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/cvs/deliantra/server/server/attack.C
Revision: 1.40
Committed: Sun Jan 14 22:06:05 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +238 -239 lines
Log Message:
minor stuff

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.38 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.17 The authors can be reached via e-mail to <crossfire@schmorp.de>
23 elmex 1.1 */
24     #include <assert.h>
25     #include <global.h>
26     #include <living.h>
27     #include <material.h>
28     #include <skills.h>
29    
30     #ifndef __CEXTRACT__
31 root 1.9 # include <sproto.h>
32 elmex 1.1 #endif
33    
34     #include <sounds.h>
35    
36 root 1.9 typedef struct att_msg_str
37     {
38 elmex 1.1 char *msg1;
39     char *msg2;
40     } att_msg;
41    
42     /*#define ATTACK_DEBUG*/
43    
44     /* cancels object *op. Cancellation basically means an object loses
45     * its magical benefits.
46     */
47 root 1.9 void
48     cancellation (object *op)
49 elmex 1.1 {
50 root 1.9 object *tmp;
51 elmex 1.1
52 root 1.9 if (op->invisible)
53     return;
54    
55     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56     {
57     /* Recur through the inventory */
58     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59     if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60     cancellation (tmp);
61     }
62     else if (FABS (op->magic) <= (rndm (0, 5)))
63     {
64     /* Nullify this object. This code could probably be more complete */
65     /* in what abilities it should cancel */
66     op->magic = 0;
67     CLEAR_FLAG (op, FLAG_DAMNED);
68     CLEAR_FLAG (op, FLAG_CURSED);
69     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
71     if (op->env && op->env->type == PLAYER)
72     {
73     esrv_send_item (op->env, op);
74 root 1.5 }
75 elmex 1.1 }
76     }
77    
78     /* did_make_save_item just checks to make sure the item actually
79     * made its saving throw based on the tables. It does not take
80     * any further action (like destroying the item).
81     */
82 root 1.9 int
83     did_make_save_item (object *op, int type, object *originator)
84     {
85     int i, roll, saves = 0, attacks = 0, number;
86     materialtype_t *mt;
87    
88     if (op->materialname == NULL)
89     {
90     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 root 1.26 if (op->material & mt->material)
92     break;
93 root 1.9 }
94     else
95     mt = name_to_material (op->materialname);
96 root 1.40
97 root 1.9 if (mt == NULL)
98 elmex 1.1 return TRUE;
99 root 1.40
100 root 1.9 roll = rndm (1, 20);
101    
102     /* the attacktypes have no meaning for object saves
103     * If the type is only magic, don't adjust type - basically, if
104     * pure magic is hitting an object, it should save. However, if it
105     * is magic teamed with something else, then strip out the
106     * magic type, and instead let the fire, cold, or whatever component
107     * destroy the item. Otherwise, you get the case of poisoncloud
108     * destroying objects because it has magic attacktype.
109     */
110     if (type != AT_MAGIC)
111     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
112     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
113     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
114    
115     if (type == 0)
116     return TRUE;
117     if (roll == 20)
118     return TRUE;
119     if (roll == 1)
120     return FALSE;
121    
122     for (number = 0; number < NROFATTACKS; number++)
123     {
124     i = 1 << number;
125     if (!(i & type))
126     continue;
127     attacks++;
128     if (op->resist[number] == 100)
129     saves++;
130     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
131     saves++;
132     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
133     saves++;
134     }
135    
136     if (saves == attacks || attacks == 0)
137     return TRUE;
138     if ((saves == 0) || (rndm (1, attacks) > saves))
139     return FALSE;
140     return TRUE;
141 elmex 1.1 }
142    
143     /* This function calls did_make_save_item. It then performs the
144     * appropriate actions to the item (such as burning the item up,
145     * calling cancellation, etc.)
146     */
147    
148 root 1.9 void
149     save_throw_object (object *op, int type, object *originator)
150 elmex 1.1 {
151 root 1.9 if (!did_make_save_item (op, type, originator))
152 elmex 1.1 {
153 root 1.9 object *env = op->env;
154     int x = op->x, y = op->y;
155 root 1.19 maptile *m = op->map;
156 root 1.9
157     op = stop_item (op);
158     if (op == NULL)
159     return;
160 elmex 1.1
161 root 1.9 /* Hacked the following so that type LIGHTER will work.
162     * Also, objects which are potenital "lights" that are hit by
163     * flame/elect attacks will be set to glow. "lights" are any
164     * object with +/- glow_radius and an "other_arch" to change to.
165     * (and please note that we cant fail our save and reach this
166     * function if the object doesnt contain a material that can burn.
167     * So forget lighting magical swords on fire with this!) -b.t.
168     */
169     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
170     {
171     const char *arch = op->other_arch->name;
172 elmex 1.1
173 root 1.9 op = decrease_ob_nr (op, 1);
174 root 1.13
175 root 1.9 if (op)
176     fix_stopped_item (op, m, originator);
177 root 1.13
178 root 1.9 if ((op = get_archetype (arch)) != NULL)
179     {
180     if (env)
181     {
182     op->x = env->x, op->y = env->y;
183     insert_ob_in_ob (op, env);
184     if (env->contr)
185     esrv_send_item (env, op);
186 root 1.5 }
187 root 1.9 else
188     {
189     op->x = x, op->y = y;
190     insert_ob_in_map (op, m, originator, 0);
191     }
192     }
193 root 1.13
194 root 1.9 return;
195     }
196 root 1.13
197 root 1.9 if (type & AT_CANCELLATION)
198     { /* Cancellation. */
199     cancellation (op);
200     fix_stopped_item (op, m, originator);
201     return;
202     }
203 root 1.13
204 root 1.9 if (op->nrof > 1)
205     {
206     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
207 root 1.13
208 root 1.9 if (op)
209     fix_stopped_item (op, m, originator);
210 elmex 1.1 }
211 root 1.9 else
212     {
213     if (op->env)
214     {
215 root 1.30 object *tmp = op->in_player ();
216 root 1.9
217     if (tmp)
218 root 1.13 esrv_del_item (tmp->contr, op->count);
219 root 1.5 }
220 root 1.13
221 root 1.26 op->destroy ();
222 root 1.9 }
223 root 1.13
224 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
225 root 1.13 if (env)
226     {
227     op = get_archetype ("burnout");
228     op->x = env->x, op->y = env->y;
229     insert_ob_in_ob (op, env);
230     }
231     else
232     replace_insert_ob_in_map ("burnout", originator);
233    
234 root 1.9 return;
235     }
236 root 1.15
237 root 1.9 /* The value of 50 is arbitrary. */
238     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
239     {
240     object *tmp;
241 root 1.16 archetype *at = archetype::find ("icecube");
242 root 1.9
243     if (at == NULL)
244 root 1.5 return;
245 root 1.15
246 root 1.9 op = stop_item (op);
247     if (op == NULL)
248 elmex 1.1 return;
249 root 1.15
250 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
251     {
252     tmp = arch_to_object (at);
253     tmp->x = op->x, tmp->y = op->y;
254     /* This was in the old (pre new movement code) -
255     * icecubes have slow_move set to 1 - don't want
256     * that for ones we create.
257     */
258     tmp->move_slow_penalty = 0;
259     tmp->move_slow = 0;
260     insert_ob_in_map (tmp, op->map, originator, 0);
261     }
262 root 1.15
263 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
264 root 1.25 op->remove ();
265 root 1.15
266     insert_ob_in_ob (op, tmp);
267 root 1.9 return;
268 elmex 1.1 }
269     }
270    
271     /* Object op is hitting the map.
272     * op is going in direction 'dir'
273     * type is the attacktype of the object.
274     * full_hit is set if monster area does not matter.
275     * returns 1 if it hits something, 0 otherwise.
276     */
277    
278 root 1.9 int
279     hit_map (object *op, int dir, int type, int full_hit)
280     {
281 root 1.19 maptile *map;
282 root 1.9 sint16 x, y;
283     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
284 elmex 1.1
285 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
286     {
287     LOG (llevError, "BUG: hit_map(): free object\n");
288     return 0;
289 elmex 1.1 }
290    
291 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
292     {
293     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
294     return 0;
295 elmex 1.1 }
296    
297 root 1.9 if (!op->map)
298     {
299     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
300     return 0;
301 elmex 1.1 }
302    
303 root 1.9 if (op->head)
304     op = op->head;
305    
306     map = op->map;
307     x = op->x + freearr_x[dir];
308     y = op->y + freearr_y[dir];
309 elmex 1.1
310 root 1.9 int mflags = get_map_flags (map, &map, x, y, &x, &y);
311    
312     // elmex: a safe map tile can't be hit!
313     // this should prevent most harmful effects on items and players there.
314 root 1.11 if (mflags & (P_OUT_OF_MAP | P_SAFE))
315 root 1.9 return 0;
316    
317     /* peterm: a few special cases for special attacktypes --counterspell
318     * must be out here because it strikes things which are not alive
319     */
320 elmex 1.1
321 root 1.9 if (type & AT_COUNTERSPELL)
322     {
323     counterspell (op, dir); /* see spell_effect.c */
324 elmex 1.1
325 root 1.9 /* If the only attacktype is counterspell or magic, don't need
326     * to do any further processing.
327     */
328     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
329 root 1.11 return 0;
330    
331 root 1.9 type &= ~AT_COUNTERSPELL;
332 elmex 1.1 }
333    
334 root 1.9 if (type & AT_CHAOS)
335     {
336     shuffle_attack (op, 1); /*1 flag tells it to change the face */
337     update_object (op, UP_OBJ_FACE);
338     type &= ~AT_CHAOS;
339 elmex 1.1 }
340    
341 root 1.37 /* There may still be objects that were above 'next', but there is no
342     * simple way to find out short of copying all object references and
343     * tags into a temporary array before we start processing the first
344     * object. That's why we just abort on destroy.
345     *
346     * This happens whenever attack spells (like fire) hit a pile
347     * of objects. This is not a bug - nor an error.
348     */
349     for (object *next = map->at (x, y).bot; next && !next->destroyed (); )
350 root 1.9 {
351 root 1.37 object *tmp = next;
352 root 1.9 next = tmp->above;
353 root 1.11
354 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355     * For example, 'tmp' was put in an icecube.
356     * This is one of the few cases where on_same_map should not be used.
357     */
358     if (tmp->map != map || tmp->x != x || tmp->y != y)
359     continue;
360    
361     if (QUERY_FLAG (tmp, FLAG_ALIVE))
362     {
363     hit_player (tmp, op->stats.dam, op, type, full_hit);
364     retflag |= 1;
365 root 1.18 if (op->destroyed ())
366 root 1.5 break;
367     }
368 root 1.9 /* Here we are potentially destroying an object. If the object has
369     * NO_PASS set, it is also immune - you can't destroy walls. Note
370     * that weak walls have is_alive set, which prevent objects from
371     * passing over/through them. We don't care what type of movement
372     * the wall blocks - if it blocks any type of movement, can't be
373     * destroyed right now.
374     */
375     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
376     {
377     save_throw_object (tmp, type, op);
378 root 1.37
379 root 1.18 if (op->destroyed ())
380 root 1.9 break;
381 root 1.5 }
382 elmex 1.1 }
383 root 1.11
384 root 1.9 return 0;
385 elmex 1.1 }
386    
387 root 1.9 void
388     attack_message (int dam, int type, object *op, object *hitter)
389     {
390 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 root 1.9 int i, found = 0;
392 root 1.19 maptile *map;
393 elmex 1.1 object *next, *tmp;
394    
395     /* put in a few special messages for some of the common attacktypes
396     * a player might have. For example, fire, electric, cold, etc
397     * [garbled 20010919]
398     */
399    
400 root 1.9 if (dam == 9998 && op->type == DOOR)
401     {
402     sprintf (buf1, "unlock %s", &op->name);
403     sprintf (buf2, " unlocks");
404     found++;
405     }
406     if (dam < 0)
407     {
408     sprintf (buf1, "hit %s", &op->name);
409     sprintf (buf2, " hits");
410     found++;
411     }
412     else if (dam == 0)
413     {
414     sprintf (buf1, "missed %s", &op->name);
415     sprintf (buf2, " misses");
416     found++;
417     }
418     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
419 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
420 root 1.9 {
421     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
422     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
423     {
424     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
425     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426     found++;
427     break;
428     }
429     }
430     else if (op->type == DOOR && !found)
431     {
432     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434     {
435     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437     found++;
438     break;
439     }
440     }
441 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
442 root 1.9 {
443     if (USING_SKILL (hitter, SK_KARATE))
444     {
445     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447     {
448     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
450 root 1.5 found++;
451     break;
452 root 1.9 }
453     }
454     else if (USING_SKILL (hitter, SK_CLAWING))
455     {
456     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
458     {
459     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
460     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
461 root 1.5 found++;
462     break;
463     }
464 root 1.9 }
465     else if (USING_SKILL (hitter, SK_PUNCHING))
466     {
467     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
469     {
470     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
471     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
472     found++;
473     break;
474 root 1.5 }
475     }
476 elmex 1.1 }
477 root 1.29
478 root 1.9 if (found)
479     {
480     /* done */
481     }
482 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 root 1.9 {
484     sprintf (buf1, "hit"); /* just in case */
485     for (i = 0; i < MAXATTACKMESS; i++)
486     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487     {
488     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489     found++;
490     break;
491     }
492     }
493 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
494 root 1.9 {
495 elmex 1.1 /* drain is first, because some items have multiple attypes */
496 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498     {
499     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501     found++;
502     break;
503     }
504     }
505 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
506 root 1.9 {
507     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509     {
510     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512     found++;
513     break;
514     }
515     }
516 root 1.29 else if (type & AT_COLD && op->is_alive ())
517 root 1.9 {
518     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520     {
521     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523     found++;
524     break;
525     }
526     }
527     else if (type & AT_FIRE)
528     {
529     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531     {
532     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534     found++;
535     break;
536     }
537     }
538     else if (hitter->current_weapon != NULL)
539     {
540     int mtype;
541    
542     switch (hitter->current_weapon->weapontype)
543     {
544     case WEAP_HIT:
545     mtype = ATM_BASIC;
546     break;
547     case WEAP_SLASH:
548     mtype = ATM_SLASH;
549     break;
550     case WEAP_PIERCE:
551     mtype = ATM_PIERCE;
552     break;
553     case WEAP_CLEAVE:
554     mtype = ATM_CLEAVE;
555     break;
556     case WEAP_SLICE:
557     mtype = ATM_SLICE;
558     break;
559     case WEAP_STAB:
560     mtype = ATM_STAB;
561     break;
562     case WEAP_WHIP:
563     mtype = ATM_WHIP;
564     break;
565     case WEAP_CRUSH:
566     mtype = ATM_CRUSH;
567     break;
568     case WEAP_BLUD:
569     mtype = ATM_BLUD;
570     break;
571     default:
572     mtype = ATM_BASIC;
573     break;
574     }
575     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577     {
578     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579     strcpy (buf2, attack_mess[mtype][i].buf3);
580     found++;
581     break;
582     }
583     }
584     else
585     {
586     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588     {
589     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591     found++;
592     break;
593     }
594 elmex 1.1 }
595    
596 root 1.9 if (!found)
597     {
598     strcpy (buf1, "hit");
599     strcpy (buf2, " hits");
600 elmex 1.1 }
601    
602 root 1.9 /* bail out if a monster is casting spells */
603 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 root 1.9 return;
605 elmex 1.1
606 root 1.9 /* scale down magic considerably. */
607     if (type & AT_MAGIC && rndm (0, 5))
608     return;
609 elmex 1.1
610 root 1.9 /* Did a player hurt another player? Inform both! */
611 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 root 1.9 {
613 root 1.27 if (hitter->owner != NULL)
614 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615     else
616     {
617     sprintf (buf, "%s%s you.", &hitter->name, buf2);
618     if (dam != 0)
619     {
620     if (dam < 10)
621     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
622     else if (dam < 20)
623     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
624     else
625     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
626 root 1.5 }
627     }
628 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
629     } /* end of player hitting player */
630 elmex 1.1
631 root 1.9 if (hitter->type == PLAYER)
632     {
633     sprintf (buf, "You %s.", buf1);
634     if (dam != 0)
635     {
636     if (dam < 10)
637     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
638     else if (dam < 20)
639     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
640     else
641     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
642 root 1.5 }
643 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
644     }
645 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 root 1.9 {
647 elmex 1.1 /* look for stacked spells and start reducing the message chances */
648 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
649     {
650     i = 4;
651     map = hitter->map;
652     if (out_of_map (map, hitter->x, hitter->y))
653     return;
654 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
655 root 1.9 if (next)
656     while (next)
657     {
658     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
659     i *= 3;
660     tmp = next;
661     next = tmp->above;
662     }
663     if (i < 0)
664 root 1.5 return;
665 root 1.9 if (rndm (0, i) != 0)
666     return;
667     }
668     else if (rndm (0, 5) != 0)
669     return;
670     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
671     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
672     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
673 elmex 1.1 }
674     }
675    
676    
677 root 1.9 static int
678     get_attack_mode (object **target, object **hitter, int *simple_attack)
679 elmex 1.1 {
680 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
681     {
682     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
683     return 1;
684 elmex 1.1 }
685 root 1.9 if ((*target)->head)
686     *target = (*target)->head;
687     if ((*hitter)->head)
688     *hitter = (*hitter)->head;
689     if ((*hitter)->env != NULL || (*target)->env != NULL)
690     {
691     *simple_attack = 1;
692     return 0;
693 elmex 1.1 }
694 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
695     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
696 elmex 1.1 {
697 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
698     return 1;
699 elmex 1.1 }
700 root 1.9 *simple_attack = 0;
701     return 0;
702 elmex 1.1 }
703    
704 root 1.9 static int
705     abort_attack (object *target, object *hitter, int simple_attack)
706 elmex 1.1 {
707 root 1.9
708 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
709     * determined by get_attack_mode(). Returns true if the relation has changed.
710     */
711 root 1.9 int new_mode;
712 elmex 1.1
713 root 1.9 if (hitter->env == target || target->env == hitter)
714     new_mode = 1;
715     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
716     return 1;
717     else
718     new_mode = 0;
719     return new_mode != simple_attack;
720 elmex 1.1 }
721    
722     static void thrown_item_effect (object *, object *);
723    
724 root 1.9 static int
725     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
726 elmex 1.1 {
727 root 1.9 int simple_attack, roll, dam = 0;
728     uint32 type;
729     shstr op_name;
730    
731     if (get_attack_mode (&op, &hitter, &simple_attack))
732     goto error;
733    
734     if (hitter->current_weapon)
735     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
736     return RESULT_INT (0);
737    
738     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
739     return RESULT_INT (0);
740 elmex 1.1
741 root 1.9 /*
742     * A little check to make it more difficult to dance forward and back
743     * to avoid ever being hit by monsters.
744     */
745     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
746     {
747     /* Decrease speed BEFORE calling process_object. Otherwise, an
748     * infinite loop occurs, with process_object calling move_monster,
749     * which then gets here again. By decreasing the speed before
750     * we call process_object, the 'if' statement above will fail.
751     */
752     op->speed_left--;
753     process_object (op);
754 root 1.26
755 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
756 elmex 1.1 goto error;
757 root 1.9 }
758 elmex 1.1
759 root 1.9 op_name = op->name;
760 root 1.3
761 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
762 elmex 1.1
763 root 1.9 /* Adjust roll for various situations. */
764     if (!simple_attack)
765     roll += adj_attackroll (hitter, op);
766 elmex 1.1
767 root 1.9 /* See if we hit the creature */
768     if (roll == 20 || op->stats.ac >= base_wc - roll)
769     {
770     int hitdam = base_dam;
771    
772     if (settings.casting_time == TRUE)
773     {
774     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
775     {
776     hitter->casting_time = -1;
777 root 1.40 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
778 root 1.9 }
779     if ((op->casting_time > -1) && (hitdam > 0))
780     {
781     op->casting_time = -1;
782     if (op->type == PLAYER)
783     {
784 root 1.40 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
785 root 1.9 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
786 root 1.5 }
787     }
788     }
789 root 1.9 if (!simple_attack)
790 elmex 1.1 {
791 root 1.9 /* If you hit something, the victim should *always* wake up.
792     * Before, invisible hitters could avoid doing this.
793     * -b.t. */
794     if (QUERY_FLAG (op, FLAG_SLEEP))
795     CLEAR_FLAG (op, FLAG_SLEEP);
796    
797     /* If the victim can't see the attacker, it may alert others
798     * for help. */
799 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 root 1.9 npc_call_help (op);
801    
802     /* if you were hidden and hit by a creature, you are discovered */
803     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
804     {
805     make_visible (op);
806     if (op->type == PLAYER)
807     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
808     }
809    
810     /* thrown items (hitter) will have various effects
811     * when they hit the victim. For things like thrown daggers,
812     * this sets 'hitter' to the actual dagger, and not the
813     * wrapper object.
814     */
815     thrown_item_effect (hitter, op);
816 root 1.26
817 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
818 root 1.9 goto leave;
819     }
820    
821     /* Need to do at least 1 damage, otherwise there is no point
822     * to go further and it will cause FPE's below.
823     */
824     if (hitdam <= 0)
825     hitdam = 1;
826 elmex 1.1
827 root 1.9 type = hitter->attacktype;
828 root 1.18
829 root 1.9 if (!type)
830     type = AT_PHYSICAL;
831 root 1.18
832 root 1.9 /* Handle monsters that hit back */
833     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
834     {
835     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
836     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
837 root 1.18
838 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
839 root 1.18
840     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
841 root 1.5 goto leave;
842 root 1.9 }
843 elmex 1.1
844 root 1.9 /* In the new attack code, it should handle multiple attack
845     * types in its area, so remove it from here.
846     */
847     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
848 root 1.18
849     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
850 root 1.9 goto leave;
851     } /* end of if hitter hit op */
852     /* if we missed, dam=0 */
853    
854     /*attack_message(dam, type, op, hitter); */
855 elmex 1.1
856 root 1.9 goto leave;
857 elmex 1.1
858 root 1.9 error:
859     dam = 1;
860 elmex 1.1
861 root 1.9 leave:
862 elmex 1.1
863 root 1.9 return dam;
864 elmex 1.1 }
865    
866 root 1.9 int
867     attack_ob (object *op, object *hitter)
868 elmex 1.1 {
869    
870 root 1.9 if (hitter->head)
871     hitter = hitter->head;
872     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
873 elmex 1.1 }
874    
875     /* op is the arrow, tmp is what is stopping the arrow.
876     *
877     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
878     */
879 root 1.9 static int
880     stick_arrow (object *op, object *tmp)
881 elmex 1.1 {
882 root 1.9 /* If the missile hit a player, we insert it in their inventory.
883     * However, if the missile is heavy, we don't do so (assume it falls
884     * to the ground after a hit). What a good value for this is up to
885     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886     * stick around.
887     */
888     if (op->weight <= 5000 && tmp->stats.hp >= 0)
889     {
890     if (tmp->head != NULL)
891     tmp = tmp->head;
892 root 1.10
893 root 1.25 op->remove ();
894 root 1.9 op = insert_ob_in_ob (op, tmp);
895 root 1.10
896 root 1.9 if (tmp->type == PLAYER)
897     esrv_send_item (tmp, op);
898 root 1.10
899 root 1.9 return 1;
900     }
901     else
902     return 0;
903 elmex 1.1 }
904    
905     /* hit_with_arrow() disassembles the missile, attacks the victim and
906     * reassembles the missile.
907     *
908     * It returns a pointer to the reassembled missile, or NULL if the missile
909     * isn't available anymore.
910     */
911 root 1.9 object *
912     hit_with_arrow (object *op, object *victim)
913 elmex 1.1 {
914 root 1.9 object *container, *hitter;
915     int hit_something = 0;
916    
917     /* Disassemble missile */
918     if (op->inv)
919     {
920     container = op;
921     hitter = op->inv;
922 root 1.25 hitter->remove ();
923 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
924     /* Note that we now have an empty THROWN_OBJ on the map. Code that
925     * might be called until this THROWN_OBJ is either reassembled or
926     * removed at the end of this function must be able to deal with empty
927     * THROWN_OBJs. */
928     }
929     else
930     {
931 root 1.21 container = 0;
932 root 1.9 hitter = op;
933     }
934    
935     /* Try to hit victim */
936     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
937    
938     /* Arrow attacks door, rune of summoning is triggered, demon is put on
939     * arrow, move_apply() calls this function, arrow sticks in demon,
940     * attack_ob_simple() returns, and we've got an arrow that still exists
941     * but is no longer on the map. Ugh. (Beware: Such things can happen at
942     * other places as well!)
943     */
944 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
945 root 1.9 {
946     if (container)
947     {
948 root 1.25 container->remove ();
949 root 1.26 container->destroy ();
950 elmex 1.1 }
951 root 1.21
952     return 0;
953 elmex 1.1 }
954    
955 root 1.9 /* Missile hit victim */
956     /* if the speed is > 10, then this is a fast moving arrow, we go straight
957     * through the target
958     */
959     if (hit_something && op->speed <= 10.0)
960     {
961     /* Stop arrow */
962 root 1.21 if (!container)
963 root 1.9 {
964     hitter = fix_stopped_arrow (hitter);
965 root 1.21 if (!hitter)
966     return 0;
967 root 1.9 }
968     else
969 root 1.26 container->destroy ();
970 elmex 1.1
971 root 1.9 /* Try to stick arrow into victim */
972 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
973 root 1.21 return 0;
974 root 1.9
975     /* Else try to put arrow on victim's map square
976     * remove check for P_WALL here. If the arrow got to this
977     * space, that is good enough - with the new movement code,
978     * there is now the potential for lots of spaces where something
979     * can fly over but not otherwise move over. What is the correct
980     * way to handle those otherwise?
981     */
982 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
983 root 1.9 {
984 root 1.25 hitter->remove ();
985 root 1.21 hitter->x = victim->x;
986     hitter->y = victim->y;
987 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
988 elmex 1.1 }
989 root 1.9 else
990 root 1.21 /* Else leave arrow where it is */
991     merge_ob (hitter, NULL);
992    
993     return 0;
994 elmex 1.1 }
995    
996 root 1.9 if (hit_something && op->speed >= 10.0)
997     op->speed -= 1.0;
998 elmex 1.1
999 root 1.9 /* Missile missed victim - reassemble missile */
1000     if (container)
1001     {
1002 root 1.25 hitter->remove ();
1003 root 1.9 insert_ob_in_ob (hitter, container);
1004 elmex 1.1 }
1005 root 1.21
1006 root 1.9 return op;
1007 elmex 1.1 }
1008    
1009    
1010 root 1.9 void
1011     tear_down_wall (object *op)
1012 elmex 1.1 {
1013 root 1.9 int perc = 0;
1014 elmex 1.1
1015 root 1.9 if (!op->stats.maxhp)
1016     {
1017     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1018     perc = 1;
1019 elmex 1.1 }
1020 root 1.9 else if (!GET_ANIM_ID (op))
1021     {
1022     /* Object has been called - no animations, so remove it */
1023     if (op->stats.hp < 0)
1024 root 1.26 op->destroy ();
1025    
1026 root 1.9 return; /* no animations, so nothing more to do */
1027     }
1028 root 1.26
1029 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1030 root 1.26
1031 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1032     perc = NUM_ANIMATIONS (op) - 1;
1033     else if (perc < 1)
1034     perc = 1;
1035 root 1.26
1036 root 1.9 SET_ANIMATION (op, perc);
1037     update_object (op, UP_OBJ_FACE);
1038 root 1.26
1039 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1040     { /* Reached the last animation */
1041     if (op->face == blank_face)
1042 root 1.26 /* If the last face is blank, remove the ob */
1043     op->destroy ();
1044 root 1.9 else
1045     { /* The last face was not blank, leave an image */
1046     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1047     update_all_los (op->map, op->x, op->y);
1048     op->move_block = 0;
1049     CLEAR_FLAG (op, FLAG_ALIVE);
1050 root 1.5 }
1051 elmex 1.1 }
1052     }
1053    
1054 root 1.9 void
1055     scare_creature (object *target, object *hitter)
1056 elmex 1.1 {
1057 root 1.27 object *owner = hitter->owner;
1058 elmex 1.1
1059 root 1.9 if (!owner)
1060     owner = hitter;
1061 elmex 1.1
1062 root 1.9 SET_FLAG (target, FLAG_SCARED);
1063     if (!target->enemy)
1064     target->enemy = owner;
1065 elmex 1.1 }
1066    
1067    
1068     /* This returns the amount of damage hitter does to op with the
1069     * appropriate attacktype. Only 1 attacktype should be set at a time.
1070     * This doesn't damage the player, but returns how much it should
1071     * take. However, it will do other effects (paralyzation, slow, etc.)
1072     * Note - changed for PR code - we now pass the attack number and not
1073     * the attacktype. Makes it easier for the PR code. */
1074    
1075 root 1.9 int
1076     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1077     {
1078     int doesnt_slay = 1;
1079    
1080     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1081     if (attacknum >= NROFATTACKS)
1082     {
1083     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1084     return 0;
1085 elmex 1.1 }
1086 root 1.9
1087     if (dam < 0)
1088     {
1089     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1090     return 0;
1091 elmex 1.1 }
1092 root 1.9
1093     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1094     * people can't mess with that or it otherwise get confused. */
1095     if (attacknum == ATNR_INTERNAL)
1096     return dam;
1097    
1098     if (hitter->slaying)
1099     {
1100     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1101     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1102     {
1103     doesnt_slay = 0;
1104     dam *= 3;
1105     }
1106 elmex 1.1 }
1107    
1108 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1109     if (op->resist[attacknum])
1110     {
1111 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1112     * in case 0>dam>1, we try to "simulate" a float value-effect */
1113 root 1.9 dam *= (100 - op->resist[attacknum]);
1114     if (dam >= 100)
1115     dam /= 100;
1116 elmex 1.1 else
1117 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1118 elmex 1.1 }
1119    
1120 root 1.9 /* Special hack. By default, if immune to something, you
1121     * shouldn't need to worry. However, acid is an exception, since
1122     * it can still damage your items. Only include attacktypes if
1123     * special processing is needed */
1124    
1125     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1126     return 0;
1127    
1128     /* Keep this in order - makes things easier to find */
1129    
1130     switch (attacknum)
1131     {
1132 root 1.40 case ATNR_PHYSICAL:
1133     /* here also check for diseases */
1134     check_physically_infect (op, hitter);
1135     break;
1136    
1137     /* Don't need to do anything for:
1138     magic,
1139     fire,
1140     electricity,
1141     cold */
1142    
1143     case ATNR_CONFUSION:
1144     case ATNR_POISON:
1145     case ATNR_SLOW:
1146     case ATNR_PARALYZE:
1147     case ATNR_FEAR:
1148     case ATNR_CANCELLATION:
1149     case ATNR_DEPLETE:
1150     case ATNR_BLIND:
1151     {
1152     /* chance for inflicting a special attack depends on the
1153     * difference between attacker's and defender's level
1154     */
1155     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1156    
1157     /* First, only creatures/players with speed can be affected.
1158     * Second, just getting hit doesn't mean it always affects
1159     * you. Third, you still get a saving through against the
1160     * effect.
1161     */
1162     if (op->speed &&
1163     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1164     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1165     {
1166 root 1.5
1167 root 1.40 /* Player has been hit by something */
1168     if (attacknum == ATNR_CONFUSION)
1169     confuse_player (op, hitter, dam);
1170     else if (attacknum == ATNR_POISON)
1171     poison_player (op, hitter, dam);
1172     else if (attacknum == ATNR_SLOW)
1173     slow_player (op, hitter, dam);
1174     else if (attacknum == ATNR_PARALYZE)
1175     paralyze_player (op, hitter, dam);
1176     else if (attacknum == ATNR_FEAR)
1177     scare_creature (op, hitter);
1178     else if (attacknum == ATNR_CANCELLATION)
1179     cancellation (op);
1180     else if (attacknum == ATNR_DEPLETE)
1181     op->drain_stat ();
1182     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1183     blind_player (op, hitter, dam);
1184     }
1185     dam = 0; /* These are all effects and don't do real damage */
1186     }
1187     break;
1188     case ATNR_ACID:
1189     {
1190     int flag = 0;
1191 root 1.9
1192 root 1.40 /* Items only get corroded if you're not on a battleground and
1193     * if your acid resistance is below 50%. */
1194     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1195     {
1196     object *tmp;
1197 root 1.9
1198 root 1.40 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1199     {
1200     if (tmp->invisible)
1201     continue;
1202     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1203     /* >= 10% acid res. on itmes will protect these */
1204     continue;
1205     if (!(tmp->material & M_IRON))
1206     continue;
1207     if (tmp->magic < -4) /* Let's stop at -5 */
1208     continue;
1209     if (tmp->type == RING ||
1210     /* removed boots and gloves from exclusion list in
1211     PR */
1212     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213     continue; /* To avoid some strange effects */
1214    
1215     /* High damage acid has better chance of corroding
1216     objects */
1217     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1218     {
1219     if (op->type == PLAYER)
1220     /* Make this more visible */
1221     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1222     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1223     flag = 1;
1224     tmp->magic--;
1225     if (op->type == PLAYER)
1226     esrv_send_item (op, tmp);
1227     }
1228     }
1229     if (flag)
1230     op->update_stats (); /* Something was corroded */
1231     }
1232     }
1233     break;
1234     case ATNR_DRAIN:
1235     {
1236     /* rate is the proportion of exp drained. High rate means
1237     * not much is drained, low rate means a lot is drained.
1238     */
1239     int rate;
1240 root 1.9
1241 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1242     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1243     else
1244     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1245 root 1.9
1246 root 1.40 if (op->stats.exp <= rate)
1247     {
1248     if (op->type == GOLEM)
1249     dam = 999; /* Its force is "sucked" away. 8) */
1250     else
1251     /* If we can't drain, lets try to do physical damage */
1252     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1253     }
1254     else
1255     {
1256     /* Randomly give the hitter some hp */
1257     if (hitter->stats.hp < hitter->stats.maxhp &&
1258     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1259     hitter->stats.hp++;
1260    
1261     /* Can't do drains on battleground spaces.
1262     * Move the wiz check up here - before, the hitter wouldn't gain exp
1263     * exp, but the wiz would still lose exp! If drainee is a wiz,
1264     * nothing happens.
1265     * Try to credit the owner. We try to display player -> player drain
1266     * attacks, hence all the != PLAYER checks.
1267     */
1268     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1269     {
1270     object *owner = hitter->owner;
1271 root 1.9
1272 root 1.40 if (owner && owner != hitter)
1273     {
1274     if (op->type != PLAYER || owner->type != PLAYER)
1275     change_exp (owner, op->stats.exp / (rate * 2),
1276     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1277     }
1278     else if (op->type != PLAYER || hitter->type != PLAYER)
1279     {
1280     change_exp (hitter, op->stats.exp / (rate * 2),
1281     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1282     }
1283     change_exp (op, -op->stats.exp / rate, NULL, 0);
1284     }
1285     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1286     * drain attack, you won't know that you are actually sucking out EXP,
1287     * as the messages will say you missed
1288     */
1289     }
1290     }
1291     break;
1292     case ATNR_TURN_UNDEAD:
1293     {
1294     if (QUERY_FLAG (op, FLAG_UNDEAD))
1295     {
1296     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1297     object *god = find_god (determine_god (owner));
1298     int div = 1;
1299    
1300     /* if undead are not an enemy of your god, you turn them
1301     * at half strength */
1302     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1303     div = 2;
1304     /* Give a bonus if you resist turn undead */
1305     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1306     scare_creature (op, owner);
1307     }
1308     else
1309     dam = 0; /* don't damage non undead - should we damage
1310     undead? */
1311     }
1312     break;
1313     case ATNR_DEATH:
1314     deathstrike_player (op, hitter, &dam);
1315     break;
1316     case ATNR_CHAOS:
1317     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1318     dam = 0;
1319     break;
1320     case ATNR_COUNTERSPELL:
1321     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1322     dam = 0;
1323     /* This should never happen. Counterspell is handled
1324     * seperately and filtered out. If this does happen,
1325     * Counterspell has no effect on anything but spells, so it
1326     * does no damage. */
1327     break;
1328     case ATNR_HOLYWORD:
1329     {
1330     /* This has already been handled by hit_player,
1331     * no need to check twice -- DAMN */
1332     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1333    
1334     /* As with turn undead above, give a bonus on the saving throw */
1335     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1336     scare_creature (op, owner);
1337     }
1338     break;
1339     case ATNR_LIFE_STEALING:
1340     {
1341     int new_hp;
1342    
1343     /* this is replacement to drain for players, instead of taking
1344     * exp it takes hp. It is geared for players, probably not
1345     * much use giving it to monsters
1346     *
1347     * life stealing doesn't do a lot of damage, but it gives the
1348     * damage it does do to the player. Given that,
1349     * it only does 1/10'th normal damage (hence the divide by
1350     * 1000).
1351     */
1352     /* You can't steal life from something undead */
1353     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1354     return 0;
1355     /* If drain protection is higher than life stealing, use that */
1356     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1357     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1358     else
1359     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1360     /* You die at -1 hp, not zero. */
1361     if (dam > (op->stats.hp + 1))
1362     dam = op->stats.hp + 1;
1363     new_hp = hitter->stats.hp + dam;
1364     if (new_hp > hitter->stats.maxhp)
1365     new_hp = hitter->stats.maxhp;
1366     if (new_hp > hitter->stats.hp)
1367     hitter->stats.hp = new_hp;
1368     }
1369 elmex 1.1 }
1370 root 1.40
1371 root 1.9 return dam;
1372 elmex 1.1 }
1373    
1374     /* GROS: This code comes from hit_player. It has been made external to
1375     * allow script procedures to "kill" objects in a combat-like fashion.
1376     * It was initially used by (kill-object) developed for the Collector's
1377     * Sword. Note that nothing has been changed from the original version
1378     * of the following code.
1379     * op is what is being killed.
1380     * dam is the damage done to it.
1381     * hitter is what is hitting it.
1382     * type is the attacktype.
1383     *
1384     * This function was a bit of a mess with hitter getting changed,
1385     * values being stored away but not used, etc. I've cleaned it up
1386     * a bit - I think it should be functionally equivalant.
1387     * MSW 2002-07-17
1388     */
1389 root 1.9 int
1390     kill_object (object *op, int dam, object *hitter, int type)
1391 elmex 1.1 {
1392 root 1.9 char buf[MAX_BUF];
1393     const char *skill;
1394     int maxdam = 0;
1395     int battleg = 0; /* true if op standing on battleground */
1396     int pk = 0; /* true if op and what controls hitter are both players */
1397     object *owner = NULL;
1398     object *skop = NULL;
1399 elmex 1.1
1400 root 1.9 if (op->stats.hp >= 0)
1401     return -1;
1402    
1403     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1404     return 0;
1405    
1406     /* maxdam needs to be the amount of damage it took to kill
1407     * this creature. The function(s) that call us have already
1408     * adjusted the creatures HP total, so that is negative.
1409     */
1410     maxdam = dam + op->stats.hp + 1;
1411    
1412     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1413     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1414    
1415     if (op->type == DOOR)
1416     {
1417 root 1.34 op->set_speed (0.1);
1418 root 1.9 op->speed_left = -0.05;
1419     return maxdam;
1420     }
1421 root 1.20
1422 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1423     {
1424     remove_friendly_object (op);
1425 root 1.24
1426 root 1.27 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1427 root 1.24 op->owner->contr->ranges[range_golem] = 0;
1428 root 1.9
1429 root 1.26 op->destroy ();
1430 root 1.9 return maxdam;
1431     }
1432    
1433     /* Now lets start dealing with experience we get for killing something */
1434    
1435 root 1.27 owner = hitter->owner;
1436 root 1.20 if (!owner)
1437 root 1.9 owner = hitter;
1438    
1439     /* is the victim (op) standing on battleground? */
1440     if (op_on_battleground (op, NULL, NULL))
1441     battleg = 1;
1442    
1443     /* is this player killing? */
1444     if (op->type == PLAYER && owner->type == PLAYER)
1445     pk = 1;
1446    
1447     /* Player killed something */
1448     if (owner->type == PLAYER)
1449     {
1450     Log_Kill (owner->name,
1451     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1452    
1453     /* Log players killing other players - makes it easier to detect
1454     * and filter out malicious player killers - that is why the
1455     * ip address is included.
1456     */
1457     if (op->type == PLAYER && !battleg)
1458     {
1459     time_t t = time (NULL);
1460     struct tm *tmv;
1461     char buf[256];
1462    
1463     tmv = localtime (&t);
1464     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1465    
1466 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1467 root 1.9 }
1468    
1469     /* try to filter some things out - basically, if you are
1470     * killing a level 1 creature and your level 20, you
1471     * probably don't want to see that.
1472     */
1473     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1474     {
1475     if (owner != hitter)
1476 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1477 root 1.9 else
1478 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1479    
1480 root 1.9 /* Only play sounds for melee kills */
1481     if (hitter->type == PLAYER)
1482     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1483     }
1484    
1485     /* If a player kills another player, not on
1486     * battleground, the "killer" looses 1 luck. Since this is
1487     * not reversible, it's actually quite a pain IMHO. -AV
1488     * Fix bug in that we were changing the luck of the hitter, not
1489     * player that the object belonged to - so if you killed another player
1490     * with spells, pets, whatever, there was no penalty.
1491     * Changed to make luck penalty configurable in settings.
1492     */
1493     if (op->type == PLAYER && owner != op && !battleg)
1494 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1495 root 1.9
1496     /* This code below deals with finding the appropriate skill
1497     * to credit exp to. This is a bit problematic - we should
1498     * probably never really have to look at current_weapon->skill
1499     */
1500 root 1.20 skill = 0;
1501    
1502 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1503     skill = hitter->skill;
1504     else if (owner->chosen_skill)
1505     {
1506     skill = owner->chosen_skill->skill;
1507     skop = owner->chosen_skill;
1508     }
1509     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1510     skill = owner->current_weapon->skill;
1511     else
1512     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1513 elmex 1.1
1514 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1515     * to. Make sure skop is an actual skill, and not a skill tool!
1516     */
1517     if ((!skop || skop->type != SKILL) && skill)
1518     {
1519     int i;
1520 elmex 1.1
1521 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1522     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1523     {
1524     skop = owner->contr->last_skill_ob[i];
1525     break;
1526     }
1527 root 1.5 }
1528 root 1.9 } /* Was it a player that hit somethign */
1529     else
1530 root 1.20 skill = 0;
1531 root 1.9
1532     /* Pet (or spell) killed something. */
1533     if (owner != hitter)
1534 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1535     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536 root 1.9 else
1537 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1538     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1539     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1540    
1541 root 1.9 /* These may have been set in the player code section above */
1542     if (!skop)
1543     skop = hitter->chosen_skill;
1544 root 1.20
1545 root 1.9 if (!skill && skop)
1546     skill = skop->skill;
1547    
1548     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1549    
1550     /* If you didn't kill yourself, and your not the wizard */
1551     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1552     {
1553     int exp;
1554    
1555     /* Really don't give much experience for killing other players */
1556 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1557 root 1.9 if (op->type == PLAYER)
1558     {
1559     if (battleg)
1560     {
1561     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1562     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1563 root 1.5 }
1564 root 1.9 else
1565     exp = op->stats.exp / 1000;
1566 elmex 1.1 }
1567 root 1.9 else
1568     exp = calc_skill_exp (owner, op, skop);
1569 elmex 1.1
1570 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1571     * exp by killing him
1572     */
1573     if (battleg)
1574     exp = 0;
1575 elmex 1.1
1576 root 1.9 /* Don't know why this is set this way - doesn't make
1577     * sense to just divide everything by two for no reason.
1578     */
1579 elmex 1.1
1580 root 1.9 if (!settings.simple_exp)
1581     exp = exp / 2;
1582 root 1.5
1583 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1584 root 1.23 change_exp (owner, exp, skill, 0);
1585 root 1.9 else
1586     {
1587     int shares = 0, count = 0;
1588     player *pl;
1589     partylist *party = owner->contr->party;
1590 root 1.5
1591 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1592 root 1.35
1593 root 1.33 for_all_players (pl)
1594 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1595     {
1596     count++;
1597     shares += (pl->ob->level + 4);
1598     }
1599    
1600 root 1.23 if (count == 1 || shares > exp || !shares)
1601 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1602     else
1603     {
1604     int share = exp / shares, given = 0, nexp;
1605    
1606 root 1.33 for_all_players (pl)
1607 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1608     {
1609     nexp = (pl->ob->level + 4) * share;
1610     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1611     given += nexp;
1612     }
1613    
1614 root 1.9 exp -= given;
1615     /* give any remainder to the player */
1616     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1617 root 1.5 }
1618 root 1.9 } /* else part of a party */
1619     } /* end if person didn't kill himself */
1620 elmex 1.1
1621 root 1.9 if (op->type != PLAYER)
1622     {
1623     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1624     {
1625 root 1.27 object *owner1 = op->owner;
1626 elmex 1.1
1627 root 1.20 if (owner1 && owner1->type == PLAYER)
1628 root 1.9 {
1629     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1630     /* Maybe we should include the owner that killed this, maybe not */
1631     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1632 root 1.5 }
1633 root 1.12
1634 root 1.9 remove_friendly_object (op);
1635 root 1.5 }
1636 root 1.12
1637 root 1.26 op->destroy ();
1638 elmex 1.1 }
1639 root 1.9 else
1640     {
1641 root 1.20 /* Player has been killed! */
1642 root 1.9 if (owner->type == PLAYER)
1643 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1644 root 1.9 else
1645 root 1.12 assign (op->contr->killer, hitter->name);
1646 elmex 1.1 }
1647 root 1.12
1648 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1649     * continues in the calling function.
1650     */
1651     return maxdam;
1652 elmex 1.1 }
1653    
1654     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1655     * Returns 0 this is not friendly fire
1656     */
1657    
1658 root 1.9 int
1659     friendly_fire (object *op, object *hitter)
1660     {
1661     object *owner;
1662     int friendlyfire;
1663    
1664     if (hitter->head)
1665     hitter = hitter->head;
1666    
1667     friendlyfire = 0;
1668    
1669     if (op->type == PLAYER)
1670     {
1671     if (op_on_battleground (hitter, 0, 0))
1672     return 0;
1673    
1674     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1675     return 1;
1676    
1677 root 1.27 if ((owner = hitter->owner) != NULL)
1678 root 1.9 {
1679     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1680     friendlyfire = 2;
1681     }
1682    
1683     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1684     friendlyfire = 0;
1685 elmex 1.1 }
1686 root 1.9 return friendlyfire;
1687 elmex 1.1 }
1688    
1689    
1690     /* This isn't used just for players, but in fact most objects.
1691     * op is the object to be hit, dam is the amount of damage, hitter
1692     * is what is hitting the object, type is the attacktype, and
1693     * full_hit is set if monster area does not matter.
1694     * dam is base damage - protections/vulnerabilities/slaying matches can
1695     * modify it.
1696     */
1697 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699 root 1.9 int
1700     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1701     {
1702     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1703     int maxattacktype, attacknum;
1704     int body_attack = op && op->head; /* Did we hit op's head? */
1705     int simple_attack;
1706     int rtn_kill = 0;
1707     int friendlyfire;
1708 elmex 1.1
1709 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1710     return 0;
1711 elmex 1.1
1712 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1713     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1714     return 0;
1715 elmex 1.1
1716     #ifdef PROHIBIT_PLAYERKILL
1717 root 1.9 if (op->type == PLAYER)
1718     {
1719 root 1.27 object *owner = hitter->owner;
1720 root 1.9
1721     if (!owner)
1722     owner = hitter;
1723 root 1.18
1724 root 1.9 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1725 root 1.18 return 0;
1726 elmex 1.1 }
1727     #endif
1728    
1729 root 1.9 if (body_attack)
1730     {
1731     /* slow and paralyze must hit the head. But we don't want to just
1732     * return - we still need to process other attacks the spell still
1733     * might have. So just remove the paralyze and slow attacktypes,
1734     * and keep on processing if we have other attacktypes.
1735     * return if only magic or nothing is left - under normal code
1736     * we don't attack with pure magic if there is another attacktype.
1737     * Only do processing if the initial attacktype includes one of those
1738     * attack so we don't cancel out things like magic bullet.
1739     */
1740     if (type & (AT_PARALYZE | AT_SLOW))
1741     {
1742     type &= ~(AT_PARALYZE | AT_SLOW);
1743 root 1.18
1744 root 1.9 if (!type || type == AT_MAGIC)
1745     return 0;
1746 root 1.5 }
1747 elmex 1.1 }
1748    
1749 root 1.9 if (!simple_attack && op->type == DOOR)
1750     {
1751     object *tmp;
1752    
1753     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1754     if (tmp->type == RUNE || tmp->type == TRAP)
1755     {
1756     spring_trap (tmp, hitter);
1757 root 1.26
1758 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1759 root 1.9 return 0;
1760 root 1.26
1761 root 1.9 break;
1762     }
1763 elmex 1.1 }
1764    
1765 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766     {
1767     /* FIXME: If a player is killed by a rune in a door, the
1768 root 1.18 * destroyed() check above doesn't return, and might get here.
1769 root 1.9 */
1770     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1771     return 0;
1772 elmex 1.1 }
1773    
1774     #ifdef ATTACK_DEBUG
1775 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1776 elmex 1.1 #endif
1777    
1778 root 1.9 if (magic)
1779     {
1780 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1781     * in case 0>dam>1, we try to "simulate" a float value-effect */
1782 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 elmex 1.1 if (dam >= 100)
1784 root 1.5 dam /= 100;
1785 elmex 1.1 else
1786 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1787 elmex 1.1 }
1788    
1789 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1790     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1791     */
1792     if (type & AT_CHAOS)
1793     {
1794     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1795     update_object (op, UP_OBJ_FACE);
1796 elmex 1.1 type &= ~AT_CHAOS;
1797     }
1798    
1799 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1800     * holyword is part of an attacktype, then make sure the creature is
1801     * a proper match, otherwise no damage.
1802     */
1803     if (type & AT_HOLYWORD)
1804     {
1805     object *god;
1806    
1807     if ((!hitter->slaying ||
1808     (!(op->race && strstr (hitter->slaying, op->race)) &&
1809     !(op->name && strstr (hitter->slaying, op->name)))) &&
1810     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811     (hitter->title != NULL
1812     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1813     return 0;
1814 elmex 1.1 }
1815    
1816 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1817 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1818     {
1819     /* Magic isn't really a true attack type - it gets combined with other
1820     * attack types. As such, skip it over. However, if magic is
1821     * the only attacktype in the group, then still attack with it
1822     */
1823     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1824     continue;
1825    
1826     /* Go through and hit the player with each attacktype, one by one.
1827     * hit_player_attacktype only figures out the damage, doesn't inflict
1828     * it. It will do the appropriate action for attacktypes with
1829     * effects (slow, paralization, etc.
1830     */
1831     if (type & attacktype)
1832     {
1833     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1834     /* the >= causes us to prefer messages from special attacks, if
1835     * the damage is equal.
1836     */
1837     if (ndam >= maxdam)
1838     {
1839 root 1.5 maxdam = ndam;
1840 root 1.9 maxattacktype = 1 << attacknum;
1841 root 1.5 }
1842     }
1843 elmex 1.1 }
1844 root 1.9
1845     /* if this is friendly fire then do a set % of damage only
1846     * Note - put a check in to make sure this attack is actually
1847     * doing damage - otherwise, the +1 in the code below will make
1848     * an attack do damage before when it otherwise didn't
1849     */
1850     friendlyfire = friendly_fire (op, hitter);
1851     if (friendlyfire && maxdam)
1852     {
1853     maxdam = ((dam * settings.set_friendly_fire) / 100);
1854 elmex 1.1 #ifndef COZY_SERVER
1855 root 1.9 maxdam++;
1856 elmex 1.1 #endif
1857 root 1.9
1858 elmex 1.1 #ifdef ATTACK_DEBUG
1859 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1860     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1861 elmex 1.1 #endif
1862     }
1863    
1864 root 1.9 if (!full_hit)
1865     {
1866     archetype *at;
1867     int area;
1868     int remainder;
1869    
1870     area = 0;
1871     for (at = op->arch; at != NULL; at = at->more)
1872     area++;
1873     assert (area > 0);
1874    
1875     /* basically: maxdam /= area; we try to "simulate" a float
1876     value-effect */
1877     remainder = 100 * (maxdam % area) / area;
1878     maxdam /= area;
1879     if (RANDOM () % 100 < remainder)
1880     maxdam++;
1881 elmex 1.1 }
1882    
1883     #ifdef ATTACK_DEBUG
1884 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885 elmex 1.1 #endif
1886    
1887 root 1.27 if (hitter->owner)
1888 root 1.9 op->enemy = hitter->owner;
1889     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1890     op->enemy = hitter;
1891    
1892     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1893     {
1894     /* The unaggressives look after themselves 8) */
1895     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1896     npc_call_help (op);
1897     }
1898    
1899     if (magic && did_make_save (op, op->level, 0))
1900     maxdam = maxdam / 2;
1901    
1902     attack_message (maxdam, maxattacktype, op, hitter);
1903    
1904     op->stats.hp -= maxdam;
1905    
1906     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1907     if ((op->stats.hp >= 0) &&
1908     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1909     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1910     {
1911 elmex 1.1
1912 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1913     SET_FLAG (op, FLAG_RUN_AWAY);
1914     else
1915     scare_creature (op, hitter);
1916 elmex 1.1 }
1917    
1918 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1919     {
1920     if (maxdam)
1921     tear_down_wall (op);
1922 root 1.26
1923 root 1.9 return maxdam; /* nothing more to do for wall */
1924     }
1925 elmex 1.1
1926 root 1.9 /* See if the creature has been killed */
1927     rtn_kill = kill_object (op, maxdam, hitter, type);
1928     if (rtn_kill != -1)
1929     return rtn_kill;
1930 elmex 1.1
1931    
1932 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1933     * that before if the player was immune to ghosthit, the monster
1934     * remained - that is no longer the case.
1935     */
1936     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1937     {
1938     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939     remove_friendly_object (hitter);
1940 root 1.26
1941     hitter->destroy ();
1942 root 1.9 }
1943     /* Lets handle creatures that are splitting now */
1944     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1945     {
1946     int i;
1947     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1948     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1949 root 1.27 object *owner = op->owner;
1950 root 1.5
1951 root 1.9 if (!op->other_arch)
1952     {
1953     LOG (llevError, "SPLITTING without other_arch error.\n");
1954     return maxdam;
1955     }
1956 root 1.26
1957 root 1.25 op->remove ();
1958 root 1.26
1959 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1960     { /* This doesn't handle op->more yet */
1961     object *tmp = arch_to_object (op->other_arch);
1962     int j;
1963    
1964     tmp->stats.hp = op->stats.hp;
1965 root 1.26
1966 root 1.9 if (friendly)
1967     {
1968     add_friendly_object (tmp);
1969     tmp->attack_movement = PETMOVE;
1970 root 1.39
1971     if (owner)
1972 root 1.27 tmp->set_owner (owner);
1973 root 1.9 }
1974 root 1.26
1975 root 1.9 if (unaggressive)
1976     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1977 root 1.26
1978 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1979 root 1.26
1980 root 1.9 if (j == -1) /* No spot to put this monster */
1981 root 1.26 tmp->destroy ();
1982 root 1.9 else
1983     {
1984     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1985     insert_ob_in_map (tmp, op->map, NULL, 0);
1986     }
1987     }
1988 root 1.26
1989     op->destroy ();
1990 root 1.9 }
1991     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 root 1.26 hitter->destroy ();
1993    
1994 root 1.9 return maxdam;
1995     }
1996    
1997    
1998     void
1999     poison_player (object *op, object *hitter, int dam)
2000     {
2001 root 1.16 archetype *at = archetype::find ("poisoning");
2002 root 1.9 object *tmp = present_arch_in_ob (at, op);
2003 elmex 1.1
2004 root 1.9 if (tmp == NULL)
2005     {
2006     if ((tmp = arch_to_object (at)) == NULL)
2007     LOG (llevError, "Failed to clone arch poisoning.\n");
2008     else
2009     {
2010     tmp = insert_ob_in_ob (tmp, op);
2011     /* peterm: give poisoning some teeth. It should
2012     * be able to kill things better than it does:
2013     * damage should be dependent something--I choose to
2014     * do this: if it's a monster, the damage from the
2015     * poisoning goes as the level of the monster/2.
2016     * If anything else, goes as damage.
2017     */
2018    
2019     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2020     tmp->stats.dam += hitter->level / 2;
2021     else
2022     tmp->stats.dam = dam;
2023    
2024 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2025 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2026     {
2027     tmp->skill = hitter->skill;
2028     }
2029    
2030     tmp->stats.food += dam; /* more damage, longer poisoning */
2031    
2032     if (op->type == PLAYER)
2033     {
2034     /* player looses stats, maximum is -10 of each */
2035     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2036     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2037     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2038     tmp->stats.Int = MAX (-dam / 7, -10);
2039     SET_FLAG (tmp, FLAG_APPLIED);
2040 root 1.32 op->update_stats ();
2041 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2042     }
2043     if (hitter->type == PLAYER)
2044     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2045 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2047 root 1.5 }
2048 root 1.9 tmp->speed_left = 0;
2049     }
2050     else
2051     tmp->stats.food++;
2052     }
2053    
2054     void
2055     slow_player (object *op, object *hitter, int dam)
2056     {
2057 root 1.16 archetype *at = archetype::find ("slowness");
2058 root 1.9 object *tmp;
2059    
2060     if (at == NULL)
2061     {
2062     LOG (llevError, "Can't find slowness archetype.\n");
2063     }
2064     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065     {
2066     tmp = arch_to_object (at);
2067     tmp = insert_ob_in_ob (tmp, op);
2068     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2069     }
2070     else
2071     tmp->stats.food++;
2072     SET_FLAG (tmp, FLAG_APPLIED);
2073     tmp->speed_left = 0;
2074 root 1.32 op->update_stats ();
2075 elmex 1.1 }
2076    
2077 root 1.9 void
2078     confuse_player (object *op, object *hitter, int dam)
2079     {
2080     object *tmp;
2081     int maxduration;
2082 elmex 1.1
2083 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2084     if (!tmp)
2085     {
2086     tmp = get_archetype (FORCE_NAME);
2087     tmp = insert_ob_in_ob (tmp, op);
2088     }
2089 root 1.5
2090 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2091     * on the player's resistance
2092     */
2093     tmp->speed = 0.05;
2094     tmp->subtype = FORCE_CONFUSION;
2095     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096     tmp->name = "confusion";
2097     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098     if (tmp->duration > maxduration)
2099     tmp->duration = maxduration;
2100    
2101     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2102     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2103     SET_FLAG (op, FLAG_CONFUSED);
2104     }
2105 root 1.5
2106 root 1.9 void
2107     blind_player (object *op, object *hitter, int dam)
2108     {
2109     object *tmp, *owner;
2110 root 1.5
2111 root 1.9 /* Save some work if we know it isn't going to affect the player */
2112     if (op->resist[ATNR_BLIND] == 100)
2113     return;
2114 root 1.5
2115 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2116     if (!tmp)
2117     {
2118     tmp = get_archetype ("blindness");
2119     SET_FLAG (tmp, FLAG_BLIND);
2120     SET_FLAG (tmp, FLAG_APPLIED);
2121 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2122     * speed is a float anyways.
2123     */
2124 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2125 elmex 1.1
2126 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2127     change_abil (op, tmp); /* Mostly to display any messages */
2128 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2129 elmex 1.1
2130 root 1.9 if (hitter->owner)
2131 root 1.27 owner = hitter->owner;
2132 root 1.9 else
2133     owner = hitter;
2134 elmex 1.1
2135 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2136     }
2137     tmp->stats.food += dam;
2138     if (tmp->stats.food > 10)
2139     tmp->stats.food = 10;
2140 elmex 1.1 }
2141    
2142 root 1.9 void
2143     paralyze_player (object *op, object *hitter, int dam)
2144 elmex 1.1 {
2145 root 1.9 float effect, max;
2146    
2147     /* object *tmp; */
2148 elmex 1.1
2149 root 1.9 /* This is strange stuff... someone knows for what this is
2150     * written? Well, i think this can and should be removed
2151     */
2152 elmex 1.1
2153 root 1.9 /*
2154     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2155     tmp=clone_arch(PARAIMAGE);
2156     tmp->x=op->x,tmp->y=op->y;
2157     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2158     }
2159     */
2160 elmex 1.1
2161 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2162     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2163 elmex 1.1
2164 root 1.9 if (effect == 0)
2165     return;
2166 elmex 1.1
2167 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2168     /* tmp->stats.food+=(signed short) effect/op->speed; */
2169 elmex 1.1
2170 root 1.9 /* max number of ticks to be affected for. */
2171     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2172     if (op->speed_left < -(FABS (op->speed) * max))
2173     op->speed_left = (float) -(FABS (op->speed) * max);
2174 elmex 1.1
2175     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2176     }
2177    
2178    
2179     /* Attempts to kill 'op'. hitter is the attack object, dam is
2180     * the computed damaged.
2181     */
2182 root 1.9 void
2183     deathstrike_player (object *op, object *hitter, int *dam)
2184 elmex 1.1 {
2185 root 1.9 /* The intention of a death attack is to kill outright things
2186     ** that are a lot weaker than the attacker, have a chance of killing
2187     ** things somewhat weaker than the caster, and no chance of
2188     ** killing something equal or stronger than the attacker.
2189     ** Also, if a deathstrike attack has a slaying, any monster
2190     ** whose name or race matches a comma-delimited list in the slaying
2191     ** field of the deathstriking object */
2192    
2193     int atk_lev, def_lev, kill_lev;
2194    
2195     if (hitter->slaying)
2196     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2197     return;
2198    
2199     def_lev = op->level;
2200     if (def_lev < 1)
2201     {
2202     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2203     def_lev = 1;
2204     }
2205     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2206     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207     atk_lev, def_lev); */
2208    
2209     if (atk_lev >= def_lev)
2210     {
2211     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2212    
2213     /* Note that the below effectively means the ratio of the atk vs
2214     * defener level is important - if level 52 character has very little
2215     * chance of killing a level 50 monster. This should probably be
2216     * redone.
2217     */
2218     if (kill_lev >= def_lev)
2219     {
2220     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2221     /* I think this doesn't really do much. Because of
2222     * integer rounding, this only makes any difference if the
2223     * attack level is double the defender level.
2224     */
2225     *dam *= kill_lev / def_lev;
2226 root 1.5 }
2227 root 1.9 }
2228     else
2229     {
2230     *dam = 0; /* no harm done */
2231 elmex 1.1 }
2232     }
2233    
2234     /* thrown_item_effect() - handles any special effects of thrown
2235     * items (like attacking living creatures--a potion thrown at a
2236     * monster).
2237     */
2238 root 1.9 static void
2239     thrown_item_effect (object *hitter, object *victim)
2240 elmex 1.1 {
2241 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242     {
2243     /* May not need a switch for just 2 types, but this makes it
2244     * easier for expansion.
2245     */
2246     switch (hitter->type)
2247     {
2248 root 1.5 case POTION:
2249 root 1.9 /* should player get a save throw instead of checking magic protection? */
2250     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2251     (void) apply_potion (victim, hitter);
2252     break;
2253    
2254     case POISON: /* poison drinks */
2255     /* As with potions, should monster get a save? */
2256     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2257     apply_poison (victim, hitter);
2258     break;
2259    
2260     /* Removed case statements that did nothing.
2261     * food may be poisonous, but monster must be willing to eat it,
2262     * so we don't handle it here.
2263     * Containers should perhaps break open, but that code was disabled.
2264     */
2265 root 1.5 }
2266 elmex 1.1 }
2267     }
2268    
2269     /* adj_attackroll() - adjustments to attacks by various conditions */
2270    
2271 root 1.9 int
2272     adj_attackroll (object *hitter, object *target)
2273     {
2274 elmex 1.1 object *attacker = hitter;
2275 root 1.9 int adjust = 0;
2276 elmex 1.1
2277     /* safety */
2278 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2279     {
2280     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2281     return 0;
2282     }
2283 elmex 1.1
2284     /* aimed missiles use the owning object's sight */
2285 root 1.9 if (is_aimed_missile (hitter))
2286     {
2287 root 1.27 if ((attacker = hitter->owner) == NULL)
2288 root 1.9 attacker = hitter;
2289     /* A player who saves but hasn't quit still could have objects
2290     * owned by him - need to handle that case to avoid crashes.
2291     */
2292     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2293     attacker = hitter;
2294     }
2295     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2296 elmex 1.1 return 0;
2297    
2298 root 1.9 /* determine the condtions under which we make an attack.
2299     * Add more cases, as the need occurs. */
2300 elmex 1.1
2301 root 1.9 if (!can_see_enemy (attacker, target))
2302     {
2303     /* target is unseen */
2304     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2305     adjust -= 10;
2306     /* dark map penalty for the hitter (lacks infravision if we got here). */
2307     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2308     adjust -= target->map->darkness;
2309     }
2310 elmex 1.1
2311 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2312 elmex 1.1 adjust -= 3;
2313    
2314 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2315 elmex 1.1 adjust += 1;
2316    
2317 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2318 elmex 1.1 adjust += 1;
2319    
2320 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2321 elmex 1.1 adjust -= 3;
2322    
2323     /* if we attack at a different 'altitude' its harder */
2324 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2325 elmex 1.1 adjust -= 2;
2326    
2327     #if 0
2328     /* slower attacks are less likely to succeed. We should use a
2329     * comparison between attacker/target speeds BUT, players have
2330     * a generally faster speed, so this will wind up being a HUGE
2331     * disadantage for the monsters! Too bad, because missiles which
2332     * fly fast should have a better chance of hitting a slower target.
2333     */
2334 root 1.9 if (hitter->speed < target->speed)
2335     adjust += ((float) hitter->speed - target->speed);
2336 elmex 1.1 #endif
2337    
2338     #if 0
2339 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2340 elmex 1.1 #endif
2341    
2342     return adjust;
2343 root 1.9 }
2344 elmex 1.1
2345    
2346     /* determine if the object is an 'aimed' missile */
2347 root 1.9 int
2348     is_aimed_missile (object *op)
2349     {
2350 elmex 1.1
2351 root 1.9 /* I broke what used to be one big if into a few nested
2352     * ones so that figuring out the logic is at least possible.
2353     */
2354     if (op && (op->move_type & MOVE_FLYING))
2355     {
2356     if (op->type == ARROW || op->type == THROWN_OBJ)
2357     return 1;
2358     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2359     return 1;
2360 elmex 1.1 }
2361 root 1.9 return 0;
2362     }