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/cvs/deliantra/server/server/attack.C
Revision: 1.16
Committed: Thu Sep 14 21:16:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +4 -4 lines
Log Message:
cleanup

File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_attack_c =
4 root 1.16 * "$Id: attack.C,v 1.15 2006-09-14 20:46:10 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 root 1.15
248 root 1.9 /* The value of 50 is arbitrary. */
249     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
250     {
251     object *tmp;
252 root 1.16 archetype *at = archetype::find ("icecube");
253 root 1.9
254     if (at == NULL)
255 root 1.5 return;
256 root 1.15
257 root 1.9 op = stop_item (op);
258     if (op == NULL)
259 elmex 1.1 return;
260 root 1.15
261 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
262     {
263     tmp = arch_to_object (at);
264     tmp->x = op->x, tmp->y = op->y;
265     /* This was in the old (pre new movement code) -
266     * icecubes have slow_move set to 1 - don't want
267     * that for ones we create.
268     */
269     tmp->move_slow_penalty = 0;
270     tmp->move_slow = 0;
271     insert_ob_in_map (tmp, op->map, originator, 0);
272     }
273 root 1.15
274 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
275     remove_ob (op);
276 root 1.15
277     insert_ob_in_ob (op, tmp);
278 root 1.9 return;
279 elmex 1.1 }
280     }
281    
282     /* Object op is hitting the map.
283     * op is going in direction 'dir'
284     * type is the attacktype of the object.
285     * full_hit is set if monster area does not matter.
286     * returns 1 if it hits something, 0 otherwise.
287     */
288    
289 root 1.9 int
290     hit_map (object *op, int dir, int type, int full_hit)
291     {
292     object *tmp, *next;
293     mapstruct *map;
294     sint16 x, y;
295     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296 elmex 1.1
297 root 1.9 tag_t op_tag, next_tag = 0;
298 elmex 1.1
299 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
300     {
301     LOG (llevError, "BUG: hit_map(): free object\n");
302     return 0;
303 elmex 1.1 }
304    
305 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
306     {
307     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
308     return 0;
309 elmex 1.1 }
310    
311 root 1.9 if (!op->map)
312     {
313     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
314     return 0;
315 elmex 1.1 }
316    
317 root 1.9 if (op->head)
318     op = op->head;
319    
320     op_tag = op->count;
321    
322     map = op->map;
323     x = op->x + freearr_x[dir];
324     y = op->y + freearr_y[dir];
325 elmex 1.1
326 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
327    
328     // elmex: a safe map tile can't be hit!
329     // this should prevent most harmful effects on items and players there.
330 root 1.11 if (mflags & (P_OUT_OF_MAP | P_SAFE))
331 root 1.9 return 0;
332    
333     /* peterm: a few special cases for special attacktypes --counterspell
334     * must be out here because it strikes things which are not alive
335     */
336 elmex 1.1
337 root 1.9 if (type & AT_COUNTERSPELL)
338     {
339     counterspell (op, dir); /* see spell_effect.c */
340 elmex 1.1
341 root 1.9 /* If the only attacktype is counterspell or magic, don't need
342     * to do any further processing.
343     */
344     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
345 root 1.11 return 0;
346    
347 root 1.9 type &= ~AT_COUNTERSPELL;
348 elmex 1.1 }
349    
350 root 1.9 if (type & AT_CHAOS)
351     {
352     shuffle_attack (op, 1); /*1 flag tells it to change the face */
353     update_object (op, UP_OBJ_FACE);
354     type &= ~AT_CHAOS;
355 elmex 1.1 }
356    
357 root 1.9 next = get_map_ob (map, x, y);
358     if (next)
359     next_tag = next->count;
360    
361     while (next)
362     {
363     if (was_destroyed (next, next_tag))
364     {
365     /* There may still be objects that were above 'next', but there is no
366     * simple way to find out short of copying all object references and
367     * tags into a temporary array before we start processing the first
368     * object. That's why we just abort.
369     *
370     * This happens whenever attack spells (like fire) hit a pile
371     * of objects. This is not a bug - nor an error. The errormessage
372     * below was spamming the logs for absolutely no reason.
373     */
374     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
375     break;
376     }
377 root 1.11
378 root 1.9 tmp = next;
379     next = tmp->above;
380 root 1.11
381 root 1.9 if (next)
382 root 1.5 next_tag = next->count;
383 elmex 1.1
384 root 1.9 if (QUERY_FLAG (tmp, FLAG_FREED))
385     {
386     LOG (llevError, "BUG: hit_map(): found freed object\n");
387     break;
388 root 1.5 }
389    
390 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391     * For example, 'tmp' was put in an icecube.
392     * This is one of the few cases where on_same_map should not be used.
393     */
394     if (tmp->map != map || tmp->x != x || tmp->y != y)
395     continue;
396    
397     if (QUERY_FLAG (tmp, FLAG_ALIVE))
398     {
399     hit_player (tmp, op->stats.dam, op, type, full_hit);
400     retflag |= 1;
401     if (was_destroyed (op, op_tag))
402 root 1.5 break;
403     }
404 root 1.11
405 root 1.9 /* Here we are potentially destroying an object. If the object has
406     * NO_PASS set, it is also immune - you can't destroy walls. Note
407     * that weak walls have is_alive set, which prevent objects from
408     * passing over/through them. We don't care what type of movement
409     * the wall blocks - if it blocks any type of movement, can't be
410     * destroyed right now.
411     */
412     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
413     {
414     save_throw_object (tmp, type, op);
415     if (was_destroyed (op, op_tag))
416     break;
417 root 1.5 }
418 elmex 1.1 }
419 root 1.11
420 root 1.9 return 0;
421 elmex 1.1 }
422    
423 root 1.9 void
424     attack_message (int dam, int type, object *op, object *hitter)
425     {
426 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 root 1.9 int i, found = 0;
428 elmex 1.1 mapstruct *map;
429     object *next, *tmp;
430    
431     /* put in a few special messages for some of the common attacktypes
432     * a player might have. For example, fire, electric, cold, etc
433     * [garbled 20010919]
434     */
435    
436 root 1.9 if (dam == 9998 && op->type == DOOR)
437     {
438     sprintf (buf1, "unlock %s", &op->name);
439     sprintf (buf2, " unlocks");
440     found++;
441     }
442     if (dam < 0)
443     {
444     sprintf (buf1, "hit %s", &op->name);
445     sprintf (buf2, " hits");
446     found++;
447     }
448     else if (dam == 0)
449     {
450     sprintf (buf1, "missed %s", &op->name);
451     sprintf (buf2, " misses");
452     found++;
453     }
454     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455     hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
456     {
457     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
458     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459     {
460     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
461     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
462     found++;
463     break;
464     }
465     }
466     else if (op->type == DOOR && !found)
467     {
468     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
469     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
470     {
471     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
472     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473     found++;
474     break;
475     }
476     }
477     else if (hitter->type == PLAYER && IS_LIVE (op))
478     {
479     if (USING_SKILL (hitter, SK_KARATE))
480     {
481     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
482     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
483     {
484     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
485     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
486 root 1.5 found++;
487     break;
488 root 1.9 }
489     }
490     else if (USING_SKILL (hitter, SK_CLAWING))
491     {
492     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
493     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
494     {
495     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
496     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
497 root 1.5 found++;
498     break;
499     }
500 root 1.9 }
501     else if (USING_SKILL (hitter, SK_PUNCHING))
502     {
503     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
504     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
505     {
506     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
507     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
508     found++;
509     break;
510 root 1.5 }
511     }
512 elmex 1.1 }
513 root 1.9 if (found)
514     {
515     /* done */
516     }
517     else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
518     {
519     sprintf (buf1, "hit"); /* just in case */
520     for (i = 0; i < MAXATTACKMESS; i++)
521     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522     {
523     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524     found++;
525     break;
526     }
527     }
528     else if (type & AT_DRAIN && IS_LIVE (op))
529     {
530 elmex 1.1 /* drain is first, because some items have multiple attypes */
531 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
532     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533     {
534     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
535     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536     found++;
537     break;
538     }
539     }
540     else if (type & AT_ELECTRICITY && IS_LIVE (op))
541     {
542     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
543     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544     {
545     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
546     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547     found++;
548     break;
549     }
550     }
551     else if (type & AT_COLD && IS_LIVE (op))
552     {
553     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
554     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555     {
556     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
557     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
558     found++;
559     break;
560     }
561     }
562     else if (type & AT_FIRE)
563     {
564     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
565     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
566     {
567     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
568     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
569     found++;
570     break;
571     }
572     }
573     else if (hitter->current_weapon != NULL)
574     {
575     int mtype;
576    
577     switch (hitter->current_weapon->weapontype)
578     {
579     case WEAP_HIT:
580     mtype = ATM_BASIC;
581     break;
582     case WEAP_SLASH:
583     mtype = ATM_SLASH;
584     break;
585     case WEAP_PIERCE:
586     mtype = ATM_PIERCE;
587     break;
588     case WEAP_CLEAVE:
589     mtype = ATM_CLEAVE;
590     break;
591     case WEAP_SLICE:
592     mtype = ATM_SLICE;
593     break;
594     case WEAP_STAB:
595     mtype = ATM_STAB;
596     break;
597     case WEAP_WHIP:
598     mtype = ATM_WHIP;
599     break;
600     case WEAP_CRUSH:
601     mtype = ATM_CRUSH;
602     break;
603     case WEAP_BLUD:
604     mtype = ATM_BLUD;
605     break;
606     default:
607     mtype = ATM_BASIC;
608     break;
609     }
610     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
611     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
612     {
613     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
614     strcpy (buf2, attack_mess[mtype][i].buf3);
615     found++;
616     break;
617     }
618     }
619     else
620     {
621     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
622     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
623     {
624     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
625     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
626     found++;
627     break;
628     }
629 elmex 1.1 }
630    
631 root 1.9 if (!found)
632     {
633     strcpy (buf1, "hit");
634     strcpy (buf2, " hits");
635 elmex 1.1 }
636    
637 root 1.9 /* bail out if a monster is casting spells */
638     if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
639     return;
640 elmex 1.1
641 root 1.9 /* scale down magic considerably. */
642     if (type & AT_MAGIC && rndm (0, 5))
643     return;
644 elmex 1.1
645 root 1.9 /* Did a player hurt another player? Inform both! */
646     if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647     {
648     if (get_owner (hitter) != NULL)
649     sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650     else
651     {
652     sprintf (buf, "%s%s you.", &hitter->name, buf2);
653     if (dam != 0)
654     {
655     if (dam < 10)
656     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
657     else if (dam < 20)
658     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
659     else
660     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
661 root 1.5 }
662     }
663 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
664     } /* end of player hitting player */
665 elmex 1.1
666 root 1.9 if (hitter->type == PLAYER)
667     {
668     sprintf (buf, "You %s.", buf1);
669     if (dam != 0)
670     {
671     if (dam < 10)
672     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
673     else if (dam < 20)
674     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
675     else
676     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
677 root 1.5 }
678 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
679     }
680     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
681     {
682 elmex 1.1 /* look for stacked spells and start reducing the message chances */
683 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684     {
685     i = 4;
686     map = hitter->map;
687     if (out_of_map (map, hitter->x, hitter->y))
688     return;
689     next = get_map_ob (map, hitter->x, hitter->y);
690     if (next)
691     while (next)
692     {
693     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694     i *= 3;
695     tmp = next;
696     next = tmp->above;
697     }
698     if (i < 0)
699 root 1.5 return;
700 root 1.9 if (rndm (0, i) != 0)
701     return;
702     }
703     else if (rndm (0, 5) != 0)
704     return;
705     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
707     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 elmex 1.1 }
709     }
710    
711    
712 root 1.9 static int
713     get_attack_mode (object **target, object **hitter, int *simple_attack)
714 elmex 1.1 {
715 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
716     {
717     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
718     return 1;
719 elmex 1.1 }
720 root 1.9 if ((*target)->head)
721     *target = (*target)->head;
722     if ((*hitter)->head)
723     *hitter = (*hitter)->head;
724     if ((*hitter)->env != NULL || (*target)->env != NULL)
725     {
726     *simple_attack = 1;
727     return 0;
728 elmex 1.1 }
729 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
730     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
731 elmex 1.1 {
732 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
733     return 1;
734 elmex 1.1 }
735 root 1.9 *simple_attack = 0;
736     return 0;
737 elmex 1.1 }
738    
739 root 1.9 static int
740     abort_attack (object *target, object *hitter, int simple_attack)
741 elmex 1.1 {
742 root 1.9
743 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
744     * determined by get_attack_mode(). Returns true if the relation has changed.
745     */
746 root 1.9 int new_mode;
747 elmex 1.1
748 root 1.9 if (hitter->env == target || target->env == hitter)
749     new_mode = 1;
750     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
751     return 1;
752     else
753     new_mode = 0;
754     return new_mode != simple_attack;
755 elmex 1.1 }
756    
757     static void thrown_item_effect (object *, object *);
758    
759 root 1.9 static int
760     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761 elmex 1.1 {
762 root 1.9 int simple_attack, roll, dam = 0;
763     uint32 type;
764     shstr op_name;
765     tag_t op_tag, hitter_tag;
766    
767     if (get_attack_mode (&op, &hitter, &simple_attack))
768     goto error;
769    
770     if (hitter->current_weapon)
771     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772     return RESULT_INT (0);
773    
774     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775     return RESULT_INT (0);
776 elmex 1.1
777 root 1.9 op_tag = op->count;
778     hitter_tag = hitter->count;
779    
780     /*
781     * A little check to make it more difficult to dance forward and back
782     * to avoid ever being hit by monsters.
783     */
784     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
785     {
786     /* Decrease speed BEFORE calling process_object. Otherwise, an
787     * infinite loop occurs, with process_object calling move_monster,
788     * which then gets here again. By decreasing the speed before
789     * we call process_object, the 'if' statement above will fail.
790     */
791     op->speed_left--;
792     process_object (op);
793     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
794 elmex 1.1 goto error;
795 root 1.9 }
796 elmex 1.1
797 root 1.9 op_name = op->name;
798 root 1.3
799 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
800 elmex 1.1
801 root 1.9 /* Adjust roll for various situations. */
802     if (!simple_attack)
803     roll += adj_attackroll (hitter, op);
804 elmex 1.1
805 root 1.9 /* See if we hit the creature */
806     if (roll == 20 || op->stats.ac >= base_wc - roll)
807     {
808     int hitdam = base_dam;
809    
810     if (settings.casting_time == TRUE)
811     {
812     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
813     {
814     hitter->casting_time = -1;
815     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
816     }
817     if ((op->casting_time > -1) && (hitdam > 0))
818     {
819     op->casting_time = -1;
820     if (op->type == PLAYER)
821     {
822     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
823     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
824 root 1.5 }
825     }
826     }
827 root 1.9 if (!simple_attack)
828 elmex 1.1 {
829 root 1.9 /* If you hit something, the victim should *always* wake up.
830     * Before, invisible hitters could avoid doing this.
831     * -b.t. */
832     if (QUERY_FLAG (op, FLAG_SLEEP))
833     CLEAR_FLAG (op, FLAG_SLEEP);
834    
835     /* If the victim can't see the attacker, it may alert others
836     * for help. */
837     if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
838     npc_call_help (op);
839    
840     /* if you were hidden and hit by a creature, you are discovered */
841     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
842     {
843     make_visible (op);
844     if (op->type == PLAYER)
845     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
846     }
847    
848     /* thrown items (hitter) will have various effects
849     * when they hit the victim. For things like thrown daggers,
850     * this sets 'hitter' to the actual dagger, and not the
851     * wrapper object.
852     */
853     thrown_item_effect (hitter, op);
854     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
855     goto leave;
856     }
857    
858     /* Need to do at least 1 damage, otherwise there is no point
859     * to go further and it will cause FPE's below.
860     */
861     if (hitdam <= 0)
862     hitdam = 1;
863 elmex 1.1
864 root 1.9 type = hitter->attacktype;
865     if (!type)
866     type = AT_PHYSICAL;
867     /* Handle monsters that hit back */
868     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869     {
870     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
872     hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
873     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
874 root 1.5 goto leave;
875 root 1.9 }
876 elmex 1.1
877 root 1.9 /* In the new attack code, it should handle multiple attack
878     * types in its area, so remove it from here.
879     */
880     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
881     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
882     goto leave;
883     } /* end of if hitter hit op */
884     /* if we missed, dam=0 */
885    
886     /*attack_message(dam, type, op, hitter); */
887 elmex 1.1
888 root 1.9 goto leave;
889 elmex 1.1
890 root 1.9 error:
891     dam = 1;
892 elmex 1.1
893 root 1.9 leave:
894 elmex 1.1
895 root 1.9 return dam;
896 elmex 1.1 }
897    
898 root 1.9 int
899     attack_ob (object *op, object *hitter)
900 elmex 1.1 {
901    
902 root 1.9 if (hitter->head)
903     hitter = hitter->head;
904     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905 elmex 1.1 }
906    
907     /* op is the arrow, tmp is what is stopping the arrow.
908     *
909     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
910     */
911 root 1.9 static int
912     stick_arrow (object *op, object *tmp)
913 elmex 1.1 {
914 root 1.9 /* If the missile hit a player, we insert it in their inventory.
915     * However, if the missile is heavy, we don't do so (assume it falls
916     * to the ground after a hit). What a good value for this is up to
917     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918     * stick around.
919     */
920     if (op->weight <= 5000 && tmp->stats.hp >= 0)
921     {
922     if (tmp->head != NULL)
923     tmp = tmp->head;
924 root 1.10
925 root 1.9 remove_ob (op);
926     op = insert_ob_in_ob (op, tmp);
927 root 1.10
928 root 1.9 if (tmp->type == PLAYER)
929     esrv_send_item (tmp, op);
930 root 1.10
931 root 1.9 return 1;
932     }
933     else
934     return 0;
935 elmex 1.1 }
936    
937     /* hit_with_arrow() disassembles the missile, attacks the victim and
938     * reassembles the missile.
939     *
940     * It returns a pointer to the reassembled missile, or NULL if the missile
941     * isn't available anymore.
942     */
943 root 1.9 object *
944     hit_with_arrow (object *op, object *victim)
945 elmex 1.1 {
946 root 1.9 object *container, *hitter;
947     int hit_something = 0;
948     tag_t victim_tag, hitter_tag;
949     sint16 victim_x, victim_y;
950    
951     /* Disassemble missile */
952     if (op->inv)
953     {
954     container = op;
955     hitter = op->inv;
956     remove_ob (hitter);
957     insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
958     /* Note that we now have an empty THROWN_OBJ on the map. Code that
959     * might be called until this THROWN_OBJ is either reassembled or
960     * removed at the end of this function must be able to deal with empty
961     * THROWN_OBJs. */
962     }
963     else
964     {
965     container = NULL;
966     hitter = op;
967     }
968    
969     /* Try to hit victim */
970     victim_x = victim->x;
971     victim_y = victim->y;
972     victim_tag = victim->count;
973     hitter_tag = hitter->count;
974    
975     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976    
977     /* Arrow attacks door, rune of summoning is triggered, demon is put on
978     * arrow, move_apply() calls this function, arrow sticks in demon,
979     * attack_ob_simple() returns, and we've got an arrow that still exists
980     * but is no longer on the map. Ugh. (Beware: Such things can happen at
981     * other places as well!)
982     */
983     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
984     {
985     if (container)
986     {
987     remove_ob (container);
988     free_object (container);
989 elmex 1.1 }
990 root 1.9 return NULL;
991 elmex 1.1 }
992    
993 root 1.9 /* Missile hit victim */
994     /* if the speed is > 10, then this is a fast moving arrow, we go straight
995     * through the target
996     */
997     if (hit_something && op->speed <= 10.0)
998     {
999     /* Stop arrow */
1000     if (container == NULL)
1001     {
1002     hitter = fix_stopped_arrow (hitter);
1003     if (hitter == NULL)
1004 elmex 1.1 return NULL;
1005 root 1.9 }
1006     else
1007     {
1008     remove_ob (container);
1009     free_object (container);
1010     }
1011 elmex 1.1
1012 root 1.9 /* Try to stick arrow into victim */
1013     if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1014     return NULL;
1015    
1016     /* Else try to put arrow on victim's map square
1017     * remove check for P_WALL here. If the arrow got to this
1018     * space, that is good enough - with the new movement code,
1019     * there is now the potential for lots of spaces where something
1020     * can fly over but not otherwise move over. What is the correct
1021     * way to handle those otherwise?
1022     */
1023     if (victim_x != hitter->x || victim_y != hitter->y)
1024     {
1025     remove_ob (hitter);
1026     hitter->x = victim_x;
1027     hitter->y = victim_y;
1028     insert_ob_in_map (hitter, victim->map, hitter, 0);
1029 elmex 1.1 }
1030 root 1.9 else
1031     {
1032     /* Else leave arrow where it is */
1033     merge_ob (hitter, NULL);
1034     }
1035     return NULL;
1036 elmex 1.1 }
1037    
1038 root 1.9 if (hit_something && op->speed >= 10.0)
1039     op->speed -= 1.0;
1040 elmex 1.1
1041 root 1.9 /* Missile missed victim - reassemble missile */
1042     if (container)
1043     {
1044     remove_ob (hitter);
1045     insert_ob_in_ob (hitter, container);
1046 elmex 1.1 }
1047 root 1.9 return op;
1048 elmex 1.1 }
1049    
1050    
1051 root 1.9 void
1052     tear_down_wall (object *op)
1053 elmex 1.1 {
1054 root 1.9 int perc = 0;
1055 elmex 1.1
1056 root 1.9 if (!op->stats.maxhp)
1057     {
1058     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1059     perc = 1;
1060 elmex 1.1 }
1061 root 1.9 else if (!GET_ANIM_ID (op))
1062     {
1063     /* Object has been called - no animations, so remove it */
1064     if (op->stats.hp < 0)
1065     {
1066     remove_ob (op); /* Should update LOS */
1067     free_object (op);
1068     /* Don't know why this is here - remove_ob should do it for us */
1069     /*update_position(m, x, y); */
1070     }
1071     return; /* no animations, so nothing more to do */
1072     }
1073     perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1074     if (perc >= (int) NUM_ANIMATIONS (op))
1075     perc = NUM_ANIMATIONS (op) - 1;
1076     else if (perc < 1)
1077     perc = 1;
1078     SET_ANIMATION (op, perc);
1079     update_object (op, UP_OBJ_FACE);
1080     if (perc == NUM_ANIMATIONS (op) - 1)
1081     { /* Reached the last animation */
1082     if (op->face == blank_face)
1083     {
1084     /* If the last face is blank, remove the ob */
1085     remove_ob (op); /* Should update LOS */
1086     free_object (op);
1087 root 1.5
1088 root 1.9 /* remove_ob should call update_position for us */
1089     /*update_position(m, x, y); */
1090 root 1.5
1091 root 1.9 }
1092     else
1093     { /* The last face was not blank, leave an image */
1094     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1095     update_all_los (op->map, op->x, op->y);
1096     op->move_block = 0;
1097     CLEAR_FLAG (op, FLAG_ALIVE);
1098 root 1.5 }
1099 elmex 1.1 }
1100     }
1101    
1102 root 1.9 void
1103     scare_creature (object *target, object *hitter)
1104 elmex 1.1 {
1105 root 1.9 object *owner = get_owner (hitter);
1106 elmex 1.1
1107 root 1.9 if (!owner)
1108     owner = hitter;
1109 elmex 1.1
1110 root 1.9 SET_FLAG (target, FLAG_SCARED);
1111     if (!target->enemy)
1112     target->enemy = owner;
1113 elmex 1.1 }
1114    
1115    
1116     /* This returns the amount of damage hitter does to op with the
1117     * appropriate attacktype. Only 1 attacktype should be set at a time.
1118     * This doesn't damage the player, but returns how much it should
1119     * take. However, it will do other effects (paralyzation, slow, etc.)
1120     * Note - changed for PR code - we now pass the attack number and not
1121     * the attacktype. Makes it easier for the PR code. */
1122    
1123 root 1.9 int
1124     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1125     {
1126    
1127     int doesnt_slay = 1;
1128    
1129     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1130     if (attacknum >= NROFATTACKS)
1131     {
1132     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1133     return 0;
1134 elmex 1.1 }
1135 root 1.9
1136     if (dam < 0)
1137     {
1138     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1139     return 0;
1140 elmex 1.1 }
1141 root 1.9
1142     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1143     * people can't mess with that or it otherwise get confused. */
1144     if (attacknum == ATNR_INTERNAL)
1145     return dam;
1146    
1147     if (hitter->slaying)
1148     {
1149     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1150     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1151     {
1152     doesnt_slay = 0;
1153     dam *= 3;
1154     }
1155 elmex 1.1 }
1156    
1157 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1158     if (op->resist[attacknum])
1159     {
1160 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1161     * in case 0>dam>1, we try to "simulate" a float value-effect */
1162 root 1.9 dam *= (100 - op->resist[attacknum]);
1163     if (dam >= 100)
1164     dam /= 100;
1165 elmex 1.1 else
1166 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1167 elmex 1.1 }
1168    
1169 root 1.9 /* Special hack. By default, if immune to something, you
1170     * shouldn't need to worry. However, acid is an exception, since
1171     * it can still damage your items. Only include attacktypes if
1172     * special processing is needed */
1173    
1174     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1175     return 0;
1176    
1177     /* Keep this in order - makes things easier to find */
1178    
1179     switch (attacknum)
1180     {
1181     case ATNR_PHYSICAL:
1182     /* here also check for diseases */
1183     check_physically_infect (op, hitter);
1184     break;
1185 elmex 1.1
1186 root 1.9 /* Don't need to do anything for:
1187 root 1.5 magic,
1188     fire,
1189     electricity,
1190     cold */
1191 root 1.9
1192     case ATNR_CONFUSION:
1193     case ATNR_POISON:
1194     case ATNR_SLOW:
1195     case ATNR_PARALYZE:
1196     case ATNR_FEAR:
1197     case ATNR_CANCELLATION:
1198     case ATNR_DEPLETE:
1199     case ATNR_BLIND:
1200     {
1201 root 1.5 /* chance for inflicting a special attack depends on the
1202     * difference between attacker's and defender's level
1203     */
1204 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1205 root 1.5
1206     /* First, only creatures/players with speed can be affected.
1207     * Second, just getting hit doesn't mean it always affects
1208     * you. Third, you still get a saving through against the
1209     * effect.
1210     */
1211 root 1.9 if (op->speed &&
1212     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1213     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1214     {
1215 root 1.5
1216     /* Player has been hit by something */
1217 root 1.9 if (attacknum == ATNR_CONFUSION)
1218     confuse_player (op, hitter, dam);
1219     else if (attacknum == ATNR_POISON)
1220     poison_player (op, hitter, dam);
1221     else if (attacknum == ATNR_SLOW)
1222     slow_player (op, hitter, dam);
1223     else if (attacknum == ATNR_PARALYZE)
1224     paralyze_player (op, hitter, dam);
1225     else if (attacknum == ATNR_FEAR)
1226     scare_creature (op, hitter);
1227     else if (attacknum == ATNR_CANCELLATION)
1228     cancellation (op);
1229     else if (attacknum == ATNR_DEPLETE)
1230     drain_stat (op);
1231     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1232     blind_player (op, hitter, dam);
1233     }
1234     dam = 0; /* These are all effects and don't do real damage */
1235     }
1236     break;
1237     case ATNR_ACID:
1238     {
1239     int flag = 0;
1240    
1241     /* Items only get corroded if you're not on a battleground and
1242     * if your acid resistance is below 50%. */
1243     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1244     {
1245     object *tmp;
1246    
1247     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1248     {
1249     if (tmp->invisible)
1250     continue;
1251     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1252     /* >= 10% acid res. on itmes will protect these */
1253     continue;
1254     if (!(tmp->material & M_IRON))
1255     continue;
1256     if (tmp->magic < -4) /* Let's stop at -5 */
1257     continue;
1258     if (tmp->type == RING ||
1259     /* removed boots and gloves from exclusion list in
1260     PR */
1261     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1262     continue; /* To avoid some strange effects */
1263    
1264     /* High damage acid has better chance of corroding
1265     objects */
1266     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1267     {
1268     if (op->type == PLAYER)
1269     /* Make this more visible */
1270     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1271     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1272     flag = 1;
1273     tmp->magic--;
1274     if (op->type == PLAYER)
1275     esrv_send_item (op, tmp);
1276     }
1277     }
1278     if (flag)
1279     fix_player (op); /* Something was corroded */
1280     }
1281     }
1282     break;
1283     case ATNR_DRAIN:
1284 root 1.5 {
1285 root 1.9 /* rate is the proportion of exp drained. High rate means
1286     * not much is drained, low rate means a lot is drained.
1287 root 1.5 */
1288 root 1.9 int rate;
1289    
1290     if (op->resist[ATNR_DRAIN] >= 0)
1291     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1292     else
1293     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1294    
1295     if (op->stats.exp <= rate)
1296     {
1297     if (op->type == GOLEM)
1298     dam = 999; /* Its force is "sucked" away. 8) */
1299     else
1300     /* If we can't drain, lets try to do physical damage */
1301     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1302     }
1303     else
1304     {
1305     /* Randomly give the hitter some hp */
1306     if (hitter->stats.hp < hitter->stats.maxhp &&
1307     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1308     hitter->stats.hp++;
1309    
1310     /* Can't do drains on battleground spaces.
1311     * Move the wiz check up here - before, the hitter wouldn't gain exp
1312     * exp, but the wiz would still lose exp! If drainee is a wiz,
1313     * nothing happens.
1314     * Try to credit the owner. We try to display player -> player drain
1315     * attacks, hence all the != PLAYER checks.
1316     */
1317     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1318     {
1319     object *owner = get_owner (hitter);
1320    
1321     if (owner && owner != hitter)
1322     {
1323     if (op->type != PLAYER || owner->type != PLAYER)
1324     change_exp (owner, op->stats.exp / (rate * 2),
1325     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1326     }
1327     else if (op->type != PLAYER || hitter->type != PLAYER)
1328     {
1329     change_exp (hitter, op->stats.exp / (rate * 2),
1330     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1331     }
1332     change_exp (op, -op->stats.exp / rate, NULL, 0);
1333     }
1334     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1335     * drain attack, you won't know that you are actually sucking out EXP,
1336     * as the messages will say you missed
1337     */
1338     }
1339     }
1340     break;
1341     case ATNR_TURN_UNDEAD:
1342     {
1343     if (QUERY_FLAG (op, FLAG_UNDEAD))
1344     {
1345 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 root 1.9 object *god = find_god (determine_god (owner));
1347     int div = 1;
1348    
1349     /* if undead are not an enemy of your god, you turn them
1350     * at half strength */
1351     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1352     div = 2;
1353     /* Give a bonus if you resist turn undead */
1354     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1355     scare_creature (op, owner);
1356     }
1357     else
1358     dam = 0; /* don't damage non undead - should we damage
1359     undead? */
1360     }
1361     break;
1362     case ATNR_DEATH:
1363     deathstrike_player (op, hitter, &dam);
1364     break;
1365     case ATNR_CHAOS:
1366     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1367     dam = 0;
1368     break;
1369     case ATNR_COUNTERSPELL:
1370     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1371     dam = 0;
1372     /* This should never happen. Counterspell is handled
1373     * seperately and filtered out. If this does happen,
1374     * Counterspell has no effect on anything but spells, so it
1375     * does no damage. */
1376     break;
1377     case ATNR_HOLYWORD:
1378     {
1379     /* This has already been handled by hit_player,
1380     * no need to check twice -- DAMN */
1381 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1382 root 1.5
1383 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1384     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1385     scare_creature (op, owner);
1386     }
1387     break;
1388     case ATNR_LIFE_STEALING:
1389     {
1390     int new_hp;
1391    
1392     /* this is replacement to drain for players, instead of taking
1393     * exp it takes hp. It is geared for players, probably not
1394     * much use giving it to monsters
1395     *
1396     * life stealing doesn't do a lot of damage, but it gives the
1397     * damage it does do to the player. Given that,
1398     * it only does 1/10'th normal damage (hence the divide by
1399     * 1000).
1400     */
1401     /* You can't steal life from something undead */
1402     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1403     return 0;
1404     /* If drain protection is higher than life stealing, use that */
1405     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1406     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1407     else
1408     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1409     /* You die at -1 hp, not zero. */
1410     if (dam > (op->stats.hp + 1))
1411     dam = op->stats.hp + 1;
1412     new_hp = hitter->stats.hp + dam;
1413     if (new_hp > hitter->stats.maxhp)
1414     new_hp = hitter->stats.maxhp;
1415     if (new_hp > hitter->stats.hp)
1416     hitter->stats.hp = new_hp;
1417     }
1418 elmex 1.1 }
1419 root 1.9 return dam;
1420 elmex 1.1 }
1421    
1422    
1423     /* GROS: This code comes from hit_player. It has been made external to
1424     * allow script procedures to "kill" objects in a combat-like fashion.
1425     * It was initially used by (kill-object) developed for the Collector's
1426     * Sword. Note that nothing has been changed from the original version
1427     * of the following code.
1428     * op is what is being killed.
1429     * dam is the damage done to it.
1430     * hitter is what is hitting it.
1431     * type is the attacktype.
1432     *
1433     * This function was a bit of a mess with hitter getting changed,
1434     * values being stored away but not used, etc. I've cleaned it up
1435     * a bit - I think it should be functionally equivalant.
1436     * MSW 2002-07-17
1437     */
1438 root 1.9 int
1439     kill_object (object *op, int dam, object *hitter, int type)
1440 elmex 1.1 {
1441 root 1.9 char buf[MAX_BUF];
1442     const char *skill;
1443     int maxdam = 0;
1444     int battleg = 0; /* true if op standing on battleground */
1445     int pk = 0; /* true if op and what controls hitter are both players */
1446     object *owner = NULL;
1447     object *skop = NULL;
1448 elmex 1.1
1449 root 1.9 if (op->stats.hp >= 0)
1450     return -1;
1451    
1452     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1453     return 0;
1454    
1455     /* maxdam needs to be the amount of damage it took to kill
1456     * this creature. The function(s) that call us have already
1457     * adjusted the creatures HP total, so that is negative.
1458     */
1459     maxdam = dam + op->stats.hp + 1;
1460    
1461     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1462     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463    
1464     if (op->type == DOOR)
1465     {
1466     op->speed = 0.1;
1467     update_ob_speed (op);
1468     op->speed_left = -0.05;
1469     return maxdam;
1470     }
1471     if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472     {
1473     remove_friendly_object (op);
1474     if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1475     {
1476     op->owner->contr->ranges[range_golem] = NULL;
1477     op->owner->contr->golem_count = 0;
1478     }
1479    
1480     remove_ob (op);
1481     free_object (op);
1482     return maxdam;
1483     }
1484    
1485     /* Now lets start dealing with experience we get for killing something */
1486    
1487     owner = get_owner (hitter);
1488     if (owner == NULL)
1489     owner = hitter;
1490    
1491     /* is the victim (op) standing on battleground? */
1492     if (op_on_battleground (op, NULL, NULL))
1493     battleg = 1;
1494    
1495     /* is this player killing? */
1496     if (op->type == PLAYER && owner->type == PLAYER)
1497     pk = 1;
1498    
1499     /* Player killed something */
1500     if (owner->type == PLAYER)
1501     {
1502     Log_Kill (owner->name,
1503     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1504    
1505     /* Log players killing other players - makes it easier to detect
1506     * and filter out malicious player killers - that is why the
1507     * ip address is included.
1508     */
1509     if (op->type == PLAYER && !battleg)
1510     {
1511     time_t t = time (NULL);
1512     struct tm *tmv;
1513     char buf[256];
1514    
1515     tmv = localtime (&t);
1516     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517    
1518     LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1519     }
1520    
1521     /* try to filter some things out - basically, if you are
1522     * killing a level 1 creature and your level 20, you
1523     * probably don't want to see that.
1524     */
1525     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526     {
1527     if (owner != hitter)
1528     {
1529     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530     }
1531     else
1532     {
1533     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534     }
1535     /* Only play sounds for melee kills */
1536     if (hitter->type == PLAYER)
1537     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1538     }
1539    
1540     /* If a player kills another player, not on
1541     * battleground, the "killer" looses 1 luck. Since this is
1542     * not reversible, it's actually quite a pain IMHO. -AV
1543     * Fix bug in that we were changing the luck of the hitter, not
1544     * player that the object belonged to - so if you killed another player
1545     * with spells, pets, whatever, there was no penalty.
1546     * Changed to make luck penalty configurable in settings.
1547     */
1548     if (op->type == PLAYER && owner != op && !battleg)
1549     change_luck (owner, -settings.pk_luck_penalty);
1550    
1551     /* This code below deals with finding the appropriate skill
1552     * to credit exp to. This is a bit problematic - we should
1553     * probably never really have to look at current_weapon->skill
1554     */
1555     skill = NULL;
1556     if (hitter->skill && hitter->type != PLAYER)
1557     skill = hitter->skill;
1558     else if (owner->chosen_skill)
1559     {
1560     skill = owner->chosen_skill->skill;
1561     skop = owner->chosen_skill;
1562     }
1563     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1564     skill = owner->current_weapon->skill;
1565     else
1566     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1567 elmex 1.1
1568 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1569     * to. Make sure skop is an actual skill, and not a skill tool!
1570     */
1571     if ((!skop || skop->type != SKILL) && skill)
1572     {
1573     int i;
1574 elmex 1.1
1575 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1576     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1577     {
1578     skop = owner->contr->last_skill_ob[i];
1579     break;
1580     }
1581 root 1.5 }
1582 root 1.9 } /* Was it a player that hit somethign */
1583     else
1584     {
1585     skill = NULL;
1586     }
1587    
1588     /* Pet (or spell) killed something. */
1589     if (owner != hitter)
1590     {
1591     (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1592     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593     }
1594     else
1595     {
1596     (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1597     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1598     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1599     }
1600     /* These may have been set in the player code section above */
1601     if (!skop)
1602     skop = hitter->chosen_skill;
1603     if (!skill && skop)
1604     skill = skop->skill;
1605    
1606     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1607    
1608    
1609     /* If you didn't kill yourself, and your not the wizard */
1610     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1611     {
1612     int exp;
1613    
1614     /* Really don't give much experience for killing other players */
1615     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1616     if (op->type == PLAYER)
1617     {
1618     if (battleg)
1619     {
1620     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1622 root 1.5 }
1623 root 1.9 else
1624     exp = op->stats.exp / 1000;
1625 elmex 1.1 }
1626 root 1.9 else
1627     exp = calc_skill_exp (owner, op, skop);
1628 elmex 1.1
1629 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1630     * exp by killing him
1631     */
1632     if (battleg)
1633     exp = 0;
1634 elmex 1.1
1635 root 1.9 /* Don't know why this is set this way - doesn't make
1636     * sense to just divide everything by two for no reason.
1637     */
1638 elmex 1.1
1639 root 1.9 if (!settings.simple_exp)
1640     exp = exp / 2;
1641 root 1.5
1642 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1643     {
1644     change_exp (owner, exp, skill, 0);
1645 root 1.5 }
1646 root 1.9 else
1647     {
1648     int shares = 0, count = 0;
1649 root 1.5
1650 root 1.9 player *pl;
1651    
1652     partylist *party = owner->contr->party;
1653 root 1.5
1654 elmex 1.1 #ifdef PARTY_KILL_LOG
1655 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656 elmex 1.1 #endif
1657 root 1.9 for (pl = first_player; pl != NULL; pl = pl->next)
1658     {
1659     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660     {
1661     count++;
1662     shares += (pl->ob->level + 4);
1663 root 1.5 }
1664     }
1665 root 1.9 if (count == 1 || shares > exp)
1666     change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667     else
1668     {
1669     int share = exp / shares, given = 0, nexp;
1670    
1671     for (pl = first_player; pl != NULL; pl = pl->next)
1672     {
1673     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674     {
1675     nexp = (pl->ob->level + 4) * share;
1676     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677     given += nexp;
1678 root 1.5 }
1679     }
1680 root 1.9 exp -= given;
1681     /* give any remainder to the player */
1682     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 root 1.5 }
1684 root 1.9 } /* else part of a party */
1685    
1686     } /* end if person didn't kill himself */
1687 elmex 1.1
1688 root 1.9 if (op->type != PLAYER)
1689     {
1690     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691     {
1692     object *owner1 = get_owner (op);
1693 elmex 1.1
1694 root 1.9 if (owner1 != NULL && owner1->type == PLAYER)
1695     {
1696     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1697     /* Maybe we should include the owner that killed this, maybe not */
1698     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1699 root 1.5 }
1700 root 1.12
1701 root 1.9 remove_friendly_object (op);
1702 root 1.5 }
1703 root 1.12
1704 root 1.9 remove_ob (op);
1705     free_object (op);
1706 elmex 1.1 }
1707 root 1.9 /* Player has been killed! */
1708     else
1709     {
1710     if (owner->type == PLAYER)
1711     {
1712     snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1713 root 1.5 }
1714 root 1.9 else
1715 root 1.12 assign (op->contr->killer, hitter->name);
1716 elmex 1.1 }
1717 root 1.12
1718 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1719     * continues in the calling function.
1720     */
1721     return maxdam;
1722 elmex 1.1 }
1723    
1724     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725     * Returns 0 this is not friendly fire
1726     */
1727    
1728 root 1.9 int
1729     friendly_fire (object *op, object *hitter)
1730     {
1731     object *owner;
1732     int friendlyfire;
1733    
1734     if (hitter->head)
1735     hitter = hitter->head;
1736    
1737     friendlyfire = 0;
1738    
1739     if (op->type == PLAYER)
1740     {
1741     if (op_on_battleground (hitter, 0, 0))
1742     return 0;
1743    
1744     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745     return 1;
1746    
1747     if ((owner = get_owner (hitter)) != NULL)
1748     {
1749     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750     friendlyfire = 2;
1751     }
1752    
1753     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754     friendlyfire = 0;
1755 elmex 1.1 }
1756 root 1.9 return friendlyfire;
1757 elmex 1.1 }
1758    
1759    
1760     /* This isn't used just for players, but in fact most objects.
1761     * op is the object to be hit, dam is the amount of damage, hitter
1762     * is what is hitting the object, type is the attacktype, and
1763     * full_hit is set if monster area does not matter.
1764     * dam is base damage - protections/vulnerabilities/slaying matches can
1765     * modify it.
1766     */
1767    
1768     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770    
1771 root 1.9 int
1772     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1773     {
1774     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1775     int maxattacktype, attacknum;
1776     int body_attack = op && op->head; /* Did we hit op's head? */
1777     int simple_attack;
1778     tag_t op_tag, hitter_tag;
1779     int rtn_kill = 0;
1780     int friendlyfire;
1781 elmex 1.1
1782 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1783     return 0;
1784 elmex 1.1
1785 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1786     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1787     return 0;
1788 elmex 1.1
1789     #ifdef PROHIBIT_PLAYERKILL
1790 root 1.9 if (op->type == PLAYER)
1791     {
1792     object *owner = get_owner (hitter);
1793    
1794     if (!owner)
1795     owner = hitter;
1796     if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1797     {
1798     return 0;
1799 elmex 1.1 }
1800     }
1801     #endif
1802    
1803 root 1.9 op_tag = op->count;
1804     hitter_tag = hitter->count;
1805 elmex 1.1
1806 root 1.9 if (body_attack)
1807     {
1808     /* slow and paralyze must hit the head. But we don't want to just
1809     * return - we still need to process other attacks the spell still
1810     * might have. So just remove the paralyze and slow attacktypes,
1811     * and keep on processing if we have other attacktypes.
1812     * return if only magic or nothing is left - under normal code
1813     * we don't attack with pure magic if there is another attacktype.
1814     * Only do processing if the initial attacktype includes one of those
1815     * attack so we don't cancel out things like magic bullet.
1816     */
1817     if (type & (AT_PARALYZE | AT_SLOW))
1818     {
1819     type &= ~(AT_PARALYZE | AT_SLOW);
1820     if (!type || type == AT_MAGIC)
1821     return 0;
1822 root 1.5 }
1823 elmex 1.1 }
1824    
1825 root 1.9 if (!simple_attack && op->type == DOOR)
1826     {
1827     object *tmp;
1828    
1829     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1830     if (tmp->type == RUNE || tmp->type == TRAP)
1831     {
1832     spring_trap (tmp, hitter);
1833     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1834     return 0;
1835     break;
1836     }
1837 elmex 1.1 }
1838    
1839 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1840     {
1841     /* FIXME: If a player is killed by a rune in a door, the
1842     * was_destroyed() check above doesn't return, and might get here.
1843     */
1844     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1845     return 0;
1846 elmex 1.1 }
1847    
1848     #ifdef ATTACK_DEBUG
1849 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1850 elmex 1.1 #endif
1851    
1852 root 1.9 if (magic)
1853     {
1854 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1855     * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 elmex 1.1 if (dam >= 100)
1858 root 1.5 dam /= 100;
1859 elmex 1.1 else
1860 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1861 elmex 1.1 }
1862    
1863 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1864     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865     */
1866     if (type & AT_CHAOS)
1867     {
1868     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1869     update_object (op, UP_OBJ_FACE);
1870 elmex 1.1 type &= ~AT_CHAOS;
1871     }
1872    
1873 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1874     * holyword is part of an attacktype, then make sure the creature is
1875     * a proper match, otherwise no damage.
1876     */
1877     if (type & AT_HOLYWORD)
1878     {
1879     object *god;
1880    
1881     if ((!hitter->slaying ||
1882     (!(op->race && strstr (hitter->slaying, op->race)) &&
1883     !(op->name && strstr (hitter->slaying, op->name)))) &&
1884     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1885     (hitter->title != NULL
1886     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1887     return 0;
1888 elmex 1.1 }
1889    
1890 root 1.9 maxattacktype = type; /* initialize this to something */
1891     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1892     {
1893     /* Magic isn't really a true attack type - it gets combined with other
1894     * attack types. As such, skip it over. However, if magic is
1895     * the only attacktype in the group, then still attack with it
1896     */
1897     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1898     continue;
1899    
1900     /* Go through and hit the player with each attacktype, one by one.
1901     * hit_player_attacktype only figures out the damage, doesn't inflict
1902     * it. It will do the appropriate action for attacktypes with
1903     * effects (slow, paralization, etc.
1904     */
1905     if (type & attacktype)
1906     {
1907     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1908     /* the >= causes us to prefer messages from special attacks, if
1909     * the damage is equal.
1910     */
1911     if (ndam >= maxdam)
1912     {
1913 root 1.5 maxdam = ndam;
1914 root 1.9 maxattacktype = 1 << attacknum;
1915 root 1.5 }
1916     }
1917 elmex 1.1 }
1918 root 1.9
1919     /* if this is friendly fire then do a set % of damage only
1920     * Note - put a check in to make sure this attack is actually
1921     * doing damage - otherwise, the +1 in the code below will make
1922     * an attack do damage before when it otherwise didn't
1923     */
1924     friendlyfire = friendly_fire (op, hitter);
1925     if (friendlyfire && maxdam)
1926     {
1927     maxdam = ((dam * settings.set_friendly_fire) / 100);
1928 elmex 1.1 #ifndef COZY_SERVER
1929 root 1.9 maxdam++;
1930 elmex 1.1 #endif
1931 root 1.9
1932 elmex 1.1 #ifdef ATTACK_DEBUG
1933 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935 elmex 1.1 #endif
1936     }
1937    
1938 root 1.9 if (!full_hit)
1939     {
1940     archetype *at;
1941     int area;
1942     int remainder;
1943    
1944     area = 0;
1945     for (at = op->arch; at != NULL; at = at->more)
1946     area++;
1947     assert (area > 0);
1948    
1949     /* basically: maxdam /= area; we try to "simulate" a float
1950     value-effect */
1951     remainder = 100 * (maxdam % area) / area;
1952     maxdam /= area;
1953     if (RANDOM () % 100 < remainder)
1954     maxdam++;
1955 elmex 1.1 }
1956    
1957     #ifdef ATTACK_DEBUG
1958 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959 elmex 1.1 #endif
1960    
1961 root 1.9 if (get_owner (hitter))
1962     op->enemy = hitter->owner;
1963     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1964     op->enemy = hitter;
1965    
1966     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967     {
1968     /* The unaggressives look after themselves 8) */
1969     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1970     npc_call_help (op);
1971     }
1972    
1973     if (magic && did_make_save (op, op->level, 0))
1974     maxdam = maxdam / 2;
1975    
1976     attack_message (maxdam, maxattacktype, op, hitter);
1977    
1978     op->stats.hp -= maxdam;
1979    
1980     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1981     if ((op->stats.hp >= 0) &&
1982     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1983     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1984     {
1985 elmex 1.1
1986 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1987     SET_FLAG (op, FLAG_RUN_AWAY);
1988     else
1989     scare_creature (op, hitter);
1990 elmex 1.1 }
1991    
1992 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993     {
1994     if (maxdam)
1995     tear_down_wall (op);
1996     return maxdam; /* nothing more to do for wall */
1997     }
1998 elmex 1.1
1999 root 1.9 /* See if the creature has been killed */
2000     rtn_kill = kill_object (op, maxdam, hitter, type);
2001     if (rtn_kill != -1)
2002     return rtn_kill;
2003 elmex 1.1
2004    
2005 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2006     * that before if the player was immune to ghosthit, the monster
2007     * remained - that is no longer the case.
2008     */
2009     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010     {
2011     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2012     remove_friendly_object (hitter);
2013     remove_ob (hitter);
2014     free_object (hitter);
2015     }
2016     /* Lets handle creatures that are splitting now */
2017     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2018     {
2019     int i;
2020     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2021     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2022     object *owner = get_owner (op);
2023 root 1.5
2024 root 1.9 if (!op->other_arch)
2025     {
2026     LOG (llevError, "SPLITTING without other_arch error.\n");
2027     return maxdam;
2028     }
2029     remove_ob (op);
2030     for (i = 0; i < NROFNEWOBJS (op); i++)
2031     { /* This doesn't handle op->more yet */
2032     object *tmp = arch_to_object (op->other_arch);
2033     int j;
2034    
2035     tmp->stats.hp = op->stats.hp;
2036     if (friendly)
2037     {
2038     SET_FLAG (tmp, FLAG_FRIENDLY);
2039     add_friendly_object (tmp);
2040     tmp->attack_movement = PETMOVE;
2041     if (owner != NULL)
2042     set_owner (tmp, owner);
2043     }
2044     if (unaggressive)
2045     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2046     j = find_first_free_spot (tmp, op->map, op->x, op->y);
2047     if (j == -1) /* No spot to put this monster */
2048     free_object (tmp);
2049     else
2050     {
2051     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052     insert_ob_in_map (tmp, op->map, NULL, 0);
2053     }
2054     }
2055     if (friendly)
2056     remove_friendly_object (op);
2057     free_object (op);
2058     }
2059     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060     {
2061     remove_ob (hitter);
2062     free_object (hitter);
2063 elmex 1.1 }
2064 root 1.9 return maxdam;
2065     }
2066    
2067    
2068     void
2069     poison_player (object *op, object *hitter, int dam)
2070     {
2071 root 1.16 archetype *at = archetype::find ("poisoning");
2072 root 1.9 object *tmp = present_arch_in_ob (at, op);
2073 elmex 1.1
2074 root 1.9 if (tmp == NULL)
2075     {
2076     if ((tmp = arch_to_object (at)) == NULL)
2077     LOG (llevError, "Failed to clone arch poisoning.\n");
2078     else
2079     {
2080     tmp = insert_ob_in_ob (tmp, op);
2081     /* peterm: give poisoning some teeth. It should
2082     * be able to kill things better than it does:
2083     * damage should be dependent something--I choose to
2084     * do this: if it's a monster, the damage from the
2085     * poisoning goes as the level of the monster/2.
2086     * If anything else, goes as damage.
2087     */
2088    
2089     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090     tmp->stats.dam += hitter->level / 2;
2091     else
2092     tmp->stats.dam = dam;
2093    
2094     copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2095     if (hitter->skill && hitter->skill != tmp->skill)
2096     {
2097     tmp->skill = hitter->skill;
2098     }
2099    
2100     tmp->stats.food += dam; /* more damage, longer poisoning */
2101    
2102     if (op->type == PLAYER)
2103     {
2104     /* player looses stats, maximum is -10 of each */
2105     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2106     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2107     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2108     tmp->stats.Int = MAX (-dam / 7, -10);
2109     SET_FLAG (tmp, FLAG_APPLIED);
2110     fix_player (op);
2111     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2112     }
2113     if (hitter->type == PLAYER)
2114     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2116     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 root 1.5 }
2118 root 1.9 tmp->speed_left = 0;
2119     }
2120     else
2121     tmp->stats.food++;
2122     }
2123    
2124     void
2125     slow_player (object *op, object *hitter, int dam)
2126     {
2127 root 1.16 archetype *at = archetype::find ("slowness");
2128 root 1.9 object *tmp;
2129    
2130     if (at == NULL)
2131     {
2132     LOG (llevError, "Can't find slowness archetype.\n");
2133     }
2134     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135     {
2136     tmp = arch_to_object (at);
2137     tmp = insert_ob_in_ob (tmp, op);
2138     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139     }
2140     else
2141     tmp->stats.food++;
2142     SET_FLAG (tmp, FLAG_APPLIED);
2143     tmp->speed_left = 0;
2144     fix_player (op);
2145 elmex 1.1 }
2146    
2147 root 1.9 void
2148     confuse_player (object *op, object *hitter, int dam)
2149     {
2150     object *tmp;
2151     int maxduration;
2152 elmex 1.1
2153 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2154     if (!tmp)
2155     {
2156     tmp = get_archetype (FORCE_NAME);
2157     tmp = insert_ob_in_ob (tmp, op);
2158     }
2159 root 1.5
2160 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2161     * on the player's resistance
2162     */
2163     tmp->speed = 0.05;
2164     tmp->subtype = FORCE_CONFUSION;
2165     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166     tmp->name = "confusion";
2167     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2168     if (tmp->duration > maxduration)
2169     tmp->duration = maxduration;
2170    
2171     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2172     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2173     SET_FLAG (op, FLAG_CONFUSED);
2174     }
2175 root 1.5
2176 root 1.9 void
2177     blind_player (object *op, object *hitter, int dam)
2178     {
2179     object *tmp, *owner;
2180 root 1.5
2181 root 1.9 /* Save some work if we know it isn't going to affect the player */
2182     if (op->resist[ATNR_BLIND] == 100)
2183     return;
2184 root 1.5
2185 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2186     if (!tmp)
2187     {
2188     tmp = get_archetype ("blindness");
2189     SET_FLAG (tmp, FLAG_BLIND);
2190     SET_FLAG (tmp, FLAG_APPLIED);
2191 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2192     * speed is a float anyways.
2193     */
2194 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 elmex 1.1
2196 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2197     change_abil (op, tmp); /* Mostly to display any messages */
2198     fix_player (op); /* This takes care of some other stuff */
2199 elmex 1.1
2200 root 1.9 if (hitter->owner)
2201     owner = get_owner (hitter);
2202     else
2203     owner = hitter;
2204 elmex 1.1
2205 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206     }
2207     tmp->stats.food += dam;
2208     if (tmp->stats.food > 10)
2209     tmp->stats.food = 10;
2210 elmex 1.1 }
2211    
2212 root 1.9 void
2213     paralyze_player (object *op, object *hitter, int dam)
2214 elmex 1.1 {
2215 root 1.9 float effect, max;
2216    
2217     /* object *tmp; */
2218 elmex 1.1
2219 root 1.9 /* This is strange stuff... someone knows for what this is
2220     * written? Well, i think this can and should be removed
2221     */
2222 elmex 1.1
2223 root 1.9 /*
2224     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2225     tmp=clone_arch(PARAIMAGE);
2226     tmp->x=op->x,tmp->y=op->y;
2227     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2228     }
2229     */
2230 elmex 1.1
2231 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2232     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2233 elmex 1.1
2234 root 1.9 if (effect == 0)
2235     return;
2236 elmex 1.1
2237 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2238     /* tmp->stats.food+=(signed short) effect/op->speed; */
2239 elmex 1.1
2240 root 1.9 /* max number of ticks to be affected for. */
2241     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2242     if (op->speed_left < -(FABS (op->speed) * max))
2243     op->speed_left = (float) -(FABS (op->speed) * max);
2244 elmex 1.1
2245     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2246     }
2247    
2248    
2249     /* Attempts to kill 'op'. hitter is the attack object, dam is
2250     * the computed damaged.
2251     */
2252 root 1.9 void
2253     deathstrike_player (object *op, object *hitter, int *dam)
2254 elmex 1.1 {
2255 root 1.9 /* The intention of a death attack is to kill outright things
2256     ** that are a lot weaker than the attacker, have a chance of killing
2257     ** things somewhat weaker than the caster, and no chance of
2258     ** killing something equal or stronger than the attacker.
2259     ** Also, if a deathstrike attack has a slaying, any monster
2260     ** whose name or race matches a comma-delimited list in the slaying
2261     ** field of the deathstriking object */
2262    
2263     int atk_lev, def_lev, kill_lev;
2264    
2265     if (hitter->slaying)
2266     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2267     return;
2268    
2269     def_lev = op->level;
2270     if (def_lev < 1)
2271     {
2272     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2273     def_lev = 1;
2274     }
2275     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277     atk_lev, def_lev); */
2278    
2279     if (atk_lev >= def_lev)
2280     {
2281     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2282    
2283     /* Note that the below effectively means the ratio of the atk vs
2284     * defener level is important - if level 52 character has very little
2285     * chance of killing a level 50 monster. This should probably be
2286     * redone.
2287     */
2288     if (kill_lev >= def_lev)
2289     {
2290     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2291     /* I think this doesn't really do much. Because of
2292     * integer rounding, this only makes any difference if the
2293     * attack level is double the defender level.
2294     */
2295     *dam *= kill_lev / def_lev;
2296 root 1.5 }
2297 root 1.9 }
2298     else
2299     {
2300     *dam = 0; /* no harm done */
2301 elmex 1.1 }
2302     }
2303    
2304     /* thrown_item_effect() - handles any special effects of thrown
2305     * items (like attacking living creatures--a potion thrown at a
2306     * monster).
2307     */
2308 root 1.9 static void
2309     thrown_item_effect (object *hitter, object *victim)
2310 elmex 1.1 {
2311 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312     {
2313     /* May not need a switch for just 2 types, but this makes it
2314     * easier for expansion.
2315     */
2316     switch (hitter->type)
2317     {
2318 root 1.5 case POTION:
2319 root 1.9 /* should player get a save throw instead of checking magic protection? */
2320     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2321     (void) apply_potion (victim, hitter);
2322     break;
2323    
2324     case POISON: /* poison drinks */
2325     /* As with potions, should monster get a save? */
2326     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2327     apply_poison (victim, hitter);
2328     break;
2329    
2330     /* Removed case statements that did nothing.
2331     * food may be poisonous, but monster must be willing to eat it,
2332     * so we don't handle it here.
2333     * Containers should perhaps break open, but that code was disabled.
2334     */
2335 root 1.5 }
2336 elmex 1.1 }
2337     }
2338    
2339     /* adj_attackroll() - adjustments to attacks by various conditions */
2340    
2341 root 1.9 int
2342     adj_attackroll (object *hitter, object *target)
2343     {
2344 elmex 1.1 object *attacker = hitter;
2345 root 1.9 int adjust = 0;
2346 elmex 1.1
2347     /* safety */
2348 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2349     {
2350     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2351     return 0;
2352     }
2353 elmex 1.1
2354     /* aimed missiles use the owning object's sight */
2355 root 1.9 if (is_aimed_missile (hitter))
2356     {
2357     if ((attacker = get_owner (hitter)) == NULL)
2358     attacker = hitter;
2359     /* A player who saves but hasn't quit still could have objects
2360     * owned by him - need to handle that case to avoid crashes.
2361     */
2362     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2363     attacker = hitter;
2364     }
2365     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2366 elmex 1.1 return 0;
2367    
2368 root 1.9 /* determine the condtions under which we make an attack.
2369     * Add more cases, as the need occurs. */
2370 elmex 1.1
2371 root 1.9 if (!can_see_enemy (attacker, target))
2372     {
2373     /* target is unseen */
2374     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2375     adjust -= 10;
2376     /* dark map penalty for the hitter (lacks infravision if we got here). */
2377     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2378     adjust -= target->map->darkness;
2379     }
2380 elmex 1.1
2381 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2382 elmex 1.1 adjust -= 3;
2383    
2384 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2385 elmex 1.1 adjust += 1;
2386    
2387 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2388 elmex 1.1 adjust += 1;
2389    
2390 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2391 elmex 1.1 adjust -= 3;
2392    
2393     /* if we attack at a different 'altitude' its harder */
2394 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2395 elmex 1.1 adjust -= 2;
2396    
2397     #if 0
2398     /* slower attacks are less likely to succeed. We should use a
2399     * comparison between attacker/target speeds BUT, players have
2400     * a generally faster speed, so this will wind up being a HUGE
2401     * disadantage for the monsters! Too bad, because missiles which
2402     * fly fast should have a better chance of hitting a slower target.
2403     */
2404 root 1.9 if (hitter->speed < target->speed)
2405     adjust += ((float) hitter->speed - target->speed);
2406 elmex 1.1 #endif
2407    
2408     #if 0
2409 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2410 elmex 1.1 #endif
2411    
2412     return adjust;
2413 root 1.9 }
2414 elmex 1.1
2415    
2416     /* determine if the object is an 'aimed' missile */
2417 root 1.9 int
2418     is_aimed_missile (object *op)
2419     {
2420 elmex 1.1
2421 root 1.9 /* I broke what used to be one big if into a few nested
2422     * ones so that figuring out the logic is at least possible.
2423     */
2424     if (op && (op->move_type & MOVE_FLYING))
2425     {
2426     if (op->type == ARROW || op->type == THROWN_OBJ)
2427     return 1;
2428     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2429     return 1;
2430 elmex 1.1 }
2431 root 1.9 return 0;
2432     }