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/cvs/deliantra/server/server/attack.C
Revision: 1.68
Committed: Tue Jun 5 13:05:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +3 -3 lines
Log Message:
- improve observe
- remove more cruft code
- archetype loading almost works again, reloading probbaly still borked.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.66 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.45 *
4 root 1.66 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.45 *
8 root 1.66 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.45 *
13 root 1.66 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17     *
18     * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 pippijn 1.45 *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 root 1.66
25 elmex 1.1 #include <assert.h>
26     #include <global.h>
27     #include <living.h>
28     #include <material.h>
29     #include <skills.h>
30     #include <sounds.h>
31 root 1.53 #include <sproto.h>
32 elmex 1.1
33 root 1.9 typedef struct att_msg_str
34     {
35 elmex 1.1 char *msg1;
36     char *msg2;
37     } att_msg;
38    
39     /*#define ATTACK_DEBUG*/
40    
41     /* cancels object *op. Cancellation basically means an object loses
42     * its magical benefits.
43     */
44 root 1.9 void
45     cancellation (object *op)
46 elmex 1.1 {
47 root 1.9 if (op->invisible)
48     return;
49    
50     if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
51     {
52 root 1.44 /* Recurse through the inventory */
53     for (object *tmp = op->inv; tmp; tmp = tmp->below)
54 root 1.9 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
55     cancellation (tmp);
56     }
57 root 1.44 else if (FABS (op->magic) <= rndm (0, 5))
58 root 1.9 {
59     /* Nullify this object. This code could probably be more complete */
60     /* in what abilities it should cancel */
61     op->magic = 0;
62 root 1.44
63 root 1.9 CLEAR_FLAG (op, FLAG_DAMNED);
64     CLEAR_FLAG (op, FLAG_CURSED);
65     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
66     CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
67 root 1.44
68 root 1.9 if (op->env && op->env->type == PLAYER)
69 root 1.44 esrv_send_item (op->env, op);
70 elmex 1.1 }
71     }
72    
73     /* did_make_save_item just checks to make sure the item actually
74     * made its saving throw based on the tables. It does not take
75     * any further action (like destroying the item).
76     */
77 root 1.9 int
78     did_make_save_item (object *op, int type, object *originator)
79     {
80     int i, roll, saves = 0, attacks = 0, number;
81     materialtype_t *mt;
82    
83     if (op->materialname == NULL)
84     {
85     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
86 root 1.49 if (op->materials & mt->material)
87 root 1.26 break;
88 root 1.9 }
89     else
90     mt = name_to_material (op->materialname);
91 root 1.40
92 root 1.9 if (mt == NULL)
93 elmex 1.1 return TRUE;
94 root 1.40
95 root 1.9 roll = rndm (1, 20);
96    
97     /* the attacktypes have no meaning for object saves
98     * If the type is only magic, don't adjust type - basically, if
99     * pure magic is hitting an object, it should save. However, if it
100     * is magic teamed with something else, then strip out the
101     * magic type, and instead let the fire, cold, or whatever component
102     * destroy the item. Otherwise, you get the case of poisoncloud
103     * destroying objects because it has magic attacktype.
104     */
105     if (type != AT_MAGIC)
106     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
107     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
108     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
109    
110     if (type == 0)
111     return TRUE;
112     if (roll == 20)
113     return TRUE;
114     if (roll == 1)
115     return FALSE;
116    
117     for (number = 0; number < NROFATTACKS; number++)
118     {
119     i = 1 << number;
120     if (!(i & type))
121     continue;
122     attacks++;
123     if (op->resist[number] == 100)
124     saves++;
125     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
126     saves++;
127     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
128     saves++;
129     }
130    
131     if (saves == attacks || attacks == 0)
132     return TRUE;
133 root 1.46
134     if (saves == 0 || (rndm (1, attacks) > saves))
135 root 1.9 return FALSE;
136 root 1.46
137 root 1.9 return TRUE;
138 elmex 1.1 }
139    
140     /* This function calls did_make_save_item. It then performs the
141     * appropriate actions to the item (such as burning the item up,
142     * calling cancellation, etc.)
143     */
144 root 1.9 void
145     save_throw_object (object *op, int type, object *originator)
146 elmex 1.1 {
147 root 1.9 if (!did_make_save_item (op, type, originator))
148 elmex 1.1 {
149 root 1.9 object *env = op->env;
150     int x = op->x, y = op->y;
151 root 1.19 maptile *m = op->map;
152 root 1.9
153     op = stop_item (op);
154     if (op == NULL)
155     return;
156 elmex 1.1
157 root 1.9 /* Hacked the following so that type LIGHTER will work.
158     * Also, objects which are potenital "lights" that are hit by
159     * flame/elect attacks will be set to glow. "lights" are any
160     * object with +/- glow_radius and an "other_arch" to change to.
161     * (and please note that we cant fail our save and reach this
162     * function if the object doesnt contain a material that can burn.
163     * So forget lighting magical swords on fire with this!) -b.t.
164     */
165     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
166     {
167 root 1.67 const char *arch = op->other_arch->archname;
168 elmex 1.1
169 root 1.9 op = decrease_ob_nr (op, 1);
170 root 1.13
171 root 1.9 if (op)
172     fix_stopped_item (op, m, originator);
173 root 1.13
174 root 1.9 if ((op = get_archetype (arch)) != NULL)
175     {
176     if (env)
177     {
178     op->x = env->x, op->y = env->y;
179     insert_ob_in_ob (op, env);
180     if (env->contr)
181     esrv_send_item (env, op);
182 root 1.5 }
183 root 1.9 else
184     {
185     op->x = x, op->y = y;
186     insert_ob_in_map (op, m, originator, 0);
187     }
188     }
189 root 1.13
190 root 1.9 return;
191     }
192 root 1.13
193 root 1.9 if (type & AT_CANCELLATION)
194     { /* Cancellation. */
195     cancellation (op);
196     fix_stopped_item (op, m, originator);
197     return;
198     }
199 root 1.13
200 root 1.9 if (op->nrof > 1)
201     {
202     op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
203 root 1.13
204 root 1.9 if (op)
205     fix_stopped_item (op, m, originator);
206 elmex 1.1 }
207 root 1.9 else
208     {
209     if (op->env)
210     {
211 root 1.30 object *tmp = op->in_player ();
212 root 1.9
213     if (tmp)
214 root 1.13 esrv_del_item (tmp->contr, op->count);
215 root 1.5 }
216 root 1.13
217 root 1.26 op->destroy ();
218 root 1.9 }
219 root 1.13
220 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
221 root 1.13 if (env)
222     {
223     op = get_archetype ("burnout");
224     op->x = env->x, op->y = env->y;
225     insert_ob_in_ob (op, env);
226     }
227     else
228     replace_insert_ob_in_map ("burnout", originator);
229    
230 root 1.9 return;
231     }
232 root 1.15
233 root 1.9 /* The value of 50 is arbitrary. */
234     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
235     {
236     object *tmp;
237 root 1.16 archetype *at = archetype::find ("icecube");
238 root 1.9
239     if (at == NULL)
240 root 1.5 return;
241 root 1.15
242 root 1.9 op = stop_item (op);
243     if (op == NULL)
244 elmex 1.1 return;
245 root 1.15
246 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
247     {
248     tmp = arch_to_object (at);
249     tmp->x = op->x, tmp->y = op->y;
250     /* This was in the old (pre new movement code) -
251     * icecubes have slow_move set to 1 - don't want
252     * that for ones we create.
253     */
254     tmp->move_slow_penalty = 0;
255     tmp->move_slow = 0;
256     insert_ob_in_map (tmp, op->map, originator, 0);
257     }
258 root 1.15
259 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
260 root 1.25 op->remove ();
261 root 1.15
262     insert_ob_in_ob (op, tmp);
263 root 1.9 return;
264 elmex 1.1 }
265     }
266    
267     /* Object op is hitting the map.
268     * op is going in direction 'dir'
269     * type is the attacktype of the object.
270     * full_hit is set if monster area does not matter.
271     * returns 1 if it hits something, 0 otherwise.
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 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
289 root 1.9 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 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
316 root 1.9 * 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 1.67 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
703 root 1.9 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 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 root 1.9 {
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 root 1.65 --op->speed_left;
758 root 1.9 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 (!simple_attack)
778 elmex 1.1 {
779 root 1.9 /* If you hit something, the victim should *always* wake up.
780     * Before, invisible hitters could avoid doing this.
781     * -b.t. */
782     if (QUERY_FLAG (op, FLAG_SLEEP))
783     CLEAR_FLAG (op, FLAG_SLEEP);
784    
785     /* If the victim can't see the attacker, it may alert others
786     * for help. */
787 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
788 root 1.9 npc_call_help (op);
789    
790     /* if you were hidden and hit by a creature, you are discovered */
791     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
792     {
793     make_visible (op);
794 root 1.59
795 root 1.9 if (op->type == PLAYER)
796     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
797     }
798    
799     /* thrown items (hitter) will have various effects
800     * when they hit the victim. For things like thrown daggers,
801     * this sets 'hitter' to the actual dagger, and not the
802     * wrapper object.
803     */
804     thrown_item_effect (hitter, op);
805 root 1.26
806 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
807 root 1.9 goto leave;
808     }
809    
810     /* Need to do at least 1 damage, otherwise there is no point
811     * to go further and it will cause FPE's below.
812     */
813     if (hitdam <= 0)
814     hitdam = 1;
815 elmex 1.1
816 root 1.9 type = hitter->attacktype;
817 root 1.18
818 root 1.9 if (!type)
819     type = AT_PHYSICAL;
820 root 1.18
821 root 1.9 /* Handle monsters that hit back */
822     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
823     {
824     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
825     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
826 root 1.18
827 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
828 root 1.18
829     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
830 root 1.5 goto leave;
831 root 1.9 }
832 elmex 1.1
833 root 1.9 /* In the new attack code, it should handle multiple attack
834     * types in its area, so remove it from here.
835     */
836     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
837 root 1.18
838     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
839 root 1.9 goto leave;
840     } /* end of if hitter hit op */
841     /* if we missed, dam=0 */
842    
843     /*attack_message(dam, type, op, hitter); */
844 elmex 1.1
845 root 1.9 goto leave;
846 elmex 1.1
847 root 1.9 error:
848     dam = 1;
849 elmex 1.1
850 root 1.9 leave:
851 elmex 1.1
852 root 1.9 return dam;
853 elmex 1.1 }
854    
855 root 1.9 int
856     attack_ob (object *op, object *hitter)
857 elmex 1.1 {
858 root 1.58 hitter = hitter->head_ ();
859 elmex 1.1
860 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
861 elmex 1.1 }
862    
863     /* op is the arrow, tmp is what is stopping the arrow.
864     *
865     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
866     */
867 root 1.9 static int
868     stick_arrow (object *op, object *tmp)
869 elmex 1.1 {
870 root 1.9 /* If the missile hit a player, we insert it in their inventory.
871     * However, if the missile is heavy, we don't do so (assume it falls
872     * to the ground after a hit). What a good value for this is up to
873     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
874     * stick around.
875     */
876     if (op->weight <= 5000 && tmp->stats.hp >= 0)
877     {
878 root 1.59 tmp = tmp->head_ ();
879 root 1.10
880 root 1.25 op->remove ();
881 root 1.9 op = insert_ob_in_ob (op, tmp);
882 root 1.10
883 root 1.9 if (tmp->type == PLAYER)
884     esrv_send_item (tmp, op);
885 root 1.10
886 root 1.9 return 1;
887     }
888     else
889     return 0;
890 elmex 1.1 }
891    
892     /* hit_with_arrow() disassembles the missile, attacks the victim and
893     * reassembles the missile.
894     *
895     * It returns a pointer to the reassembled missile, or NULL if the missile
896     * isn't available anymore.
897     */
898 root 1.9 object *
899     hit_with_arrow (object *op, object *victim)
900 elmex 1.1 {
901 root 1.9 object *container, *hitter;
902     int hit_something = 0;
903    
904     /* Disassemble missile */
905     if (op->inv)
906     {
907     container = op;
908     hitter = op->inv;
909 root 1.25 hitter->remove ();
910 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
911     /* Note that we now have an empty THROWN_OBJ on the map. Code that
912     * might be called until this THROWN_OBJ is either reassembled or
913     * removed at the end of this function must be able to deal with empty
914     * THROWN_OBJs. */
915     }
916     else
917     {
918 root 1.21 container = 0;
919 root 1.9 hitter = op;
920     }
921    
922     /* Try to hit victim */
923     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
924    
925     /* Arrow attacks door, rune of summoning is triggered, demon is put on
926     * arrow, move_apply() calls this function, arrow sticks in demon,
927     * attack_ob_simple() returns, and we've got an arrow that still exists
928     * but is no longer on the map. Ugh. (Beware: Such things can happen at
929     * other places as well!)
930     */
931 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
932 root 1.9 {
933     if (container)
934     {
935 root 1.25 container->remove ();
936 root 1.26 container->destroy ();
937 elmex 1.1 }
938 root 1.21
939     return 0;
940 elmex 1.1 }
941    
942 root 1.9 /* Missile hit victim */
943     /* if the speed is > 10, then this is a fast moving arrow, we go straight
944     * through the target
945     */
946     if (hit_something && op->speed <= 10.0)
947     {
948     /* Stop arrow */
949 root 1.21 if (!container)
950 root 1.9 {
951     hitter = fix_stopped_arrow (hitter);
952 root 1.21 if (!hitter)
953     return 0;
954 root 1.9 }
955     else
956 root 1.26 container->destroy ();
957 elmex 1.1
958 root 1.9 /* Try to stick arrow into victim */
959 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
960 root 1.21 return 0;
961 root 1.9
962     /* Else try to put arrow on victim's map square
963     * remove check for P_WALL here. If the arrow got to this
964     * space, that is good enough - with the new movement code,
965     * there is now the potential for lots of spaces where something
966     * can fly over but not otherwise move over. What is the correct
967     * way to handle those otherwise?
968     */
969 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
970 root 1.9 {
971 root 1.25 hitter->remove ();
972 root 1.21 hitter->x = victim->x;
973     hitter->y = victim->y;
974 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
975 elmex 1.1 }
976 root 1.9 else
977 root 1.21 /* Else leave arrow where it is */
978     merge_ob (hitter, NULL);
979    
980     return 0;
981 elmex 1.1 }
982    
983 root 1.9 if (hit_something && op->speed >= 10.0)
984     op->speed -= 1.0;
985 elmex 1.1
986 root 1.9 /* Missile missed victim - reassemble missile */
987     if (container)
988     {
989 root 1.25 hitter->remove ();
990 root 1.9 insert_ob_in_ob (hitter, container);
991 elmex 1.1 }
992 root 1.21
993 root 1.9 return op;
994 elmex 1.1 }
995    
996 root 1.9 void
997     tear_down_wall (object *op)
998 elmex 1.1 {
999 root 1.9 int perc = 0;
1000 elmex 1.1
1001 root 1.9 if (!op->stats.maxhp)
1002     {
1003     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1004     perc = 1;
1005 elmex 1.1 }
1006 root 1.9 else if (!GET_ANIM_ID (op))
1007     {
1008     /* Object has been called - no animations, so remove it */
1009     if (op->stats.hp < 0)
1010 root 1.26 op->destroy ();
1011    
1012 root 1.9 return; /* no animations, so nothing more to do */
1013     }
1014 root 1.26
1015 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1016 root 1.26
1017 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1018     perc = NUM_ANIMATIONS (op) - 1;
1019     else if (perc < 1)
1020     perc = 1;
1021 root 1.26
1022 root 1.9 SET_ANIMATION (op, perc);
1023     update_object (op, UP_OBJ_FACE);
1024 root 1.26
1025 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1026     { /* Reached the last animation */
1027     if (op->face == blank_face)
1028 root 1.26 /* If the last face is blank, remove the ob */
1029     op->destroy ();
1030 root 1.9 else
1031     { /* The last face was not blank, leave an image */
1032     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1033     update_all_los (op->map, op->x, op->y);
1034     op->move_block = 0;
1035     CLEAR_FLAG (op, FLAG_ALIVE);
1036 root 1.5 }
1037 elmex 1.1 }
1038     }
1039    
1040 root 1.9 void
1041     scare_creature (object *target, object *hitter)
1042 elmex 1.1 {
1043 root 1.27 object *owner = hitter->owner;
1044 elmex 1.1
1045 root 1.9 if (!owner)
1046     owner = hitter;
1047 elmex 1.1
1048 root 1.9 SET_FLAG (target, FLAG_SCARED);
1049     if (!target->enemy)
1050     target->enemy = owner;
1051 elmex 1.1 }
1052    
1053     /* This returns the amount of damage hitter does to op with the
1054     * appropriate attacktype. Only 1 attacktype should be set at a time.
1055     * This doesn't damage the player, but returns how much it should
1056     * take. However, it will do other effects (paralyzation, slow, etc.)
1057     * Note - changed for PR code - we now pass the attack number and not
1058     * the attacktype. Makes it easier for the PR code. */
1059 root 1.9 int
1060     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1061     {
1062     int doesnt_slay = 1;
1063    
1064     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1065     if (attacknum >= NROFATTACKS)
1066     {
1067     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1068     return 0;
1069 elmex 1.1 }
1070 root 1.9
1071     if (dam < 0)
1072     {
1073 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1074     dam, hitter->debug_desc (), op->debug_desc ());
1075 root 1.9 return 0;
1076 elmex 1.1 }
1077 root 1.9
1078     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1079     * people can't mess with that or it otherwise get confused. */
1080     if (attacknum == ATNR_INTERNAL)
1081     return dam;
1082    
1083     if (hitter->slaying)
1084     {
1085 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1086 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1087 root 1.9 {
1088     doesnt_slay = 0;
1089     dam *= 3;
1090     }
1091 elmex 1.1 }
1092    
1093 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1094     if (op->resist[attacknum])
1095     {
1096 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1097     * in case 0>dam>1, we try to "simulate" a float value-effect */
1098 root 1.9 dam *= (100 - op->resist[attacknum]);
1099     if (dam >= 100)
1100     dam /= 100;
1101 elmex 1.1 else
1102 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1103 elmex 1.1 }
1104    
1105 root 1.9 /* Special hack. By default, if immune to something, you
1106     * shouldn't need to worry. However, acid is an exception, since
1107     * it can still damage your items. Only include attacktypes if
1108     * special processing is needed */
1109    
1110 root 1.59 if (op->resist[attacknum] >= 100
1111     && doesnt_slay
1112     && attacknum != ATNR_ACID)
1113 root 1.9 return 0;
1114    
1115     /* Keep this in order - makes things easier to find */
1116    
1117     switch (attacknum)
1118     {
1119 root 1.40 case ATNR_PHYSICAL:
1120     /* here also check for diseases */
1121     check_physically_infect (op, hitter);
1122     break;
1123    
1124     /* Don't need to do anything for:
1125     magic,
1126     fire,
1127     electricity,
1128     cold */
1129    
1130     case ATNR_CONFUSION:
1131     case ATNR_POISON:
1132     case ATNR_SLOW:
1133     case ATNR_PARALYZE:
1134     case ATNR_FEAR:
1135     case ATNR_CANCELLATION:
1136     case ATNR_DEPLETE:
1137     case ATNR_BLIND:
1138     {
1139     /* chance for inflicting a special attack depends on the
1140     * difference between attacker's and defender's level
1141     */
1142     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1143    
1144     /* First, only creatures/players with speed can be affected.
1145     * Second, just getting hit doesn't mean it always affects
1146     * you. Third, you still get a saving through against the
1147     * effect.
1148     */
1149     if (op->speed &&
1150     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1151     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1152     {
1153 root 1.5
1154 root 1.40 /* Player has been hit by something */
1155     if (attacknum == ATNR_CONFUSION)
1156     confuse_player (op, hitter, dam);
1157     else if (attacknum == ATNR_POISON)
1158     poison_player (op, hitter, dam);
1159     else if (attacknum == ATNR_SLOW)
1160     slow_player (op, hitter, dam);
1161     else if (attacknum == ATNR_PARALYZE)
1162     paralyze_player (op, hitter, dam);
1163     else if (attacknum == ATNR_FEAR)
1164     scare_creature (op, hitter);
1165     else if (attacknum == ATNR_CANCELLATION)
1166     cancellation (op);
1167     else if (attacknum == ATNR_DEPLETE)
1168     op->drain_stat ();
1169     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1170     blind_player (op, hitter, dam);
1171     }
1172 root 1.59
1173 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1174     }
1175     break;
1176 root 1.44
1177 root 1.40 case ATNR_ACID:
1178     {
1179     int flag = 0;
1180 root 1.9
1181 root 1.40 /* Items only get corroded if you're not on a battleground and
1182     * if your acid resistance is below 50%. */
1183     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1184     {
1185 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1186 root 1.40 {
1187     if (tmp->invisible)
1188     continue;
1189     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1190 root 1.44 /* >= 10% acid res. on items will protect these */
1191 root 1.40 continue;
1192 root 1.49 if (!(tmp->materials & M_IRON))
1193 root 1.40 continue;
1194     if (tmp->magic < -4) /* Let's stop at -5 */
1195     continue;
1196 root 1.44 if (tmp->type == RING
1197     /* removed boots and gloves from exclusion list in PR */
1198     || tmp->type == GIRDLE
1199     || tmp->type == AMULET
1200     || tmp->type == WAND
1201     || tmp->type == ROD
1202     || tmp->type == HORN)
1203 root 1.40 continue; /* To avoid some strange effects */
1204    
1205     /* High damage acid has better chance of corroding
1206     objects */
1207     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1208     {
1209     if (op->type == PLAYER)
1210     /* Make this more visible */
1211     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1212     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1213     flag = 1;
1214     tmp->magic--;
1215     if (op->type == PLAYER)
1216     esrv_send_item (op, tmp);
1217     }
1218     }
1219 root 1.44
1220 root 1.40 if (flag)
1221     op->update_stats (); /* Something was corroded */
1222     }
1223     }
1224     break;
1225 root 1.44
1226 root 1.40 case ATNR_DRAIN:
1227     {
1228     /* rate is the proportion of exp drained. High rate means
1229     * not much is drained, low rate means a lot is drained.
1230     */
1231     int rate;
1232 root 1.9
1233 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1234     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1235     else
1236     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1237 root 1.9
1238 root 1.40 if (op->stats.exp <= rate)
1239     {
1240     if (op->type == GOLEM)
1241     dam = 999; /* Its force is "sucked" away. 8) */
1242     else
1243     /* If we can't drain, lets try to do physical damage */
1244     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1245     }
1246     else
1247     {
1248     /* Randomly give the hitter some hp */
1249     if (hitter->stats.hp < hitter->stats.maxhp &&
1250     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1251     hitter->stats.hp++;
1252    
1253     /* Can't do drains on battleground spaces.
1254     * Move the wiz check up here - before, the hitter wouldn't gain exp
1255     * exp, but the wiz would still lose exp! If drainee is a wiz,
1256     * nothing happens.
1257     * Try to credit the owner. We try to display player -> player drain
1258     * attacks, hence all the != PLAYER checks.
1259     */
1260 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1261 root 1.40 {
1262     object *owner = hitter->owner;
1263 root 1.9
1264 root 1.40 if (owner && owner != hitter)
1265     {
1266     if (op->type != PLAYER || owner->type != PLAYER)
1267     change_exp (owner, op->stats.exp / (rate * 2),
1268     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1269     }
1270     else if (op->type != PLAYER || hitter->type != PLAYER)
1271 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1272     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1273    
1274 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1275     }
1276 root 1.44
1277 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1278     * drain attack, you won't know that you are actually sucking out EXP,
1279     * as the messages will say you missed
1280     */
1281     }
1282     }
1283     break;
1284 root 1.44
1285 root 1.40 case ATNR_TURN_UNDEAD:
1286     {
1287     if (QUERY_FLAG (op, FLAG_UNDEAD))
1288     {
1289     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1290     object *god = find_god (determine_god (owner));
1291     int div = 1;
1292    
1293     /* if undead are not an enemy of your god, you turn them
1294     * at half strength */
1295     if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1296     div = 2;
1297 root 1.59
1298 root 1.40 /* Give a bonus if you resist turn undead */
1299     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1300     scare_creature (op, owner);
1301     }
1302     else
1303     dam = 0; /* don't damage non undead - should we damage
1304     undead? */
1305     }
1306     break;
1307 root 1.44
1308 root 1.40 case ATNR_DEATH:
1309     deathstrike_player (op, hitter, &dam);
1310     break;
1311 root 1.44
1312 root 1.40 case ATNR_CHAOS:
1313 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1314 root 1.40 dam = 0;
1315     break;
1316 root 1.44
1317 root 1.40 case ATNR_COUNTERSPELL:
1318 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1319 root 1.40 dam = 0;
1320     /* This should never happen. Counterspell is handled
1321     * seperately and filtered out. If this does happen,
1322     * Counterspell has no effect on anything but spells, so it
1323     * does no damage. */
1324     break;
1325 root 1.44
1326 root 1.40 case ATNR_HOLYWORD:
1327     {
1328     /* This has already been handled by hit_player,
1329     * no need to check twice -- DAMN */
1330     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1331    
1332     /* As with turn undead above, give a bonus on the saving throw */
1333     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1334     scare_creature (op, owner);
1335     }
1336     break;
1337 root 1.44
1338 root 1.40 case ATNR_LIFE_STEALING:
1339     {
1340     int new_hp;
1341    
1342     /* this is replacement to drain for players, instead of taking
1343     * exp it takes hp. It is geared for players, probably not
1344     * much use giving it to monsters
1345     *
1346     * life stealing doesn't do a lot of damage, but it gives the
1347     * damage it does do to the player. Given that,
1348     * it only does 1/10'th normal damage (hence the divide by
1349     * 1000).
1350     */
1351     /* You can't steal life from something undead */
1352     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353     return 0;
1354 root 1.44
1355 root 1.40 /* If drain protection is higher than life stealing, use that */
1356     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1357     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1358     else
1359     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1360 root 1.44
1361 root 1.40 /* You die at -1 hp, not zero. */
1362     if (dam > (op->stats.hp + 1))
1363     dam = op->stats.hp + 1;
1364 root 1.44
1365 root 1.40 new_hp = hitter->stats.hp + dam;
1366     if (new_hp > hitter->stats.maxhp)
1367     new_hp = hitter->stats.maxhp;
1368 root 1.44
1369 root 1.40 if (new_hp > hitter->stats.hp)
1370     hitter->stats.hp = new_hp;
1371     }
1372 elmex 1.1 }
1373 root 1.40
1374 root 1.9 return dam;
1375 elmex 1.1 }
1376    
1377     /* GROS: This code comes from hit_player. It has been made external to
1378     * allow script procedures to "kill" objects in a combat-like fashion.
1379     * It was initially used by (kill-object) developed for the Collector's
1380     * Sword. Note that nothing has been changed from the original version
1381     * of the following code.
1382     * op is what is being killed.
1383     * dam is the damage done to it.
1384     * hitter is what is hitting it.
1385     * type is the attacktype.
1386     *
1387     * This function was a bit of a mess with hitter getting changed,
1388     * values being stored away but not used, etc. I've cleaned it up
1389     * a bit - I think it should be functionally equivalant.
1390     * MSW 2002-07-17
1391     */
1392 root 1.9 int
1393     kill_object (object *op, int dam, object *hitter, int type)
1394 elmex 1.1 {
1395 root 1.9 char buf[MAX_BUF];
1396     const char *skill;
1397     int maxdam = 0;
1398     int battleg = 0; /* true if op standing on battleground */
1399     int pk = 0; /* true if op and what controls hitter are both players */
1400 root 1.61 object *owner = 0;
1401     object *skop = 0;
1402 elmex 1.1
1403 root 1.9 if (op->stats.hp >= 0)
1404     return -1;
1405    
1406     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1407     return 0;
1408    
1409     /* maxdam needs to be the amount of damage it took to kill
1410     * this creature. The function(s) that call us have already
1411     * adjusted the creatures HP total, so that is negative.
1412     */
1413     maxdam = dam + op->stats.hp + 1;
1414    
1415     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1416     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1417    
1418     if (op->type == DOOR)
1419     {
1420 root 1.63 op->set_speed (0.1f);
1421     op->speed_left = -0.05f;
1422 root 1.9 return maxdam;
1423     }
1424 root 1.20
1425 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1426     {
1427 root 1.26 op->destroy ();
1428 root 1.9 return maxdam;
1429     }
1430    
1431     /* Now lets start dealing with experience we get for killing something */
1432    
1433 root 1.27 owner = hitter->owner;
1434 root 1.20 if (!owner)
1435 root 1.9 owner = hitter;
1436    
1437     /* is the victim (op) standing on battleground? */
1438     if (op_on_battleground (op, NULL, NULL))
1439     battleg = 1;
1440    
1441     /* is this player killing? */
1442     if (op->type == PLAYER && owner->type == PLAYER)
1443     pk = 1;
1444    
1445     /* Player killed something */
1446     if (owner->type == PLAYER)
1447     {
1448     Log_Kill (owner->name,
1449     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1450    
1451     /* Log players killing other players - makes it easier to detect
1452     * and filter out malicious player killers - that is why the
1453     * ip address is included.
1454     */
1455     if (op->type == PLAYER && !battleg)
1456     {
1457     time_t t = time (NULL);
1458     struct tm *tmv;
1459     char buf[256];
1460    
1461     tmv = localtime (&t);
1462     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1463    
1464 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1465 root 1.9 }
1466    
1467     /* try to filter some things out - basically, if you are
1468     * killing a level 1 creature and your level 20, you
1469     * probably don't want to see that.
1470     */
1471     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1472     {
1473     if (owner != hitter)
1474 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1475 root 1.9 else
1476 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1477    
1478 root 1.9 /* Only play sounds for melee kills */
1479     if (hitter->type == PLAYER)
1480     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1481     }
1482    
1483     /* If a player kills another player, not on
1484     * battleground, the "killer" looses 1 luck. Since this is
1485     * not reversible, it's actually quite a pain IMHO. -AV
1486     * Fix bug in that we were changing the luck of the hitter, not
1487     * player that the object belonged to - so if you killed another player
1488     * with spells, pets, whatever, there was no penalty.
1489     * Changed to make luck penalty configurable in settings.
1490     */
1491     if (op->type == PLAYER && owner != op && !battleg)
1492 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1493 root 1.9
1494     /* This code below deals with finding the appropriate skill
1495 root 1.61 * to credit exp to. This is a bit problematic - we should
1496 root 1.9 * probably never really have to look at current_weapon->skill
1497     */
1498 root 1.20 skill = 0;
1499    
1500 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1501     skill = hitter->skill;
1502     else if (owner->chosen_skill)
1503     {
1504 root 1.61 skop = owner->chosen_skill;
1505     skill = skop->skill;
1506 root 1.9 }
1507     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1508     skill = owner->current_weapon->skill;
1509     else
1510     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1511 elmex 1.1
1512 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1513 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1514 root 1.9 */
1515     if ((!skop || skop->type != SKILL) && skill)
1516     {
1517     int i;
1518 elmex 1.1
1519 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1520     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1521     {
1522     skop = owner->contr->last_skill_ob[i];
1523     break;
1524     }
1525 root 1.5 }
1526 root 1.9 } /* Was it a player that hit somethign */
1527     else
1528 root 1.20 skill = 0;
1529 root 1.9
1530     /* Pet (or spell) killed something. */
1531     if (owner != hitter)
1532 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1533     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1534 root 1.9 else
1535 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1536     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1537     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538    
1539 root 1.9 /* These may have been set in the player code section above */
1540     if (!skop)
1541     skop = hitter->chosen_skill;
1542 root 1.20
1543 root 1.9 if (!skill && skop)
1544     skill = skop->skill;
1545    
1546     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1547    
1548     /* If you didn't kill yourself, and your not the wizard */
1549 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1550 root 1.9 {
1551     int exp;
1552    
1553     /* Really don't give much experience for killing other players */
1554 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1555 root 1.9 if (op->type == PLAYER)
1556     {
1557     if (battleg)
1558     {
1559     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1560     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1561 root 1.5 }
1562 root 1.9 else
1563     exp = op->stats.exp / 1000;
1564 elmex 1.1 }
1565 root 1.9 else
1566     exp = calc_skill_exp (owner, op, skop);
1567 elmex 1.1
1568 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1569     * exp by killing him
1570     */
1571     if (battleg)
1572     exp = 0;
1573 elmex 1.1
1574 root 1.9 /* Don't know why this is set this way - doesn't make
1575     * sense to just divide everything by two for no reason.
1576     */
1577 elmex 1.1
1578 root 1.9 if (!settings.simple_exp)
1579     exp = exp / 2;
1580 root 1.5
1581 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1582 root 1.23 change_exp (owner, exp, skill, 0);
1583 root 1.9 else
1584     {
1585     int shares = 0, count = 0;
1586     partylist *party = owner->contr->party;
1587 root 1.5
1588 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1589 root 1.35
1590 root 1.33 for_all_players (pl)
1591 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1592     {
1593     count++;
1594     shares += (pl->ob->level + 4);
1595     }
1596    
1597 root 1.23 if (count == 1 || shares > exp || !shares)
1598 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1599     else
1600     {
1601     int share = exp / shares, given = 0, nexp;
1602    
1603 root 1.33 for_all_players (pl)
1604 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1605     {
1606     nexp = (pl->ob->level + 4) * share;
1607     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1608     given += nexp;
1609     }
1610    
1611 root 1.9 exp -= given;
1612     /* give any remainder to the player */
1613     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1614 root 1.5 }
1615 root 1.9 } /* else part of a party */
1616     } /* end if person didn't kill himself */
1617 elmex 1.1
1618 root 1.9 if (op->type != PLAYER)
1619     {
1620     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1621     {
1622 root 1.27 object *owner1 = op->owner;
1623 elmex 1.1
1624 root 1.20 if (owner1 && owner1->type == PLAYER)
1625 root 1.9 {
1626     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1627     /* Maybe we should include the owner that killed this, maybe not */
1628     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1629 root 1.5 }
1630 root 1.12
1631 root 1.9 remove_friendly_object (op);
1632 root 1.5 }
1633 root 1.12
1634 root 1.26 op->destroy ();
1635 elmex 1.1 }
1636 root 1.9 else
1637     {
1638 root 1.20 /* Player has been killed! */
1639 root 1.9 if (owner->type == PLAYER)
1640 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1641 root 1.9 else
1642 root 1.12 assign (op->contr->killer, hitter->name);
1643 elmex 1.1 }
1644 root 1.12
1645 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1646     * continues in the calling function.
1647     */
1648     return maxdam;
1649 elmex 1.1 }
1650    
1651     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1652     * Returns 0 this is not friendly fire
1653     */
1654 root 1.9 int
1655     friendly_fire (object *op, object *hitter)
1656     {
1657     object *owner;
1658     int friendlyfire;
1659    
1660     if (hitter->head)
1661     hitter = hitter->head;
1662    
1663     friendlyfire = 0;
1664    
1665     if (op->type == PLAYER)
1666     {
1667     if (op_on_battleground (hitter, 0, 0))
1668     return 0;
1669    
1670     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1671     return 1;
1672    
1673 root 1.27 if ((owner = hitter->owner) != NULL)
1674 root 1.9 {
1675     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1676     friendlyfire = 2;
1677     }
1678    
1679     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1680     friendlyfire = 0;
1681 elmex 1.1 }
1682 root 1.62
1683 root 1.9 return friendlyfire;
1684 elmex 1.1 }
1685    
1686     /* This isn't used just for players, but in fact most objects.
1687     * op is the object to be hit, dam is the amount of damage, hitter
1688     * is what is hitting the object, type is the attacktype, and
1689     * full_hit is set if monster area does not matter.
1690     * dam is base damage - protections/vulnerabilities/slaying matches can
1691     * modify it.
1692     */
1693 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1694     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1695 root 1.9 int
1696     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1697     {
1698     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1699     int maxattacktype, attacknum;
1700     int body_attack = op && op->head; /* Did we hit op's head? */
1701     int simple_attack;
1702     int rtn_kill = 0;
1703     int friendlyfire;
1704 elmex 1.1
1705 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1706     return 0;
1707 elmex 1.1
1708 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1709     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1710     return 0;
1711 elmex 1.1
1712 root 1.64 // only allow pk for hostile players
1713 root 1.9 if (op->type == PLAYER)
1714     {
1715 root 1.27 object *owner = hitter->owner;
1716 root 1.9
1717     if (!owner)
1718     owner = hitter;
1719 root 1.18
1720 root 1.56 if (owner->type == PLAYER
1721     && (!op_on_battleground (op, 0, 0)
1722     && (op->contr->peaceful || owner->contr->peaceful))
1723     && op != owner)
1724 root 1.18 return 0;
1725 elmex 1.1 }
1726    
1727 root 1.9 if (body_attack)
1728     {
1729     /* slow and paralyze must hit the head. But we don't want to just
1730     * return - we still need to process other attacks the spell still
1731     * might have. So just remove the paralyze and slow attacktypes,
1732     * and keep on processing if we have other attacktypes.
1733     * return if only magic or nothing is left - under normal code
1734     * we don't attack with pure magic if there is another attacktype.
1735     * Only do processing if the initial attacktype includes one of those
1736     * attack so we don't cancel out things like magic bullet.
1737     */
1738     if (type & (AT_PARALYZE | AT_SLOW))
1739     {
1740     type &= ~(AT_PARALYZE | AT_SLOW);
1741 root 1.18
1742 root 1.9 if (!type || type == AT_MAGIC)
1743     return 0;
1744 root 1.5 }
1745 elmex 1.1 }
1746    
1747 root 1.9 if (!simple_attack && op->type == DOOR)
1748     {
1749 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1750 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1751     {
1752     spring_trap (tmp, hitter);
1753 root 1.26
1754 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1755 root 1.9 return 0;
1756 root 1.26
1757 root 1.9 break;
1758     }
1759 elmex 1.1 }
1760    
1761 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1762     {
1763     /* FIXME: If a player is killed by a rune in a door, the
1764 root 1.18 * destroyed() check above doesn't return, and might get here.
1765 root 1.9 */
1766 elmex 1.54
1767     /* FIXME: This for example happens when a dead door is on a mover and
1768     gets it's speed_left raised on each mover-tick.
1769     Doors are removed in a kinda funny way by giving them speed and speed_left
1770     and waiting for that to run out.
1771     */
1772     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1773 root 1.9 return 0;
1774 elmex 1.1 }
1775    
1776     #ifdef ATTACK_DEBUG
1777 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1778 elmex 1.1 #endif
1779    
1780 root 1.9 if (magic)
1781     {
1782 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1783     * in case 0>dam>1, we try to "simulate" a float value-effect */
1784 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1785 elmex 1.1 if (dam >= 100)
1786 root 1.5 dam /= 100;
1787 elmex 1.1 else
1788 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1789 elmex 1.1 }
1790    
1791 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1792     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1793     */
1794     if (type & AT_CHAOS)
1795     {
1796     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1797     update_object (op, UP_OBJ_FACE);
1798 elmex 1.1 type &= ~AT_CHAOS;
1799     }
1800    
1801 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1802     * holyword is part of an attacktype, then make sure the creature is
1803     * a proper match, otherwise no damage.
1804     */
1805     if (type & AT_HOLYWORD)
1806     {
1807     object *god;
1808    
1809     if ((!hitter->slaying ||
1810     (!(op->race && strstr (hitter->slaying, op->race)) &&
1811     !(op->name && strstr (hitter->slaying, op->name)))) &&
1812     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1813     (hitter->title != NULL
1814     && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1815     return 0;
1816 elmex 1.1 }
1817    
1818 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1819 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1820     {
1821     /* Magic isn't really a true attack type - it gets combined with other
1822     * attack types. As such, skip it over. However, if magic is
1823     * the only attacktype in the group, then still attack with it
1824     */
1825     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1826     continue;
1827    
1828     /* Go through and hit the player with each attacktype, one by one.
1829     * hit_player_attacktype only figures out the damage, doesn't inflict
1830     * it. It will do the appropriate action for attacktypes with
1831     * effects (slow, paralization, etc.
1832     */
1833     if (type & attacktype)
1834     {
1835     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1836     /* the >= causes us to prefer messages from special attacks, if
1837     * the damage is equal.
1838     */
1839     if (ndam >= maxdam)
1840     {
1841 root 1.5 maxdam = ndam;
1842 root 1.9 maxattacktype = 1 << attacknum;
1843 root 1.5 }
1844     }
1845 elmex 1.1 }
1846 root 1.9
1847     /* if this is friendly fire then do a set % of damage only
1848     * Note - put a check in to make sure this attack is actually
1849     * doing damage - otherwise, the +1 in the code below will make
1850     * an attack do damage before when it otherwise didn't
1851     */
1852     friendlyfire = friendly_fire (op, hitter);
1853     if (friendlyfire && maxdam)
1854     {
1855     maxdam = ((dam * settings.set_friendly_fire) / 100);
1856    
1857 elmex 1.1 #ifdef ATTACK_DEBUG
1858 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1859     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1860 elmex 1.1 #endif
1861     }
1862    
1863 root 1.9 if (!full_hit)
1864     {
1865     int area;
1866     int remainder;
1867    
1868     area = 0;
1869 root 1.68
1870     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1871 root 1.9 area++;
1872 root 1.68
1873 root 1.9 assert (area > 0);
1874    
1875     /* basically: maxdam /= area; we try to "simulate" a float
1876     value-effect */
1877     remainder = 100 * (maxdam % area) / area;
1878     maxdam /= area;
1879 root 1.47 if (rndm (100) < remainder)
1880 root 1.9 maxdam++;
1881 elmex 1.1 }
1882    
1883     #ifdef ATTACK_DEBUG
1884 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885 elmex 1.1 #endif
1886    
1887 root 1.57 // for now, only do this for active objects, otherwise they
1888     // keep a refcount for a long time and I see no usefulness
1889     // for an non-active objetc to know its enemy.
1890     if (op->active)
1891     if (hitter->owner)
1892     op->enemy = hitter->owner;
1893     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1894     op->enemy = hitter;
1895 root 1.9
1896     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1897     {
1898     /* The unaggressives look after themselves 8) */
1899     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1900     npc_call_help (op);
1901     }
1902    
1903     if (magic && did_make_save (op, op->level, 0))
1904     maxdam = maxdam / 2;
1905    
1906     attack_message (maxdam, maxattacktype, op, hitter);
1907    
1908     op->stats.hp -= maxdam;
1909    
1910     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1911     if ((op->stats.hp >= 0) &&
1912     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1913     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1914     {
1915 elmex 1.1
1916 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1917     SET_FLAG (op, FLAG_RUN_AWAY);
1918     else
1919     scare_creature (op, hitter);
1920 elmex 1.1 }
1921    
1922 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1923     {
1924     if (maxdam)
1925     tear_down_wall (op);
1926 root 1.26
1927 root 1.9 return maxdam; /* nothing more to do for wall */
1928     }
1929 elmex 1.1
1930 root 1.9 /* See if the creature has been killed */
1931     rtn_kill = kill_object (op, maxdam, hitter, type);
1932     if (rtn_kill != -1)
1933     return rtn_kill;
1934 elmex 1.1
1935    
1936 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1937     * that before if the player was immune to ghosthit, the monster
1938     * remained - that is no longer the case.
1939     */
1940     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1941 root 1.56 hitter->destroy ();
1942 root 1.26
1943 root 1.9 /* Lets handle creatures that are splitting now */
1944     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1945     {
1946     int i;
1947     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1948     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1949 root 1.27 object *owner = op->owner;
1950 root 1.5
1951 root 1.9 if (!op->other_arch)
1952     {
1953     LOG (llevError, "SPLITTING without other_arch error.\n");
1954     return maxdam;
1955     }
1956 root 1.26
1957 root 1.25 op->remove ();
1958 root 1.26
1959 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1960     { /* This doesn't handle op->more yet */
1961     object *tmp = arch_to_object (op->other_arch);
1962     int j;
1963    
1964     tmp->stats.hp = op->stats.hp;
1965 root 1.26
1966 root 1.9 if (friendly)
1967     {
1968     add_friendly_object (tmp);
1969     tmp->attack_movement = PETMOVE;
1970 root 1.39
1971     if (owner)
1972 root 1.27 tmp->set_owner (owner);
1973 root 1.9 }
1974 root 1.26
1975 root 1.9 if (unaggressive)
1976     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1977 root 1.26
1978 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1979 root 1.26
1980 root 1.9 if (j == -1) /* No spot to put this monster */
1981 root 1.26 tmp->destroy ();
1982 root 1.9 else
1983     {
1984     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1985     insert_ob_in_map (tmp, op->map, NULL, 0);
1986     }
1987     }
1988 root 1.26
1989     op->destroy ();
1990 root 1.9 }
1991     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 root 1.26 hitter->destroy ();
1993    
1994 root 1.9 return maxdam;
1995     }
1996    
1997     void
1998     poison_player (object *op, object *hitter, int dam)
1999     {
2000 root 1.16 archetype *at = archetype::find ("poisoning");
2001 root 1.9 object *tmp = present_arch_in_ob (at, op);
2002 elmex 1.1
2003 root 1.9 if (tmp == NULL)
2004     {
2005     if ((tmp = arch_to_object (at)) == NULL)
2006     LOG (llevError, "Failed to clone arch poisoning.\n");
2007     else
2008     {
2009     tmp = insert_ob_in_ob (tmp, op);
2010     /* peterm: give poisoning some teeth. It should
2011     * be able to kill things better than it does:
2012     * damage should be dependent something--I choose to
2013     * do this: if it's a monster, the damage from the
2014     * poisoning goes as the level of the monster/2.
2015     * If anything else, goes as damage.
2016     */
2017    
2018     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2019     tmp->stats.dam += hitter->level / 2;
2020     else
2021     tmp->stats.dam = dam;
2022    
2023 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2024 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2025     {
2026     tmp->skill = hitter->skill;
2027     }
2028    
2029     tmp->stats.food += dam; /* more damage, longer poisoning */
2030    
2031     if (op->type == PLAYER)
2032     {
2033     /* player looses stats, maximum is -10 of each */
2034     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2035     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2036     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2037     tmp->stats.Int = MAX (-dam / 7, -10);
2038     SET_FLAG (tmp, FLAG_APPLIED);
2039 root 1.32 op->update_stats ();
2040 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2041     }
2042 root 1.63
2043 root 1.9 if (hitter->type == PLAYER)
2044     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2045 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2047 root 1.5 }
2048 root 1.63
2049 root 1.9 tmp->speed_left = 0;
2050     }
2051     else
2052     tmp->stats.food++;
2053     }
2054    
2055     void
2056     slow_player (object *op, object *hitter, int dam)
2057     {
2058 root 1.16 archetype *at = archetype::find ("slowness");
2059 root 1.9 object *tmp;
2060    
2061     if (at == NULL)
2062 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2063    
2064 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065     {
2066     tmp = arch_to_object (at);
2067     tmp = insert_ob_in_ob (tmp, op);
2068     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2069     }
2070     else
2071     tmp->stats.food++;
2072 root 1.62
2073 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2074     tmp->speed_left = 0;
2075 root 1.32 op->update_stats ();
2076 elmex 1.1 }
2077    
2078 root 1.9 void
2079     confuse_player (object *op, object *hitter, int dam)
2080     {
2081     object *tmp;
2082     int maxduration;
2083 elmex 1.1
2084 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2085     if (!tmp)
2086     {
2087     tmp = get_archetype (FORCE_NAME);
2088     tmp = insert_ob_in_ob (tmp, op);
2089     }
2090 root 1.5
2091 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2092     * on the player's resistance
2093     */
2094     tmp->speed = 0.05;
2095     tmp->subtype = FORCE_CONFUSION;
2096     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2097     tmp->name = "confusion";
2098     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099 root 1.62
2100 root 1.9 if (tmp->duration > maxduration)
2101     tmp->duration = maxduration;
2102    
2103     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2104     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2105 root 1.62
2106 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2107     }
2108 root 1.5
2109 root 1.9 void
2110     blind_player (object *op, object *hitter, int dam)
2111     {
2112     object *tmp, *owner;
2113 root 1.5
2114 root 1.9 /* Save some work if we know it isn't going to affect the player */
2115     if (op->resist[ATNR_BLIND] == 100)
2116     return;
2117 root 1.5
2118 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2119     if (!tmp)
2120     {
2121     tmp = get_archetype ("blindness");
2122     SET_FLAG (tmp, FLAG_BLIND);
2123     SET_FLAG (tmp, FLAG_APPLIED);
2124 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2125     * speed is a float anyways.
2126     */
2127 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2128 elmex 1.1
2129 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2130     change_abil (op, tmp); /* Mostly to display any messages */
2131 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2132 elmex 1.1
2133 root 1.9 if (hitter->owner)
2134 root 1.27 owner = hitter->owner;
2135 root 1.9 else
2136     owner = hitter;
2137 elmex 1.1
2138 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2139     }
2140     tmp->stats.food += dam;
2141     if (tmp->stats.food > 10)
2142     tmp->stats.food = 10;
2143 elmex 1.1 }
2144    
2145 root 1.9 void
2146     paralyze_player (object *op, object *hitter, int dam)
2147 elmex 1.1 {
2148 root 1.9 float effect, max;
2149    
2150     /* object *tmp; */
2151 elmex 1.1
2152 root 1.9 /* This is strange stuff... someone knows for what this is
2153     * written? Well, i think this can and should be removed
2154     */
2155 elmex 1.1
2156 root 1.9 /*
2157     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2158     tmp=clone_arch(PARAIMAGE);
2159     tmp->x=op->x,tmp->y=op->y;
2160     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2161     }
2162     */
2163 elmex 1.1
2164 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2165     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2166 elmex 1.1
2167 root 1.9 if (effect == 0)
2168     return;
2169 elmex 1.1
2170 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2171     /* tmp->stats.food+=(signed short) effect/op->speed; */
2172 elmex 1.1
2173 root 1.9 /* max number of ticks to be affected for. */
2174     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2175     if (op->speed_left < -(FABS (op->speed) * max))
2176     op->speed_left = (float) -(FABS (op->speed) * max);
2177 elmex 1.1
2178     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2179     }
2180    
2181     /* Attempts to kill 'op'. hitter is the attack object, dam is
2182     * the computed damaged.
2183     */
2184 root 1.9 void
2185     deathstrike_player (object *op, object *hitter, int *dam)
2186 elmex 1.1 {
2187 root 1.9 /* The intention of a death attack is to kill outright things
2188     ** that are a lot weaker than the attacker, have a chance of killing
2189     ** things somewhat weaker than the caster, and no chance of
2190     ** killing something equal or stronger than the attacker.
2191     ** Also, if a deathstrike attack has a slaying, any monster
2192     ** whose name or race matches a comma-delimited list in the slaying
2193     ** field of the deathstriking object */
2194    
2195     int atk_lev, def_lev, kill_lev;
2196    
2197     if (hitter->slaying)
2198     if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2199     return;
2200    
2201     def_lev = op->level;
2202     if (def_lev < 1)
2203     {
2204 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2205 root 1.9 def_lev = 1;
2206     }
2207 root 1.52
2208 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2209     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2210     atk_lev, def_lev); */
2211    
2212     if (atk_lev >= def_lev)
2213     {
2214     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2215    
2216     /* Note that the below effectively means the ratio of the atk vs
2217     * defener level is important - if level 52 character has very little
2218     * chance of killing a level 50 monster. This should probably be
2219     * redone.
2220     */
2221     if (kill_lev >= def_lev)
2222     {
2223     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2224     /* I think this doesn't really do much. Because of
2225     * integer rounding, this only makes any difference if the
2226     * attack level is double the defender level.
2227     */
2228     *dam *= kill_lev / def_lev;
2229 root 1.5 }
2230 root 1.9 }
2231     else
2232 root 1.52 *dam = 0; /* no harm done */
2233 elmex 1.1 }
2234    
2235     /* thrown_item_effect() - handles any special effects of thrown
2236     * items (like attacking living creatures--a potion thrown at a
2237     * monster).
2238     */
2239 root 1.9 static void
2240     thrown_item_effect (object *hitter, object *victim)
2241 elmex 1.1 {
2242 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2243     {
2244     /* May not need a switch for just 2 types, but this makes it
2245     * easier for expansion.
2246     */
2247     switch (hitter->type)
2248     {
2249 root 1.5 case POTION:
2250 root 1.9 /* should player get a save throw instead of checking magic protection? */
2251     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2252     (void) apply_potion (victim, hitter);
2253     break;
2254    
2255     case POISON: /* poison drinks */
2256     /* As with potions, should monster get a save? */
2257     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2258     apply_poison (victim, hitter);
2259     break;
2260    
2261     /* Removed case statements that did nothing.
2262     * food may be poisonous, but monster must be willing to eat it,
2263     * so we don't handle it here.
2264     * Containers should perhaps break open, but that code was disabled.
2265     */
2266 root 1.5 }
2267 elmex 1.1 }
2268     }
2269    
2270     /* adj_attackroll() - adjustments to attacks by various conditions */
2271 root 1.9 int
2272     adj_attackroll (object *hitter, object *target)
2273     {
2274 elmex 1.1 object *attacker = hitter;
2275 root 1.9 int adjust = 0;
2276 elmex 1.1
2277     /* safety */
2278 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2279     {
2280     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2281     return 0;
2282     }
2283 elmex 1.1
2284     /* aimed missiles use the owning object's sight */
2285 root 1.9 if (is_aimed_missile (hitter))
2286     {
2287 root 1.27 if ((attacker = hitter->owner) == NULL)
2288 root 1.9 attacker = hitter;
2289     /* A player who saves but hasn't quit still could have objects
2290     * owned by him - need to handle that case to avoid crashes.
2291     */
2292     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2293     attacker = hitter;
2294     }
2295     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2296 elmex 1.1 return 0;
2297    
2298 root 1.9 /* determine the condtions under which we make an attack.
2299     * Add more cases, as the need occurs. */
2300 elmex 1.1
2301 root 1.9 if (!can_see_enemy (attacker, target))
2302     {
2303     /* target is unseen */
2304     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2305     adjust -= 10;
2306     /* dark map penalty for the hitter (lacks infravision if we got here). */
2307     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2308     adjust -= target->map->darkness;
2309     }
2310 elmex 1.1
2311 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2312 elmex 1.1 adjust -= 3;
2313    
2314 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2315 elmex 1.1 adjust += 1;
2316    
2317 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2318 elmex 1.1 adjust += 1;
2319    
2320 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2321 elmex 1.1 adjust -= 3;
2322    
2323     /* if we attack at a different 'altitude' its harder */
2324 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2325 elmex 1.1 adjust -= 2;
2326    
2327     #if 0
2328     /* slower attacks are less likely to succeed. We should use a
2329     * comparison between attacker/target speeds BUT, players have
2330     * a generally faster speed, so this will wind up being a HUGE
2331     * disadantage for the monsters! Too bad, because missiles which
2332     * fly fast should have a better chance of hitting a slower target.
2333     */
2334 root 1.9 if (hitter->speed < target->speed)
2335     adjust += ((float) hitter->speed - target->speed);
2336 elmex 1.1 #endif
2337    
2338     #if 0
2339 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2340 elmex 1.1 #endif
2341    
2342     return adjust;
2343 root 1.9 }
2344 elmex 1.1
2345     /* determine if the object is an 'aimed' missile */
2346 root 1.9 int
2347     is_aimed_missile (object *op)
2348     {
2349 elmex 1.1
2350 root 1.9 /* I broke what used to be one big if into a few nested
2351     * ones so that figuring out the logic is at least possible.
2352     */
2353     if (op && (op->move_type & MOVE_FLYING))
2354 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2355     return 1;
2356     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2357     return 1;
2358 root 1.53
2359 root 1.9 return 0;
2360     }