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/cvs/deliantra/server/server/attack.C
Revision: 1.53
Committed: Fri Mar 30 21:53:09 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +6 -6 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     #include <sounds.h>
30 root 1.53 #include <sproto.h>
31 elmex 1.1
32 root 1.9 typedef struct att_msg_str
33     {
34 elmex 1.1 char *msg1;
35     char *msg2;
36     } att_msg;
37    
38     /*#define ATTACK_DEBUG*/
39    
40     /* cancels object *op. Cancellation basically means an object loses
41     * its magical benefits.
42     */
43 root 1.9 void
44     cancellation (object *op)
45 elmex 1.1 {
46 root 1.9 if (op->invisible)
47     return;
48    
49     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50     {
51 root 1.44 /* Recurse through the inventory */
52     for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 root 1.9 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54     cancellation (tmp);
55     }
56 root 1.44 else if (FABS (op->magic) <= rndm (0, 5))
57 root 1.9 {
58     /* Nullify this object. This code could probably be more complete */
59     /* in what abilities it should cancel */
60     op->magic = 0;
61 root 1.44
62 root 1.9 CLEAR_FLAG (op, FLAG_DAMNED);
63     CLEAR_FLAG (op, FLAG_CURSED);
64     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 root 1.44
67 root 1.9 if (op->env && op->env->type == PLAYER)
68 root 1.44 esrv_send_item (op->env, op);
69 elmex 1.1 }
70     }
71    
72     /* did_make_save_item just checks to make sure the item actually
73     * made its saving throw based on the tables. It does not take
74     * any further action (like destroying the item).
75     */
76 root 1.9 int
77     did_make_save_item (object *op, int type, object *originator)
78     {
79     int i, roll, saves = 0, attacks = 0, number;
80     materialtype_t *mt;
81    
82     if (op->materialname == NULL)
83     {
84     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 root 1.49 if (op->materials & mt->material)
86 root 1.26 break;
87 root 1.9 }
88     else
89     mt = name_to_material (op->materialname);
90 root 1.40
91 root 1.9 if (mt == NULL)
92 elmex 1.1 return TRUE;
93 root 1.40
94 root 1.9 roll = rndm (1, 20);
95    
96     /* the attacktypes have no meaning for object saves
97     * If the type is only magic, don't adjust type - basically, if
98     * pure magic is hitting an object, it should save. However, if it
99     * is magic teamed with something else, then strip out the
100     * magic type, and instead let the fire, cold, or whatever component
101     * destroy the item. Otherwise, you get the case of poisoncloud
102     * destroying objects because it has magic attacktype.
103     */
104     if (type != AT_MAGIC)
105     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108    
109     if (type == 0)
110     return TRUE;
111     if (roll == 20)
112     return TRUE;
113     if (roll == 1)
114     return FALSE;
115    
116     for (number = 0; number < NROFATTACKS; number++)
117     {
118     i = 1 << number;
119     if (!(i & type))
120     continue;
121     attacks++;
122     if (op->resist[number] == 100)
123     saves++;
124     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125     saves++;
126     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127     saves++;
128     }
129    
130     if (saves == attacks || attacks == 0)
131     return TRUE;
132 root 1.46
133     if (saves == 0 || (rndm (1, attacks) > saves))
134 root 1.9 return FALSE;
135 root 1.46
136 root 1.9 return TRUE;
137 elmex 1.1 }
138    
139     /* This function calls did_make_save_item. It then performs the
140     * appropriate actions to the item (such as burning the item up,
141     * calling cancellation, etc.)
142     */
143 root 1.9 void
144     save_throw_object (object *op, int type, object *originator)
145 elmex 1.1 {
146 root 1.9 if (!did_make_save_item (op, type, originator))
147 elmex 1.1 {
148 root 1.9 object *env = op->env;
149     int x = op->x, y = op->y;
150 root 1.19 maptile *m = op->map;
151 root 1.9
152     op = stop_item (op);
153     if (op == NULL)
154     return;
155 elmex 1.1
156 root 1.9 /* Hacked the following so that type LIGHTER will work.
157     * Also, objects which are potenital "lights" that are hit by
158     * flame/elect attacks will be set to glow. "lights" are any
159     * object with +/- glow_radius and an "other_arch" to change to.
160     * (and please note that we cant fail our save and reach this
161     * function if the object doesnt contain a material that can burn.
162     * So forget lighting magical swords on fire with this!) -b.t.
163     */
164     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165     {
166     const char *arch = op->other_arch->name;
167 elmex 1.1
168 root 1.9 op = decrease_ob_nr (op, 1);
169 root 1.13
170 root 1.9 if (op)
171     fix_stopped_item (op, m, originator);
172 root 1.13
173 root 1.9 if ((op = get_archetype (arch)) != NULL)
174     {
175     if (env)
176     {
177     op->x = env->x, op->y = env->y;
178     insert_ob_in_ob (op, env);
179     if (env->contr)
180     esrv_send_item (env, op);
181 root 1.5 }
182 root 1.9 else
183     {
184     op->x = x, op->y = y;
185     insert_ob_in_map (op, m, originator, 0);
186     }
187     }
188 root 1.13
189 root 1.9 return;
190     }
191 root 1.13
192 root 1.9 if (type & AT_CANCELLATION)
193     { /* Cancellation. */
194     cancellation (op);
195     fix_stopped_item (op, m, originator);
196     return;
197     }
198 root 1.13
199 root 1.9 if (op->nrof > 1)
200     {
201     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202 root 1.13
203 root 1.9 if (op)
204     fix_stopped_item (op, m, originator);
205 elmex 1.1 }
206 root 1.9 else
207     {
208     if (op->env)
209     {
210 root 1.30 object *tmp = op->in_player ();
211 root 1.9
212     if (tmp)
213 root 1.13 esrv_del_item (tmp->contr, op->count);
214 root 1.5 }
215 root 1.13
216 root 1.26 op->destroy ();
217 root 1.9 }
218 root 1.13
219 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
220 root 1.13 if (env)
221     {
222     op = get_archetype ("burnout");
223     op->x = env->x, op->y = env->y;
224     insert_ob_in_ob (op, env);
225     }
226     else
227     replace_insert_ob_in_map ("burnout", originator);
228    
229 root 1.9 return;
230     }
231 root 1.15
232 root 1.9 /* The value of 50 is arbitrary. */
233     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234     {
235     object *tmp;
236 root 1.16 archetype *at = archetype::find ("icecube");
237 root 1.9
238     if (at == NULL)
239 root 1.5 return;
240 root 1.15
241 root 1.9 op = stop_item (op);
242     if (op == NULL)
243 elmex 1.1 return;
244 root 1.15
245 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
246     {
247     tmp = arch_to_object (at);
248     tmp->x = op->x, tmp->y = op->y;
249     /* This was in the old (pre new movement code) -
250     * icecubes have slow_move set to 1 - don't want
251     * that for ones we create.
252     */
253     tmp->move_slow_penalty = 0;
254     tmp->move_slow = 0;
255     insert_ob_in_map (tmp, op->map, originator, 0);
256     }
257 root 1.15
258 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
259 root 1.25 op->remove ();
260 root 1.15
261     insert_ob_in_ob (op, tmp);
262 root 1.9 return;
263 elmex 1.1 }
264     }
265    
266     /* Object op is hitting the map.
267     * op is going in direction 'dir'
268     * type is the attacktype of the object.
269     * full_hit is set if monster area does not matter.
270     * returns 1 if it hits something, 0 otherwise.
271     */
272    
273 root 1.9 int
274     hit_map (object *op, int dir, int type, int full_hit)
275     {
276 root 1.19 maptile *map;
277 root 1.9 sint16 x, y;
278     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
279 elmex 1.1
280 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
281     {
282     LOG (llevError, "BUG: hit_map(): free object\n");
283     return 0;
284 elmex 1.1 }
285    
286 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287     {
288     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
289     return 0;
290 elmex 1.1 }
291    
292 root 1.9 if (!op->map)
293     {
294     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
295     return 0;
296 elmex 1.1 }
297    
298 root 1.9 if (op->head)
299     op = op->head;
300    
301     map = op->map;
302     x = op->x + freearr_x[dir];
303     y = op->y + freearr_y[dir];
304 elmex 1.1
305 root 1.41 if (!xy_normalise (map, x, y))
306     return 0;
307 root 1.9
308     // elmex: a safe map tile can't be hit!
309     // this should prevent most harmful effects on items and players there.
310 root 1.41 mapspace &ms = map->at (x, y);
311    
312     if (ms.flags () & P_SAFE)
313 root 1.9 return 0;
314    
315     /* peterm: a few special cases for special attacktypes --counterspell
316     * must be out here because it strikes things which are not alive
317     */
318 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 root 1.9 {
320 root 1.41 if (type & AT_COUNTERSPELL)
321     {
322     counterspell (op, dir); /* see spell_effect.c */
323 elmex 1.1
324 root 1.41 /* If the only attacktype is counterspell or magic, don't need
325     * to do any further processing.
326     */
327     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
328     return 0;
329 root 1.11
330 root 1.41 type &= ~AT_COUNTERSPELL;
331     }
332 elmex 1.1
333 root 1.41 if (type & AT_CHAOS)
334     {
335     shuffle_attack (op, 1); /* flag tells it to change the face */
336     update_object (op, UP_OBJ_FACE);
337     type &= ~AT_CHAOS;
338     }
339 elmex 1.1 }
340    
341 root 1.37 /* There may still be objects that were above 'next', but there is no
342     * simple way to find out short of copying all object references and
343     * tags into a temporary array before we start processing the first
344     * object. That's why we just abort on destroy.
345     *
346     * This happens whenever attack spells (like fire) hit a pile
347     * of objects. This is not a bug - nor an error.
348     */
349 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
350 root 1.9 {
351 root 1.37 object *tmp = next;
352 root 1.9 next = tmp->above;
353 root 1.11
354 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355     * For example, 'tmp' was put in an icecube.
356     * This is one of the few cases where on_same_map should not be used.
357     */
358     if (tmp->map != map || tmp->x != x || tmp->y != y)
359     continue;
360    
361     if (QUERY_FLAG (tmp, FLAG_ALIVE))
362     {
363     hit_player (tmp, op->stats.dam, op, type, full_hit);
364     retflag |= 1;
365 root 1.41
366 root 1.18 if (op->destroyed ())
367 root 1.5 break;
368     }
369 root 1.9 /* Here we are potentially destroying an object. If the object has
370     * NO_PASS set, it is also immune - you can't destroy walls. Note
371     * that weak walls have is_alive set, which prevent objects from
372     * passing over/through them. We don't care what type of movement
373     * the wall blocks - if it blocks any type of movement, can't be
374     * destroyed right now.
375     */
376 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
377 root 1.9 {
378     save_throw_object (tmp, type, op);
379 root 1.37
380 root 1.18 if (op->destroyed ())
381 root 1.9 break;
382 root 1.5 }
383 elmex 1.1 }
384 root 1.11
385 root 1.9 return 0;
386 elmex 1.1 }
387    
388 root 1.9 void
389     attack_message (int dam, int type, object *op, object *hitter)
390     {
391 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
392 root 1.9 int i, found = 0;
393 root 1.19 maptile *map;
394 elmex 1.1 object *next, *tmp;
395    
396     /* put in a few special messages for some of the common attacktypes
397     * a player might have. For example, fire, electric, cold, etc
398     * [garbled 20010919]
399     */
400    
401 root 1.9 if (dam == 9998 && op->type == DOOR)
402     {
403     sprintf (buf1, "unlock %s", &op->name);
404     sprintf (buf2, " unlocks");
405     found++;
406     }
407     if (dam < 0)
408     {
409     sprintf (buf1, "hit %s", &op->name);
410     sprintf (buf2, " hits");
411     found++;
412     }
413     else if (dam == 0)
414     {
415     sprintf (buf1, "missed %s", &op->name);
416     sprintf (buf2, " misses");
417     found++;
418     }
419     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
420 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
421 root 1.9 {
422     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
423     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
424     {
425     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
426     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
427     found++;
428     break;
429     }
430     }
431     else if (op->type == DOOR && !found)
432     {
433     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
434     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
435     {
436     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
437     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
438     found++;
439     break;
440     }
441     }
442 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
443 root 1.9 {
444     if (USING_SKILL (hitter, SK_KARATE))
445     {
446     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
447     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
448     {
449     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
450     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
451 root 1.5 found++;
452     break;
453 root 1.9 }
454     }
455     else if (USING_SKILL (hitter, SK_CLAWING))
456     {
457     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
458     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
459     {
460     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
461     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
462 root 1.5 found++;
463     break;
464     }
465 root 1.9 }
466     else if (USING_SKILL (hitter, SK_PUNCHING))
467     {
468     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
469     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
470     {
471     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
472     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
473     found++;
474     break;
475 root 1.5 }
476     }
477 elmex 1.1 }
478 root 1.29
479 root 1.9 if (found)
480     {
481     /* done */
482     }
483 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
484 root 1.9 {
485     sprintf (buf1, "hit"); /* just in case */
486     for (i = 0; i < MAXATTACKMESS; i++)
487     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
488     {
489     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
490     found++;
491     break;
492     }
493     }
494 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
495 root 1.9 {
496 elmex 1.1 /* drain is first, because some items have multiple attypes */
497 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
498     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
499     {
500     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
501     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
502     found++;
503     break;
504     }
505     }
506 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
507 root 1.9 {
508     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
509     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
510     {
511     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
512     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
513     found++;
514     break;
515     }
516     }
517 root 1.29 else if (type & AT_COLD && op->is_alive ())
518 root 1.9 {
519     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
520     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
521     {
522     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
523     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
524     found++;
525     break;
526     }
527     }
528     else if (type & AT_FIRE)
529     {
530     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
531     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
532     {
533     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
534     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
535     found++;
536     break;
537     }
538     }
539     else if (hitter->current_weapon != NULL)
540     {
541     int mtype;
542    
543     switch (hitter->current_weapon->weapontype)
544     {
545     case WEAP_HIT:
546     mtype = ATM_BASIC;
547     break;
548     case WEAP_SLASH:
549     mtype = ATM_SLASH;
550     break;
551     case WEAP_PIERCE:
552     mtype = ATM_PIERCE;
553     break;
554     case WEAP_CLEAVE:
555     mtype = ATM_CLEAVE;
556     break;
557     case WEAP_SLICE:
558     mtype = ATM_SLICE;
559     break;
560     case WEAP_STAB:
561     mtype = ATM_STAB;
562     break;
563     case WEAP_WHIP:
564     mtype = ATM_WHIP;
565     break;
566     case WEAP_CRUSH:
567     mtype = ATM_CRUSH;
568     break;
569     case WEAP_BLUD:
570     mtype = ATM_BLUD;
571     break;
572     default:
573     mtype = ATM_BASIC;
574     break;
575     }
576     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
577     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
578     {
579     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
580     strcpy (buf2, attack_mess[mtype][i].buf3);
581     found++;
582     break;
583     }
584     }
585     else
586     {
587     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
588     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
589     {
590     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
591     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
592     found++;
593     break;
594     }
595 elmex 1.1 }
596    
597 root 1.9 if (!found)
598     {
599     strcpy (buf1, "hit");
600     strcpy (buf2, " hits");
601 elmex 1.1 }
602    
603 root 1.9 /* bail out if a monster is casting spells */
604 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
605 root 1.9 return;
606 elmex 1.1
607 root 1.9 /* scale down magic considerably. */
608     if (type & AT_MAGIC && rndm (0, 5))
609     return;
610 elmex 1.1
611 root 1.9 /* Did a player hurt another player? Inform both! */
612 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
613 root 1.9 {
614 root 1.27 if (hitter->owner != NULL)
615 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
616     else
617     {
618     sprintf (buf, "%s%s you.", &hitter->name, buf2);
619     if (dam != 0)
620     {
621     if (dam < 10)
622     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
623     else if (dam < 20)
624     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
625     else
626     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
627 root 1.5 }
628     }
629 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
630     } /* end of player hitting player */
631 elmex 1.1
632 root 1.9 if (hitter->type == PLAYER)
633     {
634     sprintf (buf, "You %s.", buf1);
635     if (dam != 0)
636     {
637     if (dam < 10)
638     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
639     else if (dam < 20)
640     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
641     else
642     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
643 root 1.5 }
644 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
645     }
646 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 root 1.9 {
648 elmex 1.1 /* look for stacked spells and start reducing the message chances */
649 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
650     {
651     i = 4;
652     map = hitter->map;
653     if (out_of_map (map, hitter->x, hitter->y))
654     return;
655 root 1.53
656 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
657 root 1.9 if (next)
658     while (next)
659     {
660     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
661     i *= 3;
662     tmp = next;
663     next = tmp->above;
664     }
665 root 1.53
666 root 1.9 if (i < 0)
667 root 1.5 return;
668 root 1.53
669 root 1.9 if (rndm (0, i) != 0)
670     return;
671     }
672     else if (rndm (0, 5) != 0)
673     return;
674 root 1.53
675 root 1.9 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 root 1.48 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1094 root 1.9 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 root 1.49 if (!(tmp->materials & M_IRON))
1209 root 1.40 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 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1535 root 1.9 */
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     partylist *party = owner->contr->party;
1608 root 1.5
1609 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1610 root 1.35
1611 root 1.33 for_all_players (pl)
1612 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1613     {
1614     count++;
1615     shares += (pl->ob->level + 4);
1616     }
1617    
1618 root 1.23 if (count == 1 || shares > exp || !shares)
1619 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1620     else
1621     {
1622     int share = exp / shares, given = 0, nexp;
1623    
1624 root 1.33 for_all_players (pl)
1625 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1626     {
1627     nexp = (pl->ob->level + 4) * share;
1628     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1629     given += nexp;
1630     }
1631    
1632 root 1.9 exp -= given;
1633     /* give any remainder to the player */
1634     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1635 root 1.5 }
1636 root 1.9 } /* else part of a party */
1637     } /* end if person didn't kill himself */
1638 elmex 1.1
1639 root 1.9 if (op->type != PLAYER)
1640     {
1641     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1642     {
1643 root 1.27 object *owner1 = op->owner;
1644 elmex 1.1
1645 root 1.20 if (owner1 && owner1->type == PLAYER)
1646 root 1.9 {
1647     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1648     /* Maybe we should include the owner that killed this, maybe not */
1649     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1650 root 1.5 }
1651 root 1.12
1652 root 1.9 remove_friendly_object (op);
1653 root 1.5 }
1654 root 1.12
1655 root 1.26 op->destroy ();
1656 elmex 1.1 }
1657 root 1.9 else
1658     {
1659 root 1.20 /* Player has been killed! */
1660 root 1.9 if (owner->type == PLAYER)
1661 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1662 root 1.9 else
1663 root 1.12 assign (op->contr->killer, hitter->name);
1664 elmex 1.1 }
1665 root 1.12
1666 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1667     * continues in the calling function.
1668     */
1669     return maxdam;
1670 elmex 1.1 }
1671    
1672     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673     * Returns 0 this is not friendly fire
1674     */
1675    
1676 root 1.9 int
1677     friendly_fire (object *op, object *hitter)
1678     {
1679     object *owner;
1680     int friendlyfire;
1681    
1682     if (hitter->head)
1683     hitter = hitter->head;
1684    
1685     friendlyfire = 0;
1686    
1687     if (op->type == PLAYER)
1688     {
1689     if (op_on_battleground (hitter, 0, 0))
1690     return 0;
1691    
1692     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1693     return 1;
1694    
1695 root 1.27 if ((owner = hitter->owner) != NULL)
1696 root 1.9 {
1697     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1698     friendlyfire = 2;
1699     }
1700    
1701     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702     friendlyfire = 0;
1703 elmex 1.1 }
1704 root 1.9 return friendlyfire;
1705 elmex 1.1 }
1706    
1707    
1708     /* This isn't used just for players, but in fact most objects.
1709     * op is the object to be hit, dam is the amount of damage, hitter
1710     * is what is hitting the object, type is the attacktype, and
1711     * full_hit is set if monster area does not matter.
1712     * dam is base damage - protections/vulnerabilities/slaying matches can
1713     * modify it.
1714     */
1715 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1716     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1717 root 1.9 int
1718     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1719     {
1720     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1721     int maxattacktype, attacknum;
1722     int body_attack = op && op->head; /* Did we hit op's head? */
1723     int simple_attack;
1724     int rtn_kill = 0;
1725     int friendlyfire;
1726 elmex 1.1
1727 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1728     return 0;
1729 elmex 1.1
1730 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1731     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732     return 0;
1733 elmex 1.1
1734     #ifdef PROHIBIT_PLAYERKILL
1735 root 1.9 if (op->type == PLAYER)
1736     {
1737 root 1.27 object *owner = hitter->owner;
1738 root 1.9
1739     if (!owner)
1740     owner = hitter;
1741 root 1.18
1742 root 1.9 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1743 root 1.18 return 0;
1744 elmex 1.1 }
1745     #endif
1746    
1747 root 1.9 if (body_attack)
1748     {
1749     /* slow and paralyze must hit the head. But we don't want to just
1750     * return - we still need to process other attacks the spell still
1751     * might have. So just remove the paralyze and slow attacktypes,
1752     * and keep on processing if we have other attacktypes.
1753     * return if only magic or nothing is left - under normal code
1754     * we don't attack with pure magic if there is another attacktype.
1755     * Only do processing if the initial attacktype includes one of those
1756     * attack so we don't cancel out things like magic bullet.
1757     */
1758     if (type & (AT_PARALYZE | AT_SLOW))
1759     {
1760     type &= ~(AT_PARALYZE | AT_SLOW);
1761 root 1.18
1762 root 1.9 if (!type || type == AT_MAGIC)
1763     return 0;
1764 root 1.5 }
1765 elmex 1.1 }
1766    
1767 root 1.9 if (!simple_attack && op->type == DOOR)
1768     {
1769 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1770 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1771     {
1772     spring_trap (tmp, hitter);
1773 root 1.26
1774 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1775 root 1.9 return 0;
1776 root 1.26
1777 root 1.9 break;
1778     }
1779 elmex 1.1 }
1780    
1781 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782     {
1783     /* FIXME: If a player is killed by a rune in a door, the
1784 root 1.18 * destroyed() check above doesn't return, and might get here.
1785 root 1.9 */
1786 root 1.43 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1787 root 1.9 return 0;
1788 elmex 1.1 }
1789    
1790     #ifdef ATTACK_DEBUG
1791 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1792 elmex 1.1 #endif
1793    
1794 root 1.9 if (magic)
1795     {
1796 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1797     * in case 0>dam>1, we try to "simulate" a float value-effect */
1798 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1799 elmex 1.1 if (dam >= 100)
1800 root 1.5 dam /= 100;
1801 elmex 1.1 else
1802 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1803 elmex 1.1 }
1804    
1805 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1806     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1807     */
1808     if (type & AT_CHAOS)
1809     {
1810     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1811     update_object (op, UP_OBJ_FACE);
1812 elmex 1.1 type &= ~AT_CHAOS;
1813     }
1814    
1815 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1816     * holyword is part of an attacktype, then make sure the creature is
1817     * a proper match, otherwise no damage.
1818     */
1819     if (type & AT_HOLYWORD)
1820     {
1821     object *god;
1822    
1823     if ((!hitter->slaying ||
1824     (!(op->race && strstr (hitter->slaying, op->race)) &&
1825     !(op->name && strstr (hitter->slaying, op->name)))) &&
1826     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1827     (hitter->title != NULL
1828     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1829     return 0;
1830 elmex 1.1 }
1831    
1832 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1833 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1834     {
1835     /* Magic isn't really a true attack type - it gets combined with other
1836     * attack types. As such, skip it over. However, if magic is
1837     * the only attacktype in the group, then still attack with it
1838     */
1839     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1840     continue;
1841    
1842     /* Go through and hit the player with each attacktype, one by one.
1843     * hit_player_attacktype only figures out the damage, doesn't inflict
1844     * it. It will do the appropriate action for attacktypes with
1845     * effects (slow, paralization, etc.
1846     */
1847     if (type & attacktype)
1848     {
1849     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1850     /* the >= causes us to prefer messages from special attacks, if
1851     * the damage is equal.
1852     */
1853     if (ndam >= maxdam)
1854     {
1855 root 1.5 maxdam = ndam;
1856 root 1.9 maxattacktype = 1 << attacknum;
1857 root 1.5 }
1858     }
1859 elmex 1.1 }
1860 root 1.9
1861     /* if this is friendly fire then do a set % of damage only
1862     * Note - put a check in to make sure this attack is actually
1863     * doing damage - otherwise, the +1 in the code below will make
1864     * an attack do damage before when it otherwise didn't
1865     */
1866     friendlyfire = friendly_fire (op, hitter);
1867     if (friendlyfire && maxdam)
1868     {
1869     maxdam = ((dam * settings.set_friendly_fire) / 100);
1870 elmex 1.1 #ifndef COZY_SERVER
1871 root 1.9 maxdam++;
1872 elmex 1.1 #endif
1873 root 1.9
1874 elmex 1.1 #ifdef ATTACK_DEBUG
1875 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1876     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877 elmex 1.1 #endif
1878     }
1879    
1880 root 1.9 if (!full_hit)
1881     {
1882     archetype *at;
1883     int area;
1884     int remainder;
1885    
1886     area = 0;
1887     for (at = op->arch; at != NULL; at = at->more)
1888     area++;
1889     assert (area > 0);
1890    
1891     /* basically: maxdam /= area; we try to "simulate" a float
1892     value-effect */
1893     remainder = 100 * (maxdam % area) / area;
1894     maxdam /= area;
1895 root 1.47 if (rndm (100) < remainder)
1896 root 1.9 maxdam++;
1897 elmex 1.1 }
1898    
1899     #ifdef ATTACK_DEBUG
1900 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901 elmex 1.1 #endif
1902    
1903 root 1.27 if (hitter->owner)
1904 root 1.9 op->enemy = hitter->owner;
1905     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906     op->enemy = hitter;
1907    
1908     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909     {
1910     /* The unaggressives look after themselves 8) */
1911     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1912     npc_call_help (op);
1913     }
1914    
1915     if (magic && did_make_save (op, op->level, 0))
1916     maxdam = maxdam / 2;
1917    
1918     attack_message (maxdam, maxattacktype, op, hitter);
1919    
1920     op->stats.hp -= maxdam;
1921    
1922     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923     if ((op->stats.hp >= 0) &&
1924     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1925     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1926     {
1927 elmex 1.1
1928 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1929     SET_FLAG (op, FLAG_RUN_AWAY);
1930     else
1931     scare_creature (op, hitter);
1932 elmex 1.1 }
1933    
1934 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1935     {
1936     if (maxdam)
1937     tear_down_wall (op);
1938 root 1.26
1939 root 1.9 return maxdam; /* nothing more to do for wall */
1940     }
1941 elmex 1.1
1942 root 1.9 /* See if the creature has been killed */
1943     rtn_kill = kill_object (op, maxdam, hitter, type);
1944     if (rtn_kill != -1)
1945     return rtn_kill;
1946 elmex 1.1
1947    
1948 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949     * that before if the player was immune to ghosthit, the monster
1950     * remained - that is no longer the case.
1951     */
1952     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953     {
1954     if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955     remove_friendly_object (hitter);
1956 root 1.26
1957     hitter->destroy ();
1958 root 1.9 }
1959     /* Lets handle creatures that are splitting now */
1960     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1961     {
1962     int i;
1963     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1964     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1965 root 1.27 object *owner = op->owner;
1966 root 1.5
1967 root 1.9 if (!op->other_arch)
1968     {
1969     LOG (llevError, "SPLITTING without other_arch error.\n");
1970     return maxdam;
1971     }
1972 root 1.26
1973 root 1.25 op->remove ();
1974 root 1.26
1975 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1976     { /* This doesn't handle op->more yet */
1977     object *tmp = arch_to_object (op->other_arch);
1978     int j;
1979    
1980     tmp->stats.hp = op->stats.hp;
1981 root 1.26
1982 root 1.9 if (friendly)
1983     {
1984     add_friendly_object (tmp);
1985     tmp->attack_movement = PETMOVE;
1986 root 1.39
1987     if (owner)
1988 root 1.27 tmp->set_owner (owner);
1989 root 1.9 }
1990 root 1.26
1991 root 1.9 if (unaggressive)
1992     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1993 root 1.26
1994 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1995 root 1.26
1996 root 1.9 if (j == -1) /* No spot to put this monster */
1997 root 1.26 tmp->destroy ();
1998 root 1.9 else
1999     {
2000     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2001     insert_ob_in_map (tmp, op->map, NULL, 0);
2002     }
2003     }
2004 root 1.26
2005     op->destroy ();
2006 root 1.9 }
2007     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 root 1.26 hitter->destroy ();
2009    
2010 root 1.9 return maxdam;
2011     }
2012    
2013    
2014     void
2015     poison_player (object *op, object *hitter, int dam)
2016     {
2017 root 1.16 archetype *at = archetype::find ("poisoning");
2018 root 1.9 object *tmp = present_arch_in_ob (at, op);
2019 elmex 1.1
2020 root 1.9 if (tmp == NULL)
2021     {
2022     if ((tmp = arch_to_object (at)) == NULL)
2023     LOG (llevError, "Failed to clone arch poisoning.\n");
2024     else
2025     {
2026     tmp = insert_ob_in_ob (tmp, op);
2027     /* peterm: give poisoning some teeth. It should
2028     * be able to kill things better than it does:
2029     * damage should be dependent something--I choose to
2030     * do this: if it's a monster, the damage from the
2031     * poisoning goes as the level of the monster/2.
2032     * If anything else, goes as damage.
2033     */
2034    
2035     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2036     tmp->stats.dam += hitter->level / 2;
2037     else
2038     tmp->stats.dam = dam;
2039    
2040 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2041 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2042     {
2043     tmp->skill = hitter->skill;
2044     }
2045    
2046     tmp->stats.food += dam; /* more damage, longer poisoning */
2047    
2048     if (op->type == PLAYER)
2049     {
2050     /* player looses stats, maximum is -10 of each */
2051     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2052     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2053     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2054     tmp->stats.Int = MAX (-dam / 7, -10);
2055     SET_FLAG (tmp, FLAG_APPLIED);
2056 root 1.32 op->update_stats ();
2057 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2058     }
2059     if (hitter->type == PLAYER)
2060     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2061 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2062 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2063 root 1.5 }
2064 root 1.9 tmp->speed_left = 0;
2065     }
2066     else
2067     tmp->stats.food++;
2068     }
2069    
2070     void
2071     slow_player (object *op, object *hitter, int dam)
2072     {
2073 root 1.16 archetype *at = archetype::find ("slowness");
2074 root 1.9 object *tmp;
2075    
2076     if (at == NULL)
2077     {
2078     LOG (llevError, "Can't find slowness archetype.\n");
2079     }
2080     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081     {
2082     tmp = arch_to_object (at);
2083     tmp = insert_ob_in_ob (tmp, op);
2084     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2085     }
2086     else
2087     tmp->stats.food++;
2088     SET_FLAG (tmp, FLAG_APPLIED);
2089     tmp->speed_left = 0;
2090 root 1.32 op->update_stats ();
2091 elmex 1.1 }
2092    
2093 root 1.9 void
2094     confuse_player (object *op, object *hitter, int dam)
2095     {
2096     object *tmp;
2097     int maxduration;
2098 elmex 1.1
2099 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2100     if (!tmp)
2101     {
2102     tmp = get_archetype (FORCE_NAME);
2103     tmp = insert_ob_in_ob (tmp, op);
2104     }
2105 root 1.5
2106 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2107     * on the player's resistance
2108     */
2109     tmp->speed = 0.05;
2110     tmp->subtype = FORCE_CONFUSION;
2111     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112     tmp->name = "confusion";
2113     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2114     if (tmp->duration > maxduration)
2115     tmp->duration = maxduration;
2116    
2117     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2118     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2119     SET_FLAG (op, FLAG_CONFUSED);
2120     }
2121 root 1.5
2122 root 1.9 void
2123     blind_player (object *op, object *hitter, int dam)
2124     {
2125     object *tmp, *owner;
2126 root 1.5
2127 root 1.9 /* Save some work if we know it isn't going to affect the player */
2128     if (op->resist[ATNR_BLIND] == 100)
2129     return;
2130 root 1.5
2131 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2132     if (!tmp)
2133     {
2134     tmp = get_archetype ("blindness");
2135     SET_FLAG (tmp, FLAG_BLIND);
2136     SET_FLAG (tmp, FLAG_APPLIED);
2137 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2138     * speed is a float anyways.
2139     */
2140 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141 elmex 1.1
2142 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2143     change_abil (op, tmp); /* Mostly to display any messages */
2144 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2145 elmex 1.1
2146 root 1.9 if (hitter->owner)
2147 root 1.27 owner = hitter->owner;
2148 root 1.9 else
2149     owner = hitter;
2150 elmex 1.1
2151 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2152     }
2153     tmp->stats.food += dam;
2154     if (tmp->stats.food > 10)
2155     tmp->stats.food = 10;
2156 elmex 1.1 }
2157    
2158 root 1.9 void
2159     paralyze_player (object *op, object *hitter, int dam)
2160 elmex 1.1 {
2161 root 1.9 float effect, max;
2162    
2163     /* object *tmp; */
2164 elmex 1.1
2165 root 1.9 /* This is strange stuff... someone knows for what this is
2166     * written? Well, i think this can and should be removed
2167     */
2168 elmex 1.1
2169 root 1.9 /*
2170     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2171     tmp=clone_arch(PARAIMAGE);
2172     tmp->x=op->x,tmp->y=op->y;
2173     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2174     }
2175     */
2176 elmex 1.1
2177 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2178     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2179 elmex 1.1
2180 root 1.9 if (effect == 0)
2181     return;
2182 elmex 1.1
2183 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2184     /* tmp->stats.food+=(signed short) effect/op->speed; */
2185 elmex 1.1
2186 root 1.9 /* max number of ticks to be affected for. */
2187     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2188     if (op->speed_left < -(FABS (op->speed) * max))
2189     op->speed_left = (float) -(FABS (op->speed) * max);
2190 elmex 1.1
2191     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
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 root 1.52
2221 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223     atk_lev, def_lev); */
2224    
2225     if (atk_lev >= def_lev)
2226     {
2227     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2228    
2229     /* Note that the below effectively means the ratio of the atk vs
2230     * defener level is important - if level 52 character has very little
2231     * chance of killing a level 50 monster. This should probably be
2232     * redone.
2233     */
2234     if (kill_lev >= def_lev)
2235     {
2236     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2237     /* I think this doesn't really do much. Because of
2238     * integer rounding, this only makes any difference if the
2239     * attack level is double the defender level.
2240     */
2241     *dam *= kill_lev / def_lev;
2242 root 1.5 }
2243 root 1.9 }
2244     else
2245 root 1.52 *dam = 0; /* no harm done */
2246 elmex 1.1 }
2247    
2248     /* thrown_item_effect() - handles any special effects of thrown
2249     * items (like attacking living creatures--a potion thrown at a
2250     * monster).
2251     */
2252 root 1.9 static void
2253     thrown_item_effect (object *hitter, object *victim)
2254 elmex 1.1 {
2255 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2256     {
2257     /* May not need a switch for just 2 types, but this makes it
2258     * easier for expansion.
2259     */
2260     switch (hitter->type)
2261     {
2262 root 1.5 case POTION:
2263 root 1.9 /* should player get a save throw instead of checking magic protection? */
2264     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2265     (void) apply_potion (victim, hitter);
2266     break;
2267    
2268     case POISON: /* poison drinks */
2269     /* As with potions, should monster get a save? */
2270     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2271     apply_poison (victim, hitter);
2272     break;
2273    
2274     /* Removed case statements that did nothing.
2275     * food may be poisonous, but monster must be willing to eat it,
2276     * so we don't handle it here.
2277     * Containers should perhaps break open, but that code was disabled.
2278     */
2279 root 1.5 }
2280 elmex 1.1 }
2281     }
2282    
2283     /* adj_attackroll() - adjustments to attacks by various conditions */
2284    
2285 root 1.9 int
2286     adj_attackroll (object *hitter, object *target)
2287     {
2288 elmex 1.1 object *attacker = hitter;
2289 root 1.9 int adjust = 0;
2290 elmex 1.1
2291     /* safety */
2292 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2293     {
2294     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2295     return 0;
2296     }
2297 elmex 1.1
2298     /* aimed missiles use the owning object's sight */
2299 root 1.9 if (is_aimed_missile (hitter))
2300     {
2301 root 1.27 if ((attacker = hitter->owner) == NULL)
2302 root 1.9 attacker = hitter;
2303     /* A player who saves but hasn't quit still could have objects
2304     * owned by him - need to handle that case to avoid crashes.
2305     */
2306     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2307     attacker = hitter;
2308     }
2309     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2310 elmex 1.1 return 0;
2311    
2312 root 1.9 /* determine the condtions under which we make an attack.
2313     * Add more cases, as the need occurs. */
2314 elmex 1.1
2315 root 1.9 if (!can_see_enemy (attacker, target))
2316     {
2317     /* target is unseen */
2318     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2319     adjust -= 10;
2320     /* dark map penalty for the hitter (lacks infravision if we got here). */
2321     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2322     adjust -= target->map->darkness;
2323     }
2324 elmex 1.1
2325 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2326 elmex 1.1 adjust -= 3;
2327    
2328 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2329 elmex 1.1 adjust += 1;
2330    
2331 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2332 elmex 1.1 adjust += 1;
2333    
2334 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2335 elmex 1.1 adjust -= 3;
2336    
2337     /* if we attack at a different 'altitude' its harder */
2338 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2339 elmex 1.1 adjust -= 2;
2340    
2341     #if 0
2342     /* slower attacks are less likely to succeed. We should use a
2343     * comparison between attacker/target speeds BUT, players have
2344     * a generally faster speed, so this will wind up being a HUGE
2345     * disadantage for the monsters! Too bad, because missiles which
2346     * fly fast should have a better chance of hitting a slower target.
2347     */
2348 root 1.9 if (hitter->speed < target->speed)
2349     adjust += ((float) hitter->speed - target->speed);
2350 elmex 1.1 #endif
2351    
2352     #if 0
2353 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2354 elmex 1.1 #endif
2355    
2356     return adjust;
2357 root 1.9 }
2358 elmex 1.1
2359     /* determine if the object is an 'aimed' missile */
2360 root 1.9 int
2361     is_aimed_missile (object *op)
2362     {
2363 elmex 1.1
2364 root 1.9 /* I broke what used to be one big if into a few nested
2365     * ones so that figuring out the logic is at least possible.
2366     */
2367     if (op && (op->move_type & MOVE_FLYING))
2368     {
2369     if (op->type == ARROW || op->type == THROWN_OBJ)
2370     return 1;
2371     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2372     return 1;
2373 elmex 1.1 }
2374 root 1.53
2375 root 1.9 return 0;
2376     }