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/cvs/deliantra/server/server/attack.C
Revision: 1.41
Committed: Mon Jan 15 00:40:49 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +24 -18 lines
Log Message:
- micro-optimised hit_map and ok_to_put_more, this
  immensely helped reduce load on dense maps.
- introduced xy_normalise, which is imho a saner interface
  and much faster than get_map_flags so should be used
  in new code (and time-critical code).

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 1.41 if (!xy_normalise (map, x, y))
311     return 0;
312 root 1.9
313     // elmex: a safe map tile can't be hit!
314     // this should prevent most harmful effects on items and players there.
315 root 1.41 mapspace &ms = map->at (x, y);
316    
317     if (ms.flags () & P_SAFE)
318 root 1.9 return 0;
319    
320     /* peterm: a few special cases for special attacktypes --counterspell
321     * must be out here because it strikes things which are not alive
322     */
323 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
324 root 1.9 {
325 root 1.41 if (type & AT_COUNTERSPELL)
326     {
327     counterspell (op, dir); /* see spell_effect.c */
328 elmex 1.1
329 root 1.41 /* If the only attacktype is counterspell or magic, don't need
330     * to do any further processing.
331     */
332     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
333     return 0;
334 root 1.11
335 root 1.41 type &= ~AT_COUNTERSPELL;
336     }
337 elmex 1.1
338 root 1.41 if (type & AT_CHAOS)
339     {
340     shuffle_attack (op, 1); /* flag tells it to change the face */
341     update_object (op, UP_OBJ_FACE);
342     type &= ~AT_CHAOS;
343     }
344 elmex 1.1 }
345    
346 root 1.37 /* There may still be objects that were above 'next', but there is no
347     * simple way to find out short of copying all object references and
348     * tags into a temporary array before we start processing the first
349     * object. That's why we just abort on destroy.
350     *
351     * This happens whenever attack spells (like fire) hit a pile
352     * of objects. This is not a bug - nor an error.
353     */
354 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
355 root 1.9 {
356 root 1.37 object *tmp = next;
357 root 1.9 next = tmp->above;
358 root 1.11
359 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
360     * For example, 'tmp' was put in an icecube.
361     * This is one of the few cases where on_same_map should not be used.
362     */
363     if (tmp->map != map || tmp->x != x || tmp->y != y)
364     continue;
365    
366     if (QUERY_FLAG (tmp, FLAG_ALIVE))
367     {
368     hit_player (tmp, op->stats.dam, op, type, full_hit);
369     retflag |= 1;
370 root 1.41
371 root 1.18 if (op->destroyed ())
372 root 1.5 break;
373     }
374 root 1.9 /* Here we are potentially destroying an object. If the object has
375     * NO_PASS set, it is also immune - you can't destroy walls. Note
376     * that weak walls have is_alive set, which prevent objects from
377     * passing over/through them. We don't care what type of movement
378     * the wall blocks - if it blocks any type of movement, can't be
379     * destroyed right now.
380     */
381     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
382     {
383     save_throw_object (tmp, type, op);
384 root 1.37
385 root 1.18 if (op->destroyed ())
386 root 1.9 break;
387 root 1.5 }
388 elmex 1.1 }
389 root 1.11
390 root 1.9 return 0;
391 elmex 1.1 }
392    
393 root 1.9 void
394     attack_message (int dam, int type, object *op, object *hitter)
395     {
396 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
397 root 1.9 int i, found = 0;
398 root 1.19 maptile *map;
399 elmex 1.1 object *next, *tmp;
400    
401     /* put in a few special messages for some of the common attacktypes
402     * a player might have. For example, fire, electric, cold, etc
403     * [garbled 20010919]
404     */
405    
406 root 1.9 if (dam == 9998 && op->type == DOOR)
407     {
408     sprintf (buf1, "unlock %s", &op->name);
409     sprintf (buf2, " unlocks");
410     found++;
411     }
412     if (dam < 0)
413     {
414     sprintf (buf1, "hit %s", &op->name);
415     sprintf (buf2, " hits");
416     found++;
417     }
418     else if (dam == 0)
419     {
420     sprintf (buf1, "missed %s", &op->name);
421     sprintf (buf2, " misses");
422     found++;
423     }
424     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
425 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
426 root 1.9 {
427     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
428     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
429     {
430     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
431     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
432     found++;
433     break;
434     }
435     }
436     else if (op->type == DOOR && !found)
437     {
438     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
439     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
440     {
441     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
442     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
443     found++;
444     break;
445     }
446     }
447 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
448 root 1.9 {
449     if (USING_SKILL (hitter, SK_KARATE))
450     {
451     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
452     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
453     {
454     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
455     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
456 root 1.5 found++;
457     break;
458 root 1.9 }
459     }
460     else if (USING_SKILL (hitter, SK_CLAWING))
461     {
462     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
463     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
464     {
465     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
466     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
467 root 1.5 found++;
468     break;
469     }
470 root 1.9 }
471     else if (USING_SKILL (hitter, SK_PUNCHING))
472     {
473     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
474     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
475     {
476     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
477     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
478     found++;
479     break;
480 root 1.5 }
481     }
482 elmex 1.1 }
483 root 1.29
484 root 1.9 if (found)
485     {
486     /* done */
487     }
488 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
489 root 1.9 {
490     sprintf (buf1, "hit"); /* just in case */
491     for (i = 0; i < MAXATTACKMESS; i++)
492     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
493     {
494     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
495     found++;
496     break;
497     }
498     }
499 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
500 root 1.9 {
501 elmex 1.1 /* drain is first, because some items have multiple attypes */
502 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
503     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
504     {
505     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
506     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
507     found++;
508     break;
509     }
510     }
511 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
512 root 1.9 {
513     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
514     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
515     {
516     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
517     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
518     found++;
519     break;
520     }
521     }
522 root 1.29 else if (type & AT_COLD && op->is_alive ())
523 root 1.9 {
524     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
525     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
526     {
527     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
528     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
529     found++;
530     break;
531     }
532     }
533     else if (type & AT_FIRE)
534     {
535     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
536     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
537     {
538     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
539     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
540     found++;
541     break;
542     }
543     }
544     else if (hitter->current_weapon != NULL)
545     {
546     int mtype;
547    
548     switch (hitter->current_weapon->weapontype)
549     {
550     case WEAP_HIT:
551     mtype = ATM_BASIC;
552     break;
553     case WEAP_SLASH:
554     mtype = ATM_SLASH;
555     break;
556     case WEAP_PIERCE:
557     mtype = ATM_PIERCE;
558     break;
559     case WEAP_CLEAVE:
560     mtype = ATM_CLEAVE;
561     break;
562     case WEAP_SLICE:
563     mtype = ATM_SLICE;
564     break;
565     case WEAP_STAB:
566     mtype = ATM_STAB;
567     break;
568     case WEAP_WHIP:
569     mtype = ATM_WHIP;
570     break;
571     case WEAP_CRUSH:
572     mtype = ATM_CRUSH;
573     break;
574     case WEAP_BLUD:
575     mtype = ATM_BLUD;
576     break;
577     default:
578     mtype = ATM_BASIC;
579     break;
580     }
581     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
582     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
583     {
584     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
585     strcpy (buf2, attack_mess[mtype][i].buf3);
586     found++;
587     break;
588     }
589     }
590     else
591     {
592     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
593     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
594     {
595     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
596     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
597     found++;
598     break;
599     }
600 elmex 1.1 }
601    
602 root 1.9 if (!found)
603     {
604     strcpy (buf1, "hit");
605     strcpy (buf2, " hits");
606 elmex 1.1 }
607    
608 root 1.9 /* bail out if a monster is casting spells */
609 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
610 root 1.9 return;
611 elmex 1.1
612 root 1.9 /* scale down magic considerably. */
613     if (type & AT_MAGIC && rndm (0, 5))
614     return;
615 elmex 1.1
616 root 1.9 /* Did a player hurt another player? Inform both! */
617 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
618 root 1.9 {
619 root 1.27 if (hitter->owner != NULL)
620 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
621     else
622     {
623     sprintf (buf, "%s%s you.", &hitter->name, buf2);
624     if (dam != 0)
625     {
626     if (dam < 10)
627     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
628     else if (dam < 20)
629     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
630     else
631     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
632 root 1.5 }
633     }
634 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
635     } /* end of player hitting player */
636 elmex 1.1
637 root 1.9 if (hitter->type == PLAYER)
638     {
639     sprintf (buf, "You %s.", buf1);
640     if (dam != 0)
641     {
642     if (dam < 10)
643     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
644     else if (dam < 20)
645     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
646     else
647     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
648 root 1.5 }
649 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
650     }
651 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
652 root 1.9 {
653 elmex 1.1 /* look for stacked spells and start reducing the message chances */
654 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
655     {
656     i = 4;
657     map = hitter->map;
658     if (out_of_map (map, hitter->x, hitter->y))
659     return;
660 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
661 root 1.9 if (next)
662     while (next)
663     {
664     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
665     i *= 3;
666     tmp = next;
667     next = tmp->above;
668     }
669     if (i < 0)
670 root 1.5 return;
671 root 1.9 if (rndm (0, i) != 0)
672     return;
673     }
674     else if (rndm (0, 5) != 0)
675     return;
676     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
677     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
678     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
679 elmex 1.1 }
680     }
681    
682    
683 root 1.9 static int
684     get_attack_mode (object **target, object **hitter, int *simple_attack)
685 elmex 1.1 {
686 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
687     {
688     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
689     return 1;
690 elmex 1.1 }
691 root 1.9 if ((*target)->head)
692     *target = (*target)->head;
693     if ((*hitter)->head)
694     *hitter = (*hitter)->head;
695     if ((*hitter)->env != NULL || (*target)->env != NULL)
696     {
697     *simple_attack = 1;
698     return 0;
699 elmex 1.1 }
700 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
701     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
702 elmex 1.1 {
703 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
704     return 1;
705 elmex 1.1 }
706 root 1.9 *simple_attack = 0;
707     return 0;
708 elmex 1.1 }
709    
710 root 1.9 static int
711     abort_attack (object *target, object *hitter, int simple_attack)
712 elmex 1.1 {
713 root 1.9
714 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
715     * determined by get_attack_mode(). Returns true if the relation has changed.
716     */
717 root 1.9 int new_mode;
718 elmex 1.1
719 root 1.9 if (hitter->env == target || target->env == hitter)
720     new_mode = 1;
721     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
722     return 1;
723     else
724     new_mode = 0;
725     return new_mode != simple_attack;
726 elmex 1.1 }
727    
728     static void thrown_item_effect (object *, object *);
729    
730 root 1.9 static int
731     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
732 elmex 1.1 {
733 root 1.9 int simple_attack, roll, dam = 0;
734     uint32 type;
735     shstr op_name;
736    
737     if (get_attack_mode (&op, &hitter, &simple_attack))
738     goto error;
739    
740     if (hitter->current_weapon)
741     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
742     return RESULT_INT (0);
743    
744     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
745     return RESULT_INT (0);
746 elmex 1.1
747 root 1.9 /*
748     * A little check to make it more difficult to dance forward and back
749     * to avoid ever being hit by monsters.
750     */
751     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
752     {
753     /* Decrease speed BEFORE calling process_object. Otherwise, an
754     * infinite loop occurs, with process_object calling move_monster,
755     * which then gets here again. By decreasing the speed before
756     * we call process_object, the 'if' statement above will fail.
757     */
758     op->speed_left--;
759     process_object (op);
760 root 1.26
761 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
762 elmex 1.1 goto error;
763 root 1.9 }
764 elmex 1.1
765 root 1.9 op_name = op->name;
766 root 1.3
767 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
768 elmex 1.1
769 root 1.9 /* Adjust roll for various situations. */
770     if (!simple_attack)
771     roll += adj_attackroll (hitter, op);
772 elmex 1.1
773 root 1.9 /* See if we hit the creature */
774     if (roll == 20 || op->stats.ac >= base_wc - roll)
775     {
776     int hitdam = base_dam;
777    
778     if (settings.casting_time == TRUE)
779     {
780     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
781     {
782     hitter->casting_time = -1;
783 root 1.40 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
784 root 1.9 }
785     if ((op->casting_time > -1) && (hitdam > 0))
786     {
787     op->casting_time = -1;
788     if (op->type == PLAYER)
789     {
790 root 1.40 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
791 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);
792 root 1.5 }
793     }
794     }
795 root 1.9 if (!simple_attack)
796 elmex 1.1 {
797 root 1.9 /* If you hit something, the victim should *always* wake up.
798     * Before, invisible hitters could avoid doing this.
799     * -b.t. */
800     if (QUERY_FLAG (op, FLAG_SLEEP))
801     CLEAR_FLAG (op, FLAG_SLEEP);
802    
803     /* If the victim can't see the attacker, it may alert others
804     * for help. */
805 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
806 root 1.9 npc_call_help (op);
807    
808     /* if you were hidden and hit by a creature, you are discovered */
809     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810     {
811     make_visible (op);
812     if (op->type == PLAYER)
813     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
814     }
815    
816     /* thrown items (hitter) will have various effects
817     * when they hit the victim. For things like thrown daggers,
818     * this sets 'hitter' to the actual dagger, and not the
819     * wrapper object.
820     */
821     thrown_item_effect (hitter, op);
822 root 1.26
823 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
824 root 1.9 goto leave;
825     }
826    
827     /* Need to do at least 1 damage, otherwise there is no point
828     * to go further and it will cause FPE's below.
829     */
830     if (hitdam <= 0)
831     hitdam = 1;
832 elmex 1.1
833 root 1.9 type = hitter->attacktype;
834 root 1.18
835 root 1.9 if (!type)
836     type = AT_PHYSICAL;
837 root 1.18
838 root 1.9 /* Handle monsters that hit back */
839     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
840     {
841     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
842     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
843 root 1.18
844 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
845 root 1.18
846     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
847 root 1.5 goto leave;
848 root 1.9 }
849 elmex 1.1
850 root 1.9 /* In the new attack code, it should handle multiple attack
851     * types in its area, so remove it from here.
852     */
853     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
854 root 1.18
855     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
856 root 1.9 goto leave;
857     } /* end of if hitter hit op */
858     /* if we missed, dam=0 */
859    
860     /*attack_message(dam, type, op, hitter); */
861 elmex 1.1
862 root 1.9 goto leave;
863 elmex 1.1
864 root 1.9 error:
865     dam = 1;
866 elmex 1.1
867 root 1.9 leave:
868 elmex 1.1
869 root 1.9 return dam;
870 elmex 1.1 }
871    
872 root 1.9 int
873     attack_ob (object *op, object *hitter)
874 elmex 1.1 {
875    
876 root 1.9 if (hitter->head)
877     hitter = hitter->head;
878     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
879 elmex 1.1 }
880    
881     /* op is the arrow, tmp is what is stopping the arrow.
882     *
883     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
884     */
885 root 1.9 static int
886     stick_arrow (object *op, object *tmp)
887 elmex 1.1 {
888 root 1.9 /* If the missile hit a player, we insert it in their inventory.
889     * However, if the missile is heavy, we don't do so (assume it falls
890     * to the ground after a hit). What a good value for this is up to
891     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892     * stick around.
893     */
894     if (op->weight <= 5000 && tmp->stats.hp >= 0)
895     {
896     if (tmp->head != NULL)
897     tmp = tmp->head;
898 root 1.10
899 root 1.25 op->remove ();
900 root 1.9 op = insert_ob_in_ob (op, tmp);
901 root 1.10
902 root 1.9 if (tmp->type == PLAYER)
903     esrv_send_item (tmp, op);
904 root 1.10
905 root 1.9 return 1;
906     }
907     else
908     return 0;
909 elmex 1.1 }
910    
911     /* hit_with_arrow() disassembles the missile, attacks the victim and
912     * reassembles the missile.
913     *
914     * It returns a pointer to the reassembled missile, or NULL if the missile
915     * isn't available anymore.
916     */
917 root 1.9 object *
918     hit_with_arrow (object *op, object *victim)
919 elmex 1.1 {
920 root 1.9 object *container, *hitter;
921     int hit_something = 0;
922    
923     /* Disassemble missile */
924     if (op->inv)
925     {
926     container = op;
927     hitter = op->inv;
928 root 1.25 hitter->remove ();
929 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
930     /* Note that we now have an empty THROWN_OBJ on the map. Code that
931     * might be called until this THROWN_OBJ is either reassembled or
932     * removed at the end of this function must be able to deal with empty
933     * THROWN_OBJs. */
934     }
935     else
936     {
937 root 1.21 container = 0;
938 root 1.9 hitter = op;
939     }
940    
941     /* Try to hit victim */
942     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
943    
944     /* Arrow attacks door, rune of summoning is triggered, demon is put on
945     * arrow, move_apply() calls this function, arrow sticks in demon,
946     * attack_ob_simple() returns, and we've got an arrow that still exists
947     * but is no longer on the map. Ugh. (Beware: Such things can happen at
948     * other places as well!)
949     */
950 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
951 root 1.9 {
952     if (container)
953     {
954 root 1.25 container->remove ();
955 root 1.26 container->destroy ();
956 elmex 1.1 }
957 root 1.21
958     return 0;
959 elmex 1.1 }
960    
961 root 1.9 /* Missile hit victim */
962     /* if the speed is > 10, then this is a fast moving arrow, we go straight
963     * through the target
964     */
965     if (hit_something && op->speed <= 10.0)
966     {
967     /* Stop arrow */
968 root 1.21 if (!container)
969 root 1.9 {
970     hitter = fix_stopped_arrow (hitter);
971 root 1.21 if (!hitter)
972     return 0;
973 root 1.9 }
974     else
975 root 1.26 container->destroy ();
976 elmex 1.1
977 root 1.9 /* Try to stick arrow into victim */
978 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
979 root 1.21 return 0;
980 root 1.9
981     /* Else try to put arrow on victim's map square
982     * remove check for P_WALL here. If the arrow got to this
983     * space, that is good enough - with the new movement code,
984     * there is now the potential for lots of spaces where something
985     * can fly over but not otherwise move over. What is the correct
986     * way to handle those otherwise?
987     */
988 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
989 root 1.9 {
990 root 1.25 hitter->remove ();
991 root 1.21 hitter->x = victim->x;
992     hitter->y = victim->y;
993 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
994 elmex 1.1 }
995 root 1.9 else
996 root 1.21 /* Else leave arrow where it is */
997     merge_ob (hitter, NULL);
998    
999     return 0;
1000 elmex 1.1 }
1001    
1002 root 1.9 if (hit_something && op->speed >= 10.0)
1003     op->speed -= 1.0;
1004 elmex 1.1
1005 root 1.9 /* Missile missed victim - reassemble missile */
1006     if (container)
1007     {
1008 root 1.25 hitter->remove ();
1009 root 1.9 insert_ob_in_ob (hitter, container);
1010 elmex 1.1 }
1011 root 1.21
1012 root 1.9 return op;
1013 elmex 1.1 }
1014    
1015    
1016 root 1.9 void
1017     tear_down_wall (object *op)
1018 elmex 1.1 {
1019 root 1.9 int perc = 0;
1020 elmex 1.1
1021 root 1.9 if (!op->stats.maxhp)
1022     {
1023     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1024     perc = 1;
1025 elmex 1.1 }
1026 root 1.9 else if (!GET_ANIM_ID (op))
1027     {
1028     /* Object has been called - no animations, so remove it */
1029     if (op->stats.hp < 0)
1030 root 1.26 op->destroy ();
1031    
1032 root 1.9 return; /* no animations, so nothing more to do */
1033     }
1034 root 1.26
1035 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1036 root 1.26
1037 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1038     perc = NUM_ANIMATIONS (op) - 1;
1039     else if (perc < 1)
1040     perc = 1;
1041 root 1.26
1042 root 1.9 SET_ANIMATION (op, perc);
1043     update_object (op, UP_OBJ_FACE);
1044 root 1.26
1045 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1046     { /* Reached the last animation */
1047     if (op->face == blank_face)
1048 root 1.26 /* If the last face is blank, remove the ob */
1049     op->destroy ();
1050 root 1.9 else
1051     { /* The last face was not blank, leave an image */
1052     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1053     update_all_los (op->map, op->x, op->y);
1054     op->move_block = 0;
1055     CLEAR_FLAG (op, FLAG_ALIVE);
1056 root 1.5 }
1057 elmex 1.1 }
1058     }
1059    
1060 root 1.9 void
1061     scare_creature (object *target, object *hitter)
1062 elmex 1.1 {
1063 root 1.27 object *owner = hitter->owner;
1064 elmex 1.1
1065 root 1.9 if (!owner)
1066     owner = hitter;
1067 elmex 1.1
1068 root 1.9 SET_FLAG (target, FLAG_SCARED);
1069     if (!target->enemy)
1070     target->enemy = owner;
1071 elmex 1.1 }
1072    
1073    
1074     /* This returns the amount of damage hitter does to op with the
1075     * appropriate attacktype. Only 1 attacktype should be set at a time.
1076     * This doesn't damage the player, but returns how much it should
1077     * take. However, it will do other effects (paralyzation, slow, etc.)
1078     * Note - changed for PR code - we now pass the attack number and not
1079     * the attacktype. Makes it easier for the PR code. */
1080    
1081 root 1.9 int
1082     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1083     {
1084     int doesnt_slay = 1;
1085    
1086     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1087     if (attacknum >= NROFATTACKS)
1088     {
1089     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1090     return 0;
1091 elmex 1.1 }
1092 root 1.9
1093     if (dam < 0)
1094     {
1095     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1096     return 0;
1097 elmex 1.1 }
1098 root 1.9
1099     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1100     * people can't mess with that or it otherwise get confused. */
1101     if (attacknum == ATNR_INTERNAL)
1102     return dam;
1103    
1104     if (hitter->slaying)
1105     {
1106     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1107     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1108     {
1109     doesnt_slay = 0;
1110     dam *= 3;
1111     }
1112 elmex 1.1 }
1113    
1114 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1115     if (op->resist[attacknum])
1116     {
1117 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1118     * in case 0>dam>1, we try to "simulate" a float value-effect */
1119 root 1.9 dam *= (100 - op->resist[attacknum]);
1120     if (dam >= 100)
1121     dam /= 100;
1122 elmex 1.1 else
1123 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1124 elmex 1.1 }
1125    
1126 root 1.9 /* Special hack. By default, if immune to something, you
1127     * shouldn't need to worry. However, acid is an exception, since
1128     * it can still damage your items. Only include attacktypes if
1129     * special processing is needed */
1130    
1131     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1132     return 0;
1133    
1134     /* Keep this in order - makes things easier to find */
1135    
1136     switch (attacknum)
1137     {
1138 root 1.40 case ATNR_PHYSICAL:
1139     /* here also check for diseases */
1140     check_physically_infect (op, hitter);
1141     break;
1142    
1143     /* Don't need to do anything for:
1144     magic,
1145     fire,
1146     electricity,
1147     cold */
1148    
1149     case ATNR_CONFUSION:
1150     case ATNR_POISON:
1151     case ATNR_SLOW:
1152     case ATNR_PARALYZE:
1153     case ATNR_FEAR:
1154     case ATNR_CANCELLATION:
1155     case ATNR_DEPLETE:
1156     case ATNR_BLIND:
1157     {
1158     /* chance for inflicting a special attack depends on the
1159     * difference between attacker's and defender's level
1160     */
1161     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1162    
1163     /* First, only creatures/players with speed can be affected.
1164     * Second, just getting hit doesn't mean it always affects
1165     * you. Third, you still get a saving through against the
1166     * effect.
1167     */
1168     if (op->speed &&
1169     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1170     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1171     {
1172 root 1.5
1173 root 1.40 /* Player has been hit by something */
1174     if (attacknum == ATNR_CONFUSION)
1175     confuse_player (op, hitter, dam);
1176     else if (attacknum == ATNR_POISON)
1177     poison_player (op, hitter, dam);
1178     else if (attacknum == ATNR_SLOW)
1179     slow_player (op, hitter, dam);
1180     else if (attacknum == ATNR_PARALYZE)
1181     paralyze_player (op, hitter, dam);
1182     else if (attacknum == ATNR_FEAR)
1183     scare_creature (op, hitter);
1184     else if (attacknum == ATNR_CANCELLATION)
1185     cancellation (op);
1186     else if (attacknum == ATNR_DEPLETE)
1187     op->drain_stat ();
1188     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1189     blind_player (op, hitter, dam);
1190     }
1191     dam = 0; /* These are all effects and don't do real damage */
1192     }
1193     break;
1194     case ATNR_ACID:
1195     {
1196     int flag = 0;
1197 root 1.9
1198 root 1.40 /* Items only get corroded if you're not on a battleground and
1199     * if your acid resistance is below 50%. */
1200     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201     {
1202     object *tmp;
1203 root 1.9
1204 root 1.40 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1205     {
1206     if (tmp->invisible)
1207     continue;
1208     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1209     /* >= 10% acid res. on itmes will protect these */
1210     continue;
1211     if (!(tmp->material & M_IRON))
1212     continue;
1213     if (tmp->magic < -4) /* Let's stop at -5 */
1214     continue;
1215     if (tmp->type == RING ||
1216     /* removed boots and gloves from exclusion list in
1217     PR */
1218     tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219     continue; /* To avoid some strange effects */
1220    
1221     /* High damage acid has better chance of corroding
1222     objects */
1223     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224     {
1225     if (op->type == PLAYER)
1226     /* Make this more visible */
1227     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229     flag = 1;
1230     tmp->magic--;
1231     if (op->type == PLAYER)
1232     esrv_send_item (op, tmp);
1233     }
1234     }
1235     if (flag)
1236     op->update_stats (); /* Something was corroded */
1237     }
1238     }
1239     break;
1240     case ATNR_DRAIN:
1241     {
1242     /* rate is the proportion of exp drained. High rate means
1243     * not much is drained, low rate means a lot is drained.
1244     */
1245     int rate;
1246 root 1.9
1247 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1248     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1249     else
1250     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1251 root 1.9
1252 root 1.40 if (op->stats.exp <= rate)
1253     {
1254     if (op->type == GOLEM)
1255     dam = 999; /* Its force is "sucked" away. 8) */
1256     else
1257     /* If we can't drain, lets try to do physical damage */
1258     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1259     }
1260     else
1261     {
1262     /* Randomly give the hitter some hp */
1263     if (hitter->stats.hp < hitter->stats.maxhp &&
1264     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1265     hitter->stats.hp++;
1266    
1267     /* Can't do drains on battleground spaces.
1268     * Move the wiz check up here - before, the hitter wouldn't gain exp
1269     * exp, but the wiz would still lose exp! If drainee is a wiz,
1270     * nothing happens.
1271     * Try to credit the owner. We try to display player -> player drain
1272     * attacks, hence all the != PLAYER checks.
1273     */
1274     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1275     {
1276     object *owner = hitter->owner;
1277 root 1.9
1278 root 1.40 if (owner && owner != hitter)
1279     {
1280     if (op->type != PLAYER || owner->type != PLAYER)
1281     change_exp (owner, op->stats.exp / (rate * 2),
1282     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283     }
1284     else if (op->type != PLAYER || hitter->type != PLAYER)
1285     {
1286     change_exp (hitter, op->stats.exp / (rate * 2),
1287     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288     }
1289     change_exp (op, -op->stats.exp / rate, NULL, 0);
1290     }
1291     dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1292     * drain attack, you won't know that you are actually sucking out EXP,
1293     * as the messages will say you missed
1294     */
1295     }
1296     }
1297     break;
1298     case ATNR_TURN_UNDEAD:
1299     {
1300     if (QUERY_FLAG (op, FLAG_UNDEAD))
1301     {
1302     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1303     object *god = find_god (determine_god (owner));
1304     int div = 1;
1305    
1306     /* if undead are not an enemy of your god, you turn them
1307     * at half strength */
1308     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1309     div = 2;
1310     /* Give a bonus if you resist turn undead */
1311     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312     scare_creature (op, owner);
1313     }
1314     else
1315     dam = 0; /* don't damage non undead - should we damage
1316     undead? */
1317     }
1318     break;
1319     case ATNR_DEATH:
1320     deathstrike_player (op, hitter, &dam);
1321     break;
1322     case ATNR_CHAOS:
1323     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1324     dam = 0;
1325     break;
1326     case ATNR_COUNTERSPELL:
1327     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1328     dam = 0;
1329     /* This should never happen. Counterspell is handled
1330     * seperately and filtered out. If this does happen,
1331     * Counterspell has no effect on anything but spells, so it
1332     * does no damage. */
1333     break;
1334     case ATNR_HOLYWORD:
1335     {
1336     /* This has already been handled by hit_player,
1337     * no need to check twice -- DAMN */
1338     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1339    
1340     /* As with turn undead above, give a bonus on the saving throw */
1341     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342     scare_creature (op, owner);
1343     }
1344     break;
1345     case ATNR_LIFE_STEALING:
1346     {
1347     int new_hp;
1348    
1349     /* this is replacement to drain for players, instead of taking
1350     * exp it takes hp. It is geared for players, probably not
1351     * much use giving it to monsters
1352     *
1353     * life stealing doesn't do a lot of damage, but it gives the
1354     * damage it does do to the player. Given that,
1355     * it only does 1/10'th normal damage (hence the divide by
1356     * 1000).
1357     */
1358     /* You can't steal life from something undead */
1359     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1360     return 0;
1361     /* If drain protection is higher than life stealing, use that */
1362     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1363     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1364     else
1365     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1366     /* You die at -1 hp, not zero. */
1367     if (dam > (op->stats.hp + 1))
1368     dam = op->stats.hp + 1;
1369     new_hp = hitter->stats.hp + dam;
1370     if (new_hp > hitter->stats.maxhp)
1371     new_hp = hitter->stats.maxhp;
1372     if (new_hp > hitter->stats.hp)
1373     hitter->stats.hp = new_hp;
1374     }
1375 elmex 1.1 }
1376 root 1.40
1377 root 1.9 return dam;
1378 elmex 1.1 }
1379    
1380     /* GROS: This code comes from hit_player. It has been made external to
1381     * allow script procedures to "kill" objects in a combat-like fashion.
1382     * It was initially used by (kill-object) developed for the Collector's
1383     * Sword. Note that nothing has been changed from the original version
1384     * of the following code.
1385     * op is what is being killed.
1386     * dam is the damage done to it.
1387     * hitter is what is hitting it.
1388     * type is the attacktype.
1389     *
1390     * This function was a bit of a mess with hitter getting changed,
1391     * values being stored away but not used, etc. I've cleaned it up
1392     * a bit - I think it should be functionally equivalant.
1393     * MSW 2002-07-17
1394     */
1395 root 1.9 int
1396     kill_object (object *op, int dam, object *hitter, int type)
1397 elmex 1.1 {
1398 root 1.9 char buf[MAX_BUF];
1399     const char *skill;
1400     int maxdam = 0;
1401     int battleg = 0; /* true if op standing on battleground */
1402     int pk = 0; /* true if op and what controls hitter are both players */
1403     object *owner = NULL;
1404     object *skop = NULL;
1405 elmex 1.1
1406 root 1.9 if (op->stats.hp >= 0)
1407     return -1;
1408    
1409     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1410     return 0;
1411    
1412     /* maxdam needs to be the amount of damage it took to kill
1413     * this creature. The function(s) that call us have already
1414     * adjusted the creatures HP total, so that is negative.
1415     */
1416     maxdam = dam + op->stats.hp + 1;
1417    
1418     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1419     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1420    
1421     if (op->type == DOOR)
1422     {
1423 root 1.34 op->set_speed (0.1);
1424 root 1.9 op->speed_left = -0.05;
1425     return maxdam;
1426     }
1427 root 1.20
1428 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1429     {
1430     remove_friendly_object (op);
1431 root 1.24
1432 root 1.27 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1433 root 1.24 op->owner->contr->ranges[range_golem] = 0;
1434 root 1.9
1435 root 1.26 op->destroy ();
1436 root 1.9 return maxdam;
1437     }
1438    
1439     /* Now lets start dealing with experience we get for killing something */
1440    
1441 root 1.27 owner = hitter->owner;
1442 root 1.20 if (!owner)
1443 root 1.9 owner = hitter;
1444    
1445     /* is the victim (op) standing on battleground? */
1446     if (op_on_battleground (op, NULL, NULL))
1447     battleg = 1;
1448    
1449     /* is this player killing? */
1450     if (op->type == PLAYER && owner->type == PLAYER)
1451     pk = 1;
1452    
1453     /* Player killed something */
1454     if (owner->type == PLAYER)
1455     {
1456     Log_Kill (owner->name,
1457     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1458    
1459     /* Log players killing other players - makes it easier to detect
1460     * and filter out malicious player killers - that is why the
1461     * ip address is included.
1462     */
1463     if (op->type == PLAYER && !battleg)
1464     {
1465     time_t t = time (NULL);
1466     struct tm *tmv;
1467     char buf[256];
1468    
1469     tmv = localtime (&t);
1470     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1471    
1472 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1473 root 1.9 }
1474    
1475     /* try to filter some things out - basically, if you are
1476     * killing a level 1 creature and your level 20, you
1477     * probably don't want to see that.
1478     */
1479     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1480     {
1481     if (owner != hitter)
1482 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1483 root 1.9 else
1484 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1485    
1486 root 1.9 /* Only play sounds for melee kills */
1487     if (hitter->type == PLAYER)
1488     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1489     }
1490    
1491     /* If a player kills another player, not on
1492     * battleground, the "killer" looses 1 luck. Since this is
1493     * not reversible, it's actually quite a pain IMHO. -AV
1494     * Fix bug in that we were changing the luck of the hitter, not
1495     * player that the object belonged to - so if you killed another player
1496     * with spells, pets, whatever, there was no penalty.
1497     * Changed to make luck penalty configurable in settings.
1498     */
1499     if (op->type == PLAYER && owner != op && !battleg)
1500 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1501 root 1.9
1502     /* This code below deals with finding the appropriate skill
1503     * to credit exp to. This is a bit problematic - we should
1504     * probably never really have to look at current_weapon->skill
1505     */
1506 root 1.20 skill = 0;
1507    
1508 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1509     skill = hitter->skill;
1510     else if (owner->chosen_skill)
1511     {
1512     skill = owner->chosen_skill->skill;
1513     skop = owner->chosen_skill;
1514     }
1515     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516     skill = owner->current_weapon->skill;
1517     else
1518     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519 elmex 1.1
1520 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1521     * to. Make sure skop is an actual skill, and not a skill tool!
1522     */
1523     if ((!skop || skop->type != SKILL) && skill)
1524     {
1525     int i;
1526 elmex 1.1
1527 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1528     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1529     {
1530     skop = owner->contr->last_skill_ob[i];
1531     break;
1532     }
1533 root 1.5 }
1534 root 1.9 } /* Was it a player that hit somethign */
1535     else
1536 root 1.20 skill = 0;
1537 root 1.9
1538     /* Pet (or spell) killed something. */
1539     if (owner != hitter)
1540 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1541     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542 root 1.9 else
1543 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1544     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1545     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546    
1547 root 1.9 /* These may have been set in the player code section above */
1548     if (!skop)
1549     skop = hitter->chosen_skill;
1550 root 1.20
1551 root 1.9 if (!skill && skop)
1552     skill = skop->skill;
1553    
1554     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555    
1556     /* If you didn't kill yourself, and your not the wizard */
1557     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1558     {
1559     int exp;
1560    
1561     /* Really don't give much experience for killing other players */
1562 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1563 root 1.9 if (op->type == PLAYER)
1564     {
1565     if (battleg)
1566     {
1567     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1568     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1569 root 1.5 }
1570 root 1.9 else
1571     exp = op->stats.exp / 1000;
1572 elmex 1.1 }
1573 root 1.9 else
1574     exp = calc_skill_exp (owner, op, skop);
1575 elmex 1.1
1576 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1577     * exp by killing him
1578     */
1579     if (battleg)
1580     exp = 0;
1581 elmex 1.1
1582 root 1.9 /* Don't know why this is set this way - doesn't make
1583     * sense to just divide everything by two for no reason.
1584     */
1585 elmex 1.1
1586 root 1.9 if (!settings.simple_exp)
1587     exp = exp / 2;
1588 root 1.5
1589 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 root 1.23 change_exp (owner, exp, skill, 0);
1591 root 1.9 else
1592     {
1593     int shares = 0, count = 0;
1594     player *pl;
1595     partylist *party = owner->contr->party;
1596 root 1.5
1597 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1598 root 1.35
1599 root 1.33 for_all_players (pl)
1600 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1601     {
1602     count++;
1603     shares += (pl->ob->level + 4);
1604     }
1605    
1606 root 1.23 if (count == 1 || shares > exp || !shares)
1607 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1608     else
1609     {
1610     int share = exp / shares, given = 0, nexp;
1611    
1612 root 1.33 for_all_players (pl)
1613 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1614     {
1615     nexp = (pl->ob->level + 4) * share;
1616     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1617     given += nexp;
1618     }
1619    
1620 root 1.9 exp -= given;
1621     /* give any remainder to the player */
1622     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1623 root 1.5 }
1624 root 1.9 } /* else part of a party */
1625     } /* end if person didn't kill himself */
1626 elmex 1.1
1627 root 1.9 if (op->type != PLAYER)
1628     {
1629     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1630     {
1631 root 1.27 object *owner1 = op->owner;
1632 elmex 1.1
1633 root 1.20 if (owner1 && owner1->type == PLAYER)
1634 root 1.9 {
1635     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1636     /* Maybe we should include the owner that killed this, maybe not */
1637     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1638 root 1.5 }
1639 root 1.12
1640 root 1.9 remove_friendly_object (op);
1641 root 1.5 }
1642 root 1.12
1643 root 1.26 op->destroy ();
1644 elmex 1.1 }
1645 root 1.9 else
1646     {
1647 root 1.20 /* Player has been killed! */
1648 root 1.9 if (owner->type == PLAYER)
1649 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1650 root 1.9 else
1651 root 1.12 assign (op->contr->killer, hitter->name);
1652 elmex 1.1 }
1653 root 1.12
1654 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1655     * continues in the calling function.
1656     */
1657     return maxdam;
1658 elmex 1.1 }
1659    
1660     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1661     * Returns 0 this is not friendly fire
1662     */
1663    
1664 root 1.9 int
1665     friendly_fire (object *op, object *hitter)
1666     {
1667     object *owner;
1668     int friendlyfire;
1669    
1670     if (hitter->head)
1671     hitter = hitter->head;
1672    
1673     friendlyfire = 0;
1674    
1675     if (op->type == PLAYER)
1676     {
1677     if (op_on_battleground (hitter, 0, 0))
1678     return 0;
1679    
1680     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1681     return 1;
1682    
1683 root 1.27 if ((owner = hitter->owner) != NULL)
1684 root 1.9 {
1685     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1686     friendlyfire = 2;
1687     }
1688    
1689     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1690     friendlyfire = 0;
1691 elmex 1.1 }
1692 root 1.9 return friendlyfire;
1693 elmex 1.1 }
1694    
1695    
1696     /* This isn't used just for players, but in fact most objects.
1697     * op is the object to be hit, dam is the amount of damage, hitter
1698     * is what is hitting the object, type is the attacktype, and
1699     * full_hit is set if monster area does not matter.
1700     * dam is base damage - protections/vulnerabilities/slaying matches can
1701     * modify it.
1702     */
1703 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1704     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1705 root 1.9 int
1706     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1707     {
1708     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1709     int maxattacktype, attacknum;
1710     int body_attack = op && op->head; /* Did we hit op's head? */
1711     int simple_attack;
1712     int rtn_kill = 0;
1713     int friendlyfire;
1714 elmex 1.1
1715 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1716     return 0;
1717 elmex 1.1
1718 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1719     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1720     return 0;
1721 elmex 1.1
1722     #ifdef PROHIBIT_PLAYERKILL
1723 root 1.9 if (op->type == PLAYER)
1724     {
1725 root 1.27 object *owner = hitter->owner;
1726 root 1.9
1727     if (!owner)
1728     owner = hitter;
1729 root 1.18
1730 root 1.9 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1731 root 1.18 return 0;
1732 elmex 1.1 }
1733     #endif
1734    
1735 root 1.9 if (body_attack)
1736     {
1737     /* slow and paralyze must hit the head. But we don't want to just
1738     * return - we still need to process other attacks the spell still
1739     * might have. So just remove the paralyze and slow attacktypes,
1740     * and keep on processing if we have other attacktypes.
1741     * return if only magic or nothing is left - under normal code
1742     * we don't attack with pure magic if there is another attacktype.
1743     * Only do processing if the initial attacktype includes one of those
1744     * attack so we don't cancel out things like magic bullet.
1745     */
1746     if (type & (AT_PARALYZE | AT_SLOW))
1747     {
1748     type &= ~(AT_PARALYZE | AT_SLOW);
1749 root 1.18
1750 root 1.9 if (!type || type == AT_MAGIC)
1751     return 0;
1752 root 1.5 }
1753 elmex 1.1 }
1754    
1755 root 1.9 if (!simple_attack && op->type == DOOR)
1756     {
1757     object *tmp;
1758    
1759     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1760     if (tmp->type == RUNE || tmp->type == TRAP)
1761     {
1762     spring_trap (tmp, hitter);
1763 root 1.26
1764 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 root 1.9 return 0;
1766 root 1.26
1767 root 1.9 break;
1768     }
1769 elmex 1.1 }
1770    
1771 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1772     {
1773     /* FIXME: If a player is killed by a rune in a door, the
1774 root 1.18 * destroyed() check above doesn't return, and might get here.
1775 root 1.9 */
1776     LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1777     return 0;
1778 elmex 1.1 }
1779    
1780     #ifdef ATTACK_DEBUG
1781 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 elmex 1.1 #endif
1783    
1784 root 1.9 if (magic)
1785     {
1786 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1787     * in case 0>dam>1, we try to "simulate" a float value-effect */
1788 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 elmex 1.1 if (dam >= 100)
1790 root 1.5 dam /= 100;
1791 elmex 1.1 else
1792 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1793 elmex 1.1 }
1794    
1795 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1796     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1797     */
1798     if (type & AT_CHAOS)
1799     {
1800     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1801     update_object (op, UP_OBJ_FACE);
1802 elmex 1.1 type &= ~AT_CHAOS;
1803     }
1804    
1805 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1806     * holyword is part of an attacktype, then make sure the creature is
1807     * a proper match, otherwise no damage.
1808     */
1809     if (type & AT_HOLYWORD)
1810     {
1811     object *god;
1812    
1813     if ((!hitter->slaying ||
1814     (!(op->race && strstr (hitter->slaying, op->race)) &&
1815     !(op->name && strstr (hitter->slaying, op->name)))) &&
1816     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1817     (hitter->title != NULL
1818     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1819     return 0;
1820 elmex 1.1 }
1821    
1822 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1823 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1824     {
1825     /* Magic isn't really a true attack type - it gets combined with other
1826     * attack types. As such, skip it over. However, if magic is
1827     * the only attacktype in the group, then still attack with it
1828     */
1829     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1830     continue;
1831    
1832     /* Go through and hit the player with each attacktype, one by one.
1833     * hit_player_attacktype only figures out the damage, doesn't inflict
1834     * it. It will do the appropriate action for attacktypes with
1835     * effects (slow, paralization, etc.
1836     */
1837     if (type & attacktype)
1838     {
1839     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1840     /* the >= causes us to prefer messages from special attacks, if
1841     * the damage is equal.
1842     */
1843     if (ndam >= maxdam)
1844     {
1845 root 1.5 maxdam = ndam;
1846 root 1.9 maxattacktype = 1 << attacknum;
1847 root 1.5 }
1848     }
1849 elmex 1.1 }
1850 root 1.9
1851     /* if this is friendly fire then do a set % of damage only
1852     * Note - put a check in to make sure this attack is actually
1853     * doing damage - otherwise, the +1 in the code below will make
1854     * an attack do damage before when it otherwise didn't
1855     */
1856     friendlyfire = friendly_fire (op, hitter);
1857     if (friendlyfire && maxdam)
1858     {
1859     maxdam = ((dam * settings.set_friendly_fire) / 100);
1860 elmex 1.1 #ifndef COZY_SERVER
1861 root 1.9 maxdam++;
1862 elmex 1.1 #endif
1863 root 1.9
1864 elmex 1.1 #ifdef ATTACK_DEBUG
1865 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1866     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1867 elmex 1.1 #endif
1868     }
1869    
1870 root 1.9 if (!full_hit)
1871     {
1872     archetype *at;
1873     int area;
1874     int remainder;
1875    
1876     area = 0;
1877     for (at = op->arch; at != NULL; at = at->more)
1878     area++;
1879     assert (area > 0);
1880    
1881     /* basically: maxdam /= area; we try to "simulate" a float
1882     value-effect */
1883     remainder = 100 * (maxdam % area) / area;
1884     maxdam /= area;
1885     if (RANDOM () % 100 < remainder)
1886     maxdam++;
1887 elmex 1.1 }
1888    
1889     #ifdef ATTACK_DEBUG
1890 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1891 elmex 1.1 #endif
1892    
1893 root 1.27 if (hitter->owner)
1894 root 1.9 op->enemy = hitter->owner;
1895     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1896     op->enemy = hitter;
1897    
1898     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899     {
1900     /* The unaggressives look after themselves 8) */
1901     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1902     npc_call_help (op);
1903     }
1904    
1905     if (magic && did_make_save (op, op->level, 0))
1906     maxdam = maxdam / 2;
1907    
1908     attack_message (maxdam, maxattacktype, op, hitter);
1909    
1910     op->stats.hp -= maxdam;
1911    
1912     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1913     if ((op->stats.hp >= 0) &&
1914     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1915     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1916     {
1917 elmex 1.1
1918 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1919     SET_FLAG (op, FLAG_RUN_AWAY);
1920     else
1921     scare_creature (op, hitter);
1922 elmex 1.1 }
1923    
1924 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1925     {
1926     if (maxdam)
1927     tear_down_wall (op);
1928 root 1.26
1929 root 1.9 return maxdam; /* nothing more to do for wall */
1930     }
1931 elmex 1.1
1932 root 1.9 /* See if the creature has been killed */
1933     rtn_kill = kill_object (op, maxdam, hitter, type);
1934     if (rtn_kill != -1)
1935     return rtn_kill;
1936 elmex 1.1
1937    
1938 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939     * that before if the player was immune to ghosthit, the monster
1940     * remained - that is no longer the case.
1941     */
1942     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1943     {
1944     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1945     remove_friendly_object (hitter);
1946 root 1.26
1947     hitter->destroy ();
1948 root 1.9 }
1949     /* Lets handle creatures that are splitting now */
1950     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1951     {
1952     int i;
1953     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1954     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1955 root 1.27 object *owner = op->owner;
1956 root 1.5
1957 root 1.9 if (!op->other_arch)
1958     {
1959     LOG (llevError, "SPLITTING without other_arch error.\n");
1960     return maxdam;
1961     }
1962 root 1.26
1963 root 1.25 op->remove ();
1964 root 1.26
1965 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1966     { /* This doesn't handle op->more yet */
1967     object *tmp = arch_to_object (op->other_arch);
1968     int j;
1969    
1970     tmp->stats.hp = op->stats.hp;
1971 root 1.26
1972 root 1.9 if (friendly)
1973     {
1974     add_friendly_object (tmp);
1975     tmp->attack_movement = PETMOVE;
1976 root 1.39
1977     if (owner)
1978 root 1.27 tmp->set_owner (owner);
1979 root 1.9 }
1980 root 1.26
1981 root 1.9 if (unaggressive)
1982     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1983 root 1.26
1984 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1985 root 1.26
1986 root 1.9 if (j == -1) /* No spot to put this monster */
1987 root 1.26 tmp->destroy ();
1988 root 1.9 else
1989     {
1990     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1991     insert_ob_in_map (tmp, op->map, NULL, 0);
1992     }
1993     }
1994 root 1.26
1995     op->destroy ();
1996 root 1.9 }
1997     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1998 root 1.26 hitter->destroy ();
1999    
2000 root 1.9 return maxdam;
2001     }
2002    
2003    
2004     void
2005     poison_player (object *op, object *hitter, int dam)
2006     {
2007 root 1.16 archetype *at = archetype::find ("poisoning");
2008 root 1.9 object *tmp = present_arch_in_ob (at, op);
2009 elmex 1.1
2010 root 1.9 if (tmp == NULL)
2011     {
2012     if ((tmp = arch_to_object (at)) == NULL)
2013     LOG (llevError, "Failed to clone arch poisoning.\n");
2014     else
2015     {
2016     tmp = insert_ob_in_ob (tmp, op);
2017     /* peterm: give poisoning some teeth. It should
2018     * be able to kill things better than it does:
2019     * damage should be dependent something--I choose to
2020     * do this: if it's a monster, the damage from the
2021     * poisoning goes as the level of the monster/2.
2022     * If anything else, goes as damage.
2023     */
2024    
2025     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2026     tmp->stats.dam += hitter->level / 2;
2027     else
2028     tmp->stats.dam = dam;
2029    
2030 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2031 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2032     {
2033     tmp->skill = hitter->skill;
2034     }
2035    
2036     tmp->stats.food += dam; /* more damage, longer poisoning */
2037    
2038     if (op->type == PLAYER)
2039     {
2040     /* player looses stats, maximum is -10 of each */
2041     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2042     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2043     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2044     tmp->stats.Int = MAX (-dam / 7, -10);
2045     SET_FLAG (tmp, FLAG_APPLIED);
2046 root 1.32 op->update_stats ();
2047 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2048     }
2049     if (hitter->type == PLAYER)
2050     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2051 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2052 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2053 root 1.5 }
2054 root 1.9 tmp->speed_left = 0;
2055     }
2056     else
2057     tmp->stats.food++;
2058     }
2059    
2060     void
2061     slow_player (object *op, object *hitter, int dam)
2062     {
2063 root 1.16 archetype *at = archetype::find ("slowness");
2064 root 1.9 object *tmp;
2065    
2066     if (at == NULL)
2067     {
2068     LOG (llevError, "Can't find slowness archetype.\n");
2069     }
2070     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2071     {
2072     tmp = arch_to_object (at);
2073     tmp = insert_ob_in_ob (tmp, op);
2074     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2075     }
2076     else
2077     tmp->stats.food++;
2078     SET_FLAG (tmp, FLAG_APPLIED);
2079     tmp->speed_left = 0;
2080 root 1.32 op->update_stats ();
2081 elmex 1.1 }
2082    
2083 root 1.9 void
2084     confuse_player (object *op, object *hitter, int dam)
2085     {
2086     object *tmp;
2087     int maxduration;
2088 elmex 1.1
2089 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2090     if (!tmp)
2091     {
2092     tmp = get_archetype (FORCE_NAME);
2093     tmp = insert_ob_in_ob (tmp, op);
2094     }
2095 root 1.5
2096 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2097     * on the player's resistance
2098     */
2099     tmp->speed = 0.05;
2100     tmp->subtype = FORCE_CONFUSION;
2101     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2102     tmp->name = "confusion";
2103     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2104     if (tmp->duration > maxduration)
2105     tmp->duration = maxduration;
2106    
2107     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2108     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2109     SET_FLAG (op, FLAG_CONFUSED);
2110     }
2111 root 1.5
2112 root 1.9 void
2113     blind_player (object *op, object *hitter, int dam)
2114     {
2115     object *tmp, *owner;
2116 root 1.5
2117 root 1.9 /* Save some work if we know it isn't going to affect the player */
2118     if (op->resist[ATNR_BLIND] == 100)
2119     return;
2120 root 1.5
2121 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2122     if (!tmp)
2123     {
2124     tmp = get_archetype ("blindness");
2125     SET_FLAG (tmp, FLAG_BLIND);
2126     SET_FLAG (tmp, FLAG_APPLIED);
2127 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2128     * speed is a float anyways.
2129     */
2130 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2131 elmex 1.1
2132 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2133     change_abil (op, tmp); /* Mostly to display any messages */
2134 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2135 elmex 1.1
2136 root 1.9 if (hitter->owner)
2137 root 1.27 owner = hitter->owner;
2138 root 1.9 else
2139     owner = hitter;
2140 elmex 1.1
2141 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2142     }
2143     tmp->stats.food += dam;
2144     if (tmp->stats.food > 10)
2145     tmp->stats.food = 10;
2146 elmex 1.1 }
2147    
2148 root 1.9 void
2149     paralyze_player (object *op, object *hitter, int dam)
2150 elmex 1.1 {
2151 root 1.9 float effect, max;
2152    
2153     /* object *tmp; */
2154 elmex 1.1
2155 root 1.9 /* This is strange stuff... someone knows for what this is
2156     * written? Well, i think this can and should be removed
2157     */
2158 elmex 1.1
2159 root 1.9 /*
2160     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2161     tmp=clone_arch(PARAIMAGE);
2162     tmp->x=op->x,tmp->y=op->y;
2163     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2164     }
2165     */
2166 elmex 1.1
2167 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2168     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2169 elmex 1.1
2170 root 1.9 if (effect == 0)
2171     return;
2172 elmex 1.1
2173 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2174     /* tmp->stats.food+=(signed short) effect/op->speed; */
2175 elmex 1.1
2176 root 1.9 /* max number of ticks to be affected for. */
2177     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2178     if (op->speed_left < -(FABS (op->speed) * max))
2179     op->speed_left = (float) -(FABS (op->speed) * max);
2180 elmex 1.1
2181     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2182     }
2183    
2184    
2185     /* Attempts to kill 'op'. hitter is the attack object, dam is
2186     * the computed damaged.
2187     */
2188 root 1.9 void
2189     deathstrike_player (object *op, object *hitter, int *dam)
2190 elmex 1.1 {
2191 root 1.9 /* The intention of a death attack is to kill outright things
2192     ** that are a lot weaker than the attacker, have a chance of killing
2193     ** things somewhat weaker than the caster, and no chance of
2194     ** killing something equal or stronger than the attacker.
2195     ** Also, if a deathstrike attack has a slaying, any monster
2196     ** whose name or race matches a comma-delimited list in the slaying
2197     ** field of the deathstriking object */
2198    
2199     int atk_lev, def_lev, kill_lev;
2200    
2201     if (hitter->slaying)
2202     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2203     return;
2204    
2205     def_lev = op->level;
2206     if (def_lev < 1)
2207     {
2208     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2209     def_lev = 1;
2210     }
2211     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2212     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2213     atk_lev, def_lev); */
2214    
2215     if (atk_lev >= def_lev)
2216     {
2217     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2218    
2219     /* Note that the below effectively means the ratio of the atk vs
2220     * defener level is important - if level 52 character has very little
2221     * chance of killing a level 50 monster. This should probably be
2222     * redone.
2223     */
2224     if (kill_lev >= def_lev)
2225     {
2226     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2227     /* I think this doesn't really do much. Because of
2228     * integer rounding, this only makes any difference if the
2229     * attack level is double the defender level.
2230     */
2231     *dam *= kill_lev / def_lev;
2232 root 1.5 }
2233 root 1.9 }
2234     else
2235     {
2236     *dam = 0; /* no harm done */
2237 elmex 1.1 }
2238     }
2239    
2240     /* thrown_item_effect() - handles any special effects of thrown
2241     * items (like attacking living creatures--a potion thrown at a
2242     * monster).
2243     */
2244 root 1.9 static void
2245     thrown_item_effect (object *hitter, object *victim)
2246 elmex 1.1 {
2247 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2248     {
2249     /* May not need a switch for just 2 types, but this makes it
2250     * easier for expansion.
2251     */
2252     switch (hitter->type)
2253     {
2254 root 1.5 case POTION:
2255 root 1.9 /* should player get a save throw instead of checking magic protection? */
2256     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2257     (void) apply_potion (victim, hitter);
2258     break;
2259    
2260     case POISON: /* poison drinks */
2261     /* As with potions, should monster get a save? */
2262     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2263     apply_poison (victim, hitter);
2264     break;
2265    
2266     /* Removed case statements that did nothing.
2267     * food may be poisonous, but monster must be willing to eat it,
2268     * so we don't handle it here.
2269     * Containers should perhaps break open, but that code was disabled.
2270     */
2271 root 1.5 }
2272 elmex 1.1 }
2273     }
2274    
2275     /* adj_attackroll() - adjustments to attacks by various conditions */
2276    
2277 root 1.9 int
2278     adj_attackroll (object *hitter, object *target)
2279     {
2280 elmex 1.1 object *attacker = hitter;
2281 root 1.9 int adjust = 0;
2282 elmex 1.1
2283     /* safety */
2284 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2285     {
2286     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2287     return 0;
2288     }
2289 elmex 1.1
2290     /* aimed missiles use the owning object's sight */
2291 root 1.9 if (is_aimed_missile (hitter))
2292     {
2293 root 1.27 if ((attacker = hitter->owner) == NULL)
2294 root 1.9 attacker = hitter;
2295     /* A player who saves but hasn't quit still could have objects
2296     * owned by him - need to handle that case to avoid crashes.
2297     */
2298     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2299     attacker = hitter;
2300     }
2301     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2302 elmex 1.1 return 0;
2303    
2304 root 1.9 /* determine the condtions under which we make an attack.
2305     * Add more cases, as the need occurs. */
2306 elmex 1.1
2307 root 1.9 if (!can_see_enemy (attacker, target))
2308     {
2309     /* target is unseen */
2310     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2311     adjust -= 10;
2312     /* dark map penalty for the hitter (lacks infravision if we got here). */
2313     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2314     adjust -= target->map->darkness;
2315     }
2316 elmex 1.1
2317 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2318 elmex 1.1 adjust -= 3;
2319    
2320 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2321 elmex 1.1 adjust += 1;
2322    
2323 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2324 elmex 1.1 adjust += 1;
2325    
2326 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2327 elmex 1.1 adjust -= 3;
2328    
2329     /* if we attack at a different 'altitude' its harder */
2330 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2331 elmex 1.1 adjust -= 2;
2332    
2333     #if 0
2334     /* slower attacks are less likely to succeed. We should use a
2335     * comparison between attacker/target speeds BUT, players have
2336     * a generally faster speed, so this will wind up being a HUGE
2337     * disadantage for the monsters! Too bad, because missiles which
2338     * fly fast should have a better chance of hitting a slower target.
2339     */
2340 root 1.9 if (hitter->speed < target->speed)
2341     adjust += ((float) hitter->speed - target->speed);
2342 elmex 1.1 #endif
2343    
2344     #if 0
2345 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2346 elmex 1.1 #endif
2347    
2348     return adjust;
2349 root 1.9 }
2350 elmex 1.1
2351    
2352     /* determine if the object is an 'aimed' missile */
2353 root 1.9 int
2354     is_aimed_missile (object *op)
2355     {
2356 elmex 1.1
2357 root 1.9 /* I broke what used to be one big if into a few nested
2358     * ones so that figuring out the logic is at least possible.
2359     */
2360     if (op && (op->move_type & MOVE_FLYING))
2361     {
2362     if (op->type == ARROW || op->type == THROWN_OBJ)
2363     return 1;
2364     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2365     return 1;
2366 elmex 1.1 }
2367 root 1.9 return 0;
2368     }