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/cvs/deliantra/server/server/attack.C
Revision: 1.60
Committed: Mon Apr 30 04:43:46 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +1 -1 lines
Log Message:
re-add 'content'

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.60 * CrossFire, A Multiplayer game
3 pippijn 1.45 *
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 root 1.9 int
273     hit_map (object *op, int dir, int type, int full_hit)
274     {
275 root 1.19 maptile *map;
276 root 1.9 sint16 x, y;
277     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
278 elmex 1.1
279 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
280     {
281     LOG (llevError, "BUG: hit_map(): free object\n");
282     return 0;
283 elmex 1.1 }
284    
285 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286     {
287     LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
288     return 0;
289 elmex 1.1 }
290    
291 root 1.9 if (!op->map)
292     {
293     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
294     return 0;
295 elmex 1.1 }
296    
297 root 1.9 if (op->head)
298     op = op->head;
299    
300     map = op->map;
301     x = op->x + freearr_x[dir];
302     y = op->y + freearr_y[dir];
303 elmex 1.1
304 root 1.41 if (!xy_normalise (map, x, y))
305     return 0;
306 root 1.9
307     // elmex: a safe map tile can't be hit!
308     // this should prevent most harmful effects on items and players there.
309 root 1.41 mapspace &ms = map->at (x, y);
310    
311     if (ms.flags () & P_SAFE)
312 root 1.9 return 0;
313    
314 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
315 root 1.9 * must be out here because it strikes things which are not alive
316     */
317 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 root 1.9 {
319 root 1.41 if (type & AT_COUNTERSPELL)
320     {
321     counterspell (op, dir); /* see spell_effect.c */
322 elmex 1.1
323 root 1.41 /* If the only attacktype is counterspell or magic, don't need
324     * to do any further processing.
325     */
326     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327     return 0;
328 root 1.11
329 root 1.41 type &= ~AT_COUNTERSPELL;
330     }
331 elmex 1.1
332 root 1.41 if (type & AT_CHAOS)
333     {
334     shuffle_attack (op, 1); /* flag tells it to change the face */
335     update_object (op, UP_OBJ_FACE);
336     type &= ~AT_CHAOS;
337     }
338 elmex 1.1 }
339    
340 root 1.37 /* There may still be objects that were above 'next', but there is no
341     * simple way to find out short of copying all object references and
342     * tags into a temporary array before we start processing the first
343     * object. That's why we just abort on destroy.
344     *
345     * This happens whenever attack spells (like fire) hit a pile
346     * of objects. This is not a bug - nor an error.
347     */
348 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
349 root 1.9 {
350 root 1.37 object *tmp = next;
351 root 1.9 next = tmp->above;
352 root 1.11
353 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354     * For example, 'tmp' was put in an icecube.
355     * This is one of the few cases where on_same_map should not be used.
356     */
357     if (tmp->map != map || tmp->x != x || tmp->y != y)
358     continue;
359    
360     if (QUERY_FLAG (tmp, FLAG_ALIVE))
361     {
362     hit_player (tmp, op->stats.dam, op, type, full_hit);
363     retflag |= 1;
364 root 1.41
365 root 1.18 if (op->destroyed ())
366 root 1.5 break;
367     }
368 root 1.9 /* Here we are potentially destroying an object. If the object has
369     * NO_PASS set, it is also immune - you can't destroy walls. Note
370     * that weak walls have is_alive set, which prevent objects from
371     * passing over/through them. We don't care what type of movement
372     * the wall blocks - if it blocks any type of movement, can't be
373     * destroyed right now.
374     */
375 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
376 root 1.9 {
377     save_throw_object (tmp, type, op);
378 root 1.37
379 root 1.18 if (op->destroyed ())
380 root 1.9 break;
381 root 1.5 }
382 elmex 1.1 }
383 root 1.11
384 root 1.9 return 0;
385 elmex 1.1 }
386    
387 root 1.9 void
388     attack_message (int dam, int type, object *op, object *hitter)
389     {
390 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 root 1.9 int i, found = 0;
392 root 1.19 maptile *map;
393 elmex 1.1 object *next, *tmp;
394    
395     /* put in a few special messages for some of the common attacktypes
396     * a player might have. For example, fire, electric, cold, etc
397     * [garbled 20010919]
398     */
399    
400 root 1.9 if (dam == 9998 && op->type == DOOR)
401     {
402     sprintf (buf1, "unlock %s", &op->name);
403     sprintf (buf2, " unlocks");
404     found++;
405     }
406     if (dam < 0)
407     {
408     sprintf (buf1, "hit %s", &op->name);
409     sprintf (buf2, " hits");
410     found++;
411     }
412     else if (dam == 0)
413     {
414     sprintf (buf1, "missed %s", &op->name);
415     sprintf (buf2, " misses");
416     found++;
417     }
418     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
419 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
420 root 1.9 {
421     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
422     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
423     {
424     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
425     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426     found++;
427     break;
428     }
429     }
430     else if (op->type == DOOR && !found)
431     {
432     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434     {
435     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437     found++;
438     break;
439     }
440     }
441 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
442 root 1.9 {
443     if (USING_SKILL (hitter, SK_KARATE))
444     {
445     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447     {
448     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
450 root 1.5 found++;
451     break;
452 root 1.9 }
453     }
454     else if (USING_SKILL (hitter, SK_CLAWING))
455     {
456     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
458     {
459     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
460     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
461 root 1.5 found++;
462     break;
463     }
464 root 1.9 }
465     else if (USING_SKILL (hitter, SK_PUNCHING))
466     {
467     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
469     {
470     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
471     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
472     found++;
473     break;
474 root 1.5 }
475     }
476 elmex 1.1 }
477 root 1.29
478 root 1.9 if (found)
479     {
480     /* done */
481     }
482 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 root 1.9 {
484     sprintf (buf1, "hit"); /* just in case */
485     for (i = 0; i < MAXATTACKMESS; i++)
486     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487     {
488     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489     found++;
490     break;
491     }
492     }
493 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
494 root 1.9 {
495 elmex 1.1 /* drain is first, because some items have multiple attypes */
496 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498     {
499     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501     found++;
502     break;
503     }
504     }
505 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
506 root 1.9 {
507     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509     {
510     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512     found++;
513     break;
514     }
515     }
516 root 1.29 else if (type & AT_COLD && op->is_alive ())
517 root 1.9 {
518     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520     {
521     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523     found++;
524     break;
525     }
526     }
527     else if (type & AT_FIRE)
528     {
529     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531     {
532     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534     found++;
535     break;
536     }
537     }
538     else if (hitter->current_weapon != NULL)
539     {
540     int mtype;
541    
542     switch (hitter->current_weapon->weapontype)
543     {
544     case WEAP_HIT:
545     mtype = ATM_BASIC;
546     break;
547     case WEAP_SLASH:
548     mtype = ATM_SLASH;
549     break;
550     case WEAP_PIERCE:
551     mtype = ATM_PIERCE;
552     break;
553     case WEAP_CLEAVE:
554     mtype = ATM_CLEAVE;
555     break;
556     case WEAP_SLICE:
557     mtype = ATM_SLICE;
558     break;
559     case WEAP_STAB:
560     mtype = ATM_STAB;
561     break;
562     case WEAP_WHIP:
563     mtype = ATM_WHIP;
564     break;
565     case WEAP_CRUSH:
566     mtype = ATM_CRUSH;
567     break;
568     case WEAP_BLUD:
569     mtype = ATM_BLUD;
570     break;
571     default:
572     mtype = ATM_BASIC;
573     break;
574     }
575     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577     {
578     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579     strcpy (buf2, attack_mess[mtype][i].buf3);
580     found++;
581     break;
582     }
583     }
584     else
585     {
586     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588     {
589     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591     found++;
592     break;
593     }
594 elmex 1.1 }
595    
596 root 1.9 if (!found)
597     {
598     strcpy (buf1, "hit");
599     strcpy (buf2, " hits");
600 elmex 1.1 }
601    
602 root 1.9 /* bail out if a monster is casting spells */
603 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 root 1.9 return;
605 elmex 1.1
606 root 1.9 /* scale down magic considerably. */
607     if (type & AT_MAGIC && rndm (0, 5))
608     return;
609 elmex 1.1
610 root 1.9 /* Did a player hurt another player? Inform both! */
611 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 root 1.9 {
613 root 1.27 if (hitter->owner != NULL)
614 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615     else
616     {
617     sprintf (buf, "%s%s you.", &hitter->name, buf2);
618     if (dam != 0)
619     {
620     if (dam < 10)
621     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
622     else if (dam < 20)
623     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
624     else
625     play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
626 root 1.5 }
627     }
628 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
629     } /* end of player hitting player */
630 elmex 1.1
631 root 1.9 if (hitter->type == PLAYER)
632     {
633     sprintf (buf, "You %s.", buf1);
634     if (dam != 0)
635     {
636     if (dam < 10)
637     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
638     else if (dam < 20)
639     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
640     else
641     play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
642 root 1.5 }
643 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
644     }
645 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 root 1.9 {
647 elmex 1.1 /* look for stacked spells and start reducing the message chances */
648 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
649     {
650     i = 4;
651     map = hitter->map;
652     if (out_of_map (map, hitter->x, hitter->y))
653     return;
654 root 1.53
655 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
656 root 1.9 if (next)
657     while (next)
658     {
659     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660     i *= 3;
661     tmp = next;
662     next = tmp->above;
663     }
664 root 1.53
665 root 1.9 if (i < 0)
666 root 1.5 return;
667 root 1.53
668 root 1.9 if (rndm (0, i) != 0)
669     return;
670     }
671     else if (rndm (0, 5) != 0)
672     return;
673 root 1.53
674 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675     play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
676     new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 elmex 1.1 }
678     }
679    
680    
681 root 1.9 static int
682     get_attack_mode (object **target, object **hitter, int *simple_attack)
683 elmex 1.1 {
684 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685     {
686     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687     return 1;
688 elmex 1.1 }
689 root 1.9 if ((*target)->head)
690     *target = (*target)->head;
691     if ((*hitter)->head)
692     *hitter = (*hitter)->head;
693     if ((*hitter)->env != NULL || (*target)->env != NULL)
694     {
695     *simple_attack = 1;
696     return 0;
697 elmex 1.1 }
698 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
699     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
700 elmex 1.1 {
701 root 1.9 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
702     return 1;
703 elmex 1.1 }
704 root 1.9 *simple_attack = 0;
705     return 0;
706 elmex 1.1 }
707    
708 root 1.9 static int
709     abort_attack (object *target, object *hitter, int simple_attack)
710 elmex 1.1 {
711 root 1.9
712 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
713     * determined by get_attack_mode(). Returns true if the relation has changed.
714     */
715 root 1.9 int new_mode;
716 elmex 1.1
717 root 1.9 if (hitter->env == target || target->env == hitter)
718     new_mode = 1;
719     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
720     return 1;
721     else
722     new_mode = 0;
723     return new_mode != simple_attack;
724 elmex 1.1 }
725    
726     static void thrown_item_effect (object *, object *);
727    
728 root 1.9 static int
729     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
730 elmex 1.1 {
731 root 1.9 int simple_attack, roll, dam = 0;
732     uint32 type;
733     shstr op_name;
734    
735     if (get_attack_mode (&op, &hitter, &simple_attack))
736     goto error;
737    
738     if (hitter->current_weapon)
739     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
740     return RESULT_INT (0);
741    
742     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
743     return RESULT_INT (0);
744 elmex 1.1
745 root 1.9 /*
746     * A little check to make it more difficult to dance forward and back
747     * to avoid ever being hit by monsters.
748     */
749     if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
750     {
751     /* Decrease speed BEFORE calling process_object. Otherwise, an
752     * infinite loop occurs, with process_object calling move_monster,
753     * which then gets here again. By decreasing the speed before
754     * we call process_object, the 'if' statement above will fail.
755     */
756     op->speed_left--;
757     process_object (op);
758 root 1.26
759 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 elmex 1.1 goto error;
761 root 1.9 }
762 elmex 1.1
763 root 1.9 op_name = op->name;
764 root 1.3
765 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
766 elmex 1.1
767 root 1.9 /* Adjust roll for various situations. */
768     if (!simple_attack)
769     roll += adj_attackroll (hitter, op);
770 elmex 1.1
771 root 1.9 /* See if we hit the creature */
772     if (roll == 20 || op->stats.ac >= base_wc - roll)
773     {
774     int hitdam = base_dam;
775    
776     if (settings.casting_time == TRUE)
777     {
778 root 1.59 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 root 1.9 {
780     hitter->casting_time = -1;
781 root 1.40 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
782 root 1.9 }
783 root 1.58
784 root 1.59 if (op->casting_time > -1 && hitdam > 0)
785 root 1.9 {
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 1.58
795 root 1.9 if (!simple_attack)
796 elmex 1.1 {
797 root 1.9 /* If you hit something, the victim should *always* wake up.
798     * Before, invisible hitters could avoid doing this.
799     * -b.t. */
800     if (QUERY_FLAG (op, FLAG_SLEEP))
801     CLEAR_FLAG (op, FLAG_SLEEP);
802    
803     /* If the victim can't see the attacker, it may alert others
804     * for help. */
805 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
806 root 1.9 npc_call_help (op);
807    
808     /* if you were hidden and hit by a creature, you are discovered */
809     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810     {
811     make_visible (op);
812 root 1.59
813 root 1.9 if (op->type == PLAYER)
814     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
815     }
816    
817     /* thrown items (hitter) will have various effects
818     * when they hit the victim. For things like thrown daggers,
819     * this sets 'hitter' to the actual dagger, and not the
820     * wrapper object.
821     */
822     thrown_item_effect (hitter, op);
823 root 1.26
824 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
825 root 1.9 goto leave;
826     }
827    
828     /* Need to do at least 1 damage, otherwise there is no point
829     * to go further and it will cause FPE's below.
830     */
831     if (hitdam <= 0)
832     hitdam = 1;
833 elmex 1.1
834 root 1.9 type = hitter->attacktype;
835 root 1.18
836 root 1.9 if (!type)
837     type = AT_PHYSICAL;
838 root 1.18
839 root 1.9 /* Handle monsters that hit back */
840     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
841     {
842     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
843     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
844 root 1.18
845 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
846 root 1.18
847     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
848 root 1.5 goto leave;
849 root 1.9 }
850 elmex 1.1
851 root 1.9 /* In the new attack code, it should handle multiple attack
852     * types in its area, so remove it from here.
853     */
854     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
855 root 1.18
856     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
857 root 1.9 goto leave;
858     } /* end of if hitter hit op */
859     /* if we missed, dam=0 */
860    
861     /*attack_message(dam, type, op, hitter); */
862 elmex 1.1
863 root 1.9 goto leave;
864 elmex 1.1
865 root 1.9 error:
866     dam = 1;
867 elmex 1.1
868 root 1.9 leave:
869 elmex 1.1
870 root 1.9 return dam;
871 elmex 1.1 }
872    
873 root 1.9 int
874     attack_ob (object *op, object *hitter)
875 elmex 1.1 {
876 root 1.58 hitter = hitter->head_ ();
877 elmex 1.1
878 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
879 elmex 1.1 }
880    
881     /* op is the arrow, tmp is what is stopping the arrow.
882     *
883     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
884     */
885 root 1.9 static int
886     stick_arrow (object *op, object *tmp)
887 elmex 1.1 {
888 root 1.9 /* If the missile hit a player, we insert it in their inventory.
889     * However, if the missile is heavy, we don't do so (assume it falls
890     * to the ground after a hit). What a good value for this is up to
891     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892     * stick around.
893     */
894     if (op->weight <= 5000 && tmp->stats.hp >= 0)
895     {
896 root 1.59 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 root 1.9 void
1015     tear_down_wall (object *op)
1016 elmex 1.1 {
1017 root 1.9 int perc = 0;
1018 elmex 1.1
1019 root 1.9 if (!op->stats.maxhp)
1020     {
1021     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1022     perc = 1;
1023 elmex 1.1 }
1024 root 1.9 else if (!GET_ANIM_ID (op))
1025     {
1026     /* Object has been called - no animations, so remove it */
1027     if (op->stats.hp < 0)
1028 root 1.26 op->destroy ();
1029    
1030 root 1.9 return; /* no animations, so nothing more to do */
1031     }
1032 root 1.26
1033 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1034 root 1.26
1035 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1036     perc = NUM_ANIMATIONS (op) - 1;
1037     else if (perc < 1)
1038     perc = 1;
1039 root 1.26
1040 root 1.9 SET_ANIMATION (op, perc);
1041     update_object (op, UP_OBJ_FACE);
1042 root 1.26
1043 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1044     { /* Reached the last animation */
1045     if (op->face == blank_face)
1046 root 1.26 /* If the last face is blank, remove the ob */
1047     op->destroy ();
1048 root 1.9 else
1049     { /* The last face was not blank, leave an image */
1050     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1051     update_all_los (op->map, op->x, op->y);
1052     op->move_block = 0;
1053     CLEAR_FLAG (op, FLAG_ALIVE);
1054 root 1.5 }
1055 elmex 1.1 }
1056     }
1057    
1058 root 1.9 void
1059     scare_creature (object *target, object *hitter)
1060 elmex 1.1 {
1061 root 1.27 object *owner = hitter->owner;
1062 elmex 1.1
1063 root 1.9 if (!owner)
1064     owner = hitter;
1065 elmex 1.1
1066 root 1.9 SET_FLAG (target, FLAG_SCARED);
1067     if (!target->enemy)
1068     target->enemy = owner;
1069 elmex 1.1 }
1070    
1071     /* This returns the amount of damage hitter does to op with the
1072     * appropriate attacktype. Only 1 attacktype should be set at a time.
1073     * This doesn't damage the player, but returns how much it should
1074     * take. However, it will do other effects (paralyzation, slow, etc.)
1075     * Note - changed for PR code - we now pass the attack number and not
1076     * the attacktype. Makes it easier for the PR code. */
1077 root 1.9 int
1078     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1079     {
1080     int doesnt_slay = 1;
1081    
1082     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1083     if (attacknum >= NROFATTACKS)
1084     {
1085     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1086     return 0;
1087 elmex 1.1 }
1088 root 1.9
1089     if (dam < 0)
1090     {
1091 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 ());
1092 root 1.9 return 0;
1093 elmex 1.1 }
1094 root 1.9
1095     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1096     * people can't mess with that or it otherwise get confused. */
1097     if (attacknum == ATNR_INTERNAL)
1098     return dam;
1099    
1100     if (hitter->slaying)
1101     {
1102 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1103     || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1104 root 1.9 {
1105     doesnt_slay = 0;
1106     dam *= 3;
1107     }
1108 elmex 1.1 }
1109    
1110 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1111     if (op->resist[attacknum])
1112     {
1113 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1114     * in case 0>dam>1, we try to "simulate" a float value-effect */
1115 root 1.9 dam *= (100 - op->resist[attacknum]);
1116     if (dam >= 100)
1117     dam /= 100;
1118 elmex 1.1 else
1119 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1120 elmex 1.1 }
1121    
1122 root 1.9 /* Special hack. By default, if immune to something, you
1123     * shouldn't need to worry. However, acid is an exception, since
1124     * it can still damage your items. Only include attacktypes if
1125     * special processing is needed */
1126    
1127 root 1.59 if (op->resist[attacknum] >= 100
1128     && doesnt_slay
1129     && attacknum != ATNR_ACID)
1130 root 1.9 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 root 1.59
1190 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1191     }
1192     break;
1193 root 1.44
1194 root 1.40 case ATNR_ACID:
1195     {
1196     int flag = 0;
1197 root 1.9
1198 root 1.40 /* Items only get corroded if you're not on a battleground and
1199     * if your acid resistance is below 50%. */
1200     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201     {
1202 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1203 root 1.40 {
1204     if (tmp->invisible)
1205     continue;
1206     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1207 root 1.44 /* >= 10% acid res. on items will protect these */
1208 root 1.40 continue;
1209 root 1.49 if (!(tmp->materials & M_IRON))
1210 root 1.40 continue;
1211     if (tmp->magic < -4) /* Let's stop at -5 */
1212     continue;
1213 root 1.44 if (tmp->type == RING
1214     /* removed boots and gloves from exclusion list in PR */
1215     || tmp->type == GIRDLE
1216     || tmp->type == AMULET
1217     || tmp->type == WAND
1218     || tmp->type == ROD
1219     || tmp->type == HORN)
1220 root 1.40 continue; /* To avoid some strange effects */
1221    
1222     /* High damage acid has better chance of corroding
1223     objects */
1224     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1225     {
1226     if (op->type == PLAYER)
1227     /* Make this more visible */
1228     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1229     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1230     flag = 1;
1231     tmp->magic--;
1232     if (op->type == PLAYER)
1233     esrv_send_item (op, tmp);
1234     }
1235     }
1236 root 1.44
1237 root 1.40 if (flag)
1238     op->update_stats (); /* Something was corroded */
1239     }
1240     }
1241     break;
1242 root 1.44
1243 root 1.40 case ATNR_DRAIN:
1244     {
1245     /* rate is the proportion of exp drained. High rate means
1246     * not much is drained, low rate means a lot is drained.
1247     */
1248     int rate;
1249 root 1.9
1250 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1251     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1252     else
1253     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1254 root 1.9
1255 root 1.40 if (op->stats.exp <= rate)
1256     {
1257     if (op->type == GOLEM)
1258     dam = 999; /* Its force is "sucked" away. 8) */
1259     else
1260     /* If we can't drain, lets try to do physical damage */
1261     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1262     }
1263     else
1264     {
1265     /* Randomly give the hitter some hp */
1266     if (hitter->stats.hp < hitter->stats.maxhp &&
1267     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1268     hitter->stats.hp++;
1269    
1270     /* Can't do drains on battleground spaces.
1271     * Move the wiz check up here - before, the hitter wouldn't gain exp
1272     * exp, but the wiz would still lose exp! If drainee is a wiz,
1273     * nothing happens.
1274     * Try to credit the owner. We try to display player -> player drain
1275     * attacks, hence all the != PLAYER checks.
1276     */
1277     if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1278     {
1279     object *owner = hitter->owner;
1280 root 1.9
1281 root 1.40 if (owner && owner != hitter)
1282     {
1283     if (op->type != PLAYER || owner->type != PLAYER)
1284     change_exp (owner, op->stats.exp / (rate * 2),
1285     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1286     }
1287     else if (op->type != PLAYER || hitter->type != PLAYER)
1288 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1289     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290    
1291 root 1.40 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 root 1.59
1315 root 1.40 /* Give a bonus if you resist turn undead */
1316     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1317     scare_creature (op, owner);
1318     }
1319     else
1320     dam = 0; /* don't damage non undead - should we damage
1321     undead? */
1322     }
1323     break;
1324 root 1.44
1325 root 1.40 case ATNR_DEATH:
1326     deathstrike_player (op, hitter, &dam);
1327     break;
1328 root 1.44
1329 root 1.40 case ATNR_CHAOS:
1330     LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1331     dam = 0;
1332     break;
1333 root 1.44
1334 root 1.40 case ATNR_COUNTERSPELL:
1335     LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1336     dam = 0;
1337     /* This should never happen. Counterspell is handled
1338     * seperately and filtered out. If this does happen,
1339     * Counterspell has no effect on anything but spells, so it
1340     * does no damage. */
1341     break;
1342 root 1.44
1343 root 1.40 case ATNR_HOLYWORD:
1344     {
1345     /* This has already been handled by hit_player,
1346     * no need to check twice -- DAMN */
1347     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1348    
1349     /* As with turn undead above, give a bonus on the saving throw */
1350     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1351     scare_creature (op, owner);
1352     }
1353     break;
1354 root 1.44
1355 root 1.40 case ATNR_LIFE_STEALING:
1356     {
1357     int new_hp;
1358    
1359     /* this is replacement to drain for players, instead of taking
1360     * exp it takes hp. It is geared for players, probably not
1361     * much use giving it to monsters
1362     *
1363     * life stealing doesn't do a lot of damage, but it gives the
1364     * damage it does do to the player. Given that,
1365     * it only does 1/10'th normal damage (hence the divide by
1366     * 1000).
1367     */
1368     /* You can't steal life from something undead */
1369     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1370     return 0;
1371 root 1.44
1372 root 1.40 /* If drain protection is higher than life stealing, use that */
1373     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1374     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1375     else
1376     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1377 root 1.44
1378 root 1.40 /* You die at -1 hp, not zero. */
1379     if (dam > (op->stats.hp + 1))
1380     dam = op->stats.hp + 1;
1381 root 1.44
1382 root 1.40 new_hp = hitter->stats.hp + dam;
1383     if (new_hp > hitter->stats.maxhp)
1384     new_hp = hitter->stats.maxhp;
1385 root 1.44
1386 root 1.40 if (new_hp > hitter->stats.hp)
1387     hitter->stats.hp = new_hp;
1388     }
1389 elmex 1.1 }
1390 root 1.40
1391 root 1.9 return dam;
1392 elmex 1.1 }
1393    
1394     /* GROS: This code comes from hit_player. It has been made external to
1395     * allow script procedures to "kill" objects in a combat-like fashion.
1396     * It was initially used by (kill-object) developed for the Collector's
1397     * Sword. Note that nothing has been changed from the original version
1398     * of the following code.
1399     * op is what is being killed.
1400     * dam is the damage done to it.
1401     * hitter is what is hitting it.
1402     * type is the attacktype.
1403     *
1404     * This function was a bit of a mess with hitter getting changed,
1405     * values being stored away but not used, etc. I've cleaned it up
1406     * a bit - I think it should be functionally equivalant.
1407     * MSW 2002-07-17
1408     */
1409 root 1.9 int
1410     kill_object (object *op, int dam, object *hitter, int type)
1411 elmex 1.1 {
1412 root 1.9 char buf[MAX_BUF];
1413     const char *skill;
1414     int maxdam = 0;
1415     int battleg = 0; /* true if op standing on battleground */
1416     int pk = 0; /* true if op and what controls hitter are both players */
1417     object *owner = NULL;
1418     object *skop = NULL;
1419 elmex 1.1
1420 root 1.9 if (op->stats.hp >= 0)
1421     return -1;
1422    
1423     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1424     return 0;
1425    
1426     /* maxdam needs to be the amount of damage it took to kill
1427     * this creature. The function(s) that call us have already
1428     * adjusted the creatures HP total, so that is negative.
1429     */
1430     maxdam = dam + op->stats.hp + 1;
1431    
1432     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1433     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1434    
1435     if (op->type == DOOR)
1436     {
1437 root 1.34 op->set_speed (0.1);
1438 root 1.9 op->speed_left = -0.05;
1439     return maxdam;
1440     }
1441 root 1.20
1442 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1443     {
1444 root 1.26 op->destroy ();
1445 root 1.9 return maxdam;
1446     }
1447    
1448     /* Now lets start dealing with experience we get for killing something */
1449    
1450 root 1.27 owner = hitter->owner;
1451 root 1.20 if (!owner)
1452 root 1.9 owner = hitter;
1453    
1454     /* is the victim (op) standing on battleground? */
1455     if (op_on_battleground (op, NULL, NULL))
1456     battleg = 1;
1457    
1458     /* is this player killing? */
1459     if (op->type == PLAYER && owner->type == PLAYER)
1460     pk = 1;
1461    
1462     /* Player killed something */
1463     if (owner->type == PLAYER)
1464     {
1465     Log_Kill (owner->name,
1466     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1467    
1468     /* Log players killing other players - makes it easier to detect
1469     * and filter out malicious player killers - that is why the
1470     * ip address is included.
1471     */
1472     if (op->type == PLAYER && !battleg)
1473     {
1474     time_t t = time (NULL);
1475     struct tm *tmv;
1476     char buf[256];
1477    
1478     tmv = localtime (&t);
1479     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1480    
1481 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1482 root 1.9 }
1483    
1484     /* try to filter some things out - basically, if you are
1485     * killing a level 1 creature and your level 20, you
1486     * probably don't want to see that.
1487     */
1488     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1489     {
1490     if (owner != hitter)
1491 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1492 root 1.9 else
1493 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1494    
1495 root 1.9 /* Only play sounds for melee kills */
1496     if (hitter->type == PLAYER)
1497     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1498     }
1499    
1500     /* If a player kills another player, not on
1501     * battleground, the "killer" looses 1 luck. Since this is
1502     * not reversible, it's actually quite a pain IMHO. -AV
1503     * Fix bug in that we were changing the luck of the hitter, not
1504     * player that the object belonged to - so if you killed another player
1505     * with spells, pets, whatever, there was no penalty.
1506     * Changed to make luck penalty configurable in settings.
1507     */
1508     if (op->type == PLAYER && owner != op && !battleg)
1509 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1510 root 1.9
1511     /* This code below deals with finding the appropriate skill
1512     * to credit exp to. This is a bit problematic - we should
1513     * probably never really have to look at current_weapon->skill
1514     */
1515 root 1.20 skill = 0;
1516    
1517 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1518     skill = hitter->skill;
1519     else if (owner->chosen_skill)
1520     {
1521     skill = owner->chosen_skill->skill;
1522     skop = owner->chosen_skill;
1523     }
1524     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1525     skill = owner->current_weapon->skill;
1526     else
1527     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1528 elmex 1.1
1529 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1530 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1531 root 1.9 */
1532     if ((!skop || skop->type != SKILL) && skill)
1533     {
1534     int i;
1535 elmex 1.1
1536 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1537     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1538     {
1539     skop = owner->contr->last_skill_ob[i];
1540     break;
1541     }
1542 root 1.5 }
1543 root 1.9 } /* Was it a player that hit somethign */
1544     else
1545 root 1.20 skill = 0;
1546 root 1.9
1547     /* Pet (or spell) killed something. */
1548     if (owner != hitter)
1549 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1550     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1551 root 1.9 else
1552 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1553     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1554     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555    
1556 root 1.9 /* These may have been set in the player code section above */
1557     if (!skop)
1558     skop = hitter->chosen_skill;
1559 root 1.20
1560 root 1.9 if (!skill && skop)
1561     skill = skop->skill;
1562    
1563     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1564    
1565     /* If you didn't kill yourself, and your not the wizard */
1566     if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1567     {
1568     int exp;
1569    
1570     /* Really don't give much experience for killing other players */
1571 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1572 root 1.9 if (op->type == PLAYER)
1573     {
1574     if (battleg)
1575     {
1576     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1577     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1578 root 1.5 }
1579 root 1.9 else
1580     exp = op->stats.exp / 1000;
1581 elmex 1.1 }
1582 root 1.9 else
1583     exp = calc_skill_exp (owner, op, skop);
1584 elmex 1.1
1585 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1586     * exp by killing him
1587     */
1588     if (battleg)
1589     exp = 0;
1590 elmex 1.1
1591 root 1.9 /* Don't know why this is set this way - doesn't make
1592     * sense to just divide everything by two for no reason.
1593     */
1594 elmex 1.1
1595 root 1.9 if (!settings.simple_exp)
1596     exp = exp / 2;
1597 root 1.5
1598 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1599 root 1.23 change_exp (owner, exp, skill, 0);
1600 root 1.9 else
1601     {
1602     int shares = 0, count = 0;
1603     partylist *party = owner->contr->party;
1604 root 1.5
1605 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1606 root 1.35
1607 root 1.33 for_all_players (pl)
1608 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1609     {
1610     count++;
1611     shares += (pl->ob->level + 4);
1612     }
1613    
1614 root 1.23 if (count == 1 || shares > exp || !shares)
1615 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1616     else
1617     {
1618     int share = exp / shares, given = 0, nexp;
1619    
1620 root 1.33 for_all_players (pl)
1621 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1622     {
1623     nexp = (pl->ob->level + 4) * share;
1624     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1625     given += nexp;
1626     }
1627    
1628 root 1.9 exp -= given;
1629     /* give any remainder to the player */
1630     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1631 root 1.5 }
1632 root 1.9 } /* else part of a party */
1633     } /* end if person didn't kill himself */
1634 elmex 1.1
1635 root 1.9 if (op->type != PLAYER)
1636     {
1637     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1638     {
1639 root 1.27 object *owner1 = op->owner;
1640 elmex 1.1
1641 root 1.20 if (owner1 && owner1->type == PLAYER)
1642 root 1.9 {
1643     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1644     /* Maybe we should include the owner that killed this, maybe not */
1645     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1646 root 1.5 }
1647 root 1.12
1648 root 1.9 remove_friendly_object (op);
1649 root 1.5 }
1650 root 1.12
1651 root 1.26 op->destroy ();
1652 elmex 1.1 }
1653 root 1.9 else
1654     {
1655 root 1.20 /* Player has been killed! */
1656 root 1.9 if (owner->type == PLAYER)
1657 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1658 root 1.9 else
1659 root 1.12 assign (op->contr->killer, hitter->name);
1660 elmex 1.1 }
1661 root 1.12
1662 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1663     * continues in the calling function.
1664     */
1665     return maxdam;
1666 elmex 1.1 }
1667    
1668     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1669     * Returns 0 this is not friendly fire
1670     */
1671 root 1.9 int
1672     friendly_fire (object *op, object *hitter)
1673     {
1674     object *owner;
1675     int friendlyfire;
1676    
1677     if (hitter->head)
1678     hitter = hitter->head;
1679    
1680     friendlyfire = 0;
1681    
1682     if (op->type == PLAYER)
1683     {
1684     if (op_on_battleground (hitter, 0, 0))
1685     return 0;
1686    
1687     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1688     return 1;
1689    
1690 root 1.27 if ((owner = hitter->owner) != NULL)
1691 root 1.9 {
1692     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1693     friendlyfire = 2;
1694     }
1695    
1696     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1697     friendlyfire = 0;
1698 elmex 1.1 }
1699 root 1.9 return friendlyfire;
1700 elmex 1.1 }
1701    
1702    
1703     /* This isn't used just for players, but in fact most objects.
1704     * op is the object to be hit, dam is the amount of damage, hitter
1705     * is what is hitting the object, type is the attacktype, and
1706     * full_hit is set if monster area does not matter.
1707     * dam is base damage - protections/vulnerabilities/slaying matches can
1708     * modify it.
1709     */
1710 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1711     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1712 root 1.9 int
1713     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1714     {
1715     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1716     int maxattacktype, attacknum;
1717     int body_attack = op && op->head; /* Did we hit op's head? */
1718     int simple_attack;
1719     int rtn_kill = 0;
1720     int friendlyfire;
1721 elmex 1.1
1722 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1723     return 0;
1724 elmex 1.1
1725 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1726     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1727     return 0;
1728 elmex 1.1
1729     #ifdef PROHIBIT_PLAYERKILL
1730 root 1.9 if (op->type == PLAYER)
1731     {
1732 root 1.27 object *owner = hitter->owner;
1733 root 1.9
1734     if (!owner)
1735     owner = hitter;
1736 root 1.18
1737 root 1.56 if (owner->type == PLAYER
1738     && (!op_on_battleground (op, 0, 0)
1739     && (op->contr->peaceful || owner->contr->peaceful))
1740     && op != owner)
1741 root 1.18 return 0;
1742 elmex 1.1 }
1743     #endif
1744    
1745 root 1.9 if (body_attack)
1746     {
1747     /* slow and paralyze must hit the head. But we don't want to just
1748     * return - we still need to process other attacks the spell still
1749     * might have. So just remove the paralyze and slow attacktypes,
1750     * and keep on processing if we have other attacktypes.
1751     * return if only magic or nothing is left - under normal code
1752     * we don't attack with pure magic if there is another attacktype.
1753     * Only do processing if the initial attacktype includes one of those
1754     * attack so we don't cancel out things like magic bullet.
1755     */
1756     if (type & (AT_PARALYZE | AT_SLOW))
1757     {
1758     type &= ~(AT_PARALYZE | AT_SLOW);
1759 root 1.18
1760 root 1.9 if (!type || type == AT_MAGIC)
1761     return 0;
1762 root 1.5 }
1763 elmex 1.1 }
1764    
1765 root 1.9 if (!simple_attack && op->type == DOOR)
1766     {
1767 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1768 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1769     {
1770     spring_trap (tmp, hitter);
1771 root 1.26
1772 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1773 root 1.9 return 0;
1774 root 1.26
1775 root 1.9 break;
1776     }
1777 elmex 1.1 }
1778    
1779 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1780     {
1781     /* FIXME: If a player is killed by a rune in a door, the
1782 root 1.18 * destroyed() check above doesn't return, and might get here.
1783 root 1.9 */
1784 elmex 1.54
1785     /* FIXME: This for example happens when a dead door is on a mover and
1786     gets it's speed_left raised on each mover-tick.
1787     Doors are removed in a kinda funny way by giving them speed and speed_left
1788     and waiting for that to run out.
1789     */
1790     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1791 root 1.9 return 0;
1792 elmex 1.1 }
1793    
1794     #ifdef ATTACK_DEBUG
1795 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1796 elmex 1.1 #endif
1797    
1798 root 1.9 if (magic)
1799     {
1800 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1801     * in case 0>dam>1, we try to "simulate" a float value-effect */
1802 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1803 elmex 1.1 if (dam >= 100)
1804 root 1.5 dam /= 100;
1805 elmex 1.1 else
1806 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1807 elmex 1.1 }
1808    
1809 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1810     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1811     */
1812     if (type & AT_CHAOS)
1813     {
1814     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1815     update_object (op, UP_OBJ_FACE);
1816 elmex 1.1 type &= ~AT_CHAOS;
1817     }
1818    
1819 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1820     * holyword is part of an attacktype, then make sure the creature is
1821     * a proper match, otherwise no damage.
1822     */
1823     if (type & AT_HOLYWORD)
1824     {
1825     object *god;
1826    
1827     if ((!hitter->slaying ||
1828     (!(op->race && strstr (hitter->slaying, op->race)) &&
1829     !(op->name && strstr (hitter->slaying, op->name)))) &&
1830     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1831     (hitter->title != NULL
1832     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1833     return 0;
1834 elmex 1.1 }
1835    
1836 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1837 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1838     {
1839     /* Magic isn't really a true attack type - it gets combined with other
1840     * attack types. As such, skip it over. However, if magic is
1841     * the only attacktype in the group, then still attack with it
1842     */
1843     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1844     continue;
1845    
1846     /* Go through and hit the player with each attacktype, one by one.
1847     * hit_player_attacktype only figures out the damage, doesn't inflict
1848     * it. It will do the appropriate action for attacktypes with
1849     * effects (slow, paralization, etc.
1850     */
1851     if (type & attacktype)
1852     {
1853     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1854     /* the >= causes us to prefer messages from special attacks, if
1855     * the damage is equal.
1856     */
1857     if (ndam >= maxdam)
1858     {
1859 root 1.5 maxdam = ndam;
1860 root 1.9 maxattacktype = 1 << attacknum;
1861 root 1.5 }
1862     }
1863 elmex 1.1 }
1864 root 1.9
1865     /* if this is friendly fire then do a set % of damage only
1866     * Note - put a check in to make sure this attack is actually
1867     * doing damage - otherwise, the +1 in the code below will make
1868     * an attack do damage before when it otherwise didn't
1869     */
1870     friendlyfire = friendly_fire (op, hitter);
1871     if (friendlyfire && maxdam)
1872     {
1873     maxdam = ((dam * settings.set_friendly_fire) / 100);
1874 elmex 1.1 #ifndef COZY_SERVER
1875 root 1.9 maxdam++;
1876 elmex 1.1 #endif
1877 root 1.9
1878 elmex 1.1 #ifdef ATTACK_DEBUG
1879 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1880     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1881 elmex 1.1 #endif
1882     }
1883    
1884 root 1.9 if (!full_hit)
1885     {
1886     archetype *at;
1887     int area;
1888     int remainder;
1889    
1890     area = 0;
1891     for (at = op->arch; at != NULL; at = at->more)
1892     area++;
1893     assert (area > 0);
1894    
1895     /* basically: maxdam /= area; we try to "simulate" a float
1896     value-effect */
1897     remainder = 100 * (maxdam % area) / area;
1898     maxdam /= area;
1899 root 1.47 if (rndm (100) < remainder)
1900 root 1.9 maxdam++;
1901 elmex 1.1 }
1902    
1903     #ifdef ATTACK_DEBUG
1904 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1905 elmex 1.1 #endif
1906    
1907 root 1.57 // for now, only do this for active objects, otherwise they
1908     // keep a refcount for a long time and I see no usefulness
1909     // for an non-active objetc to know its enemy.
1910     if (op->active)
1911     if (hitter->owner)
1912     op->enemy = hitter->owner;
1913     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1914     op->enemy = hitter;
1915 root 1.9
1916     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1917     {
1918     /* The unaggressives look after themselves 8) */
1919     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1920     npc_call_help (op);
1921     }
1922    
1923     if (magic && did_make_save (op, op->level, 0))
1924     maxdam = maxdam / 2;
1925    
1926     attack_message (maxdam, maxattacktype, op, hitter);
1927    
1928     op->stats.hp -= maxdam;
1929    
1930     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1931     if ((op->stats.hp >= 0) &&
1932     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1933     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1934     {
1935 elmex 1.1
1936 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1937     SET_FLAG (op, FLAG_RUN_AWAY);
1938     else
1939     scare_creature (op, hitter);
1940 elmex 1.1 }
1941    
1942 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1943     {
1944     if (maxdam)
1945     tear_down_wall (op);
1946 root 1.26
1947 root 1.9 return maxdam; /* nothing more to do for wall */
1948     }
1949 elmex 1.1
1950 root 1.9 /* See if the creature has been killed */
1951     rtn_kill = kill_object (op, maxdam, hitter, type);
1952     if (rtn_kill != -1)
1953     return rtn_kill;
1954 elmex 1.1
1955    
1956 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1957     * that before if the player was immune to ghosthit, the monster
1958     * remained - that is no longer the case.
1959     */
1960     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1961 root 1.56 hitter->destroy ();
1962 root 1.26
1963 root 1.9 /* Lets handle creatures that are splitting now */
1964     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1965     {
1966     int i;
1967     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1968     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1969 root 1.27 object *owner = op->owner;
1970 root 1.5
1971 root 1.9 if (!op->other_arch)
1972     {
1973     LOG (llevError, "SPLITTING without other_arch error.\n");
1974     return maxdam;
1975     }
1976 root 1.26
1977 root 1.25 op->remove ();
1978 root 1.26
1979 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1980     { /* This doesn't handle op->more yet */
1981     object *tmp = arch_to_object (op->other_arch);
1982     int j;
1983    
1984     tmp->stats.hp = op->stats.hp;
1985 root 1.26
1986 root 1.9 if (friendly)
1987     {
1988     add_friendly_object (tmp);
1989     tmp->attack_movement = PETMOVE;
1990 root 1.39
1991     if (owner)
1992 root 1.27 tmp->set_owner (owner);
1993 root 1.9 }
1994 root 1.26
1995 root 1.9 if (unaggressive)
1996     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1997 root 1.26
1998 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1999 root 1.26
2000 root 1.9 if (j == -1) /* No spot to put this monster */
2001 root 1.26 tmp->destroy ();
2002 root 1.9 else
2003     {
2004     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2005     insert_ob_in_map (tmp, op->map, NULL, 0);
2006     }
2007     }
2008 root 1.26
2009     op->destroy ();
2010 root 1.9 }
2011     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2012 root 1.26 hitter->destroy ();
2013    
2014 root 1.9 return maxdam;
2015     }
2016    
2017    
2018     void
2019     poison_player (object *op, object *hitter, int dam)
2020     {
2021 root 1.16 archetype *at = archetype::find ("poisoning");
2022 root 1.9 object *tmp = present_arch_in_ob (at, op);
2023 elmex 1.1
2024 root 1.9 if (tmp == NULL)
2025     {
2026     if ((tmp = arch_to_object (at)) == NULL)
2027     LOG (llevError, "Failed to clone arch poisoning.\n");
2028     else
2029     {
2030     tmp = insert_ob_in_ob (tmp, op);
2031     /* peterm: give poisoning some teeth. It should
2032     * be able to kill things better than it does:
2033     * damage should be dependent something--I choose to
2034     * do this: if it's a monster, the damage from the
2035     * poisoning goes as the level of the monster/2.
2036     * If anything else, goes as damage.
2037     */
2038    
2039     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2040     tmp->stats.dam += hitter->level / 2;
2041     else
2042     tmp->stats.dam = dam;
2043    
2044 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2045 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2046     {
2047     tmp->skill = hitter->skill;
2048     }
2049    
2050     tmp->stats.food += dam; /* more damage, longer poisoning */
2051    
2052     if (op->type == PLAYER)
2053     {
2054     /* player looses stats, maximum is -10 of each */
2055     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2056     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2057     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2058     tmp->stats.Int = MAX (-dam / 7, -10);
2059     SET_FLAG (tmp, FLAG_APPLIED);
2060 root 1.32 op->update_stats ();
2061 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2062     }
2063     if (hitter->type == PLAYER)
2064     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2065 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2066 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2067 root 1.5 }
2068 root 1.9 tmp->speed_left = 0;
2069     }
2070     else
2071     tmp->stats.food++;
2072     }
2073    
2074     void
2075     slow_player (object *op, object *hitter, int dam)
2076     {
2077 root 1.16 archetype *at = archetype::find ("slowness");
2078 root 1.9 object *tmp;
2079    
2080     if (at == NULL)
2081     {
2082     LOG (llevError, "Can't find slowness archetype.\n");
2083     }
2084     if ((tmp = present_arch_in_ob (at, op)) == NULL)
2085     {
2086     tmp = arch_to_object (at);
2087     tmp = insert_ob_in_ob (tmp, op);
2088     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2089     }
2090     else
2091     tmp->stats.food++;
2092     SET_FLAG (tmp, FLAG_APPLIED);
2093     tmp->speed_left = 0;
2094 root 1.32 op->update_stats ();
2095 elmex 1.1 }
2096    
2097 root 1.9 void
2098     confuse_player (object *op, object *hitter, int dam)
2099     {
2100     object *tmp;
2101     int maxduration;
2102 elmex 1.1
2103 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2104     if (!tmp)
2105     {
2106     tmp = get_archetype (FORCE_NAME);
2107     tmp = insert_ob_in_ob (tmp, op);
2108     }
2109 root 1.5
2110 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2111     * on the player's resistance
2112     */
2113     tmp->speed = 0.05;
2114     tmp->subtype = FORCE_CONFUSION;
2115     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2116     tmp->name = "confusion";
2117     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2118     if (tmp->duration > maxduration)
2119     tmp->duration = maxduration;
2120    
2121     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2122     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2123     SET_FLAG (op, FLAG_CONFUSED);
2124     }
2125 root 1.5
2126 root 1.9 void
2127     blind_player (object *op, object *hitter, int dam)
2128     {
2129     object *tmp, *owner;
2130 root 1.5
2131 root 1.9 /* Save some work if we know it isn't going to affect the player */
2132     if (op->resist[ATNR_BLIND] == 100)
2133     return;
2134 root 1.5
2135 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2136     if (!tmp)
2137     {
2138     tmp = get_archetype ("blindness");
2139     SET_FLAG (tmp, FLAG_BLIND);
2140     SET_FLAG (tmp, FLAG_APPLIED);
2141 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2142     * speed is a float anyways.
2143     */
2144 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2145 elmex 1.1
2146 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2147     change_abil (op, tmp); /* Mostly to display any messages */
2148 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2149 elmex 1.1
2150 root 1.9 if (hitter->owner)
2151 root 1.27 owner = hitter->owner;
2152 root 1.9 else
2153     owner = hitter;
2154 elmex 1.1
2155 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2156     }
2157     tmp->stats.food += dam;
2158     if (tmp->stats.food > 10)
2159     tmp->stats.food = 10;
2160 elmex 1.1 }
2161    
2162 root 1.9 void
2163     paralyze_player (object *op, object *hitter, int dam)
2164 elmex 1.1 {
2165 root 1.9 float effect, max;
2166    
2167     /* object *tmp; */
2168 elmex 1.1
2169 root 1.9 /* This is strange stuff... someone knows for what this is
2170     * written? Well, i think this can and should be removed
2171     */
2172 elmex 1.1
2173 root 1.9 /*
2174     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2175     tmp=clone_arch(PARAIMAGE);
2176     tmp->x=op->x,tmp->y=op->y;
2177     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2178     }
2179     */
2180 elmex 1.1
2181 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2182     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2183 elmex 1.1
2184 root 1.9 if (effect == 0)
2185     return;
2186 elmex 1.1
2187 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2188     /* tmp->stats.food+=(signed short) effect/op->speed; */
2189 elmex 1.1
2190 root 1.9 /* max number of ticks to be affected for. */
2191     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2192     if (op->speed_left < -(FABS (op->speed) * max))
2193     op->speed_left = (float) -(FABS (op->speed) * max);
2194 elmex 1.1
2195     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2196     }
2197    
2198     /* Attempts to kill 'op'. hitter is the attack object, dam is
2199     * the computed damaged.
2200     */
2201 root 1.9 void
2202     deathstrike_player (object *op, object *hitter, int *dam)
2203 elmex 1.1 {
2204 root 1.9 /* The intention of a death attack is to kill outright things
2205     ** that are a lot weaker than the attacker, have a chance of killing
2206     ** things somewhat weaker than the caster, and no chance of
2207     ** killing something equal or stronger than the attacker.
2208     ** Also, if a deathstrike attack has a slaying, any monster
2209     ** whose name or race matches a comma-delimited list in the slaying
2210     ** field of the deathstriking object */
2211    
2212     int atk_lev, def_lev, kill_lev;
2213    
2214     if (hitter->slaying)
2215     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2216     return;
2217    
2218     def_lev = op->level;
2219     if (def_lev < 1)
2220     {
2221     LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2222     def_lev = 1;
2223     }
2224 root 1.52
2225 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2226     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2227     atk_lev, def_lev); */
2228    
2229     if (atk_lev >= def_lev)
2230     {
2231     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2232    
2233     /* Note that the below effectively means the ratio of the atk vs
2234     * defener level is important - if level 52 character has very little
2235     * chance of killing a level 50 monster. This should probably be
2236     * redone.
2237     */
2238     if (kill_lev >= def_lev)
2239     {
2240     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2241     /* I think this doesn't really do much. Because of
2242     * integer rounding, this only makes any difference if the
2243     * attack level is double the defender level.
2244     */
2245     *dam *= kill_lev / def_lev;
2246 root 1.5 }
2247 root 1.9 }
2248     else
2249 root 1.52 *dam = 0; /* no harm done */
2250 elmex 1.1 }
2251    
2252     /* thrown_item_effect() - handles any special effects of thrown
2253     * items (like attacking living creatures--a potion thrown at a
2254     * monster).
2255     */
2256 root 1.9 static void
2257     thrown_item_effect (object *hitter, object *victim)
2258 elmex 1.1 {
2259 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2260     {
2261     /* May not need a switch for just 2 types, but this makes it
2262     * easier for expansion.
2263     */
2264     switch (hitter->type)
2265     {
2266 root 1.5 case POTION:
2267 root 1.9 /* should player get a save throw instead of checking magic protection? */
2268     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2269     (void) apply_potion (victim, hitter);
2270     break;
2271    
2272     case POISON: /* poison drinks */
2273     /* As with potions, should monster get a save? */
2274     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2275     apply_poison (victim, hitter);
2276     break;
2277    
2278     /* Removed case statements that did nothing.
2279     * food may be poisonous, but monster must be willing to eat it,
2280     * so we don't handle it here.
2281     * Containers should perhaps break open, but that code was disabled.
2282     */
2283 root 1.5 }
2284 elmex 1.1 }
2285     }
2286    
2287     /* adj_attackroll() - adjustments to attacks by various conditions */
2288    
2289 root 1.9 int
2290     adj_attackroll (object *hitter, object *target)
2291     {
2292 elmex 1.1 object *attacker = hitter;
2293 root 1.9 int adjust = 0;
2294 elmex 1.1
2295     /* safety */
2296 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2297     {
2298     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2299     return 0;
2300     }
2301 elmex 1.1
2302     /* aimed missiles use the owning object's sight */
2303 root 1.9 if (is_aimed_missile (hitter))
2304     {
2305 root 1.27 if ((attacker = hitter->owner) == NULL)
2306 root 1.9 attacker = hitter;
2307     /* A player who saves but hasn't quit still could have objects
2308     * owned by him - need to handle that case to avoid crashes.
2309     */
2310     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2311     attacker = hitter;
2312     }
2313     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2314 elmex 1.1 return 0;
2315    
2316 root 1.9 /* determine the condtions under which we make an attack.
2317     * Add more cases, as the need occurs. */
2318 elmex 1.1
2319 root 1.9 if (!can_see_enemy (attacker, target))
2320     {
2321     /* target is unseen */
2322     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2323     adjust -= 10;
2324     /* dark map penalty for the hitter (lacks infravision if we got here). */
2325     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2326     adjust -= target->map->darkness;
2327     }
2328 elmex 1.1
2329 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2330 elmex 1.1 adjust -= 3;
2331    
2332 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2333 elmex 1.1 adjust += 1;
2334    
2335 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2336 elmex 1.1 adjust += 1;
2337    
2338 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2339 elmex 1.1 adjust -= 3;
2340    
2341     /* if we attack at a different 'altitude' its harder */
2342 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2343 elmex 1.1 adjust -= 2;
2344    
2345     #if 0
2346     /* slower attacks are less likely to succeed. We should use a
2347     * comparison between attacker/target speeds BUT, players have
2348     * a generally faster speed, so this will wind up being a HUGE
2349     * disadantage for the monsters! Too bad, because missiles which
2350     * fly fast should have a better chance of hitting a slower target.
2351     */
2352 root 1.9 if (hitter->speed < target->speed)
2353     adjust += ((float) hitter->speed - target->speed);
2354 elmex 1.1 #endif
2355    
2356     #if 0
2357 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2358 elmex 1.1 #endif
2359    
2360     return adjust;
2361 root 1.9 }
2362 elmex 1.1
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 1.53
2379 root 1.9 return 0;
2380     }