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/cvs/deliantra/server/server/attack.C
Revision: 1.76
Committed: Tue Sep 4 08:42:58 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.75: +1 -1 lines
Log Message:
- clean up stuff
- get rid of map_load lock
- improve change_object

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 root 1.74
619 root 1.9 if (dam != 0)
620     {
621     if (dam < 10)
622 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
623 root 1.9 else if (dam < 20)
624 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
625 root 1.9 else
626 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
627 root 1.5 }
628     }
629 root 1.72
630 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
631     } /* end of player hitting player */
632 elmex 1.1
633 root 1.9 if (hitter->type == PLAYER)
634     {
635     sprintf (buf, "You %s.", buf1);
636 root 1.74
637 root 1.9 if (dam != 0)
638     {
639     if (dam < 10)
640 root 1.74 op->play_sound (sound_find ("player_hits1"));
641 root 1.9 else if (dam < 20)
642 root 1.74 op->play_sound (sound_find ("player_hits2"));
643 root 1.9 else
644 root 1.74 op->play_sound (sound_find ("player_hits3"));
645 root 1.5 }
646 root 1.72
647 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
648     }
649 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
650 root 1.9 {
651 elmex 1.1 /* look for stacked spells and start reducing the message chances */
652 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
653     {
654     i = 4;
655     map = hitter->map;
656     if (out_of_map (map, hitter->x, hitter->y))
657     return;
658 root 1.53
659 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 root 1.9 if (next)
661     while (next)
662     {
663     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664     i *= 3;
665 root 1.72
666 root 1.9 tmp = next;
667     next = tmp->above;
668     }
669 root 1.53
670 root 1.9 if (i < 0)
671 root 1.5 return;
672 root 1.53
673 root 1.9 if (rndm (0, i) != 0)
674     return;
675     }
676     else if (rndm (0, 5) != 0)
677     return;
678 root 1.53
679 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
680 root 1.72 op->play_sound (sound_find ("player_hits4"));
681 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
682 elmex 1.1 }
683     }
684    
685    
686 root 1.9 static int
687     get_attack_mode (object **target, object **hitter, int *simple_attack)
688 elmex 1.1 {
689 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
690     {
691     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
692     return 1;
693 elmex 1.1 }
694 root 1.9 if ((*target)->head)
695     *target = (*target)->head;
696     if ((*hitter)->head)
697     *hitter = (*hitter)->head;
698     if ((*hitter)->env != NULL || (*target)->env != NULL)
699     {
700     *simple_attack = 1;
701     return 0;
702 elmex 1.1 }
703 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
704     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
705 elmex 1.1 {
706 root 1.67 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
707 root 1.9 return 1;
708 elmex 1.1 }
709 root 1.9 *simple_attack = 0;
710     return 0;
711 elmex 1.1 }
712    
713 root 1.9 static int
714     abort_attack (object *target, object *hitter, int simple_attack)
715 elmex 1.1 {
716 root 1.9
717 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
718     * determined by get_attack_mode(). Returns true if the relation has changed.
719     */
720 root 1.9 int new_mode;
721 elmex 1.1
722 root 1.9 if (hitter->env == target || target->env == hitter)
723     new_mode = 1;
724     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
725     return 1;
726     else
727     new_mode = 0;
728     return new_mode != simple_attack;
729 elmex 1.1 }
730    
731     static void thrown_item_effect (object *, object *);
732    
733 root 1.9 static int
734     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
735 elmex 1.1 {
736 root 1.9 int simple_attack, roll, dam = 0;
737     uint32 type;
738     shstr op_name;
739    
740     if (get_attack_mode (&op, &hitter, &simple_attack))
741     goto error;
742    
743     if (hitter->current_weapon)
744     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
745     return RESULT_INT (0);
746    
747     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
748     return RESULT_INT (0);
749 elmex 1.1
750 root 1.9 /*
751     * A little check to make it more difficult to dance forward and back
752     * to avoid ever being hit by monsters.
753     */
754 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
755 root 1.9 {
756     /* Decrease speed BEFORE calling process_object. Otherwise, an
757     * infinite loop occurs, with process_object calling move_monster,
758     * which then gets here again. By decreasing the speed before
759     * we call process_object, the 'if' statement above will fail.
760     */
761 root 1.65 --op->speed_left;
762 root 1.9 process_object (op);
763 root 1.26
764 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
765 elmex 1.1 goto error;
766 root 1.9 }
767 elmex 1.1
768 root 1.9 op_name = op->name;
769 root 1.3
770 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
771 elmex 1.1
772 root 1.9 /* Adjust roll for various situations. */
773     if (!simple_attack)
774     roll += adj_attackroll (hitter, op);
775 elmex 1.1
776 root 1.9 /* See if we hit the creature */
777     if (roll == 20 || op->stats.ac >= base_wc - roll)
778     {
779     int hitdam = base_dam;
780    
781     if (!simple_attack)
782 elmex 1.1 {
783 root 1.9 /* If you hit something, the victim should *always* wake up.
784     * Before, invisible hitters could avoid doing this.
785     * -b.t. */
786     if (QUERY_FLAG (op, FLAG_SLEEP))
787     CLEAR_FLAG (op, FLAG_SLEEP);
788    
789     /* If the victim can't see the attacker, it may alert others
790     * for help. */
791 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
792 root 1.9 npc_call_help (op);
793    
794     /* if you were hidden and hit by a creature, you are discovered */
795     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
796     {
797     make_visible (op);
798 root 1.59
799 root 1.9 if (op->type == PLAYER)
800     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
801     }
802    
803     /* thrown items (hitter) will have various effects
804     * when they hit the victim. For things like thrown daggers,
805     * this sets 'hitter' to the actual dagger, and not the
806     * wrapper object.
807     */
808     thrown_item_effect (hitter, op);
809 root 1.26
810 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
811 root 1.9 goto leave;
812     }
813    
814     /* Need to do at least 1 damage, otherwise there is no point
815     * to go further and it will cause FPE's below.
816     */
817     if (hitdam <= 0)
818     hitdam = 1;
819 elmex 1.1
820 root 1.9 type = hitter->attacktype;
821 root 1.18
822 root 1.9 if (!type)
823     type = AT_PHYSICAL;
824 root 1.18
825 root 1.9 /* Handle monsters that hit back */
826     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
827     {
828     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
829     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
830 root 1.18
831 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
832 root 1.18
833     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
834 root 1.5 goto leave;
835 root 1.9 }
836 elmex 1.1
837 root 1.9 /* In the new attack code, it should handle multiple attack
838     * types in its area, so remove it from here.
839     */
840     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
841 root 1.18
842     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
843 root 1.9 goto leave;
844     } /* end of if hitter hit op */
845     /* if we missed, dam=0 */
846    
847     /*attack_message(dam, type, op, hitter); */
848 elmex 1.1
849 root 1.9 goto leave;
850 elmex 1.1
851 root 1.9 error:
852     dam = 1;
853 elmex 1.1
854 root 1.9 leave:
855 elmex 1.1
856 root 1.9 return dam;
857 elmex 1.1 }
858    
859 root 1.9 int
860     attack_ob (object *op, object *hitter)
861 elmex 1.1 {
862 root 1.58 hitter = hitter->head_ ();
863 elmex 1.1
864 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
865 elmex 1.1 }
866    
867     /* op is the arrow, tmp is what is stopping the arrow.
868     *
869     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
870     */
871 root 1.9 static int
872     stick_arrow (object *op, object *tmp)
873 elmex 1.1 {
874 root 1.9 /* If the missile hit a player, we insert it in their inventory.
875     * However, if the missile is heavy, we don't do so (assume it falls
876     * to the ground after a hit). What a good value for this is up to
877     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
878     * stick around.
879     */
880     if (op->weight <= 5000 && tmp->stats.hp >= 0)
881     {
882 root 1.59 tmp = tmp->head_ ();
883 root 1.10
884 root 1.25 op->remove ();
885 root 1.9 op = insert_ob_in_ob (op, tmp);
886 root 1.10
887 root 1.9 if (tmp->type == PLAYER)
888     esrv_send_item (tmp, op);
889 root 1.10
890 root 1.9 return 1;
891     }
892     else
893     return 0;
894 elmex 1.1 }
895    
896     /* hit_with_arrow() disassembles the missile, attacks the victim and
897     * reassembles the missile.
898     *
899     * It returns a pointer to the reassembled missile, or NULL if the missile
900     * isn't available anymore.
901     */
902 root 1.9 object *
903     hit_with_arrow (object *op, object *victim)
904 elmex 1.1 {
905 root 1.9 object *container, *hitter;
906     int hit_something = 0;
907    
908     /* Disassemble missile */
909     if (op->inv)
910     {
911     container = op;
912     hitter = op->inv;
913 root 1.25 hitter->remove ();
914 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
915     /* Note that we now have an empty THROWN_OBJ on the map. Code that
916     * might be called until this THROWN_OBJ is either reassembled or
917     * removed at the end of this function must be able to deal with empty
918     * THROWN_OBJs. */
919     }
920     else
921     {
922 root 1.21 container = 0;
923 root 1.9 hitter = op;
924     }
925    
926     /* Try to hit victim */
927     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
928    
929     /* Arrow attacks door, rune of summoning is triggered, demon is put on
930     * arrow, move_apply() calls this function, arrow sticks in demon,
931     * attack_ob_simple() returns, and we've got an arrow that still exists
932     * but is no longer on the map. Ugh. (Beware: Such things can happen at
933     * other places as well!)
934     */
935 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
936 root 1.9 {
937     if (container)
938     {
939 root 1.25 container->remove ();
940 root 1.26 container->destroy ();
941 elmex 1.1 }
942 root 1.21
943     return 0;
944 elmex 1.1 }
945    
946 root 1.9 /* Missile hit victim */
947     /* if the speed is > 10, then this is a fast moving arrow, we go straight
948     * through the target
949     */
950     if (hit_something && op->speed <= 10.0)
951     {
952     /* Stop arrow */
953 root 1.21 if (!container)
954 root 1.9 {
955     hitter = fix_stopped_arrow (hitter);
956 root 1.21 if (!hitter)
957     return 0;
958 root 1.9 }
959     else
960 root 1.26 container->destroy ();
961 elmex 1.1
962 root 1.9 /* Try to stick arrow into victim */
963 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
964 root 1.21 return 0;
965 root 1.9
966     /* Else try to put arrow on victim's map square
967     * remove check for P_WALL here. If the arrow got to this
968     * space, that is good enough - with the new movement code,
969     * there is now the potential for lots of spaces where something
970     * can fly over but not otherwise move over. What is the correct
971     * way to handle those otherwise?
972     */
973 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
974 root 1.9 {
975 root 1.25 hitter->remove ();
976 root 1.21 hitter->x = victim->x;
977     hitter->y = victim->y;
978 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
979 elmex 1.1 }
980 root 1.9 else
981 root 1.21 /* Else leave arrow where it is */
982     merge_ob (hitter, NULL);
983    
984     return 0;
985 elmex 1.1 }
986    
987 root 1.9 if (hit_something && op->speed >= 10.0)
988     op->speed -= 1.0;
989 elmex 1.1
990 root 1.9 /* Missile missed victim - reassemble missile */
991     if (container)
992     {
993 root 1.25 hitter->remove ();
994 root 1.9 insert_ob_in_ob (hitter, container);
995 elmex 1.1 }
996 root 1.21
997 root 1.9 return op;
998 elmex 1.1 }
999    
1000 root 1.9 void
1001     tear_down_wall (object *op)
1002 elmex 1.1 {
1003 root 1.9 int perc = 0;
1004 elmex 1.1
1005 root 1.9 if (!op->stats.maxhp)
1006     {
1007     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1008     perc = 1;
1009 elmex 1.1 }
1010 root 1.9 else if (!GET_ANIM_ID (op))
1011     {
1012     /* Object has been called - no animations, so remove it */
1013     if (op->stats.hp < 0)
1014 root 1.26 op->destroy ();
1015    
1016 root 1.9 return; /* no animations, so nothing more to do */
1017     }
1018 root 1.26
1019 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1020 root 1.26
1021 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1022     perc = NUM_ANIMATIONS (op) - 1;
1023     else if (perc < 1)
1024     perc = 1;
1025 root 1.26
1026 root 1.9 SET_ANIMATION (op, perc);
1027     update_object (op, UP_OBJ_FACE);
1028 root 1.26
1029 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1030     { /* Reached the last animation */
1031     if (op->face == blank_face)
1032 root 1.26 /* If the last face is blank, remove the ob */
1033     op->destroy ();
1034 root 1.9 else
1035     { /* The last face was not blank, leave an image */
1036     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1037     update_all_los (op->map, op->x, op->y);
1038     op->move_block = 0;
1039     CLEAR_FLAG (op, FLAG_ALIVE);
1040 root 1.5 }
1041 elmex 1.1 }
1042     }
1043    
1044 root 1.9 void
1045     scare_creature (object *target, object *hitter)
1046 elmex 1.1 {
1047 root 1.27 object *owner = hitter->owner;
1048 elmex 1.1
1049 root 1.9 if (!owner)
1050     owner = hitter;
1051 elmex 1.1
1052 root 1.9 SET_FLAG (target, FLAG_SCARED);
1053     if (!target->enemy)
1054     target->enemy = owner;
1055 elmex 1.1 }
1056    
1057     /* This returns the amount of damage hitter does to op with the
1058     * appropriate attacktype. Only 1 attacktype should be set at a time.
1059     * This doesn't damage the player, but returns how much it should
1060     * take. However, it will do other effects (paralyzation, slow, etc.)
1061     * Note - changed for PR code - we now pass the attack number and not
1062     * the attacktype. Makes it easier for the PR code. */
1063 root 1.9 int
1064     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1065     {
1066     int doesnt_slay = 1;
1067    
1068     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1069     if (attacknum >= NROFATTACKS)
1070     {
1071     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1072     return 0;
1073 elmex 1.1 }
1074 root 1.9
1075     if (dam < 0)
1076     {
1077 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1078     dam, hitter->debug_desc (), op->debug_desc ());
1079 root 1.9 return 0;
1080 elmex 1.1 }
1081 root 1.9
1082     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1083     * people can't mess with that or it otherwise get confused. */
1084     if (attacknum == ATNR_INTERNAL)
1085     return dam;
1086    
1087     if (hitter->slaying)
1088     {
1089 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1090 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1091 root 1.9 {
1092     doesnt_slay = 0;
1093     dam *= 3;
1094     }
1095 elmex 1.1 }
1096    
1097 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1098     if (op->resist[attacknum])
1099     {
1100 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1101     * in case 0>dam>1, we try to "simulate" a float value-effect */
1102 root 1.9 dam *= (100 - op->resist[attacknum]);
1103     if (dam >= 100)
1104     dam /= 100;
1105 elmex 1.1 else
1106 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1107 elmex 1.1 }
1108    
1109 root 1.9 /* Special hack. By default, if immune to something, you
1110     * shouldn't need to worry. However, acid is an exception, since
1111     * it can still damage your items. Only include attacktypes if
1112     * special processing is needed */
1113    
1114 root 1.59 if (op->resist[attacknum] >= 100
1115     && doesnt_slay
1116     && attacknum != ATNR_ACID)
1117 root 1.9 return 0;
1118    
1119     /* Keep this in order - makes things easier to find */
1120    
1121     switch (attacknum)
1122     {
1123 root 1.40 case ATNR_PHYSICAL:
1124     /* here also check for diseases */
1125     check_physically_infect (op, hitter);
1126     break;
1127    
1128     /* Don't need to do anything for:
1129     magic,
1130     fire,
1131     electricity,
1132     cold */
1133    
1134     case ATNR_CONFUSION:
1135     case ATNR_POISON:
1136     case ATNR_SLOW:
1137     case ATNR_PARALYZE:
1138     case ATNR_FEAR:
1139     case ATNR_CANCELLATION:
1140     case ATNR_DEPLETE:
1141     case ATNR_BLIND:
1142     {
1143     /* chance for inflicting a special attack depends on the
1144     * difference between attacker's and defender's level
1145     */
1146     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1147    
1148     /* First, only creatures/players with speed can be affected.
1149     * Second, just getting hit doesn't mean it always affects
1150     * you. Third, you still get a saving through against the
1151     * effect.
1152     */
1153     if (op->speed &&
1154     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1155     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1156     {
1157 root 1.5
1158 root 1.40 /* Player has been hit by something */
1159     if (attacknum == ATNR_CONFUSION)
1160     confuse_player (op, hitter, dam);
1161     else if (attacknum == ATNR_POISON)
1162     poison_player (op, hitter, dam);
1163     else if (attacknum == ATNR_SLOW)
1164     slow_player (op, hitter, dam);
1165     else if (attacknum == ATNR_PARALYZE)
1166     paralyze_player (op, hitter, dam);
1167     else if (attacknum == ATNR_FEAR)
1168     scare_creature (op, hitter);
1169     else if (attacknum == ATNR_CANCELLATION)
1170     cancellation (op);
1171     else if (attacknum == ATNR_DEPLETE)
1172     op->drain_stat ();
1173     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1174     blind_player (op, hitter, dam);
1175     }
1176 root 1.59
1177 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1178     }
1179     break;
1180 root 1.44
1181 root 1.40 case ATNR_ACID:
1182     {
1183     int flag = 0;
1184 root 1.9
1185 root 1.40 /* Items only get corroded if you're not on a battleground and
1186     * if your acid resistance is below 50%. */
1187     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1188     {
1189 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1190 root 1.40 {
1191     if (tmp->invisible)
1192     continue;
1193     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1194 root 1.44 /* >= 10% acid res. on items will protect these */
1195 root 1.40 continue;
1196 root 1.49 if (!(tmp->materials & M_IRON))
1197 root 1.40 continue;
1198     if (tmp->magic < -4) /* Let's stop at -5 */
1199     continue;
1200 root 1.44 if (tmp->type == RING
1201     /* removed boots and gloves from exclusion list in PR */
1202     || tmp->type == GIRDLE
1203     || tmp->type == AMULET
1204     || tmp->type == WAND
1205     || tmp->type == ROD
1206     || tmp->type == HORN)
1207 root 1.40 continue; /* To avoid some strange effects */
1208    
1209     /* High damage acid has better chance of corroding
1210     objects */
1211     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1212     {
1213     if (op->type == PLAYER)
1214     /* Make this more visible */
1215     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1216     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1217     flag = 1;
1218     tmp->magic--;
1219     if (op->type == PLAYER)
1220     esrv_send_item (op, tmp);
1221     }
1222     }
1223 root 1.44
1224 root 1.40 if (flag)
1225     op->update_stats (); /* Something was corroded */
1226     }
1227     }
1228     break;
1229 root 1.44
1230 root 1.40 case ATNR_DRAIN:
1231     {
1232     /* rate is the proportion of exp drained. High rate means
1233     * not much is drained, low rate means a lot is drained.
1234     */
1235     int rate;
1236 root 1.9
1237 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1238     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1239     else
1240     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1241 root 1.9
1242 root 1.40 if (op->stats.exp <= rate)
1243     {
1244     if (op->type == GOLEM)
1245     dam = 999; /* Its force is "sucked" away. 8) */
1246     else
1247     /* If we can't drain, lets try to do physical damage */
1248     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1249     }
1250     else
1251     {
1252     /* Randomly give the hitter some hp */
1253     if (hitter->stats.hp < hitter->stats.maxhp &&
1254     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1255     hitter->stats.hp++;
1256    
1257     /* Can't do drains on battleground spaces.
1258     * Move the wiz check up here - before, the hitter wouldn't gain exp
1259     * exp, but the wiz would still lose exp! If drainee is a wiz,
1260     * nothing happens.
1261     * Try to credit the owner. We try to display player -> player drain
1262     * attacks, hence all the != PLAYER checks.
1263     */
1264 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1265 root 1.40 {
1266     object *owner = hitter->owner;
1267 root 1.9
1268 root 1.40 if (owner && owner != hitter)
1269     {
1270     if (op->type != PLAYER || owner->type != PLAYER)
1271     change_exp (owner, op->stats.exp / (rate * 2),
1272     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1273     }
1274     else if (op->type != PLAYER || hitter->type != PLAYER)
1275 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1276     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1277    
1278 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1279     }
1280 root 1.44
1281 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1282     * drain attack, you won't know that you are actually sucking out EXP,
1283     * as the messages will say you missed
1284     */
1285     }
1286     }
1287     break;
1288 root 1.44
1289 root 1.40 case ATNR_TURN_UNDEAD:
1290     {
1291     if (QUERY_FLAG (op, FLAG_UNDEAD))
1292     {
1293     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1294     object *god = find_god (determine_god (owner));
1295     int div = 1;
1296    
1297     /* if undead are not an enemy of your god, you turn them
1298     * at half strength */
1299 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1300 root 1.40 div = 2;
1301 root 1.59
1302 root 1.40 /* Give a bonus if you resist turn undead */
1303     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1304     scare_creature (op, owner);
1305     }
1306     else
1307     dam = 0; /* don't damage non undead - should we damage
1308     undead? */
1309     }
1310     break;
1311 root 1.44
1312 root 1.40 case ATNR_DEATH:
1313     deathstrike_player (op, hitter, &dam);
1314     break;
1315 root 1.44
1316 root 1.40 case ATNR_CHAOS:
1317 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1318 root 1.40 dam = 0;
1319     break;
1320 root 1.44
1321 root 1.40 case ATNR_COUNTERSPELL:
1322 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1323 root 1.40 dam = 0;
1324     /* This should never happen. Counterspell is handled
1325     * seperately and filtered out. If this does happen,
1326     * Counterspell has no effect on anything but spells, so it
1327     * does no damage. */
1328     break;
1329 root 1.44
1330 root 1.40 case ATNR_HOLYWORD:
1331     {
1332     /* This has already been handled by hit_player,
1333     * no need to check twice -- DAMN */
1334     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1335    
1336     /* As with turn undead above, give a bonus on the saving throw */
1337     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1338     scare_creature (op, owner);
1339     }
1340     break;
1341 root 1.44
1342 root 1.40 case ATNR_LIFE_STEALING:
1343     {
1344     int new_hp;
1345    
1346     /* this is replacement to drain for players, instead of taking
1347     * exp it takes hp. It is geared for players, probably not
1348     * much use giving it to monsters
1349     *
1350     * life stealing doesn't do a lot of damage, but it gives the
1351     * damage it does do to the player. Given that,
1352     * it only does 1/10'th normal damage (hence the divide by
1353     * 1000).
1354     */
1355     /* You can't steal life from something undead */
1356     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1357     return 0;
1358 root 1.44
1359 root 1.40 /* If drain protection is higher than life stealing, use that */
1360     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1361     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1362     else
1363     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1364 root 1.44
1365 root 1.40 /* You die at -1 hp, not zero. */
1366     if (dam > (op->stats.hp + 1))
1367     dam = op->stats.hp + 1;
1368 root 1.44
1369 root 1.40 new_hp = hitter->stats.hp + dam;
1370     if (new_hp > hitter->stats.maxhp)
1371     new_hp = hitter->stats.maxhp;
1372 root 1.44
1373 root 1.40 if (new_hp > hitter->stats.hp)
1374     hitter->stats.hp = new_hp;
1375     }
1376 elmex 1.1 }
1377 root 1.40
1378 root 1.9 return dam;
1379 elmex 1.1 }
1380    
1381     /* GROS: This code comes from hit_player. It has been made external to
1382     * allow script procedures to "kill" objects in a combat-like fashion.
1383     * It was initially used by (kill-object) developed for the Collector's
1384     * Sword. Note that nothing has been changed from the original version
1385     * of the following code.
1386     * op is what is being killed.
1387     * dam is the damage done to it.
1388     * hitter is what is hitting it.
1389     * type is the attacktype.
1390     *
1391     * This function was a bit of a mess with hitter getting changed,
1392     * values being stored away but not used, etc. I've cleaned it up
1393     * a bit - I think it should be functionally equivalant.
1394     * MSW 2002-07-17
1395     */
1396 root 1.9 int
1397     kill_object (object *op, int dam, object *hitter, int type)
1398 elmex 1.1 {
1399 root 1.9 char buf[MAX_BUF];
1400     const char *skill;
1401     int maxdam = 0;
1402     int battleg = 0; /* true if op standing on battleground */
1403     int pk = 0; /* true if op and what controls hitter are both players */
1404 root 1.61 object *owner = 0;
1405     object *skop = 0;
1406 elmex 1.1
1407 root 1.9 if (op->stats.hp >= 0)
1408     return -1;
1409    
1410     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1411     return 0;
1412    
1413     /* maxdam needs to be the amount of damage it took to kill
1414     * this creature. The function(s) that call us have already
1415     * adjusted the creatures HP total, so that is negative.
1416     */
1417     maxdam = dam + op->stats.hp + 1;
1418    
1419     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1420     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1421    
1422     if (op->type == DOOR)
1423     {
1424 root 1.63 op->set_speed (0.1f);
1425     op->speed_left = -0.05f;
1426 root 1.9 return maxdam;
1427     }
1428 root 1.20
1429 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1430     {
1431 root 1.26 op->destroy ();
1432 root 1.9 return maxdam;
1433     }
1434    
1435     /* Now lets start dealing with experience we get for killing something */
1436    
1437 root 1.27 owner = hitter->owner;
1438 root 1.20 if (!owner)
1439 root 1.9 owner = hitter;
1440    
1441     /* is the victim (op) standing on battleground? */
1442     if (op_on_battleground (op, NULL, NULL))
1443     battleg = 1;
1444    
1445     /* is this player killing? */
1446     if (op->type == PLAYER && owner->type == PLAYER)
1447     pk = 1;
1448    
1449     /* Player killed something */
1450     if (owner->type == PLAYER)
1451     {
1452     Log_Kill (owner->name,
1453     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1454    
1455     /* Log players killing other players - makes it easier to detect
1456     * and filter out malicious player killers - that is why the
1457     * ip address is included.
1458     */
1459     if (op->type == PLAYER && !battleg)
1460     {
1461     time_t t = time (NULL);
1462     struct tm *tmv;
1463     char buf[256];
1464    
1465     tmv = localtime (&t);
1466     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1467    
1468 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1469 root 1.9 }
1470    
1471     /* try to filter some things out - basically, if you are
1472     * killing a level 1 creature and your level 20, you
1473     * probably don't want to see that.
1474     */
1475     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1476     {
1477     if (owner != hitter)
1478 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1479 root 1.9 else
1480 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1481    
1482 root 1.9 /* Only play sounds for melee kills */
1483     if (hitter->type == PLAYER)
1484 root 1.72 owner->play_sound (sound_find ("player_kills"));
1485 root 1.9 }
1486    
1487     /* If a player kills another player, not on
1488     * battleground, the "killer" looses 1 luck. Since this is
1489     * not reversible, it's actually quite a pain IMHO. -AV
1490     * Fix bug in that we were changing the luck of the hitter, not
1491     * player that the object belonged to - so if you killed another player
1492     * with spells, pets, whatever, there was no penalty.
1493     * Changed to make luck penalty configurable in settings.
1494     */
1495     if (op->type == PLAYER && owner != op && !battleg)
1496 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1497 root 1.9
1498     /* This code below deals with finding the appropriate skill
1499 root 1.61 * to credit exp to. This is a bit problematic - we should
1500 root 1.9 * probably never really have to look at current_weapon->skill
1501     */
1502 root 1.20 skill = 0;
1503    
1504 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1505     skill = hitter->skill;
1506     else if (owner->chosen_skill)
1507     {
1508 root 1.61 skop = owner->chosen_skill;
1509     skill = skop->skill;
1510 root 1.9 }
1511     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1512     skill = owner->current_weapon->skill;
1513     else
1514     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1515 elmex 1.1
1516 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1517 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1518 root 1.9 */
1519     if ((!skop || skop->type != SKILL) && skill)
1520     {
1521     int i;
1522 elmex 1.1
1523 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1524     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1525     {
1526     skop = owner->contr->last_skill_ob[i];
1527     break;
1528     }
1529 root 1.5 }
1530 root 1.9 } /* Was it a player that hit somethign */
1531     else
1532 root 1.20 skill = 0;
1533 root 1.9
1534     /* Pet (or spell) killed something. */
1535     if (owner != hitter)
1536 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1537     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538 root 1.9 else
1539 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1540     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1541     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542    
1543 root 1.9 /* These may have been set in the player code section above */
1544     if (!skop)
1545     skop = hitter->chosen_skill;
1546 root 1.20
1547 root 1.9 if (!skill && skop)
1548     skill = skop->skill;
1549    
1550     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1551    
1552     /* If you didn't kill yourself, and your not the wizard */
1553 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1554 root 1.9 {
1555     int exp;
1556    
1557     /* Really don't give much experience for killing other players */
1558 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1559 root 1.9 if (op->type == PLAYER)
1560     {
1561     if (battleg)
1562     {
1563     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1564     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1565 root 1.5 }
1566 root 1.9 else
1567     exp = op->stats.exp / 1000;
1568 elmex 1.1 }
1569 root 1.9 else
1570     exp = calc_skill_exp (owner, op, skop);
1571 elmex 1.1
1572 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1573     * exp by killing him
1574     */
1575     if (battleg)
1576     exp = 0;
1577 elmex 1.1
1578 root 1.9 /* Don't know why this is set this way - doesn't make
1579     * sense to just divide everything by two for no reason.
1580     */
1581 elmex 1.1
1582 root 1.9 if (!settings.simple_exp)
1583     exp = exp / 2;
1584 root 1.5
1585 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1586 root 1.23 change_exp (owner, exp, skill, 0);
1587 root 1.9 else
1588     {
1589     int shares = 0, count = 0;
1590     partylist *party = owner->contr->party;
1591 root 1.5
1592 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1593 root 1.35
1594 root 1.33 for_all_players (pl)
1595 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1596     {
1597     count++;
1598     shares += (pl->ob->level + 4);
1599     }
1600    
1601 root 1.23 if (count == 1 || shares > exp || !shares)
1602 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1603     else
1604     {
1605     int share = exp / shares, given = 0, nexp;
1606    
1607 root 1.33 for_all_players (pl)
1608 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1609     {
1610     nexp = (pl->ob->level + 4) * share;
1611     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1612     given += nexp;
1613     }
1614    
1615 root 1.9 exp -= given;
1616     /* give any remainder to the player */
1617     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1618 root 1.5 }
1619 root 1.9 } /* else part of a party */
1620     } /* end if person didn't kill himself */
1621 elmex 1.1
1622 root 1.9 if (op->type != PLAYER)
1623     {
1624     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1625     {
1626 root 1.27 object *owner1 = op->owner;
1627 elmex 1.1
1628 root 1.20 if (owner1 && owner1->type == PLAYER)
1629 root 1.9 {
1630 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1631 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1632     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1633 root 1.5 }
1634 root 1.12
1635 root 1.9 remove_friendly_object (op);
1636 root 1.5 }
1637 root 1.12
1638 root 1.26 op->destroy ();
1639 elmex 1.1 }
1640 root 1.9 else
1641     {
1642 root 1.20 /* Player has been killed! */
1643 root 1.9 if (owner->type == PLAYER)
1644 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1645 root 1.9 else
1646 root 1.12 assign (op->contr->killer, hitter->name);
1647 elmex 1.1 }
1648 root 1.12
1649 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1650     * continues in the calling function.
1651     */
1652     return maxdam;
1653 elmex 1.1 }
1654    
1655     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1656     * Returns 0 this is not friendly fire
1657     */
1658 root 1.9 int
1659     friendly_fire (object *op, object *hitter)
1660     {
1661     object *owner;
1662     int friendlyfire;
1663    
1664     if (hitter->head)
1665     hitter = hitter->head;
1666    
1667     friendlyfire = 0;
1668    
1669     if (op->type == PLAYER)
1670     {
1671     if (op_on_battleground (hitter, 0, 0))
1672     return 0;
1673    
1674     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1675     return 1;
1676    
1677 root 1.27 if ((owner = hitter->owner) != NULL)
1678 root 1.9 {
1679     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1680     friendlyfire = 2;
1681     }
1682    
1683     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1684     friendlyfire = 0;
1685 elmex 1.1 }
1686 root 1.62
1687 root 1.9 return friendlyfire;
1688 elmex 1.1 }
1689    
1690     /* This isn't used just for players, but in fact most objects.
1691     * op is the object to be hit, dam is the amount of damage, hitter
1692     * is what is hitting the object, type is the attacktype, and
1693     * full_hit is set if monster area does not matter.
1694     * dam is base damage - protections/vulnerabilities/slaying matches can
1695     * modify it.
1696     */
1697 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699 root 1.9 int
1700     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1701     {
1702     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1703     int maxattacktype, attacknum;
1704     int body_attack = op && op->head; /* Did we hit op's head? */
1705     int simple_attack;
1706     int rtn_kill = 0;
1707     int friendlyfire;
1708 elmex 1.1
1709 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1710     return 0;
1711 elmex 1.1
1712 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1713     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1714     return 0;
1715 elmex 1.1
1716 root 1.64 // only allow pk for hostile players
1717 root 1.9 if (op->type == PLAYER)
1718     {
1719 root 1.27 object *owner = hitter->owner;
1720 root 1.9
1721     if (!owner)
1722     owner = hitter;
1723 root 1.18
1724 root 1.56 if (owner->type == PLAYER
1725     && (!op_on_battleground (op, 0, 0)
1726     && (op->contr->peaceful || owner->contr->peaceful))
1727     && op != owner)
1728 root 1.18 return 0;
1729 elmex 1.1 }
1730    
1731 root 1.9 if (body_attack)
1732     {
1733     /* slow and paralyze must hit the head. But we don't want to just
1734     * return - we still need to process other attacks the spell still
1735     * might have. So just remove the paralyze and slow attacktypes,
1736     * and keep on processing if we have other attacktypes.
1737     * return if only magic or nothing is left - under normal code
1738     * we don't attack with pure magic if there is another attacktype.
1739     * Only do processing if the initial attacktype includes one of those
1740     * attack so we don't cancel out things like magic bullet.
1741     */
1742     if (type & (AT_PARALYZE | AT_SLOW))
1743     {
1744     type &= ~(AT_PARALYZE | AT_SLOW);
1745 root 1.18
1746 root 1.9 if (!type || type == AT_MAGIC)
1747     return 0;
1748 root 1.5 }
1749 elmex 1.1 }
1750    
1751 root 1.9 if (!simple_attack && op->type == DOOR)
1752     {
1753 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1755     {
1756     spring_trap (tmp, hitter);
1757 root 1.26
1758 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1759 root 1.9 return 0;
1760 root 1.26
1761 root 1.9 break;
1762     }
1763 elmex 1.1 }
1764    
1765 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766     {
1767     /* FIXME: If a player is killed by a rune in a door, the
1768 root 1.18 * destroyed() check above doesn't return, and might get here.
1769 root 1.9 */
1770 elmex 1.54
1771     /* FIXME: This for example happens when a dead door is on a mover and
1772     gets it's speed_left raised on each mover-tick.
1773     Doors are removed in a kinda funny way by giving them speed and speed_left
1774     and waiting for that to run out.
1775     */
1776     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1777 root 1.9 return 0;
1778 elmex 1.1 }
1779    
1780     #ifdef ATTACK_DEBUG
1781 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 elmex 1.1 #endif
1783    
1784 root 1.9 if (magic)
1785     {
1786 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1787     * in case 0>dam>1, we try to "simulate" a float value-effect */
1788 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 elmex 1.1 if (dam >= 100)
1790 root 1.5 dam /= 100;
1791 elmex 1.1 else
1792 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1793 elmex 1.1 }
1794    
1795 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1796     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1797     */
1798     if (type & AT_CHAOS)
1799     {
1800     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1801     update_object (op, UP_OBJ_FACE);
1802 elmex 1.1 type &= ~AT_CHAOS;
1803     }
1804    
1805 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1806     * holyword is part of an attacktype, then make sure the creature is
1807     * a proper match, otherwise no damage.
1808     */
1809     if (type & AT_HOLYWORD)
1810     {
1811     object *god;
1812    
1813     if ((!hitter->slaying ||
1814     (!(op->race && strstr (hitter->slaying, op->race)) &&
1815     !(op->name && strstr (hitter->slaying, op->name)))) &&
1816     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1817     (hitter->title != NULL
1818 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1819 root 1.9 return 0;
1820 elmex 1.1 }
1821    
1822 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1823 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1824     {
1825     /* Magic isn't really a true attack type - it gets combined with other
1826     * attack types. As such, skip it over. However, if magic is
1827     * the only attacktype in the group, then still attack with it
1828     */
1829     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1830     continue;
1831    
1832     /* Go through and hit the player with each attacktype, one by one.
1833     * hit_player_attacktype only figures out the damage, doesn't inflict
1834     * it. It will do the appropriate action for attacktypes with
1835     * effects (slow, paralization, etc.
1836     */
1837     if (type & attacktype)
1838     {
1839     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1840     /* the >= causes us to prefer messages from special attacks, if
1841     * the damage is equal.
1842     */
1843     if (ndam >= maxdam)
1844     {
1845 root 1.5 maxdam = ndam;
1846 root 1.9 maxattacktype = 1 << attacknum;
1847 root 1.5 }
1848     }
1849 elmex 1.1 }
1850 root 1.9
1851     /* if this is friendly fire then do a set % of damage only
1852     * Note - put a check in to make sure this attack is actually
1853     * doing damage - otherwise, the +1 in the code below will make
1854     * an attack do damage before when it otherwise didn't
1855     */
1856     friendlyfire = friendly_fire (op, hitter);
1857     if (friendlyfire && maxdam)
1858     {
1859     maxdam = ((dam * settings.set_friendly_fire) / 100);
1860    
1861 elmex 1.1 #ifdef ATTACK_DEBUG
1862 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1863     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1864 elmex 1.1 #endif
1865     }
1866    
1867 root 1.9 if (!full_hit)
1868     {
1869     int area;
1870     int remainder;
1871    
1872     area = 0;
1873 root 1.68
1874     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1875 root 1.9 area++;
1876 root 1.68
1877 root 1.9 assert (area > 0);
1878    
1879     /* basically: maxdam /= area; we try to "simulate" a float
1880     value-effect */
1881     remainder = 100 * (maxdam % area) / area;
1882     maxdam /= area;
1883 root 1.47 if (rndm (100) < remainder)
1884 root 1.9 maxdam++;
1885 elmex 1.1 }
1886    
1887     #ifdef ATTACK_DEBUG
1888 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1889 elmex 1.1 #endif
1890    
1891 root 1.57 // for now, only do this for active objects, otherwise they
1892     // keep a refcount for a long time and I see no usefulness
1893     // for an non-active objetc to know its enemy.
1894     if (op->active)
1895     if (hitter->owner)
1896     op->enemy = hitter->owner;
1897     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1898     op->enemy = hitter;
1899 root 1.9
1900     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1901     {
1902     /* The unaggressives look after themselves 8) */
1903     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1904     npc_call_help (op);
1905     }
1906    
1907     if (magic && did_make_save (op, op->level, 0))
1908     maxdam = maxdam / 2;
1909    
1910     attack_message (maxdam, maxattacktype, op, hitter);
1911    
1912     op->stats.hp -= maxdam;
1913    
1914     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1915     if ((op->stats.hp >= 0) &&
1916     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1917     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1918     {
1919 elmex 1.1
1920 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1921     SET_FLAG (op, FLAG_RUN_AWAY);
1922     else
1923     scare_creature (op, hitter);
1924 elmex 1.1 }
1925    
1926 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1927     {
1928     if (maxdam)
1929     tear_down_wall (op);
1930 root 1.26
1931 root 1.9 return maxdam; /* nothing more to do for wall */
1932     }
1933 elmex 1.1
1934 root 1.9 /* See if the creature has been killed */
1935     rtn_kill = kill_object (op, maxdam, hitter, type);
1936     if (rtn_kill != -1)
1937     return rtn_kill;
1938 elmex 1.1
1939    
1940 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1941     * that before if the player was immune to ghosthit, the monster
1942     * remained - that is no longer the case.
1943     */
1944     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1945 root 1.56 hitter->destroy ();
1946 root 1.26
1947 root 1.9 /* Lets handle creatures that are splitting now */
1948     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1949     {
1950     int i;
1951     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1952     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1953 root 1.27 object *owner = op->owner;
1954 root 1.5
1955 root 1.9 if (!op->other_arch)
1956     {
1957     LOG (llevError, "SPLITTING without other_arch error.\n");
1958     return maxdam;
1959     }
1960 root 1.26
1961 root 1.25 op->remove ();
1962 root 1.26
1963 root 1.76 for (i = 0; i < op->stats.food; i++)
1964 root 1.9 { /* This doesn't handle op->more yet */
1965     object *tmp = arch_to_object (op->other_arch);
1966     int j;
1967    
1968     tmp->stats.hp = op->stats.hp;
1969 root 1.26
1970 root 1.9 if (friendly)
1971     {
1972     add_friendly_object (tmp);
1973     tmp->attack_movement = PETMOVE;
1974 root 1.39
1975     if (owner)
1976 root 1.27 tmp->set_owner (owner);
1977 root 1.9 }
1978 root 1.26
1979 root 1.9 if (unaggressive)
1980     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1981 root 1.26
1982 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1983 root 1.26
1984 root 1.9 if (j == -1) /* No spot to put this monster */
1985 root 1.26 tmp->destroy ();
1986 root 1.9 else
1987     {
1988     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1989     insert_ob_in_map (tmp, op->map, NULL, 0);
1990     }
1991     }
1992 root 1.26
1993     op->destroy ();
1994 root 1.9 }
1995     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1996 root 1.26 hitter->destroy ();
1997    
1998 root 1.9 return maxdam;
1999     }
2000    
2001     void
2002     poison_player (object *op, object *hitter, int dam)
2003     {
2004 root 1.16 archetype *at = archetype::find ("poisoning");
2005 root 1.9 object *tmp = present_arch_in_ob (at, op);
2006 elmex 1.1
2007 root 1.9 if (tmp == NULL)
2008     {
2009     if ((tmp = arch_to_object (at)) == NULL)
2010     LOG (llevError, "Failed to clone arch poisoning.\n");
2011     else
2012     {
2013     tmp = insert_ob_in_ob (tmp, op);
2014     /* peterm: give poisoning some teeth. It should
2015     * be able to kill things better than it does:
2016     * damage should be dependent something--I choose to
2017     * do this: if it's a monster, the damage from the
2018     * poisoning goes as the level of the monster/2.
2019     * If anything else, goes as damage.
2020     */
2021    
2022     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2023     tmp->stats.dam += hitter->level / 2;
2024     else
2025     tmp->stats.dam = dam;
2026    
2027 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2028 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2029     {
2030     tmp->skill = hitter->skill;
2031     }
2032    
2033     tmp->stats.food += dam; /* more damage, longer poisoning */
2034    
2035     if (op->type == PLAYER)
2036     {
2037     /* player looses stats, maximum is -10 of each */
2038     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2039     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2040     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2041     tmp->stats.Int = MAX (-dam / 7, -10);
2042     SET_FLAG (tmp, FLAG_APPLIED);
2043 root 1.32 op->update_stats ();
2044 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2045 root 1.75 op->play_sound (tmp->sound);
2046 root 1.9 }
2047 root 1.63
2048 root 1.9 if (hitter->type == PLAYER)
2049     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2050 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2051 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2052 root 1.5 }
2053 root 1.63
2054 root 1.9 tmp->speed_left = 0;
2055     }
2056     else
2057     tmp->stats.food++;
2058     }
2059    
2060     void
2061     slow_player (object *op, object *hitter, int dam)
2062     {
2063 root 1.16 archetype *at = archetype::find ("slowness");
2064 root 1.9 object *tmp;
2065    
2066     if (at == NULL)
2067 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2068    
2069 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2070     {
2071     tmp = arch_to_object (at);
2072     tmp = insert_ob_in_ob (tmp, op);
2073     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2074     }
2075     else
2076     tmp->stats.food++;
2077 root 1.62
2078 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2079     tmp->speed_left = 0;
2080 root 1.32 op->update_stats ();
2081 elmex 1.1 }
2082    
2083 root 1.9 void
2084     confuse_player (object *op, object *hitter, int dam)
2085     {
2086     object *tmp;
2087     int maxduration;
2088 elmex 1.1
2089 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2090     if (!tmp)
2091     {
2092     tmp = get_archetype (FORCE_NAME);
2093     tmp = insert_ob_in_ob (tmp, op);
2094     }
2095 root 1.5
2096 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2097     * on the player's resistance
2098     */
2099     tmp->speed = 0.05;
2100     tmp->subtype = FORCE_CONFUSION;
2101     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2102     tmp->name = "confusion";
2103     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2104 root 1.62
2105 root 1.9 if (tmp->duration > maxduration)
2106     tmp->duration = maxduration;
2107    
2108     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2109     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2110 root 1.62
2111 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2112     }
2113 root 1.5
2114 root 1.9 void
2115     blind_player (object *op, object *hitter, int dam)
2116     {
2117     object *tmp, *owner;
2118 root 1.5
2119 root 1.9 /* Save some work if we know it isn't going to affect the player */
2120     if (op->resist[ATNR_BLIND] == 100)
2121     return;
2122 root 1.5
2123 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2124     if (!tmp)
2125     {
2126     tmp = get_archetype ("blindness");
2127     SET_FLAG (tmp, FLAG_BLIND);
2128     SET_FLAG (tmp, FLAG_APPLIED);
2129 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2130     * speed is a float anyways.
2131     */
2132 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2133 elmex 1.1
2134 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2135     change_abil (op, tmp); /* Mostly to display any messages */
2136 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2137 elmex 1.1
2138 root 1.9 if (hitter->owner)
2139 root 1.27 owner = hitter->owner;
2140 root 1.9 else
2141     owner = hitter;
2142 elmex 1.1
2143 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2144     }
2145     tmp->stats.food += dam;
2146     if (tmp->stats.food > 10)
2147     tmp->stats.food = 10;
2148 elmex 1.1 }
2149    
2150 root 1.9 void
2151     paralyze_player (object *op, object *hitter, int dam)
2152 elmex 1.1 {
2153 root 1.9 float effect, max;
2154    
2155     /* object *tmp; */
2156 elmex 1.1
2157 root 1.9 /* This is strange stuff... someone knows for what this is
2158     * written? Well, i think this can and should be removed
2159     */
2160 elmex 1.1
2161 root 1.9 /*
2162     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2163     tmp=clone_arch(PARAIMAGE);
2164     tmp->x=op->x,tmp->y=op->y;
2165     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2166     }
2167     */
2168 elmex 1.1
2169 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2170     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2171 elmex 1.1
2172 root 1.9 if (effect == 0)
2173     return;
2174 elmex 1.1
2175 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2176     /* tmp->stats.food+=(signed short) effect/op->speed; */
2177 elmex 1.1
2178 root 1.9 /* max number of ticks to be affected for. */
2179     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2180     if (op->speed_left < -(FABS (op->speed) * max))
2181     op->speed_left = (float) -(FABS (op->speed) * max);
2182 elmex 1.1
2183     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2184     }
2185    
2186     /* Attempts to kill 'op'. hitter is the attack object, dam is
2187     * the computed damaged.
2188     */
2189 root 1.9 void
2190     deathstrike_player (object *op, object *hitter, int *dam)
2191 elmex 1.1 {
2192 root 1.9 /* The intention of a death attack is to kill outright things
2193     ** that are a lot weaker than the attacker, have a chance of killing
2194     ** things somewhat weaker than the caster, and no chance of
2195     ** killing something equal or stronger than the attacker.
2196     ** Also, if a deathstrike attack has a slaying, any monster
2197     ** whose name or race matches a comma-delimited list in the slaying
2198     ** field of the deathstriking object */
2199    
2200     int atk_lev, def_lev, kill_lev;
2201    
2202     if (hitter->slaying)
2203 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2204 root 1.9 return;
2205    
2206     def_lev = op->level;
2207     if (def_lev < 1)
2208     {
2209 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2210 root 1.9 def_lev = 1;
2211     }
2212 root 1.52
2213 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2214     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2215     atk_lev, def_lev); */
2216    
2217     if (atk_lev >= def_lev)
2218     {
2219     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2220    
2221     /* Note that the below effectively means the ratio of the atk vs
2222     * defener level is important - if level 52 character has very little
2223     * chance of killing a level 50 monster. This should probably be
2224     * redone.
2225     */
2226     if (kill_lev >= def_lev)
2227     {
2228     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2229     /* I think this doesn't really do much. Because of
2230     * integer rounding, this only makes any difference if the
2231     * attack level is double the defender level.
2232     */
2233     *dam *= kill_lev / def_lev;
2234 root 1.5 }
2235 root 1.9 }
2236     else
2237 root 1.52 *dam = 0; /* no harm done */
2238 elmex 1.1 }
2239    
2240     /* thrown_item_effect() - handles any special effects of thrown
2241     * items (like attacking living creatures--a potion thrown at a
2242     * monster).
2243     */
2244 root 1.9 static void
2245     thrown_item_effect (object *hitter, object *victim)
2246 elmex 1.1 {
2247 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2248     {
2249     /* May not need a switch for just 2 types, but this makes it
2250     * easier for expansion.
2251     */
2252     switch (hitter->type)
2253     {
2254 root 1.5 case POTION:
2255 root 1.9 /* should player get a save throw instead of checking magic protection? */
2256     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2257     (void) apply_potion (victim, hitter);
2258     break;
2259    
2260     case POISON: /* poison drinks */
2261     /* As with potions, should monster get a save? */
2262     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2263     apply_poison (victim, hitter);
2264     break;
2265    
2266     /* Removed case statements that did nothing.
2267     * food may be poisonous, but monster must be willing to eat it,
2268     * so we don't handle it here.
2269     * Containers should perhaps break open, but that code was disabled.
2270     */
2271 root 1.5 }
2272 elmex 1.1 }
2273     }
2274    
2275     /* adj_attackroll() - adjustments to attacks by various conditions */
2276 root 1.9 int
2277     adj_attackroll (object *hitter, object *target)
2278     {
2279 elmex 1.1 object *attacker = hitter;
2280 root 1.9 int adjust = 0;
2281 elmex 1.1
2282     /* safety */
2283 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2284     {
2285     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2286     return 0;
2287     }
2288 elmex 1.1
2289     /* aimed missiles use the owning object's sight */
2290 root 1.9 if (is_aimed_missile (hitter))
2291     {
2292 root 1.27 if ((attacker = hitter->owner) == NULL)
2293 root 1.9 attacker = hitter;
2294     /* A player who saves but hasn't quit still could have objects
2295     * owned by him - need to handle that case to avoid crashes.
2296     */
2297     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2298     attacker = hitter;
2299     }
2300     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2301 elmex 1.1 return 0;
2302    
2303 root 1.9 /* determine the condtions under which we make an attack.
2304     * Add more cases, as the need occurs. */
2305 elmex 1.1
2306 root 1.9 if (!can_see_enemy (attacker, target))
2307     {
2308     /* target is unseen */
2309     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2310     adjust -= 10;
2311     /* dark map penalty for the hitter (lacks infravision if we got here). */
2312     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2313     adjust -= target->map->darkness;
2314     }
2315 elmex 1.1
2316 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2317 elmex 1.1 adjust -= 3;
2318    
2319 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2320 elmex 1.1 adjust += 1;
2321    
2322 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2323 elmex 1.1 adjust += 1;
2324    
2325 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2326 elmex 1.1 adjust -= 3;
2327    
2328     /* if we attack at a different 'altitude' its harder */
2329 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2330 elmex 1.1 adjust -= 2;
2331    
2332     #if 0
2333     /* slower attacks are less likely to succeed. We should use a
2334     * comparison between attacker/target speeds BUT, players have
2335     * a generally faster speed, so this will wind up being a HUGE
2336     * disadantage for the monsters! Too bad, because missiles which
2337     * fly fast should have a better chance of hitting a slower target.
2338     */
2339 root 1.9 if (hitter->speed < target->speed)
2340     adjust += ((float) hitter->speed - target->speed);
2341 elmex 1.1 #endif
2342    
2343     #if 0
2344 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2345 elmex 1.1 #endif
2346    
2347     return adjust;
2348 root 1.9 }
2349 elmex 1.1
2350     /* determine if the object is an 'aimed' missile */
2351 root 1.9 int
2352     is_aimed_missile (object *op)
2353     {
2354 elmex 1.1
2355 root 1.9 /* I broke what used to be one big if into a few nested
2356     * ones so that figuring out the logic is at least possible.
2357     */
2358     if (op && (op->move_type & MOVE_FLYING))
2359 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2360     return 1;
2361     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2362     return 1;
2363 root 1.53
2364 root 1.9 return 0;
2365     }