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/cvs/deliantra/server/server/attack.C
Revision: 1.71
Committed: Tue Jul 10 07:31:20 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.70: +1 -1 lines
Log Message:
return 0 from name_to_material for unknown materials, to avoid unknown material message

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 1.69 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.45 *
13 root 1.69 * 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 root 1.66 *
18 root 1.69 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.45 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22     */
23 root 1.66
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 1.71 if (!mt)
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 root 1.67 const char *arch = op->other_arch->archname;
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 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 root 1.9 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 1.67 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
702 root 1.9 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 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
750 root 1.9 {
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 root 1.65 --op->speed_left;
757 root 1.9 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 (!simple_attack)
777 elmex 1.1 {
778 root 1.9 /* If you hit something, the victim should *always* wake up.
779     * Before, invisible hitters could avoid doing this.
780     * -b.t. */
781     if (QUERY_FLAG (op, FLAG_SLEEP))
782     CLEAR_FLAG (op, FLAG_SLEEP);
783    
784     /* If the victim can't see the attacker, it may alert others
785     * for help. */
786 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
787 root 1.9 npc_call_help (op);
788    
789     /* if you were hidden and hit by a creature, you are discovered */
790     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
791     {
792     make_visible (op);
793 root 1.59
794 root 1.9 if (op->type == PLAYER)
795     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
796     }
797    
798     /* thrown items (hitter) will have various effects
799     * when they hit the victim. For things like thrown daggers,
800     * this sets 'hitter' to the actual dagger, and not the
801     * wrapper object.
802     */
803     thrown_item_effect (hitter, op);
804 root 1.26
805 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
806 root 1.9 goto leave;
807     }
808    
809     /* Need to do at least 1 damage, otherwise there is no point
810     * to go further and it will cause FPE's below.
811     */
812     if (hitdam <= 0)
813     hitdam = 1;
814 elmex 1.1
815 root 1.9 type = hitter->attacktype;
816 root 1.18
817 root 1.9 if (!type)
818     type = AT_PHYSICAL;
819 root 1.18
820 root 1.9 /* Handle monsters that hit back */
821     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
822     {
823     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
824     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
825 root 1.18
826 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
827 root 1.18
828     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
829 root 1.5 goto leave;
830 root 1.9 }
831 elmex 1.1
832 root 1.9 /* In the new attack code, it should handle multiple attack
833     * types in its area, so remove it from here.
834     */
835     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
836 root 1.18
837     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
838 root 1.9 goto leave;
839     } /* end of if hitter hit op */
840     /* if we missed, dam=0 */
841    
842     /*attack_message(dam, type, op, hitter); */
843 elmex 1.1
844 root 1.9 goto leave;
845 elmex 1.1
846 root 1.9 error:
847     dam = 1;
848 elmex 1.1
849 root 1.9 leave:
850 elmex 1.1
851 root 1.9 return dam;
852 elmex 1.1 }
853    
854 root 1.9 int
855     attack_ob (object *op, object *hitter)
856 elmex 1.1 {
857 root 1.58 hitter = hitter->head_ ();
858 elmex 1.1
859 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
860 elmex 1.1 }
861    
862     /* op is the arrow, tmp is what is stopping the arrow.
863     *
864     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
865     */
866 root 1.9 static int
867     stick_arrow (object *op, object *tmp)
868 elmex 1.1 {
869 root 1.9 /* If the missile hit a player, we insert it in their inventory.
870     * However, if the missile is heavy, we don't do so (assume it falls
871     * to the ground after a hit). What a good value for this is up to
872     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
873     * stick around.
874     */
875     if (op->weight <= 5000 && tmp->stats.hp >= 0)
876     {
877 root 1.59 tmp = tmp->head_ ();
878 root 1.10
879 root 1.25 op->remove ();
880 root 1.9 op = insert_ob_in_ob (op, tmp);
881 root 1.10
882 root 1.9 if (tmp->type == PLAYER)
883     esrv_send_item (tmp, op);
884 root 1.10
885 root 1.9 return 1;
886     }
887     else
888     return 0;
889 elmex 1.1 }
890    
891     /* hit_with_arrow() disassembles the missile, attacks the victim and
892     * reassembles the missile.
893     *
894     * It returns a pointer to the reassembled missile, or NULL if the missile
895     * isn't available anymore.
896     */
897 root 1.9 object *
898     hit_with_arrow (object *op, object *victim)
899 elmex 1.1 {
900 root 1.9 object *container, *hitter;
901     int hit_something = 0;
902    
903     /* Disassemble missile */
904     if (op->inv)
905     {
906     container = op;
907     hitter = op->inv;
908 root 1.25 hitter->remove ();
909 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
910     /* Note that we now have an empty THROWN_OBJ on the map. Code that
911     * might be called until this THROWN_OBJ is either reassembled or
912     * removed at the end of this function must be able to deal with empty
913     * THROWN_OBJs. */
914     }
915     else
916     {
917 root 1.21 container = 0;
918 root 1.9 hitter = op;
919     }
920    
921     /* Try to hit victim */
922     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
923    
924     /* Arrow attacks door, rune of summoning is triggered, demon is put on
925     * arrow, move_apply() calls this function, arrow sticks in demon,
926     * attack_ob_simple() returns, and we've got an arrow that still exists
927     * but is no longer on the map. Ugh. (Beware: Such things can happen at
928     * other places as well!)
929     */
930 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
931 root 1.9 {
932     if (container)
933     {
934 root 1.25 container->remove ();
935 root 1.26 container->destroy ();
936 elmex 1.1 }
937 root 1.21
938     return 0;
939 elmex 1.1 }
940    
941 root 1.9 /* Missile hit victim */
942     /* if the speed is > 10, then this is a fast moving arrow, we go straight
943     * through the target
944     */
945     if (hit_something && op->speed <= 10.0)
946     {
947     /* Stop arrow */
948 root 1.21 if (!container)
949 root 1.9 {
950     hitter = fix_stopped_arrow (hitter);
951 root 1.21 if (!hitter)
952     return 0;
953 root 1.9 }
954     else
955 root 1.26 container->destroy ();
956 elmex 1.1
957 root 1.9 /* Try to stick arrow into victim */
958 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
959 root 1.21 return 0;
960 root 1.9
961     /* Else try to put arrow on victim's map square
962     * remove check for P_WALL here. If the arrow got to this
963     * space, that is good enough - with the new movement code,
964     * there is now the potential for lots of spaces where something
965     * can fly over but not otherwise move over. What is the correct
966     * way to handle those otherwise?
967     */
968 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
969 root 1.9 {
970 root 1.25 hitter->remove ();
971 root 1.21 hitter->x = victim->x;
972     hitter->y = victim->y;
973 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
974 elmex 1.1 }
975 root 1.9 else
976 root 1.21 /* Else leave arrow where it is */
977     merge_ob (hitter, NULL);
978    
979     return 0;
980 elmex 1.1 }
981    
982 root 1.9 if (hit_something && op->speed >= 10.0)
983     op->speed -= 1.0;
984 elmex 1.1
985 root 1.9 /* Missile missed victim - reassemble missile */
986     if (container)
987     {
988 root 1.25 hitter->remove ();
989 root 1.9 insert_ob_in_ob (hitter, container);
990 elmex 1.1 }
991 root 1.21
992 root 1.9 return op;
993 elmex 1.1 }
994    
995 root 1.9 void
996     tear_down_wall (object *op)
997 elmex 1.1 {
998 root 1.9 int perc = 0;
999 elmex 1.1
1000 root 1.9 if (!op->stats.maxhp)
1001     {
1002     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1003     perc = 1;
1004 elmex 1.1 }
1005 root 1.9 else if (!GET_ANIM_ID (op))
1006     {
1007     /* Object has been called - no animations, so remove it */
1008     if (op->stats.hp < 0)
1009 root 1.26 op->destroy ();
1010    
1011 root 1.9 return; /* no animations, so nothing more to do */
1012     }
1013 root 1.26
1014 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1015 root 1.26
1016 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1017     perc = NUM_ANIMATIONS (op) - 1;
1018     else if (perc < 1)
1019     perc = 1;
1020 root 1.26
1021 root 1.9 SET_ANIMATION (op, perc);
1022     update_object (op, UP_OBJ_FACE);
1023 root 1.26
1024 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1025     { /* Reached the last animation */
1026     if (op->face == blank_face)
1027 root 1.26 /* If the last face is blank, remove the ob */
1028     op->destroy ();
1029 root 1.9 else
1030     { /* The last face was not blank, leave an image */
1031     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1032     update_all_los (op->map, op->x, op->y);
1033     op->move_block = 0;
1034     CLEAR_FLAG (op, FLAG_ALIVE);
1035 root 1.5 }
1036 elmex 1.1 }
1037     }
1038    
1039 root 1.9 void
1040     scare_creature (object *target, object *hitter)
1041 elmex 1.1 {
1042 root 1.27 object *owner = hitter->owner;
1043 elmex 1.1
1044 root 1.9 if (!owner)
1045     owner = hitter;
1046 elmex 1.1
1047 root 1.9 SET_FLAG (target, FLAG_SCARED);
1048     if (!target->enemy)
1049     target->enemy = owner;
1050 elmex 1.1 }
1051    
1052     /* This returns the amount of damage hitter does to op with the
1053     * appropriate attacktype. Only 1 attacktype should be set at a time.
1054     * This doesn't damage the player, but returns how much it should
1055     * take. However, it will do other effects (paralyzation, slow, etc.)
1056     * Note - changed for PR code - we now pass the attack number and not
1057     * the attacktype. Makes it easier for the PR code. */
1058 root 1.9 int
1059     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1060     {
1061     int doesnt_slay = 1;
1062    
1063     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1064     if (attacknum >= NROFATTACKS)
1065     {
1066     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1067     return 0;
1068 elmex 1.1 }
1069 root 1.9
1070     if (dam < 0)
1071     {
1072 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1073     dam, hitter->debug_desc (), op->debug_desc ());
1074 root 1.9 return 0;
1075 elmex 1.1 }
1076 root 1.9
1077     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1078     * people can't mess with that or it otherwise get confused. */
1079     if (attacknum == ATNR_INTERNAL)
1080     return dam;
1081    
1082     if (hitter->slaying)
1083     {
1084 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1085 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1086 root 1.9 {
1087     doesnt_slay = 0;
1088     dam *= 3;
1089     }
1090 elmex 1.1 }
1091    
1092 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1093     if (op->resist[attacknum])
1094     {
1095 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1096     * in case 0>dam>1, we try to "simulate" a float value-effect */
1097 root 1.9 dam *= (100 - op->resist[attacknum]);
1098     if (dam >= 100)
1099     dam /= 100;
1100 elmex 1.1 else
1101 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1102 elmex 1.1 }
1103    
1104 root 1.9 /* Special hack. By default, if immune to something, you
1105     * shouldn't need to worry. However, acid is an exception, since
1106     * it can still damage your items. Only include attacktypes if
1107     * special processing is needed */
1108    
1109 root 1.59 if (op->resist[attacknum] >= 100
1110     && doesnt_slay
1111     && attacknum != ATNR_ACID)
1112 root 1.9 return 0;
1113    
1114     /* Keep this in order - makes things easier to find */
1115    
1116     switch (attacknum)
1117     {
1118 root 1.40 case ATNR_PHYSICAL:
1119     /* here also check for diseases */
1120     check_physically_infect (op, hitter);
1121     break;
1122    
1123     /* Don't need to do anything for:
1124     magic,
1125     fire,
1126     electricity,
1127     cold */
1128    
1129     case ATNR_CONFUSION:
1130     case ATNR_POISON:
1131     case ATNR_SLOW:
1132     case ATNR_PARALYZE:
1133     case ATNR_FEAR:
1134     case ATNR_CANCELLATION:
1135     case ATNR_DEPLETE:
1136     case ATNR_BLIND:
1137     {
1138     /* chance for inflicting a special attack depends on the
1139     * difference between attacker's and defender's level
1140     */
1141     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1142    
1143     /* First, only creatures/players with speed can be affected.
1144     * Second, just getting hit doesn't mean it always affects
1145     * you. Third, you still get a saving through against the
1146     * effect.
1147     */
1148     if (op->speed &&
1149     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1150     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1151     {
1152 root 1.5
1153 root 1.40 /* Player has been hit by something */
1154     if (attacknum == ATNR_CONFUSION)
1155     confuse_player (op, hitter, dam);
1156     else if (attacknum == ATNR_POISON)
1157     poison_player (op, hitter, dam);
1158     else if (attacknum == ATNR_SLOW)
1159     slow_player (op, hitter, dam);
1160     else if (attacknum == ATNR_PARALYZE)
1161     paralyze_player (op, hitter, dam);
1162     else if (attacknum == ATNR_FEAR)
1163     scare_creature (op, hitter);
1164     else if (attacknum == ATNR_CANCELLATION)
1165     cancellation (op);
1166     else if (attacknum == ATNR_DEPLETE)
1167     op->drain_stat ();
1168     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1169     blind_player (op, hitter, dam);
1170     }
1171 root 1.59
1172 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1173     }
1174     break;
1175 root 1.44
1176 root 1.40 case ATNR_ACID:
1177     {
1178     int flag = 0;
1179 root 1.9
1180 root 1.40 /* Items only get corroded if you're not on a battleground and
1181     * if your acid resistance is below 50%. */
1182     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1183     {
1184 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 root 1.40 {
1186     if (tmp->invisible)
1187     continue;
1188     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1189 root 1.44 /* >= 10% acid res. on items will protect these */
1190 root 1.40 continue;
1191 root 1.49 if (!(tmp->materials & M_IRON))
1192 root 1.40 continue;
1193     if (tmp->magic < -4) /* Let's stop at -5 */
1194     continue;
1195 root 1.44 if (tmp->type == RING
1196     /* removed boots and gloves from exclusion list in PR */
1197     || tmp->type == GIRDLE
1198     || tmp->type == AMULET
1199     || tmp->type == WAND
1200     || tmp->type == ROD
1201     || tmp->type == HORN)
1202 root 1.40 continue; /* To avoid some strange effects */
1203    
1204     /* High damage acid has better chance of corroding
1205     objects */
1206     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1207     {
1208     if (op->type == PLAYER)
1209     /* Make this more visible */
1210     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1211     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1212     flag = 1;
1213     tmp->magic--;
1214     if (op->type == PLAYER)
1215     esrv_send_item (op, tmp);
1216     }
1217     }
1218 root 1.44
1219 root 1.40 if (flag)
1220     op->update_stats (); /* Something was corroded */
1221     }
1222     }
1223     break;
1224 root 1.44
1225 root 1.40 case ATNR_DRAIN:
1226     {
1227     /* rate is the proportion of exp drained. High rate means
1228     * not much is drained, low rate means a lot is drained.
1229     */
1230     int rate;
1231 root 1.9
1232 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1233     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1234     else
1235     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1236 root 1.9
1237 root 1.40 if (op->stats.exp <= rate)
1238     {
1239     if (op->type == GOLEM)
1240     dam = 999; /* Its force is "sucked" away. 8) */
1241     else
1242     /* If we can't drain, lets try to do physical damage */
1243     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1244     }
1245     else
1246     {
1247     /* Randomly give the hitter some hp */
1248     if (hitter->stats.hp < hitter->stats.maxhp &&
1249     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1250     hitter->stats.hp++;
1251    
1252     /* Can't do drains on battleground spaces.
1253     * Move the wiz check up here - before, the hitter wouldn't gain exp
1254     * exp, but the wiz would still lose exp! If drainee is a wiz,
1255     * nothing happens.
1256     * Try to credit the owner. We try to display player -> player drain
1257     * attacks, hence all the != PLAYER checks.
1258     */
1259 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1260 root 1.40 {
1261     object *owner = hitter->owner;
1262 root 1.9
1263 root 1.40 if (owner && owner != hitter)
1264     {
1265     if (op->type != PLAYER || owner->type != PLAYER)
1266     change_exp (owner, op->stats.exp / (rate * 2),
1267     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1268     }
1269     else if (op->type != PLAYER || hitter->type != PLAYER)
1270 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1271     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1272    
1273 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1274     }
1275 root 1.44
1276 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1277     * drain attack, you won't know that you are actually sucking out EXP,
1278     * as the messages will say you missed
1279     */
1280     }
1281     }
1282     break;
1283 root 1.44
1284 root 1.40 case ATNR_TURN_UNDEAD:
1285     {
1286     if (QUERY_FLAG (op, FLAG_UNDEAD))
1287     {
1288     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1289     object *god = find_god (determine_god (owner));
1290     int div = 1;
1291    
1292     /* if undead are not an enemy of your god, you turn them
1293     * at half strength */
1294 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1295 root 1.40 div = 2;
1296 root 1.59
1297 root 1.40 /* Give a bonus if you resist turn undead */
1298     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1299     scare_creature (op, owner);
1300     }
1301     else
1302     dam = 0; /* don't damage non undead - should we damage
1303     undead? */
1304     }
1305     break;
1306 root 1.44
1307 root 1.40 case ATNR_DEATH:
1308     deathstrike_player (op, hitter, &dam);
1309     break;
1310 root 1.44
1311 root 1.40 case ATNR_CHAOS:
1312 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1313 root 1.40 dam = 0;
1314     break;
1315 root 1.44
1316 root 1.40 case ATNR_COUNTERSPELL:
1317 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1318 root 1.40 dam = 0;
1319     /* This should never happen. Counterspell is handled
1320     * seperately and filtered out. If this does happen,
1321     * Counterspell has no effect on anything but spells, so it
1322     * does no damage. */
1323     break;
1324 root 1.44
1325 root 1.40 case ATNR_HOLYWORD:
1326     {
1327     /* This has already been handled by hit_player,
1328     * no need to check twice -- DAMN */
1329     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1330    
1331     /* As with turn undead above, give a bonus on the saving throw */
1332     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1333     scare_creature (op, owner);
1334     }
1335     break;
1336 root 1.44
1337 root 1.40 case ATNR_LIFE_STEALING:
1338     {
1339     int new_hp;
1340    
1341     /* this is replacement to drain for players, instead of taking
1342     * exp it takes hp. It is geared for players, probably not
1343     * much use giving it to monsters
1344     *
1345     * life stealing doesn't do a lot of damage, but it gives the
1346     * damage it does do to the player. Given that,
1347     * it only does 1/10'th normal damage (hence the divide by
1348     * 1000).
1349     */
1350     /* You can't steal life from something undead */
1351     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1352     return 0;
1353 root 1.44
1354 root 1.40 /* If drain protection is higher than life stealing, use that */
1355     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1356     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1357     else
1358     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1359 root 1.44
1360 root 1.40 /* You die at -1 hp, not zero. */
1361     if (dam > (op->stats.hp + 1))
1362     dam = op->stats.hp + 1;
1363 root 1.44
1364 root 1.40 new_hp = hitter->stats.hp + dam;
1365     if (new_hp > hitter->stats.maxhp)
1366     new_hp = hitter->stats.maxhp;
1367 root 1.44
1368 root 1.40 if (new_hp > hitter->stats.hp)
1369     hitter->stats.hp = new_hp;
1370     }
1371 elmex 1.1 }
1372 root 1.40
1373 root 1.9 return dam;
1374 elmex 1.1 }
1375    
1376     /* GROS: This code comes from hit_player. It has been made external to
1377     * allow script procedures to "kill" objects in a combat-like fashion.
1378     * It was initially used by (kill-object) developed for the Collector's
1379     * Sword. Note that nothing has been changed from the original version
1380     * of the following code.
1381     * op is what is being killed.
1382     * dam is the damage done to it.
1383     * hitter is what is hitting it.
1384     * type is the attacktype.
1385     *
1386     * This function was a bit of a mess with hitter getting changed,
1387     * values being stored away but not used, etc. I've cleaned it up
1388     * a bit - I think it should be functionally equivalant.
1389     * MSW 2002-07-17
1390     */
1391 root 1.9 int
1392     kill_object (object *op, int dam, object *hitter, int type)
1393 elmex 1.1 {
1394 root 1.9 char buf[MAX_BUF];
1395     const char *skill;
1396     int maxdam = 0;
1397     int battleg = 0; /* true if op standing on battleground */
1398     int pk = 0; /* true if op and what controls hitter are both players */
1399 root 1.61 object *owner = 0;
1400     object *skop = 0;
1401 elmex 1.1
1402 root 1.9 if (op->stats.hp >= 0)
1403     return -1;
1404    
1405     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1406     return 0;
1407    
1408     /* maxdam needs to be the amount of damage it took to kill
1409     * this creature. The function(s) that call us have already
1410     * adjusted the creatures HP total, so that is negative.
1411     */
1412     maxdam = dam + op->stats.hp + 1;
1413    
1414     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1415     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1416    
1417     if (op->type == DOOR)
1418     {
1419 root 1.63 op->set_speed (0.1f);
1420     op->speed_left = -0.05f;
1421 root 1.9 return maxdam;
1422     }
1423 root 1.20
1424 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1425     {
1426 root 1.26 op->destroy ();
1427 root 1.9 return maxdam;
1428     }
1429    
1430     /* Now lets start dealing with experience we get for killing something */
1431    
1432 root 1.27 owner = hitter->owner;
1433 root 1.20 if (!owner)
1434 root 1.9 owner = hitter;
1435    
1436     /* is the victim (op) standing on battleground? */
1437     if (op_on_battleground (op, NULL, NULL))
1438     battleg = 1;
1439    
1440     /* is this player killing? */
1441     if (op->type == PLAYER && owner->type == PLAYER)
1442     pk = 1;
1443    
1444     /* Player killed something */
1445     if (owner->type == PLAYER)
1446     {
1447     Log_Kill (owner->name,
1448     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1449    
1450     /* Log players killing other players - makes it easier to detect
1451     * and filter out malicious player killers - that is why the
1452     * ip address is included.
1453     */
1454     if (op->type == PLAYER && !battleg)
1455     {
1456     time_t t = time (NULL);
1457     struct tm *tmv;
1458     char buf[256];
1459    
1460     tmv = localtime (&t);
1461     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1462    
1463 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1464 root 1.9 }
1465    
1466     /* try to filter some things out - basically, if you are
1467     * killing a level 1 creature and your level 20, you
1468     * probably don't want to see that.
1469     */
1470     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1471     {
1472     if (owner != hitter)
1473 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1474 root 1.9 else
1475 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1476    
1477 root 1.9 /* Only play sounds for melee kills */
1478     if (hitter->type == PLAYER)
1479     play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1480     }
1481    
1482     /* If a player kills another player, not on
1483     * battleground, the "killer" looses 1 luck. Since this is
1484     * not reversible, it's actually quite a pain IMHO. -AV
1485     * Fix bug in that we were changing the luck of the hitter, not
1486     * player that the object belonged to - so if you killed another player
1487     * with spells, pets, whatever, there was no penalty.
1488     * Changed to make luck penalty configurable in settings.
1489     */
1490     if (op->type == PLAYER && owner != op && !battleg)
1491 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1492 root 1.9
1493     /* This code below deals with finding the appropriate skill
1494 root 1.61 * to credit exp to. This is a bit problematic - we should
1495 root 1.9 * probably never really have to look at current_weapon->skill
1496     */
1497 root 1.20 skill = 0;
1498    
1499 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1500     skill = hitter->skill;
1501     else if (owner->chosen_skill)
1502     {
1503 root 1.61 skop = owner->chosen_skill;
1504     skill = skop->skill;
1505 root 1.9 }
1506     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1507     skill = owner->current_weapon->skill;
1508     else
1509     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1510 elmex 1.1
1511 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1512 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1513 root 1.9 */
1514     if ((!skop || skop->type != SKILL) && skill)
1515     {
1516     int i;
1517 elmex 1.1
1518 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1519     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1520     {
1521     skop = owner->contr->last_skill_ob[i];
1522     break;
1523     }
1524 root 1.5 }
1525 root 1.9 } /* Was it a player that hit somethign */
1526     else
1527 root 1.20 skill = 0;
1528 root 1.9
1529     /* Pet (or spell) killed something. */
1530     if (owner != hitter)
1531 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1532     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1533 root 1.9 else
1534 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1535     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1536     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1537    
1538 root 1.9 /* These may have been set in the player code section above */
1539     if (!skop)
1540     skop = hitter->chosen_skill;
1541 root 1.20
1542 root 1.9 if (!skill && skop)
1543     skill = skop->skill;
1544    
1545     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1546    
1547     /* If you didn't kill yourself, and your not the wizard */
1548 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1549 root 1.9 {
1550     int exp;
1551    
1552     /* Really don't give much experience for killing other players */
1553 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1554 root 1.9 if (op->type == PLAYER)
1555     {
1556     if (battleg)
1557     {
1558     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1559     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1560 root 1.5 }
1561 root 1.9 else
1562     exp = op->stats.exp / 1000;
1563 elmex 1.1 }
1564 root 1.9 else
1565     exp = calc_skill_exp (owner, op, skop);
1566 elmex 1.1
1567 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1568     * exp by killing him
1569     */
1570     if (battleg)
1571     exp = 0;
1572 elmex 1.1
1573 root 1.9 /* Don't know why this is set this way - doesn't make
1574     * sense to just divide everything by two for no reason.
1575     */
1576 elmex 1.1
1577 root 1.9 if (!settings.simple_exp)
1578     exp = exp / 2;
1579 root 1.5
1580 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1581 root 1.23 change_exp (owner, exp, skill, 0);
1582 root 1.9 else
1583     {
1584     int shares = 0, count = 0;
1585     partylist *party = owner->contr->party;
1586 root 1.5
1587 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1588 root 1.35
1589 root 1.33 for_all_players (pl)
1590 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1591     {
1592     count++;
1593     shares += (pl->ob->level + 4);
1594     }
1595    
1596 root 1.23 if (count == 1 || shares > exp || !shares)
1597 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1598     else
1599     {
1600     int share = exp / shares, given = 0, nexp;
1601    
1602 root 1.33 for_all_players (pl)
1603 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1604     {
1605     nexp = (pl->ob->level + 4) * share;
1606     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1607     given += nexp;
1608     }
1609    
1610 root 1.9 exp -= given;
1611     /* give any remainder to the player */
1612     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1613 root 1.5 }
1614 root 1.9 } /* else part of a party */
1615     } /* end if person didn't kill himself */
1616 elmex 1.1
1617 root 1.9 if (op->type != PLAYER)
1618     {
1619     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1620     {
1621 root 1.27 object *owner1 = op->owner;
1622 elmex 1.1
1623 root 1.20 if (owner1 && owner1->type == PLAYER)
1624 root 1.9 {
1625     play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1626     /* Maybe we should include the owner that killed this, maybe not */
1627     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1628 root 1.5 }
1629 root 1.12
1630 root 1.9 remove_friendly_object (op);
1631 root 1.5 }
1632 root 1.12
1633 root 1.26 op->destroy ();
1634 elmex 1.1 }
1635 root 1.9 else
1636     {
1637 root 1.20 /* Player has been killed! */
1638 root 1.9 if (owner->type == PLAYER)
1639 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1640 root 1.9 else
1641 root 1.12 assign (op->contr->killer, hitter->name);
1642 elmex 1.1 }
1643 root 1.12
1644 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1645     * continues in the calling function.
1646     */
1647     return maxdam;
1648 elmex 1.1 }
1649    
1650     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1651     * Returns 0 this is not friendly fire
1652     */
1653 root 1.9 int
1654     friendly_fire (object *op, object *hitter)
1655     {
1656     object *owner;
1657     int friendlyfire;
1658    
1659     if (hitter->head)
1660     hitter = hitter->head;
1661    
1662     friendlyfire = 0;
1663    
1664     if (op->type == PLAYER)
1665     {
1666     if (op_on_battleground (hitter, 0, 0))
1667     return 0;
1668    
1669     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1670     return 1;
1671    
1672 root 1.27 if ((owner = hitter->owner) != NULL)
1673 root 1.9 {
1674     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1675     friendlyfire = 2;
1676     }
1677    
1678     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1679     friendlyfire = 0;
1680 elmex 1.1 }
1681 root 1.62
1682 root 1.9 return friendlyfire;
1683 elmex 1.1 }
1684    
1685     /* This isn't used just for players, but in fact most objects.
1686     * op is the object to be hit, dam is the amount of damage, hitter
1687     * is what is hitting the object, type is the attacktype, and
1688     * full_hit is set if monster area does not matter.
1689     * dam is base damage - protections/vulnerabilities/slaying matches can
1690     * modify it.
1691     */
1692 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1693     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1694 root 1.9 int
1695     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1696     {
1697     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1698     int maxattacktype, attacknum;
1699     int body_attack = op && op->head; /* Did we hit op's head? */
1700     int simple_attack;
1701     int rtn_kill = 0;
1702     int friendlyfire;
1703 elmex 1.1
1704 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1705     return 0;
1706 elmex 1.1
1707 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1708     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1709     return 0;
1710 elmex 1.1
1711 root 1.64 // only allow pk for hostile players
1712 root 1.9 if (op->type == PLAYER)
1713     {
1714 root 1.27 object *owner = hitter->owner;
1715 root 1.9
1716     if (!owner)
1717     owner = hitter;
1718 root 1.18
1719 root 1.56 if (owner->type == PLAYER
1720     && (!op_on_battleground (op, 0, 0)
1721     && (op->contr->peaceful || owner->contr->peaceful))
1722     && op != owner)
1723 root 1.18 return 0;
1724 elmex 1.1 }
1725    
1726 root 1.9 if (body_attack)
1727     {
1728     /* slow and paralyze must hit the head. But we don't want to just
1729     * return - we still need to process other attacks the spell still
1730     * might have. So just remove the paralyze and slow attacktypes,
1731     * and keep on processing if we have other attacktypes.
1732     * return if only magic or nothing is left - under normal code
1733     * we don't attack with pure magic if there is another attacktype.
1734     * Only do processing if the initial attacktype includes one of those
1735     * attack so we don't cancel out things like magic bullet.
1736     */
1737     if (type & (AT_PARALYZE | AT_SLOW))
1738     {
1739     type &= ~(AT_PARALYZE | AT_SLOW);
1740 root 1.18
1741 root 1.9 if (!type || type == AT_MAGIC)
1742     return 0;
1743 root 1.5 }
1744 elmex 1.1 }
1745    
1746 root 1.9 if (!simple_attack && op->type == DOOR)
1747     {
1748 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1749 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1750     {
1751     spring_trap (tmp, hitter);
1752 root 1.26
1753 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1754 root 1.9 return 0;
1755 root 1.26
1756 root 1.9 break;
1757     }
1758 elmex 1.1 }
1759    
1760 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1761     {
1762     /* FIXME: If a player is killed by a rune in a door, the
1763 root 1.18 * destroyed() check above doesn't return, and might get here.
1764 root 1.9 */
1765 elmex 1.54
1766     /* FIXME: This for example happens when a dead door is on a mover and
1767     gets it's speed_left raised on each mover-tick.
1768     Doors are removed in a kinda funny way by giving them speed and speed_left
1769     and waiting for that to run out.
1770     */
1771     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1772 root 1.9 return 0;
1773 elmex 1.1 }
1774    
1775     #ifdef ATTACK_DEBUG
1776 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1777 elmex 1.1 #endif
1778    
1779 root 1.9 if (magic)
1780     {
1781 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1782     * in case 0>dam>1, we try to "simulate" a float value-effect */
1783 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1784 elmex 1.1 if (dam >= 100)
1785 root 1.5 dam /= 100;
1786 elmex 1.1 else
1787 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1788 elmex 1.1 }
1789    
1790 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1791     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1792     */
1793     if (type & AT_CHAOS)
1794     {
1795     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1796     update_object (op, UP_OBJ_FACE);
1797 elmex 1.1 type &= ~AT_CHAOS;
1798     }
1799    
1800 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1801     * holyword is part of an attacktype, then make sure the creature is
1802     * a proper match, otherwise no damage.
1803     */
1804     if (type & AT_HOLYWORD)
1805     {
1806     object *god;
1807    
1808     if ((!hitter->slaying ||
1809     (!(op->race && strstr (hitter->slaying, op->race)) &&
1810     !(op->name && strstr (hitter->slaying, op->name)))) &&
1811     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1812     (hitter->title != NULL
1813 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1814 root 1.9 return 0;
1815 elmex 1.1 }
1816    
1817 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1818 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1819     {
1820     /* Magic isn't really a true attack type - it gets combined with other
1821     * attack types. As such, skip it over. However, if magic is
1822     * the only attacktype in the group, then still attack with it
1823     */
1824     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1825     continue;
1826    
1827     /* Go through and hit the player with each attacktype, one by one.
1828     * hit_player_attacktype only figures out the damage, doesn't inflict
1829     * it. It will do the appropriate action for attacktypes with
1830     * effects (slow, paralization, etc.
1831     */
1832     if (type & attacktype)
1833     {
1834     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1835     /* the >= causes us to prefer messages from special attacks, if
1836     * the damage is equal.
1837     */
1838     if (ndam >= maxdam)
1839     {
1840 root 1.5 maxdam = ndam;
1841 root 1.9 maxattacktype = 1 << attacknum;
1842 root 1.5 }
1843     }
1844 elmex 1.1 }
1845 root 1.9
1846     /* if this is friendly fire then do a set % of damage only
1847     * Note - put a check in to make sure this attack is actually
1848     * doing damage - otherwise, the +1 in the code below will make
1849     * an attack do damage before when it otherwise didn't
1850     */
1851     friendlyfire = friendly_fire (op, hitter);
1852     if (friendlyfire && maxdam)
1853     {
1854     maxdam = ((dam * settings.set_friendly_fire) / 100);
1855    
1856 elmex 1.1 #ifdef ATTACK_DEBUG
1857 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1858     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1859 elmex 1.1 #endif
1860     }
1861    
1862 root 1.9 if (!full_hit)
1863     {
1864     int area;
1865     int remainder;
1866    
1867     area = 0;
1868 root 1.68
1869     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1870 root 1.9 area++;
1871 root 1.68
1872 root 1.9 assert (area > 0);
1873    
1874     /* basically: maxdam /= area; we try to "simulate" a float
1875     value-effect */
1876     remainder = 100 * (maxdam % area) / area;
1877     maxdam /= area;
1878 root 1.47 if (rndm (100) < remainder)
1879 root 1.9 maxdam++;
1880 elmex 1.1 }
1881    
1882     #ifdef ATTACK_DEBUG
1883 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1884 elmex 1.1 #endif
1885    
1886 root 1.57 // for now, only do this for active objects, otherwise they
1887     // keep a refcount for a long time and I see no usefulness
1888     // for an non-active objetc to know its enemy.
1889     if (op->active)
1890     if (hitter->owner)
1891     op->enemy = hitter->owner;
1892     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1893     op->enemy = hitter;
1894 root 1.9
1895     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1896     {
1897     /* The unaggressives look after themselves 8) */
1898     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1899     npc_call_help (op);
1900     }
1901    
1902     if (magic && did_make_save (op, op->level, 0))
1903     maxdam = maxdam / 2;
1904    
1905     attack_message (maxdam, maxattacktype, op, hitter);
1906    
1907     op->stats.hp -= maxdam;
1908    
1909     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1910     if ((op->stats.hp >= 0) &&
1911     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1912     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1913     {
1914 elmex 1.1
1915 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1916     SET_FLAG (op, FLAG_RUN_AWAY);
1917     else
1918     scare_creature (op, hitter);
1919 elmex 1.1 }
1920    
1921 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1922     {
1923     if (maxdam)
1924     tear_down_wall (op);
1925 root 1.26
1926 root 1.9 return maxdam; /* nothing more to do for wall */
1927     }
1928 elmex 1.1
1929 root 1.9 /* See if the creature has been killed */
1930     rtn_kill = kill_object (op, maxdam, hitter, type);
1931     if (rtn_kill != -1)
1932     return rtn_kill;
1933 elmex 1.1
1934    
1935 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1936     * that before if the player was immune to ghosthit, the monster
1937     * remained - that is no longer the case.
1938     */
1939     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1940 root 1.56 hitter->destroy ();
1941 root 1.26
1942 root 1.9 /* Lets handle creatures that are splitting now */
1943     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1944     {
1945     int i;
1946     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1947     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1948 root 1.27 object *owner = op->owner;
1949 root 1.5
1950 root 1.9 if (!op->other_arch)
1951     {
1952     LOG (llevError, "SPLITTING without other_arch error.\n");
1953     return maxdam;
1954     }
1955 root 1.26
1956 root 1.25 op->remove ();
1957 root 1.26
1958 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1959     { /* This doesn't handle op->more yet */
1960     object *tmp = arch_to_object (op->other_arch);
1961     int j;
1962    
1963     tmp->stats.hp = op->stats.hp;
1964 root 1.26
1965 root 1.9 if (friendly)
1966     {
1967     add_friendly_object (tmp);
1968     tmp->attack_movement = PETMOVE;
1969 root 1.39
1970     if (owner)
1971 root 1.27 tmp->set_owner (owner);
1972 root 1.9 }
1973 root 1.26
1974 root 1.9 if (unaggressive)
1975     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1976 root 1.26
1977 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1978 root 1.26
1979 root 1.9 if (j == -1) /* No spot to put this monster */
1980 root 1.26 tmp->destroy ();
1981 root 1.9 else
1982     {
1983     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1984     insert_ob_in_map (tmp, op->map, NULL, 0);
1985     }
1986     }
1987 root 1.26
1988     op->destroy ();
1989 root 1.9 }
1990     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1991 root 1.26 hitter->destroy ();
1992    
1993 root 1.9 return maxdam;
1994     }
1995    
1996     void
1997     poison_player (object *op, object *hitter, int dam)
1998     {
1999 root 1.16 archetype *at = archetype::find ("poisoning");
2000 root 1.9 object *tmp = present_arch_in_ob (at, op);
2001 elmex 1.1
2002 root 1.9 if (tmp == NULL)
2003     {
2004     if ((tmp = arch_to_object (at)) == NULL)
2005     LOG (llevError, "Failed to clone arch poisoning.\n");
2006     else
2007     {
2008     tmp = insert_ob_in_ob (tmp, op);
2009     /* peterm: give poisoning some teeth. It should
2010     * be able to kill things better than it does:
2011     * damage should be dependent something--I choose to
2012     * do this: if it's a monster, the damage from the
2013     * poisoning goes as the level of the monster/2.
2014     * If anything else, goes as damage.
2015     */
2016    
2017     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2018     tmp->stats.dam += hitter->level / 2;
2019     else
2020     tmp->stats.dam = dam;
2021    
2022 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2023 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2024     {
2025     tmp->skill = hitter->skill;
2026     }
2027    
2028     tmp->stats.food += dam; /* more damage, longer poisoning */
2029    
2030     if (op->type == PLAYER)
2031     {
2032     /* player looses stats, maximum is -10 of each */
2033     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2034     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2035     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2036     tmp->stats.Int = MAX (-dam / 7, -10);
2037     SET_FLAG (tmp, FLAG_APPLIED);
2038 root 1.32 op->update_stats ();
2039 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2040     }
2041 root 1.63
2042 root 1.9 if (hitter->type == PLAYER)
2043     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2045 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 root 1.5 }
2047 root 1.63
2048 root 1.9 tmp->speed_left = 0;
2049     }
2050     else
2051     tmp->stats.food++;
2052     }
2053    
2054     void
2055     slow_player (object *op, object *hitter, int dam)
2056     {
2057 root 1.16 archetype *at = archetype::find ("slowness");
2058 root 1.9 object *tmp;
2059    
2060     if (at == NULL)
2061 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2062    
2063 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064     {
2065     tmp = arch_to_object (at);
2066     tmp = insert_ob_in_ob (tmp, op);
2067     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068     }
2069     else
2070     tmp->stats.food++;
2071 root 1.62
2072 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2073     tmp->speed_left = 0;
2074 root 1.32 op->update_stats ();
2075 elmex 1.1 }
2076    
2077 root 1.9 void
2078     confuse_player (object *op, object *hitter, int dam)
2079     {
2080     object *tmp;
2081     int maxduration;
2082 elmex 1.1
2083 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2084     if (!tmp)
2085     {
2086     tmp = get_archetype (FORCE_NAME);
2087     tmp = insert_ob_in_ob (tmp, op);
2088     }
2089 root 1.5
2090 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2091     * on the player's resistance
2092     */
2093     tmp->speed = 0.05;
2094     tmp->subtype = FORCE_CONFUSION;
2095     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096     tmp->name = "confusion";
2097     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098 root 1.62
2099 root 1.9 if (tmp->duration > maxduration)
2100     tmp->duration = maxduration;
2101    
2102     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104 root 1.62
2105 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2106     }
2107 root 1.5
2108 root 1.9 void
2109     blind_player (object *op, object *hitter, int dam)
2110     {
2111     object *tmp, *owner;
2112 root 1.5
2113 root 1.9 /* Save some work if we know it isn't going to affect the player */
2114     if (op->resist[ATNR_BLIND] == 100)
2115     return;
2116 root 1.5
2117 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2118     if (!tmp)
2119     {
2120     tmp = get_archetype ("blindness");
2121     SET_FLAG (tmp, FLAG_BLIND);
2122     SET_FLAG (tmp, FLAG_APPLIED);
2123 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2124     * speed is a float anyways.
2125     */
2126 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2127 elmex 1.1
2128 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2129     change_abil (op, tmp); /* Mostly to display any messages */
2130 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2131 elmex 1.1
2132 root 1.9 if (hitter->owner)
2133 root 1.27 owner = hitter->owner;
2134 root 1.9 else
2135     owner = hitter;
2136 elmex 1.1
2137 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2138     }
2139     tmp->stats.food += dam;
2140     if (tmp->stats.food > 10)
2141     tmp->stats.food = 10;
2142 elmex 1.1 }
2143    
2144 root 1.9 void
2145     paralyze_player (object *op, object *hitter, int dam)
2146 elmex 1.1 {
2147 root 1.9 float effect, max;
2148    
2149     /* object *tmp; */
2150 elmex 1.1
2151 root 1.9 /* This is strange stuff... someone knows for what this is
2152     * written? Well, i think this can and should be removed
2153     */
2154 elmex 1.1
2155 root 1.9 /*
2156     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2157     tmp=clone_arch(PARAIMAGE);
2158     tmp->x=op->x,tmp->y=op->y;
2159     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160     }
2161     */
2162 elmex 1.1
2163 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2164     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2165 elmex 1.1
2166 root 1.9 if (effect == 0)
2167     return;
2168 elmex 1.1
2169 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2170     /* tmp->stats.food+=(signed short) effect/op->speed; */
2171 elmex 1.1
2172 root 1.9 /* max number of ticks to be affected for. */
2173     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2174     if (op->speed_left < -(FABS (op->speed) * max))
2175     op->speed_left = (float) -(FABS (op->speed) * max);
2176 elmex 1.1
2177     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2178     }
2179    
2180     /* Attempts to kill 'op'. hitter is the attack object, dam is
2181     * the computed damaged.
2182     */
2183 root 1.9 void
2184     deathstrike_player (object *op, object *hitter, int *dam)
2185 elmex 1.1 {
2186 root 1.9 /* The intention of a death attack is to kill outright things
2187     ** that are a lot weaker than the attacker, have a chance of killing
2188     ** things somewhat weaker than the caster, and no chance of
2189     ** killing something equal or stronger than the attacker.
2190     ** Also, if a deathstrike attack has a slaying, any monster
2191     ** whose name or race matches a comma-delimited list in the slaying
2192     ** field of the deathstriking object */
2193    
2194     int atk_lev, def_lev, kill_lev;
2195    
2196     if (hitter->slaying)
2197 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2198 root 1.9 return;
2199    
2200     def_lev = op->level;
2201     if (def_lev < 1)
2202     {
2203 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2204 root 1.9 def_lev = 1;
2205     }
2206 root 1.52
2207 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2209     atk_lev, def_lev); */
2210    
2211     if (atk_lev >= def_lev)
2212     {
2213     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2214    
2215     /* Note that the below effectively means the ratio of the atk vs
2216     * defener level is important - if level 52 character has very little
2217     * chance of killing a level 50 monster. This should probably be
2218     * redone.
2219     */
2220     if (kill_lev >= def_lev)
2221     {
2222     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2223     /* I think this doesn't really do much. Because of
2224     * integer rounding, this only makes any difference if the
2225     * attack level is double the defender level.
2226     */
2227     *dam *= kill_lev / def_lev;
2228 root 1.5 }
2229 root 1.9 }
2230     else
2231 root 1.52 *dam = 0; /* no harm done */
2232 elmex 1.1 }
2233    
2234     /* thrown_item_effect() - handles any special effects of thrown
2235     * items (like attacking living creatures--a potion thrown at a
2236     * monster).
2237     */
2238 root 1.9 static void
2239     thrown_item_effect (object *hitter, object *victim)
2240 elmex 1.1 {
2241 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242     {
2243     /* May not need a switch for just 2 types, but this makes it
2244     * easier for expansion.
2245     */
2246     switch (hitter->type)
2247     {
2248 root 1.5 case POTION:
2249 root 1.9 /* should player get a save throw instead of checking magic protection? */
2250     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2251     (void) apply_potion (victim, hitter);
2252     break;
2253    
2254     case POISON: /* poison drinks */
2255     /* As with potions, should monster get a save? */
2256     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2257     apply_poison (victim, hitter);
2258     break;
2259    
2260     /* Removed case statements that did nothing.
2261     * food may be poisonous, but monster must be willing to eat it,
2262     * so we don't handle it here.
2263     * Containers should perhaps break open, but that code was disabled.
2264     */
2265 root 1.5 }
2266 elmex 1.1 }
2267     }
2268    
2269     /* adj_attackroll() - adjustments to attacks by various conditions */
2270 root 1.9 int
2271     adj_attackroll (object *hitter, object *target)
2272     {
2273 elmex 1.1 object *attacker = hitter;
2274 root 1.9 int adjust = 0;
2275 elmex 1.1
2276     /* safety */
2277 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2278     {
2279     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2280     return 0;
2281     }
2282 elmex 1.1
2283     /* aimed missiles use the owning object's sight */
2284 root 1.9 if (is_aimed_missile (hitter))
2285     {
2286 root 1.27 if ((attacker = hitter->owner) == NULL)
2287 root 1.9 attacker = hitter;
2288     /* A player who saves but hasn't quit still could have objects
2289     * owned by him - need to handle that case to avoid crashes.
2290     */
2291     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2292     attacker = hitter;
2293     }
2294     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2295 elmex 1.1 return 0;
2296    
2297 root 1.9 /* determine the condtions under which we make an attack.
2298     * Add more cases, as the need occurs. */
2299 elmex 1.1
2300 root 1.9 if (!can_see_enemy (attacker, target))
2301     {
2302     /* target is unseen */
2303     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2304     adjust -= 10;
2305     /* dark map penalty for the hitter (lacks infravision if we got here). */
2306     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2307     adjust -= target->map->darkness;
2308     }
2309 elmex 1.1
2310 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2311 elmex 1.1 adjust -= 3;
2312    
2313 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2314 elmex 1.1 adjust += 1;
2315    
2316 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2317 elmex 1.1 adjust += 1;
2318    
2319 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2320 elmex 1.1 adjust -= 3;
2321    
2322     /* if we attack at a different 'altitude' its harder */
2323 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2324 elmex 1.1 adjust -= 2;
2325    
2326     #if 0
2327     /* slower attacks are less likely to succeed. We should use a
2328     * comparison between attacker/target speeds BUT, players have
2329     * a generally faster speed, so this will wind up being a HUGE
2330     * disadantage for the monsters! Too bad, because missiles which
2331     * fly fast should have a better chance of hitting a slower target.
2332     */
2333 root 1.9 if (hitter->speed < target->speed)
2334     adjust += ((float) hitter->speed - target->speed);
2335 elmex 1.1 #endif
2336    
2337     #if 0
2338 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2339 elmex 1.1 #endif
2340    
2341     return adjust;
2342 root 1.9 }
2343 elmex 1.1
2344     /* determine if the object is an 'aimed' missile */
2345 root 1.9 int
2346     is_aimed_missile (object *op)
2347     {
2348 elmex 1.1
2349 root 1.9 /* I broke what used to be one big if into a few nested
2350     * ones so that figuring out the logic is at least possible.
2351     */
2352     if (op && (op->move_type & MOVE_FLYING))
2353 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2354     return 1;
2355     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2356     return 1;
2357 root 1.53
2358 root 1.9 return 0;
2359     }