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Revision: 1.45
Committed: Mon Jan 15 21:06:19 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.44: +22 -22 lines
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# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.45 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1 #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 if (op->invisible)
51     return;
52    
53     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54     {
55 root 1.44 /* Recurse through the inventory */
56     for (object *tmp = op->inv; tmp; tmp = tmp->below)
57 root 1.9 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
58     cancellation (tmp);
59     }
60 root 1.44 else if (FABS (op->magic) <= rndm (0, 5))
61 root 1.9 {
62     /* Nullify this object. This code could probably be more complete */
63     /* in what abilities it should cancel */
64     op->magic = 0;
65 root 1.44
66 root 1.9 CLEAR_FLAG (op, FLAG_DAMNED);
67     CLEAR_FLAG (op, FLAG_CURSED);
68     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 root 1.44
71 root 1.9 if (op->env && op->env->type == PLAYER)
72 root 1.44 esrv_send_item (op->env, op);
73 elmex 1.1 }
74     }
75    
76     /* did_make_save_item just checks to make sure the item actually
77     * made its saving throw based on the tables. It does not take
78     * any further action (like destroying the item).
79     */
80 root 1.9 int
81     did_make_save_item (object *op, int type, object *originator)
82     {
83     int i, roll, saves = 0, attacks = 0, number;
84     materialtype_t *mt;
85    
86     if (op->materialname == NULL)
87     {
88     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 root 1.26 if (op->material & mt->material)
90     break;
91 root 1.9 }
92     else
93     mt = name_to_material (op->materialname);
94 root 1.40
95 root 1.9 if (mt == NULL)
96 elmex 1.1 return TRUE;
97 root 1.40
98 root 1.9 roll = rndm (1, 20);
99    
100     /* the attacktypes have no meaning for object saves
101     * If the type is only magic, don't adjust type - basically, if
102     * pure magic is hitting an object, it should save. However, if it
103     * is magic teamed with something else, then strip out the
104     * magic type, and instead let the fire, cold, or whatever component
105     * destroy the item. Otherwise, you get the case of poisoncloud
106     * destroying objects because it has magic attacktype.
107     */
108     if (type != AT_MAGIC)
109     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112    
113     if (type == 0)
114     return TRUE;
115     if (roll == 20)
116     return TRUE;
117     if (roll == 1)
118     return FALSE;
119    
120     for (number = 0; number < NROFATTACKS; number++)
121     {
122     i = 1 << number;
123     if (!(i & type))
124     continue;
125     attacks++;
126     if (op->resist[number] == 100)
127     saves++;
128     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129     saves++;
130     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
131     saves++;
132     }
133    
134     if (saves == attacks || attacks == 0)
135     return TRUE;
136     if ((saves == 0) || (rndm (1, attacks) > saves))
137     return FALSE;
138     return TRUE;
139 elmex 1.1 }
140    
141     /* This function calls did_make_save_item. It then performs the
142     * appropriate actions to the item (such as burning the item up,
143     * calling cancellation, etc.)
144     */
145 root 1.9 void
146     save_throw_object (object *op, int type, object *originator)
147 elmex 1.1 {
148 root 1.9 if (!did_make_save_item (op, type, originator))
149 elmex 1.1 {
150 root 1.9 object *env = op->env;
151     int x = op->x, y = op->y;
152 root 1.19 maptile *m = op->map;
153 root 1.9
154     op = stop_item (op);
155     if (op == NULL)
156     return;
157 elmex 1.1
158 root 1.9 /* Hacked the following so that type LIGHTER will work.
159     * Also, objects which are potenital "lights" that are hit by
160     * flame/elect attacks will be set to glow. "lights" are any
161     * object with +/- glow_radius and an "other_arch" to change to.
162     * (and please note that we cant fail our save and reach this
163     * function if the object doesnt contain a material that can burn.
164     * So forget lighting magical swords on fire with this!) -b.t.
165     */
166     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
167     {
168     const char *arch = op->other_arch->name;
169 elmex 1.1
170 root 1.9 op = decrease_ob_nr (op, 1);
171 root 1.13
172 root 1.9 if (op)
173     fix_stopped_item (op, m, originator);
174 root 1.13
175 root 1.9 if ((op = get_archetype (arch)) != NULL)
176     {
177     if (env)
178     {
179     op->x = env->x, op->y = env->y;
180     insert_ob_in_ob (op, env);
181     if (env->contr)
182     esrv_send_item (env, op);
183 root 1.5 }
184 root 1.9 else
185     {
186     op->x = x, op->y = y;
187     insert_ob_in_map (op, m, originator, 0);
188     }
189     }
190 root 1.13
191 root 1.9 return;
192     }
193 root 1.13
194 root 1.9 if (type & AT_CANCELLATION)
195     { /* Cancellation. */
196     cancellation (op);
197     fix_stopped_item (op, m, originator);
198     return;
199     }
200 root 1.13
201 root 1.9 if (op->nrof > 1)
202     {
203     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
204 root 1.13
205 root 1.9 if (op)
206     fix_stopped_item (op, m, originator);
207 elmex 1.1 }
208 root 1.9 else
209     {
210     if (op->env)
211     {
212 root 1.30 object *tmp = op->in_player ();
213 root 1.9
214     if (tmp)
215 root 1.13 esrv_del_item (tmp->contr, op->count);
216 root 1.5 }
217 root 1.13
218 root 1.26 op->destroy ();
219 root 1.9 }
220 root 1.13
221 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
222 root 1.13 if (env)
223     {
224     op = get_archetype ("burnout");
225     op->x = env->x, op->y = env->y;
226     insert_ob_in_ob (op, env);
227     }
228     else
229     replace_insert_ob_in_map ("burnout", originator);
230    
231 root 1.9 return;
232     }
233 root 1.15
234 root 1.9 /* The value of 50 is arbitrary. */
235     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
236     {
237     object *tmp;
238 root 1.16 archetype *at = archetype::find ("icecube");
239 root 1.9
240     if (at == NULL)
241 root 1.5 return;
242 root 1.15
243 root 1.9 op = stop_item (op);
244     if (op == NULL)
245 elmex 1.1 return;
246 root 1.15
247 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
248     {
249     tmp = arch_to_object (at);
250     tmp->x = op->x, tmp->y = op->y;
251     /* This was in the old (pre new movement code) -
252     * icecubes have slow_move set to 1 - don't want
253     * that for ones we create.
254     */
255     tmp->move_slow_penalty = 0;
256     tmp->move_slow = 0;
257     insert_ob_in_map (tmp, op->map, originator, 0);
258     }
259 root 1.15
260 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
261 root 1.25 op->remove ();
262 root 1.15
263     insert_ob_in_ob (op, tmp);
264 root 1.9 return;
265 elmex 1.1 }
266     }
267    
268     /* Object op is hitting the map.
269     * op is going in direction 'dir'
270     * type is the attacktype of the object.
271     * full_hit is set if monster area does not matter.
272     * returns 1 if it hits something, 0 otherwise.
273     */
274    
275 root 1.9 int
276     hit_map (object *op, int dir, int type, int full_hit)
277     {
278 root 1.19 maptile *map;
279 root 1.9 sint16 x, y;
280     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
281 elmex 1.1
282 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
283     {
284     LOG (llevError, "BUG: hit_map(): free object\n");
285     return 0;
286 elmex 1.1 }
287    
288 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
289     {
290     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
291     return 0;
292 elmex 1.1 }
293    
294 root 1.9 if (!op->map)
295     {
296     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
297     return 0;
298 elmex 1.1 }
299    
300 root 1.9 if (op->head)
301     op = op->head;
302    
303     map = op->map;
304     x = op->x + freearr_x[dir];
305     y = op->y + freearr_y[dir];
306 elmex 1.1
307 root 1.41 if (!xy_normalise (map, x, y))
308     return 0;
309 root 1.9
310     // elmex: a safe map tile can't be hit!
311     // this should prevent most harmful effects on items and players there.
312 root 1.41 mapspace &ms = map->at (x, y);
313    
314     if (ms.flags () & 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 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
321 root 1.9 {
322 root 1.41 if (type & AT_COUNTERSPELL)
323     {
324     counterspell (op, dir); /* see spell_effect.c */
325 elmex 1.1
326 root 1.41 /* If the only attacktype is counterspell or magic, don't need
327     * to do any further processing.
328     */
329     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
330     return 0;
331 root 1.11
332 root 1.41 type &= ~AT_COUNTERSPELL;
333     }
334 elmex 1.1
335 root 1.41 if (type & AT_CHAOS)
336     {
337     shuffle_attack (op, 1); /* flag tells it to change the face */
338     update_object (op, UP_OBJ_FACE);
339     type &= ~AT_CHAOS;
340     }
341 elmex 1.1 }
342    
343 root 1.37 /* There may still be objects that were above 'next', but there is no
344     * simple way to find out short of copying all object references and
345     * tags into a temporary array before we start processing the first
346     * object. That's why we just abort on destroy.
347     *
348     * This happens whenever attack spells (like fire) hit a pile
349     * of objects. This is not a bug - nor an error.
350     */
351 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
352 root 1.9 {
353 root 1.37 object *tmp = next;
354 root 1.9 next = tmp->above;
355 root 1.11
356 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
357     * For example, 'tmp' was put in an icecube.
358     * This is one of the few cases where on_same_map should not be used.
359     */
360     if (tmp->map != map || tmp->x != x || tmp->y != y)
361     continue;
362    
363     if (QUERY_FLAG (tmp, FLAG_ALIVE))
364     {
365     hit_player (tmp, op->stats.dam, op, type, full_hit);
366     retflag |= 1;
367 root 1.41
368 root 1.18 if (op->destroyed ())
369 root 1.5 break;
370     }
371 root 1.9 /* Here we are potentially destroying an object. If the object has
372     * NO_PASS set, it is also immune - you can't destroy walls. Note
373     * that weak walls have is_alive set, which prevent objects from
374     * passing over/through them. We don't care what type of movement
375     * the wall blocks - if it blocks any type of movement, can't be
376     * destroyed right now.
377     */
378     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
379     {
380     save_throw_object (tmp, type, op);
381 root 1.37
382 root 1.18 if (op->destroyed ())
383 root 1.9 break;
384 root 1.5 }
385 elmex 1.1 }
386 root 1.11
387 root 1.9 return 0;
388 elmex 1.1 }
389    
390 root 1.9 void
391     attack_message (int dam, int type, object *op, object *hitter)
392     {
393 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
394 root 1.9 int i, found = 0;
395 root 1.19 maptile *map;
396 elmex 1.1 object *next, *tmp;
397    
398     /* put in a few special messages for some of the common attacktypes
399     * a player might have. For example, fire, electric, cold, etc
400     * [garbled 20010919]
401     */
402    
403 root 1.9 if (dam == 9998 && op->type == DOOR)
404     {
405     sprintf (buf1, "unlock %s", &op->name);
406     sprintf (buf2, " unlocks");
407     found++;
408     }
409     if (dam < 0)
410     {
411     sprintf (buf1, "hit %s", &op->name);
412     sprintf (buf2, " hits");
413     found++;
414     }
415     else if (dam == 0)
416     {
417     sprintf (buf1, "missed %s", &op->name);
418     sprintf (buf2, " misses");
419     found++;
420     }
421     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
422 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
423 root 1.9 {
424     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
425     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
426     {
427     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
428     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
429     found++;
430     break;
431     }
432     }
433     else if (op->type == DOOR && !found)
434     {
435     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
436     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
437     {
438     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
439     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
440     found++;
441     break;
442     }
443     }
444 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
445 root 1.9 {
446     if (USING_SKILL (hitter, SK_KARATE))
447     {
448     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
449     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
450     {
451     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
452     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
453 root 1.5 found++;
454     break;
455 root 1.9 }
456     }
457     else if (USING_SKILL (hitter, SK_CLAWING))
458     {
459     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
460     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
461     {
462     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
463     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
464 root 1.5 found++;
465     break;
466     }
467 root 1.9 }
468     else if (USING_SKILL (hitter, SK_PUNCHING))
469     {
470     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
471     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
472     {
473     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
474     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
475     found++;
476     break;
477 root 1.5 }
478     }
479 elmex 1.1 }
480 root 1.29
481 root 1.9 if (found)
482     {
483     /* done */
484     }
485 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
486 root 1.9 {
487     sprintf (buf1, "hit"); /* just in case */
488     for (i = 0; i < MAXATTACKMESS; i++)
489     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
490     {
491     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
492     found++;
493     break;
494     }
495     }
496 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
497 root 1.9 {
498 elmex 1.1 /* drain is first, because some items have multiple attypes */
499 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
500     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
501     {
502     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
503     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
504     found++;
505     break;
506     }
507     }
508 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
509 root 1.9 {
510     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
511     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
512     {
513     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
514     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
515     found++;
516     break;
517     }
518     }
519 root 1.29 else if (type & AT_COLD && op->is_alive ())
520 root 1.9 {
521     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
522     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
523     {
524     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
525     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
526     found++;
527     break;
528     }
529     }
530     else if (type & AT_FIRE)
531     {
532     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
533     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
534     {
535     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
536     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
537     found++;
538     break;
539     }
540     }
541     else if (hitter->current_weapon != NULL)
542     {
543     int mtype;
544    
545     switch (hitter->current_weapon->weapontype)
546     {
547     case WEAP_HIT:
548     mtype = ATM_BASIC;
549     break;
550     case WEAP_SLASH:
551     mtype = ATM_SLASH;
552     break;
553     case WEAP_PIERCE:
554     mtype = ATM_PIERCE;
555     break;
556     case WEAP_CLEAVE:
557     mtype = ATM_CLEAVE;
558     break;
559     case WEAP_SLICE:
560     mtype = ATM_SLICE;
561     break;
562     case WEAP_STAB:
563     mtype = ATM_STAB;
564     break;
565     case WEAP_WHIP:
566     mtype = ATM_WHIP;
567     break;
568     case WEAP_CRUSH:
569     mtype = ATM_CRUSH;
570     break;
571     case WEAP_BLUD:
572     mtype = ATM_BLUD;
573     break;
574     default:
575     mtype = ATM_BASIC;
576     break;
577     }
578     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
579     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
580     {
581     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
582     strcpy (buf2, attack_mess[mtype][i].buf3);
583     found++;
584     break;
585     }
586     }
587     else
588     {
589     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
590     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
591     {
592     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
593     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
594     found++;
595     break;
596     }
597 elmex 1.1 }
598    
599 root 1.9 if (!found)
600     {
601     strcpy (buf1, "hit");
602     strcpy (buf2, " hits");
603 elmex 1.1 }
604    
605 root 1.9 /* bail out if a monster is casting spells */
606 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
607 root 1.9 return;
608 elmex 1.1
609 root 1.9 /* scale down magic considerably. */
610     if (type & AT_MAGIC && rndm (0, 5))
611     return;
612 elmex 1.1
613 root 1.9 /* Did a player hurt another player? Inform both! */
614 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
615 root 1.9 {
616 root 1.27 if (hitter->owner != NULL)
617 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
618     else
619     {
620     sprintf (buf, "%s%s you.", &hitter->name, buf2);
621     if (dam != 0)
622     {
623     if (dam < 10)
624     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
625     else if (dam < 20)
626     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
627     else
628     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
629 root 1.5 }
630     }
631 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
632     } /* end of player hitting player */
633 elmex 1.1
634 root 1.9 if (hitter->type == PLAYER)
635     {
636     sprintf (buf, "You %s.", buf1);
637     if (dam != 0)
638     {
639     if (dam < 10)
640     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
641     else if (dam < 20)
642     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
643     else
644     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
645 root 1.5 }
646 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
647     }
648 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
649 root 1.9 {
650 elmex 1.1 /* look for stacked spells and start reducing the message chances */
651 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
652     {
653     i = 4;
654     map = hitter->map;
655     if (out_of_map (map, hitter->x, hitter->y))
656     return;
657 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 root 1.9 if (next)
659     while (next)
660     {
661     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
662     i *= 3;
663     tmp = next;
664     next = tmp->above;
665     }
666     if (i < 0)
667 root 1.5 return;
668 root 1.9 if (rndm (0, i) != 0)
669     return;
670     }
671     else if (rndm (0, 5) != 0)
672     return;
673     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
674     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
675     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
676 elmex 1.1 }
677     }
678    
679    
680 root 1.9 static int
681     get_attack_mode (object **target, object **hitter, int *simple_attack)
682 elmex 1.1 {
683 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
684     {
685     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
686     return 1;
687 elmex 1.1 }
688 root 1.9 if ((*target)->head)
689     *target = (*target)->head;
690     if ((*hitter)->head)
691     *hitter = (*hitter)->head;
692     if ((*hitter)->env != NULL || (*target)->env != NULL)
693     {
694     *simple_attack = 1;
695     return 0;
696 elmex 1.1 }
697 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
698     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
699 elmex 1.1 {
700 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
701     return 1;
702 elmex 1.1 }
703 root 1.9 *simple_attack = 0;
704     return 0;
705 elmex 1.1 }
706    
707 root 1.9 static int
708     abort_attack (object *target, object *hitter, int simple_attack)
709 elmex 1.1 {
710 root 1.9
711 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
712     * determined by get_attack_mode(). Returns true if the relation has changed.
713     */
714 root 1.9 int new_mode;
715 elmex 1.1
716 root 1.9 if (hitter->env == target || target->env == hitter)
717     new_mode = 1;
718     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
719     return 1;
720     else
721     new_mode = 0;
722     return new_mode != simple_attack;
723 elmex 1.1 }
724    
725     static void thrown_item_effect (object *, object *);
726    
727 root 1.9 static int
728     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729 elmex 1.1 {
730 root 1.9 int simple_attack, roll, dam = 0;
731     uint32 type;
732     shstr op_name;
733    
734     if (get_attack_mode (&op, &hitter, &simple_attack))
735     goto error;
736    
737     if (hitter->current_weapon)
738     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
739     return RESULT_INT (0);
740    
741     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
742     return RESULT_INT (0);
743 elmex 1.1
744 root 1.9 /*
745     * A little check to make it more difficult to dance forward and back
746     * to avoid ever being hit by monsters.
747     */
748     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
749     {
750     /* Decrease speed BEFORE calling process_object. Otherwise, an
751     * infinite loop occurs, with process_object calling move_monster,
752     * which then gets here again. By decreasing the speed before
753     * we call process_object, the 'if' statement above will fail.
754     */
755     op->speed_left--;
756     process_object (op);
757 root 1.26
758 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
759 elmex 1.1 goto error;
760 root 1.9 }
761 elmex 1.1
762 root 1.9 op_name = op->name;
763 root 1.3
764 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
765 elmex 1.1
766 root 1.9 /* Adjust roll for various situations. */
767     if (!simple_attack)
768     roll += adj_attackroll (hitter, op);
769 elmex 1.1
770 root 1.9 /* See if we hit the creature */
771     if (roll == 20 || op->stats.ac >= base_wc - roll)
772     {
773     int hitdam = base_dam;
774    
775     if (settings.casting_time == TRUE)
776     {
777     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
778     {
779     hitter->casting_time = -1;
780 root 1.40 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
781 root 1.9 }
782     if ((op->casting_time > -1) && (hitdam > 0))
783     {
784     op->casting_time = -1;
785     if (op->type == PLAYER)
786     {
787 root 1.40 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
788 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);
789 root 1.5 }
790     }
791     }
792 root 1.9 if (!simple_attack)
793 elmex 1.1 {
794 root 1.9 /* If you hit something, the victim should *always* wake up.
795     * Before, invisible hitters could avoid doing this.
796     * -b.t. */
797     if (QUERY_FLAG (op, FLAG_SLEEP))
798     CLEAR_FLAG (op, FLAG_SLEEP);
799    
800     /* If the victim can't see the attacker, it may alert others
801     * for help. */
802 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
803 root 1.9 npc_call_help (op);
804    
805     /* if you were hidden and hit by a creature, you are discovered */
806     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
807     {
808     make_visible (op);
809     if (op->type == PLAYER)
810     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
811     }
812    
813     /* thrown items (hitter) will have various effects
814     * when they hit the victim. For things like thrown daggers,
815     * this sets 'hitter' to the actual dagger, and not the
816     * wrapper object.
817     */
818     thrown_item_effect (hitter, op);
819 root 1.26
820 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
821 root 1.9 goto leave;
822     }
823    
824     /* Need to do at least 1 damage, otherwise there is no point
825     * to go further and it will cause FPE's below.
826     */
827     if (hitdam <= 0)
828     hitdam = 1;
829 elmex 1.1
830 root 1.9 type = hitter->attacktype;
831 root 1.18
832 root 1.9 if (!type)
833     type = AT_PHYSICAL;
834 root 1.18
835 root 1.9 /* Handle monsters that hit back */
836     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
837     {
838     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
839     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
840 root 1.18
841 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
842 root 1.18
843     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
844 root 1.5 goto leave;
845 root 1.9 }
846 elmex 1.1
847 root 1.9 /* In the new attack code, it should handle multiple attack
848     * types in its area, so remove it from here.
849     */
850     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
851 root 1.18
852     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
853 root 1.9 goto leave;
854     } /* end of if hitter hit op */
855     /* if we missed, dam=0 */
856    
857     /*attack_message(dam, type, op, hitter); */
858 elmex 1.1
859 root 1.9 goto leave;
860 elmex 1.1
861 root 1.9 error:
862     dam = 1;
863 elmex 1.1
864 root 1.9 leave:
865 elmex 1.1
866 root 1.9 return dam;
867 elmex 1.1 }
868    
869 root 1.9 int
870     attack_ob (object *op, object *hitter)
871 elmex 1.1 {
872    
873 root 1.9 if (hitter->head)
874     hitter = hitter->head;
875     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
876 elmex 1.1 }
877    
878     /* op is the arrow, tmp is what is stopping the arrow.
879     *
880     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
881     */
882 root 1.9 static int
883     stick_arrow (object *op, object *tmp)
884 elmex 1.1 {
885 root 1.9 /* If the missile hit a player, we insert it in their inventory.
886     * However, if the missile is heavy, we don't do so (assume it falls
887     * to the ground after a hit). What a good value for this is up to
888     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
889     * stick around.
890     */
891     if (op->weight <= 5000 && tmp->stats.hp >= 0)
892     {
893     if (tmp->head != NULL)
894     tmp = tmp->head;
895 root 1.10
896 root 1.25 op->remove ();
897 root 1.9 op = insert_ob_in_ob (op, tmp);
898 root 1.10
899 root 1.9 if (tmp->type == PLAYER)
900     esrv_send_item (tmp, op);
901 root 1.10
902 root 1.9 return 1;
903     }
904     else
905     return 0;
906 elmex 1.1 }
907    
908     /* hit_with_arrow() disassembles the missile, attacks the victim and
909     * reassembles the missile.
910     *
911     * It returns a pointer to the reassembled missile, or NULL if the missile
912     * isn't available anymore.
913     */
914 root 1.9 object *
915     hit_with_arrow (object *op, object *victim)
916 elmex 1.1 {
917 root 1.9 object *container, *hitter;
918     int hit_something = 0;
919    
920     /* Disassemble missile */
921     if (op->inv)
922     {
923     container = op;
924     hitter = op->inv;
925 root 1.25 hitter->remove ();
926 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
927     /* Note that we now have an empty THROWN_OBJ on the map. Code that
928     * might be called until this THROWN_OBJ is either reassembled or
929     * removed at the end of this function must be able to deal with empty
930     * THROWN_OBJs. */
931     }
932     else
933     {
934 root 1.21 container = 0;
935 root 1.9 hitter = op;
936     }
937    
938     /* Try to hit victim */
939     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
940    
941     /* Arrow attacks door, rune of summoning is triggered, demon is put on
942     * arrow, move_apply() calls this function, arrow sticks in demon,
943     * attack_ob_simple() returns, and we've got an arrow that still exists
944     * but is no longer on the map. Ugh. (Beware: Such things can happen at
945     * other places as well!)
946     */
947 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
948 root 1.9 {
949     if (container)
950     {
951 root 1.25 container->remove ();
952 root 1.26 container->destroy ();
953 elmex 1.1 }
954 root 1.21
955     return 0;
956 elmex 1.1 }
957    
958 root 1.9 /* Missile hit victim */
959     /* if the speed is > 10, then this is a fast moving arrow, we go straight
960     * through the target
961     */
962     if (hit_something && op->speed <= 10.0)
963     {
964     /* Stop arrow */
965 root 1.21 if (!container)
966 root 1.9 {
967     hitter = fix_stopped_arrow (hitter);
968 root 1.21 if (!hitter)
969     return 0;
970 root 1.9 }
971     else
972 root 1.26 container->destroy ();
973 elmex 1.1
974 root 1.9 /* Try to stick arrow into victim */
975 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
976 root 1.21 return 0;
977 root 1.9
978     /* Else try to put arrow on victim's map square
979     * remove check for P_WALL here. If the arrow got to this
980     * space, that is good enough - with the new movement code,
981     * there is now the potential for lots of spaces where something
982     * can fly over but not otherwise move over. What is the correct
983     * way to handle those otherwise?
984     */
985 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
986 root 1.9 {
987 root 1.25 hitter->remove ();
988 root 1.21 hitter->x = victim->x;
989     hitter->y = victim->y;
990 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
991 elmex 1.1 }
992 root 1.9 else
993 root 1.21 /* Else leave arrow where it is */
994     merge_ob (hitter, NULL);
995    
996     return 0;
997 elmex 1.1 }
998    
999 root 1.9 if (hit_something && op->speed >= 10.0)
1000     op->speed -= 1.0;
1001 elmex 1.1
1002 root 1.9 /* Missile missed victim - reassemble missile */
1003     if (container)
1004     {
1005 root 1.25 hitter->remove ();
1006 root 1.9 insert_ob_in_ob (hitter, container);
1007 elmex 1.1 }
1008 root 1.21
1009 root 1.9 return op;
1010 elmex 1.1 }
1011    
1012    
1013 root 1.9 void
1014     tear_down_wall (object *op)
1015 elmex 1.1 {
1016 root 1.9 int perc = 0;
1017 elmex 1.1
1018 root 1.9 if (!op->stats.maxhp)
1019     {
1020     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1021     perc = 1;
1022 elmex 1.1 }
1023 root 1.9 else if (!GET_ANIM_ID (op))
1024     {
1025     /* Object has been called - no animations, so remove it */
1026     if (op->stats.hp < 0)
1027 root 1.26 op->destroy ();
1028    
1029 root 1.9 return; /* no animations, so nothing more to do */
1030     }
1031 root 1.26
1032 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1033 root 1.26
1034 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1035     perc = NUM_ANIMATIONS (op) - 1;
1036     else if (perc < 1)
1037     perc = 1;
1038 root 1.26
1039 root 1.9 SET_ANIMATION (op, perc);
1040     update_object (op, UP_OBJ_FACE);
1041 root 1.26
1042 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1043     { /* Reached the last animation */
1044     if (op->face == blank_face)
1045 root 1.26 /* If the last face is blank, remove the ob */
1046     op->destroy ();
1047 root 1.9 else
1048     { /* The last face was not blank, leave an image */
1049     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1050     update_all_los (op->map, op->x, op->y);
1051     op->move_block = 0;
1052     CLEAR_FLAG (op, FLAG_ALIVE);
1053 root 1.5 }
1054 elmex 1.1 }
1055     }
1056    
1057 root 1.9 void
1058     scare_creature (object *target, object *hitter)
1059 elmex 1.1 {
1060 root 1.27 object *owner = hitter->owner;
1061 elmex 1.1
1062 root 1.9 if (!owner)
1063     owner = hitter;
1064 elmex 1.1
1065 root 1.9 SET_FLAG (target, FLAG_SCARED);
1066     if (!target->enemy)
1067     target->enemy = owner;
1068 elmex 1.1 }
1069    
1070    
1071     /* This returns the amount of damage hitter does to op with the
1072     * appropriate attacktype. Only 1 attacktype should be set at a time.
1073     * This doesn't damage the player, but returns how much it should
1074     * take. However, it will do other effects (paralyzation, slow, etc.)
1075     * Note - changed for PR code - we now pass the attack number and not
1076     * the attacktype. Makes it easier for the PR code. */
1077 root 1.9 int
1078     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1079     {
1080     int doesnt_slay = 1;
1081    
1082     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1083     if (attacknum >= NROFATTACKS)
1084     {
1085     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1086     return 0;
1087 elmex 1.1 }
1088 root 1.9
1089     if (dam < 0)
1090     {
1091     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1092     return 0;
1093 elmex 1.1 }
1094 root 1.9
1095     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1096     * people can't mess with that or it otherwise get confused. */
1097     if (attacknum == ATNR_INTERNAL)
1098     return dam;
1099    
1100     if (hitter->slaying)
1101     {
1102     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1103     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1104     {
1105     doesnt_slay = 0;
1106     dam *= 3;
1107     }
1108 elmex 1.1 }
1109    
1110 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1111     if (op->resist[attacknum])
1112     {
1113 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1114     * in case 0>dam>1, we try to "simulate" a float value-effect */
1115 root 1.9 dam *= (100 - op->resist[attacknum]);
1116     if (dam >= 100)
1117     dam /= 100;
1118 elmex 1.1 else
1119 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1120 elmex 1.1 }
1121    
1122 root 1.9 /* Special hack. By default, if immune to something, you
1123     * shouldn't need to worry. However, acid is an exception, since
1124     * it can still damage your items. Only include attacktypes if
1125     * special processing is needed */
1126    
1127     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1128     return 0;
1129    
1130     /* Keep this in order - makes things easier to find */
1131    
1132     switch (attacknum)
1133     {
1134 root 1.40 case ATNR_PHYSICAL:
1135     /* here also check for diseases */
1136     check_physically_infect (op, hitter);
1137     break;
1138    
1139     /* Don't need to do anything for:
1140     magic,
1141     fire,
1142     electricity,
1143     cold */
1144    
1145     case ATNR_CONFUSION:
1146     case ATNR_POISON:
1147     case ATNR_SLOW:
1148     case ATNR_PARALYZE:
1149     case ATNR_FEAR:
1150     case ATNR_CANCELLATION:
1151     case ATNR_DEPLETE:
1152     case ATNR_BLIND:
1153     {
1154     /* chance for inflicting a special attack depends on the
1155     * difference between attacker's and defender's level
1156     */
1157     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1158    
1159     /* First, only creatures/players with speed can be affected.
1160     * Second, just getting hit doesn't mean it always affects
1161     * you. Third, you still get a saving through against the
1162     * effect.
1163     */
1164     if (op->speed &&
1165     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1166     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1167     {
1168 root 1.5
1169 root 1.40 /* Player has been hit by something */
1170     if (attacknum == ATNR_CONFUSION)
1171     confuse_player (op, hitter, dam);
1172     else if (attacknum == ATNR_POISON)
1173     poison_player (op, hitter, dam);
1174     else if (attacknum == ATNR_SLOW)
1175     slow_player (op, hitter, dam);
1176     else if (attacknum == ATNR_PARALYZE)
1177     paralyze_player (op, hitter, dam);
1178     else if (attacknum == ATNR_FEAR)
1179     scare_creature (op, hitter);
1180     else if (attacknum == ATNR_CANCELLATION)
1181     cancellation (op);
1182     else if (attacknum == ATNR_DEPLETE)
1183     op->drain_stat ();
1184     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1185     blind_player (op, hitter, dam);
1186     }
1187     dam = 0; /* These are all effects and don't do real damage */
1188     }
1189     break;
1190 root 1.44
1191 root 1.40 case ATNR_ACID:
1192     {
1193     int flag = 0;
1194 root 1.9
1195 root 1.40 /* Items only get corroded if you're not on a battleground and
1196     * if your acid resistance is below 50%. */
1197     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1198     {
1199 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1200 root 1.40 {
1201     if (tmp->invisible)
1202     continue;
1203     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1204 root 1.44 /* >= 10% acid res. on items will protect these */
1205 root 1.40 continue;
1206     if (!(tmp->material & M_IRON))
1207     continue;
1208     if (tmp->magic < -4) /* Let's stop at -5 */
1209     continue;
1210 root 1.44 if (tmp->type == RING
1211     /* removed boots and gloves from exclusion list in PR */
1212     || tmp->type == GIRDLE
1213     || tmp->type == AMULET
1214     || tmp->type == WAND
1215     || tmp->type == ROD
1216     || tmp->type == HORN)
1217 root 1.40 continue; /* To avoid some strange effects */
1218    
1219     /* High damage acid has better chance of corroding
1220     objects */
1221     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1222     {
1223     if (op->type == PLAYER)
1224     /* Make this more visible */
1225     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1226     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1227     flag = 1;
1228     tmp->magic--;
1229     if (op->type == PLAYER)
1230     esrv_send_item (op, tmp);
1231     }
1232     }
1233 root 1.44
1234 root 1.40 if (flag)
1235     op->update_stats (); /* Something was corroded */
1236     }
1237     }
1238     break;
1239 root 1.44
1240 root 1.40 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 root 1.44
1292 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1293     * drain attack, you won't know that you are actually sucking out EXP,
1294     * as the messages will say you missed
1295     */
1296     }
1297     }
1298     break;
1299 root 1.44
1300 root 1.40 case ATNR_TURN_UNDEAD:
1301     {
1302     if (QUERY_FLAG (op, FLAG_UNDEAD))
1303     {
1304     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1305     object *god = find_god (determine_god (owner));
1306     int div = 1;
1307    
1308     /* if undead are not an enemy of your god, you turn them
1309     * at half strength */
1310     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1311     div = 2;
1312     /* Give a bonus if you resist turn undead */
1313     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1314     scare_creature (op, owner);
1315     }
1316     else
1317     dam = 0; /* don't damage non undead - should we damage
1318     undead? */
1319     }
1320     break;
1321 root 1.44
1322 root 1.40 case ATNR_DEATH:
1323     deathstrike_player (op, hitter, &dam);
1324     break;
1325 root 1.44
1326 root 1.40 case ATNR_CHAOS:
1327     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1328     dam = 0;
1329     break;
1330 root 1.44
1331 root 1.40 case ATNR_COUNTERSPELL:
1332     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1333     dam = 0;
1334     /* This should never happen. Counterspell is handled
1335     * seperately and filtered out. If this does happen,
1336     * Counterspell has no effect on anything but spells, so it
1337     * does no damage. */
1338     break;
1339 root 1.44
1340 root 1.40 case ATNR_HOLYWORD:
1341     {
1342     /* This has already been handled by hit_player,
1343     * no need to check twice -- DAMN */
1344     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1345    
1346     /* As with turn undead above, give a bonus on the saving throw */
1347     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1348     scare_creature (op, owner);
1349     }
1350     break;
1351 root 1.44
1352 root 1.40 case ATNR_LIFE_STEALING:
1353     {
1354     int new_hp;
1355    
1356     /* this is replacement to drain for players, instead of taking
1357     * exp it takes hp. It is geared for players, probably not
1358     * much use giving it to monsters
1359     *
1360     * life stealing doesn't do a lot of damage, but it gives the
1361     * damage it does do to the player. Given that,
1362     * it only does 1/10'th normal damage (hence the divide by
1363     * 1000).
1364     */
1365     /* You can't steal life from something undead */
1366     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1367     return 0;
1368 root 1.44
1369 root 1.40 /* If drain protection is higher than life stealing, use that */
1370     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1371     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1372     else
1373     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1374 root 1.44
1375 root 1.40 /* You die at -1 hp, not zero. */
1376     if (dam > (op->stats.hp + 1))
1377     dam = op->stats.hp + 1;
1378 root 1.44
1379 root 1.40 new_hp = hitter->stats.hp + dam;
1380     if (new_hp > hitter->stats.maxhp)
1381     new_hp = hitter->stats.maxhp;
1382 root 1.44
1383 root 1.40 if (new_hp > hitter->stats.hp)
1384     hitter->stats.hp = new_hp;
1385     }
1386 elmex 1.1 }
1387 root 1.40
1388 root 1.9 return dam;
1389 elmex 1.1 }
1390    
1391     /* GROS: This code comes from hit_player. It has been made external to
1392     * allow script procedures to "kill" objects in a combat-like fashion.
1393     * It was initially used by (kill-object) developed for the Collector's
1394     * Sword. Note that nothing has been changed from the original version
1395     * of the following code.
1396     * op is what is being killed.
1397     * dam is the damage done to it.
1398     * hitter is what is hitting it.
1399     * type is the attacktype.
1400     *
1401     * This function was a bit of a mess with hitter getting changed,
1402     * values being stored away but not used, etc. I've cleaned it up
1403     * a bit - I think it should be functionally equivalant.
1404     * MSW 2002-07-17
1405     */
1406 root 1.9 int
1407     kill_object (object *op, int dam, object *hitter, int type)
1408 elmex 1.1 {
1409 root 1.9 char buf[MAX_BUF];
1410     const char *skill;
1411     int maxdam = 0;
1412     int battleg = 0; /* true if op standing on battleground */
1413     int pk = 0; /* true if op and what controls hitter are both players */
1414     object *owner = NULL;
1415     object *skop = NULL;
1416 elmex 1.1
1417 root 1.9 if (op->stats.hp >= 0)
1418     return -1;
1419    
1420     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1421     return 0;
1422    
1423     /* maxdam needs to be the amount of damage it took to kill
1424     * this creature. The function(s) that call us have already
1425     * adjusted the creatures HP total, so that is negative.
1426     */
1427     maxdam = dam + op->stats.hp + 1;
1428    
1429     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1430     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1431    
1432     if (op->type == DOOR)
1433     {
1434 root 1.34 op->set_speed (0.1);
1435 root 1.9 op->speed_left = -0.05;
1436     return maxdam;
1437     }
1438 root 1.20
1439 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1440     {
1441     remove_friendly_object (op);
1442 root 1.24
1443 root 1.27 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1444 root 1.24 op->owner->contr->ranges[range_golem] = 0;
1445 root 1.9
1446 root 1.26 op->destroy ();
1447 root 1.9 return maxdam;
1448     }
1449    
1450     /* Now lets start dealing with experience we get for killing something */
1451    
1452 root 1.27 owner = hitter->owner;
1453 root 1.20 if (!owner)
1454 root 1.9 owner = hitter;
1455    
1456     /* is the victim (op) standing on battleground? */
1457     if (op_on_battleground (op, NULL, NULL))
1458     battleg = 1;
1459    
1460     /* is this player killing? */
1461     if (op->type == PLAYER && owner->type == PLAYER)
1462     pk = 1;
1463    
1464     /* Player killed something */
1465     if (owner->type == PLAYER)
1466     {
1467     Log_Kill (owner->name,
1468     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1469    
1470     /* Log players killing other players - makes it easier to detect
1471     * and filter out malicious player killers - that is why the
1472     * ip address is included.
1473     */
1474     if (op->type == PLAYER && !battleg)
1475     {
1476     time_t t = time (NULL);
1477     struct tm *tmv;
1478     char buf[256];
1479    
1480     tmv = localtime (&t);
1481     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1482    
1483 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1484 root 1.9 }
1485    
1486     /* try to filter some things out - basically, if you are
1487     * killing a level 1 creature and your level 20, you
1488     * probably don't want to see that.
1489     */
1490     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1491     {
1492     if (owner != hitter)
1493 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1494 root 1.9 else
1495 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1496    
1497 root 1.9 /* Only play sounds for melee kills */
1498     if (hitter->type == PLAYER)
1499     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1500     }
1501    
1502     /* If a player kills another player, not on
1503     * battleground, the "killer" looses 1 luck. Since this is
1504     * not reversible, it's actually quite a pain IMHO. -AV
1505     * Fix bug in that we were changing the luck of the hitter, not
1506     * player that the object belonged to - so if you killed another player
1507     * with spells, pets, whatever, there was no penalty.
1508     * Changed to make luck penalty configurable in settings.
1509     */
1510     if (op->type == PLAYER && owner != op && !battleg)
1511 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1512 root 1.9
1513     /* This code below deals with finding the appropriate skill
1514     * to credit exp to. This is a bit problematic - we should
1515     * probably never really have to look at current_weapon->skill
1516     */
1517 root 1.20 skill = 0;
1518    
1519 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1520     skill = hitter->skill;
1521     else if (owner->chosen_skill)
1522     {
1523     skill = owner->chosen_skill->skill;
1524     skop = owner->chosen_skill;
1525     }
1526     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1527     skill = owner->current_weapon->skill;
1528     else
1529     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1530 elmex 1.1
1531 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1532     * to. Make sure skop is an actual skill, and not a skill tool!
1533     */
1534     if ((!skop || skop->type != SKILL) && skill)
1535     {
1536     int i;
1537 elmex 1.1
1538 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1539     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1540     {
1541     skop = owner->contr->last_skill_ob[i];
1542     break;
1543     }
1544 root 1.5 }
1545 root 1.9 } /* Was it a player that hit somethign */
1546     else
1547 root 1.20 skill = 0;
1548 root 1.9
1549     /* Pet (or spell) killed something. */
1550     if (owner != hitter)
1551 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1552     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1553 root 1.9 else
1554 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1555     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1556     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1557    
1558 root 1.9 /* These may have been set in the player code section above */
1559     if (!skop)
1560     skop = hitter->chosen_skill;
1561 root 1.20
1562 root 1.9 if (!skill && skop)
1563     skill = skop->skill;
1564    
1565     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1566    
1567     /* If you didn't kill yourself, and your not the wizard */
1568     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1569     {
1570     int exp;
1571    
1572     /* Really don't give much experience for killing other players */
1573 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1574 root 1.9 if (op->type == PLAYER)
1575     {
1576     if (battleg)
1577     {
1578     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1579     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1580 root 1.5 }
1581 root 1.9 else
1582     exp = op->stats.exp / 1000;
1583 elmex 1.1 }
1584 root 1.9 else
1585     exp = calc_skill_exp (owner, op, skop);
1586 elmex 1.1
1587 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1588     * exp by killing him
1589     */
1590     if (battleg)
1591     exp = 0;
1592 elmex 1.1
1593 root 1.9 /* Don't know why this is set this way - doesn't make
1594     * sense to just divide everything by two for no reason.
1595     */
1596 elmex 1.1
1597 root 1.9 if (!settings.simple_exp)
1598     exp = exp / 2;
1599 root 1.5
1600 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1601 root 1.23 change_exp (owner, exp, skill, 0);
1602 root 1.9 else
1603     {
1604     int shares = 0, count = 0;
1605     player *pl;
1606     partylist *party = owner->contr->party;
1607 root 1.5
1608 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1609 root 1.35
1610 root 1.33 for_all_players (pl)
1611 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1612     {
1613     count++;
1614     shares += (pl->ob->level + 4);
1615     }
1616    
1617 root 1.23 if (count == 1 || shares > exp || !shares)
1618 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1619     else
1620     {
1621     int share = exp / shares, given = 0, nexp;
1622    
1623 root 1.33 for_all_players (pl)
1624 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1625     {
1626     nexp = (pl->ob->level + 4) * share;
1627     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1628     given += nexp;
1629     }
1630    
1631 root 1.9 exp -= given;
1632     /* give any remainder to the player */
1633     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1634 root 1.5 }
1635 root 1.9 } /* else part of a party */
1636     } /* end if person didn't kill himself */
1637 elmex 1.1
1638 root 1.9 if (op->type != PLAYER)
1639     {
1640     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1641     {
1642 root 1.27 object *owner1 = op->owner;
1643 elmex 1.1
1644 root 1.20 if (owner1 && owner1->type == PLAYER)
1645 root 1.9 {
1646     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1647     /* Maybe we should include the owner that killed this, maybe not */
1648     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1649 root 1.5 }
1650 root 1.12
1651 root 1.9 remove_friendly_object (op);
1652 root 1.5 }
1653 root 1.12
1654 root 1.26 op->destroy ();
1655 elmex 1.1 }
1656 root 1.9 else
1657     {
1658 root 1.20 /* Player has been killed! */
1659 root 1.9 if (owner->type == PLAYER)
1660 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1661 root 1.9 else
1662 root 1.12 assign (op->contr->killer, hitter->name);
1663 elmex 1.1 }
1664 root 1.12
1665 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1666     * continues in the calling function.
1667     */
1668     return maxdam;
1669 elmex 1.1 }
1670    
1671     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1672     * Returns 0 this is not friendly fire
1673     */
1674    
1675 root 1.9 int
1676     friendly_fire (object *op, object *hitter)
1677     {
1678     object *owner;
1679     int friendlyfire;
1680    
1681     if (hitter->head)
1682     hitter = hitter->head;
1683    
1684     friendlyfire = 0;
1685    
1686     if (op->type == PLAYER)
1687     {
1688     if (op_on_battleground (hitter, 0, 0))
1689     return 0;
1690    
1691     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1692     return 1;
1693    
1694 root 1.27 if ((owner = hitter->owner) != NULL)
1695 root 1.9 {
1696     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1697     friendlyfire = 2;
1698     }
1699    
1700     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1701     friendlyfire = 0;
1702 elmex 1.1 }
1703 root 1.9 return friendlyfire;
1704 elmex 1.1 }
1705    
1706    
1707     /* This isn't used just for players, but in fact most objects.
1708     * op is the object to be hit, dam is the amount of damage, hitter
1709     * is what is hitting the object, type is the attacktype, and
1710     * full_hit is set if monster area does not matter.
1711     * dam is base damage - protections/vulnerabilities/slaying matches can
1712     * modify it.
1713     */
1714 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1715     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1716 root 1.9 int
1717     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1718     {
1719     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1720     int maxattacktype, attacknum;
1721     int body_attack = op && op->head; /* Did we hit op's head? */
1722     int simple_attack;
1723     int rtn_kill = 0;
1724     int friendlyfire;
1725 elmex 1.1
1726 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1727     return 0;
1728 elmex 1.1
1729 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1730     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1731     return 0;
1732 elmex 1.1
1733     #ifdef PROHIBIT_PLAYERKILL
1734 root 1.9 if (op->type == PLAYER)
1735     {
1736 root 1.27 object *owner = hitter->owner;
1737 root 1.9
1738     if (!owner)
1739     owner = hitter;
1740 root 1.18
1741 root 1.9 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1742 root 1.18 return 0;
1743 elmex 1.1 }
1744     #endif
1745    
1746 root 1.9 if (body_attack)
1747     {
1748     /* slow and paralyze must hit the head. But we don't want to just
1749     * return - we still need to process other attacks the spell still
1750     * might have. So just remove the paralyze and slow attacktypes,
1751     * and keep on processing if we have other attacktypes.
1752     * return if only magic or nothing is left - under normal code
1753     * we don't attack with pure magic if there is another attacktype.
1754     * Only do processing if the initial attacktype includes one of those
1755     * attack so we don't cancel out things like magic bullet.
1756     */
1757     if (type & (AT_PARALYZE | AT_SLOW))
1758     {
1759     type &= ~(AT_PARALYZE | AT_SLOW);
1760 root 1.18
1761 root 1.9 if (!type || type == AT_MAGIC)
1762     return 0;
1763 root 1.5 }
1764 elmex 1.1 }
1765    
1766 root 1.9 if (!simple_attack && op->type == DOOR)
1767     {
1768 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1769 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1770     {
1771     spring_trap (tmp, hitter);
1772 root 1.26
1773 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1774 root 1.9 return 0;
1775 root 1.26
1776 root 1.9 break;
1777     }
1778 elmex 1.1 }
1779    
1780 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1781     {
1782     /* FIXME: If a player is killed by a rune in a door, the
1783 root 1.18 * destroyed() check above doesn't return, and might get here.
1784 root 1.9 */
1785 root 1.43 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1786 root 1.9 return 0;
1787 elmex 1.1 }
1788    
1789     #ifdef ATTACK_DEBUG
1790 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1791 elmex 1.1 #endif
1792    
1793 root 1.9 if (magic)
1794     {
1795 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1796     * in case 0>dam>1, we try to "simulate" a float value-effect */
1797 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1798 elmex 1.1 if (dam >= 100)
1799 root 1.5 dam /= 100;
1800 elmex 1.1 else
1801 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1802 elmex 1.1 }
1803    
1804 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1805     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1806     */
1807     if (type & AT_CHAOS)
1808     {
1809     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1810     update_object (op, UP_OBJ_FACE);
1811 elmex 1.1 type &= ~AT_CHAOS;
1812     }
1813    
1814 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1815     * holyword is part of an attacktype, then make sure the creature is
1816     * a proper match, otherwise no damage.
1817     */
1818     if (type & AT_HOLYWORD)
1819     {
1820     object *god;
1821    
1822     if ((!hitter->slaying ||
1823     (!(op->race && strstr (hitter->slaying, op->race)) &&
1824     !(op->name && strstr (hitter->slaying, op->name)))) &&
1825     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1826     (hitter->title != NULL
1827     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1828     return 0;
1829 elmex 1.1 }
1830    
1831 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1832 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1833     {
1834     /* Magic isn't really a true attack type - it gets combined with other
1835     * attack types. As such, skip it over. However, if magic is
1836     * the only attacktype in the group, then still attack with it
1837     */
1838     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1839     continue;
1840    
1841     /* Go through and hit the player with each attacktype, one by one.
1842     * hit_player_attacktype only figures out the damage, doesn't inflict
1843     * it. It will do the appropriate action for attacktypes with
1844     * effects (slow, paralization, etc.
1845     */
1846     if (type & attacktype)
1847     {
1848     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1849     /* the >= causes us to prefer messages from special attacks, if
1850     * the damage is equal.
1851     */
1852     if (ndam >= maxdam)
1853     {
1854 root 1.5 maxdam = ndam;
1855 root 1.9 maxattacktype = 1 << attacknum;
1856 root 1.5 }
1857     }
1858 elmex 1.1 }
1859 root 1.9
1860     /* if this is friendly fire then do a set % of damage only
1861     * Note - put a check in to make sure this attack is actually
1862     * doing damage - otherwise, the +1 in the code below will make
1863     * an attack do damage before when it otherwise didn't
1864     */
1865     friendlyfire = friendly_fire (op, hitter);
1866     if (friendlyfire && maxdam)
1867     {
1868     maxdam = ((dam * settings.set_friendly_fire) / 100);
1869 elmex 1.1 #ifndef COZY_SERVER
1870 root 1.9 maxdam++;
1871 elmex 1.1 #endif
1872 root 1.9
1873 elmex 1.1 #ifdef ATTACK_DEBUG
1874 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1875     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1876 elmex 1.1 #endif
1877     }
1878    
1879 root 1.9 if (!full_hit)
1880     {
1881     archetype *at;
1882     int area;
1883     int remainder;
1884    
1885     area = 0;
1886     for (at = op->arch; at != NULL; at = at->more)
1887     area++;
1888     assert (area > 0);
1889    
1890     /* basically: maxdam /= area; we try to "simulate" a float
1891     value-effect */
1892     remainder = 100 * (maxdam % area) / area;
1893     maxdam /= area;
1894     if (RANDOM () % 100 < remainder)
1895     maxdam++;
1896 elmex 1.1 }
1897    
1898     #ifdef ATTACK_DEBUG
1899 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1900 elmex 1.1 #endif
1901    
1902 root 1.27 if (hitter->owner)
1903 root 1.9 op->enemy = hitter->owner;
1904     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905     op->enemy = hitter;
1906    
1907     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1908     {
1909     /* The unaggressives look after themselves 8) */
1910     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1911     npc_call_help (op);
1912     }
1913    
1914     if (magic && did_make_save (op, op->level, 0))
1915     maxdam = maxdam / 2;
1916    
1917     attack_message (maxdam, maxattacktype, op, hitter);
1918    
1919     op->stats.hp -= maxdam;
1920    
1921     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1922     if ((op->stats.hp >= 0) &&
1923     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1924     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1925     {
1926 elmex 1.1
1927 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1928     SET_FLAG (op, FLAG_RUN_AWAY);
1929     else
1930     scare_creature (op, hitter);
1931 elmex 1.1 }
1932    
1933 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1934     {
1935     if (maxdam)
1936     tear_down_wall (op);
1937 root 1.26
1938 root 1.9 return maxdam; /* nothing more to do for wall */
1939     }
1940 elmex 1.1
1941 root 1.9 /* See if the creature has been killed */
1942     rtn_kill = kill_object (op, maxdam, hitter, type);
1943     if (rtn_kill != -1)
1944     return rtn_kill;
1945 elmex 1.1
1946    
1947 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1948     * that before if the player was immune to ghosthit, the monster
1949     * remained - that is no longer the case.
1950     */
1951     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1952     {
1953     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1954     remove_friendly_object (hitter);
1955 root 1.26
1956     hitter->destroy ();
1957 root 1.9 }
1958     /* Lets handle creatures that are splitting now */
1959     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1960     {
1961     int i;
1962     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1963     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1964 root 1.27 object *owner = op->owner;
1965 root 1.5
1966 root 1.9 if (!op->other_arch)
1967     {
1968     LOG (llevError, "SPLITTING without other_arch error.\n");
1969     return maxdam;
1970     }
1971 root 1.26
1972 root 1.25 op->remove ();
1973 root 1.26
1974 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1975     { /* This doesn't handle op->more yet */
1976     object *tmp = arch_to_object (op->other_arch);
1977     int j;
1978    
1979     tmp->stats.hp = op->stats.hp;
1980 root 1.26
1981 root 1.9 if (friendly)
1982     {
1983     add_friendly_object (tmp);
1984     tmp->attack_movement = PETMOVE;
1985 root 1.39
1986     if (owner)
1987 root 1.27 tmp->set_owner (owner);
1988 root 1.9 }
1989 root 1.26
1990 root 1.9 if (unaggressive)
1991     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1992 root 1.26
1993 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1994 root 1.26
1995 root 1.9 if (j == -1) /* No spot to put this monster */
1996 root 1.26 tmp->destroy ();
1997 root 1.9 else
1998     {
1999     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2000     insert_ob_in_map (tmp, op->map, NULL, 0);
2001     }
2002     }
2003 root 1.26
2004     op->destroy ();
2005 root 1.9 }
2006     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2007 root 1.26 hitter->destroy ();
2008    
2009 root 1.9 return maxdam;
2010     }
2011    
2012    
2013     void
2014     poison_player (object *op, object *hitter, int dam)
2015     {
2016 root 1.16 archetype *at = archetype::find ("poisoning");
2017 root 1.9 object *tmp = present_arch_in_ob (at, op);
2018 elmex 1.1
2019 root 1.9 if (tmp == NULL)
2020     {
2021     if ((tmp = arch_to_object (at)) == NULL)
2022     LOG (llevError, "Failed to clone arch poisoning.\n");
2023     else
2024     {
2025     tmp = insert_ob_in_ob (tmp, op);
2026     /* peterm: give poisoning some teeth. It should
2027     * be able to kill things better than it does:
2028     * damage should be dependent something--I choose to
2029     * do this: if it's a monster, the damage from the
2030     * poisoning goes as the level of the monster/2.
2031     * If anything else, goes as damage.
2032     */
2033    
2034     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2035     tmp->stats.dam += hitter->level / 2;
2036     else
2037     tmp->stats.dam = dam;
2038    
2039 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2040 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2041     {
2042     tmp->skill = hitter->skill;
2043     }
2044    
2045     tmp->stats.food += dam; /* more damage, longer poisoning */
2046    
2047     if (op->type == PLAYER)
2048     {
2049     /* player looses stats, maximum is -10 of each */
2050     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2051     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2052     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2053     tmp->stats.Int = MAX (-dam / 7, -10);
2054     SET_FLAG (tmp, FLAG_APPLIED);
2055 root 1.32 op->update_stats ();
2056 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2057     }
2058     if (hitter->type == PLAYER)
2059     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2060 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2061 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2062 root 1.5 }
2063 root 1.9 tmp->speed_left = 0;
2064     }
2065     else
2066     tmp->stats.food++;
2067     }
2068    
2069     void
2070     slow_player (object *op, object *hitter, int dam)
2071     {
2072 root 1.16 archetype *at = archetype::find ("slowness");
2073 root 1.9 object *tmp;
2074    
2075     if (at == NULL)
2076     {
2077     LOG (llevError, "Can't find slowness archetype.\n");
2078     }
2079     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2080     {
2081     tmp = arch_to_object (at);
2082     tmp = insert_ob_in_ob (tmp, op);
2083     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2084     }
2085     else
2086     tmp->stats.food++;
2087     SET_FLAG (tmp, FLAG_APPLIED);
2088     tmp->speed_left = 0;
2089 root 1.32 op->update_stats ();
2090 elmex 1.1 }
2091    
2092 root 1.9 void
2093     confuse_player (object *op, object *hitter, int dam)
2094     {
2095     object *tmp;
2096     int maxduration;
2097 elmex 1.1
2098 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2099     if (!tmp)
2100     {
2101     tmp = get_archetype (FORCE_NAME);
2102     tmp = insert_ob_in_ob (tmp, op);
2103     }
2104 root 1.5
2105 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2106     * on the player's resistance
2107     */
2108     tmp->speed = 0.05;
2109     tmp->subtype = FORCE_CONFUSION;
2110     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2111     tmp->name = "confusion";
2112     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113     if (tmp->duration > maxduration)
2114     tmp->duration = maxduration;
2115    
2116     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2117     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118     SET_FLAG (op, FLAG_CONFUSED);
2119     }
2120 root 1.5
2121 root 1.9 void
2122     blind_player (object *op, object *hitter, int dam)
2123     {
2124     object *tmp, *owner;
2125 root 1.5
2126 root 1.9 /* Save some work if we know it isn't going to affect the player */
2127     if (op->resist[ATNR_BLIND] == 100)
2128     return;
2129 root 1.5
2130 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2131     if (!tmp)
2132     {
2133     tmp = get_archetype ("blindness");
2134     SET_FLAG (tmp, FLAG_BLIND);
2135     SET_FLAG (tmp, FLAG_APPLIED);
2136 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2137     * speed is a float anyways.
2138     */
2139 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2140 elmex 1.1
2141 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2142     change_abil (op, tmp); /* Mostly to display any messages */
2143 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2144 elmex 1.1
2145 root 1.9 if (hitter->owner)
2146 root 1.27 owner = hitter->owner;
2147 root 1.9 else
2148     owner = hitter;
2149 elmex 1.1
2150 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2151     }
2152     tmp->stats.food += dam;
2153     if (tmp->stats.food > 10)
2154     tmp->stats.food = 10;
2155 elmex 1.1 }
2156    
2157 root 1.9 void
2158     paralyze_player (object *op, object *hitter, int dam)
2159 elmex 1.1 {
2160 root 1.9 float effect, max;
2161    
2162     /* object *tmp; */
2163 elmex 1.1
2164 root 1.9 /* This is strange stuff... someone knows for what this is
2165     * written? Well, i think this can and should be removed
2166     */
2167 elmex 1.1
2168 root 1.9 /*
2169     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2170     tmp=clone_arch(PARAIMAGE);
2171     tmp->x=op->x,tmp->y=op->y;
2172     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2173     }
2174     */
2175 elmex 1.1
2176 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2177     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2178 elmex 1.1
2179 root 1.9 if (effect == 0)
2180     return;
2181 elmex 1.1
2182 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2183     /* tmp->stats.food+=(signed short) effect/op->speed; */
2184 elmex 1.1
2185 root 1.9 /* max number of ticks to be affected for. */
2186     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2187     if (op->speed_left < -(FABS (op->speed) * max))
2188     op->speed_left = (float) -(FABS (op->speed) * max);
2189 elmex 1.1
2190     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2191     }
2192    
2193    
2194     /* Attempts to kill 'op'. hitter is the attack object, dam is
2195     * the computed damaged.
2196     */
2197 root 1.9 void
2198     deathstrike_player (object *op, object *hitter, int *dam)
2199 elmex 1.1 {
2200 root 1.9 /* The intention of a death attack is to kill outright things
2201     ** that are a lot weaker than the attacker, have a chance of killing
2202     ** things somewhat weaker than the caster, and no chance of
2203     ** killing something equal or stronger than the attacker.
2204     ** Also, if a deathstrike attack has a slaying, any monster
2205     ** whose name or race matches a comma-delimited list in the slaying
2206     ** field of the deathstriking object */
2207    
2208     int atk_lev, def_lev, kill_lev;
2209    
2210     if (hitter->slaying)
2211     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2212     return;
2213    
2214     def_lev = op->level;
2215     if (def_lev < 1)
2216     {
2217     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2218     def_lev = 1;
2219     }
2220     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2221     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2222     atk_lev, def_lev); */
2223    
2224     if (atk_lev >= def_lev)
2225     {
2226     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2227    
2228     /* Note that the below effectively means the ratio of the atk vs
2229     * defener level is important - if level 52 character has very little
2230     * chance of killing a level 50 monster. This should probably be
2231     * redone.
2232     */
2233     if (kill_lev >= def_lev)
2234     {
2235     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2236     /* I think this doesn't really do much. Because of
2237     * integer rounding, this only makes any difference if the
2238     * attack level is double the defender level.
2239     */
2240     *dam *= kill_lev / def_lev;
2241 root 1.5 }
2242 root 1.9 }
2243     else
2244     {
2245     *dam = 0; /* no harm done */
2246 elmex 1.1 }
2247     }
2248    
2249     /* thrown_item_effect() - handles any special effects of thrown
2250     * items (like attacking living creatures--a potion thrown at a
2251     * monster).
2252     */
2253 root 1.9 static void
2254     thrown_item_effect (object *hitter, object *victim)
2255 elmex 1.1 {
2256 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2257     {
2258     /* May not need a switch for just 2 types, but this makes it
2259     * easier for expansion.
2260     */
2261     switch (hitter->type)
2262     {
2263 root 1.5 case POTION:
2264 root 1.9 /* should player get a save throw instead of checking magic protection? */
2265     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2266     (void) apply_potion (victim, hitter);
2267     break;
2268    
2269     case POISON: /* poison drinks */
2270     /* As with potions, should monster get a save? */
2271     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2272     apply_poison (victim, hitter);
2273     break;
2274    
2275     /* Removed case statements that did nothing.
2276     * food may be poisonous, but monster must be willing to eat it,
2277     * so we don't handle it here.
2278     * Containers should perhaps break open, but that code was disabled.
2279     */
2280 root 1.5 }
2281 elmex 1.1 }
2282     }
2283    
2284     /* adj_attackroll() - adjustments to attacks by various conditions */
2285    
2286 root 1.9 int
2287     adj_attackroll (object *hitter, object *target)
2288     {
2289 elmex 1.1 object *attacker = hitter;
2290 root 1.9 int adjust = 0;
2291 elmex 1.1
2292     /* safety */
2293 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2294     {
2295     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2296     return 0;
2297     }
2298 elmex 1.1
2299     /* aimed missiles use the owning object's sight */
2300 root 1.9 if (is_aimed_missile (hitter))
2301     {
2302 root 1.27 if ((attacker = hitter->owner) == NULL)
2303 root 1.9 attacker = hitter;
2304     /* A player who saves but hasn't quit still could have objects
2305     * owned by him - need to handle that case to avoid crashes.
2306     */
2307     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2308     attacker = hitter;
2309     }
2310     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2311 elmex 1.1 return 0;
2312    
2313 root 1.9 /* determine the condtions under which we make an attack.
2314     * Add more cases, as the need occurs. */
2315 elmex 1.1
2316 root 1.9 if (!can_see_enemy (attacker, target))
2317     {
2318     /* target is unseen */
2319     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2320     adjust -= 10;
2321     /* dark map penalty for the hitter (lacks infravision if we got here). */
2322     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2323     adjust -= target->map->darkness;
2324     }
2325 elmex 1.1
2326 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2327 elmex 1.1 adjust -= 3;
2328    
2329 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2330 elmex 1.1 adjust += 1;
2331    
2332 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2333 elmex 1.1 adjust += 1;
2334    
2335 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2336 elmex 1.1 adjust -= 3;
2337    
2338     /* if we attack at a different 'altitude' its harder */
2339 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2340 elmex 1.1 adjust -= 2;
2341    
2342     #if 0
2343     /* slower attacks are less likely to succeed. We should use a
2344     * comparison between attacker/target speeds BUT, players have
2345     * a generally faster speed, so this will wind up being a HUGE
2346     * disadantage for the monsters! Too bad, because missiles which
2347     * fly fast should have a better chance of hitting a slower target.
2348     */
2349 root 1.9 if (hitter->speed < target->speed)
2350     adjust += ((float) hitter->speed - target->speed);
2351 elmex 1.1 #endif
2352    
2353     #if 0
2354 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2355 elmex 1.1 #endif
2356    
2357     return adjust;
2358 root 1.9 }
2359 elmex 1.1
2360    
2361     /* determine if the object is an 'aimed' missile */
2362 root 1.9 int
2363     is_aimed_missile (object *op)
2364     {
2365 elmex 1.1
2366 root 1.9 /* I broke what used to be one big if into a few nested
2367     * ones so that figuring out the logic is at least possible.
2368     */
2369     if (op && (op->move_type & MOVE_FLYING))
2370     {
2371     if (op->type == ARROW || op->type == THROWN_OBJ)
2372     return 1;
2373     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2374     return 1;
2375 elmex 1.1 }
2376 root 1.9 return 0;
2377     }