ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.46
Committed: Thu Jan 18 19:32:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +3 -1 lines
Log Message:
just experimenting

File Contents

# 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 root 1.46
137     if (saves == 0 || (rndm (1, attacks) > saves))
138 root 1.9 return FALSE;
139 root 1.46
140 root 1.9 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 root 1.9 void
148     save_throw_object (object *op, int type, object *originator)
149 elmex 1.1 {
150 root 1.9 if (!did_make_save_item (op, type, originator))
151 elmex 1.1 {
152 root 1.9 object *env = op->env;
153     int x = op->x, y = op->y;
154 root 1.19 maptile *m = op->map;
155 root 1.9
156     op = stop_item (op);
157     if (op == NULL)
158     return;
159 elmex 1.1
160 root 1.9 /* Hacked the following so that type LIGHTER will work.
161     * Also, objects which are potenital "lights" that are hit by
162     * flame/elect attacks will be set to glow. "lights" are any
163     * object with +/- glow_radius and an "other_arch" to change to.
164     * (and please note that we cant fail our save and reach this
165     * function if the object doesnt contain a material that can burn.
166     * So forget lighting magical swords on fire with this!) -b.t.
167     */
168     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
169     {
170     const char *arch = op->other_arch->name;
171 elmex 1.1
172 root 1.9 op = decrease_ob_nr (op, 1);
173 root 1.13
174 root 1.9 if (op)
175     fix_stopped_item (op, m, originator);
176 root 1.13
177 root 1.9 if ((op = get_archetype (arch)) != NULL)
178     {
179     if (env)
180     {
181     op->x = env->x, op->y = env->y;
182     insert_ob_in_ob (op, env);
183     if (env->contr)
184     esrv_send_item (env, op);
185 root 1.5 }
186 root 1.9 else
187     {
188     op->x = x, op->y = y;
189     insert_ob_in_map (op, m, originator, 0);
190     }
191     }
192 root 1.13
193 root 1.9 return;
194     }
195 root 1.13
196 root 1.9 if (type & AT_CANCELLATION)
197     { /* Cancellation. */
198     cancellation (op);
199     fix_stopped_item (op, m, originator);
200     return;
201     }
202 root 1.13
203 root 1.9 if (op->nrof > 1)
204     {
205     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
206 root 1.13
207 root 1.9 if (op)
208     fix_stopped_item (op, m, originator);
209 elmex 1.1 }
210 root 1.9 else
211     {
212     if (op->env)
213     {
214 root 1.30 object *tmp = op->in_player ();
215 root 1.9
216     if (tmp)
217 root 1.13 esrv_del_item (tmp->contr, op->count);
218 root 1.5 }
219 root 1.13
220 root 1.26 op->destroy ();
221 root 1.9 }
222 root 1.13
223 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
224 root 1.13 if (env)
225     {
226     op = get_archetype ("burnout");
227     op->x = env->x, op->y = env->y;
228     insert_ob_in_ob (op, env);
229     }
230     else
231     replace_insert_ob_in_map ("burnout", originator);
232    
233 root 1.9 return;
234     }
235 root 1.15
236 root 1.9 /* The value of 50 is arbitrary. */
237     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
238     {
239     object *tmp;
240 root 1.16 archetype *at = archetype::find ("icecube");
241 root 1.9
242     if (at == NULL)
243 root 1.5 return;
244 root 1.15
245 root 1.9 op = stop_item (op);
246     if (op == NULL)
247 elmex 1.1 return;
248 root 1.15
249 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
250     {
251     tmp = arch_to_object (at);
252     tmp->x = op->x, tmp->y = op->y;
253     /* This was in the old (pre new movement code) -
254     * icecubes have slow_move set to 1 - don't want
255     * that for ones we create.
256     */
257     tmp->move_slow_penalty = 0;
258     tmp->move_slow = 0;
259     insert_ob_in_map (tmp, op->map, originator, 0);
260     }
261 root 1.15
262 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
263 root 1.25 op->remove ();
264 root 1.15
265     insert_ob_in_ob (op, tmp);
266 root 1.9 return;
267 elmex 1.1 }
268     }
269    
270     /* Object op is hitting the map.
271     * op is going in direction 'dir'
272     * type is the attacktype of the object.
273     * full_hit is set if monster area does not matter.
274     * returns 1 if it hits something, 0 otherwise.
275     */
276    
277 root 1.9 int
278     hit_map (object *op, int dir, int type, int full_hit)
279     {
280 root 1.19 maptile *map;
281 root 1.9 sint16 x, y;
282     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
283 elmex 1.1
284 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
285     {
286     LOG (llevError, "BUG: hit_map(): free object\n");
287     return 0;
288 elmex 1.1 }
289    
290 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291     {
292     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
293     return 0;
294 elmex 1.1 }
295    
296 root 1.9 if (!op->map)
297     {
298     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
299     return 0;
300 elmex 1.1 }
301    
302 root 1.9 if (op->head)
303     op = op->head;
304    
305     map = op->map;
306     x = op->x + freearr_x[dir];
307     y = op->y + freearr_y[dir];
308 elmex 1.1
309 root 1.41 if (!xy_normalise (map, x, y))
310     return 0;
311 root 1.9
312     // elmex: a safe map tile can't be hit!
313     // this should prevent most harmful effects on items and players there.
314 root 1.41 mapspace &ms = map->at (x, y);
315    
316     if (ms.flags () & P_SAFE)
317 root 1.9 return 0;
318    
319     /* peterm: a few special cases for special attacktypes --counterspell
320     * must be out here because it strikes things which are not alive
321     */
322 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 root 1.9 {
324 root 1.41 if (type & AT_COUNTERSPELL)
325     {
326     counterspell (op, dir); /* see spell_effect.c */
327 elmex 1.1
328 root 1.41 /* If the only attacktype is counterspell or magic, don't need
329     * to do any further processing.
330     */
331     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
332     return 0;
333 root 1.11
334 root 1.41 type &= ~AT_COUNTERSPELL;
335     }
336 elmex 1.1
337 root 1.41 if (type & AT_CHAOS)
338     {
339     shuffle_attack (op, 1); /* flag tells it to change the face */
340     update_object (op, UP_OBJ_FACE);
341     type &= ~AT_CHAOS;
342     }
343 elmex 1.1 }
344    
345 root 1.37 /* There may still be objects that were above 'next', but there is no
346     * simple way to find out short of copying all object references and
347     * tags into a temporary array before we start processing the first
348     * object. That's why we just abort on destroy.
349     *
350     * This happens whenever attack spells (like fire) hit a pile
351     * of objects. This is not a bug - nor an error.
352     */
353 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
354 root 1.9 {
355 root 1.37 object *tmp = next;
356 root 1.9 next = tmp->above;
357 root 1.11
358 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359     * For example, 'tmp' was put in an icecube.
360     * This is one of the few cases where on_same_map should not be used.
361     */
362     if (tmp->map != map || tmp->x != x || tmp->y != y)
363     continue;
364    
365     if (QUERY_FLAG (tmp, FLAG_ALIVE))
366     {
367     hit_player (tmp, op->stats.dam, op, type, full_hit);
368     retflag |= 1;
369 root 1.41
370 root 1.18 if (op->destroyed ())
371 root 1.5 break;
372     }
373 root 1.9 /* Here we are potentially destroying an object. If the object has
374     * NO_PASS set, it is also immune - you can't destroy walls. Note
375     * that weak walls have is_alive set, which prevent objects from
376     * passing over/through them. We don't care what type of movement
377     * the wall blocks - if it blocks any type of movement, can't be
378     * destroyed right now.
379     */
380     else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
381     {
382     save_throw_object (tmp, type, op);
383 root 1.37
384 root 1.18 if (op->destroyed ())
385 root 1.9 break;
386 root 1.5 }
387 elmex 1.1 }
388 root 1.11
389 root 1.9 return 0;
390 elmex 1.1 }
391    
392 root 1.9 void
393     attack_message (int dam, int type, object *op, object *hitter)
394     {
395 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
396 root 1.9 int i, found = 0;
397 root 1.19 maptile *map;
398 elmex 1.1 object *next, *tmp;
399    
400     /* put in a few special messages for some of the common attacktypes
401     * a player might have. For example, fire, electric, cold, etc
402     * [garbled 20010919]
403     */
404    
405 root 1.9 if (dam == 9998 && op->type == DOOR)
406     {
407     sprintf (buf1, "unlock %s", &op->name);
408     sprintf (buf2, " unlocks");
409     found++;
410     }
411     if (dam < 0)
412     {
413     sprintf (buf1, "hit %s", &op->name);
414     sprintf (buf2, " hits");
415     found++;
416     }
417     else if (dam == 0)
418     {
419     sprintf (buf1, "missed %s", &op->name);
420     sprintf (buf2, " misses");
421     found++;
422     }
423     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
424 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
425 root 1.9 {
426     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
427     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
428     {
429     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
430     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
431     found++;
432     break;
433     }
434     }
435     else if (op->type == DOOR && !found)
436     {
437     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
438     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
439     {
440     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
441     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
442     found++;
443     break;
444     }
445     }
446 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
447 root 1.9 {
448     if (USING_SKILL (hitter, SK_KARATE))
449     {
450     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
451     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
452     {
453     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
454     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
455 root 1.5 found++;
456     break;
457 root 1.9 }
458     }
459     else if (USING_SKILL (hitter, SK_CLAWING))
460     {
461     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
462     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
463     {
464     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
465     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
466 root 1.5 found++;
467     break;
468     }
469 root 1.9 }
470     else if (USING_SKILL (hitter, SK_PUNCHING))
471     {
472     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
473     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
474     {
475     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
476     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
477     found++;
478     break;
479 root 1.5 }
480     }
481 elmex 1.1 }
482 root 1.29
483 root 1.9 if (found)
484     {
485     /* done */
486     }
487 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
488 root 1.9 {
489     sprintf (buf1, "hit"); /* just in case */
490     for (i = 0; i < MAXATTACKMESS; i++)
491     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
492     {
493     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
494     found++;
495     break;
496     }
497     }
498 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
499 root 1.9 {
500 elmex 1.1 /* drain is first, because some items have multiple attypes */
501 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
502     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
503     {
504     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
505     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
506     found++;
507     break;
508     }
509     }
510 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
511 root 1.9 {
512     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
513     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
514     {
515     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
516     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
517     found++;
518     break;
519     }
520     }
521 root 1.29 else if (type & AT_COLD && op->is_alive ())
522 root 1.9 {
523     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
524     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
525     {
526     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
527     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
528     found++;
529     break;
530     }
531     }
532     else if (type & AT_FIRE)
533     {
534     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
535     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
536     {
537     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
538     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539     found++;
540     break;
541     }
542     }
543     else if (hitter->current_weapon != NULL)
544     {
545     int mtype;
546    
547     switch (hitter->current_weapon->weapontype)
548     {
549     case WEAP_HIT:
550     mtype = ATM_BASIC;
551     break;
552     case WEAP_SLASH:
553     mtype = ATM_SLASH;
554     break;
555     case WEAP_PIERCE:
556     mtype = ATM_PIERCE;
557     break;
558     case WEAP_CLEAVE:
559     mtype = ATM_CLEAVE;
560     break;
561     case WEAP_SLICE:
562     mtype = ATM_SLICE;
563     break;
564     case WEAP_STAB:
565     mtype = ATM_STAB;
566     break;
567     case WEAP_WHIP:
568     mtype = ATM_WHIP;
569     break;
570     case WEAP_CRUSH:
571     mtype = ATM_CRUSH;
572     break;
573     case WEAP_BLUD:
574     mtype = ATM_BLUD;
575     break;
576     default:
577     mtype = ATM_BASIC;
578     break;
579     }
580     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
581     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582     {
583     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
584     strcpy (buf2, attack_mess[mtype][i].buf3);
585     found++;
586     break;
587     }
588     }
589     else
590     {
591     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
592     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
593     {
594     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
595     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
596     found++;
597     break;
598     }
599 elmex 1.1 }
600    
601 root 1.9 if (!found)
602     {
603     strcpy (buf1, "hit");
604     strcpy (buf2, " hits");
605 elmex 1.1 }
606    
607 root 1.9 /* bail out if a monster is casting spells */
608 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
609 root 1.9 return;
610 elmex 1.1
611 root 1.9 /* scale down magic considerably. */
612     if (type & AT_MAGIC && rndm (0, 5))
613     return;
614 elmex 1.1
615 root 1.9 /* Did a player hurt another player? Inform both! */
616 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
617 root 1.9 {
618 root 1.27 if (hitter->owner != NULL)
619 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620     else
621     {
622     sprintf (buf, "%s%s you.", &hitter->name, buf2);
623     if (dam != 0)
624     {
625     if (dam < 10)
626     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
627     else if (dam < 20)
628     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
629     else
630     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
631 root 1.5 }
632     }
633 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
634     } /* end of player hitting player */
635 elmex 1.1
636 root 1.9 if (hitter->type == PLAYER)
637     {
638     sprintf (buf, "You %s.", buf1);
639     if (dam != 0)
640     {
641     if (dam < 10)
642     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
643     else if (dam < 20)
644     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
645     else
646     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
647 root 1.5 }
648 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
649     }
650 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 root 1.9 {
652 elmex 1.1 /* look for stacked spells and start reducing the message chances */
653 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
654     {
655     i = 4;
656     map = hitter->map;
657     if (out_of_map (map, hitter->x, hitter->y))
658     return;
659 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 root 1.9 if (next)
661     while (next)
662     {
663     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664     i *= 3;
665     tmp = next;
666     next = tmp->above;
667     }
668     if (i < 0)
669 root 1.5 return;
670 root 1.9 if (rndm (0, i) != 0)
671     return;
672     }
673     else if (rndm (0, 5) != 0)
674     return;
675     sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
677     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 elmex 1.1 }
679     }
680    
681    
682 root 1.9 static int
683     get_attack_mode (object **target, object **hitter, int *simple_attack)
684 elmex 1.1 {
685 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686     {
687     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688     return 1;
689 elmex 1.1 }
690 root 1.9 if ((*target)->head)
691     *target = (*target)->head;
692     if ((*hitter)->head)
693     *hitter = (*hitter)->head;
694     if ((*hitter)->env != NULL || (*target)->env != NULL)
695     {
696     *simple_attack = 1;
697     return 0;
698 elmex 1.1 }
699 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
700     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
701 elmex 1.1 {
702 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
703     return 1;
704 elmex 1.1 }
705 root 1.9 *simple_attack = 0;
706     return 0;
707 elmex 1.1 }
708    
709 root 1.9 static int
710     abort_attack (object *target, object *hitter, int simple_attack)
711 elmex 1.1 {
712 root 1.9
713 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
714     * determined by get_attack_mode(). Returns true if the relation has changed.
715     */
716 root 1.9 int new_mode;
717 elmex 1.1
718 root 1.9 if (hitter->env == target || target->env == hitter)
719     new_mode = 1;
720     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
721     return 1;
722     else
723     new_mode = 0;
724     return new_mode != simple_attack;
725 elmex 1.1 }
726    
727     static void thrown_item_effect (object *, object *);
728    
729 root 1.9 static int
730     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731 elmex 1.1 {
732 root 1.9 int simple_attack, roll, dam = 0;
733     uint32 type;
734     shstr op_name;
735    
736     if (get_attack_mode (&op, &hitter, &simple_attack))
737     goto error;
738    
739     if (hitter->current_weapon)
740     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
741     return RESULT_INT (0);
742    
743     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
744     return RESULT_INT (0);
745 elmex 1.1
746 root 1.9 /*
747     * A little check to make it more difficult to dance forward and back
748     * to avoid ever being hit by monsters.
749     */
750     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
751     {
752     /* Decrease speed BEFORE calling process_object. Otherwise, an
753     * infinite loop occurs, with process_object calling move_monster,
754     * which then gets here again. By decreasing the speed before
755     * we call process_object, the 'if' statement above will fail.
756     */
757     op->speed_left--;
758     process_object (op);
759 root 1.26
760 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 elmex 1.1 goto error;
762 root 1.9 }
763 elmex 1.1
764 root 1.9 op_name = op->name;
765 root 1.3
766 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
767 elmex 1.1
768 root 1.9 /* Adjust roll for various situations. */
769     if (!simple_attack)
770     roll += adj_attackroll (hitter, op);
771 elmex 1.1
772 root 1.9 /* See if we hit the creature */
773     if (roll == 20 || op->stats.ac >= base_wc - roll)
774     {
775     int hitdam = base_dam;
776    
777     if (settings.casting_time == TRUE)
778     {
779     if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780     {
781     hitter->casting_time = -1;
782 root 1.40 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 root 1.9 }
784     if ((op->casting_time > -1) && (hitdam > 0))
785     {
786     op->casting_time = -1;
787     if (op->type == PLAYER)
788     {
789 root 1.40 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 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);
791 root 1.5 }
792     }
793     }
794 root 1.9 if (!simple_attack)
795 elmex 1.1 {
796 root 1.9 /* If you hit something, the victim should *always* wake up.
797     * Before, invisible hitters could avoid doing this.
798     * -b.t. */
799     if (QUERY_FLAG (op, FLAG_SLEEP))
800     CLEAR_FLAG (op, FLAG_SLEEP);
801    
802     /* If the victim can't see the attacker, it may alert others
803     * for help. */
804 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 root 1.9 npc_call_help (op);
806    
807     /* if you were hidden and hit by a creature, you are discovered */
808     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809     {
810     make_visible (op);
811     if (op->type == PLAYER)
812     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813     }
814    
815     /* thrown items (hitter) will have various effects
816     * when they hit the victim. For things like thrown daggers,
817     * this sets 'hitter' to the actual dagger, and not the
818     * wrapper object.
819     */
820     thrown_item_effect (hitter, op);
821 root 1.26
822 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
823 root 1.9 goto leave;
824     }
825    
826     /* Need to do at least 1 damage, otherwise there is no point
827     * to go further and it will cause FPE's below.
828     */
829     if (hitdam <= 0)
830     hitdam = 1;
831 elmex 1.1
832 root 1.9 type = hitter->attacktype;
833 root 1.18
834 root 1.9 if (!type)
835     type = AT_PHYSICAL;
836 root 1.18
837 root 1.9 /* Handle monsters that hit back */
838     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
839     {
840     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
841     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
842 root 1.18
843 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
844 root 1.18
845     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
846 root 1.5 goto leave;
847 root 1.9 }
848 elmex 1.1
849 root 1.9 /* In the new attack code, it should handle multiple attack
850     * types in its area, so remove it from here.
851     */
852     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
853 root 1.18
854     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
855 root 1.9 goto leave;
856     } /* end of if hitter hit op */
857     /* if we missed, dam=0 */
858    
859     /*attack_message(dam, type, op, hitter); */
860 elmex 1.1
861 root 1.9 goto leave;
862 elmex 1.1
863 root 1.9 error:
864     dam = 1;
865 elmex 1.1
866 root 1.9 leave:
867 elmex 1.1
868 root 1.9 return dam;
869 elmex 1.1 }
870    
871 root 1.9 int
872     attack_ob (object *op, object *hitter)
873 elmex 1.1 {
874    
875 root 1.9 if (hitter->head)
876     hitter = hitter->head;
877     return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878 elmex 1.1 }
879    
880     /* op is the arrow, tmp is what is stopping the arrow.
881     *
882     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
883     */
884 root 1.9 static int
885     stick_arrow (object *op, object *tmp)
886 elmex 1.1 {
887 root 1.9 /* If the missile hit a player, we insert it in their inventory.
888     * However, if the missile is heavy, we don't do so (assume it falls
889     * to the ground after a hit). What a good value for this is up to
890     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891     * stick around.
892     */
893     if (op->weight <= 5000 && tmp->stats.hp >= 0)
894     {
895     if (tmp->head != NULL)
896     tmp = tmp->head;
897 root 1.10
898 root 1.25 op->remove ();
899 root 1.9 op = insert_ob_in_ob (op, tmp);
900 root 1.10
901 root 1.9 if (tmp->type == PLAYER)
902     esrv_send_item (tmp, op);
903 root 1.10
904 root 1.9 return 1;
905     }
906     else
907     return 0;
908 elmex 1.1 }
909    
910     /* hit_with_arrow() disassembles the missile, attacks the victim and
911     * reassembles the missile.
912     *
913     * It returns a pointer to the reassembled missile, or NULL if the missile
914     * isn't available anymore.
915     */
916 root 1.9 object *
917     hit_with_arrow (object *op, object *victim)
918 elmex 1.1 {
919 root 1.9 object *container, *hitter;
920     int hit_something = 0;
921    
922     /* Disassemble missile */
923     if (op->inv)
924     {
925     container = op;
926     hitter = op->inv;
927 root 1.25 hitter->remove ();
928 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929     /* Note that we now have an empty THROWN_OBJ on the map. Code that
930     * might be called until this THROWN_OBJ is either reassembled or
931     * removed at the end of this function must be able to deal with empty
932     * THROWN_OBJs. */
933     }
934     else
935     {
936 root 1.21 container = 0;
937 root 1.9 hitter = op;
938     }
939    
940     /* Try to hit victim */
941     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
942    
943     /* Arrow attacks door, rune of summoning is triggered, demon is put on
944     * arrow, move_apply() calls this function, arrow sticks in demon,
945     * attack_ob_simple() returns, and we've got an arrow that still exists
946     * but is no longer on the map. Ugh. (Beware: Such things can happen at
947     * other places as well!)
948     */
949 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
950 root 1.9 {
951     if (container)
952     {
953 root 1.25 container->remove ();
954 root 1.26 container->destroy ();
955 elmex 1.1 }
956 root 1.21
957     return 0;
958 elmex 1.1 }
959    
960 root 1.9 /* Missile hit victim */
961     /* if the speed is > 10, then this is a fast moving arrow, we go straight
962     * through the target
963     */
964     if (hit_something && op->speed <= 10.0)
965     {
966     /* Stop arrow */
967 root 1.21 if (!container)
968 root 1.9 {
969     hitter = fix_stopped_arrow (hitter);
970 root 1.21 if (!hitter)
971     return 0;
972 root 1.9 }
973     else
974 root 1.26 container->destroy ();
975 elmex 1.1
976 root 1.9 /* Try to stick arrow into victim */
977 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
978 root 1.21 return 0;
979 root 1.9
980     /* Else try to put arrow on victim's map square
981     * remove check for P_WALL here. If the arrow got to this
982     * space, that is good enough - with the new movement code,
983     * there is now the potential for lots of spaces where something
984     * can fly over but not otherwise move over. What is the correct
985     * way to handle those otherwise?
986     */
987 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
988 root 1.9 {
989 root 1.25 hitter->remove ();
990 root 1.21 hitter->x = victim->x;
991     hitter->y = victim->y;
992 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 elmex 1.1 }
994 root 1.9 else
995 root 1.21 /* Else leave arrow where it is */
996     merge_ob (hitter, NULL);
997    
998     return 0;
999 elmex 1.1 }
1000    
1001 root 1.9 if (hit_something && op->speed >= 10.0)
1002     op->speed -= 1.0;
1003 elmex 1.1
1004 root 1.9 /* Missile missed victim - reassemble missile */
1005     if (container)
1006     {
1007 root 1.25 hitter->remove ();
1008 root 1.9 insert_ob_in_ob (hitter, container);
1009 elmex 1.1 }
1010 root 1.21
1011 root 1.9 return op;
1012 elmex 1.1 }
1013    
1014    
1015 root 1.9 void
1016     tear_down_wall (object *op)
1017 elmex 1.1 {
1018 root 1.9 int perc = 0;
1019 elmex 1.1
1020 root 1.9 if (!op->stats.maxhp)
1021     {
1022     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023     perc = 1;
1024 elmex 1.1 }
1025 root 1.9 else if (!GET_ANIM_ID (op))
1026     {
1027     /* Object has been called - no animations, so remove it */
1028     if (op->stats.hp < 0)
1029 root 1.26 op->destroy ();
1030    
1031 root 1.9 return; /* no animations, so nothing more to do */
1032     }
1033 root 1.26
1034 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1035 root 1.26
1036 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1037     perc = NUM_ANIMATIONS (op) - 1;
1038     else if (perc < 1)
1039     perc = 1;
1040 root 1.26
1041 root 1.9 SET_ANIMATION (op, perc);
1042     update_object (op, UP_OBJ_FACE);
1043 root 1.26
1044 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1045     { /* Reached the last animation */
1046     if (op->face == blank_face)
1047 root 1.26 /* If the last face is blank, remove the ob */
1048     op->destroy ();
1049 root 1.9 else
1050     { /* The last face was not blank, leave an image */
1051     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1052     update_all_los (op->map, op->x, op->y);
1053     op->move_block = 0;
1054     CLEAR_FLAG (op, FLAG_ALIVE);
1055 root 1.5 }
1056 elmex 1.1 }
1057     }
1058    
1059 root 1.9 void
1060     scare_creature (object *target, object *hitter)
1061 elmex 1.1 {
1062 root 1.27 object *owner = hitter->owner;
1063 elmex 1.1
1064 root 1.9 if (!owner)
1065     owner = hitter;
1066 elmex 1.1
1067 root 1.9 SET_FLAG (target, FLAG_SCARED);
1068     if (!target->enemy)
1069     target->enemy = owner;
1070 elmex 1.1 }
1071    
1072    
1073     /* This returns the amount of damage hitter does to op with the
1074     * appropriate attacktype. Only 1 attacktype should be set at a time.
1075     * This doesn't damage the player, but returns how much it should
1076     * take. However, it will do other effects (paralyzation, slow, etc.)
1077     * Note - changed for PR code - we now pass the attack number and not
1078     * the attacktype. Makes it easier for the PR code. */
1079 root 1.9 int
1080     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1081     {
1082     int doesnt_slay = 1;
1083    
1084     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1085     if (attacknum >= NROFATTACKS)
1086     {
1087     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1088     return 0;
1089 elmex 1.1 }
1090 root 1.9
1091     if (dam < 0)
1092     {
1093     LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1094     return 0;
1095 elmex 1.1 }
1096 root 1.9
1097     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098     * people can't mess with that or it otherwise get confused. */
1099     if (attacknum == ATNR_INTERNAL)
1100     return dam;
1101    
1102     if (hitter->slaying)
1103     {
1104     if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1105     (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1106     {
1107     doesnt_slay = 0;
1108     dam *= 3;
1109     }
1110 elmex 1.1 }
1111    
1112 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1113     if (op->resist[attacknum])
1114     {
1115 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1116     * in case 0>dam>1, we try to "simulate" a float value-effect */
1117 root 1.9 dam *= (100 - op->resist[attacknum]);
1118     if (dam >= 100)
1119     dam /= 100;
1120 elmex 1.1 else
1121 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1122 elmex 1.1 }
1123    
1124 root 1.9 /* Special hack. By default, if immune to something, you
1125     * shouldn't need to worry. However, acid is an exception, since
1126     * it can still damage your items. Only include attacktypes if
1127     * special processing is needed */
1128    
1129     if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1130     return 0;
1131    
1132     /* Keep this in order - makes things easier to find */
1133    
1134     switch (attacknum)
1135     {
1136 root 1.40 case ATNR_PHYSICAL:
1137     /* here also check for diseases */
1138     check_physically_infect (op, hitter);
1139     break;
1140    
1141     /* Don't need to do anything for:
1142     magic,
1143     fire,
1144     electricity,
1145     cold */
1146    
1147     case ATNR_CONFUSION:
1148     case ATNR_POISON:
1149     case ATNR_SLOW:
1150     case ATNR_PARALYZE:
1151     case ATNR_FEAR:
1152     case ATNR_CANCELLATION:
1153     case ATNR_DEPLETE:
1154     case ATNR_BLIND:
1155     {
1156     /* chance for inflicting a special attack depends on the
1157     * difference between attacker's and defender's level
1158     */
1159     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1160    
1161     /* First, only creatures/players with speed can be affected.
1162     * Second, just getting hit doesn't mean it always affects
1163     * you. Third, you still get a saving through against the
1164     * effect.
1165     */
1166     if (op->speed &&
1167     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1168     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169     {
1170 root 1.5
1171 root 1.40 /* Player has been hit by something */
1172     if (attacknum == ATNR_CONFUSION)
1173     confuse_player (op, hitter, dam);
1174     else if (attacknum == ATNR_POISON)
1175     poison_player (op, hitter, dam);
1176     else if (attacknum == ATNR_SLOW)
1177     slow_player (op, hitter, dam);
1178     else if (attacknum == ATNR_PARALYZE)
1179     paralyze_player (op, hitter, dam);
1180     else if (attacknum == ATNR_FEAR)
1181     scare_creature (op, hitter);
1182     else if (attacknum == ATNR_CANCELLATION)
1183     cancellation (op);
1184     else if (attacknum == ATNR_DEPLETE)
1185     op->drain_stat ();
1186     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187     blind_player (op, hitter, dam);
1188     }
1189     dam = 0; /* These are all effects and don't do real damage */
1190     }
1191     break;
1192 root 1.44
1193 root 1.40 case ATNR_ACID:
1194     {
1195     int flag = 0;
1196 root 1.9
1197 root 1.40 /* Items only get corroded if you're not on a battleground and
1198     * if your acid resistance is below 50%. */
1199     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1200     {
1201 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 root 1.40 {
1203     if (tmp->invisible)
1204     continue;
1205     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 root 1.44 /* >= 10% acid res. on items will protect these */
1207 root 1.40 continue;
1208     if (!(tmp->material & M_IRON))
1209     continue;
1210     if (tmp->magic < -4) /* Let's stop at -5 */
1211     continue;
1212 root 1.44 if (tmp->type == RING
1213     /* removed boots and gloves from exclusion list in PR */
1214     || tmp->type == GIRDLE
1215     || tmp->type == AMULET
1216     || tmp->type == WAND
1217     || tmp->type == ROD
1218     || tmp->type == HORN)
1219 root 1.40 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 root 1.44
1236 root 1.40 if (flag)
1237     op->update_stats (); /* Something was corroded */
1238     }
1239     }
1240     break;
1241 root 1.44
1242 root 1.40 case ATNR_DRAIN:
1243     {
1244     /* rate is the proportion of exp drained. High rate means
1245     * not much is drained, low rate means a lot is drained.
1246     */
1247     int rate;
1248 root 1.9
1249 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1250     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1251     else
1252     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1253 root 1.9
1254 root 1.40 if (op->stats.exp <= rate)
1255     {
1256     if (op->type == GOLEM)
1257     dam = 999; /* Its force is "sucked" away. 8) */
1258     else
1259     /* If we can't drain, lets try to do physical damage */
1260     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1261     }
1262     else
1263     {
1264     /* Randomly give the hitter some hp */
1265     if (hitter->stats.hp < hitter->stats.maxhp &&
1266     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1267     hitter->stats.hp++;
1268    
1269     /* Can't do drains on battleground spaces.
1270     * Move the wiz check up here - before, the hitter wouldn't gain exp
1271     * exp, but the wiz would still lose exp! If drainee is a wiz,
1272     * nothing happens.
1273     * Try to credit the owner. We try to display player -> player drain
1274     * attacks, hence all the != PLAYER checks.
1275     */
1276     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1277     {
1278     object *owner = hitter->owner;
1279 root 1.9
1280 root 1.40 if (owner && owner != hitter)
1281     {
1282     if (op->type != PLAYER || owner->type != PLAYER)
1283     change_exp (owner, op->stats.exp / (rate * 2),
1284     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285     }
1286     else if (op->type != PLAYER || hitter->type != PLAYER)
1287     {
1288     change_exp (hitter, op->stats.exp / (rate * 2),
1289     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290     }
1291     change_exp (op, -op->stats.exp / rate, NULL, 0);
1292     }
1293 root 1.44
1294 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295     * drain attack, you won't know that you are actually sucking out EXP,
1296     * as the messages will say you missed
1297     */
1298     }
1299     }
1300     break;
1301 root 1.44
1302 root 1.40 case ATNR_TURN_UNDEAD:
1303     {
1304     if (QUERY_FLAG (op, FLAG_UNDEAD))
1305     {
1306     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1307     object *god = find_god (determine_god (owner));
1308     int div = 1;
1309    
1310     /* if undead are not an enemy of your god, you turn them
1311     * at half strength */
1312     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313     div = 2;
1314     /* Give a bonus if you resist turn undead */
1315     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316     scare_creature (op, owner);
1317     }
1318     else
1319     dam = 0; /* don't damage non undead - should we damage
1320     undead? */
1321     }
1322     break;
1323 root 1.44
1324 root 1.40 case ATNR_DEATH:
1325     deathstrike_player (op, hitter, &dam);
1326     break;
1327 root 1.44
1328 root 1.40 case ATNR_CHAOS:
1329     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1330     dam = 0;
1331     break;
1332 root 1.44
1333 root 1.40 case ATNR_COUNTERSPELL:
1334     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1335     dam = 0;
1336     /* This should never happen. Counterspell is handled
1337     * seperately and filtered out. If this does happen,
1338     * Counterspell has no effect on anything but spells, so it
1339     * does no damage. */
1340     break;
1341 root 1.44
1342 root 1.40 case ATNR_HOLYWORD:
1343     {
1344     /* This has already been handled by hit_player,
1345     * no need to check twice -- DAMN */
1346     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347    
1348     /* As with turn undead above, give a bonus on the saving throw */
1349     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1350     scare_creature (op, owner);
1351     }
1352     break;
1353 root 1.44
1354 root 1.40 case ATNR_LIFE_STEALING:
1355     {
1356     int new_hp;
1357    
1358     /* this is replacement to drain for players, instead of taking
1359     * exp it takes hp. It is geared for players, probably not
1360     * much use giving it to monsters
1361     *
1362     * life stealing doesn't do a lot of damage, but it gives the
1363     * damage it does do to the player. Given that,
1364     * it only does 1/10'th normal damage (hence the divide by
1365     * 1000).
1366     */
1367     /* You can't steal life from something undead */
1368     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1369     return 0;
1370 root 1.44
1371 root 1.40 /* If drain protection is higher than life stealing, use that */
1372     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1373     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1374     else
1375     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376 root 1.44
1377 root 1.40 /* You die at -1 hp, not zero. */
1378     if (dam > (op->stats.hp + 1))
1379     dam = op->stats.hp + 1;
1380 root 1.44
1381 root 1.40 new_hp = hitter->stats.hp + dam;
1382     if (new_hp > hitter->stats.maxhp)
1383     new_hp = hitter->stats.maxhp;
1384 root 1.44
1385 root 1.40 if (new_hp > hitter->stats.hp)
1386     hitter->stats.hp = new_hp;
1387     }
1388 elmex 1.1 }
1389 root 1.40
1390 root 1.9 return dam;
1391 elmex 1.1 }
1392    
1393     /* GROS: This code comes from hit_player. It has been made external to
1394     * allow script procedures to "kill" objects in a combat-like fashion.
1395     * It was initially used by (kill-object) developed for the Collector's
1396     * Sword. Note that nothing has been changed from the original version
1397     * of the following code.
1398     * op is what is being killed.
1399     * dam is the damage done to it.
1400     * hitter is what is hitting it.
1401     * type is the attacktype.
1402     *
1403     * This function was a bit of a mess with hitter getting changed,
1404     * values being stored away but not used, etc. I've cleaned it up
1405     * a bit - I think it should be functionally equivalant.
1406     * MSW 2002-07-17
1407     */
1408 root 1.9 int
1409     kill_object (object *op, int dam, object *hitter, int type)
1410 elmex 1.1 {
1411 root 1.9 char buf[MAX_BUF];
1412     const char *skill;
1413     int maxdam = 0;
1414     int battleg = 0; /* true if op standing on battleground */
1415     int pk = 0; /* true if op and what controls hitter are both players */
1416     object *owner = NULL;
1417     object *skop = NULL;
1418 elmex 1.1
1419 root 1.9 if (op->stats.hp >= 0)
1420     return -1;
1421    
1422     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1423     return 0;
1424    
1425     /* maxdam needs to be the amount of damage it took to kill
1426     * this creature. The function(s) that call us have already
1427     * adjusted the creatures HP total, so that is negative.
1428     */
1429     maxdam = dam + op->stats.hp + 1;
1430    
1431     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433    
1434     if (op->type == DOOR)
1435     {
1436 root 1.34 op->set_speed (0.1);
1437 root 1.9 op->speed_left = -0.05;
1438     return maxdam;
1439     }
1440 root 1.20
1441 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442     {
1443     remove_friendly_object (op);
1444 root 1.24
1445 root 1.27 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 root 1.24 op->owner->contr->ranges[range_golem] = 0;
1447 root 1.9
1448 root 1.26 op->destroy ();
1449 root 1.9 return maxdam;
1450     }
1451    
1452     /* Now lets start dealing with experience we get for killing something */
1453    
1454 root 1.27 owner = hitter->owner;
1455 root 1.20 if (!owner)
1456 root 1.9 owner = hitter;
1457    
1458     /* is the victim (op) standing on battleground? */
1459     if (op_on_battleground (op, NULL, NULL))
1460     battleg = 1;
1461    
1462     /* is this player killing? */
1463     if (op->type == PLAYER && owner->type == PLAYER)
1464     pk = 1;
1465    
1466     /* Player killed something */
1467     if (owner->type == PLAYER)
1468     {
1469     Log_Kill (owner->name,
1470     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1471    
1472     /* Log players killing other players - makes it easier to detect
1473     * and filter out malicious player killers - that is why the
1474     * ip address is included.
1475     */
1476     if (op->type == PLAYER && !battleg)
1477     {
1478     time_t t = time (NULL);
1479     struct tm *tmv;
1480     char buf[256];
1481    
1482     tmv = localtime (&t);
1483     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1484    
1485 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1486 root 1.9 }
1487    
1488     /* try to filter some things out - basically, if you are
1489     * killing a level 1 creature and your level 20, you
1490     * probably don't want to see that.
1491     */
1492     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1493     {
1494     if (owner != hitter)
1495 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1496 root 1.9 else
1497 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498    
1499 root 1.9 /* Only play sounds for melee kills */
1500     if (hitter->type == PLAYER)
1501     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1502     }
1503    
1504     /* If a player kills another player, not on
1505     * battleground, the "killer" looses 1 luck. Since this is
1506     * not reversible, it's actually quite a pain IMHO. -AV
1507     * Fix bug in that we were changing the luck of the hitter, not
1508     * player that the object belonged to - so if you killed another player
1509     * with spells, pets, whatever, there was no penalty.
1510     * Changed to make luck penalty configurable in settings.
1511     */
1512     if (op->type == PLAYER && owner != op && !battleg)
1513 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1514 root 1.9
1515     /* This code below deals with finding the appropriate skill
1516     * to credit exp to. This is a bit problematic - we should
1517     * probably never really have to look at current_weapon->skill
1518     */
1519 root 1.20 skill = 0;
1520    
1521 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1522     skill = hitter->skill;
1523     else if (owner->chosen_skill)
1524     {
1525     skill = owner->chosen_skill->skill;
1526     skop = owner->chosen_skill;
1527     }
1528     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529     skill = owner->current_weapon->skill;
1530     else
1531     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 elmex 1.1
1533 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1534     * to. Make sure skop is an actual skill, and not a skill tool!
1535     */
1536     if ((!skop || skop->type != SKILL) && skill)
1537     {
1538     int i;
1539 elmex 1.1
1540 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1541     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542     {
1543     skop = owner->contr->last_skill_ob[i];
1544     break;
1545     }
1546 root 1.5 }
1547 root 1.9 } /* Was it a player that hit somethign */
1548     else
1549 root 1.20 skill = 0;
1550 root 1.9
1551     /* Pet (or spell) killed something. */
1552     if (owner != hitter)
1553 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1554     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555 root 1.9 else
1556 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1557     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1558     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1559    
1560 root 1.9 /* These may have been set in the player code section above */
1561     if (!skop)
1562     skop = hitter->chosen_skill;
1563 root 1.20
1564 root 1.9 if (!skill && skop)
1565     skill = skop->skill;
1566    
1567     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568    
1569     /* If you didn't kill yourself, and your not the wizard */
1570     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1571     {
1572     int exp;
1573    
1574     /* Really don't give much experience for killing other players */
1575 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1576 root 1.9 if (op->type == PLAYER)
1577     {
1578     if (battleg)
1579     {
1580     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1581     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1582 root 1.5 }
1583 root 1.9 else
1584     exp = op->stats.exp / 1000;
1585 elmex 1.1 }
1586 root 1.9 else
1587     exp = calc_skill_exp (owner, op, skop);
1588 elmex 1.1
1589 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1590     * exp by killing him
1591     */
1592     if (battleg)
1593     exp = 0;
1594 elmex 1.1
1595 root 1.9 /* Don't know why this is set this way - doesn't make
1596     * sense to just divide everything by two for no reason.
1597     */
1598 elmex 1.1
1599 root 1.9 if (!settings.simple_exp)
1600     exp = exp / 2;
1601 root 1.5
1602 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 root 1.23 change_exp (owner, exp, skill, 0);
1604 root 1.9 else
1605     {
1606     int shares = 0, count = 0;
1607     player *pl;
1608     partylist *party = owner->contr->party;
1609 root 1.5
1610 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611 root 1.35
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     count++;
1616     shares += (pl->ob->level + 4);
1617     }
1618    
1619 root 1.23 if (count == 1 || shares > exp || !shares)
1620 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1621     else
1622     {
1623     int share = exp / shares, given = 0, nexp;
1624    
1625 root 1.33 for_all_players (pl)
1626 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627     {
1628     nexp = (pl->ob->level + 4) * share;
1629     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1630     given += nexp;
1631     }
1632    
1633 root 1.9 exp -= given;
1634     /* give any remainder to the player */
1635     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1636 root 1.5 }
1637 root 1.9 } /* else part of a party */
1638     } /* end if person didn't kill himself */
1639 elmex 1.1
1640 root 1.9 if (op->type != PLAYER)
1641     {
1642     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1643     {
1644 root 1.27 object *owner1 = op->owner;
1645 elmex 1.1
1646 root 1.20 if (owner1 && owner1->type == PLAYER)
1647 root 1.9 {
1648     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1649     /* Maybe we should include the owner that killed this, maybe not */
1650     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1651 root 1.5 }
1652 root 1.12
1653 root 1.9 remove_friendly_object (op);
1654 root 1.5 }
1655 root 1.12
1656 root 1.26 op->destroy ();
1657 elmex 1.1 }
1658 root 1.9 else
1659     {
1660 root 1.20 /* Player has been killed! */
1661 root 1.9 if (owner->type == PLAYER)
1662 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1663 root 1.9 else
1664 root 1.12 assign (op->contr->killer, hitter->name);
1665 elmex 1.1 }
1666 root 1.12
1667 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1668     * continues in the calling function.
1669     */
1670     return maxdam;
1671 elmex 1.1 }
1672    
1673     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674     * Returns 0 this is not friendly fire
1675     */
1676    
1677 root 1.9 int
1678     friendly_fire (object *op, object *hitter)
1679     {
1680     object *owner;
1681     int friendlyfire;
1682    
1683     if (hitter->head)
1684     hitter = hitter->head;
1685    
1686     friendlyfire = 0;
1687    
1688     if (op->type == PLAYER)
1689     {
1690     if (op_on_battleground (hitter, 0, 0))
1691     return 0;
1692    
1693     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1694     return 1;
1695    
1696 root 1.27 if ((owner = hitter->owner) != NULL)
1697 root 1.9 {
1698     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1699     friendlyfire = 2;
1700     }
1701    
1702     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1703     friendlyfire = 0;
1704 elmex 1.1 }
1705 root 1.9 return friendlyfire;
1706 elmex 1.1 }
1707    
1708    
1709     /* This isn't used just for players, but in fact most objects.
1710     * op is the object to be hit, dam is the amount of damage, hitter
1711     * is what is hitting the object, type is the attacktype, and
1712     * full_hit is set if monster area does not matter.
1713     * dam is base damage - protections/vulnerabilities/slaying matches can
1714     * modify it.
1715     */
1716 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1717     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1718 root 1.9 int
1719     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1720     {
1721     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1722     int maxattacktype, attacknum;
1723     int body_attack = op && op->head; /* Did we hit op's head? */
1724     int simple_attack;
1725     int rtn_kill = 0;
1726     int friendlyfire;
1727 elmex 1.1
1728 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1729     return 0;
1730 elmex 1.1
1731 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1732     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1733     return 0;
1734 elmex 1.1
1735     #ifdef PROHIBIT_PLAYERKILL
1736 root 1.9 if (op->type == PLAYER)
1737     {
1738 root 1.27 object *owner = hitter->owner;
1739 root 1.9
1740     if (!owner)
1741     owner = hitter;
1742 root 1.18
1743 root 1.9 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1744 root 1.18 return 0;
1745 elmex 1.1 }
1746     #endif
1747    
1748 root 1.9 if (body_attack)
1749     {
1750     /* slow and paralyze must hit the head. But we don't want to just
1751     * return - we still need to process other attacks the spell still
1752     * might have. So just remove the paralyze and slow attacktypes,
1753     * and keep on processing if we have other attacktypes.
1754     * return if only magic or nothing is left - under normal code
1755     * we don't attack with pure magic if there is another attacktype.
1756     * Only do processing if the initial attacktype includes one of those
1757     * attack so we don't cancel out things like magic bullet.
1758     */
1759     if (type & (AT_PARALYZE | AT_SLOW))
1760     {
1761     type &= ~(AT_PARALYZE | AT_SLOW);
1762 root 1.18
1763 root 1.9 if (!type || type == AT_MAGIC)
1764     return 0;
1765 root 1.5 }
1766 elmex 1.1 }
1767    
1768 root 1.9 if (!simple_attack && op->type == DOOR)
1769     {
1770 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1772     {
1773     spring_trap (tmp, hitter);
1774 root 1.26
1775 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1776 root 1.9 return 0;
1777 root 1.26
1778 root 1.9 break;
1779     }
1780 elmex 1.1 }
1781    
1782 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783     {
1784     /* FIXME: If a player is killed by a rune in a door, the
1785 root 1.18 * destroyed() check above doesn't return, and might get here.
1786 root 1.9 */
1787 root 1.43 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1788 root 1.9 return 0;
1789 elmex 1.1 }
1790    
1791     #ifdef ATTACK_DEBUG
1792 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1793 elmex 1.1 #endif
1794    
1795 root 1.9 if (magic)
1796     {
1797 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1798     * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 elmex 1.1 if (dam >= 100)
1801 root 1.5 dam /= 100;
1802 elmex 1.1 else
1803 root 1.9 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1804 elmex 1.1 }
1805    
1806 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808     */
1809     if (type & AT_CHAOS)
1810     {
1811     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1812     update_object (op, UP_OBJ_FACE);
1813 elmex 1.1 type &= ~AT_CHAOS;
1814     }
1815    
1816 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1817     * holyword is part of an attacktype, then make sure the creature is
1818     * a proper match, otherwise no damage.
1819     */
1820     if (type & AT_HOLYWORD)
1821     {
1822     object *god;
1823    
1824     if ((!hitter->slaying ||
1825     (!(op->race && strstr (hitter->slaying, op->race)) &&
1826     !(op->name && strstr (hitter->slaying, op->name)))) &&
1827     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1828     (hitter->title != NULL
1829     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1830     return 0;
1831 elmex 1.1 }
1832    
1833 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1834 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835     {
1836     /* Magic isn't really a true attack type - it gets combined with other
1837     * attack types. As such, skip it over. However, if magic is
1838     * the only attacktype in the group, then still attack with it
1839     */
1840     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1841     continue;
1842    
1843     /* Go through and hit the player with each attacktype, one by one.
1844     * hit_player_attacktype only figures out the damage, doesn't inflict
1845     * it. It will do the appropriate action for attacktypes with
1846     * effects (slow, paralization, etc.
1847     */
1848     if (type & attacktype)
1849     {
1850     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1851     /* the >= causes us to prefer messages from special attacks, if
1852     * the damage is equal.
1853     */
1854     if (ndam >= maxdam)
1855     {
1856 root 1.5 maxdam = ndam;
1857 root 1.9 maxattacktype = 1 << attacknum;
1858 root 1.5 }
1859     }
1860 elmex 1.1 }
1861 root 1.9
1862     /* if this is friendly fire then do a set % of damage only
1863     * Note - put a check in to make sure this attack is actually
1864     * doing damage - otherwise, the +1 in the code below will make
1865     * an attack do damage before when it otherwise didn't
1866     */
1867     friendlyfire = friendly_fire (op, hitter);
1868     if (friendlyfire && maxdam)
1869     {
1870     maxdam = ((dam * settings.set_friendly_fire) / 100);
1871 elmex 1.1 #ifndef COZY_SERVER
1872 root 1.9 maxdam++;
1873 elmex 1.1 #endif
1874 root 1.9
1875 elmex 1.1 #ifdef ATTACK_DEBUG
1876 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878 elmex 1.1 #endif
1879     }
1880    
1881 root 1.9 if (!full_hit)
1882     {
1883     archetype *at;
1884     int area;
1885     int remainder;
1886    
1887     area = 0;
1888     for (at = op->arch; at != NULL; at = at->more)
1889     area++;
1890     assert (area > 0);
1891    
1892     /* basically: maxdam /= area; we try to "simulate" a float
1893     value-effect */
1894     remainder = 100 * (maxdam % area) / area;
1895     maxdam /= area;
1896     if (RANDOM () % 100 < remainder)
1897     maxdam++;
1898 elmex 1.1 }
1899    
1900     #ifdef ATTACK_DEBUG
1901 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902 elmex 1.1 #endif
1903    
1904 root 1.27 if (hitter->owner)
1905 root 1.9 op->enemy = hitter->owner;
1906     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907     op->enemy = hitter;
1908    
1909     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910     {
1911     /* The unaggressives look after themselves 8) */
1912     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1913     npc_call_help (op);
1914     }
1915    
1916     if (magic && did_make_save (op, op->level, 0))
1917     maxdam = maxdam / 2;
1918    
1919     attack_message (maxdam, maxattacktype, op, hitter);
1920    
1921     op->stats.hp -= maxdam;
1922    
1923     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1924     if ((op->stats.hp >= 0) &&
1925     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1926     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1927     {
1928 elmex 1.1
1929 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1930     SET_FLAG (op, FLAG_RUN_AWAY);
1931     else
1932     scare_creature (op, hitter);
1933 elmex 1.1 }
1934    
1935 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1936     {
1937     if (maxdam)
1938     tear_down_wall (op);
1939 root 1.26
1940 root 1.9 return maxdam; /* nothing more to do for wall */
1941     }
1942 elmex 1.1
1943 root 1.9 /* See if the creature has been killed */
1944     rtn_kill = kill_object (op, maxdam, hitter, type);
1945     if (rtn_kill != -1)
1946     return rtn_kill;
1947 elmex 1.1
1948    
1949 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950     * that before if the player was immune to ghosthit, the monster
1951     * remained - that is no longer the case.
1952     */
1953     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954     {
1955     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956     remove_friendly_object (hitter);
1957 root 1.26
1958     hitter->destroy ();
1959 root 1.9 }
1960     /* Lets handle creatures that are splitting now */
1961     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962     {
1963     int i;
1964     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1965     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1966 root 1.27 object *owner = op->owner;
1967 root 1.5
1968 root 1.9 if (!op->other_arch)
1969     {
1970     LOG (llevError, "SPLITTING without other_arch error.\n");
1971     return maxdam;
1972     }
1973 root 1.26
1974 root 1.25 op->remove ();
1975 root 1.26
1976 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1977     { /* This doesn't handle op->more yet */
1978     object *tmp = arch_to_object (op->other_arch);
1979     int j;
1980    
1981     tmp->stats.hp = op->stats.hp;
1982 root 1.26
1983 root 1.9 if (friendly)
1984     {
1985     add_friendly_object (tmp);
1986     tmp->attack_movement = PETMOVE;
1987 root 1.39
1988     if (owner)
1989 root 1.27 tmp->set_owner (owner);
1990 root 1.9 }
1991 root 1.26
1992 root 1.9 if (unaggressive)
1993     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994 root 1.26
1995 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996 root 1.26
1997 root 1.9 if (j == -1) /* No spot to put this monster */
1998 root 1.26 tmp->destroy ();
1999 root 1.9 else
2000     {
2001     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2002     insert_ob_in_map (tmp, op->map, NULL, 0);
2003     }
2004     }
2005 root 1.26
2006     op->destroy ();
2007 root 1.9 }
2008     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 root 1.26 hitter->destroy ();
2010    
2011 root 1.9 return maxdam;
2012     }
2013    
2014    
2015     void
2016     poison_player (object *op, object *hitter, int dam)
2017     {
2018 root 1.16 archetype *at = archetype::find ("poisoning");
2019 root 1.9 object *tmp = present_arch_in_ob (at, op);
2020 elmex 1.1
2021 root 1.9 if (tmp == NULL)
2022     {
2023     if ((tmp = arch_to_object (at)) == NULL)
2024     LOG (llevError, "Failed to clone arch poisoning.\n");
2025     else
2026     {
2027     tmp = insert_ob_in_ob (tmp, op);
2028     /* peterm: give poisoning some teeth. It should
2029     * be able to kill things better than it does:
2030     * damage should be dependent something--I choose to
2031     * do this: if it's a monster, the damage from the
2032     * poisoning goes as the level of the monster/2.
2033     * If anything else, goes as damage.
2034     */
2035    
2036     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2037     tmp->stats.dam += hitter->level / 2;
2038     else
2039     tmp->stats.dam = dam;
2040    
2041 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2042 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2043     {
2044     tmp->skill = hitter->skill;
2045     }
2046    
2047     tmp->stats.food += dam; /* more damage, longer poisoning */
2048    
2049     if (op->type == PLAYER)
2050     {
2051     /* player looses stats, maximum is -10 of each */
2052     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055     tmp->stats.Int = MAX (-dam / 7, -10);
2056     SET_FLAG (tmp, FLAG_APPLIED);
2057 root 1.32 op->update_stats ();
2058 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059     }
2060     if (hitter->type == PLAYER)
2061     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 root 1.5 }
2065 root 1.9 tmp->speed_left = 0;
2066     }
2067     else
2068     tmp->stats.food++;
2069     }
2070    
2071     void
2072     slow_player (object *op, object *hitter, int dam)
2073     {
2074 root 1.16 archetype *at = archetype::find ("slowness");
2075 root 1.9 object *tmp;
2076    
2077     if (at == NULL)
2078     {
2079     LOG (llevError, "Can't find slowness archetype.\n");
2080     }
2081     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082     {
2083     tmp = arch_to_object (at);
2084     tmp = insert_ob_in_ob (tmp, op);
2085     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086     }
2087     else
2088     tmp->stats.food++;
2089     SET_FLAG (tmp, FLAG_APPLIED);
2090     tmp->speed_left = 0;
2091 root 1.32 op->update_stats ();
2092 elmex 1.1 }
2093    
2094 root 1.9 void
2095     confuse_player (object *op, object *hitter, int dam)
2096     {
2097     object *tmp;
2098     int maxduration;
2099 elmex 1.1
2100 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2101     if (!tmp)
2102     {
2103     tmp = get_archetype (FORCE_NAME);
2104     tmp = insert_ob_in_ob (tmp, op);
2105     }
2106 root 1.5
2107 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2108     * on the player's resistance
2109     */
2110     tmp->speed = 0.05;
2111     tmp->subtype = FORCE_CONFUSION;
2112     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113     tmp->name = "confusion";
2114     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2115     if (tmp->duration > maxduration)
2116     tmp->duration = maxduration;
2117    
2118     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2120     SET_FLAG (op, FLAG_CONFUSED);
2121     }
2122 root 1.5
2123 root 1.9 void
2124     blind_player (object *op, object *hitter, int dam)
2125     {
2126     object *tmp, *owner;
2127 root 1.5
2128 root 1.9 /* Save some work if we know it isn't going to affect the player */
2129     if (op->resist[ATNR_BLIND] == 100)
2130     return;
2131 root 1.5
2132 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2133     if (!tmp)
2134     {
2135     tmp = get_archetype ("blindness");
2136     SET_FLAG (tmp, FLAG_BLIND);
2137     SET_FLAG (tmp, FLAG_APPLIED);
2138 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2139     * speed is a float anyways.
2140     */
2141 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142 elmex 1.1
2143 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2144     change_abil (op, tmp); /* Mostly to display any messages */
2145 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2146 elmex 1.1
2147 root 1.9 if (hitter->owner)
2148 root 1.27 owner = hitter->owner;
2149 root 1.9 else
2150     owner = hitter;
2151 elmex 1.1
2152 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2153     }
2154     tmp->stats.food += dam;
2155     if (tmp->stats.food > 10)
2156     tmp->stats.food = 10;
2157 elmex 1.1 }
2158    
2159 root 1.9 void
2160     paralyze_player (object *op, object *hitter, int dam)
2161 elmex 1.1 {
2162 root 1.9 float effect, max;
2163    
2164     /* object *tmp; */
2165 elmex 1.1
2166 root 1.9 /* This is strange stuff... someone knows for what this is
2167     * written? Well, i think this can and should be removed
2168     */
2169 elmex 1.1
2170 root 1.9 /*
2171     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2172     tmp=clone_arch(PARAIMAGE);
2173     tmp->x=op->x,tmp->y=op->y;
2174     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2175     }
2176     */
2177 elmex 1.1
2178 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2179     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2180 elmex 1.1
2181 root 1.9 if (effect == 0)
2182     return;
2183 elmex 1.1
2184 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2185     /* tmp->stats.food+=(signed short) effect/op->speed; */
2186 elmex 1.1
2187 root 1.9 /* max number of ticks to be affected for. */
2188     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2189     if (op->speed_left < -(FABS (op->speed) * max))
2190     op->speed_left = (float) -(FABS (op->speed) * max);
2191 elmex 1.1
2192     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193     }
2194    
2195    
2196     /* Attempts to kill 'op'. hitter is the attack object, dam is
2197     * the computed damaged.
2198     */
2199 root 1.9 void
2200     deathstrike_player (object *op, object *hitter, int *dam)
2201 elmex 1.1 {
2202 root 1.9 /* The intention of a death attack is to kill outright things
2203     ** that are a lot weaker than the attacker, have a chance of killing
2204     ** things somewhat weaker than the caster, and no chance of
2205     ** killing something equal or stronger than the attacker.
2206     ** Also, if a deathstrike attack has a slaying, any monster
2207     ** whose name or race matches a comma-delimited list in the slaying
2208     ** field of the deathstriking object */
2209    
2210     int atk_lev, def_lev, kill_lev;
2211    
2212     if (hitter->slaying)
2213     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2214     return;
2215    
2216     def_lev = op->level;
2217     if (def_lev < 1)
2218     {
2219     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220     def_lev = 1;
2221     }
2222     atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224     atk_lev, def_lev); */
2225    
2226     if (atk_lev >= def_lev)
2227     {
2228     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2229    
2230     /* Note that the below effectively means the ratio of the atk vs
2231     * defener level is important - if level 52 character has very little
2232     * chance of killing a level 50 monster. This should probably be
2233     * redone.
2234     */
2235     if (kill_lev >= def_lev)
2236     {
2237     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2238     /* I think this doesn't really do much. Because of
2239     * integer rounding, this only makes any difference if the
2240     * attack level is double the defender level.
2241     */
2242     *dam *= kill_lev / def_lev;
2243 root 1.5 }
2244 root 1.9 }
2245     else
2246     {
2247     *dam = 0; /* no harm done */
2248 elmex 1.1 }
2249     }
2250    
2251     /* thrown_item_effect() - handles any special effects of thrown
2252     * items (like attacking living creatures--a potion thrown at a
2253     * monster).
2254     */
2255 root 1.9 static void
2256     thrown_item_effect (object *hitter, object *victim)
2257 elmex 1.1 {
2258 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259     {
2260     /* May not need a switch for just 2 types, but this makes it
2261     * easier for expansion.
2262     */
2263     switch (hitter->type)
2264     {
2265 root 1.5 case POTION:
2266 root 1.9 /* should player get a save throw instead of checking magic protection? */
2267     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2268     (void) apply_potion (victim, hitter);
2269     break;
2270    
2271     case POISON: /* poison drinks */
2272     /* As with potions, should monster get a save? */
2273     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2274     apply_poison (victim, hitter);
2275     break;
2276    
2277     /* Removed case statements that did nothing.
2278     * food may be poisonous, but monster must be willing to eat it,
2279     * so we don't handle it here.
2280     * Containers should perhaps break open, but that code was disabled.
2281     */
2282 root 1.5 }
2283 elmex 1.1 }
2284     }
2285    
2286     /* adj_attackroll() - adjustments to attacks by various conditions */
2287    
2288 root 1.9 int
2289     adj_attackroll (object *hitter, object *target)
2290     {
2291 elmex 1.1 object *attacker = hitter;
2292 root 1.9 int adjust = 0;
2293 elmex 1.1
2294     /* safety */
2295 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2296     {
2297     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2298     return 0;
2299     }
2300 elmex 1.1
2301     /* aimed missiles use the owning object's sight */
2302 root 1.9 if (is_aimed_missile (hitter))
2303     {
2304 root 1.27 if ((attacker = hitter->owner) == NULL)
2305 root 1.9 attacker = hitter;
2306     /* A player who saves but hasn't quit still could have objects
2307     * owned by him - need to handle that case to avoid crashes.
2308     */
2309     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2310     attacker = hitter;
2311     }
2312     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2313 elmex 1.1 return 0;
2314    
2315 root 1.9 /* determine the condtions under which we make an attack.
2316     * Add more cases, as the need occurs. */
2317 elmex 1.1
2318 root 1.9 if (!can_see_enemy (attacker, target))
2319     {
2320     /* target is unseen */
2321     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322     adjust -= 10;
2323     /* dark map penalty for the hitter (lacks infravision if we got here). */
2324     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2325     adjust -= target->map->darkness;
2326     }
2327 elmex 1.1
2328 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 elmex 1.1 adjust -= 3;
2330    
2331 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2332 elmex 1.1 adjust += 1;
2333    
2334 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2335 elmex 1.1 adjust += 1;
2336    
2337 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2338 elmex 1.1 adjust -= 3;
2339    
2340     /* if we attack at a different 'altitude' its harder */
2341 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2342 elmex 1.1 adjust -= 2;
2343    
2344     #if 0
2345     /* slower attacks are less likely to succeed. We should use a
2346     * comparison between attacker/target speeds BUT, players have
2347     * a generally faster speed, so this will wind up being a HUGE
2348     * disadantage for the monsters! Too bad, because missiles which
2349     * fly fast should have a better chance of hitting a slower target.
2350     */
2351 root 1.9 if (hitter->speed < target->speed)
2352     adjust += ((float) hitter->speed - target->speed);
2353 elmex 1.1 #endif
2354    
2355     #if 0
2356 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2357 elmex 1.1 #endif
2358    
2359     return adjust;
2360 root 1.9 }
2361 elmex 1.1
2362    
2363     /* determine if the object is an 'aimed' missile */
2364 root 1.9 int
2365     is_aimed_missile (object *op)
2366     {
2367 elmex 1.1
2368 root 1.9 /* I broke what used to be one big if into a few nested
2369     * ones so that figuring out the logic is at least possible.
2370     */
2371     if (op && (op->move_type & MOVE_FLYING))
2372     {
2373     if (op->type == ARROW || op->type == THROWN_OBJ)
2374     return 1;
2375     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376     return 1;
2377 elmex 1.1 }
2378 root 1.9 return 0;
2379     }