
1411     hitter->stats.hp = new_hp;
1412     }
1413 elmex 1.1 }
1414 root 1.9 return dam;
1415 elmex 1.1 }
1416    
1417    
1418     /* GROS: This code comes from hit_player. It has been made external to
1419     * allow script procedures to "kill" objects in a combat-like fashion.
1420     * It was initially used by (kill-object) developed for the Collector's
1421     * Sword. Note that nothing has been changed from the original version
1422     * of the following code.
1423     * op is what is being killed.
1424     * dam is the damage done to it.
1425     * hitter is what is hitting it.
1426     * type is the attacktype.
1427     *
1428     * This function was a bit of a mess with hitter getting changed,
1429     * values being stored away but not used, etc. I've cleaned it up
1430     * a bit - I think it should be functionally equivalant.
1431     * MSW 2002-07-17
1432     */
1433 root 1.9 int
1434     kill_object (object *op, int dam, object *hitter, int type)
1435 elmex 1.1 {
1436 root 1.9 char buf[MAX_BUF];
1437     const char *skill;
1438     int maxdam = 0;
1439     int battleg = 0; /* true if op standing on battleground */
1440     int pk = 0; /* true if op and what controls hitter are both players */
1441     object *owner = NULL;
1442     object *skop = NULL;
1443 elmex 1.1
1444 root 1.9 if (op->stats.hp >= 0)
1445     return -1;
1446    
1447     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1448     return 0;
1449    
1450     /* maxdam needs to be the amount of damage it took to kill
1451     * this creature. The function(s) that call us have already
1452     * adjusted the creatures HP total, so that is negative.
1453     */
1454     maxdam = dam + op->stats.hp + 1;
1455    
1456     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1457     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1458    
1459     if (op->type == DOOR)
1460     {
1461     op->speed = 0.1;
1462     update_ob_speed (op);
1463     op->speed_left = -0.05;
1464     return maxdam;
1465     }
1466     if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1467     {
1468     remove_friendly_object (op);
1469     if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1470     {
1471     op->owner->contr->ranges[range_golem] = NULL;
1472     op->owner->contr->golem_count = 0;
1473     }
1474    
1475     remove_ob (op);
1476     free_object (op);
1477     return maxdam;
1478     }
1479    
1480     /* Now lets start dealing with experience we get for killing something */
1481    
1482     owner = get_owner (hitter);
1483     if (owner == NULL)
1484     owner = hitter;
1485    
1486     /* is the victim (op) standing on battleground? */
1487     if (op_on_battleground (op, NULL, NULL))
1488     battleg = 1;
1489    
1490     /* is this player killing? */
1491     if (op->type == PLAYER && owner->type == PLAYER)
1492     pk = 1;
1493    
1494     /* Player killed something */
1495     if (owner->type == PLAYER)
1496     {
1497     Log_Kill (owner->name,
1498     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1499    
1500     /* Log players killing other players - makes it easier to detect
1501     * and filter out malicious player killers - that is why the
1502     * ip address is included.
1503     */
1504     if (op->type == PLAYER && !battleg)
1505     {
1506     time_t t = time (NULL);
1507     struct tm *tmv;
1508     char buf[256];
1509    
1510     tmv = localtime (&t);
1511     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1512    
1513     LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1514     }
1515    
1516     /* try to filter some things out - basically, if you are
1517     * killing a level 1 creature and your level 20, you
1518     * probably don't want to see that.
1519     */
1520     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1521     {
1522     if (owner != hitter)
1523     {
1524     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1525     }
1526     else
1527     {
1528     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1529     }
1530     /* Only play sounds for melee kills */
1531     if (hitter->type == PLAYER)
1532     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1533     }
1534    
1535     /* If a player kills another player, not on
1536     * battleground, the "killer" looses 1 luck. Since this is
1537     * not reversible, it's actually quite a pain IMHO. -AV
1538     * Fix bug in that we were changing the luck of the hitter, not
1539     * player that the object belonged to - so if you killed another player
1540     * with spells, pets, whatever, there was no penalty.
1541     * Changed to make luck penalty configurable in settings.
1542     */
1543     if (op->type == PLAYER && owner != op && !battleg)
1544     change_luck (owner, -settings.pk_luck_penalty);
1545    
1546     /* This code below deals with finding the appropriate skill
1547     * to credit exp to. This is a bit problematic - we should
1548     * probably never really have to look at current_weapon->skill
1549     */
1550     skill = NULL;
1551     if (hitter->skill && hitter->type != PLAYER)
1552     skill = hitter->skill;
1553     else if (owner->chosen_skill)
1554     {
1555     skill = owner->chosen_skill->skill;
1556     skop = owner->chosen_skill;
1557     }
1558     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1559     skill = owner->current_weapon->skill;
1560     else
1561     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1562 elmex 1.1
1563 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1564     * to. Make sure skop is an actual skill, and not a skill tool!
1565     */
1566     if ((!skop || skop->type != SKILL) && skill)
1567     {
1568     int i;
1569 elmex 1.1
1570 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1571     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1572     {
1573     skop = owner->contr->last_skill_ob[i];
1574     break;
1575     }
1576 root 1.5 }
1577 root 1.9 } /* Was it a player that hit somethign */
1578     else
1579     {
1580     skill = NULL;
1581     }
1582    
1583     /* Pet (or spell) killed something. */
1584     if (owner != hitter)
1585     {
1586     (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1587     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588     }
1589     else
1590     {
1591     (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1592     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1593     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1594     }
1595     /* These may have been set in the player code section above */
1596     if (!skop)
1597     skop = hitter->chosen_skill;
1598     if (!skill && skop)
1599     skill = skop->skill;
1600    
1601     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1602    
1603    
1604     /* If you didn't kill yourself, and your not the wizard */
1605     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1606     {
1607     int exp;
1608    
1609     /* Really don't give much experience for killing other players */
1610     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1611     if (op->type == PLAYER)
1612     {
1613     if (battleg)
1614     {
1615     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1616     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1617 root 1.5 }
1618 root 1.9 else
1619     exp = op->stats.exp / 1000;
1620 elmex 1.1 }
1621 root 1.9 else
1622     exp = calc_skill_exp (owner, op, skop);
1623 elmex 1.1
1624 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1625     * exp by killing him
1626     */
1627     if (battleg)
1628     exp = 0;
1629 elmex 1.1
1630 root 1.9 /* Don't know why this is set this way - doesn't make
1631     * sense to just divide everything by two for no reason.
1632     */
1633 elmex 1.1
1634 root 1.9 if (!settings.simple_exp)
1635     exp = exp / 2;
1636 root 1.5
1637 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1638     {
1639     change_exp (owner, exp, skill, 0);
1640 root 1.5 }
1641 root 1.9 else
1642     {
1643     int shares = 0, count = 0;
1644 root 1.5
1645 root 1.9 player *pl;
1646    
1647     partylist *party = owner->contr->party;
1648 root 1.5
1649 elmex 1.1 #ifdef PARTY_KILL_LOG
1650 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1651 elmex 1.1 #endif
1652 root 1.9 for (pl = first_player; pl != NULL; pl = pl->next)
1653     {
1654     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1655     {
1656     count++;
1657     shares += (pl->ob->level + 4);
1658 root 1.5 }
1659     }
1660 root 1.9 if (count == 1 || shares > exp)
1661     change_exp (owner, exp, skill, SK_EXP_TOTAL);
1662     else
1663     {
1664     int share = exp / shares, given = 0, nexp;
1665    
1666     for (pl = first_player; pl != NULL; pl = pl->next)
1667     {
1668     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1669     {
1670     nexp = (pl->ob->level + 4) * share;
1671     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1672     given += nexp;
1673 root 1.5 }
1674     }
1675 root 1.9 exp -= given;
1676     /* give any remainder to the player */
1677     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1678 root 1.5 }
1679 root 1.9 } /* else part of a party */
1680    
1681     } /* end if person didn't kill himself */
1682 elmex 1.1
1683 root 1.9 if (op->type != PLAYER)
1684     {
1685     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1686     {
1687     object *owner1 = get_owner (op);
1688 elmex 1.1
1689 root 1.9 if (owner1 != NULL && owner1->type == PLAYER)
1690     {
1691     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1692     /* Maybe we should include the owner that killed this, maybe not */
1693     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1694 root 1.5 }
1695 root 1.12
1696 root 1.9 remove_friendly_object (op);
1697 root 1.5 }
1698 root 1.12
1699 root 1.9 remove_ob (op);
1700     free_object (op);
1701 elmex 1.1 }
1702 root 1.9 /* Player has been killed! */
1703     else
1704     {
1705     if (owner->type == PLAYER)
1706     {
1707     snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1708 root 1.5 }
1709 root 1.9 else
1710 root 1.12 assign (op->contr->killer, hitter->name);
1711 elmex 1.1 }
1712 root 1.12
1713 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1714     * continues in the calling function.
1715     */
1716     return maxdam;
1717 elmex 1.1 }
1718    
1719     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1720     * Returns 0 this is not friendly fire
1721     */
1722    
1723 root 1.9 int
1724     friendly_fire (object *op, object *hitter)
1725     {
1726     object *owner;
1727     int friendlyfire;
1728    
1729     if (hitter->head)
1730     hitter = hitter->head;
1731    
1732     friendlyfire = 0;
1733    
1734     if (op->type == PLAYER)
1735     {
1736     if (op_on_battleground (hitter, 0, 0))
1737     return 0;
1738    
1739     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1740     return 1;
1741    
1742     if ((owner = get_owner (hitter)) != NULL)
1743     {
1744     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1745     friendlyfire = 2;
1746     }
1747    
1748     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1749     friendlyfire = 0;
1750 elmex 1.1 }
1751 root 1.9 return friendlyfire;
1752 elmex 1.1 }
1753    
1754    
1755     /* This isn't used just for players, but in fact most objects.
1756     * op is the object to be hit, dam is the amount of damage, hitter
1757     * is what is hitting the object, type is the attacktype, and
1758     * full_hit is set if monster area does not matter.
1759     * dam is base damage - protections/vulnerabilities/slaying matches can
1760     * modify it.
1761     */
1762    
1763     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1764     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1765    
1766 root 1.9 int
1767     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1768     {
1769     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1770     int maxattacktype, attacknum;
1771     int body_attack = op && op->head; /* Did we hit op's head? */
1772     int simple_attack;
1773     tag_t op_tag, hitter_tag;
1774     int rtn_kill = 0;
1775     int friendlyfire;
1776 elmex 1.1
1777 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1778     return 0;
1779 elmex 1.1
1780 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1781     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1782     return 0;
1783 elmex 1.1
1784     #ifdef PROHIBIT_PLAYERKILL
1785 root 1.9 if (op->type == PLAYER)
1786     {
1787     object *owner = get_owner (hitter);
1788    
1789     if (!owner)
1790     owner = hitter;
1791     if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1792     {
1793     return 0;
1794 elmex 1.1 }
1795     }
1796     #endif
1797    
1798 root 1.9 op_tag = op->count;
1799     hitter_tag = hitter->count;
1800 elmex 1.1
1801 root 1.9 if (body_attack)
1802     {
1803     /* slow and paralyze must hit the head. But we don't want to just
1804     * return - we still need to process other attacks the spell still
1805     * might have. So just remove the paralyze and slow attacktypes,
1806     * and keep on processing if we have other attacktypes.
1807     * return if only magic or nothing is left - under normal code
1808     * we don't attack with pure magic if there is another attacktype.
1809     * Only do processing if the initial attacktype includes one of those
1810     * attack so we don't cancel out things like magic bullet.
1811     */
1812     if (type & (AT_PARALYZE | AT_SLOW))
1813     {
1814     type &= ~(AT_PARALYZE | AT_SLOW);
1815     if (!type || type == AT_MAGIC)
1816     return 0;
1817 root 1.5 }
1818 elmex 1.1 }
1819    
1820 root 1.9 if (!simple_attack && op->type == DOOR)
1821     {
1822     object *tmp;
1823    
1824     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1825     if (tmp->type == RUNE || tmp->type == TRAP)
1826     {
1827     spring_trap (tmp, hitter);
1828     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1829     return 0;
1830     break;
1831     }
1832 elmex 1.1 }
1833    
1834 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1835     {
1836     /* FIXME: If a player is killed by a rune in a door, the
1837     * was_destroyed() check above doesn't return, and might get here.
1838     */
1839     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1840     return 0;
1841 elmex 1.1 }
1842    
1843     #ifdef ATTACK_DEBUG
1844 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1845 elmex 1.1 #endif
1846    
1847 root 1.9 if (magic)
1848     {
1849 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1850     * in case 0>dam>1, we try to "simulate" a float value-effect */
1851 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1852 elmex 1.1 if (dam >= 100)
1853 root 1.5 dam /= 100;
1854 elmex 1.1 else
1855 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1856 elmex 1.1 }
1857    
1858 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1859     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1860     */
1861     if (type & AT_CHAOS)
1862     {
1863     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1864     update_object (op, UP_OBJ_FACE);
1865 elmex 1.1 type &= ~AT_CHAOS;
1866     }
1867    
1868 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1869     * holyword is part of an attacktype, then make sure the creature is
1870     * a proper match, otherwise no damage.
1871     */
1872     if (type & AT_HOLYWORD)
1873     {
1874     object *god;
1875    
1876     if ((!hitter->slaying ||
1877     (!(op->race && strstr (hitter->slaying, op->race)) &&
1878     !(op->name && strstr (hitter->slaying, op->name)))) &&
1879     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1880     (hitter->title != NULL
1881     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1882     return 0;
1883 elmex 1.1 }
1884    
1885 root 1.9 maxattacktype = type; /* initialize this to something */
1886     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1887     {
1888     /* Magic isn't really a true attack type - it gets combined with other
1889     * attack types. As such, skip it over. However, if magic is
1890     * the only attacktype in the group, then still attack with it
1891     */
1892     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1893     continue;
1894    
1895     /* Go through and hit the player with each attacktype, one by one.
1896     * hit_player_attacktype only figures out the damage, doesn't inflict
1897     * it. It will do the appropriate action for attacktypes with
1898     * effects (slow, paralization, etc.
1899     */
1900     if (type & attacktype)
1901     {
1902     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1903     /* the >= causes us to prefer messages from special attacks, if
1904     * the damage is equal.
1905     */
1906     if (ndam >= maxdam)
1907     {
1908 root 1.5 maxdam = ndam;
1909 root 1.9 maxattacktype = 1 << attacknum;
1910 root 1.5 }
1911     }
1912 elmex 1.1 }
1913 root 1.9
1914     /* if this is friendly fire then do a set % of damage only
1915     * Note - put a check in to make sure this attack is actually
1916     * doing damage - otherwise, the +1 in the code below will make
1917     * an attack do damage before when it otherwise didn't
1918     */
1919     friendlyfire = friendly_fire (op, hitter);
1920     if (friendlyfire && maxdam)
1921     {
1922     maxdam = ((dam * settings.set_friendly_fire) / 100);
1923 elmex 1.1 #ifndef COZY_SERVER
1924 root 1.9 maxdam++;
1925 elmex 1.1 #endif
1926 root 1.9
1927 elmex 1.1 #ifdef ATTACK_DEBUG
1928 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1929     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1930 elmex 1.1 #endif
1931     }
1932    
1933 root 1.9 if (!full_hit)
1934     {
1935     archetype *at;
1936     int area;
1937     int remainder;
1938    
1939     area = 0;
1940     for (at = op->arch; at != NULL; at = at->more)
1941     area++;
1942     assert (area > 0);
1943    
1944     /* basically: maxdam /= area; we try to "simulate" a float
1945     value-effect */
1946     remainder = 100 * (maxdam % area) / area;
1947     maxdam /= area;
1948     if (RANDOM () % 100 < remainder)
1949     maxdam++;
1950 elmex 1.1 }
1951    
1952     #ifdef ATTACK_DEBUG
1953 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1954 elmex 1.1 #endif
1955    
1956 root 1.9 if (get_owner (hitter))
1957     op->enemy = hitter->owner;
1958     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1959     op->enemy = hitter;
1960    
1961     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1962     {
1963     /* The unaggressives look after themselves 8) */
1964     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1965     npc_call_help (op);
1966     }
1967    
1968     if (magic && did_make_save (op, op->level, 0))
1969     maxdam = maxdam / 2;
1970    
1971     attack_message (maxdam, maxattacktype, op, hitter);
1972    
1973     op->stats.hp -= maxdam;
1974    
1975     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1976     if ((op->stats.hp >= 0) &&
1977     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1978     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1979     {
1980 elmex 1.1
1981 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1982     SET_FLAG (op, FLAG_RUN_AWAY);
1983     else
1984     scare_creature (op, hitter);
1985 elmex 1.1 }
1986    
1987 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1988     {
1989     if (maxdam)
1990     tear_down_wall (op);
1991     return maxdam; /* nothing more to do for wall */
1992     }
1993 elmex 1.1
1994 root 1.9 /* See if the creature has been killed */
1995     rtn_kill = kill_object (op, maxdam, hitter, type);
1996     if (rtn_kill != -1)
1997     return rtn_kill;
1998 elmex 1.1
1999    
2000 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2001     * that before if the player was immune to ghosthit, the monster
2002     * remained - that is no longer the case.
2003     */
2004     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2005     {
2006     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2007     remove_friendly_object (hitter);
2008     remove_ob (hitter);
2009     free_object (hitter);
2010     }
2011     /* Lets handle creatures that are splitting now */
2012     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2013     {
2014     int i;
2015     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2016     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2017     object *owner = get_owner (op);
2018 root 1.5
2019 root 1.9 if (!op->other_arch)
2020     {
2021     LOG (llevError, "SPLITTING without other_arch error.\n");
2022     return maxdam;
2023     }
2024     remove_ob (op);
2025     for (i = 0; i < NROFNEWOBJS (op); i++)
2026     { /* This doesn't handle op->more yet */
2027     object *tmp = arch_to_object (op->other_arch);
2028     int j;
2029    
2030     tmp->stats.hp = op->stats.hp;
2031     if (friendly)
2032     {
2033     SET_FLAG (tmp, FLAG_FRIENDLY);
2034     add_friendly_object (tmp);
2035     tmp->attack_movement = PETMOVE;
2036     if (owner != NULL)
2037     set_owner (tmp, owner);
2038     }
2039     if (unaggressive)
2040     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2041     j = find_first_free_spot (tmp, op->map, op->x, op->y);
2042     if (j == -1) /* No spot to put this monster */
2043     free_object (tmp);
2044     else
2045     {
2046     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2047     insert_ob_in_map (tmp, op->map, NULL, 0);
2048     }
2049     }
2050     if (friendly)
2051     remove_friendly_object (op);
2052     free_object (op);
2053     }
2054     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2055     {
2056     remove_ob (hitter);
2057     free_object (hitter);
2058 elmex 1.1 }
2059 root 1.9 return maxdam;
2060     }
2061    
2062    
2063     void
2064     poison_player (object *op, object *hitter, int dam)
2065     {
2066     archetype *at = find_archetype ("poisoning");
2067     object *tmp = present_arch_in_ob (at, op);
2068 elmex 1.1
2069 root 1.9 if (tmp == NULL)
2070     {
2071     if ((tmp = arch_to_object (at)) == NULL)
2072     LOG (llevError, "Failed to clone arch poisoning.\n");
2073     else
2074     {
2075     tmp = insert_ob_in_ob (tmp, op);
2076     /* peterm: give poisoning some teeth. It should
2077     * be able to kill things better than it does:
2078     * damage should be dependent something--I choose to
2079     * do this: if it's a monster, the damage from the
2080     * poisoning goes as the level of the monster/2.
2081     * If anything else, goes as damage.
2082     */
2083    
2084     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2085     tmp->stats.dam += hitter->level / 2;
2086     else
2087     tmp->stats.dam = dam;
2088    
2089     copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2090     if (hitter->skill && hitter->skill != tmp->skill)
2091     {
2092     tmp->skill = hitter->skill;
2093     }
2094    
2095     tmp->stats.food += dam; /* more damage, longer poisoning */
2096    
2097     if (op->type == PLAYER)
2098     {
2099     /* player looses stats, maximum is -10 of each */
2100     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2101     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2102     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2103     tmp->stats.Int = MAX (-dam / 7, -10);
2104     SET_FLAG (tmp, FLAG_APPLIED);
2105     fix_player (op);
2106     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2107     }
2108     if (hitter->type == PLAYER)
2109     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2110     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2111     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2112 root 1.5 }
2113 root 1.9 tmp->speed_left = 0;
2114     }
2115     else
2116     tmp->stats.food++;
2117     }
2118    
2119     void
2120     slow_player (object *op, object *hitter, int dam)
2121     {
2122     archetype *at = find_archetype ("slowness");
2123     object *tmp;
2124    
2125     if (at == NULL)
2126     {
2127     LOG (llevError, "Can't find slowness archetype.\n");
2128     }
2129     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2130     {
2131     tmp = arch_to_object (at);
2132     tmp = insert_ob_in_ob (tmp, op);
2133     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2134     }
2135     else
2136     tmp->stats.food++;
2137     SET_FLAG (tmp, FLAG_APPLIED);
2138     tmp->speed_left = 0;
2139     fix_player (op);
2140 elmex 1.1 }
2141    
2142 root 1.9 void
2143     confuse_player (object *op, object *hitter, int dam)
2144     {
2145     object *tmp;
2146     int maxduration;
2147 elmex 1.1
2148 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2149     if (!tmp)
2150     {
2151     tmp = get_archetype (FORCE_NAME);
2152     tmp = insert_ob_in_ob (tmp, op);
2153     }
2154 root 1.5
2155 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2156     * on the player's resistance
2157     */
2158     tmp->speed = 0.05;
2159     tmp->subtype = FORCE_CONFUSION;
2160     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2161     tmp->name = "confusion";
2162     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2163     if (tmp->duration > maxduration)
2164     tmp->duration = maxduration;
2165    
2166     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2167     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2168     SET_FLAG (op, FLAG_CONFUSED);
2169     }
2170 root 1.5
2171 root 1.9 void
2172     blind_player (object *op, object *hitter, int dam)
2173     {
2174     object *tmp, *owner;
2175 root 1.5
2176 root 1.9 /* Save some work if we know it isn't going to affect the player */
2177     if (op->resist[ATNR_BLIND] == 100)
2178     return;
2179 root 1.5
2180 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2181     if (!tmp)
2182     {
2183     tmp = get_archetype ("blindness");
2184     SET_FLAG (tmp, FLAG_BLIND);
2185     SET_FLAG (tmp, FLAG_APPLIED);
2186 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2187     * speed is a float anyways.
2188     */
2189 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2190 elmex 1.1
2191 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2192     change_abil (op, tmp); /* Mostly to display any messages */
2193     fix_player (op); /* This takes care of some other stuff */
2194 elmex 1.1
2195 root 1.9 if (hitter->owner)
2196     owner = get_owner (hitter);
2197     else
2198     owner = hitter;
2199 elmex 1.1
2200 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2201     }
2202     tmp->stats.food += dam;
2203     if (tmp->stats.food > 10)
2204     tmp->stats.food = 10;
2205 elmex 1.1 }
2206    
2207 root 1.9 void
2208     paralyze_player (object *op, object *hitter, int dam)
2209 elmex 1.1 {
2210 root 1.9 float effect, max;
2211    
2212     /* object *tmp; */
2213 elmex 1.1
2214 root 1.9 /* This is strange stuff... someone knows for what this is
2215     * written? Well, i think this can and should be removed
2216     */
2217 elmex 1.1
2218 root 1.9 /*
2219     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2220     tmp=clone_arch(PARAIMAGE);
2221     tmp->x=op->x,tmp->y=op->y;
2222     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2223     }
2224     */
2225 elmex 1.1
2226 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2227     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2228 elmex 1.1
2229 root 1.9 if (effect == 0)
2230     return;
2231 elmex 1.1
2232 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2233     /* tmp->stats.food+=(signed short) effect/op->speed; */
2234 elmex 1.1
2235 root 1.9 /* max number of ticks to be affected for. */
2236     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2237     if (op->speed_left < -(FABS (op->speed) * max))
2238     op->speed_left = (float) -(FABS (op->speed) * max);
2239 elmex 1.1
2240     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2241     }
2242    
2243    
2244     /* Attempts to kill 'op'. hitter is the attack object, dam is
2245     * the computed damaged.
2246     */
2247 root 1.9 void
2248     deathstrike_player (object *op, object *hitter, int *dam)
2249 elmex 1.1 {
2250 root 1.9 /* The intention of a death attack is to kill outright things
2251     ** that are a lot weaker than the attacker, have a chance of killing
2252     ** things somewhat weaker than the caster, and no chance of
2253     ** killing something equal or stronger than the attacker.
2254     ** Also, if a deathstrike attack has a slaying, any monster
2255     ** whose name or race matches a comma-delimited list in the slaying
2256     ** field of the deathstriking object */
2257    
2258     int atk_lev, def_lev, kill_lev;
2259    
2260     if (hitter->slaying)
2261     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2262     return;
2263    
2264     def_lev = op->level;
2265     if (def_lev < 1)
2266     {
2267     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2268     def_lev = 1;
2269     }
2270     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2271     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2272     atk_lev, def_lev); */
2273    
2274     if (atk_lev >= def_lev)
2275     {
2276     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2277    
2278     /* Note that the below effectively means the ratio of the atk vs
2279     * defener level is important - if level 52 character has very little
2280     * chance of killing a level 50 monster. This should probably be
2281     * redone.
2282     */
2283     if (kill_lev >= def_lev)
2284     {
2285     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2286     /* I think this doesn't really do much. Because of
2287     * integer rounding, this only makes any difference if the
2288     * attack level is double the defender level.
2289     */
2290     *dam *= kill_lev / def_lev;
2291 root 1.5 }
2292 root 1.9 }
2293     else
2294     {
2295     *dam = 0; /* no harm done */
2296 elmex 1.1 }
2297     }
2298    
2299     /* thrown_item_effect() - handles any special effects of thrown
2300     * items (like attacking living creatures--a potion thrown at a
2301     * monster).
2302     */
2303 root 1.9 static void
2304     thrown_item_effect (object *hitter, object *victim)
2305 elmex 1.1 {
2306 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2307     {
2308     /* May not need a switch for just 2 types, but this makes it
2309     * easier for expansion.
2310     */
2311     switch (hitter->type)
2312     {
2313 root 1.5 case POTION:
2314 root 1.9 /* should player get a save throw instead of checking magic protection? */
2315     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2316     (void) apply_potion (victim, hitter);
2317     break;
2318    
2319     case POISON: /* poison drinks */
2320     /* As with potions, should monster get a save? */
2321     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2322     apply_poison (victim, hitter);
2323     break;
2324    
2325     /* Removed case statements that did nothing.
2326     * food may be poisonous, but monster must be willing to eat it,
2327     * so we don't handle it here.
2328     * Containers should perhaps break open, but that code was disabled.
2329     */
2330 root 1.5 }
2331 elmex 1.1 }
2332     }
2333    
2334     /* adj_attackroll() - adjustments to attacks by various conditions */
2335    
2336 root 1.9 int
2337     adj_attackroll (object *hitter, object *target)
2338     {
2339 elmex 1.1 object *attacker = hitter;
2340 root 1.9 int adjust = 0;
2341 elmex 1.1
2342     /* safety */
2343 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2344     {
2345     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2346     return 0;
2347     }
2348 elmex 1.1
2349     /* aimed missiles use the owning object's sight */
2350 root 1.9 if (is_aimed_missile (hitter))
2351     {
2352     if ((attacker = get_owner (hitter)) == NULL)
2353     attacker = hitter;
2354     /* A player who saves but hasn't quit still could have objects
2355     * owned by him - need to handle that case to avoid crashes.
2356     */
2357     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2358     attacker = hitter;
2359     }
2360     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2361 elmex 1.1 return 0;
2362    
2363 root 1.9 /* determine the condtions under which we make an attack.
2364     * Add more cases, as the need occurs. */
2365 elmex 1.1
2366 root 1.9 if (!can_see_enemy (attacker, target))
2367     {
2368     /* target is unseen */
2369     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2370     adjust -= 10;
2371     /* dark map penalty for the hitter (lacks infravision if we got here). */
2372     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2373     adjust -= target->map->darkness;
2374     }
2375 elmex 1.1
2376 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2377 elmex 1.1 adjust -= 3;
2378    
2379 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2380 elmex 1.1 adjust += 1;
2381    
2382 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2383 elmex 1.1 adjust += 1;
2384    
2385 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2386 elmex 1.1 adjust -= 3;
2387    
2388     /* if we attack at a different 'altitude' its harder */
2389 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2390 elmex 1.1 adjust -= 2;
2391    
2392     #if 0
2393     /* slower attacks are less likely to succeed. We should use a
2394     * comparison between attacker/target speeds BUT, players have
2395     * a generally faster speed, so this will wind up being a HUGE
2396     * disadantage for the monsters! Too bad, because missiles which
2397     * fly fast should have a better chance of hitting a slower target.
2398     */
2399 root 1.9 if (hitter->speed < target->speed)
2400     adjust += ((float) hitter->speed - target->speed);
2401 elmex 1.1 #endif
2402    
2403     #if 0
2404 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2405 elmex 1.1 #endif
2406    
2407     return adjust;
2408 root 1.9 }
2409 elmex 1.1
2410    
2411     /* determine if the object is an 'aimed' missile */
2412 root 1.9 int
2413     is_aimed_missile (object *op)
2414     {
2415 elmex 1.1
2416 root 1.9 /* I broke what used to be one big if into a few nested
2417     * ones so that figuring out the logic is at least possible.
2418     */
2419     if (op && (op->move_type & MOVE_FLYING))
2420     {
2421     if (op->type == ARROW || op->type == THROWN_OBJ)
2422     return 1;
2423     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2424     return 1;
2425 elmex 1.1 }
2426 root 1.9 return 0;
2427     }