ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.34
Committed: Tue Dec 26 08:54:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +1 -2 lines
Log Message:
replace update_ob_speed by ->set_speed

File Contents

# 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     /* did_make_save_item just checks to make sure the item actually
78     * made its saving throw based on the tables. It does not take
79     * any further action (like destroying the item).
80     */
81 root 1.9 int
82     did_make_save_item (object *op, int type, object *originator)
83     {
84     int i, roll, saves = 0, attacks = 0, number;
85     materialtype_t *mt;
86    
87     if (op->materialname == NULL)
88     {
89     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
90 root 1.26 if (op->material & mt->material)
91     break;
92 root 1.9 }
93     else
94     mt = name_to_material (op->materialname);
95     if (mt == NULL)
96 elmex 1.1 return TRUE;
97 root 1.9 roll = rndm (1, 20);
98    
99     /* the attacktypes have no meaning for object saves
100     * If the type is only magic, don't adjust type - basically, if
101     * pure magic is hitting an object, it should save. However, if it
102     * is magic teamed with something else, then strip out the
103     * magic type, and instead let the fire, cold, or whatever component
104     * destroy the item. Otherwise, you get the case of poisoncloud
105     * destroying objects because it has magic attacktype.
106     */
107     if (type != AT_MAGIC)
108     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
109     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
110     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
111    
112     if (type == 0)
113     return TRUE;
114     if (roll == 20)
115     return TRUE;
116     if (roll == 1)
117     return FALSE;
118    
119     for (number = 0; number < NROFATTACKS; number++)
120     {
121     i = 1 << number;
122     if (!(i & type))
123     continue;
124     attacks++;
125     if (op->resist[number] == 100)
126     saves++;
127     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
128     saves++;
129     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
130     saves++;
131     }
132    
133     if (saves == attacks || attacks == 0)
134     return TRUE;
135     if ((saves == 0) || (rndm (1, attacks) > saves))
136     return FALSE;
137     return TRUE;
138 elmex 1.1 }
139    
140     /* This function calls did_make_save_item. It then performs the
141     * appropriate actions to the item (such as burning the item up,
142     * calling cancellation, etc.)
143     */
144    
145 root 1.9 void
146     save_throw_object (object *op, int type, object *originator)
147 elmex 1.1 {
148 root 1.9 if (!did_make_save_item (op, type, originator))
149 elmex 1.1 {
150 root 1.9 object *env = op->env;
151     int x = op->x, y = op->y;
152 root 1.19 maptile *m = op->map;
153 root 1.9
154     op = stop_item (op);
155     if (op == NULL)
156     return;
157 elmex 1.1
158 root 1.9 /* Hacked the following so that type LIGHTER will work.
159     * Also, objects which are potenital "lights" that are hit by
160     * flame/elect attacks will be set to glow. "lights" are any
161     * object with +/- glow_radius and an "other_arch" to change to.
162     * (and please note that we cant fail our save and reach this
163     * function if the object doesnt contain a material that can burn.
164     * So forget lighting magical swords on fire with this!) -b.t.
165     */
166     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
167     {
168     const char *arch = op->other_arch->name;
169 elmex 1.1
170 root 1.9 op = decrease_ob_nr (op, 1);
171 root 1.13
172 root 1.9 if (op)
173     fix_stopped_item (op, m, originator);
174 root 1.13
175 root 1.9 if ((op = get_archetype (arch)) != NULL)
176     {
177     if (env)
178     {
179     op->x = env->x, op->y = env->y;
180     insert_ob_in_ob (op, env);
181     if (env->contr)
182     esrv_send_item (env, op);
183 root 1.5 }
184 root 1.9 else
185     {
186     op->x = x, op->y = y;
187     insert_ob_in_map (op, m, originator, 0);
188     }
189     }
190 root 1.13
191 root 1.9 return;
192     }
193 root 1.13
194 root 1.9 if (type & AT_CANCELLATION)
195     { /* Cancellation. */
196     cancellation (op);
197     fix_stopped_item (op, m, originator);
198     return;
199     }
200 root 1.13
201 root 1.9 if (op->nrof > 1)
202     {
203     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
204 root 1.13
205 root 1.9 if (op)
206     fix_stopped_item (op, m, originator);
207 elmex 1.1 }
208 root 1.9 else
209     {
210     if (op->env)
211     {
212 root 1.30 object *tmp = op->in_player ();
213 root 1.9
214     if (tmp)
215 root 1.13 esrv_del_item (tmp->contr, op->count);
216 root 1.5 }
217 root 1.13
218 root 1.26 op->destroy ();
219 root 1.9 }
220 root 1.13
221 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
222 root 1.13 if (env)
223     {
224     op = get_archetype ("burnout");
225     op->x = env->x, op->y = env->y;
226     insert_ob_in_ob (op, env);
227     }
228     else
229     replace_insert_ob_in_map ("burnout", originator);
230    
231 root 1.9 return;
232     }
233 root 1.15
234 root 1.9 /* The value of 50 is arbitrary. */
235     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
236     {
237     object *tmp;
238 root 1.16 archetype *at = archetype::find ("icecube");
239 root 1.9
240     if (at == NULL)
241 root 1.5 return;
242 root 1.15
243 root 1.9 op = stop_item (op);
244     if (op == NULL)
245 elmex 1.1 return;
246 root 1.15
247 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
248     {
249     tmp = arch_to_object (at);
250     tmp->x = op->x, tmp->y = op->y;
251     /* This was in the old (pre new movement code) -
252     * icecubes have slow_move set to 1 - don't want
253     * that for ones we create.
254     */
255     tmp->move_slow_penalty = 0;
256     tmp->move_slow = 0;
257     insert_ob_in_map (tmp, op->map, originator, 0);
258     }
259 root 1.15
260 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
261 root 1.25 op->remove ();
262 root 1.15
263     insert_ob_in_ob (op, tmp);
264 root 1.9 return;
265 elmex 1.1 }
266     }
267    
268     /* Object op is hitting the map.
269     * op is going in direction 'dir'
270     * type is the attacktype of the object.
271     * full_hit is set if monster area does not matter.
272     * returns 1 if it hits something, 0 otherwise.
273     */
274    
275 root 1.9 int
276     hit_map (object *op, int dir, int type, int full_hit)
277     {
278     object *tmp, *next;
279 root 1.19 maptile *map;
280 root 1.9 sint16 x, y;
281     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
282 elmex 1.1
283 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
284     {
285     LOG (llevError, "BUG: hit_map(): free object\n");
286     return 0;
287 elmex 1.1 }
288    
289 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290     {
291     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
292     return 0;
293 elmex 1.1 }
294    
295 root 1.9 if (!op->map)
296     {
297     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
298     return 0;
299 elmex 1.1 }
300    
301 root 1.9 if (op->head)
302     op = op->head;
303    
304     map = op->map;
305     x = op->x + freearr_x[dir];
306     y = op->y + freearr_y[dir];
307 elmex 1.1
308 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
309    
310     // elmex: a safe map tile can't be hit!
311     // this should prevent most harmful effects on items and players there.
312 root 1.11 if (mflags & (P_OUT_OF_MAP | P_SAFE))
313 root 1.9 return 0;
314    
315     /* peterm: a few special cases for special attacktypes --counterspell
316     * must be out here because it strikes things which are not alive
317     */
318 elmex 1.1
319 root 1.9 if (type & AT_COUNTERSPELL)
320     {
321     counterspell (op, dir); /* see spell_effect.c */
322 elmex 1.1
323 root 1.9 /* If the only attacktype is counterspell or magic, don't need
324     * to do any further processing.
325     */
326     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 root 1.11 return 0;
328    
329 root 1.9 type &= ~AT_COUNTERSPELL;
330 elmex 1.1 }
331    
332 root 1.9 if (type & AT_CHAOS)
333     {
334     shuffle_attack (op, 1); /*1 flag tells it to change the face */
335     update_object (op, UP_OBJ_FACE);
336     type &= ~AT_CHAOS;
337 elmex 1.1 }
338    
339 root 1.30 next = GET_MAP_OB (map, x, y);
340 root 1.9
341     while (next)
342     {
343 root 1.18 if (next->destroyed ())
344 root 1.9 {
345     /* There may still be objects that were above 'next', but there is no
346     * simple way to find out short of copying all object references and
347     * tags into a temporary array before we start processing the first
348     * object. That's why we just abort.
349     *
350     * This happens whenever attack spells (like fire) hit a pile
351     * of objects. This is not a bug - nor an error. The errormessage
352     * below was spamming the logs for absolutely no reason.
353     */
354     /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
355     break;
356     }
357 root 1.11
358 root 1.9 tmp = next;
359     next = tmp->above;
360 root 1.11
361 root 1.18 if (tmp->destroyed ())
362 root 1.9 {
363     LOG (llevError, "BUG: hit_map(): found freed object\n");
364     break;
365 root 1.5 }
366    
367 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368     * For example, 'tmp' was put in an icecube.
369     * This is one of the few cases where on_same_map should not be used.
370     */
371     if (tmp->map != map || tmp->x != x || tmp->y != y)
372     continue;
373    
374     if (QUERY_FLAG (tmp, FLAG_ALIVE))
375     {
376     hit_player (tmp, op->stats.dam, op, type, full_hit);
377     retflag |= 1;
378 root 1.18 if (op->destroyed ())
379 root 1.5 break;
380     }
381 root 1.11
382 root 1.9 /* Here we are potentially destroying an object. If the object has
383     * NO_PASS set, it is also immune - you can't destroy walls. Note
384     * that weak walls have is_alive set, which prevent objects from
385     * passing over/through them. We don't care what type of movement
386     * the wall blocks - if it blocks any type of movement, can't be
387     * destroyed right now.
388     */
389     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
390     {
391     save_throw_object (tmp, type, op);
392 root 1.18 if (op->destroyed ())
393 root 1.9 break;
394 root 1.5 }
395 elmex 1.1 }
396 root 1.11
397 root 1.9 return 0;
398 elmex 1.1 }
399    
400 root 1.9 void
401     attack_message (int dam, int type, object *op, object *hitter)
402     {
403 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
404 root 1.9 int i, found = 0;
405 root 1.19 maptile *map;
406 elmex 1.1 object *next, *tmp;
407    
408     /* put in a few special messages for some of the common attacktypes
409     * a player might have. For example, fire, electric, cold, etc
410     * [garbled 20010919]
411     */
412    
413 root 1.9 if (dam == 9998 && op->type == DOOR)
414     {
415     sprintf (buf1, "unlock %s", &op->name);
416     sprintf (buf2, " unlocks");
417     found++;
418     }
419     if (dam < 0)
420     {
421     sprintf (buf1, "hit %s", &op->name);
422     sprintf (buf2, " hits");
423     found++;
424     }
425     else if (dam == 0)
426     {
427     sprintf (buf1, "missed %s", &op->name);
428     sprintf (buf2, " misses");
429     found++;
430     }
431     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
432 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
433 root 1.9 {
434     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
435     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
436     {
437     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
438     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
439     found++;
440     break;
441     }
442     }
443     else if (op->type == DOOR && !found)
444     {
445     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
446     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
447     {
448     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
449     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
450     found++;
451     break;
452     }
453     }
454 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
455 root 1.9 {
456     if (USING_SKILL (hitter, SK_KARATE))
457     {
458     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
459     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
460     {
461     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
462     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
463 root 1.5 found++;
464     break;
465 root 1.9 }
466     }
467     else if (USING_SKILL (hitter, SK_CLAWING))
468     {
469     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
470     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
471     {
472     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
473     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
474 root 1.5 found++;
475     break;
476     }
477 root 1.9 }
478     else if (USING_SKILL (hitter, SK_PUNCHING))
479     {
480     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
481     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
482     {
483     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
484     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
485     found++;
486     break;
487 root 1.5 }
488     }
489 elmex 1.1 }
490 root 1.29
491 root 1.9 if (found)
492     {
493     /* done */
494     }
495 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
496 root 1.9 {
497     sprintf (buf1, "hit"); /* just in case */
498     for (i = 0; i < MAXATTACKMESS; i++)
499     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
500     {
501     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
502     found++;
503     break;
504     }
505     }
506 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
507 root 1.9 {
508 elmex 1.1 /* drain is first, because some items have multiple attypes */
509 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
510     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
511     {
512     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
513     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
514     found++;
515     break;
516     }
517     }
518 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
519 root 1.9 {
520     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
521     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
522     {
523     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
524     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
525     found++;
526     break;
527     }
528     }
529 root 1.29 else if (type & AT_COLD && op->is_alive ())
530 root 1.9 {
531     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
532     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
533     {
534     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
535     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
536     found++;
537     break;
538     }
539     }
540     else if (type & AT_FIRE)
541     {
542     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
543     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
544     {
545     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
546     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
547     found++;
548     break;
549     }
550     }
551     else if (hitter->current_weapon != NULL)
552     {
553     int mtype;
554    
555     switch (hitter->current_weapon->weapontype)
556     {
557     case WEAP_HIT:
558     mtype = ATM_BASIC;
559     break;
560     case WEAP_SLASH:
561     mtype = ATM_SLASH;
562     break;
563     case WEAP_PIERCE:
564     mtype = ATM_PIERCE;
565     break;
566     case WEAP_CLEAVE:
567     mtype = ATM_CLEAVE;
568     break;
569     case WEAP_SLICE:
570     mtype = ATM_SLICE;
571     break;
572     case WEAP_STAB:
573     mtype = ATM_STAB;
574     break;
575     case WEAP_WHIP:
576     mtype = ATM_WHIP;
577     break;
578     case WEAP_CRUSH:
579     mtype = ATM_CRUSH;
580     break;
581     case WEAP_BLUD:
582     mtype = ATM_BLUD;
583     break;
584     default:
585     mtype = ATM_BASIC;
586     break;
587     }
588     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
589     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
590     {
591     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
592     strcpy (buf2, attack_mess[mtype][i].buf3);
593     found++;
594     break;
595     }
596     }
597     else
598     {
599     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
600     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
601     {
602     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
603     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
604     found++;
605     break;
606     }
607 elmex 1.1 }
608    
609 root 1.9 if (!found)
610     {
611     strcpy (buf1, "hit");
612     strcpy (buf2, " hits");
613 elmex 1.1 }
614    
615 root 1.9 /* bail out if a monster is casting spells */
616 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
617 root 1.9 return;
618 elmex 1.1
619 root 1.9 /* scale down magic considerably. */
620     if (type & AT_MAGIC && rndm (0, 5))
621     return;
622 elmex 1.1
623 root 1.9 /* Did a player hurt another player? Inform both! */
624 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
625 root 1.9 {
626 root 1.27 if (hitter->owner != NULL)
627 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
628     else
629     {
630     sprintf (buf, "%s%s you.", &hitter->name, buf2);
631     if (dam != 0)
632     {
633     if (dam < 10)
634     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
635     else if (dam < 20)
636     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
637     else
638     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
639 root 1.5 }
640     }
641 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
642     } /* end of player hitting player */
643 elmex 1.1
644 root 1.9 if (hitter->type == PLAYER)
645     {
646     sprintf (buf, "You %s.", buf1);
647     if (dam != 0)
648     {
649     if (dam < 10)
650     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
651     else if (dam < 20)
652     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
653     else
654     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
655 root 1.5 }
656 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
657     }
658 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
659 root 1.9 {
660 elmex 1.1 /* look for stacked spells and start reducing the message chances */
661 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
662     {
663     i = 4;
664     map = hitter->map;
665     if (out_of_map (map, hitter->x, hitter->y))
666     return;
667 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
668 root 1.9 if (next)
669     while (next)
670     {
671     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
672     i *= 3;
673     tmp = next;
674     next = tmp->above;
675     }
676     if (i < 0)
677 root 1.5 return;
678 root 1.9 if (rndm (0, i) != 0)
679     return;
680     }
681     else if (rndm (0, 5) != 0)
682     return;
683     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
684     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
685     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
686 elmex 1.1 }
687     }
688    
689    
690 root 1.9 static int
691     get_attack_mode (object **target, object **hitter, int *simple_attack)
692 elmex 1.1 {
693 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
694     {
695     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
696     return 1;
697 elmex 1.1 }
698 root 1.9 if ((*target)->head)
699     *target = (*target)->head;
700     if ((*hitter)->head)
701     *hitter = (*hitter)->head;
702     if ((*hitter)->env != NULL || (*target)->env != NULL)
703     {
704     *simple_attack = 1;
705     return 0;
706 elmex 1.1 }
707 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
708     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
709 elmex 1.1 {
710 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
711     return 1;
712 elmex 1.1 }
713 root 1.9 *simple_attack = 0;
714     return 0;
715 elmex 1.1 }
716    
717 root 1.9 static int
718     abort_attack (object *target, object *hitter, int simple_attack)
719 elmex 1.1 {
720 root 1.9
721 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
722     * determined by get_attack_mode(). Returns true if the relation has changed.
723     */
724 root 1.9 int new_mode;
725 elmex 1.1
726 root 1.9 if (hitter->env == target || target->env == hitter)
727     new_mode = 1;
728     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
729     return 1;
730     else
731     new_mode = 0;
732     return new_mode != simple_attack;
733 elmex 1.1 }
734    
735     static void thrown_item_effect (object *, object *);
736    
737 root 1.9 static int
738     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
739 elmex 1.1 {
740 root 1.9 int simple_attack, roll, dam = 0;
741     uint32 type;
742     shstr op_name;
743    
744     if (get_attack_mode (&op, &hitter, &simple_attack))
745     goto error;
746    
747     if (hitter->current_weapon)
748     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
749     return RESULT_INT (0);
750    
751     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
752     return RESULT_INT (0);
753 elmex 1.1
754 root 1.9 /*
755     * A little check to make it more difficult to dance forward and back
756     * to avoid ever being hit by monsters.
757     */
758     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
759     {
760     /* Decrease speed BEFORE calling process_object. Otherwise, an
761     * infinite loop occurs, with process_object calling move_monster,
762     * which then gets here again. By decreasing the speed before
763     * we call process_object, the 'if' statement above will fail.
764     */
765     op->speed_left--;
766     process_object (op);
767 root 1.26
768 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
769 elmex 1.1 goto error;
770 root 1.9 }
771 elmex 1.1
772 root 1.9 op_name = op->name;
773 root 1.3
774 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
775 elmex 1.1
776 root 1.9 /* Adjust roll for various situations. */
777     if (!simple_attack)
778     roll += adj_attackroll (hitter, op);
779 elmex 1.1
780 root 1.9 /* See if we hit the creature */
781     if (roll == 20 || op->stats.ac >= base_wc - roll)
782     {
783     int hitdam = base_dam;
784    
785     if (settings.casting_time == TRUE)
786     {
787     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
788     {
789     hitter->casting_time = -1;
790     new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
791     }
792     if ((op->casting_time > -1) && (hitdam > 0))
793     {
794     op->casting_time = -1;
795     if (op->type == PLAYER)
796     {
797     new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
798     new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
799 root 1.5 }
800     }
801     }
802 root 1.9 if (!simple_attack)
803 elmex 1.1 {
804 root 1.9 /* If you hit something, the victim should *always* wake up.
805     * Before, invisible hitters could avoid doing this.
806     * -b.t. */
807     if (QUERY_FLAG (op, FLAG_SLEEP))
808     CLEAR_FLAG (op, FLAG_SLEEP);
809    
810     /* If the victim can't see the attacker, it may alert others
811     * for help. */
812 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
813 root 1.9 npc_call_help (op);
814    
815     /* if you were hidden and hit by a creature, you are discovered */
816     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
817     {
818     make_visible (op);
819     if (op->type == PLAYER)
820     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
821     }
822    
823     /* thrown items (hitter) will have various effects
824     * when they hit the victim. For things like thrown daggers,
825     * this sets 'hitter' to the actual dagger, and not the
826     * wrapper object.
827     */
828     thrown_item_effect (hitter, op);
829 root 1.26
830 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
831 root 1.9 goto leave;
832     }
833    
834     /* Need to do at least 1 damage, otherwise there is no point
835     * to go further and it will cause FPE's below.
836     */
837     if (hitdam <= 0)
838     hitdam = 1;
839 elmex 1.1
840 root 1.9 type = hitter->attacktype;
841 root 1.18
842 root 1.9 if (!type)
843     type = AT_PHYSICAL;
844 root 1.18
845 root 1.9 /* Handle monsters that hit back */
846     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
847     {
848     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
849     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
850 root 1.18
851 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
852 root 1.18
853     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
854 root 1.5 goto leave;
855 root 1.9 }
856 elmex 1.1
857 root 1.9 /* In the new attack code, it should handle multiple attack
858     * types in its area, so remove it from here.
859     */
860     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
861 root 1.18
862     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
863 root 1.9 goto leave;
864     } /* end of if hitter hit op */
865     /* if we missed, dam=0 */
866    
867     /*attack_message(dam, type, op, hitter); */
868 elmex 1.1
869 root 1.9 goto leave;
870 elmex 1.1
871 root 1.9 error:
872     dam = 1;
873 elmex 1.1
874 root 1.9 leave:
875 elmex 1.1
876 root 1.9 return dam;
877 elmex 1.1 }
878    
879 root 1.9 int
880     attack_ob (object *op, object *hitter)
881 elmex 1.1 {
882    
883 root 1.9 if (hitter->head)
884     hitter = hitter->head;
885     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
886 elmex 1.1 }
887    
888     /* op is the arrow, tmp is what is stopping the arrow.
889     *
890     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
891     */
892 root 1.9 static int
893     stick_arrow (object *op, object *tmp)
894 elmex 1.1 {
895 root 1.9 /* If the missile hit a player, we insert it in their inventory.
896     * However, if the missile is heavy, we don't do so (assume it falls
897     * to the ground after a hit). What a good value for this is up to
898     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
899     * stick around.
900     */
901     if (op->weight <= 5000 && tmp->stats.hp >= 0)
902     {
903     if (tmp->head != NULL)
904     tmp = tmp->head;
905 root 1.10
906 root 1.25 op->remove ();
907 root 1.9 op = insert_ob_in_ob (op, tmp);
908 root 1.10
909 root 1.9 if (tmp->type == PLAYER)
910     esrv_send_item (tmp, op);
911 root 1.10
912 root 1.9 return 1;
913     }
914     else
915     return 0;
916 elmex 1.1 }
917    
918     /* hit_with_arrow() disassembles the missile, attacks the victim and
919     * reassembles the missile.
920     *
921     * It returns a pointer to the reassembled missile, or NULL if the missile
922     * isn't available anymore.
923     */
924 root 1.9 object *
925     hit_with_arrow (object *op, object *victim)
926 elmex 1.1 {
927 root 1.9 object *container, *hitter;
928     int hit_something = 0;
929    
930     /* Disassemble missile */
931     if (op->inv)
932     {
933     container = op;
934     hitter = op->inv;
935 root 1.25 hitter->remove ();
936 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
937     /* Note that we now have an empty THROWN_OBJ on the map. Code that
938     * might be called until this THROWN_OBJ is either reassembled or
939     * removed at the end of this function must be able to deal with empty
940     * THROWN_OBJs. */
941     }
942     else
943     {
944 root 1.21 container = 0;
945 root 1.9 hitter = op;
946     }
947    
948     /* Try to hit victim */
949     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
950    
951     /* Arrow attacks door, rune of summoning is triggered, demon is put on
952     * arrow, move_apply() calls this function, arrow sticks in demon,
953     * attack_ob_simple() returns, and we've got an arrow that still exists
954     * but is no longer on the map. Ugh. (Beware: Such things can happen at
955     * other places as well!)
956     */
957 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
958 root 1.9 {
959     if (container)
960     {
961 root 1.25 container->remove ();
962 root 1.26 container->destroy ();
963 elmex 1.1 }
964 root 1.21
965     return 0;
966 elmex 1.1 }
967    
968 root 1.9 /* Missile hit victim */
969     /* if the speed is > 10, then this is a fast moving arrow, we go straight
970     * through the target
971     */
972     if (hit_something && op->speed <= 10.0)
973     {
974     /* Stop arrow */
975 root 1.21 if (!container)
976 root 1.9 {
977     hitter = fix_stopped_arrow (hitter);
978 root 1.21 if (!hitter)
979     return 0;
980 root 1.9 }
981     else
982 root 1.26 container->destroy ();
983 elmex 1.1
984 root 1.9 /* Try to stick arrow into victim */
985 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
986 root 1.21 return 0;
987 root 1.9
988     /* Else try to put arrow on victim's map square
989     * remove check for P_WALL here. If the arrow got to this
990     * space, that is good enough - with the new movement code,
991     * there is now the potential for lots of spaces where something
992     * can fly over but not otherwise move over. What is the correct
993     * way to handle those otherwise?
994     */
995 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
996 root 1.9 {
997 root 1.25 hitter->remove ();
998 root 1.21 hitter->x = victim->x;
999     hitter->y = victim->y;
1000 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
1001 elmex 1.1 }
1002 root 1.9 else
1003 root 1.21 /* Else leave arrow where it is */
1004     merge_ob (hitter, NULL);
1005    
1006     return 0;
1007 elmex 1.1 }
1008    
1009 root 1.9 if (hit_something && op->speed >= 10.0)
1010     op->speed -= 1.0;
1011 elmex 1.1
1012 root 1.9 /* Missile missed victim - reassemble missile */
1013     if (container)
1014     {
1015 root 1.25 hitter->remove ();
1016 root 1.9 insert_ob_in_ob (hitter, container);
1017 elmex 1.1 }
1018 root 1.21
1019 root 1.9 return op;
1020 elmex 1.1 }
1021    
1022    
1023 root 1.9 void
1024     tear_down_wall (object *op)
1025 elmex 1.1 {
1026 root 1.9 int perc = 0;
1027 elmex 1.1
1028 root 1.9 if (!op->stats.maxhp)
1029     {
1030     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1031     perc = 1;
1032 elmex 1.1 }
1033 root 1.9 else if (!GET_ANIM_ID (op))
1034     {
1035     /* Object has been called - no animations, so remove it */
1036     if (op->stats.hp < 0)
1037 root 1.26 op->destroy ();
1038    
1039 root 1.9 return; /* no animations, so nothing more to do */
1040     }
1041 root 1.26
1042 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1043 root 1.26
1044 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1045     perc = NUM_ANIMATIONS (op) - 1;
1046     else if (perc < 1)
1047     perc = 1;
1048 root 1.26
1049 root 1.9 SET_ANIMATION (op, perc);
1050     update_object (op, UP_OBJ_FACE);
1051 root 1.26
1052 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1053     { /* Reached the last animation */
1054     if (op->face == blank_face)
1055 root 1.26 /* If the last face is blank, remove the ob */
1056     op->destroy ();
1057 root 1.9 else
1058     { /* The last face was not blank, leave an image */
1059     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1060     update_all_los (op->map, op->x, op->y);
1061     op->move_block = 0;
1062     CLEAR_FLAG (op, FLAG_ALIVE);
1063 root 1.5 }
1064 elmex 1.1 }
1065     }
1066    
1067 root 1.9 void
1068     scare_creature (object *target, object *hitter)
1069 elmex 1.1 {
1070 root 1.27 object *owner = hitter->owner;
1071 elmex 1.1
1072 root 1.9 if (!owner)
1073     owner = hitter;
1074 elmex 1.1
1075 root 1.9 SET_FLAG (target, FLAG_SCARED);
1076     if (!target->enemy)
1077     target->enemy = owner;
1078 elmex 1.1 }
1079    
1080    
1081     /* This returns the amount of damage hitter does to op with the
1082     * appropriate attacktype. Only 1 attacktype should be set at a time.
1083     * This doesn't damage the player, but returns how much it should
1084     * take. However, it will do other effects (paralyzation, slow, etc.)
1085     * Note - changed for PR code - we now pass the attack number and not
1086     * the attacktype. Makes it easier for the PR code. */
1087    
1088 root 1.9 int
1089     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1090     {
1091    
1092     int doesnt_slay = 1;
1093    
1094     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1095     if (attacknum >= NROFATTACKS)
1096     {
1097     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1098     return 0;
1099 elmex 1.1 }
1100 root 1.9
1101     if (dam < 0)
1102     {
1103     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1104     return 0;
1105 elmex 1.1 }
1106 root 1.9
1107     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1108     * people can't mess with that or it otherwise get confused. */
1109     if (attacknum == ATNR_INTERNAL)
1110     return dam;
1111    
1112     if (hitter->slaying)
1113     {
1114     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1115     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1116     {
1117     doesnt_slay = 0;
1118     dam *= 3;
1119     }
1120 elmex 1.1 }
1121    
1122 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1123     if (op->resist[attacknum])
1124     {
1125 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1126     * in case 0>dam>1, we try to "simulate" a float value-effect */
1127 root 1.9 dam *= (100 - op->resist[attacknum]);
1128     if (dam >= 100)
1129     dam /= 100;
1130 elmex 1.1 else
1131 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1132 elmex 1.1 }
1133    
1134 root 1.9 /* Special hack. By default, if immune to something, you
1135     * shouldn't need to worry. However, acid is an exception, since
1136     * it can still damage your items. Only include attacktypes if
1137     * special processing is needed */
1138    
1139     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1140     return 0;
1141    
1142     /* Keep this in order - makes things easier to find */
1143    
1144     switch (attacknum)
1145     {
1146     case ATNR_PHYSICAL:
1147     /* here also check for diseases */
1148     check_physically_infect (op, hitter);
1149     break;
1150 elmex 1.1
1151 root 1.9 /* Don't need to do anything for:
1152 root 1.5 magic,
1153     fire,
1154     electricity,
1155     cold */
1156 root 1.9
1157     case ATNR_CONFUSION:
1158     case ATNR_POISON:
1159     case ATNR_SLOW:
1160     case ATNR_PARALYZE:
1161     case ATNR_FEAR:
1162     case ATNR_CANCELLATION:
1163     case ATNR_DEPLETE:
1164     case ATNR_BLIND:
1165     {
1166 root 1.5 /* chance for inflicting a special attack depends on the
1167     * difference between attacker's and defender's level
1168     */
1169 root 1.9 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1170 root 1.5
1171     /* First, only creatures/players with speed can be affected.
1172     * Second, just getting hit doesn't mean it always affects
1173     * you. Third, you still get a saving through against the
1174     * effect.
1175     */
1176 root 1.9 if (op->speed &&
1177     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1178     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1179     {
1180 root 1.5
1181     /* Player has been hit by something */
1182 root 1.9 if (attacknum == ATNR_CONFUSION)
1183     confuse_player (op, hitter, dam);
1184     else if (attacknum == ATNR_POISON)
1185     poison_player (op, hitter, dam);
1186     else if (attacknum == ATNR_SLOW)
1187     slow_player (op, hitter, dam);
1188     else if (attacknum == ATNR_PARALYZE)
1189     paralyze_player (op, hitter, dam);
1190     else if (attacknum == ATNR_FEAR)
1191     scare_creature (op, hitter);
1192     else if (attacknum == ATNR_CANCELLATION)
1193     cancellation (op);
1194     else if (attacknum == ATNR_DEPLETE)
1195 root 1.32 op->drain_stat ();
1196 root 1.9 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1197     blind_player (op, hitter, dam);
1198     }
1199     dam = 0; /* These are all effects and don't do real damage */
1200     }
1201     break;
1202     case ATNR_ACID:
1203     {
1204     int flag = 0;
1205    
1206     /* Items only get corroded if you're not on a battleground and
1207     * if your acid resistance is below 50%. */
1208     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1209     {
1210     object *tmp;
1211    
1212     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1213     {
1214     if (tmp->invisible)
1215     continue;
1216     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1217     /* >= 10% acid res. on itmes will protect these */
1218     continue;
1219     if (!(tmp->material & M_IRON))
1220     continue;
1221     if (tmp->magic < -4) /* Let's stop at -5 */
1222     continue;
1223     if (tmp->type == RING ||
1224     /* removed boots and gloves from exclusion list in
1225     PR */
1226     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1227     continue; /* To avoid some strange effects */
1228    
1229     /* High damage acid has better chance of corroding
1230     objects */
1231     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1232     {
1233     if (op->type == PLAYER)
1234     /* Make this more visible */
1235     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1236     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1237     flag = 1;
1238     tmp->magic--;
1239     if (op->type == PLAYER)
1240     esrv_send_item (op, tmp);
1241     }
1242     }
1243     if (flag)
1244 root 1.32 op->update_stats (); /* Something was corroded */
1245 root 1.9 }
1246     }
1247     break;
1248     case ATNR_DRAIN:
1249 root 1.5 {
1250 root 1.9 /* rate is the proportion of exp drained. High rate means
1251     * not much is drained, low rate means a lot is drained.
1252 root 1.5 */
1253 root 1.9 int rate;
1254    
1255     if (op->resist[ATNR_DRAIN] >= 0)
1256     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1257     else
1258     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1259    
1260     if (op->stats.exp <= rate)
1261     {
1262     if (op->type == GOLEM)
1263     dam = 999; /* Its force is "sucked" away. 8) */
1264     else
1265     /* If we can't drain, lets try to do physical damage */
1266     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1267     }
1268     else
1269     {
1270     /* Randomly give the hitter some hp */
1271     if (hitter->stats.hp < hitter->stats.maxhp &&
1272     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1273     hitter->stats.hp++;
1274    
1275     /* Can't do drains on battleground spaces.
1276     * Move the wiz check up here - before, the hitter wouldn't gain exp
1277     * exp, but the wiz would still lose exp! If drainee is a wiz,
1278     * nothing happens.
1279     * Try to credit the owner. We try to display player -> player drain
1280     * attacks, hence all the != PLAYER checks.
1281     */
1282     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1283     {
1284 root 1.27 object *owner = hitter->owner;
1285 root 1.9
1286     if (owner && owner != hitter)
1287     {
1288     if (op->type != PLAYER || owner->type != PLAYER)
1289     change_exp (owner, op->stats.exp / (rate * 2),
1290     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1291     }
1292     else if (op->type != PLAYER || hitter->type != PLAYER)
1293     {
1294     change_exp (hitter, op->stats.exp / (rate * 2),
1295     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1296     }
1297     change_exp (op, -op->stats.exp / rate, NULL, 0);
1298     }
1299     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1300     * drain attack, you won't know that you are actually sucking out EXP,
1301     * as the messages will say you missed
1302     */
1303     }
1304     }
1305     break;
1306     case ATNR_TURN_UNDEAD:
1307     {
1308     if (QUERY_FLAG (op, FLAG_UNDEAD))
1309     {
1310 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1311 root 1.9 object *god = find_god (determine_god (owner));
1312     int div = 1;
1313    
1314     /* if undead are not an enemy of your god, you turn them
1315     * at half strength */
1316     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1317     div = 2;
1318     /* Give a bonus if you resist turn undead */
1319     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1320     scare_creature (op, owner);
1321     }
1322     else
1323     dam = 0; /* don't damage non undead - should we damage
1324     undead? */
1325     }
1326     break;
1327     case ATNR_DEATH:
1328     deathstrike_player (op, hitter, &dam);
1329     break;
1330     case ATNR_CHAOS:
1331     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1332     dam = 0;
1333     break;
1334     case ATNR_COUNTERSPELL:
1335     LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1336     dam = 0;
1337     /* This should never happen. Counterspell is handled
1338     * seperately and filtered out. If this does happen,
1339     * Counterspell has no effect on anything but spells, so it
1340     * does no damage. */
1341     break;
1342     case ATNR_HOLYWORD:
1343     {
1344     /* This has already been handled by hit_player,
1345     * no need to check twice -- DAMN */
1346 root 1.14 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347 root 1.5
1348 root 1.9 /* As with turn undead above, give a bonus on the saving throw */
1349     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1350     scare_creature (op, owner);
1351     }
1352     break;
1353     case ATNR_LIFE_STEALING:
1354     {
1355     int new_hp;
1356    
1357     /* this is replacement to drain for players, instead of taking
1358     * exp it takes hp. It is geared for players, probably not
1359     * much use giving it to monsters
1360     *
1361     * life stealing doesn't do a lot of damage, but it gives the
1362     * damage it does do to the player. Given that,
1363     * it only does 1/10'th normal damage (hence the divide by
1364     * 1000).
1365     */
1366     /* You can't steal life from something undead */
1367     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1368     return 0;
1369     /* If drain protection is higher than life stealing, use that */
1370     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1371     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1372     else
1373     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1374     /* You die at -1 hp, not zero. */
1375     if (dam > (op->stats.hp + 1))
1376     dam = op->stats.hp + 1;
1377     new_hp = hitter->stats.hp + dam;
1378     if (new_hp > hitter->stats.maxhp)
1379     new_hp = hitter->stats.maxhp;
1380     if (new_hp > hitter->stats.hp)
1381     hitter->stats.hp = new_hp;
1382     }
1383 elmex 1.1 }
1384 root 1.9 return dam;
1385 elmex 1.1 }
1386    
1387    
1388     /* GROS: This code comes from hit_player. It has been made external to
1389     * allow script procedures to "kill" objects in a combat-like fashion.
1390     * It was initially used by (kill-object) developed for the Collector's
1391     * Sword. Note that nothing has been changed from the original version
1392     * of the following code.
1393     * op is what is being killed.
1394     * dam is the damage done to it.
1395     * hitter is what is hitting it.
1396     * type is the attacktype.
1397     *
1398     * This function was a bit of a mess with hitter getting changed,
1399     * values being stored away but not used, etc. I've cleaned it up
1400     * a bit - I think it should be functionally equivalant.
1401     * MSW 2002-07-17
1402     */
1403 root 1.9 int
1404     kill_object (object *op, int dam, object *hitter, int type)
1405 elmex 1.1 {
1406 root 1.9 char buf[MAX_BUF];
1407     const char *skill;
1408     int maxdam = 0;
1409     int battleg = 0; /* true if op standing on battleground */
1410     int pk = 0; /* true if op and what controls hitter are both players */
1411     object *owner = NULL;
1412     object *skop = NULL;
1413 elmex 1.1
1414 root 1.9 if (op->stats.hp >= 0)
1415     return -1;
1416    
1417     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1418     return 0;
1419    
1420     /* maxdam needs to be the amount of damage it took to kill
1421     * this creature. The function(s) that call us have already
1422     * adjusted the creatures HP total, so that is negative.
1423     */
1424     maxdam = dam + op->stats.hp + 1;
1425    
1426     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1427     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1428    
1429     if (op->type == DOOR)
1430     {
1431 root 1.34 op->set_speed (0.1);
1432 root 1.9 op->speed_left = -0.05;
1433     return maxdam;
1434     }
1435 root 1.20
1436 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1437     {
1438     remove_friendly_object (op);
1439 root 1.24
1440 root 1.27 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1441 root 1.24 op->owner->contr->ranges[range_golem] = 0;
1442 root 1.9
1443 root 1.26 op->destroy ();
1444 root 1.9 return maxdam;
1445     }
1446    
1447     /* Now lets start dealing with experience we get for killing something */
1448    
1449 root 1.27 owner = hitter->owner;
1450 root 1.20 if (!owner)
1451 root 1.9 owner = hitter;
1452    
1453     /* is the victim (op) standing on battleground? */
1454     if (op_on_battleground (op, NULL, NULL))
1455     battleg = 1;
1456    
1457     /* is this player killing? */
1458     if (op->type == PLAYER && owner->type == PLAYER)
1459     pk = 1;
1460    
1461     /* Player killed something */
1462     if (owner->type == PLAYER)
1463     {
1464     Log_Kill (owner->name,
1465     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1466    
1467     /* Log players killing other players - makes it easier to detect
1468     * and filter out malicious player killers - that is why the
1469     * ip address is included.
1470     */
1471     if (op->type == PLAYER && !battleg)
1472     {
1473     time_t t = time (NULL);
1474     struct tm *tmv;
1475     char buf[256];
1476    
1477     tmv = localtime (&t);
1478     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1479    
1480 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1481 root 1.9 }
1482    
1483     /* try to filter some things out - basically, if you are
1484     * killing a level 1 creature and your level 20, you
1485     * probably don't want to see that.
1486     */
1487     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1488     {
1489     if (owner != hitter)
1490 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1491 root 1.9 else
1492 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1493    
1494 root 1.9 /* Only play sounds for melee kills */
1495     if (hitter->type == PLAYER)
1496     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1497     }
1498    
1499     /* If a player kills another player, not on
1500     * battleground, the "killer" looses 1 luck. Since this is
1501     * not reversible, it's actually quite a pain IMHO. -AV
1502     * Fix bug in that we were changing the luck of the hitter, not
1503     * player that the object belonged to - so if you killed another player
1504     * with spells, pets, whatever, there was no penalty.
1505     * Changed to make luck penalty configurable in settings.
1506     */
1507     if (op->type == PLAYER && owner != op && !battleg)
1508 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1509 root 1.9
1510     /* This code below deals with finding the appropriate skill
1511     * to credit exp to. This is a bit problematic - we should
1512     * probably never really have to look at current_weapon->skill
1513     */
1514 root 1.20 skill = 0;
1515    
1516 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1517     skill = hitter->skill;
1518     else if (owner->chosen_skill)
1519     {
1520     skill = owner->chosen_skill->skill;
1521     skop = owner->chosen_skill;
1522     }
1523     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1524     skill = owner->current_weapon->skill;
1525     else
1526     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1527 elmex 1.1
1528 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1529     * to. Make sure skop is an actual skill, and not a skill tool!
1530     */
1531     if ((!skop || skop->type != SKILL) && skill)
1532     {
1533     int i;
1534 elmex 1.1
1535 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1536     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1537     {
1538     skop = owner->contr->last_skill_ob[i];
1539     break;
1540     }
1541 root 1.5 }
1542 root 1.9 } /* Was it a player that hit somethign */
1543     else
1544 root 1.20 skill = 0;
1545 root 1.9
1546     /* Pet (or spell) killed something. */
1547     if (owner != hitter)
1548 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1549     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1550 root 1.9 else
1551 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1552     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1553     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1554    
1555 root 1.9 /* These may have been set in the player code section above */
1556     if (!skop)
1557     skop = hitter->chosen_skill;
1558 root 1.20
1559 root 1.9 if (!skill && skop)
1560     skill = skop->skill;
1561    
1562     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1563    
1564     /* If you didn't kill yourself, and your not the wizard */
1565     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1566     {
1567     int exp;
1568    
1569     /* Really don't give much experience for killing other players */
1570 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1571 root 1.9 if (op->type == PLAYER)
1572     {
1573     if (battleg)
1574     {
1575     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1576     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1577 root 1.5 }
1578 root 1.9 else
1579     exp = op->stats.exp / 1000;
1580 elmex 1.1 }
1581 root 1.9 else
1582     exp = calc_skill_exp (owner, op, skop);
1583 elmex 1.1
1584 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1585     * exp by killing him
1586     */
1587     if (battleg)
1588     exp = 0;
1589 elmex 1.1
1590 root 1.9 /* Don't know why this is set this way - doesn't make
1591     * sense to just divide everything by two for no reason.
1592     */
1593 elmex 1.1
1594 root 1.9 if (!settings.simple_exp)
1595     exp = exp / 2;
1596 root 1.5
1597 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1598 root 1.23 change_exp (owner, exp, skill, 0);
1599 root 1.9 else
1600     {
1601     int shares = 0, count = 0;
1602     player *pl;
1603     partylist *party = owner->contr->party;
1604 root 1.5
1605 elmex 1.1 #ifdef PARTY_KILL_LOG
1606 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1607 elmex 1.1 #endif
1608 root 1.33 for_all_players (pl)
1609 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1610     {
1611     count++;
1612     shares += (pl->ob->level + 4);
1613     }
1614    
1615 root 1.23 if (count == 1 || shares > exp || !shares)
1616 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617     else
1618     {
1619     int share = exp / shares, given = 0, nexp;
1620    
1621 root 1.33 for_all_players (pl)
1622 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1623     {
1624     nexp = (pl->ob->level + 4) * share;
1625     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626     given += nexp;
1627     }
1628    
1629 root 1.9 exp -= given;
1630     /* give any remainder to the player */
1631     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1632 root 1.5 }
1633 root 1.9 } /* else part of a party */
1634     } /* end if person didn't kill himself */
1635 elmex 1.1
1636 root 1.9 if (op->type != PLAYER)
1637     {
1638     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1639     {
1640 root 1.27 object *owner1 = op->owner;
1641 elmex 1.1
1642 root 1.20 if (owner1 && owner1->type == PLAYER)
1643 root 1.9 {
1644     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1645     /* Maybe we should include the owner that killed this, maybe not */
1646     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1647 root 1.5 }
1648 root 1.12
1649 root 1.9 remove_friendly_object (op);
1650 root 1.5 }
1651 root 1.12
1652 root 1.26 op->destroy ();
1653 elmex 1.1 }
1654 root 1.9 else
1655     {
1656 root 1.20 /* Player has been killed! */
1657 root 1.9 if (owner->type == PLAYER)
1658 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1659 root 1.9 else
1660 root 1.12 assign (op->contr->killer, hitter->name);
1661 elmex 1.1 }
1662 root 1.12
1663 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1664     * continues in the calling function.
1665     */
1666     return maxdam;
1667 elmex 1.1 }
1668    
1669     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1670     * Returns 0 this is not friendly fire
1671     */
1672    
1673 root 1.9 int
1674     friendly_fire (object *op, object *hitter)
1675     {
1676     object *owner;
1677     int friendlyfire;
1678    
1679     if (hitter->head)
1680     hitter = hitter->head;
1681    
1682     friendlyfire = 0;
1683    
1684     if (op->type == PLAYER)
1685     {
1686     if (op_on_battleground (hitter, 0, 0))
1687     return 0;
1688    
1689     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1690     return 1;
1691    
1692 root 1.27 if ((owner = hitter->owner) != NULL)
1693 root 1.9 {
1694     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1695     friendlyfire = 2;
1696     }
1697    
1698     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1699     friendlyfire = 0;
1700 elmex 1.1 }
1701 root 1.9 return friendlyfire;
1702 elmex 1.1 }
1703    
1704    
1705     /* This isn't used just for players, but in fact most objects.
1706     * op is the object to be hit, dam is the amount of damage, hitter
1707     * is what is hitting the object, type is the attacktype, and
1708     * full_hit is set if monster area does not matter.
1709     * dam is base damage - protections/vulnerabilities/slaying matches can
1710     * modify it.
1711     */
1712    
1713     /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1714     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1715    
1716 root 1.9 int
1717     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1718     {
1719     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1720     int maxattacktype, attacknum;
1721     int body_attack = op && op->head; /* Did we hit op's head? */
1722     int simple_attack;
1723     int rtn_kill = 0;
1724     int friendlyfire;
1725 elmex 1.1
1726 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1727     return 0;
1728 elmex 1.1
1729 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1730     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1731     return 0;
1732 elmex 1.1
1733     #ifdef PROHIBIT_PLAYERKILL
1734 root 1.9 if (op->type == PLAYER)
1735     {
1736 root 1.27 object *owner = hitter->owner;
1737 root 1.9
1738     if (!owner)
1739     owner = hitter;
1740 root 1.18
1741 root 1.9 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1742 root 1.18 return 0;
1743 elmex 1.1 }
1744     #endif
1745    
1746 root 1.9 if (body_attack)
1747     {
1748     /* slow and paralyze must hit the head. But we don't want to just
1749     * return - we still need to process other attacks the spell still
1750     * might have. So just remove the paralyze and slow attacktypes,
1751     * and keep on processing if we have other attacktypes.
1752     * return if only magic or nothing is left - under normal code
1753     * we don't attack with pure magic if there is another attacktype.
1754     * Only do processing if the initial attacktype includes one of those
1755     * attack so we don't cancel out things like magic bullet.
1756     */
1757     if (type & (AT_PARALYZE | AT_SLOW))
1758     {
1759     type &= ~(AT_PARALYZE | AT_SLOW);
1760 root 1.18
1761 root 1.9 if (!type || type == AT_MAGIC)
1762     return 0;
1763 root 1.5 }
1764 elmex 1.1 }
1765    
1766 root 1.9 if (!simple_attack && op->type == DOOR)
1767     {
1768     object *tmp;
1769    
1770     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1771     if (tmp->type == RUNE || tmp->type == TRAP)
1772     {
1773     spring_trap (tmp, hitter);
1774 root 1.26
1775 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1776 root 1.9 return 0;
1777 root 1.26
1778 root 1.9 break;
1779     }
1780 elmex 1.1 }
1781    
1782 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783     {
1784     /* FIXME: If a player is killed by a rune in a door, the
1785 root 1.18 * destroyed() check above doesn't return, and might get here.
1786 root 1.9 */
1787     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1788     return 0;
1789 elmex 1.1 }
1790    
1791     #ifdef ATTACK_DEBUG
1792 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1793 elmex 1.1 #endif
1794    
1795 root 1.9 if (magic)
1796     {
1797 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1798     * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 elmex 1.1 if (dam >= 100)
1801 root 1.5 dam /= 100;
1802 elmex 1.1 else
1803 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1804 elmex 1.1 }
1805    
1806 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808     */
1809     if (type & AT_CHAOS)
1810     {
1811     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1812     update_object (op, UP_OBJ_FACE);
1813 elmex 1.1 type &= ~AT_CHAOS;
1814     }
1815    
1816 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1817     * holyword is part of an attacktype, then make sure the creature is
1818     * a proper match, otherwise no damage.
1819     */
1820     if (type & AT_HOLYWORD)
1821     {
1822     object *god;
1823    
1824     if ((!hitter->slaying ||
1825     (!(op->race && strstr (hitter->slaying, op->race)) &&
1826     !(op->name && strstr (hitter->slaying, op->name)))) &&
1827     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1828     (hitter->title != NULL
1829     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1830     return 0;
1831 elmex 1.1 }
1832    
1833 root 1.9 maxattacktype = type; /* initialize this to something */
1834     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835     {
1836     /* Magic isn't really a true attack type - it gets combined with other
1837     * attack types. As such, skip it over. However, if magic is
1838     * the only attacktype in the group, then still attack with it
1839     */
1840     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1841     continue;
1842    
1843     /* Go through and hit the player with each attacktype, one by one.
1844     * hit_player_attacktype only figures out the damage, doesn't inflict
1845     * it. It will do the appropriate action for attacktypes with
1846     * effects (slow, paralization, etc.
1847     */
1848     if (type & attacktype)
1849     {
1850     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1851     /* the >= causes us to prefer messages from special attacks, if
1852     * the damage is equal.
1853     */
1854     if (ndam >= maxdam)
1855     {
1856 root 1.5 maxdam = ndam;
1857 root 1.9 maxattacktype = 1 << attacknum;
1858 root 1.5 }
1859     }
1860 elmex 1.1 }
1861 root 1.9
1862     /* if this is friendly fire then do a set % of damage only
1863     * Note - put a check in to make sure this attack is actually
1864     * doing damage - otherwise, the +1 in the code below will make
1865     * an attack do damage before when it otherwise didn't
1866     */
1867     friendlyfire = friendly_fire (op, hitter);
1868     if (friendlyfire && maxdam)
1869     {
1870     maxdam = ((dam * settings.set_friendly_fire) / 100);
1871 elmex 1.1 #ifndef COZY_SERVER
1872 root 1.9 maxdam++;
1873 elmex 1.1 #endif
1874 root 1.9
1875 elmex 1.1 #ifdef ATTACK_DEBUG
1876 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878 elmex 1.1 #endif
1879     }
1880    
1881 root 1.9 if (!full_hit)
1882     {
1883     archetype *at;
1884     int area;
1885     int remainder;
1886    
1887     area = 0;
1888     for (at = op->arch; at != NULL; at = at->more)
1889     area++;
1890     assert (area > 0);
1891    
1892     /* basically: maxdam /= area; we try to "simulate" a float
1893     value-effect */
1894     remainder = 100 * (maxdam % area) / area;
1895     maxdam /= area;
1896     if (RANDOM () % 100 < remainder)
1897     maxdam++;
1898 elmex 1.1 }
1899    
1900     #ifdef ATTACK_DEBUG
1901 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902 elmex 1.1 #endif
1903    
1904 root 1.27 if (hitter->owner)
1905 root 1.9 op->enemy = hitter->owner;
1906     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907     op->enemy = hitter;
1908    
1909     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910     {
1911     /* The unaggressives look after themselves 8) */
1912     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1913     npc_call_help (op);
1914     }
1915    
1916     if (magic && did_make_save (op, op->level, 0))
1917     maxdam = maxdam / 2;
1918    
1919     attack_message (maxdam, maxattacktype, op, hitter);
1920    
1921     op->stats.hp -= maxdam;
1922    
1923     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1924     if ((op->stats.hp >= 0) &&
1925     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1926     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1927     {
1928 elmex 1.1
1929 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1930     SET_FLAG (op, FLAG_RUN_AWAY);
1931     else
1932     scare_creature (op, hitter);
1933 elmex 1.1 }
1934    
1935 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1936     {
1937     if (maxdam)
1938     tear_down_wall (op);
1939 root 1.26
1940 root 1.9 return maxdam; /* nothing more to do for wall */
1941     }
1942 elmex 1.1
1943 root 1.9 /* See if the creature has been killed */
1944     rtn_kill = kill_object (op, maxdam, hitter, type);
1945     if (rtn_kill != -1)
1946     return rtn_kill;
1947 elmex 1.1
1948    
1949 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950     * that before if the player was immune to ghosthit, the monster
1951     * remained - that is no longer the case.
1952     */
1953     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954     {
1955     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956     remove_friendly_object (hitter);
1957 root 1.26
1958     hitter->destroy ();
1959 root 1.9 }
1960     /* Lets handle creatures that are splitting now */
1961     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962     {
1963     int i;
1964     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1965     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1966 root 1.27 object *owner = op->owner;
1967 root 1.5
1968 root 1.9 if (!op->other_arch)
1969     {
1970     LOG (llevError, "SPLITTING without other_arch error.\n");
1971     return maxdam;
1972     }
1973 root 1.26
1974 root 1.25 op->remove ();
1975 root 1.26
1976 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1977     { /* This doesn't handle op->more yet */
1978     object *tmp = arch_to_object (op->other_arch);
1979     int j;
1980    
1981     tmp->stats.hp = op->stats.hp;
1982 root 1.26
1983 root 1.9 if (friendly)
1984     {
1985     SET_FLAG (tmp, FLAG_FRIENDLY);
1986     add_friendly_object (tmp);
1987     tmp->attack_movement = PETMOVE;
1988     if (owner != NULL)
1989 root 1.27 tmp->set_owner (owner);
1990 root 1.9 }
1991 root 1.26
1992 root 1.9 if (unaggressive)
1993     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994 root 1.26
1995 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996 root 1.26
1997 root 1.9 if (j == -1) /* No spot to put this monster */
1998 root 1.26 tmp->destroy ();
1999 root 1.9 else
2000     {
2001     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2002     insert_ob_in_map (tmp, op->map, NULL, 0);
2003     }
2004     }
2005 root 1.26
2006     op->destroy ();
2007 root 1.9 }
2008     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 root 1.26 hitter->destroy ();
2010    
2011 root 1.9 return maxdam;
2012     }
2013    
2014    
2015     void
2016     poison_player (object *op, object *hitter, int dam)
2017     {
2018 root 1.16 archetype *at = archetype::find ("poisoning");
2019 root 1.9 object *tmp = present_arch_in_ob (at, op);
2020 elmex 1.1
2021 root 1.9 if (tmp == NULL)
2022     {
2023     if ((tmp = arch_to_object (at)) == NULL)
2024     LOG (llevError, "Failed to clone arch poisoning.\n");
2025     else
2026     {
2027     tmp = insert_ob_in_ob (tmp, op);
2028     /* peterm: give poisoning some teeth. It should
2029     * be able to kill things better than it does:
2030     * damage should be dependent something--I choose to
2031     * do this: if it's a monster, the damage from the
2032     * poisoning goes as the level of the monster/2.
2033     * If anything else, goes as damage.
2034     */
2035    
2036     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2037     tmp->stats.dam += hitter->level / 2;
2038     else
2039     tmp->stats.dam = dam;
2040    
2041 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2042 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2043     {
2044     tmp->skill = hitter->skill;
2045     }
2046    
2047     tmp->stats.food += dam; /* more damage, longer poisoning */
2048    
2049     if (op->type == PLAYER)
2050     {
2051     /* player looses stats, maximum is -10 of each */
2052     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055     tmp->stats.Int = MAX (-dam / 7, -10);
2056     SET_FLAG (tmp, FLAG_APPLIED);
2057 root 1.32 op->update_stats ();
2058 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059     }
2060     if (hitter->type == PLAYER)
2061     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 root 1.5 }
2065 root 1.9 tmp->speed_left = 0;
2066     }
2067     else
2068     tmp->stats.food++;
2069     }
2070    
2071     void
2072     slow_player (object *op, object *hitter, int dam)
2073     {
2074 root 1.16 archetype *at = archetype::find ("slowness");
2075 root 1.9 object *tmp;
2076    
2077     if (at == NULL)
2078     {
2079     LOG (llevError, "Can't find slowness archetype.\n");
2080     }
2081     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082     {
2083     tmp = arch_to_object (at);
2084     tmp = insert_ob_in_ob (tmp, op);
2085     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086     }
2087     else
2088     tmp->stats.food++;
2089     SET_FLAG (tmp, FLAG_APPLIED);
2090     tmp->speed_left = 0;
2091 root 1.32 op->update_stats ();
2092 elmex 1.1 }
2093    
2094 root 1.9 void
2095     confuse_player (object *op, object *hitter, int dam)
2096     {
2097     object *tmp;
2098     int maxduration;
2099 elmex 1.1
2100 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2101     if (!tmp)
2102     {
2103     tmp = get_archetype (FORCE_NAME);
2104     tmp = insert_ob_in_ob (tmp, op);
2105     }
2106 root 1.5
2107 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2108     * on the player's resistance
2109     */
2110     tmp->speed = 0.05;
2111     tmp->subtype = FORCE_CONFUSION;
2112     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113     tmp->name = "confusion";
2114     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2115     if (tmp->duration > maxduration)
2116     tmp->duration = maxduration;
2117    
2118     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2120     SET_FLAG (op, FLAG_CONFUSED);
2121     }
2122 root 1.5
2123 root 1.9 void
2124     blind_player (object *op, object *hitter, int dam)
2125     {
2126     object *tmp, *owner;
2127 root 1.5
2128 root 1.9 /* Save some work if we know it isn't going to affect the player */
2129     if (op->resist[ATNR_BLIND] == 100)
2130     return;
2131 root 1.5
2132 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2133     if (!tmp)
2134     {
2135     tmp = get_archetype ("blindness");
2136     SET_FLAG (tmp, FLAG_BLIND);
2137     SET_FLAG (tmp, FLAG_APPLIED);
2138 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2139     * speed is a float anyways.
2140     */
2141 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142 elmex 1.1
2143 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2144     change_abil (op, tmp); /* Mostly to display any messages */
2145 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2146 elmex 1.1
2147 root 1.9 if (hitter->owner)
2148 root 1.27 owner = hitter->owner;
2149 root 1.9 else
2150     owner = hitter;
2151 elmex 1.1
2152 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2153     }
2154     tmp->stats.food += dam;
2155     if (tmp->stats.food > 10)
2156     tmp->stats.food = 10;
2157 elmex 1.1 }
2158    
2159 root 1.9 void
2160     paralyze_player (object *op, object *hitter, int dam)
2161 elmex 1.1 {
2162 root 1.9 float effect, max;
2163    
2164     /* object *tmp; */
2165 elmex 1.1
2166 root 1.9 /* This is strange stuff... someone knows for what this is
2167     * written? Well, i think this can and should be removed
2168     */
2169 elmex 1.1
2170 root 1.9 /*
2171     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2172     tmp=clone_arch(PARAIMAGE);
2173     tmp->x=op->x,tmp->y=op->y;
2174     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2175     }
2176     */
2177 elmex 1.1
2178 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2179     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2180 elmex 1.1
2181 root 1.9 if (effect == 0)
2182     return;
2183 elmex 1.1
2184 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2185     /* tmp->stats.food+=(signed short) effect/op->speed; */
2186 elmex 1.1
2187 root 1.9 /* max number of ticks to be affected for. */
2188     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2189     if (op->speed_left < -(FABS (op->speed) * max))
2190     op->speed_left = (float) -(FABS (op->speed) * max);
2191 elmex 1.1
2192     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193     }
2194    
2195    
2196     /* Attempts to kill 'op'. hitter is the attack object, dam is
2197     * the computed damaged.
2198     */
2199 root 1.9 void
2200     deathstrike_player (object *op, object *hitter, int *dam)
2201 elmex 1.1 {
2202 root 1.9 /* The intention of a death attack is to kill outright things
2203     ** that are a lot weaker than the attacker, have a chance of killing
2204     ** things somewhat weaker than the caster, and no chance of
2205     ** killing something equal or stronger than the attacker.
2206     ** Also, if a deathstrike attack has a slaying, any monster
2207     ** whose name or race matches a comma-delimited list in the slaying
2208     ** field of the deathstriking object */
2209    
2210     int atk_lev, def_lev, kill_lev;
2211    
2212     if (hitter->slaying)
2213     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2214     return;
2215    
2216     def_lev = op->level;
2217     if (def_lev < 1)
2218     {
2219     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220     def_lev = 1;
2221     }
2222     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224     atk_lev, def_lev); */
2225    
2226     if (atk_lev >= def_lev)
2227     {
2228     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2229    
2230     /* Note that the below effectively means the ratio of the atk vs
2231     * defener level is important - if level 52 character has very little
2232     * chance of killing a level 50 monster. This should probably be
2233     * redone.
2234     */
2235     if (kill_lev >= def_lev)
2236     {
2237     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2238     /* I think this doesn't really do much. Because of
2239     * integer rounding, this only makes any difference if the
2240     * attack level is double the defender level.
2241     */
2242     *dam *= kill_lev / def_lev;
2243 root 1.5 }
2244 root 1.9 }
2245     else
2246     {
2247     *dam = 0; /* no harm done */
2248 elmex 1.1 }
2249     }
2250    
2251     /* thrown_item_effect() - handles any special effects of thrown
2252     * items (like attacking living creatures--a potion thrown at a
2253     * monster).
2254     */
2255 root 1.9 static void
2256     thrown_item_effect (object *hitter, object *victim)
2257 elmex 1.1 {
2258 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259     {
2260     /* May not need a switch for just 2 types, but this makes it
2261     * easier for expansion.
2262     */
2263     switch (hitter->type)
2264     {
2265 root 1.5 case POTION:
2266 root 1.9 /* should player get a save throw instead of checking magic protection? */
2267     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2268     (void) apply_potion (victim, hitter);
2269     break;
2270    
2271     case POISON: /* poison drinks */
2272     /* As with potions, should monster get a save? */
2273     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2274     apply_poison (victim, hitter);
2275     break;
2276    
2277     /* Removed case statements that did nothing.
2278     * food may be poisonous, but monster must be willing to eat it,
2279     * so we don't handle it here.
2280     * Containers should perhaps break open, but that code was disabled.
2281     */
2282 root 1.5 }
2283 elmex 1.1 }
2284     }
2285    
2286     /* adj_attackroll() - adjustments to attacks by various conditions */
2287    
2288 root 1.9 int
2289     adj_attackroll (object *hitter, object *target)
2290     {
2291 elmex 1.1 object *attacker = hitter;
2292 root 1.9 int adjust = 0;
2293 elmex 1.1
2294     /* safety */
2295 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2296     {
2297     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2298     return 0;
2299     }
2300 elmex 1.1
2301     /* aimed missiles use the owning object's sight */
2302 root 1.9 if (is_aimed_missile (hitter))
2303     {
2304 root 1.27 if ((attacker = hitter->owner) == NULL)
2305 root 1.9 attacker = hitter;
2306     /* A player who saves but hasn't quit still could have objects
2307     * owned by him - need to handle that case to avoid crashes.
2308     */
2309     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2310     attacker = hitter;
2311     }
2312     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2313 elmex 1.1 return 0;
2314    
2315 root 1.9 /* determine the condtions under which we make an attack.
2316     * Add more cases, as the need occurs. */
2317 elmex 1.1
2318 root 1.9 if (!can_see_enemy (attacker, target))
2319     {
2320     /* target is unseen */
2321     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322     adjust -= 10;
2323     /* dark map penalty for the hitter (lacks infravision if we got here). */
2324     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2325     adjust -= target->map->darkness;
2326     }
2327 elmex 1.1
2328 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 elmex 1.1 adjust -= 3;
2330    
2331 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2332 elmex 1.1 adjust += 1;
2333    
2334 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2335 elmex 1.1 adjust += 1;
2336    
2337 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2338 elmex 1.1 adjust -= 3;
2339    
2340     /* if we attack at a different 'altitude' its harder */
2341 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2342 elmex 1.1 adjust -= 2;
2343    
2344     #if 0
2345     /* slower attacks are less likely to succeed. We should use a
2346     * comparison between attacker/target speeds BUT, players have
2347     * a generally faster speed, so this will wind up being a HUGE
2348     * disadantage for the monsters! Too bad, because missiles which
2349     * fly fast should have a better chance of hitting a slower target.
2350     */
2351 root 1.9 if (hitter->speed < target->speed)
2352     adjust += ((float) hitter->speed - target->speed);
2353 elmex 1.1 #endif
2354    
2355     #if 0
2356 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2357 elmex 1.1 #endif
2358    
2359     return adjust;
2360 root 1.9 }
2361 elmex 1.1
2362    
2363     /* determine if the object is an 'aimed' missile */
2364 root 1.9 int
2365     is_aimed_missile (object *op)
2366     {
2367 elmex 1.1
2368 root 1.9 /* I broke what used to be one big if into a few nested
2369     * ones so that figuring out the logic is at least possible.
2370     */
2371     if (op && (op->move_type & MOVE_FLYING))
2372     {
2373     if (op->type == ARROW || op->type == THROWN_OBJ)
2374     return 1;
2375     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376     return 1;
2377 elmex 1.1 }
2378 root 1.9 return 0;
2379     }