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/cvs/deliantra/server/server/attack.C
Revision: 1.17
Committed: Thu Sep 14 22:34:03 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +1 -7 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.17 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23     #include <assert.h>
24     #include <global.h>
25     #include <living.h>
26     #include <material.h>
27     #include <skills.h>
28    
29     #ifndef __CEXTRACT__
30 root 1.9 # include <sproto.h>
31 elmex 1.1 #endif
32    
33     #include <sounds.h>
34    
35 root 1.9 typedef struct att_msg_str
36     {
37 elmex 1.1 char *msg1;
38     char *msg2;
39     } att_msg;
40    
41     /*#define ATTACK_DEBUG*/
42    
43     /* cancels object *op. Cancellation basically means an object loses
44     * its magical benefits.
45     */
46 root 1.9 void
47     cancellation (object *op)
48 elmex 1.1 {
49 root 1.9 object *tmp;
50 elmex 1.1
51 root 1.9 if (op->invisible)
52     return;
53    
54     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55     {
56     /* Recur through the inventory */
57     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59     cancellation (tmp);
60     }
61     else if (FABS (op->magic) <= (rndm (0, 5)))
62     {
63     /* Nullify this object. This code could probably be more complete */
64     /* in what abilities it should cancel */
65     op->magic = 0;
66     CLEAR_FLAG (op, FLAG_DAMNED);
67     CLEAR_FLAG (op, FLAG_CURSED);
68     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70     if (op->env && op->env->type == PLAYER)
71     {
72     esrv_send_item (op->env, op);
73 root 1.5 }
74 elmex 1.1 }
75     }
76    
77    
78    
79     /* did_make_save_item just checks to make sure the item actually
80     * made its saving throw based on the tables. It does not take
81     * any further action (like destroying the item).
82     */
83    
84 root 1.9 int
85     did_make_save_item (object *op, int type, object *originator)
86     {
87     int i, roll, saves = 0, attacks = 0, number;
88     materialtype_t *mt;
89    
90     if (op->materialname == NULL)
91     {
92     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93     {
94     if (op->material & mt->material)
95     break;
96 elmex 1.1 }
97 root 1.9 }
98     else
99     mt = name_to_material (op->materialname);
100     if (mt == NULL)
101 elmex 1.1 return TRUE;
102 root 1.9 roll = rndm (1, 20);
103    
104     /* the attacktypes have no meaning for object saves
105     * If the type is only magic, don't adjust type - basically, if
106     * pure magic is hitting an object, it should save. However, if it
107     * is magic teamed with something else, then strip out the
108     * magic type, and instead let the fire, cold, or whatever component
109     * destroy the item. Otherwise, you get the case of poisoncloud
110     * destroying objects because it has magic attacktype.
111     */
112     if (type != AT_MAGIC)
113     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116    
117     if (type == 0)
118     return TRUE;
119     if (roll == 20)
120     return TRUE;
121     if (roll == 1)
122     return FALSE;
123    
124     for (number = 0; number < NROFATTACKS; number++)
125     {
126     i = 1 << number;
127     if (!(i & type))
128     continue;
129     attacks++;
130     if (op->resist[number] == 100)
131     saves++;
132     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133     saves++;
134     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135     saves++;
136     }
137    
138     if (saves == attacks || attacks == 0)
139     return TRUE;
140     if ((saves == 0) || (rndm (1, attacks) > saves))
141     return FALSE;
142     return TRUE;
143 elmex 1.1 }
144    
145     /* This function calls did_make_save_item. It then performs the
146     * appropriate actions to the item (such as burning the item up,
147     * calling cancellation, etc.)
148     */
149    
150 root 1.9 void
151     save_throw_object (object *op, int type, object *originator)
152 elmex 1.1 {
153 root 1.9 if (!did_make_save_item (op, type, originator))
154 elmex 1.1 {
155 root 1.9 object *env = op->env;
156     int x = op->x, y = op->y;
157     mapstruct *m = op->map;
158    
159     op = stop_item (op);
160     if (op == NULL)
161     return;
162 elmex 1.1
163 root 1.9 /* Hacked the following so that type LIGHTER will work.
164     * Also, objects which are potenital "lights" that are hit by
165     * flame/elect attacks will be set to glow. "lights" are any
166     * object with +/- glow_radius and an "other_arch" to change to.
167     * (and please note that we cant fail our save and reach this
168     * function if the object doesnt contain a material that can burn.
169     * So forget lighting magical swords on fire with this!) -b.t.
170     */
171     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172     {
173     const char *arch = op->other_arch->name;
174 elmex 1.1
175 root 1.9 op = decrease_ob_nr (op, 1);
176 root 1.13
177 root 1.9 if (op)
178     fix_stopped_item (op, m, originator);
179 root 1.13
180 root 1.9 if ((op = get_archetype (arch)) != NULL)
181     {
182     if (env)
183     {
184     op->x = env->x, op->y = env->y;
185     insert_ob_in_ob (op, env);
186     if (env->contr)
187     esrv_send_item (env, op);
188 root 1.5 }
189 root 1.9 else
190     {
191     op->x = x, op->y = y;
192     insert_ob_in_map (op, m, originator, 0);
193     }
194     }
195 root 1.13
196 root 1.9 return;
197     }
198 root 1.13
199 root 1.9 if (type & AT_CANCELLATION)
200     { /* Cancellation. */
201     cancellation (op);
202     fix_stopped_item (op, m, originator);
203     return;
204     }
205 root 1.13
206 root 1.9 if (op->nrof > 1)
207     {
208     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209 root 1.13
210 root 1.9 if (op)
211     fix_stopped_item (op, m, originator);
212 elmex 1.1 }
213 root 1.9 else
214     {
215     if (op->env)
216     {
217     object *tmp = is_player_inv (op->env);
218    
219     if (tmp)
220 root 1.13 esrv_del_item (tmp->contr, op->count);
221 root 1.5 }
222 root 1.13
223 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
224     remove_ob (op);
225 root 1.13
226 root 1.9 free_object (op);
227     }
228 root 1.13
229 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
230 root 1.13 if (env)
231     {
232     op = get_archetype ("burnout");
233     op->x = env->x, op->y = env->y;
234     insert_ob_in_ob (op, env);
235     }
236     else
237     replace_insert_ob_in_map ("burnout", originator);
238    
239 root 1.9 return;
240     }
241 root 1.15
242 root 1.9 /* The value of 50 is arbitrary. */
243     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244     {
245     object *tmp;
246 root 1.16 archetype *at = archetype::find ("icecube");
247 root 1.9
248     if (at == NULL)
249 root 1.5 return;
250 root 1.15
251 root 1.9 op = stop_item (op);
252     if (op == NULL)
253 elmex 1.1 return;
254 root 1.15
255 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
256     {
257     tmp = arch_to_object (at);
258     tmp->x = op->x, tmp->y = op->y;
259     /* This was in the old (pre new movement code) -
260     * icecubes have slow_move set to 1 - don't want
261     * that for ones we create.
262     */
263     tmp->move_slow_penalty = 0;
264     tmp->move_slow = 0;
265     insert_ob_in_map (tmp, op->map, originator, 0);
266     }
267 root 1.15
268 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
269     remove_ob (op);
270 root 1.15
271     insert_ob_in_ob (op, tmp);
272 root 1.9 return;
273 elmex 1.1 }
274     }
275    
276     /* Object op is hitting the map.
277     * op is going in direction 'dir'
278     * type is the attacktype of the object.
279     * full_hit is set if monster area does not matter.
280     * returns 1 if it hits something, 0 otherwise.
281     */
282    
283 root 1.9 int
284     hit_map (object *op, int dir, int type, int full_hit)
285     {
286     object *tmp, *next;
287     mapstruct *map;
288     sint16 x, y;
289     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 elmex 1.1
291 root 1.9 tag_t op_tag, next_tag = 0;
292 elmex 1.1
293 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
294     {
295     LOG (llevError, "BUG: hit_map(): free object\n");
296     return 0;
297 elmex 1.1 }
298    
299 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
300     {
301     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
302     return 0;
303 elmex 1.1 }
304    
305 root 1.9 if (!op->map)
306     {
307     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
308     return 0;
309 elmex 1.1 }
310    
311 root 1.9 if (op->head)
312     op = op->head;
313    
314     op_tag = op->count;
315    
316     map = op->map;
317     x = op->x + freearr_x[dir];
318     y = op->y + freearr_y[dir];
319 elmex 1.1
320 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
321    
322     // elmex: a safe map tile can't be hit!
323     // this should prevent most harmful effects on items and players there.
324 root 1.11 if (mflags & (P_OUT_OF_MAP | P_SAFE))
325 root 1.9 return 0;
326    
327     /* peterm: a few special cases for special attacktypes --counterspell
328     * must be out here because it strikes things which are not alive
329     */
330 elmex 1.1
331 root 1.9 if (type & AT_COUNTERSPELL)
332     {
333     counterspell (op, dir); /* see spell_effect.c */
334 elmex 1.1
335 root 1.9 /* If the only attacktype is counterspell or magic, don't need
336     * to do any further processing.
337     */
338     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
339 root 1.11 return 0;
340    
341 root 1.9 type &= ~AT_COUNTERSPELL;
342 elmex 1.1 }
343    
344 root 1.9 if (type & AT_CHAOS)
345     {
346     shuffle_attack (op, 1); /*1 flag tells it to change the face */
347     update_object (op, UP_OBJ_FACE);
348     type &= ~AT_CHAOS;
349 elmex 1.1 }
350    
351 root 1.9 next = get_map_ob (map, x, y);
352     if (next)
353     next_tag = next->count;
354    
355     while (next)
356     {
357     if (was_destroyed (next, next_tag))
358     {
359     /* There may still be objects that were above 'next', but there is no
360     * simple way to find out short of copying all object references and
361     * tags into a temporary array before we start processing the first
362     * object. That's why we just abort.
363     *
364     * This happens whenever attack spells (like fire) hit a pile
365     * of objects. This is not a bug - nor an error. The errormessage
366     * below was spamming the logs for absolutely no reason.
367     */
368     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
369     break;
370     }
371 root 1.11
372 root 1.9 tmp = next;
373     next = tmp->above;
374 root 1.11
375 root 1.9 if (next)
376 root 1.5 next_tag = next->count;
377 elmex 1.1
378 root 1.9 if (QUERY_FLAG (tmp, FLAG_FREED))
379     {
380     LOG (llevError, "BUG: hit_map(): found freed object\n");
381     break;
382 root 1.5 }
383    
384 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
385     * For example, 'tmp' was put in an icecube.
386     * This is one of the few cases where on_same_map should not be used.
387     */
388     if (tmp->map != map || tmp->x != x || tmp->y != y)
389     continue;
390    
391     if (QUERY_FLAG (tmp, FLAG_ALIVE))
392     {
393     hit_player (tmp, op->stats.dam, op, type, full_hit);
394     retflag |= 1;
395     if (was_destroyed (op, op_tag))
396 root 1.5 break;
397     }
398 root 1.11
399 root 1.9 /* Here we are potentially destroying an object. If the object has
400     * NO_PASS set, it is also immune - you can't destroy walls. Note
401     * that weak walls have is_alive set, which prevent objects from
402     * passing over/through them. We don't care what type of movement
403     * the wall blocks - if it blocks any type of movement, can't be
404     * destroyed right now.
405     */
406     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
407     {
408     save_throw_object (tmp, type, op);
409     if (was_destroyed (op, op_tag))
410     break;
411 root 1.5 }
412 elmex 1.1 }
413 root 1.11
414 root 1.9 return 0;
415 elmex 1.1 }
416    
417 root 1.9 void
418     attack_message (int dam, int type, object *op, object *hitter)
419     {
420 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
421 root 1.9 int i, found = 0;
422 elmex 1.1 mapstruct *map;
423     object *next, *tmp;
424    
425     /* put in a few special messages for some of the common attacktypes
426     * a player might have. For example, fire, electric, cold, etc
427     * [garbled 20010919]
428     */
429    
430 root 1.9 if (dam == 9998 && op->type == DOOR)
431     {
432     sprintf (buf1, "unlock %s", &op->name);
433     sprintf (buf2, " unlocks");
434     found++;
435     }
436     if (dam < 0)
437     {
438     sprintf (buf1, "hit %s", &op->name);
439     sprintf (buf2, " hits");
440     found++;
441     }
442     else if (dam == 0)
443     {
444     sprintf (buf1, "missed %s", &op->name);
445     sprintf (buf2, " misses");
446     found++;
447     }
448     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
449     hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
450     {
451     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
452     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
453     {
454     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
455     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
456     found++;
457     break;
458     }
459     }
460     else if (op->type == DOOR && !found)
461     {
462     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
463     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
464     {
465     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
466     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
467     found++;
468     break;
469     }
470     }
471     else if (hitter->type == PLAYER && IS_LIVE (op))
472     {
473     if (USING_SKILL (hitter, SK_KARATE))
474     {
475     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
476     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
477     {
478     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
479     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
480 root 1.5 found++;
481     break;
482 root 1.9 }
483     }
484     else if (USING_SKILL (hitter, SK_CLAWING))
485     {
486     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
487     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
488     {
489     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
490     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
491 root 1.5 found++;
492     break;
493     }
494 root 1.9 }
495     else if (USING_SKILL (hitter, SK_PUNCHING))
496     {
497     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
498     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
499     {
500     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
501     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
502     found++;
503     break;
504 root 1.5 }
505     }
506 elmex 1.1 }
507 root 1.9 if (found)
508     {
509     /* done */
510     }
511     else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
512     {
513     sprintf (buf1, "hit"); /* just in case */
514     for (i = 0; i < MAXATTACKMESS; i++)
515     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
516     {
517     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
518     found++;
519     break;
520     }
521     }
522     else if (type & AT_DRAIN && IS_LIVE (op))
523     {
524 elmex 1.1 /* drain is first, because some items have multiple attypes */
525 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
526     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
527     {
528     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
529     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
530     found++;
531     break;
532     }
533     }
534     else if (type & AT_ELECTRICITY && IS_LIVE (op))
535     {
536     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
537     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
538     {
539     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
540     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
541     found++;
542     break;
543     }
544     }
545     else if (type & AT_COLD && IS_LIVE (op))
546     {
547     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
548     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
549     {
550     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
551     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
552     found++;
553     break;
554     }
555     }
556     else if (type & AT_FIRE)
557     {
558     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
559     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
560     {
561     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
562     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
563     found++;
564     break;
565     }
566     }
567     else if (hitter->current_weapon != NULL)
568     {
569     int mtype;
570    
571     switch (hitter->current_weapon->weapontype)
572     {
573     case WEAP_HIT:
574     mtype = ATM_BASIC;
575     break;
576     case WEAP_SLASH:
577     mtype = ATM_SLASH;
578     break;
579     case WEAP_PIERCE:
580     mtype = ATM_PIERCE;
581     break;
582     case WEAP_CLEAVE:
583     mtype = ATM_CLEAVE;
584     break;
585     case WEAP_SLICE:
586     mtype = ATM_SLICE;
587     break;
588     case WEAP_STAB:
589     mtype = ATM_STAB;
590     break;
591     case WEAP_WHIP:
592     mtype = ATM_WHIP;
593     break;
594     case WEAP_CRUSH:
595     mtype = ATM_CRUSH;
596     break;
597     case WEAP_BLUD:
598     mtype = ATM_BLUD;
599     break;
600     default:
601     mtype = ATM_BASIC;
602     break;
603     }
604     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
605     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
606     {
607     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
608     strcpy (buf2, attack_mess[mtype][i].buf3);
609     found++;
610     break;
611     }
612     }
613     else
614     {
615     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
616     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
617     {
618     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
619     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
620     found++;
621     break;
622     }
623 elmex 1.1 }
624    
625 root 1.9 if (!found)
626     {
627     strcpy (buf1, "hit");
628     strcpy (buf2, " hits");
629 elmex 1.1 }
630    
631 root 1.9 /* bail out if a monster is casting spells */
632     if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
633     return;
634 elmex 1.1
635 root 1.9 /* scale down magic considerably. */
636     if (type & AT_MAGIC && rndm (0, 5))
637     return;
638 elmex 1.1
639 root 1.9 /* Did a player hurt another player? Inform both! */
640     if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
641     {
642     if (get_owner (hitter) != NULL)
643     sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
644     else
645     {
646     sprintf (buf, "%s%s you.", &hitter->name, buf2);
647     if (dam != 0)
648     {
649     if (dam < 10)
650     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
651     else if (dam < 20)
652     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
653     else
654     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
655 root 1.5 }
656     }
657 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
658     } /* end of player hitting player */
659 elmex 1.1
660 root 1.9 if (hitter->type == PLAYER)
661     {
662     sprintf (buf, "You %s.", buf1);
663     if (dam != 0)
664     {
665     if (dam < 10)
666     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
667     else if (dam < 20)
668     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
669     else
670     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
671 root 1.5 }
672 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
673     }
674     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
675     {
676 elmex 1.1 /* look for stacked spells and start reducing the message chances */
677 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
678     {
679     i = 4;
680     map = hitter->map;
681     if (out_of_map (map, hitter->x, hitter->y))
682     return;
683     next = get_map_ob (map, hitter->x, hitter->y);
684     if (next)
685     while (next)
686     {
687     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
688     i *= 3;
689     tmp = next;
690     next = tmp->above;
691     }
692     if (i < 0)
693 root 1.5 return;
694 root 1.9 if (rndm (0, i) != 0)
695     return;
696     }
697     else if (rndm (0, 5) != 0)
698     return;
699     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
700     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
701     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
702 elmex 1.1 }
703     }
704    
705    
706 root 1.9 static int
707     get_attack_mode (object **target, object **hitter, int *simple_attack)
708 elmex 1.1 {
709 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
710     {
711     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
712     return 1;
713 elmex 1.1 }
714 root 1.9 if ((*target)->head)
715     *target = (*target)->head;
716     if ((*hitter)->head)
717     *hitter = (*hitter)->head;
718     if ((*hitter)->env != NULL || (*target)->env != NULL)
719     {
720     *simple_attack = 1;
721     return 0;
722 elmex 1.1 }
723 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
724     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
725 elmex 1.1 {
726 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
727     return 1;
728 elmex 1.1 }
729 root 1.9 *simple_attack = 0;
730     return 0;
731 elmex 1.1 }
732    
733 root 1.9 static int
734     abort_attack (object *target, object *hitter, int simple_attack)
735 elmex 1.1 {
736 root 1.9
737 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
738     * determined by get_attack_mode(). Returns true if the relation has changed.
739     */
740 root 1.9 int new_mode;
741 elmex 1.1
742 root 1.9 if (hitter->env == target || target->env == hitter)
743     new_mode = 1;
744     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
745     return 1;
746     else
747     new_mode = 0;
748     return new_mode != simple_attack;
749 elmex 1.1 }
750    
751     static void thrown_item_effect (object *, object *);
752    
753 root 1.9 static int
754     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
755 elmex 1.1 {
756 root 1.9 int simple_attack, roll, dam = 0;
757     uint32 type;
758     shstr op_name;
759     tag_t op_tag, hitter_tag;
760    
761     if (get_attack_mode (&op, &hitter, &simple_attack))
762     goto error;
763    
764     if (hitter->current_weapon)
765     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
766     return RESULT_INT (0);
767    
768     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
769     return RESULT_INT (0);
770 elmex 1.1
771 root 1.9 op_tag = op->count;
772     hitter_tag = hitter->count;
773    
774     /*
775     * A little check to make it more difficult to dance forward and back
776     * to avoid ever being hit by monsters.
777     */
778     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
779     {
780     /* Decrease speed BEFORE calling process_object. Otherwise, an
781     * infinite loop occurs, with process_object calling move_monster,
782     * which then gets here again. By decreasing the speed before
783     * we call process_object, the 'if' statement above will fail.
784     */
785     op->speed_left--;
786     process_object (op);
787     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
788 elmex 1.1 goto error;
789 root 1.9 }
790 elmex 1.1
791 root 1.9 op_name = op->name;
792 root 1.3
793 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
794 elmex 1.1
795 root 1.9 /* Adjust roll for various situations. */
796     if (!simple_attack)
797     roll += adj_attackroll (hitter, op);
798 elmex 1.1
799 root 1.9 /* See if we hit the creature */
800     if (roll == 20 || op->stats.ac >= base_wc - roll)
801     {
802     int hitdam = base_dam;
803    
804     if (settings.casting_time == TRUE)
805     {
806     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
807     {
808     hitter->casting_time = -1;
809     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
810     }
811     if ((op->casting_time > -1) && (hitdam > 0))
812     {
813     op->casting_time = -1;
814     if (op->type == PLAYER)
815     {
816     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
817     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
818 root 1.5 }
819     }
820     }
821 root 1.9 if (!simple_attack)
822 elmex 1.1 {
823 root 1.9 /* If you hit something, the victim should *always* wake up.
824     * Before, invisible hitters could avoid doing this.
825     * -b.t. */
826     if (QUERY_FLAG (op, FLAG_SLEEP))
827     CLEAR_FLAG (op, FLAG_SLEEP);
828    
829     /* If the victim can't see the attacker, it may alert others
830     * for help. */
831     if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
832     npc_call_help (op);
833    
834     /* if you were hidden and hit by a creature, you are discovered */
835     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
836     {
837     make_visible (op);
838     if (op->type == PLAYER)
839     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
840     }
841    
842     /* thrown items (hitter) will have various effects
843     * when they hit the victim. For things like thrown daggers,
844     * this sets 'hitter' to the actual dagger, and not the
845     * wrapper object.
846     */
847     thrown_item_effect (hitter, op);
848     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
849     goto leave;
850     }
851    
852     /* Need to do at least 1 damage, otherwise there is no point
853     * to go further and it will cause FPE's below.
854     */
855     if (hitdam <= 0)
856     hitdam = 1;
857 elmex 1.1
858 root 1.9 type = hitter->attacktype;
859     if (!type)
860     type = AT_PHYSICAL;
861     /* Handle monsters that hit back */
862     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
863     {
864     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
865     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
866     hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
867     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
868 root 1.5 goto leave;
869 root 1.9 }
870 elmex 1.1
871 root 1.9 /* In the new attack code, it should handle multiple attack
872     * types in its area, so remove it from here.
873     */
874     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
875     if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
876     goto leave;
877     } /* end of if hitter hit op */
878     /* if we missed, dam=0 */
879    
880     /*attack_message(dam, type, op, hitter); */
881 elmex 1.1
882 root 1.9 goto leave;
883 elmex 1.1
884 root 1.9 error:
885     dam = 1;
886 elmex 1.1
887 root 1.9 leave:
888 elmex 1.1
889 root 1.9 return dam;
890 elmex 1.1 }
891    
892 root 1.9 int
893     attack_ob (object *op, object *hitter)
894 elmex 1.1 {
895    
896 root 1.9 if (hitter->head)
897     hitter = hitter->head;
898     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
899 elmex 1.1 }
900    
901     /* op is the arrow, tmp is what is stopping the arrow.
902     *
903     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
904     */
905 root 1.9 static int
906     stick_arrow (object *op, object *tmp)
907 elmex 1.1 {
908 root 1.9 /* If the missile hit a player, we insert it in their inventory.
909     * However, if the missile is heavy, we don't do so (assume it falls
910     * to the ground after a hit). What a good value for this is up to
911     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
912     * stick around.
913     */
914     if (op->weight <= 5000 && tmp->stats.hp >= 0)
915     {
916     if (tmp->head != NULL)
917     tmp = tmp->head;
918 root 1.10
919 root 1.9 remove_ob (op);
920     op = insert_ob_in_ob (op, tmp);
921 root 1.10
922 root 1.9 if (tmp->type == PLAYER)
923     esrv_send_item (tmp, op);
924 root 1.10
925 root 1.9 return 1;
926     }
927     else
928     return 0;
929 elmex 1.1 }
930    
931     /* hit_with_arrow() disassembles the missile, attacks the victim and
932     * reassembles the missile.
933     *
934     * It returns a pointer to the reassembled missile, or NULL if the missile
935     * isn't available anymore.
936     */
937 root 1.9 object *
938     hit_with_arrow (object *op, object *victim)
939 elmex 1.1 {
940 root 1.9 object *container, *hitter;
941     int hit_something = 0;
942     tag_t victim_tag, hitter_tag;
943     sint16 victim_x, victim_y;
944    
945     /* Disassemble missile */
946     if (op->inv)
947     {
948     container = op;
949     hitter = op->inv;
950     remove_ob (hitter);
951     insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
952     /* Note that we now have an empty THROWN_OBJ on the map. Code that
953     * might be called until this THROWN_OBJ is either reassembled or
954     * removed at the end of this function must be able to deal with empty
955     * THROWN_OBJs. */
956     }
957     else
958     {
959     container = NULL;
960     hitter = op;
961     }
962    
963     /* Try to hit victim */
964     victim_x = victim->x;
965     victim_y = victim->y;
966     victim_tag = victim->count;
967     hitter_tag = hitter->count;
968    
969     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
970    
971     /* Arrow attacks door, rune of summoning is triggered, demon is put on
972     * arrow, move_apply() calls this function, arrow sticks in demon,
973     * attack_ob_simple() returns, and we've got an arrow that still exists
974     * but is no longer on the map. Ugh. (Beware: Such things can happen at
975     * other places as well!)
976     */
977     if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
978     {
979     if (container)
980     {
981     remove_ob (container);
982     free_object (container);
983 elmex 1.1 }
984 root 1.9 return NULL;
985 elmex 1.1 }
986    
987 root 1.9 /* Missile hit victim */
988     /* if the speed is > 10, then this is a fast moving arrow, we go straight
989     * through the target
990     */
991     if (hit_something && op->speed <= 10.0)
992     {
993     /* Stop arrow */
994     if (container == NULL)
995     {
996     hitter = fix_stopped_arrow (hitter);
997     if (hitter == NULL)
998 elmex 1.1 return NULL;
999 root 1.9 }
1000     else
1001     {
1002     remove_ob (container);
1003     free_object (container);
1004     }
1005 elmex 1.1
1006 root 1.9 /* Try to stick arrow into victim */
1007     if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
1008     return NULL;
1009    
1010     /* Else try to put arrow on victim's map square
1011     * remove check for P_WALL here. If the arrow got to this
1012     * space, that is good enough - with the new movement code,
1013     * there is now the potential for lots of spaces where something
1014     * can fly over but not otherwise move over. What is the correct
1015     * way to handle those otherwise?
1016     */
1017     if (victim_x != hitter->x || victim_y != hitter->y)
1018     {
1019     remove_ob (hitter);
1020     hitter->x = victim_x;
1021     hitter->y = victim_y;
1022     insert_ob_in_map (hitter, victim->map, hitter, 0);
1023 elmex 1.1 }
1024 root 1.9 else
1025     {
1026     /* Else leave arrow where it is */
1027     merge_ob (hitter, NULL);
1028     }
1029     return NULL;
1030 elmex 1.1 }
1031    
1032 root 1.9 if (hit_something && op->speed >= 10.0)
1033     op->speed -= 1.0;
1034 elmex 1.1
1035 root 1.9 /* Missile missed victim - reassemble missile */
1036     if (container)
1037     {
1038     remove_ob (hitter);
1039     insert_ob_in_ob (hitter, container);
1040 elmex 1.1 }
1041 root 1.9 return op;
1042 elmex 1.1 }
1043    
1044    
1045 root 1.9 void
1046     tear_down_wall (object *op)
1047 elmex 1.1 {
1048 root 1.9 int perc = 0;
1049 elmex 1.1
1050 root 1.9 if (!op->stats.maxhp)
1051     {
1052     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1053     perc = 1;
1054 elmex 1.1 }
1055 root 1.9 else if (!GET_ANIM_ID (op))
1056     {
1057     /* Object has been called - no animations, so remove it */
1058     if (op->stats.hp < 0)
1059     {
1060     remove_ob (op); /* Should update LOS */
1061     free_object (op);
1062     /* Don't know why this is here - remove_ob should do it for us */
1063     /*update_position(m, x, y); */
1064     }
1065     return; /* no animations, so nothing more to do */
1066     }
1067     perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1068     if (perc >= (int) NUM_ANIMATIONS (op))
1069     perc = NUM_ANIMATIONS (op) - 1;
1070     else if (perc < 1)
1071     perc = 1;
1072     SET_ANIMATION (op, perc);
1073     update_object (op, UP_OBJ_FACE);
1074     if (perc == NUM_ANIMATIONS (op) - 1)
1075     { /* Reached the last animation */
1076     if (op->face == blank_face)
1077     {
1078     /* If the last face is blank, remove the ob */
1079     remove_ob (op); /* Should update LOS */
1080     free_object (op);
1081 root 1.5
1082 root 1.9 /* remove_ob should call update_position for us */
1083     /*update_position(m, x, y); */
1084 root 1.5
1085 root 1.9 }
1086     else
1087     { /* The last face was not blank, leave an image */
1088     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1089     update_all_los (op->map, op->x, op->y);
1090     op->move_block = 0;
1091     CLEAR_FLAG (op, FLAG_ALIVE);
1092 root 1.5 }
1093 elmex 1.1 }
1094     }
1095    
1096 root 1.9 void
1097     scare_creature (object *target, object *hitter)
1098 elmex 1.1 {
1099 root 1.9 object *owner = get_owner (hitter);
1100 elmex 1.1
1101 root 1.9 if (!owner)
1102     owner = hitter;
1103 elmex 1.1
1104 root 1.9 SET_FLAG (target, FLAG_SCARED);
1105     if (!target->enemy)
1106     target->enemy = owner;
1107 elmex 1.1 }
1108    
1109    
1110     /* This returns the amount of damage hitter does to op with the
1111     * appropriate attacktype. Only 1 attacktype should be set at a time.
1112     * This doesn't damage the player, but returns how much it should
1113     * take. However, it will do other effects (paralyzation, slow, etc.)
1114     * Note - changed for PR code - we now pass the attack number and not
1115     * the attacktype. Makes it easier for the PR code. */
1116    
1117 root 1.9 int
1118     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1119     {
1120    
1121     int doesnt_slay = 1;
1122    
1123     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1124     if (attacknum >= NROFATTACKS)
1125     {
1126     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1127     return 0;
1128 elmex 1.1 }
1129 root 1.9
1130     if (dam < 0)
1131     {
1132     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1133     return 0;
1134 elmex 1.1 }
1135 root 1.9
1136     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1137     * people can't mess with that or it otherwise get confused. */
1138     if (attacknum == ATNR_INTERNAL)
1139     return dam;
1140    
1141     if (hitter->slaying)
1142     {
1143     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1144     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1145     {
1146     doesnt_slay = 0;
1147     dam *= 3;
1148     }
1149 elmex 1.1 }
1150    
1151 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1152     if (op->resist[attacknum])
1153     {
1154 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1155     * in case 0>dam>1, we try to "simulate" a float value-effect */
1156 root 1.9 dam *= (100 - op->resist[attacknum]);
1157     if (dam >= 100)
1158     dam /= 100;
1159 elmex 1.1 else
1160 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1161 elmex 1.1 }
1162    
1163 root 1.9 /* Special hack. By default, if immune to something, you
1164     * shouldn't need to worry. However, acid is an exception, since
1165     * it can still damage your items. Only include attacktypes if
1166     * special processing is needed */
1167    
1168     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1169     return 0;
1170    
1171     /* Keep this in order - makes things easier to find */
1172    
1173     switch (attacknum)
1174     {
1175     case ATNR_PHYSICAL:
1176     /* here also check for diseases */
1177     check_physically_infect (op, hitter);
1178     break;
1179 elmex 1.1
1180 root 1.9 /* Don't need to do anything for:
1181 root 1.5 magic,
1182     fire,
1183     electricity,
1184     cold */
1185 root 1.9
1186     case ATNR_CONFUSION:
1187     case ATNR_POISON:
1188     case ATNR_SLOW:
1189     case ATNR_PARALYZE:
1190     case ATNR_FEAR:
1191     case ATNR_CANCELLATION:
1192     case ATNR_DEPLETE:
1193     case ATNR_BLIND:
1194     {
1195 root 1.5 /* chance for inflicting a special attack depends on the
1196     * difference between attacker's and defender's level
1197     */
1198 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1199 root 1.5
1200     /* First, only creatures/players with speed can be affected.
1201     * Second, just getting hit doesn't mean it always affects
1202     * you. Third, you still get a saving through against the
1203     * effect.
1204     */
1205 root 1.9 if (op->speed &&
1206     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1207     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1208     {
1209 root 1.5
1210     /* Player has been hit by something */
1211 root 1.9 if (attacknum == ATNR_CONFUSION)
1212     confuse_player (op, hitter, dam);
1213     else if (attacknum == ATNR_POISON)
1214     poison_player (op, hitter, dam);
1215     else if (attacknum == ATNR_SLOW)
1216     slow_player (op, hitter, dam);
1217     else if (attacknum == ATNR_PARALYZE)
1218     paralyze_player (op, hitter, dam);
1219     else if (attacknum == ATNR_FEAR)
1220     scare_creature (op, hitter);
1221     else if (attacknum == ATNR_CANCELLATION)
1222     cancellation (op);
1223     else if (attacknum == ATNR_DEPLETE)
1224     drain_stat (op);
1225     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1226     blind_player (op, hitter, dam);
1227     }
1228     dam = 0; /* These are all effects and don't do real damage */
1229     }
1230     break;
1231     case ATNR_ACID:
1232     {
1233     int flag = 0;
1234    
1235     /* Items only get corroded if you're not on a battleground and
1236     * if your acid resistance is below 50%. */
1237     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1238     {
1239     object *tmp;
1240    
1241     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1242     {
1243     if (tmp->invisible)
1244     continue;
1245     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1246     /* >= 10% acid res. on itmes will protect these */
1247     continue;
1248     if (!(tmp->material & M_IRON))
1249     continue;
1250     if (tmp->magic < -4) /* Let's stop at -5 */
1251     continue;
1252     if (tmp->type == RING ||
1253     /* removed boots and gloves from exclusion list in
1254     PR */
1255     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256     continue; /* To avoid some strange effects */
1257    
1258     /* High damage acid has better chance of corroding
1259     objects */
1260     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1261     {
1262     if (op->type == PLAYER)
1263     /* Make this more visible */
1264     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1265     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1266     flag = 1;
1267     tmp->magic--;
1268     if (op->type == PLAYER)
1269     esrv_send_item (op, tmp);
1270     }
1271     }
1272     if (flag)
1273     fix_player (op); /* Something was corroded */
1274     }
1275     }
1276     break;
1277     case ATNR_DRAIN:
1278 root 1.5 {
1279 root 1.9 /* rate is the proportion of exp drained. High rate means
1280     * not much is drained, low rate means a lot is drained.
1281 root 1.5 */
1282 root 1.9 int rate;
1283    
1284     if (op->resist[ATNR_DRAIN] >= 0)
1285     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1286     else
1287     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1288    
1289     if (op->stats.exp <= rate)
1290     {
1291     if (op->type == GOLEM)
1292     dam = 999; /* Its force is "sucked" away. 8) */
1293     else
1294     /* If we can't drain, lets try to do physical damage */
1295     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1296     }
1297     else
1298     {
1299     /* Randomly give the hitter some hp */
1300     if (hitter->stats.hp < hitter->stats.maxhp &&
1301     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1302     hitter->stats.hp++;
1303    
1304     /* Can't do drains on battleground spaces.
1305     * Move the wiz check up here - before, the hitter wouldn't gain exp
1306     * exp, but the wiz would still lose exp! If drainee is a wiz,
1307     * nothing happens.
1308     * Try to credit the owner. We try to display player -> player drain
1309     * attacks, hence all the != PLAYER checks.
1310     */
1311     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1312     {
1313     object *owner = get_owner (hitter);
1314    
1315     if (owner && owner != hitter)
1316     {
1317     if (op->type != PLAYER || owner->type != PLAYER)
1318     change_exp (owner, op->stats.exp / (rate * 2),
1319     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1320     }
1321     else if (op->type != PLAYER || hitter->type != PLAYER)
1322     {
1323     change_exp (hitter, op->stats.exp / (rate * 2),
1324     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1325     }
1326     change_exp (op, -op->stats.exp / rate, NULL, 0);
1327     }
1328     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1329     * drain attack, you won't know that you are actually sucking out EXP,
1330     * as the messages will say you missed
1331     */
1332     }
1333     }
1334     break;
1335     case ATNR_TURN_UNDEAD:
1336     {
1337     if (QUERY_FLAG (op, FLAG_UNDEAD))
1338     {
1339 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 root 1.9 object *god = find_god (determine_god (owner));
1341     int div = 1;
1342    
1343     /* if undead are not an enemy of your god, you turn them
1344     * at half strength */
1345     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1346     div = 2;
1347     /* Give a bonus if you resist turn undead */
1348     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1349     scare_creature (op, owner);
1350     }
1351     else
1352     dam = 0; /* don't damage non undead - should we damage
1353     undead? */
1354     }
1355     break;
1356     case ATNR_DEATH:
1357     deathstrike_player (op, hitter, &dam);
1358     break;
1359     case ATNR_CHAOS:
1360     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1361     dam = 0;
1362     break;
1363     case ATNR_COUNTERSPELL:
1364     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1365     dam = 0;
1366     /* This should never happen. Counterspell is handled
1367     * seperately and filtered out. If this does happen,
1368     * Counterspell has no effect on anything but spells, so it
1369     * does no damage. */
1370     break;
1371     case ATNR_HOLYWORD:
1372     {
1373     /* This has already been handled by hit_player,
1374     * no need to check twice -- DAMN */
1375 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1376 root 1.5
1377 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1378     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1379     scare_creature (op, owner);
1380     }
1381     break;
1382     case ATNR_LIFE_STEALING:
1383     {
1384     int new_hp;
1385    
1386     /* this is replacement to drain for players, instead of taking
1387     * exp it takes hp. It is geared for players, probably not
1388     * much use giving it to monsters
1389     *
1390     * life stealing doesn't do a lot of damage, but it gives the
1391     * damage it does do to the player. Given that,
1392     * it only does 1/10'th normal damage (hence the divide by
1393     * 1000).
1394     */
1395     /* You can't steal life from something undead */
1396     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1397     return 0;
1398     /* If drain protection is higher than life stealing, use that */
1399     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1400     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1401     else
1402     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1403     /* You die at -1 hp, not zero. */
1404     if (dam > (op->stats.hp + 1))
1405     dam = op->stats.hp + 1;
1406     new_hp = hitter->stats.hp + dam;
1407     if (new_hp > hitter->stats.maxhp)
1408     new_hp = hitter->stats.maxhp;
1409     if (new_hp > hitter->stats.hp)
1410     hitter->stats.hp = new_hp;
1411     }
1412 elmex 1.1 }
1413 root 1.9 return dam;
1414 elmex 1.1 }
1415    
1416    
1417     /* GROS: This code comes from hit_player. It has been made external to
1418     * allow script procedures to "kill" objects in a combat-like fashion.
1419     * It was initially used by (kill-object) developed for the Collector's
1420     * Sword. Note that nothing has been changed from the original version
1421     * of the following code.
1422     * op is what is being killed.
1423     * dam is the damage done to it.
1424     * hitter is what is hitting it.
1425     * type is the attacktype.
1426     *
1427     * This function was a bit of a mess with hitter getting changed,
1428     * values being stored away but not used, etc. I've cleaned it up
1429     * a bit - I think it should be functionally equivalant.
1430     * MSW 2002-07-17
1431     */
1432 root 1.9 int
1433     kill_object (object *op, int dam, object *hitter, int type)
1434 elmex 1.1 {
1435 root 1.9 char buf[MAX_BUF];
1436     const char *skill;
1437     int maxdam = 0;
1438     int battleg = 0; /* true if op standing on battleground */
1439     int pk = 0; /* true if op and what controls hitter are both players */
1440     object *owner = NULL;
1441     object *skop = NULL;
1442 elmex 1.1
1443 root 1.9 if (op->stats.hp >= 0)
1444     return -1;
1445    
1446     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1447     return 0;
1448    
1449     /* maxdam needs to be the amount of damage it took to kill
1450     * this creature. The function(s) that call us have already
1451     * adjusted the creatures HP total, so that is negative.
1452     */
1453     maxdam = dam + op->stats.hp + 1;
1454    
1455     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1456     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1457    
1458     if (op->type == DOOR)
1459     {
1460     op->speed = 0.1;
1461     update_ob_speed (op);
1462     op->speed_left = -0.05;
1463     return maxdam;
1464     }
1465     if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1466     {
1467     remove_friendly_object (op);
1468     if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1469     {
1470     op->owner->contr->ranges[range_golem] = NULL;
1471     op->owner->contr->golem_count = 0;
1472     }
1473    
1474     remove_ob (op);
1475     free_object (op);
1476     return maxdam;
1477     }
1478    
1479     /* Now lets start dealing with experience we get for killing something */
1480    
1481     owner = get_owner (hitter);
1482     if (owner == NULL)
1483     owner = hitter;
1484    
1485     /* is the victim (op) standing on battleground? */
1486     if (op_on_battleground (op, NULL, NULL))
1487     battleg = 1;
1488    
1489     /* is this player killing? */
1490     if (op->type == PLAYER && owner->type == PLAYER)
1491     pk = 1;
1492    
1493     /* Player killed something */
1494     if (owner->type == PLAYER)
1495     {
1496     Log_Kill (owner->name,
1497     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1498    
1499     /* Log players killing other players - makes it easier to detect
1500     * and filter out malicious player killers - that is why the
1501     * ip address is included.
1502     */
1503     if (op->type == PLAYER && !battleg)
1504     {
1505     time_t t = time (NULL);
1506     struct tm *tmv;
1507     char buf[256];
1508    
1509     tmv = localtime (&t);
1510     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1511    
1512     LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1513     }
1514    
1515     /* try to filter some things out - basically, if you are
1516     * killing a level 1 creature and your level 20, you
1517     * probably don't want to see that.
1518     */
1519     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1520     {
1521     if (owner != hitter)
1522     {
1523     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1524     }
1525     else
1526     {
1527     new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1528     }
1529     /* Only play sounds for melee kills */
1530     if (hitter->type == PLAYER)
1531     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1532     }
1533    
1534     /* If a player kills another player, not on
1535     * battleground, the "killer" looses 1 luck. Since this is
1536     * not reversible, it's actually quite a pain IMHO. -AV
1537     * Fix bug in that we were changing the luck of the hitter, not
1538     * player that the object belonged to - so if you killed another player
1539     * with spells, pets, whatever, there was no penalty.
1540     * Changed to make luck penalty configurable in settings.
1541     */
1542     if (op->type == PLAYER && owner != op && !battleg)
1543     change_luck (owner, -settings.pk_luck_penalty);
1544    
1545     /* This code below deals with finding the appropriate skill
1546     * to credit exp to. This is a bit problematic - we should
1547     * probably never really have to look at current_weapon->skill
1548     */
1549     skill = NULL;
1550     if (hitter->skill && hitter->type != PLAYER)
1551     skill = hitter->skill;
1552     else if (owner->chosen_skill)
1553     {
1554     skill = owner->chosen_skill->skill;
1555     skop = owner->chosen_skill;
1556     }
1557     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1558     skill = owner->current_weapon->skill;
1559     else
1560     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1561 elmex 1.1
1562 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1563     * to. Make sure skop is an actual skill, and not a skill tool!
1564     */
1565     if ((!skop || skop->type != SKILL) && skill)
1566     {
1567     int i;
1568 elmex 1.1
1569 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1570     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1571     {
1572     skop = owner->contr->last_skill_ob[i];
1573     break;
1574     }
1575 root 1.5 }
1576 root 1.9 } /* Was it a player that hit somethign */
1577     else
1578     {
1579     skill = NULL;
1580     }
1581    
1582     /* Pet (or spell) killed something. */
1583     if (owner != hitter)
1584     {
1585     (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1586     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1587     }
1588     else
1589     {
1590     (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1591     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1592     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593     }
1594     /* These may have been set in the player code section above */
1595     if (!skop)
1596     skop = hitter->chosen_skill;
1597     if (!skill && skop)
1598     skill = skop->skill;
1599    
1600     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1601    
1602    
1603     /* If you didn't kill yourself, and your not the wizard */
1604     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1605     {
1606     int exp;
1607    
1608     /* Really don't give much experience for killing other players */
1609     // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1610     if (op->type == PLAYER)
1611     {
1612     if (battleg)
1613     {
1614     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1615     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1616 root 1.5 }
1617 root 1.9 else
1618     exp = op->stats.exp / 1000;
1619 elmex 1.1 }
1620 root 1.9 else
1621     exp = calc_skill_exp (owner, op, skop);
1622 elmex 1.1
1623 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1624     * exp by killing him
1625     */
1626     if (battleg)
1627     exp = 0;
1628 elmex 1.1
1629 root 1.9 /* Don't know why this is set this way - doesn't make
1630     * sense to just divide everything by two for no reason.
1631     */
1632 elmex 1.1
1633 root 1.9 if (!settings.simple_exp)
1634     exp = exp / 2;
1635 root 1.5
1636 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1637     {
1638     change_exp (owner, exp, skill, 0);
1639 root 1.5 }
1640 root 1.9 else
1641     {
1642     int shares = 0, count = 0;
1643 root 1.5
1644 root 1.9 player *pl;
1645    
1646     partylist *party = owner->contr->party;
1647 root 1.5
1648 elmex 1.1 #ifdef PARTY_KILL_LOG
1649 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1650 elmex 1.1 #endif
1651 root 1.9 for (pl = first_player; pl != NULL; pl = pl->next)
1652     {
1653     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1654     {
1655     count++;
1656     shares += (pl->ob->level + 4);
1657 root 1.5 }
1658     }
1659 root 1.9 if (count == 1 || shares > exp)
1660     change_exp (owner, exp, skill, SK_EXP_TOTAL);
1661     else
1662     {
1663     int share = exp / shares, given = 0, nexp;
1664    
1665     for (pl = first_player; pl != NULL; pl = pl->next)
1666     {
1667     if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1668     {
1669     nexp = (pl->ob->level + 4) * share;
1670     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1671     given += nexp;
1672 root 1.5 }
1673     }
1674 root 1.9 exp -= given;
1675     /* give any remainder to the player */
1676     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1677 root 1.5 }
1678 root 1.9 } /* else part of a party */
1679    
1680     } /* end if person didn't kill himself */
1681 elmex 1.1
1682 root 1.9 if (op->type != PLAYER)
1683     {
1684     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1685     {
1686     object *owner1 = get_owner (op);
1687 elmex 1.1
1688 root 1.9 if (owner1 != NULL && owner1->type == PLAYER)
1689     {
1690     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1691     /* Maybe we should include the owner that killed this, maybe not */
1692     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1693 root 1.5 }
1694 root 1.12
1695 root 1.9 remove_friendly_object (op);
1696 root 1.5 }
1697 root 1.12
1698 root 1.9 remove_ob (op);
1699     free_object (op);
1700 elmex 1.1 }
1701 root 1.9 /* Player has been killed! */
1702     else
1703     {
1704     if (owner->type == PLAYER)
1705     {
1706     snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1707 root 1.5 }
1708 root 1.9 else
1709 root 1.12 assign (op->contr->killer, hitter->name);
1710 elmex 1.1 }
1711 root 1.12
1712 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1713     * continues in the calling function.
1714     */
1715     return maxdam;
1716 elmex 1.1 }
1717    
1718     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1719     * Returns 0 this is not friendly fire
1720     */
1721    
1722 root 1.9 int
1723     friendly_fire (object *op, object *hitter)
1724     {
1725     object *owner;
1726     int friendlyfire;
1727    
1728     if (hitter->head)
1729     hitter = hitter->head;
1730    
1731     friendlyfire = 0;
1732    
1733     if (op->type == PLAYER)
1734     {
1735     if (op_on_battleground (hitter, 0, 0))
1736     return 0;
1737    
1738     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1739     return 1;
1740    
1741     if ((owner = get_owner (hitter)) != NULL)
1742     {
1743     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1744     friendlyfire = 2;
1745     }
1746    
1747     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1748     friendlyfire = 0;
1749 elmex 1.1 }
1750 root 1.9 return friendlyfire;
1751 elmex 1.1 }
1752    
1753    
1754     /* This isn't used just for players, but in fact most objects.
1755     * op is the object to be hit, dam is the amount of damage, hitter
1756     * is what is hitting the object, type is the attacktype, and
1757     * full_hit is set if monster area does not matter.
1758     * dam is base damage - protections/vulnerabilities/slaying matches can
1759     * modify it.
1760     */
1761    
1762     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1763     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1764    
1765 root 1.9 int
1766     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1767     {
1768     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1769     int maxattacktype, attacknum;
1770     int body_attack = op && op->head; /* Did we hit op's head? */
1771     int simple_attack;
1772     tag_t op_tag, hitter_tag;
1773     int rtn_kill = 0;
1774     int friendlyfire;
1775 elmex 1.1
1776 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1777     return 0;
1778 elmex 1.1
1779 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1780     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1781     return 0;
1782 elmex 1.1
1783     #ifdef PROHIBIT_PLAYERKILL
1784 root 1.9 if (op->type == PLAYER)
1785     {
1786     object *owner = get_owner (hitter);
1787    
1788     if (!owner)
1789     owner = hitter;
1790     if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1791     {
1792     return 0;
1793 elmex 1.1 }
1794     }
1795     #endif
1796    
1797 root 1.9 op_tag = op->count;
1798     hitter_tag = hitter->count;
1799 elmex 1.1
1800 root 1.9 if (body_attack)
1801     {
1802     /* slow and paralyze must hit the head. But we don't want to just
1803     * return - we still need to process other attacks the spell still
1804     * might have. So just remove the paralyze and slow attacktypes,
1805     * and keep on processing if we have other attacktypes.
1806     * return if only magic or nothing is left - under normal code
1807     * we don't attack with pure magic if there is another attacktype.
1808     * Only do processing if the initial attacktype includes one of those
1809     * attack so we don't cancel out things like magic bullet.
1810     */
1811     if (type & (AT_PARALYZE | AT_SLOW))
1812     {
1813     type &= ~(AT_PARALYZE | AT_SLOW);
1814     if (!type || type == AT_MAGIC)
1815     return 0;
1816 root 1.5 }
1817 elmex 1.1 }
1818    
1819 root 1.9 if (!simple_attack && op->type == DOOR)
1820     {
1821     object *tmp;
1822    
1823     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1824     if (tmp->type == RUNE || tmp->type == TRAP)
1825     {
1826     spring_trap (tmp, hitter);
1827     if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1828     return 0;
1829     break;
1830     }
1831 elmex 1.1 }
1832    
1833 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1834     {
1835     /* FIXME: If a player is killed by a rune in a door, the
1836     * was_destroyed() check above doesn't return, and might get here.
1837     */
1838     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1839     return 0;
1840 elmex 1.1 }
1841    
1842     #ifdef ATTACK_DEBUG
1843 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1844 elmex 1.1 #endif
1845    
1846 root 1.9 if (magic)
1847     {
1848 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1849     * in case 0>dam>1, we try to "simulate" a float value-effect */
1850 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1851 elmex 1.1 if (dam >= 100)
1852 root 1.5 dam /= 100;
1853 elmex 1.1 else
1854 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1855 elmex 1.1 }
1856    
1857 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1858     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1859     */
1860     if (type & AT_CHAOS)
1861     {
1862     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1863     update_object (op, UP_OBJ_FACE);
1864 elmex 1.1 type &= ~AT_CHAOS;
1865     }
1866    
1867 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1868     * holyword is part of an attacktype, then make sure the creature is
1869     * a proper match, otherwise no damage.
1870     */
1871     if (type & AT_HOLYWORD)
1872     {
1873     object *god;
1874    
1875     if ((!hitter->slaying ||
1876     (!(op->race && strstr (hitter->slaying, op->race)) &&
1877     !(op->name && strstr (hitter->slaying, op->name)))) &&
1878     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1879     (hitter->title != NULL
1880     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1881     return 0;
1882 elmex 1.1 }
1883    
1884 root 1.9 maxattacktype = type; /* initialize this to something */
1885     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1886     {
1887     /* Magic isn't really a true attack type - it gets combined with other
1888     * attack types. As such, skip it over. However, if magic is
1889     * the only attacktype in the group, then still attack with it
1890     */
1891     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1892     continue;
1893    
1894     /* Go through and hit the player with each attacktype, one by one.
1895     * hit_player_attacktype only figures out the damage, doesn't inflict
1896     * it. It will do the appropriate action for attacktypes with
1897     * effects (slow, paralization, etc.
1898     */
1899     if (type & attacktype)
1900     {
1901     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1902     /* the >= causes us to prefer messages from special attacks, if
1903     * the damage is equal.
1904     */
1905     if (ndam >= maxdam)
1906     {
1907 root 1.5 maxdam = ndam;
1908 root 1.9 maxattacktype = 1 << attacknum;
1909 root 1.5 }
1910     }
1911 elmex 1.1 }
1912 root 1.9
1913     /* if this is friendly fire then do a set % of damage only
1914     * Note - put a check in to make sure this attack is actually
1915     * doing damage - otherwise, the +1 in the code below will make
1916     * an attack do damage before when it otherwise didn't
1917     */
1918     friendlyfire = friendly_fire (op, hitter);
1919     if (friendlyfire && maxdam)
1920     {
1921     maxdam = ((dam * settings.set_friendly_fire) / 100);
1922 elmex 1.1 #ifndef COZY_SERVER
1923 root 1.9 maxdam++;
1924 elmex 1.1 #endif
1925 root 1.9
1926 elmex 1.1 #ifdef ATTACK_DEBUG
1927 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1928     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1929 elmex 1.1 #endif
1930     }
1931    
1932 root 1.9 if (!full_hit)
1933     {
1934     archetype *at;
1935     int area;
1936     int remainder;
1937    
1938     area = 0;
1939     for (at = op->arch; at != NULL; at = at->more)
1940     area++;
1941     assert (area > 0);
1942    
1943     /* basically: maxdam /= area; we try to "simulate" a float
1944     value-effect */
1945     remainder = 100 * (maxdam % area) / area;
1946     maxdam /= area;
1947     if (RANDOM () % 100 < remainder)
1948     maxdam++;
1949 elmex 1.1 }
1950    
1951     #ifdef ATTACK_DEBUG
1952 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1953 elmex 1.1 #endif
1954    
1955 root 1.9 if (get_owner (hitter))
1956     op->enemy = hitter->owner;
1957     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1958     op->enemy = hitter;
1959    
1960     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1961     {
1962     /* The unaggressives look after themselves 8) */
1963     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1964     npc_call_help (op);
1965     }
1966    
1967     if (magic && did_make_save (op, op->level, 0))
1968     maxdam = maxdam / 2;
1969    
1970     attack_message (maxdam, maxattacktype, op, hitter);
1971    
1972     op->stats.hp -= maxdam;
1973    
1974     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1975     if ((op->stats.hp >= 0) &&
1976     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1977     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1978     {
1979 elmex 1.1
1980 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1981     SET_FLAG (op, FLAG_RUN_AWAY);
1982     else
1983     scare_creature (op, hitter);
1984 elmex 1.1 }
1985    
1986 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1987     {
1988     if (maxdam)
1989     tear_down_wall (op);
1990     return maxdam; /* nothing more to do for wall */
1991     }
1992 elmex 1.1
1993 root 1.9 /* See if the creature has been killed */
1994     rtn_kill = kill_object (op, maxdam, hitter, type);
1995     if (rtn_kill != -1)
1996     return rtn_kill;
1997 elmex 1.1
1998    
1999 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2000     * that before if the player was immune to ghosthit, the monster
2001     * remained - that is no longer the case.
2002     */
2003     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2004     {
2005     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2006     remove_friendly_object (hitter);
2007     remove_ob (hitter);
2008     free_object (hitter);
2009     }
2010     /* Lets handle creatures that are splitting now */
2011     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2012     {
2013     int i;
2014     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2015     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2016     object *owner = get_owner (op);
2017 root 1.5
2018 root 1.9 if (!op->other_arch)
2019     {
2020     LOG (llevError, "SPLITTING without other_arch error.\n");
2021     return maxdam;
2022     }
2023     remove_ob (op);
2024     for (i = 0; i < NROFNEWOBJS (op); i++)
2025     { /* This doesn't handle op->more yet */
2026     object *tmp = arch_to_object (op->other_arch);
2027     int j;
2028    
2029     tmp->stats.hp = op->stats.hp;
2030     if (friendly)
2031     {
2032     SET_FLAG (tmp, FLAG_FRIENDLY);
2033     add_friendly_object (tmp);
2034     tmp->attack_movement = PETMOVE;
2035     if (owner != NULL)
2036     set_owner (tmp, owner);
2037     }
2038     if (unaggressive)
2039     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2040     j = find_first_free_spot (tmp, op->map, op->x, op->y);
2041     if (j == -1) /* No spot to put this monster */
2042     free_object (tmp);
2043     else
2044     {
2045     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2046     insert_ob_in_map (tmp, op->map, NULL, 0);
2047     }
2048     }
2049     if (friendly)
2050     remove_friendly_object (op);
2051     free_object (op);
2052     }
2053     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2054     {
2055     remove_ob (hitter);
2056     free_object (hitter);
2057 elmex 1.1 }
2058 root 1.9 return maxdam;
2059     }
2060    
2061    
2062     void
2063     poison_player (object *op, object *hitter, int dam)
2064     {
2065 root 1.16 archetype *at = archetype::find ("poisoning");
2066 root 1.9 object *tmp = present_arch_in_ob (at, op);
2067 elmex 1.1
2068 root 1.9 if (tmp == NULL)
2069     {
2070     if ((tmp = arch_to_object (at)) == NULL)
2071     LOG (llevError, "Failed to clone arch poisoning.\n");
2072     else
2073     {
2074     tmp = insert_ob_in_ob (tmp, op);
2075     /* peterm: give poisoning some teeth. It should
2076     * be able to kill things better than it does:
2077     * damage should be dependent something--I choose to
2078     * do this: if it's a monster, the damage from the
2079     * poisoning goes as the level of the monster/2.
2080     * If anything else, goes as damage.
2081     */
2082    
2083     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2084     tmp->stats.dam += hitter->level / 2;
2085     else
2086     tmp->stats.dam = dam;
2087    
2088     copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
2089     if (hitter->skill && hitter->skill != tmp->skill)
2090     {
2091     tmp->skill = hitter->skill;
2092     }
2093    
2094     tmp->stats.food += dam; /* more damage, longer poisoning */
2095    
2096     if (op->type == PLAYER)
2097     {
2098     /* player looses stats, maximum is -10 of each */
2099     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2100     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2101     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2102     tmp->stats.Int = MAX (-dam / 7, -10);
2103     SET_FLAG (tmp, FLAG_APPLIED);
2104     fix_player (op);
2105     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2106     }
2107     if (hitter->type == PLAYER)
2108     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2109     else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
2110     new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2111 root 1.5 }
2112 root 1.9 tmp->speed_left = 0;
2113     }
2114     else
2115     tmp->stats.food++;
2116     }
2117    
2118     void
2119     slow_player (object *op, object *hitter, int dam)
2120     {
2121 root 1.16 archetype *at = archetype::find ("slowness");
2122 root 1.9 object *tmp;
2123    
2124     if (at == NULL)
2125     {
2126     LOG (llevError, "Can't find slowness archetype.\n");
2127     }
2128     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2129     {
2130     tmp = arch_to_object (at);
2131     tmp = insert_ob_in_ob (tmp, op);
2132     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2133     }
2134     else
2135     tmp->stats.food++;
2136     SET_FLAG (tmp, FLAG_APPLIED);
2137     tmp->speed_left = 0;
2138     fix_player (op);
2139 elmex 1.1 }
2140    
2141 root 1.9 void
2142     confuse_player (object *op, object *hitter, int dam)
2143     {
2144     object *tmp;
2145     int maxduration;
2146 elmex 1.1
2147 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2148     if (!tmp)
2149     {
2150     tmp = get_archetype (FORCE_NAME);
2151     tmp = insert_ob_in_ob (tmp, op);
2152     }
2153 root 1.5
2154 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2155     * on the player's resistance
2156     */
2157     tmp->speed = 0.05;
2158     tmp->subtype = FORCE_CONFUSION;
2159     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2160     tmp->name = "confusion";
2161     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2162     if (tmp->duration > maxduration)
2163     tmp->duration = maxduration;
2164    
2165     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2166     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2167     SET_FLAG (op, FLAG_CONFUSED);
2168     }
2169 root 1.5
2170 root 1.9 void
2171     blind_player (object *op, object *hitter, int dam)
2172     {
2173     object *tmp, *owner;
2174 root 1.5
2175 root 1.9 /* Save some work if we know it isn't going to affect the player */
2176     if (op->resist[ATNR_BLIND] == 100)
2177     return;
2178 root 1.5
2179 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2180     if (!tmp)
2181     {
2182     tmp = get_archetype ("blindness");
2183     SET_FLAG (tmp, FLAG_BLIND);
2184     SET_FLAG (tmp, FLAG_APPLIED);
2185 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2186     * speed is a float anyways.
2187     */
2188 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2189 elmex 1.1
2190 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2191     change_abil (op, tmp); /* Mostly to display any messages */
2192     fix_player (op); /* This takes care of some other stuff */
2193 elmex 1.1
2194 root 1.9 if (hitter->owner)
2195     owner = get_owner (hitter);
2196     else
2197     owner = hitter;
2198 elmex 1.1
2199 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2200     }
2201     tmp->stats.food += dam;
2202     if (tmp->stats.food > 10)
2203     tmp->stats.food = 10;
2204 elmex 1.1 }
2205    
2206 root 1.9 void
2207     paralyze_player (object *op, object *hitter, int dam)
2208 elmex 1.1 {
2209 root 1.9 float effect, max;
2210    
2211     /* object *tmp; */
2212 elmex 1.1
2213 root 1.9 /* This is strange stuff... someone knows for what this is
2214     * written? Well, i think this can and should be removed
2215     */
2216 elmex 1.1
2217 root 1.9 /*
2218     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2219     tmp=clone_arch(PARAIMAGE);
2220     tmp->x=op->x,tmp->y=op->y;
2221     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2222     }
2223     */
2224 elmex 1.1
2225 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2226     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2227 elmex 1.1
2228 root 1.9 if (effect == 0)
2229     return;
2230 elmex 1.1
2231 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2232     /* tmp->stats.food+=(signed short) effect/op->speed; */
2233 elmex 1.1
2234 root 1.9 /* max number of ticks to be affected for. */
2235     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2236     if (op->speed_left < -(FABS (op->speed) * max))
2237     op->speed_left = (float) -(FABS (op->speed) * max);
2238 elmex 1.1
2239     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2240     }
2241    
2242    
2243     /* Attempts to kill 'op'. hitter is the attack object, dam is
2244     * the computed damaged.
2245     */
2246 root 1.9 void
2247     deathstrike_player (object *op, object *hitter, int *dam)
2248 elmex 1.1 {
2249 root 1.9 /* The intention of a death attack is to kill outright things
2250     ** that are a lot weaker than the attacker, have a chance of killing
2251     ** things somewhat weaker than the caster, and no chance of
2252     ** killing something equal or stronger than the attacker.
2253     ** Also, if a deathstrike attack has a slaying, any monster
2254     ** whose name or race matches a comma-delimited list in the slaying
2255     ** field of the deathstriking object */
2256    
2257     int atk_lev, def_lev, kill_lev;
2258    
2259     if (hitter->slaying)
2260     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2261     return;
2262    
2263     def_lev = op->level;
2264     if (def_lev < 1)
2265     {
2266     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2267     def_lev = 1;
2268     }
2269     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2270     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2271     atk_lev, def_lev); */
2272    
2273     if (atk_lev >= def_lev)
2274     {
2275     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2276    
2277     /* Note that the below effectively means the ratio of the atk vs
2278     * defener level is important - if level 52 character has very little
2279     * chance of killing a level 50 monster. This should probably be
2280     * redone.
2281     */
2282     if (kill_lev >= def_lev)
2283     {
2284     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2285     /* I think this doesn't really do much. Because of
2286     * integer rounding, this only makes any difference if the
2287     * attack level is double the defender level.
2288     */
2289     *dam *= kill_lev / def_lev;
2290 root 1.5 }
2291 root 1.9 }
2292     else
2293     {
2294     *dam = 0; /* no harm done */
2295 elmex 1.1 }
2296     }
2297    
2298     /* thrown_item_effect() - handles any special effects of thrown
2299     * items (like attacking living creatures--a potion thrown at a
2300     * monster).
2301     */
2302 root 1.9 static void
2303     thrown_item_effect (object *hitter, object *victim)
2304 elmex 1.1 {
2305 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2306     {
2307     /* May not need a switch for just 2 types, but this makes it
2308     * easier for expansion.
2309     */
2310     switch (hitter->type)
2311     {
2312 root 1.5 case POTION:
2313 root 1.9 /* should player get a save throw instead of checking magic protection? */
2314     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2315     (void) apply_potion (victim, hitter);
2316     break;
2317    
2318     case POISON: /* poison drinks */
2319     /* As with potions, should monster get a save? */
2320     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2321     apply_poison (victim, hitter);
2322     break;
2323    
2324     /* Removed case statements that did nothing.
2325     * food may be poisonous, but monster must be willing to eat it,
2326     * so we don't handle it here.
2327     * Containers should perhaps break open, but that code was disabled.
2328     */
2329 root 1.5 }
2330 elmex 1.1 }
2331     }
2332    
2333     /* adj_attackroll() - adjustments to attacks by various conditions */
2334    
2335 root 1.9 int
2336     adj_attackroll (object *hitter, object *target)
2337     {
2338 elmex 1.1 object *attacker = hitter;
2339 root 1.9 int adjust = 0;
2340 elmex 1.1
2341     /* safety */
2342 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2343     {
2344     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2345     return 0;
2346     }
2347 elmex 1.1
2348     /* aimed missiles use the owning object's sight */
2349 root 1.9 if (is_aimed_missile (hitter))
2350     {
2351     if ((attacker = get_owner (hitter)) == NULL)
2352     attacker = hitter;
2353     /* A player who saves but hasn't quit still could have objects
2354     * owned by him - need to handle that case to avoid crashes.
2355     */
2356     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2357     attacker = hitter;
2358     }
2359     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2360 elmex 1.1 return 0;
2361    
2362 root 1.9 /* determine the condtions under which we make an attack.
2363     * Add more cases, as the need occurs. */
2364 elmex 1.1
2365 root 1.9 if (!can_see_enemy (attacker, target))
2366     {
2367     /* target is unseen */
2368     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2369     adjust -= 10;
2370     /* dark map penalty for the hitter (lacks infravision if we got here). */
2371     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2372     adjust -= target->map->darkness;
2373     }
2374 elmex 1.1
2375 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2376 elmex 1.1 adjust -= 3;
2377    
2378 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2379 elmex 1.1 adjust += 1;
2380    
2381 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2382 elmex 1.1 adjust += 1;
2383    
2384 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2385 elmex 1.1 adjust -= 3;
2386    
2387     /* if we attack at a different 'altitude' its harder */
2388 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2389 elmex 1.1 adjust -= 2;
2390    
2391     #if 0
2392     /* slower attacks are less likely to succeed. We should use a
2393     * comparison between attacker/target speeds BUT, players have
2394     * a generally faster speed, so this will wind up being a HUGE
2395     * disadantage for the monsters! Too bad, because missiles which
2396     * fly fast should have a better chance of hitting a slower target.
2397     */
2398 root 1.9 if (hitter->speed < target->speed)
2399     adjust += ((float) hitter->speed - target->speed);
2400 elmex 1.1 #endif
2401    
2402     #if 0
2403 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2404 elmex 1.1 #endif
2405    
2406     return adjust;
2407 root 1.9 }
2408 elmex 1.1
2409    
2410     /* determine if the object is an 'aimed' missile */
2411 root 1.9 int
2412     is_aimed_missile (object *op)
2413     {
2414 elmex 1.1
2415 root 1.9 /* I broke what used to be one big if into a few nested
2416     * ones so that figuring out the logic is at least possible.
2417     */
2418     if (op && (op->move_type & MOVE_FLYING))
2419     {
2420     if (op->type == ARROW || op->type == THROWN_OBJ)
2421     return 1;
2422     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2423     return 1;
2424 elmex 1.1 }
2425 root 1.9 return 0;
2426     }