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/cvs/deliantra/server/server/attack.C
Revision: 1.73
Committed: Thu Jul 26 00:38:33 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +3 -3 lines
Log Message:
more work better says groz

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 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
622 root 1.9 else if (dam < 20)
623 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
624 root 1.9 else
625 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
626 root 1.5 }
627     }
628 root 1.72
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 root 1.73 hitter->contr->play_sound (sound_find ("player_hits1"));
639 root 1.9 else if (dam < 20)
640 root 1.73 hitter->contr->play_sound (sound_find ("player_hits2"));
641 root 1.9 else
642 root 1.73 hitter->contr->play_sound (sound_find ("player_hits3"));
643 root 1.5 }
644 root 1.72
645 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
646     }
647 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
648 root 1.9 {
649 elmex 1.1 /* look for stacked spells and start reducing the message chances */
650 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
651     {
652     i = 4;
653     map = hitter->map;
654     if (out_of_map (map, hitter->x, hitter->y))
655     return;
656 root 1.53
657 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 root 1.9 if (next)
659     while (next)
660     {
661     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
662     i *= 3;
663 root 1.72
664 root 1.9 tmp = next;
665     next = tmp->above;
666     }
667 root 1.53
668 root 1.9 if (i < 0)
669 root 1.5 return;
670 root 1.53
671 root 1.9 if (rndm (0, i) != 0)
672     return;
673     }
674     else if (rndm (0, 5) != 0)
675     return;
676 root 1.53
677 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
678 root 1.72 op->play_sound (sound_find ("player_hits4"));
679 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
680 elmex 1.1 }
681     }
682    
683    
684 root 1.9 static int
685     get_attack_mode (object **target, object **hitter, int *simple_attack)
686 elmex 1.1 {
687 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
688     {
689     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
690     return 1;
691 elmex 1.1 }
692 root 1.9 if ((*target)->head)
693     *target = (*target)->head;
694     if ((*hitter)->head)
695     *hitter = (*hitter)->head;
696     if ((*hitter)->env != NULL || (*target)->env != NULL)
697     {
698     *simple_attack = 1;
699     return 0;
700 elmex 1.1 }
701 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
702     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
703 elmex 1.1 {
704 root 1.67 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
705 root 1.9 return 1;
706 elmex 1.1 }
707 root 1.9 *simple_attack = 0;
708     return 0;
709 elmex 1.1 }
710    
711 root 1.9 static int
712     abort_attack (object *target, object *hitter, int simple_attack)
713 elmex 1.1 {
714 root 1.9
715 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
716     * determined by get_attack_mode(). Returns true if the relation has changed.
717     */
718 root 1.9 int new_mode;
719 elmex 1.1
720 root 1.9 if (hitter->env == target || target->env == hitter)
721     new_mode = 1;
722     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
723     return 1;
724     else
725     new_mode = 0;
726     return new_mode != simple_attack;
727 elmex 1.1 }
728    
729     static void thrown_item_effect (object *, object *);
730    
731 root 1.9 static int
732     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
733 elmex 1.1 {
734 root 1.9 int simple_attack, roll, dam = 0;
735     uint32 type;
736     shstr op_name;
737    
738     if (get_attack_mode (&op, &hitter, &simple_attack))
739     goto error;
740    
741     if (hitter->current_weapon)
742     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
743     return RESULT_INT (0);
744    
745     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
746     return RESULT_INT (0);
747 elmex 1.1
748 root 1.9 /*
749     * A little check to make it more difficult to dance forward and back
750     * to avoid ever being hit by monsters.
751     */
752 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
753 root 1.9 {
754     /* Decrease speed BEFORE calling process_object. Otherwise, an
755     * infinite loop occurs, with process_object calling move_monster,
756     * which then gets here again. By decreasing the speed before
757     * we call process_object, the 'if' statement above will fail.
758     */
759 root 1.65 --op->speed_left;
760 root 1.9 process_object (op);
761 root 1.26
762 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
763 elmex 1.1 goto error;
764 root 1.9 }
765 elmex 1.1
766 root 1.9 op_name = op->name;
767 root 1.3
768 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
769 elmex 1.1
770 root 1.9 /* Adjust roll for various situations. */
771     if (!simple_attack)
772     roll += adj_attackroll (hitter, op);
773 elmex 1.1
774 root 1.9 /* See if we hit the creature */
775     if (roll == 20 || op->stats.ac >= base_wc - roll)
776     {
777     int hitdam = base_dam;
778    
779     if (!simple_attack)
780 elmex 1.1 {
781 root 1.9 /* If you hit something, the victim should *always* wake up.
782     * Before, invisible hitters could avoid doing this.
783     * -b.t. */
784     if (QUERY_FLAG (op, FLAG_SLEEP))
785     CLEAR_FLAG (op, FLAG_SLEEP);
786    
787     /* If the victim can't see the attacker, it may alert others
788     * for help. */
789 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
790 root 1.9 npc_call_help (op);
791    
792     /* if you were hidden and hit by a creature, you are discovered */
793     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
794     {
795     make_visible (op);
796 root 1.59
797 root 1.9 if (op->type == PLAYER)
798     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
799     }
800    
801     /* thrown items (hitter) will have various effects
802     * when they hit the victim. For things like thrown daggers,
803     * this sets 'hitter' to the actual dagger, and not the
804     * wrapper object.
805     */
806     thrown_item_effect (hitter, op);
807 root 1.26
808 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
809 root 1.9 goto leave;
810     }
811    
812     /* Need to do at least 1 damage, otherwise there is no point
813     * to go further and it will cause FPE's below.
814     */
815     if (hitdam <= 0)
816     hitdam = 1;
817 elmex 1.1
818 root 1.9 type = hitter->attacktype;
819 root 1.18
820 root 1.9 if (!type)
821     type = AT_PHYSICAL;
822 root 1.18
823 root 1.9 /* Handle monsters that hit back */
824     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
825     {
826     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
827     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
828 root 1.18
829 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
830 root 1.18
831     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
832 root 1.5 goto leave;
833 root 1.9 }
834 elmex 1.1
835 root 1.9 /* In the new attack code, it should handle multiple attack
836     * types in its area, so remove it from here.
837     */
838     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
839 root 1.18
840     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
841 root 1.9 goto leave;
842     } /* end of if hitter hit op */
843     /* if we missed, dam=0 */
844    
845     /*attack_message(dam, type, op, hitter); */
846 elmex 1.1
847 root 1.9 goto leave;
848 elmex 1.1
849 root 1.9 error:
850     dam = 1;
851 elmex 1.1
852 root 1.9 leave:
853 elmex 1.1
854 root 1.9 return dam;
855 elmex 1.1 }
856    
857 root 1.9 int
858     attack_ob (object *op, object *hitter)
859 elmex 1.1 {
860 root 1.58 hitter = hitter->head_ ();
861 elmex 1.1
862 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
863 elmex 1.1 }
864    
865     /* op is the arrow, tmp is what is stopping the arrow.
866     *
867     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
868     */
869 root 1.9 static int
870     stick_arrow (object *op, object *tmp)
871 elmex 1.1 {
872 root 1.9 /* If the missile hit a player, we insert it in their inventory.
873     * However, if the missile is heavy, we don't do so (assume it falls
874     * to the ground after a hit). What a good value for this is up to
875     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
876     * stick around.
877     */
878     if (op->weight <= 5000 && tmp->stats.hp >= 0)
879     {
880 root 1.59 tmp = tmp->head_ ();
881 root 1.10
882 root 1.25 op->remove ();
883 root 1.9 op = insert_ob_in_ob (op, tmp);
884 root 1.10
885 root 1.9 if (tmp->type == PLAYER)
886     esrv_send_item (tmp, op);
887 root 1.10
888 root 1.9 return 1;
889     }
890     else
891     return 0;
892 elmex 1.1 }
893    
894     /* hit_with_arrow() disassembles the missile, attacks the victim and
895     * reassembles the missile.
896     *
897     * It returns a pointer to the reassembled missile, or NULL if the missile
898     * isn't available anymore.
899     */
900 root 1.9 object *
901     hit_with_arrow (object *op, object *victim)
902 elmex 1.1 {
903 root 1.9 object *container, *hitter;
904     int hit_something = 0;
905    
906     /* Disassemble missile */
907     if (op->inv)
908     {
909     container = op;
910     hitter = op->inv;
911 root 1.25 hitter->remove ();
912 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
913     /* Note that we now have an empty THROWN_OBJ on the map. Code that
914     * might be called until this THROWN_OBJ is either reassembled or
915     * removed at the end of this function must be able to deal with empty
916     * THROWN_OBJs. */
917     }
918     else
919     {
920 root 1.21 container = 0;
921 root 1.9 hitter = op;
922     }
923    
924     /* Try to hit victim */
925     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
926    
927     /* Arrow attacks door, rune of summoning is triggered, demon is put on
928     * arrow, move_apply() calls this function, arrow sticks in demon,
929     * attack_ob_simple() returns, and we've got an arrow that still exists
930     * but is no longer on the map. Ugh. (Beware: Such things can happen at
931     * other places as well!)
932     */
933 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
934 root 1.9 {
935     if (container)
936     {
937 root 1.25 container->remove ();
938 root 1.26 container->destroy ();
939 elmex 1.1 }
940 root 1.21
941     return 0;
942 elmex 1.1 }
943    
944 root 1.9 /* Missile hit victim */
945     /* if the speed is > 10, then this is a fast moving arrow, we go straight
946     * through the target
947     */
948     if (hit_something && op->speed <= 10.0)
949     {
950     /* Stop arrow */
951 root 1.21 if (!container)
952 root 1.9 {
953     hitter = fix_stopped_arrow (hitter);
954 root 1.21 if (!hitter)
955     return 0;
956 root 1.9 }
957     else
958 root 1.26 container->destroy ();
959 elmex 1.1
960 root 1.9 /* Try to stick arrow into victim */
961 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
962 root 1.21 return 0;
963 root 1.9
964     /* Else try to put arrow on victim's map square
965     * remove check for P_WALL here. If the arrow got to this
966     * space, that is good enough - with the new movement code,
967     * there is now the potential for lots of spaces where something
968     * can fly over but not otherwise move over. What is the correct
969     * way to handle those otherwise?
970     */
971 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
972 root 1.9 {
973 root 1.25 hitter->remove ();
974 root 1.21 hitter->x = victim->x;
975     hitter->y = victim->y;
976 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
977 elmex 1.1 }
978 root 1.9 else
979 root 1.21 /* Else leave arrow where it is */
980     merge_ob (hitter, NULL);
981    
982     return 0;
983 elmex 1.1 }
984    
985 root 1.9 if (hit_something && op->speed >= 10.0)
986     op->speed -= 1.0;
987 elmex 1.1
988 root 1.9 /* Missile missed victim - reassemble missile */
989     if (container)
990     {
991 root 1.25 hitter->remove ();
992 root 1.9 insert_ob_in_ob (hitter, container);
993 elmex 1.1 }
994 root 1.21
995 root 1.9 return op;
996 elmex 1.1 }
997    
998 root 1.9 void
999     tear_down_wall (object *op)
1000 elmex 1.1 {
1001 root 1.9 int perc = 0;
1002 elmex 1.1
1003 root 1.9 if (!op->stats.maxhp)
1004     {
1005     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1006     perc = 1;
1007 elmex 1.1 }
1008 root 1.9 else if (!GET_ANIM_ID (op))
1009     {
1010     /* Object has been called - no animations, so remove it */
1011     if (op->stats.hp < 0)
1012 root 1.26 op->destroy ();
1013    
1014 root 1.9 return; /* no animations, so nothing more to do */
1015     }
1016 root 1.26
1017 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1018 root 1.26
1019 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1020     perc = NUM_ANIMATIONS (op) - 1;
1021     else if (perc < 1)
1022     perc = 1;
1023 root 1.26
1024 root 1.9 SET_ANIMATION (op, perc);
1025     update_object (op, UP_OBJ_FACE);
1026 root 1.26
1027 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1028     { /* Reached the last animation */
1029     if (op->face == blank_face)
1030 root 1.26 /* If the last face is blank, remove the ob */
1031     op->destroy ();
1032 root 1.9 else
1033     { /* The last face was not blank, leave an image */
1034     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1035     update_all_los (op->map, op->x, op->y);
1036     op->move_block = 0;
1037     CLEAR_FLAG (op, FLAG_ALIVE);
1038 root 1.5 }
1039 elmex 1.1 }
1040     }
1041    
1042 root 1.9 void
1043     scare_creature (object *target, object *hitter)
1044 elmex 1.1 {
1045 root 1.27 object *owner = hitter->owner;
1046 elmex 1.1
1047 root 1.9 if (!owner)
1048     owner = hitter;
1049 elmex 1.1
1050 root 1.9 SET_FLAG (target, FLAG_SCARED);
1051     if (!target->enemy)
1052     target->enemy = owner;
1053 elmex 1.1 }
1054    
1055     /* This returns the amount of damage hitter does to op with the
1056     * appropriate attacktype. Only 1 attacktype should be set at a time.
1057     * This doesn't damage the player, but returns how much it should
1058     * take. However, it will do other effects (paralyzation, slow, etc.)
1059     * Note - changed for PR code - we now pass the attack number and not
1060     * the attacktype. Makes it easier for the PR code. */
1061 root 1.9 int
1062     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1063     {
1064     int doesnt_slay = 1;
1065    
1066     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1067     if (attacknum >= NROFATTACKS)
1068     {
1069     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1070     return 0;
1071 elmex 1.1 }
1072 root 1.9
1073     if (dam < 0)
1074     {
1075 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1076     dam, hitter->debug_desc (), op->debug_desc ());
1077 root 1.9 return 0;
1078 elmex 1.1 }
1079 root 1.9
1080     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1081     * people can't mess with that or it otherwise get confused. */
1082     if (attacknum == ATNR_INTERNAL)
1083     return dam;
1084    
1085     if (hitter->slaying)
1086     {
1087 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1088 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1089 root 1.9 {
1090     doesnt_slay = 0;
1091     dam *= 3;
1092     }
1093 elmex 1.1 }
1094    
1095 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1096     if (op->resist[attacknum])
1097     {
1098 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1099     * in case 0>dam>1, we try to "simulate" a float value-effect */
1100 root 1.9 dam *= (100 - op->resist[attacknum]);
1101     if (dam >= 100)
1102     dam /= 100;
1103 elmex 1.1 else
1104 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1105 elmex 1.1 }
1106    
1107 root 1.9 /* Special hack. By default, if immune to something, you
1108     * shouldn't need to worry. However, acid is an exception, since
1109     * it can still damage your items. Only include attacktypes if
1110     * special processing is needed */
1111    
1112 root 1.59 if (op->resist[attacknum] >= 100
1113     && doesnt_slay
1114     && attacknum != ATNR_ACID)
1115 root 1.9 return 0;
1116    
1117     /* Keep this in order - makes things easier to find */
1118    
1119     switch (attacknum)
1120     {
1121 root 1.40 case ATNR_PHYSICAL:
1122     /* here also check for diseases */
1123     check_physically_infect (op, hitter);
1124     break;
1125    
1126     /* Don't need to do anything for:
1127     magic,
1128     fire,
1129     electricity,
1130     cold */
1131    
1132     case ATNR_CONFUSION:
1133     case ATNR_POISON:
1134     case ATNR_SLOW:
1135     case ATNR_PARALYZE:
1136     case ATNR_FEAR:
1137     case ATNR_CANCELLATION:
1138     case ATNR_DEPLETE:
1139     case ATNR_BLIND:
1140     {
1141     /* chance for inflicting a special attack depends on the
1142     * difference between attacker's and defender's level
1143     */
1144     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1145    
1146     /* First, only creatures/players with speed can be affected.
1147     * Second, just getting hit doesn't mean it always affects
1148     * you. Third, you still get a saving through against the
1149     * effect.
1150     */
1151     if (op->speed &&
1152     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1153     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1154     {
1155 root 1.5
1156 root 1.40 /* Player has been hit by something */
1157     if (attacknum == ATNR_CONFUSION)
1158     confuse_player (op, hitter, dam);
1159     else if (attacknum == ATNR_POISON)
1160     poison_player (op, hitter, dam);
1161     else if (attacknum == ATNR_SLOW)
1162     slow_player (op, hitter, dam);
1163     else if (attacknum == ATNR_PARALYZE)
1164     paralyze_player (op, hitter, dam);
1165     else if (attacknum == ATNR_FEAR)
1166     scare_creature (op, hitter);
1167     else if (attacknum == ATNR_CANCELLATION)
1168     cancellation (op);
1169     else if (attacknum == ATNR_DEPLETE)
1170     op->drain_stat ();
1171     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1172     blind_player (op, hitter, dam);
1173     }
1174 root 1.59
1175 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1176     }
1177     break;
1178 root 1.44
1179 root 1.40 case ATNR_ACID:
1180     {
1181     int flag = 0;
1182 root 1.9
1183 root 1.40 /* Items only get corroded if you're not on a battleground and
1184     * if your acid resistance is below 50%. */
1185     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1186     {
1187 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1188 root 1.40 {
1189     if (tmp->invisible)
1190     continue;
1191     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1192 root 1.44 /* >= 10% acid res. on items will protect these */
1193 root 1.40 continue;
1194 root 1.49 if (!(tmp->materials & M_IRON))
1195 root 1.40 continue;
1196     if (tmp->magic < -4) /* Let's stop at -5 */
1197     continue;
1198 root 1.44 if (tmp->type == RING
1199     /* removed boots and gloves from exclusion list in PR */
1200     || tmp->type == GIRDLE
1201     || tmp->type == AMULET
1202     || tmp->type == WAND
1203     || tmp->type == ROD
1204     || tmp->type == HORN)
1205 root 1.40 continue; /* To avoid some strange effects */
1206    
1207     /* High damage acid has better chance of corroding
1208     objects */
1209     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1210     {
1211     if (op->type == PLAYER)
1212     /* Make this more visible */
1213     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1214     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1215     flag = 1;
1216     tmp->magic--;
1217     if (op->type == PLAYER)
1218     esrv_send_item (op, tmp);
1219     }
1220     }
1221 root 1.44
1222 root 1.40 if (flag)
1223     op->update_stats (); /* Something was corroded */
1224     }
1225     }
1226     break;
1227 root 1.44
1228 root 1.40 case ATNR_DRAIN:
1229     {
1230     /* rate is the proportion of exp drained. High rate means
1231     * not much is drained, low rate means a lot is drained.
1232     */
1233     int rate;
1234 root 1.9
1235 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1236     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1237     else
1238     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1239 root 1.9
1240 root 1.40 if (op->stats.exp <= rate)
1241     {
1242     if (op->type == GOLEM)
1243     dam = 999; /* Its force is "sucked" away. 8) */
1244     else
1245     /* If we can't drain, lets try to do physical damage */
1246     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1247     }
1248     else
1249     {
1250     /* Randomly give the hitter some hp */
1251     if (hitter->stats.hp < hitter->stats.maxhp &&
1252     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1253     hitter->stats.hp++;
1254    
1255     /* Can't do drains on battleground spaces.
1256     * Move the wiz check up here - before, the hitter wouldn't gain exp
1257     * exp, but the wiz would still lose exp! If drainee is a wiz,
1258     * nothing happens.
1259     * Try to credit the owner. We try to display player -> player drain
1260     * attacks, hence all the != PLAYER checks.
1261     */
1262 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1263 root 1.40 {
1264     object *owner = hitter->owner;
1265 root 1.9
1266 root 1.40 if (owner && owner != hitter)
1267     {
1268     if (op->type != PLAYER || owner->type != PLAYER)
1269     change_exp (owner, op->stats.exp / (rate * 2),
1270     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1271     }
1272     else if (op->type != PLAYER || hitter->type != PLAYER)
1273 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1274     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1275    
1276 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1277     }
1278 root 1.44
1279 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1280     * drain attack, you won't know that you are actually sucking out EXP,
1281     * as the messages will say you missed
1282     */
1283     }
1284     }
1285     break;
1286 root 1.44
1287 root 1.40 case ATNR_TURN_UNDEAD:
1288     {
1289     if (QUERY_FLAG (op, FLAG_UNDEAD))
1290     {
1291     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1292     object *god = find_god (determine_god (owner));
1293     int div = 1;
1294    
1295     /* if undead are not an enemy of your god, you turn them
1296     * at half strength */
1297 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1298 root 1.40 div = 2;
1299 root 1.59
1300 root 1.40 /* Give a bonus if you resist turn undead */
1301     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1302     scare_creature (op, owner);
1303     }
1304     else
1305     dam = 0; /* don't damage non undead - should we damage
1306     undead? */
1307     }
1308     break;
1309 root 1.44
1310 root 1.40 case ATNR_DEATH:
1311     deathstrike_player (op, hitter, &dam);
1312     break;
1313 root 1.44
1314 root 1.40 case ATNR_CHAOS:
1315 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1316 root 1.40 dam = 0;
1317     break;
1318 root 1.44
1319 root 1.40 case ATNR_COUNTERSPELL:
1320 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1321 root 1.40 dam = 0;
1322     /* This should never happen. Counterspell is handled
1323     * seperately and filtered out. If this does happen,
1324     * Counterspell has no effect on anything but spells, so it
1325     * does no damage. */
1326     break;
1327 root 1.44
1328 root 1.40 case ATNR_HOLYWORD:
1329     {
1330     /* This has already been handled by hit_player,
1331     * no need to check twice -- DAMN */
1332     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1333    
1334     /* As with turn undead above, give a bonus on the saving throw */
1335     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1336     scare_creature (op, owner);
1337     }
1338     break;
1339 root 1.44
1340 root 1.40 case ATNR_LIFE_STEALING:
1341     {
1342     int new_hp;
1343    
1344     /* this is replacement to drain for players, instead of taking
1345     * exp it takes hp. It is geared for players, probably not
1346     * much use giving it to monsters
1347     *
1348     * life stealing doesn't do a lot of damage, but it gives the
1349     * damage it does do to the player. Given that,
1350     * it only does 1/10'th normal damage (hence the divide by
1351     * 1000).
1352     */
1353     /* You can't steal life from something undead */
1354     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1355     return 0;
1356 root 1.44
1357 root 1.40 /* If drain protection is higher than life stealing, use that */
1358     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1359     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1360     else
1361     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1362 root 1.44
1363 root 1.40 /* You die at -1 hp, not zero. */
1364     if (dam > (op->stats.hp + 1))
1365     dam = op->stats.hp + 1;
1366 root 1.44
1367 root 1.40 new_hp = hitter->stats.hp + dam;
1368     if (new_hp > hitter->stats.maxhp)
1369     new_hp = hitter->stats.maxhp;
1370 root 1.44
1371 root 1.40 if (new_hp > hitter->stats.hp)
1372     hitter->stats.hp = new_hp;
1373     }
1374 elmex 1.1 }
1375 root 1.40
1376 root 1.9 return dam;
1377 elmex 1.1 }
1378    
1379     /* GROS: This code comes from hit_player. It has been made external to
1380     * allow script procedures to "kill" objects in a combat-like fashion.
1381     * It was initially used by (kill-object) developed for the Collector's
1382     * Sword. Note that nothing has been changed from the original version
1383     * of the following code.
1384     * op is what is being killed.
1385     * dam is the damage done to it.
1386     * hitter is what is hitting it.
1387     * type is the attacktype.
1388     *
1389     * This function was a bit of a mess with hitter getting changed,
1390     * values being stored away but not used, etc. I've cleaned it up
1391     * a bit - I think it should be functionally equivalant.
1392     * MSW 2002-07-17
1393     */
1394 root 1.9 int
1395     kill_object (object *op, int dam, object *hitter, int type)
1396 elmex 1.1 {
1397 root 1.9 char buf[MAX_BUF];
1398     const char *skill;
1399     int maxdam = 0;
1400     int battleg = 0; /* true if op standing on battleground */
1401     int pk = 0; /* true if op and what controls hitter are both players */
1402 root 1.61 object *owner = 0;
1403     object *skop = 0;
1404 elmex 1.1
1405 root 1.9 if (op->stats.hp >= 0)
1406     return -1;
1407    
1408     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1409     return 0;
1410    
1411     /* maxdam needs to be the amount of damage it took to kill
1412     * this creature. The function(s) that call us have already
1413     * adjusted the creatures HP total, so that is negative.
1414     */
1415     maxdam = dam + op->stats.hp + 1;
1416    
1417     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1418     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1419    
1420     if (op->type == DOOR)
1421     {
1422 root 1.63 op->set_speed (0.1f);
1423     op->speed_left = -0.05f;
1424 root 1.9 return maxdam;
1425     }
1426 root 1.20
1427 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1428     {
1429 root 1.26 op->destroy ();
1430 root 1.9 return maxdam;
1431     }
1432    
1433     /* Now lets start dealing with experience we get for killing something */
1434    
1435 root 1.27 owner = hitter->owner;
1436 root 1.20 if (!owner)
1437 root 1.9 owner = hitter;
1438    
1439     /* is the victim (op) standing on battleground? */
1440     if (op_on_battleground (op, NULL, NULL))
1441     battleg = 1;
1442    
1443     /* is this player killing? */
1444     if (op->type == PLAYER && owner->type == PLAYER)
1445     pk = 1;
1446    
1447     /* Player killed something */
1448     if (owner->type == PLAYER)
1449     {
1450     Log_Kill (owner->name,
1451     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1452    
1453     /* Log players killing other players - makes it easier to detect
1454     * and filter out malicious player killers - that is why the
1455     * ip address is included.
1456     */
1457     if (op->type == PLAYER && !battleg)
1458     {
1459     time_t t = time (NULL);
1460     struct tm *tmv;
1461     char buf[256];
1462    
1463     tmv = localtime (&t);
1464     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1465    
1466 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1467 root 1.9 }
1468    
1469     /* try to filter some things out - basically, if you are
1470     * killing a level 1 creature and your level 20, you
1471     * probably don't want to see that.
1472     */
1473     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1474     {
1475     if (owner != hitter)
1476 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1477 root 1.9 else
1478 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1479    
1480 root 1.9 /* Only play sounds for melee kills */
1481     if (hitter->type == PLAYER)
1482 root 1.72 owner->play_sound (sound_find ("player_kills"));
1483 root 1.9 }
1484    
1485     /* If a player kills another player, not on
1486     * battleground, the "killer" looses 1 luck. Since this is
1487     * not reversible, it's actually quite a pain IMHO. -AV
1488     * Fix bug in that we were changing the luck of the hitter, not
1489     * player that the object belonged to - so if you killed another player
1490     * with spells, pets, whatever, there was no penalty.
1491     * Changed to make luck penalty configurable in settings.
1492     */
1493     if (op->type == PLAYER && owner != op && !battleg)
1494 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1495 root 1.9
1496     /* This code below deals with finding the appropriate skill
1497 root 1.61 * to credit exp to. This is a bit problematic - we should
1498 root 1.9 * probably never really have to look at current_weapon->skill
1499     */
1500 root 1.20 skill = 0;
1501    
1502 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1503     skill = hitter->skill;
1504     else if (owner->chosen_skill)
1505     {
1506 root 1.61 skop = owner->chosen_skill;
1507     skill = skop->skill;
1508 root 1.9 }
1509     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1510     skill = owner->current_weapon->skill;
1511     else
1512     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1513 elmex 1.1
1514 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1515 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1516 root 1.9 */
1517     if ((!skop || skop->type != SKILL) && skill)
1518     {
1519     int i;
1520 elmex 1.1
1521 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1522     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1523     {
1524     skop = owner->contr->last_skill_ob[i];
1525     break;
1526     }
1527 root 1.5 }
1528 root 1.9 } /* Was it a player that hit somethign */
1529     else
1530 root 1.20 skill = 0;
1531 root 1.9
1532     /* Pet (or spell) killed something. */
1533     if (owner != hitter)
1534 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1535     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536 root 1.9 else
1537 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1538     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1539     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1540    
1541 root 1.9 /* These may have been set in the player code section above */
1542     if (!skop)
1543     skop = hitter->chosen_skill;
1544 root 1.20
1545 root 1.9 if (!skill && skop)
1546     skill = skop->skill;
1547    
1548     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1549    
1550     /* If you didn't kill yourself, and your not the wizard */
1551 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1552 root 1.9 {
1553     int exp;
1554    
1555     /* Really don't give much experience for killing other players */
1556 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1557 root 1.9 if (op->type == PLAYER)
1558     {
1559     if (battleg)
1560     {
1561     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1562     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1563 root 1.5 }
1564 root 1.9 else
1565     exp = op->stats.exp / 1000;
1566 elmex 1.1 }
1567 root 1.9 else
1568     exp = calc_skill_exp (owner, op, skop);
1569 elmex 1.1
1570 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1571     * exp by killing him
1572     */
1573     if (battleg)
1574     exp = 0;
1575 elmex 1.1
1576 root 1.9 /* Don't know why this is set this way - doesn't make
1577     * sense to just divide everything by two for no reason.
1578     */
1579 elmex 1.1
1580 root 1.9 if (!settings.simple_exp)
1581     exp = exp / 2;
1582 root 1.5
1583 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1584 root 1.23 change_exp (owner, exp, skill, 0);
1585 root 1.9 else
1586     {
1587     int shares = 0, count = 0;
1588     partylist *party = owner->contr->party;
1589 root 1.5
1590 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1591 root 1.35
1592 root 1.33 for_all_players (pl)
1593 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594     {
1595     count++;
1596     shares += (pl->ob->level + 4);
1597     }
1598    
1599 root 1.23 if (count == 1 || shares > exp || !shares)
1600 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1601     else
1602     {
1603     int share = exp / shares, given = 0, nexp;
1604    
1605 root 1.33 for_all_players (pl)
1606 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1607     {
1608     nexp = (pl->ob->level + 4) * share;
1609     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1610     given += nexp;
1611     }
1612    
1613 root 1.9 exp -= given;
1614     /* give any remainder to the player */
1615     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1616 root 1.5 }
1617 root 1.9 } /* else part of a party */
1618     } /* end if person didn't kill himself */
1619 elmex 1.1
1620 root 1.9 if (op->type != PLAYER)
1621     {
1622     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1623     {
1624 root 1.27 object *owner1 = op->owner;
1625 elmex 1.1
1626 root 1.20 if (owner1 && owner1->type == PLAYER)
1627 root 1.9 {
1628 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1629 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1630     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1631 root 1.5 }
1632 root 1.12
1633 root 1.9 remove_friendly_object (op);
1634 root 1.5 }
1635 root 1.12
1636 root 1.26 op->destroy ();
1637 elmex 1.1 }
1638 root 1.9 else
1639     {
1640 root 1.20 /* Player has been killed! */
1641 root 1.9 if (owner->type == PLAYER)
1642 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1643 root 1.9 else
1644 root 1.12 assign (op->contr->killer, hitter->name);
1645 elmex 1.1 }
1646 root 1.12
1647 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1648     * continues in the calling function.
1649     */
1650     return maxdam;
1651 elmex 1.1 }
1652    
1653     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1654     * Returns 0 this is not friendly fire
1655     */
1656 root 1.9 int
1657     friendly_fire (object *op, object *hitter)
1658     {
1659     object *owner;
1660     int friendlyfire;
1661    
1662     if (hitter->head)
1663     hitter = hitter->head;
1664    
1665     friendlyfire = 0;
1666    
1667     if (op->type == PLAYER)
1668     {
1669     if (op_on_battleground (hitter, 0, 0))
1670     return 0;
1671    
1672     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1673     return 1;
1674    
1675 root 1.27 if ((owner = hitter->owner) != NULL)
1676 root 1.9 {
1677     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1678     friendlyfire = 2;
1679     }
1680    
1681     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1682     friendlyfire = 0;
1683 elmex 1.1 }
1684 root 1.62
1685 root 1.9 return friendlyfire;
1686 elmex 1.1 }
1687    
1688     /* This isn't used just for players, but in fact most objects.
1689     * op is the object to be hit, dam is the amount of damage, hitter
1690     * is what is hitting the object, type is the attacktype, and
1691     * full_hit is set if monster area does not matter.
1692     * dam is base damage - protections/vulnerabilities/slaying matches can
1693     * modify it.
1694     */
1695 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1696     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1697 root 1.9 int
1698     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1699     {
1700     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1701     int maxattacktype, attacknum;
1702     int body_attack = op && op->head; /* Did we hit op's head? */
1703     int simple_attack;
1704     int rtn_kill = 0;
1705     int friendlyfire;
1706 elmex 1.1
1707 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1708     return 0;
1709 elmex 1.1
1710 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1711     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1712     return 0;
1713 elmex 1.1
1714 root 1.64 // only allow pk for hostile players
1715 root 1.9 if (op->type == PLAYER)
1716     {
1717 root 1.27 object *owner = hitter->owner;
1718 root 1.9
1719     if (!owner)
1720     owner = hitter;
1721 root 1.18
1722 root 1.56 if (owner->type == PLAYER
1723     && (!op_on_battleground (op, 0, 0)
1724     && (op->contr->peaceful || owner->contr->peaceful))
1725     && op != owner)
1726 root 1.18 return 0;
1727 elmex 1.1 }
1728    
1729 root 1.9 if (body_attack)
1730     {
1731     /* slow and paralyze must hit the head. But we don't want to just
1732     * return - we still need to process other attacks the spell still
1733     * might have. So just remove the paralyze and slow attacktypes,
1734     * and keep on processing if we have other attacktypes.
1735     * return if only magic or nothing is left - under normal code
1736     * we don't attack with pure magic if there is another attacktype.
1737     * Only do processing if the initial attacktype includes one of those
1738     * attack so we don't cancel out things like magic bullet.
1739     */
1740     if (type & (AT_PARALYZE | AT_SLOW))
1741     {
1742     type &= ~(AT_PARALYZE | AT_SLOW);
1743 root 1.18
1744 root 1.9 if (!type || type == AT_MAGIC)
1745     return 0;
1746 root 1.5 }
1747 elmex 1.1 }
1748    
1749 root 1.9 if (!simple_attack && op->type == DOOR)
1750     {
1751 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1752 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1753     {
1754     spring_trap (tmp, hitter);
1755 root 1.26
1756 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1757 root 1.9 return 0;
1758 root 1.26
1759 root 1.9 break;
1760     }
1761 elmex 1.1 }
1762    
1763 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1764     {
1765     /* FIXME: If a player is killed by a rune in a door, the
1766 root 1.18 * destroyed() check above doesn't return, and might get here.
1767 root 1.9 */
1768 elmex 1.54
1769     /* FIXME: This for example happens when a dead door is on a mover and
1770     gets it's speed_left raised on each mover-tick.
1771     Doors are removed in a kinda funny way by giving them speed and speed_left
1772     and waiting for that to run out.
1773     */
1774     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1775 root 1.9 return 0;
1776 elmex 1.1 }
1777    
1778     #ifdef ATTACK_DEBUG
1779 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1780 elmex 1.1 #endif
1781    
1782 root 1.9 if (magic)
1783     {
1784 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1785     * in case 0>dam>1, we try to "simulate" a float value-effect */
1786 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1787 elmex 1.1 if (dam >= 100)
1788 root 1.5 dam /= 100;
1789 elmex 1.1 else
1790 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1791 elmex 1.1 }
1792    
1793 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1794     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1795     */
1796     if (type & AT_CHAOS)
1797     {
1798     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1799     update_object (op, UP_OBJ_FACE);
1800 elmex 1.1 type &= ~AT_CHAOS;
1801     }
1802    
1803 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1804     * holyword is part of an attacktype, then make sure the creature is
1805     * a proper match, otherwise no damage.
1806     */
1807     if (type & AT_HOLYWORD)
1808     {
1809     object *god;
1810    
1811     if ((!hitter->slaying ||
1812     (!(op->race && strstr (hitter->slaying, op->race)) &&
1813     !(op->name && strstr (hitter->slaying, op->name)))) &&
1814     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1815     (hitter->title != NULL
1816 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1817 root 1.9 return 0;
1818 elmex 1.1 }
1819    
1820 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1821 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1822     {
1823     /* Magic isn't really a true attack type - it gets combined with other
1824     * attack types. As such, skip it over. However, if magic is
1825     * the only attacktype in the group, then still attack with it
1826     */
1827     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1828     continue;
1829    
1830     /* Go through and hit the player with each attacktype, one by one.
1831     * hit_player_attacktype only figures out the damage, doesn't inflict
1832     * it. It will do the appropriate action for attacktypes with
1833     * effects (slow, paralization, etc.
1834     */
1835     if (type & attacktype)
1836     {
1837     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1838     /* the >= causes us to prefer messages from special attacks, if
1839     * the damage is equal.
1840     */
1841     if (ndam >= maxdam)
1842     {
1843 root 1.5 maxdam = ndam;
1844 root 1.9 maxattacktype = 1 << attacknum;
1845 root 1.5 }
1846     }
1847 elmex 1.1 }
1848 root 1.9
1849     /* if this is friendly fire then do a set % of damage only
1850     * Note - put a check in to make sure this attack is actually
1851     * doing damage - otherwise, the +1 in the code below will make
1852     * an attack do damage before when it otherwise didn't
1853     */
1854     friendlyfire = friendly_fire (op, hitter);
1855     if (friendlyfire && maxdam)
1856     {
1857     maxdam = ((dam * settings.set_friendly_fire) / 100);
1858    
1859 elmex 1.1 #ifdef ATTACK_DEBUG
1860 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1861     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862 elmex 1.1 #endif
1863     }
1864    
1865 root 1.9 if (!full_hit)
1866     {
1867     int area;
1868     int remainder;
1869    
1870     area = 0;
1871 root 1.68
1872     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1873 root 1.9 area++;
1874 root 1.68
1875 root 1.9 assert (area > 0);
1876    
1877     /* basically: maxdam /= area; we try to "simulate" a float
1878     value-effect */
1879     remainder = 100 * (maxdam % area) / area;
1880     maxdam /= area;
1881 root 1.47 if (rndm (100) < remainder)
1882 root 1.9 maxdam++;
1883 elmex 1.1 }
1884    
1885     #ifdef ATTACK_DEBUG
1886 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1887 elmex 1.1 #endif
1888    
1889 root 1.57 // for now, only do this for active objects, otherwise they
1890     // keep a refcount for a long time and I see no usefulness
1891     // for an non-active objetc to know its enemy.
1892     if (op->active)
1893     if (hitter->owner)
1894     op->enemy = hitter->owner;
1895     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1896     op->enemy = hitter;
1897 root 1.9
1898     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899     {
1900     /* The unaggressives look after themselves 8) */
1901     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1902     npc_call_help (op);
1903     }
1904    
1905     if (magic && did_make_save (op, op->level, 0))
1906     maxdam = maxdam / 2;
1907    
1908     attack_message (maxdam, maxattacktype, op, hitter);
1909    
1910     op->stats.hp -= maxdam;
1911    
1912     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1913     if ((op->stats.hp >= 0) &&
1914     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1915     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1916     {
1917 elmex 1.1
1918 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1919     SET_FLAG (op, FLAG_RUN_AWAY);
1920     else
1921     scare_creature (op, hitter);
1922 elmex 1.1 }
1923    
1924 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1925     {
1926     if (maxdam)
1927     tear_down_wall (op);
1928 root 1.26
1929 root 1.9 return maxdam; /* nothing more to do for wall */
1930     }
1931 elmex 1.1
1932 root 1.9 /* See if the creature has been killed */
1933     rtn_kill = kill_object (op, maxdam, hitter, type);
1934     if (rtn_kill != -1)
1935     return rtn_kill;
1936 elmex 1.1
1937    
1938 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939     * that before if the player was immune to ghosthit, the monster
1940     * remained - that is no longer the case.
1941     */
1942     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1943 root 1.56 hitter->destroy ();
1944 root 1.26
1945 root 1.9 /* Lets handle creatures that are splitting now */
1946     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1947     {
1948     int i;
1949     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1950     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1951 root 1.27 object *owner = op->owner;
1952 root 1.5
1953 root 1.9 if (!op->other_arch)
1954     {
1955     LOG (llevError, "SPLITTING without other_arch error.\n");
1956     return maxdam;
1957     }
1958 root 1.26
1959 root 1.25 op->remove ();
1960 root 1.26
1961 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
1962     { /* This doesn't handle op->more yet */
1963     object *tmp = arch_to_object (op->other_arch);
1964     int j;
1965    
1966     tmp->stats.hp = op->stats.hp;
1967 root 1.26
1968 root 1.9 if (friendly)
1969     {
1970     add_friendly_object (tmp);
1971     tmp->attack_movement = PETMOVE;
1972 root 1.39
1973     if (owner)
1974 root 1.27 tmp->set_owner (owner);
1975 root 1.9 }
1976 root 1.26
1977 root 1.9 if (unaggressive)
1978     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1979 root 1.26
1980 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1981 root 1.26
1982 root 1.9 if (j == -1) /* No spot to put this monster */
1983 root 1.26 tmp->destroy ();
1984 root 1.9 else
1985     {
1986     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1987     insert_ob_in_map (tmp, op->map, NULL, 0);
1988     }
1989     }
1990 root 1.26
1991     op->destroy ();
1992 root 1.9 }
1993     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1994 root 1.26 hitter->destroy ();
1995    
1996 root 1.9 return maxdam;
1997     }
1998    
1999     void
2000     poison_player (object *op, object *hitter, int dam)
2001     {
2002 root 1.16 archetype *at = archetype::find ("poisoning");
2003 root 1.9 object *tmp = present_arch_in_ob (at, op);
2004 elmex 1.1
2005 root 1.9 if (tmp == NULL)
2006     {
2007     if ((tmp = arch_to_object (at)) == NULL)
2008     LOG (llevError, "Failed to clone arch poisoning.\n");
2009     else
2010     {
2011     tmp = insert_ob_in_ob (tmp, op);
2012     /* peterm: give poisoning some teeth. It should
2013     * be able to kill things better than it does:
2014     * damage should be dependent something--I choose to
2015     * do this: if it's a monster, the damage from the
2016     * poisoning goes as the level of the monster/2.
2017     * If anything else, goes as damage.
2018     */
2019    
2020     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2021     tmp->stats.dam += hitter->level / 2;
2022     else
2023     tmp->stats.dam = dam;
2024    
2025 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2026 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2027     {
2028     tmp->skill = hitter->skill;
2029     }
2030    
2031     tmp->stats.food += dam; /* more damage, longer poisoning */
2032    
2033     if (op->type == PLAYER)
2034     {
2035     /* player looses stats, maximum is -10 of each */
2036     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2037     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2038     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2039     tmp->stats.Int = MAX (-dam / 7, -10);
2040     SET_FLAG (tmp, FLAG_APPLIED);
2041 root 1.32 op->update_stats ();
2042 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2043     }
2044 root 1.63
2045 root 1.9 if (hitter->type == PLAYER)
2046     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2047 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2048 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2049 root 1.5 }
2050 root 1.63
2051 root 1.9 tmp->speed_left = 0;
2052     }
2053     else
2054     tmp->stats.food++;
2055     }
2056    
2057     void
2058     slow_player (object *op, object *hitter, int dam)
2059     {
2060 root 1.16 archetype *at = archetype::find ("slowness");
2061 root 1.9 object *tmp;
2062    
2063     if (at == NULL)
2064 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2065    
2066 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2067     {
2068     tmp = arch_to_object (at);
2069     tmp = insert_ob_in_ob (tmp, op);
2070     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2071     }
2072     else
2073     tmp->stats.food++;
2074 root 1.62
2075 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2076     tmp->speed_left = 0;
2077 root 1.32 op->update_stats ();
2078 elmex 1.1 }
2079    
2080 root 1.9 void
2081     confuse_player (object *op, object *hitter, int dam)
2082     {
2083     object *tmp;
2084     int maxduration;
2085 elmex 1.1
2086 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2087     if (!tmp)
2088     {
2089     tmp = get_archetype (FORCE_NAME);
2090     tmp = insert_ob_in_ob (tmp, op);
2091     }
2092 root 1.5
2093 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2094     * on the player's resistance
2095     */
2096     tmp->speed = 0.05;
2097     tmp->subtype = FORCE_CONFUSION;
2098     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099     tmp->name = "confusion";
2100     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101 root 1.62
2102 root 1.9 if (tmp->duration > maxduration)
2103     tmp->duration = maxduration;
2104    
2105     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2106     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2107 root 1.62
2108 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2109     }
2110 root 1.5
2111 root 1.9 void
2112     blind_player (object *op, object *hitter, int dam)
2113     {
2114     object *tmp, *owner;
2115 root 1.5
2116 root 1.9 /* Save some work if we know it isn't going to affect the player */
2117     if (op->resist[ATNR_BLIND] == 100)
2118     return;
2119 root 1.5
2120 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2121     if (!tmp)
2122     {
2123     tmp = get_archetype ("blindness");
2124     SET_FLAG (tmp, FLAG_BLIND);
2125     SET_FLAG (tmp, FLAG_APPLIED);
2126 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2127     * speed is a float anyways.
2128     */
2129 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2130 elmex 1.1
2131 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2132     change_abil (op, tmp); /* Mostly to display any messages */
2133 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2134 elmex 1.1
2135 root 1.9 if (hitter->owner)
2136 root 1.27 owner = hitter->owner;
2137 root 1.9 else
2138     owner = hitter;
2139 elmex 1.1
2140 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2141     }
2142     tmp->stats.food += dam;
2143     if (tmp->stats.food > 10)
2144     tmp->stats.food = 10;
2145 elmex 1.1 }
2146    
2147 root 1.9 void
2148     paralyze_player (object *op, object *hitter, int dam)
2149 elmex 1.1 {
2150 root 1.9 float effect, max;
2151    
2152     /* object *tmp; */
2153 elmex 1.1
2154 root 1.9 /* This is strange stuff... someone knows for what this is
2155     * written? Well, i think this can and should be removed
2156     */
2157 elmex 1.1
2158 root 1.9 /*
2159     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2160     tmp=clone_arch(PARAIMAGE);
2161     tmp->x=op->x,tmp->y=op->y;
2162     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2163     }
2164     */
2165 elmex 1.1
2166 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2167     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2168 elmex 1.1
2169 root 1.9 if (effect == 0)
2170     return;
2171 elmex 1.1
2172 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2173     /* tmp->stats.food+=(signed short) effect/op->speed; */
2174 elmex 1.1
2175 root 1.9 /* max number of ticks to be affected for. */
2176     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2177     if (op->speed_left < -(FABS (op->speed) * max))
2178     op->speed_left = (float) -(FABS (op->speed) * max);
2179 elmex 1.1
2180     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2181     }
2182    
2183     /* Attempts to kill 'op'. hitter is the attack object, dam is
2184     * the computed damaged.
2185     */
2186 root 1.9 void
2187     deathstrike_player (object *op, object *hitter, int *dam)
2188 elmex 1.1 {
2189 root 1.9 /* The intention of a death attack is to kill outright things
2190     ** that are a lot weaker than the attacker, have a chance of killing
2191     ** things somewhat weaker than the caster, and no chance of
2192     ** killing something equal or stronger than the attacker.
2193     ** Also, if a deathstrike attack has a slaying, any monster
2194     ** whose name or race matches a comma-delimited list in the slaying
2195     ** field of the deathstriking object */
2196    
2197     int atk_lev, def_lev, kill_lev;
2198    
2199     if (hitter->slaying)
2200 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2201 root 1.9 return;
2202    
2203     def_lev = op->level;
2204     if (def_lev < 1)
2205     {
2206 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2207 root 1.9 def_lev = 1;
2208     }
2209 root 1.52
2210 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2211     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2212     atk_lev, def_lev); */
2213    
2214     if (atk_lev >= def_lev)
2215     {
2216     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2217    
2218     /* Note that the below effectively means the ratio of the atk vs
2219     * defener level is important - if level 52 character has very little
2220     * chance of killing a level 50 monster. This should probably be
2221     * redone.
2222     */
2223     if (kill_lev >= def_lev)
2224     {
2225     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2226     /* I think this doesn't really do much. Because of
2227     * integer rounding, this only makes any difference if the
2228     * attack level is double the defender level.
2229     */
2230     *dam *= kill_lev / def_lev;
2231 root 1.5 }
2232 root 1.9 }
2233     else
2234 root 1.52 *dam = 0; /* no harm done */
2235 elmex 1.1 }
2236    
2237     /* thrown_item_effect() - handles any special effects of thrown
2238     * items (like attacking living creatures--a potion thrown at a
2239     * monster).
2240     */
2241 root 1.9 static void
2242     thrown_item_effect (object *hitter, object *victim)
2243 elmex 1.1 {
2244 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2245     {
2246     /* May not need a switch for just 2 types, but this makes it
2247     * easier for expansion.
2248     */
2249     switch (hitter->type)
2250     {
2251 root 1.5 case POTION:
2252 root 1.9 /* should player get a save throw instead of checking magic protection? */
2253     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2254     (void) apply_potion (victim, hitter);
2255     break;
2256    
2257     case POISON: /* poison drinks */
2258     /* As with potions, should monster get a save? */
2259     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2260     apply_poison (victim, hitter);
2261     break;
2262    
2263     /* Removed case statements that did nothing.
2264     * food may be poisonous, but monster must be willing to eat it,
2265     * so we don't handle it here.
2266     * Containers should perhaps break open, but that code was disabled.
2267     */
2268 root 1.5 }
2269 elmex 1.1 }
2270     }
2271    
2272     /* adj_attackroll() - adjustments to attacks by various conditions */
2273 root 1.9 int
2274     adj_attackroll (object *hitter, object *target)
2275     {
2276 elmex 1.1 object *attacker = hitter;
2277 root 1.9 int adjust = 0;
2278 elmex 1.1
2279     /* safety */
2280 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2281     {
2282     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2283     return 0;
2284     }
2285 elmex 1.1
2286     /* aimed missiles use the owning object's sight */
2287 root 1.9 if (is_aimed_missile (hitter))
2288     {
2289 root 1.27 if ((attacker = hitter->owner) == NULL)
2290 root 1.9 attacker = hitter;
2291     /* A player who saves but hasn't quit still could have objects
2292     * owned by him - need to handle that case to avoid crashes.
2293     */
2294     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2295     attacker = hitter;
2296     }
2297     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2298 elmex 1.1 return 0;
2299    
2300 root 1.9 /* determine the condtions under which we make an attack.
2301     * Add more cases, as the need occurs. */
2302 elmex 1.1
2303 root 1.9 if (!can_see_enemy (attacker, target))
2304     {
2305     /* target is unseen */
2306     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2307     adjust -= 10;
2308     /* dark map penalty for the hitter (lacks infravision if we got here). */
2309     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2310     adjust -= target->map->darkness;
2311     }
2312 elmex 1.1
2313 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2314 elmex 1.1 adjust -= 3;
2315    
2316 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2317 elmex 1.1 adjust += 1;
2318    
2319 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2320 elmex 1.1 adjust += 1;
2321    
2322 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2323 elmex 1.1 adjust -= 3;
2324    
2325     /* if we attack at a different 'altitude' its harder */
2326 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2327 elmex 1.1 adjust -= 2;
2328    
2329     #if 0
2330     /* slower attacks are less likely to succeed. We should use a
2331     * comparison between attacker/target speeds BUT, players have
2332     * a generally faster speed, so this will wind up being a HUGE
2333     * disadantage for the monsters! Too bad, because missiles which
2334     * fly fast should have a better chance of hitting a slower target.
2335     */
2336 root 1.9 if (hitter->speed < target->speed)
2337     adjust += ((float) hitter->speed - target->speed);
2338 elmex 1.1 #endif
2339    
2340     #if 0
2341 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2342 elmex 1.1 #endif
2343    
2344     return adjust;
2345 root 1.9 }
2346 elmex 1.1
2347     /* determine if the object is an 'aimed' missile */
2348 root 1.9 int
2349     is_aimed_missile (object *op)
2350     {
2351 elmex 1.1
2352 root 1.9 /* I broke what used to be one big if into a few nested
2353     * ones so that figuring out the logic is at least possible.
2354     */
2355     if (op && (op->move_type & MOVE_FLYING))
2356 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2357     return 1;
2358     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2359     return 1;
2360 root 1.53
2361 root 1.9 return 0;
2362     }