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Revision: 1.77
Committed: Thu Oct 4 23:59:07 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.76: +7 -1 lines
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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 1.77
695 root 1.9 if ((*target)->head)
696     *target = (*target)->head;
697 root 1.77
698 root 1.9 if ((*hitter)->head)
699     *hitter = (*hitter)->head;
700 root 1.77
701 root 1.9 if ((*hitter)->env != NULL || (*target)->env != NULL)
702     {
703     *simple_attack = 1;
704     return 0;
705 elmex 1.1 }
706 root 1.77
707 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
708     || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
709 elmex 1.1 {
710 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711     (*hitter)->debug_desc (), (*target)->debug_desc ());
712 root 1.9 return 1;
713 elmex 1.1 }
714 root 1.77
715 root 1.9 *simple_attack = 0;
716     return 0;
717 elmex 1.1 }
718    
719 root 1.9 static int
720     abort_attack (object *target, object *hitter, int simple_attack)
721 elmex 1.1 {
722 root 1.9
723 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
724     * determined by get_attack_mode(). Returns true if the relation has changed.
725     */
726 root 1.9 int new_mode;
727 elmex 1.1
728 root 1.9 if (hitter->env == target || target->env == hitter)
729     new_mode = 1;
730     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
731     return 1;
732     else
733     new_mode = 0;
734     return new_mode != simple_attack;
735 elmex 1.1 }
736    
737     static void thrown_item_effect (object *, object *);
738    
739 root 1.9 static int
740     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
741 elmex 1.1 {
742 root 1.9 int simple_attack, roll, dam = 0;
743     uint32 type;
744     shstr op_name;
745    
746     if (get_attack_mode (&op, &hitter, &simple_attack))
747     goto error;
748    
749     if (hitter->current_weapon)
750     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
751     return RESULT_INT (0);
752    
753     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
754     return RESULT_INT (0);
755 elmex 1.1
756 root 1.9 /*
757     * A little check to make it more difficult to dance forward and back
758     * to avoid ever being hit by monsters.
759     */
760 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
761 root 1.9 {
762     /* Decrease speed BEFORE calling process_object. Otherwise, an
763     * infinite loop occurs, with process_object calling move_monster,
764     * which then gets here again. By decreasing the speed before
765     * we call process_object, the 'if' statement above will fail.
766     */
767 root 1.65 --op->speed_left;
768 root 1.9 process_object (op);
769 root 1.26
770 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
771 elmex 1.1 goto error;
772 root 1.9 }
773 elmex 1.1
774 root 1.9 op_name = op->name;
775 root 1.3
776 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
777 elmex 1.1
778 root 1.9 /* Adjust roll for various situations. */
779     if (!simple_attack)
780     roll += adj_attackroll (hitter, op);
781 elmex 1.1
782 root 1.9 /* See if we hit the creature */
783     if (roll == 20 || op->stats.ac >= base_wc - roll)
784     {
785     int hitdam = base_dam;
786    
787     if (!simple_attack)
788 elmex 1.1 {
789 root 1.9 /* If you hit something, the victim should *always* wake up.
790     * Before, invisible hitters could avoid doing this.
791     * -b.t. */
792     if (QUERY_FLAG (op, FLAG_SLEEP))
793     CLEAR_FLAG (op, FLAG_SLEEP);
794    
795     /* If the victim can't see the attacker, it may alert others
796     * for help. */
797 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
798 root 1.9 npc_call_help (op);
799    
800     /* if you were hidden and hit by a creature, you are discovered */
801     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
802     {
803     make_visible (op);
804 root 1.59
805 root 1.9 if (op->type == PLAYER)
806     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
807     }
808    
809     /* thrown items (hitter) will have various effects
810     * when they hit the victim. For things like thrown daggers,
811     * this sets 'hitter' to the actual dagger, and not the
812     * wrapper object.
813     */
814     thrown_item_effect (hitter, op);
815 root 1.26
816 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
817 root 1.9 goto leave;
818     }
819    
820     /* Need to do at least 1 damage, otherwise there is no point
821     * to go further and it will cause FPE's below.
822     */
823     if (hitdam <= 0)
824     hitdam = 1;
825 elmex 1.1
826 root 1.9 type = hitter->attacktype;
827 root 1.18
828 root 1.9 if (!type)
829     type = AT_PHYSICAL;
830 root 1.18
831 root 1.9 /* Handle monsters that hit back */
832     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
833     {
834     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
835     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
836 root 1.18
837 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
838 root 1.18
839     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
840 root 1.5 goto leave;
841 root 1.9 }
842 elmex 1.1
843 root 1.9 /* In the new attack code, it should handle multiple attack
844     * types in its area, so remove it from here.
845     */
846     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
847 root 1.18
848     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
849 root 1.9 goto leave;
850     } /* end of if hitter hit op */
851     /* if we missed, dam=0 */
852    
853     /*attack_message(dam, type, op, hitter); */
854 elmex 1.1
855 root 1.9 goto leave;
856 elmex 1.1
857 root 1.9 error:
858     dam = 1;
859 elmex 1.1
860 root 1.9 leave:
861 elmex 1.1
862 root 1.9 return dam;
863 elmex 1.1 }
864    
865 root 1.9 int
866     attack_ob (object *op, object *hitter)
867 elmex 1.1 {
868 root 1.58 hitter = hitter->head_ ();
869 elmex 1.1
870 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
871 elmex 1.1 }
872    
873     /* op is the arrow, tmp is what is stopping the arrow.
874     *
875     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
876     */
877 root 1.9 static int
878     stick_arrow (object *op, object *tmp)
879 elmex 1.1 {
880 root 1.9 /* If the missile hit a player, we insert it in their inventory.
881     * However, if the missile is heavy, we don't do so (assume it falls
882     * to the ground after a hit). What a good value for this is up to
883     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
884     * stick around.
885     */
886     if (op->weight <= 5000 && tmp->stats.hp >= 0)
887     {
888 root 1.59 tmp = tmp->head_ ();
889 root 1.10
890 root 1.25 op->remove ();
891 root 1.9 op = insert_ob_in_ob (op, tmp);
892 root 1.10
893 root 1.9 if (tmp->type == PLAYER)
894     esrv_send_item (tmp, op);
895 root 1.10
896 root 1.9 return 1;
897     }
898     else
899     return 0;
900 elmex 1.1 }
901    
902     /* hit_with_arrow() disassembles the missile, attacks the victim and
903     * reassembles the missile.
904     *
905     * It returns a pointer to the reassembled missile, or NULL if the missile
906     * isn't available anymore.
907     */
908 root 1.9 object *
909     hit_with_arrow (object *op, object *victim)
910 elmex 1.1 {
911 root 1.9 object *container, *hitter;
912     int hit_something = 0;
913    
914     /* Disassemble missile */
915     if (op->inv)
916     {
917     container = op;
918     hitter = op->inv;
919 root 1.25 hitter->remove ();
920 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
921     /* Note that we now have an empty THROWN_OBJ on the map. Code that
922     * might be called until this THROWN_OBJ is either reassembled or
923     * removed at the end of this function must be able to deal with empty
924     * THROWN_OBJs. */
925     }
926     else
927     {
928 root 1.21 container = 0;
929 root 1.9 hitter = op;
930     }
931    
932     /* Try to hit victim */
933     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
934    
935     /* Arrow attacks door, rune of summoning is triggered, demon is put on
936     * arrow, move_apply() calls this function, arrow sticks in demon,
937     * attack_ob_simple() returns, and we've got an arrow that still exists
938     * but is no longer on the map. Ugh. (Beware: Such things can happen at
939     * other places as well!)
940     */
941 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
942 root 1.9 {
943     if (container)
944     {
945 root 1.25 container->remove ();
946 root 1.26 container->destroy ();
947 elmex 1.1 }
948 root 1.21
949     return 0;
950 elmex 1.1 }
951    
952 root 1.9 /* Missile hit victim */
953     /* if the speed is > 10, then this is a fast moving arrow, we go straight
954     * through the target
955     */
956     if (hit_something && op->speed <= 10.0)
957     {
958     /* Stop arrow */
959 root 1.21 if (!container)
960 root 1.9 {
961     hitter = fix_stopped_arrow (hitter);
962 root 1.21 if (!hitter)
963     return 0;
964 root 1.9 }
965     else
966 root 1.26 container->destroy ();
967 elmex 1.1
968 root 1.9 /* Try to stick arrow into victim */
969 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
970 root 1.21 return 0;
971 root 1.9
972     /* Else try to put arrow on victim's map square
973     * remove check for P_WALL here. If the arrow got to this
974     * space, that is good enough - with the new movement code,
975     * there is now the potential for lots of spaces where something
976     * can fly over but not otherwise move over. What is the correct
977     * way to handle those otherwise?
978     */
979 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
980 root 1.9 {
981 root 1.25 hitter->remove ();
982 root 1.21 hitter->x = victim->x;
983     hitter->y = victim->y;
984 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
985 elmex 1.1 }
986 root 1.9 else
987 root 1.21 /* Else leave arrow where it is */
988     merge_ob (hitter, NULL);
989    
990     return 0;
991 elmex 1.1 }
992    
993 root 1.9 if (hit_something && op->speed >= 10.0)
994     op->speed -= 1.0;
995 elmex 1.1
996 root 1.9 /* Missile missed victim - reassemble missile */
997     if (container)
998     {
999 root 1.25 hitter->remove ();
1000 root 1.9 insert_ob_in_ob (hitter, container);
1001 elmex 1.1 }
1002 root 1.21
1003 root 1.9 return op;
1004 elmex 1.1 }
1005    
1006 root 1.9 void
1007     tear_down_wall (object *op)
1008 elmex 1.1 {
1009 root 1.9 int perc = 0;
1010 elmex 1.1
1011 root 1.9 if (!op->stats.maxhp)
1012     {
1013     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1014     perc = 1;
1015 elmex 1.1 }
1016 root 1.9 else if (!GET_ANIM_ID (op))
1017     {
1018     /* Object has been called - no animations, so remove it */
1019     if (op->stats.hp < 0)
1020 root 1.26 op->destroy ();
1021    
1022 root 1.9 return; /* no animations, so nothing more to do */
1023     }
1024 root 1.26
1025 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1026 root 1.26
1027 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1028     perc = NUM_ANIMATIONS (op) - 1;
1029     else if (perc < 1)
1030     perc = 1;
1031 root 1.26
1032 root 1.9 SET_ANIMATION (op, perc);
1033     update_object (op, UP_OBJ_FACE);
1034 root 1.26
1035 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1036     { /* Reached the last animation */
1037     if (op->face == blank_face)
1038 root 1.26 /* If the last face is blank, remove the ob */
1039     op->destroy ();
1040 root 1.9 else
1041     { /* The last face was not blank, leave an image */
1042     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1043     update_all_los (op->map, op->x, op->y);
1044     op->move_block = 0;
1045     CLEAR_FLAG (op, FLAG_ALIVE);
1046 root 1.5 }
1047 elmex 1.1 }
1048     }
1049    
1050 root 1.9 void
1051     scare_creature (object *target, object *hitter)
1052 elmex 1.1 {
1053 root 1.27 object *owner = hitter->owner;
1054 elmex 1.1
1055 root 1.9 if (!owner)
1056     owner = hitter;
1057 elmex 1.1
1058 root 1.9 SET_FLAG (target, FLAG_SCARED);
1059     if (!target->enemy)
1060     target->enemy = owner;
1061 elmex 1.1 }
1062    
1063     /* This returns the amount of damage hitter does to op with the
1064     * appropriate attacktype. Only 1 attacktype should be set at a time.
1065     * This doesn't damage the player, but returns how much it should
1066     * take. However, it will do other effects (paralyzation, slow, etc.)
1067     * Note - changed for PR code - we now pass the attack number and not
1068     * the attacktype. Makes it easier for the PR code. */
1069 root 1.9 int
1070     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1071     {
1072     int doesnt_slay = 1;
1073    
1074     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1075     if (attacknum >= NROFATTACKS)
1076     {
1077     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1078     return 0;
1079 elmex 1.1 }
1080 root 1.9
1081     if (dam < 0)
1082     {
1083 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1084     dam, hitter->debug_desc (), op->debug_desc ());
1085 root 1.9 return 0;
1086 elmex 1.1 }
1087 root 1.9
1088     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1089     * people can't mess with that or it otherwise get confused. */
1090     if (attacknum == ATNR_INTERNAL)
1091     return dam;
1092    
1093     if (hitter->slaying)
1094     {
1095 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1096 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1097 root 1.9 {
1098     doesnt_slay = 0;
1099     dam *= 3;
1100     }
1101 elmex 1.1 }
1102    
1103 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1104     if (op->resist[attacknum])
1105     {
1106 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1107     * in case 0>dam>1, we try to "simulate" a float value-effect */
1108 root 1.9 dam *= (100 - op->resist[attacknum]);
1109     if (dam >= 100)
1110     dam /= 100;
1111 elmex 1.1 else
1112 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1113 elmex 1.1 }
1114    
1115 root 1.9 /* Special hack. By default, if immune to something, you
1116     * shouldn't need to worry. However, acid is an exception, since
1117     * it can still damage your items. Only include attacktypes if
1118     * special processing is needed */
1119    
1120 root 1.59 if (op->resist[attacknum] >= 100
1121     && doesnt_slay
1122     && attacknum != ATNR_ACID)
1123 root 1.9 return 0;
1124    
1125     /* Keep this in order - makes things easier to find */
1126    
1127     switch (attacknum)
1128     {
1129 root 1.40 case ATNR_PHYSICAL:
1130     /* here also check for diseases */
1131     check_physically_infect (op, hitter);
1132     break;
1133    
1134     /* Don't need to do anything for:
1135     magic,
1136     fire,
1137     electricity,
1138     cold */
1139    
1140     case ATNR_CONFUSION:
1141     case ATNR_POISON:
1142     case ATNR_SLOW:
1143     case ATNR_PARALYZE:
1144     case ATNR_FEAR:
1145     case ATNR_CANCELLATION:
1146     case ATNR_DEPLETE:
1147     case ATNR_BLIND:
1148     {
1149     /* chance for inflicting a special attack depends on the
1150     * difference between attacker's and defender's level
1151     */
1152     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1153    
1154     /* First, only creatures/players with speed can be affected.
1155     * Second, just getting hit doesn't mean it always affects
1156     * you. Third, you still get a saving through against the
1157     * effect.
1158     */
1159     if (op->speed &&
1160     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1161     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1162     {
1163 root 1.5
1164 root 1.40 /* Player has been hit by something */
1165     if (attacknum == ATNR_CONFUSION)
1166     confuse_player (op, hitter, dam);
1167     else if (attacknum == ATNR_POISON)
1168     poison_player (op, hitter, dam);
1169     else if (attacknum == ATNR_SLOW)
1170     slow_player (op, hitter, dam);
1171     else if (attacknum == ATNR_PARALYZE)
1172     paralyze_player (op, hitter, dam);
1173     else if (attacknum == ATNR_FEAR)
1174     scare_creature (op, hitter);
1175     else if (attacknum == ATNR_CANCELLATION)
1176     cancellation (op);
1177     else if (attacknum == ATNR_DEPLETE)
1178     op->drain_stat ();
1179     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1180     blind_player (op, hitter, dam);
1181     }
1182 root 1.59
1183 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1184     }
1185     break;
1186 root 1.44
1187 root 1.40 case ATNR_ACID:
1188     {
1189     int flag = 0;
1190 root 1.9
1191 root 1.40 /* Items only get corroded if you're not on a battleground and
1192     * if your acid resistance is below 50%. */
1193     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1194     {
1195 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1196 root 1.40 {
1197     if (tmp->invisible)
1198     continue;
1199     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1200 root 1.44 /* >= 10% acid res. on items will protect these */
1201 root 1.40 continue;
1202 root 1.49 if (!(tmp->materials & M_IRON))
1203 root 1.40 continue;
1204     if (tmp->magic < -4) /* Let's stop at -5 */
1205     continue;
1206 root 1.44 if (tmp->type == RING
1207     /* removed boots and gloves from exclusion list in PR */
1208     || tmp->type == GIRDLE
1209     || tmp->type == AMULET
1210     || tmp->type == WAND
1211     || tmp->type == ROD
1212     || tmp->type == HORN)
1213 root 1.40 continue; /* To avoid some strange effects */
1214    
1215     /* High damage acid has better chance of corroding
1216     objects */
1217     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1218     {
1219     if (op->type == PLAYER)
1220     /* Make this more visible */
1221     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1222     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1223     flag = 1;
1224     tmp->magic--;
1225     if (op->type == PLAYER)
1226     esrv_send_item (op, tmp);
1227     }
1228     }
1229 root 1.44
1230 root 1.40 if (flag)
1231     op->update_stats (); /* Something was corroded */
1232     }
1233     }
1234     break;
1235 root 1.44
1236 root 1.40 case ATNR_DRAIN:
1237     {
1238     /* rate is the proportion of exp drained. High rate means
1239     * not much is drained, low rate means a lot is drained.
1240     */
1241     int rate;
1242 root 1.9
1243 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1244     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1245     else
1246     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1247 root 1.9
1248 root 1.40 if (op->stats.exp <= rate)
1249     {
1250     if (op->type == GOLEM)
1251     dam = 999; /* Its force is "sucked" away. 8) */
1252     else
1253     /* If we can't drain, lets try to do physical damage */
1254     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1255     }
1256     else
1257     {
1258     /* Randomly give the hitter some hp */
1259     if (hitter->stats.hp < hitter->stats.maxhp &&
1260     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1261     hitter->stats.hp++;
1262    
1263     /* Can't do drains on battleground spaces.
1264     * Move the wiz check up here - before, the hitter wouldn't gain exp
1265     * exp, but the wiz would still lose exp! If drainee is a wiz,
1266     * nothing happens.
1267     * Try to credit the owner. We try to display player -> player drain
1268     * attacks, hence all the != PLAYER checks.
1269     */
1270 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1271 root 1.40 {
1272     object *owner = hitter->owner;
1273 root 1.9
1274 root 1.40 if (owner && owner != hitter)
1275     {
1276     if (op->type != PLAYER || owner->type != PLAYER)
1277     change_exp (owner, op->stats.exp / (rate * 2),
1278     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1279     }
1280     else if (op->type != PLAYER || hitter->type != PLAYER)
1281 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1282     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1283    
1284 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1285     }
1286 root 1.44
1287 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1288     * drain attack, you won't know that you are actually sucking out EXP,
1289     * as the messages will say you missed
1290     */
1291     }
1292     }
1293     break;
1294 root 1.44
1295 root 1.40 case ATNR_TURN_UNDEAD:
1296     {
1297     if (QUERY_FLAG (op, FLAG_UNDEAD))
1298     {
1299     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1300     object *god = find_god (determine_god (owner));
1301     int div = 1;
1302    
1303     /* if undead are not an enemy of your god, you turn them
1304     * at half strength */
1305 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1306 root 1.40 div = 2;
1307 root 1.59
1308 root 1.40 /* Give a bonus if you resist turn undead */
1309     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1310     scare_creature (op, owner);
1311     }
1312     else
1313     dam = 0; /* don't damage non undead - should we damage
1314     undead? */
1315     }
1316     break;
1317 root 1.44
1318 root 1.40 case ATNR_DEATH:
1319     deathstrike_player (op, hitter, &dam);
1320     break;
1321 root 1.44
1322 root 1.40 case ATNR_CHAOS:
1323 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1324 root 1.40 dam = 0;
1325     break;
1326 root 1.44
1327 root 1.40 case ATNR_COUNTERSPELL:
1328 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1329 root 1.40 dam = 0;
1330     /* This should never happen. Counterspell is handled
1331     * seperately and filtered out. If this does happen,
1332     * Counterspell has no effect on anything but spells, so it
1333     * does no damage. */
1334     break;
1335 root 1.44
1336 root 1.40 case ATNR_HOLYWORD:
1337     {
1338     /* This has already been handled by hit_player,
1339     * no need to check twice -- DAMN */
1340     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1341    
1342     /* As with turn undead above, give a bonus on the saving throw */
1343     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1344     scare_creature (op, owner);
1345     }
1346     break;
1347 root 1.44
1348 root 1.40 case ATNR_LIFE_STEALING:
1349     {
1350     int new_hp;
1351    
1352     /* this is replacement to drain for players, instead of taking
1353     * exp it takes hp. It is geared for players, probably not
1354     * much use giving it to monsters
1355     *
1356     * life stealing doesn't do a lot of damage, but it gives the
1357     * damage it does do to the player. Given that,
1358     * it only does 1/10'th normal damage (hence the divide by
1359     * 1000).
1360     */
1361     /* You can't steal life from something undead */
1362     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1363     return 0;
1364 root 1.44
1365 root 1.40 /* If drain protection is higher than life stealing, use that */
1366     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1367     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1368     else
1369     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1370 root 1.44
1371 root 1.40 /* You die at -1 hp, not zero. */
1372     if (dam > (op->stats.hp + 1))
1373     dam = op->stats.hp + 1;
1374 root 1.44
1375 root 1.40 new_hp = hitter->stats.hp + dam;
1376     if (new_hp > hitter->stats.maxhp)
1377     new_hp = hitter->stats.maxhp;
1378 root 1.44
1379 root 1.40 if (new_hp > hitter->stats.hp)
1380     hitter->stats.hp = new_hp;
1381     }
1382 elmex 1.1 }
1383 root 1.40
1384 root 1.9 return dam;
1385 elmex 1.1 }
1386    
1387     /* GROS: This code comes from hit_player. It has been made external to
1388     * allow script procedures to "kill" objects in a combat-like fashion.
1389     * It was initially used by (kill-object) developed for the Collector's
1390     * Sword. Note that nothing has been changed from the original version
1391     * of the following code.
1392     * op is what is being killed.
1393     * dam is the damage done to it.
1394     * hitter is what is hitting it.
1395     * type is the attacktype.
1396     *
1397     * This function was a bit of a mess with hitter getting changed,
1398     * values being stored away but not used, etc. I've cleaned it up
1399     * a bit - I think it should be functionally equivalant.
1400     * MSW 2002-07-17
1401     */
1402 root 1.9 int
1403     kill_object (object *op, int dam, object *hitter, int type)
1404 elmex 1.1 {
1405 root 1.9 char buf[MAX_BUF];
1406     const char *skill;
1407     int maxdam = 0;
1408     int battleg = 0; /* true if op standing on battleground */
1409     int pk = 0; /* true if op and what controls hitter are both players */
1410 root 1.61 object *owner = 0;
1411     object *skop = 0;
1412 elmex 1.1
1413 root 1.9 if (op->stats.hp >= 0)
1414     return -1;
1415    
1416     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1417     return 0;
1418    
1419     /* maxdam needs to be the amount of damage it took to kill
1420     * this creature. The function(s) that call us have already
1421     * adjusted the creatures HP total, so that is negative.
1422     */
1423     maxdam = dam + op->stats.hp + 1;
1424    
1425     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1426     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1427    
1428     if (op->type == DOOR)
1429     {
1430 root 1.63 op->set_speed (0.1f);
1431     op->speed_left = -0.05f;
1432 root 1.9 return maxdam;
1433     }
1434 root 1.20
1435 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1436     {
1437 root 1.26 op->destroy ();
1438 root 1.9 return maxdam;
1439     }
1440    
1441     /* Now lets start dealing with experience we get for killing something */
1442    
1443 root 1.27 owner = hitter->owner;
1444 root 1.20 if (!owner)
1445 root 1.9 owner = hitter;
1446    
1447     /* is the victim (op) standing on battleground? */
1448     if (op_on_battleground (op, NULL, NULL))
1449     battleg = 1;
1450    
1451     /* is this player killing? */
1452     if (op->type == PLAYER && owner->type == PLAYER)
1453     pk = 1;
1454    
1455     /* Player killed something */
1456     if (owner->type == PLAYER)
1457     {
1458     Log_Kill (owner->name,
1459     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1460    
1461     /* Log players killing other players - makes it easier to detect
1462     * and filter out malicious player killers - that is why the
1463     * ip address is included.
1464     */
1465     if (op->type == PLAYER && !battleg)
1466     {
1467     time_t t = time (NULL);
1468     struct tm *tmv;
1469     char buf[256];
1470    
1471     tmv = localtime (&t);
1472     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1473    
1474 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1475 root 1.9 }
1476    
1477     /* try to filter some things out - basically, if you are
1478     * killing a level 1 creature and your level 20, you
1479     * probably don't want to see that.
1480     */
1481     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1482     {
1483     if (owner != hitter)
1484 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1485 root 1.9 else
1486 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1487    
1488 root 1.9 /* Only play sounds for melee kills */
1489     if (hitter->type == PLAYER)
1490 root 1.72 owner->play_sound (sound_find ("player_kills"));
1491 root 1.9 }
1492    
1493     /* If a player kills another player, not on
1494     * battleground, the "killer" looses 1 luck. Since this is
1495     * not reversible, it's actually quite a pain IMHO. -AV
1496     * Fix bug in that we were changing the luck of the hitter, not
1497     * player that the object belonged to - so if you killed another player
1498     * with spells, pets, whatever, there was no penalty.
1499     * Changed to make luck penalty configurable in settings.
1500     */
1501     if (op->type == PLAYER && owner != op && !battleg)
1502 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1503 root 1.9
1504     /* This code below deals with finding the appropriate skill
1505 root 1.61 * to credit exp to. This is a bit problematic - we should
1506 root 1.9 * probably never really have to look at current_weapon->skill
1507     */
1508 root 1.20 skill = 0;
1509    
1510 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1511     skill = hitter->skill;
1512     else if (owner->chosen_skill)
1513     {
1514 root 1.61 skop = owner->chosen_skill;
1515     skill = skop->skill;
1516 root 1.9 }
1517     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1518     skill = owner->current_weapon->skill;
1519     else
1520     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1521 elmex 1.1
1522 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1523 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1524 root 1.9 */
1525     if ((!skop || skop->type != SKILL) && skill)
1526     {
1527     int i;
1528 elmex 1.1
1529 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1530     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1531     {
1532     skop = owner->contr->last_skill_ob[i];
1533     break;
1534     }
1535 root 1.5 }
1536 root 1.9 } /* Was it a player that hit somethign */
1537     else
1538 root 1.20 skill = 0;
1539 root 1.9
1540     /* Pet (or spell) killed something. */
1541     if (owner != hitter)
1542 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1543     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1544 root 1.9 else
1545 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1546     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1547     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1548    
1549 root 1.9 /* These may have been set in the player code section above */
1550     if (!skop)
1551     skop = hitter->chosen_skill;
1552 root 1.20
1553 root 1.9 if (!skill && skop)
1554     skill = skop->skill;
1555    
1556     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1557    
1558     /* If you didn't kill yourself, and your not the wizard */
1559 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1560 root 1.9 {
1561     int exp;
1562    
1563     /* Really don't give much experience for killing other players */
1564 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1565 root 1.9 if (op->type == PLAYER)
1566     {
1567     if (battleg)
1568     {
1569     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1570     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1571 root 1.5 }
1572 root 1.9 else
1573     exp = op->stats.exp / 1000;
1574 elmex 1.1 }
1575 root 1.9 else
1576     exp = calc_skill_exp (owner, op, skop);
1577 elmex 1.1
1578 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1579     * exp by killing him
1580     */
1581     if (battleg)
1582     exp = 0;
1583 elmex 1.1
1584 root 1.9 /* Don't know why this is set this way - doesn't make
1585     * sense to just divide everything by two for no reason.
1586     */
1587 elmex 1.1
1588 root 1.9 if (!settings.simple_exp)
1589     exp = exp / 2;
1590 root 1.5
1591 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1592 root 1.23 change_exp (owner, exp, skill, 0);
1593 root 1.9 else
1594     {
1595     int shares = 0, count = 0;
1596     partylist *party = owner->contr->party;
1597 root 1.5
1598 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1599 root 1.35
1600 root 1.33 for_all_players (pl)
1601 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1602     {
1603     count++;
1604     shares += (pl->ob->level + 4);
1605     }
1606    
1607 root 1.23 if (count == 1 || shares > exp || !shares)
1608 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1609     else
1610     {
1611     int share = exp / shares, given = 0, nexp;
1612    
1613 root 1.33 for_all_players (pl)
1614 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1615     {
1616     nexp = (pl->ob->level + 4) * share;
1617     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1618     given += nexp;
1619     }
1620    
1621 root 1.9 exp -= given;
1622     /* give any remainder to the player */
1623     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1624 root 1.5 }
1625 root 1.9 } /* else part of a party */
1626     } /* end if person didn't kill himself */
1627 elmex 1.1
1628 root 1.9 if (op->type != PLAYER)
1629     {
1630     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1631     {
1632 root 1.27 object *owner1 = op->owner;
1633 elmex 1.1
1634 root 1.20 if (owner1 && owner1->type == PLAYER)
1635 root 1.9 {
1636 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1637 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1638     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1639 root 1.5 }
1640 root 1.12
1641 root 1.9 remove_friendly_object (op);
1642 root 1.5 }
1643 root 1.12
1644 root 1.26 op->destroy ();
1645 elmex 1.1 }
1646 root 1.9 else
1647     {
1648 root 1.20 /* Player has been killed! */
1649 root 1.9 if (owner->type == PLAYER)
1650 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1651 root 1.9 else
1652 root 1.12 assign (op->contr->killer, hitter->name);
1653 elmex 1.1 }
1654 root 1.12
1655 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1656     * continues in the calling function.
1657     */
1658     return maxdam;
1659 elmex 1.1 }
1660    
1661     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1662     * Returns 0 this is not friendly fire
1663     */
1664 root 1.9 int
1665     friendly_fire (object *op, object *hitter)
1666     {
1667     object *owner;
1668     int friendlyfire;
1669    
1670     if (hitter->head)
1671     hitter = hitter->head;
1672    
1673     friendlyfire = 0;
1674    
1675     if (op->type == PLAYER)
1676     {
1677     if (op_on_battleground (hitter, 0, 0))
1678     return 0;
1679    
1680     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1681     return 1;
1682    
1683 root 1.27 if ((owner = hitter->owner) != NULL)
1684 root 1.9 {
1685     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1686     friendlyfire = 2;
1687     }
1688    
1689     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1690     friendlyfire = 0;
1691 elmex 1.1 }
1692 root 1.62
1693 root 1.9 return friendlyfire;
1694 elmex 1.1 }
1695    
1696     /* This isn't used just for players, but in fact most objects.
1697     * op is the object to be hit, dam is the amount of damage, hitter
1698     * is what is hitting the object, type is the attacktype, and
1699     * full_hit is set if monster area does not matter.
1700     * dam is base damage - protections/vulnerabilities/slaying matches can
1701     * modify it.
1702     */
1703 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1704     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1705 root 1.9 int
1706     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1707     {
1708     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1709     int maxattacktype, attacknum;
1710     int body_attack = op && op->head; /* Did we hit op's head? */
1711     int simple_attack;
1712     int rtn_kill = 0;
1713     int friendlyfire;
1714 elmex 1.1
1715 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1716     return 0;
1717 elmex 1.1
1718 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1719     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1720     return 0;
1721 elmex 1.1
1722 root 1.64 // only allow pk for hostile players
1723 root 1.9 if (op->type == PLAYER)
1724     {
1725 root 1.27 object *owner = hitter->owner;
1726 root 1.9
1727     if (!owner)
1728     owner = hitter;
1729 root 1.18
1730 root 1.56 if (owner->type == PLAYER
1731     && (!op_on_battleground (op, 0, 0)
1732     && (op->contr->peaceful || owner->contr->peaceful))
1733     && op != owner)
1734 root 1.18 return 0;
1735 elmex 1.1 }
1736    
1737 root 1.9 if (body_attack)
1738     {
1739     /* slow and paralyze must hit the head. But we don't want to just
1740     * return - we still need to process other attacks the spell still
1741     * might have. So just remove the paralyze and slow attacktypes,
1742     * and keep on processing if we have other attacktypes.
1743     * return if only magic or nothing is left - under normal code
1744     * we don't attack with pure magic if there is another attacktype.
1745     * Only do processing if the initial attacktype includes one of those
1746     * attack so we don't cancel out things like magic bullet.
1747     */
1748     if (type & (AT_PARALYZE | AT_SLOW))
1749     {
1750     type &= ~(AT_PARALYZE | AT_SLOW);
1751 root 1.18
1752 root 1.9 if (!type || type == AT_MAGIC)
1753     return 0;
1754 root 1.5 }
1755 elmex 1.1 }
1756    
1757 root 1.9 if (!simple_attack && op->type == DOOR)
1758     {
1759 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1760 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1761     {
1762     spring_trap (tmp, hitter);
1763 root 1.26
1764 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 root 1.9 return 0;
1766 root 1.26
1767 root 1.9 break;
1768     }
1769 elmex 1.1 }
1770    
1771 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1772     {
1773     /* FIXME: If a player is killed by a rune in a door, the
1774 root 1.18 * destroyed() check above doesn't return, and might get here.
1775 root 1.9 */
1776 elmex 1.54
1777     /* FIXME: This for example happens when a dead door is on a mover and
1778     gets it's speed_left raised on each mover-tick.
1779     Doors are removed in a kinda funny way by giving them speed and speed_left
1780     and waiting for that to run out.
1781     */
1782     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1783 root 1.9 return 0;
1784 elmex 1.1 }
1785    
1786     #ifdef ATTACK_DEBUG
1787 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1788 elmex 1.1 #endif
1789    
1790 root 1.9 if (magic)
1791     {
1792 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1793     * in case 0>dam>1, we try to "simulate" a float value-effect */
1794 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1795 elmex 1.1 if (dam >= 100)
1796 root 1.5 dam /= 100;
1797 elmex 1.1 else
1798 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1799 elmex 1.1 }
1800    
1801 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1802     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1803     */
1804     if (type & AT_CHAOS)
1805     {
1806     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1807     update_object (op, UP_OBJ_FACE);
1808 elmex 1.1 type &= ~AT_CHAOS;
1809     }
1810    
1811 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1812     * holyword is part of an attacktype, then make sure the creature is
1813     * a proper match, otherwise no damage.
1814     */
1815     if (type & AT_HOLYWORD)
1816     {
1817     object *god;
1818    
1819     if ((!hitter->slaying ||
1820     (!(op->race && strstr (hitter->slaying, op->race)) &&
1821     !(op->name && strstr (hitter->slaying, op->name)))) &&
1822     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1823     (hitter->title != NULL
1824 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1825 root 1.9 return 0;
1826 elmex 1.1 }
1827    
1828 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1829 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1830     {
1831     /* Magic isn't really a true attack type - it gets combined with other
1832     * attack types. As such, skip it over. However, if magic is
1833     * the only attacktype in the group, then still attack with it
1834     */
1835     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1836     continue;
1837    
1838     /* Go through and hit the player with each attacktype, one by one.
1839     * hit_player_attacktype only figures out the damage, doesn't inflict
1840     * it. It will do the appropriate action for attacktypes with
1841     * effects (slow, paralization, etc.
1842     */
1843     if (type & attacktype)
1844     {
1845     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1846     /* the >= causes us to prefer messages from special attacks, if
1847     * the damage is equal.
1848     */
1849     if (ndam >= maxdam)
1850     {
1851 root 1.5 maxdam = ndam;
1852 root 1.9 maxattacktype = 1 << attacknum;
1853 root 1.5 }
1854     }
1855 elmex 1.1 }
1856 root 1.9
1857     /* if this is friendly fire then do a set % of damage only
1858     * Note - put a check in to make sure this attack is actually
1859     * doing damage - otherwise, the +1 in the code below will make
1860     * an attack do damage before when it otherwise didn't
1861     */
1862     friendlyfire = friendly_fire (op, hitter);
1863     if (friendlyfire && maxdam)
1864     {
1865     maxdam = ((dam * settings.set_friendly_fire) / 100);
1866    
1867 elmex 1.1 #ifdef ATTACK_DEBUG
1868 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1869     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1870 elmex 1.1 #endif
1871     }
1872    
1873 root 1.9 if (!full_hit)
1874     {
1875     int area;
1876     int remainder;
1877    
1878     area = 0;
1879 root 1.68
1880     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1881 root 1.9 area++;
1882 root 1.68
1883 root 1.9 assert (area > 0);
1884    
1885     /* basically: maxdam /= area; we try to "simulate" a float
1886     value-effect */
1887     remainder = 100 * (maxdam % area) / area;
1888     maxdam /= area;
1889 root 1.47 if (rndm (100) < remainder)
1890 root 1.9 maxdam++;
1891 elmex 1.1 }
1892    
1893     #ifdef ATTACK_DEBUG
1894 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1895 elmex 1.1 #endif
1896    
1897 root 1.57 // for now, only do this for active objects, otherwise they
1898     // keep a refcount for a long time and I see no usefulness
1899     // for an non-active objetc to know its enemy.
1900     if (op->active)
1901     if (hitter->owner)
1902     op->enemy = hitter->owner;
1903     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1904     op->enemy = hitter;
1905 root 1.9
1906     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1907     {
1908     /* The unaggressives look after themselves 8) */
1909     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1910     npc_call_help (op);
1911     }
1912    
1913     if (magic && did_make_save (op, op->level, 0))
1914     maxdam = maxdam / 2;
1915    
1916     attack_message (maxdam, maxattacktype, op, hitter);
1917    
1918     op->stats.hp -= maxdam;
1919    
1920     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1921     if ((op->stats.hp >= 0) &&
1922     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1923     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1924     {
1925 elmex 1.1
1926 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1927     SET_FLAG (op, FLAG_RUN_AWAY);
1928     else
1929     scare_creature (op, hitter);
1930 elmex 1.1 }
1931    
1932 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1933     {
1934     if (maxdam)
1935     tear_down_wall (op);
1936 root 1.26
1937 root 1.9 return maxdam; /* nothing more to do for wall */
1938     }
1939 elmex 1.1
1940 root 1.9 /* See if the creature has been killed */
1941     rtn_kill = kill_object (op, maxdam, hitter, type);
1942     if (rtn_kill != -1)
1943     return rtn_kill;
1944 elmex 1.1
1945    
1946 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1947     * that before if the player was immune to ghosthit, the monster
1948     * remained - that is no longer the case.
1949     */
1950     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1951 root 1.56 hitter->destroy ();
1952 root 1.26
1953 root 1.9 /* Lets handle creatures that are splitting now */
1954     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1955     {
1956     int i;
1957     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1958     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1959 root 1.27 object *owner = op->owner;
1960 root 1.5
1961 root 1.9 if (!op->other_arch)
1962     {
1963     LOG (llevError, "SPLITTING without other_arch error.\n");
1964     return maxdam;
1965     }
1966 root 1.26
1967 root 1.25 op->remove ();
1968 root 1.26
1969 root 1.76 for (i = 0; i < op->stats.food; i++)
1970 root 1.9 { /* This doesn't handle op->more yet */
1971     object *tmp = arch_to_object (op->other_arch);
1972     int j;
1973    
1974     tmp->stats.hp = op->stats.hp;
1975 root 1.26
1976 root 1.9 if (friendly)
1977     {
1978     add_friendly_object (tmp);
1979     tmp->attack_movement = PETMOVE;
1980 root 1.39
1981     if (owner)
1982 root 1.27 tmp->set_owner (owner);
1983 root 1.9 }
1984 root 1.26
1985 root 1.9 if (unaggressive)
1986     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1987 root 1.26
1988 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1989 root 1.26
1990 root 1.9 if (j == -1) /* No spot to put this monster */
1991 root 1.26 tmp->destroy ();
1992 root 1.9 else
1993     {
1994     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1995     insert_ob_in_map (tmp, op->map, NULL, 0);
1996     }
1997     }
1998 root 1.26
1999     op->destroy ();
2000 root 1.9 }
2001     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2002 root 1.26 hitter->destroy ();
2003    
2004 root 1.9 return maxdam;
2005     }
2006    
2007     void
2008     poison_player (object *op, object *hitter, int dam)
2009     {
2010 root 1.16 archetype *at = archetype::find ("poisoning");
2011 root 1.9 object *tmp = present_arch_in_ob (at, op);
2012 elmex 1.1
2013 root 1.9 if (tmp == NULL)
2014     {
2015     if ((tmp = arch_to_object (at)) == NULL)
2016     LOG (llevError, "Failed to clone arch poisoning.\n");
2017     else
2018     {
2019     tmp = insert_ob_in_ob (tmp, op);
2020     /* peterm: give poisoning some teeth. It should
2021     * be able to kill things better than it does:
2022     * damage should be dependent something--I choose to
2023     * do this: if it's a monster, the damage from the
2024     * poisoning goes as the level of the monster/2.
2025     * If anything else, goes as damage.
2026     */
2027    
2028     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2029     tmp->stats.dam += hitter->level / 2;
2030     else
2031     tmp->stats.dam = dam;
2032    
2033 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2034 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2035     {
2036     tmp->skill = hitter->skill;
2037     }
2038    
2039     tmp->stats.food += dam; /* more damage, longer poisoning */
2040    
2041     if (op->type == PLAYER)
2042     {
2043     /* player looses stats, maximum is -10 of each */
2044     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2045     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2046     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2047     tmp->stats.Int = MAX (-dam / 7, -10);
2048     SET_FLAG (tmp, FLAG_APPLIED);
2049 root 1.32 op->update_stats ();
2050 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2051 root 1.75 op->play_sound (tmp->sound);
2052 root 1.9 }
2053 root 1.63
2054 root 1.9 if (hitter->type == PLAYER)
2055     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2056 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2057 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2058 root 1.5 }
2059 root 1.63
2060 root 1.9 tmp->speed_left = 0;
2061     }
2062     else
2063     tmp->stats.food++;
2064     }
2065    
2066     void
2067     slow_player (object *op, object *hitter, int dam)
2068     {
2069 root 1.16 archetype *at = archetype::find ("slowness");
2070 root 1.9 object *tmp;
2071    
2072     if (at == NULL)
2073 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2074    
2075 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2076     {
2077     tmp = arch_to_object (at);
2078     tmp = insert_ob_in_ob (tmp, op);
2079     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2080     }
2081     else
2082     tmp->stats.food++;
2083 root 1.62
2084 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2085     tmp->speed_left = 0;
2086 root 1.32 op->update_stats ();
2087 elmex 1.1 }
2088    
2089 root 1.9 void
2090     confuse_player (object *op, object *hitter, int dam)
2091     {
2092     object *tmp;
2093     int maxduration;
2094 elmex 1.1
2095 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2096     if (!tmp)
2097     {
2098     tmp = get_archetype (FORCE_NAME);
2099     tmp = insert_ob_in_ob (tmp, op);
2100     }
2101 root 1.5
2102 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2103     * on the player's resistance
2104     */
2105     tmp->speed = 0.05;
2106     tmp->subtype = FORCE_CONFUSION;
2107     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2108     tmp->name = "confusion";
2109     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2110 root 1.62
2111 root 1.9 if (tmp->duration > maxduration)
2112     tmp->duration = maxduration;
2113    
2114     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2115     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2116 root 1.62
2117 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2118     }
2119 root 1.5
2120 root 1.9 void
2121     blind_player (object *op, object *hitter, int dam)
2122     {
2123     object *tmp, *owner;
2124 root 1.5
2125 root 1.9 /* Save some work if we know it isn't going to affect the player */
2126     if (op->resist[ATNR_BLIND] == 100)
2127     return;
2128 root 1.5
2129 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2130     if (!tmp)
2131     {
2132     tmp = get_archetype ("blindness");
2133     SET_FLAG (tmp, FLAG_BLIND);
2134     SET_FLAG (tmp, FLAG_APPLIED);
2135 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2136     * speed is a float anyways.
2137     */
2138 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2139 elmex 1.1
2140 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2141     change_abil (op, tmp); /* Mostly to display any messages */
2142 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2143 elmex 1.1
2144 root 1.9 if (hitter->owner)
2145 root 1.27 owner = hitter->owner;
2146 root 1.9 else
2147     owner = hitter;
2148 elmex 1.1
2149 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2150     }
2151     tmp->stats.food += dam;
2152     if (tmp->stats.food > 10)
2153     tmp->stats.food = 10;
2154 elmex 1.1 }
2155    
2156 root 1.9 void
2157     paralyze_player (object *op, object *hitter, int dam)
2158 elmex 1.1 {
2159 root 1.9 float effect, max;
2160    
2161     /* object *tmp; */
2162 elmex 1.1
2163 root 1.9 /* This is strange stuff... someone knows for what this is
2164     * written? Well, i think this can and should be removed
2165     */
2166 elmex 1.1
2167 root 1.9 /*
2168     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2169     tmp=clone_arch(PARAIMAGE);
2170     tmp->x=op->x,tmp->y=op->y;
2171     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2172     }
2173     */
2174 elmex 1.1
2175 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2176     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2177 elmex 1.1
2178 root 1.9 if (effect == 0)
2179     return;
2180 elmex 1.1
2181 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2182     /* tmp->stats.food+=(signed short) effect/op->speed; */
2183 elmex 1.1
2184 root 1.9 /* max number of ticks to be affected for. */
2185     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2186     if (op->speed_left < -(FABS (op->speed) * max))
2187     op->speed_left = (float) -(FABS (op->speed) * max);
2188 elmex 1.1
2189     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2190     }
2191    
2192     /* Attempts to kill 'op'. hitter is the attack object, dam is
2193     * the computed damaged.
2194     */
2195 root 1.9 void
2196     deathstrike_player (object *op, object *hitter, int *dam)
2197 elmex 1.1 {
2198 root 1.9 /* The intention of a death attack is to kill outright things
2199     ** that are a lot weaker than the attacker, have a chance of killing
2200     ** things somewhat weaker than the caster, and no chance of
2201     ** killing something equal or stronger than the attacker.
2202     ** Also, if a deathstrike attack has a slaying, any monster
2203     ** whose name or race matches a comma-delimited list in the slaying
2204     ** field of the deathstriking object */
2205    
2206     int atk_lev, def_lev, kill_lev;
2207    
2208     if (hitter->slaying)
2209 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2210 root 1.9 return;
2211    
2212     def_lev = op->level;
2213     if (def_lev < 1)
2214     {
2215 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2216 root 1.9 def_lev = 1;
2217     }
2218 root 1.52
2219 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2220     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2221     atk_lev, def_lev); */
2222    
2223     if (atk_lev >= def_lev)
2224     {
2225     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2226    
2227     /* Note that the below effectively means the ratio of the atk vs
2228     * defener level is important - if level 52 character has very little
2229     * chance of killing a level 50 monster. This should probably be
2230     * redone.
2231     */
2232     if (kill_lev >= def_lev)
2233     {
2234     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2235     /* I think this doesn't really do much. Because of
2236     * integer rounding, this only makes any difference if the
2237     * attack level is double the defender level.
2238     */
2239     *dam *= kill_lev / def_lev;
2240 root 1.5 }
2241 root 1.9 }
2242     else
2243 root 1.52 *dam = 0; /* no harm done */
2244 elmex 1.1 }
2245    
2246     /* thrown_item_effect() - handles any special effects of thrown
2247     * items (like attacking living creatures--a potion thrown at a
2248     * monster).
2249     */
2250 root 1.9 static void
2251     thrown_item_effect (object *hitter, object *victim)
2252 elmex 1.1 {
2253 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2254     {
2255     /* May not need a switch for just 2 types, but this makes it
2256     * easier for expansion.
2257     */
2258     switch (hitter->type)
2259     {
2260 root 1.5 case POTION:
2261 root 1.9 /* should player get a save throw instead of checking magic protection? */
2262     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2263     (void) apply_potion (victim, hitter);
2264     break;
2265    
2266     case POISON: /* poison drinks */
2267     /* As with potions, should monster get a save? */
2268     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2269     apply_poison (victim, hitter);
2270     break;
2271    
2272     /* Removed case statements that did nothing.
2273     * food may be poisonous, but monster must be willing to eat it,
2274     * so we don't handle it here.
2275     * Containers should perhaps break open, but that code was disabled.
2276     */
2277 root 1.5 }
2278 elmex 1.1 }
2279     }
2280    
2281     /* adj_attackroll() - adjustments to attacks by various conditions */
2282 root 1.9 int
2283     adj_attackroll (object *hitter, object *target)
2284     {
2285 elmex 1.1 object *attacker = hitter;
2286 root 1.9 int adjust = 0;
2287 elmex 1.1
2288     /* safety */
2289 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2290     {
2291     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2292     return 0;
2293     }
2294 elmex 1.1
2295     /* aimed missiles use the owning object's sight */
2296 root 1.9 if (is_aimed_missile (hitter))
2297     {
2298 root 1.27 if ((attacker = hitter->owner) == NULL)
2299 root 1.9 attacker = hitter;
2300     /* A player who saves but hasn't quit still could have objects
2301     * owned by him - need to handle that case to avoid crashes.
2302     */
2303     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2304     attacker = hitter;
2305     }
2306     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2307 elmex 1.1 return 0;
2308    
2309 root 1.9 /* determine the condtions under which we make an attack.
2310     * Add more cases, as the need occurs. */
2311 elmex 1.1
2312 root 1.9 if (!can_see_enemy (attacker, target))
2313     {
2314     /* target is unseen */
2315     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2316     adjust -= 10;
2317     /* dark map penalty for the hitter (lacks infravision if we got here). */
2318     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2319     adjust -= target->map->darkness;
2320     }
2321 elmex 1.1
2322 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2323 elmex 1.1 adjust -= 3;
2324    
2325 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2326 elmex 1.1 adjust += 1;
2327    
2328 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2329 elmex 1.1 adjust += 1;
2330    
2331 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2332 elmex 1.1 adjust -= 3;
2333    
2334     /* if we attack at a different 'altitude' its harder */
2335 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2336 elmex 1.1 adjust -= 2;
2337    
2338     #if 0
2339     /* slower attacks are less likely to succeed. We should use a
2340     * comparison between attacker/target speeds BUT, players have
2341     * a generally faster speed, so this will wind up being a HUGE
2342     * disadantage for the monsters! Too bad, because missiles which
2343     * fly fast should have a better chance of hitting a slower target.
2344     */
2345 root 1.9 if (hitter->speed < target->speed)
2346     adjust += ((float) hitter->speed - target->speed);
2347 elmex 1.1 #endif
2348    
2349     #if 0
2350 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2351 elmex 1.1 #endif
2352    
2353     return adjust;
2354 root 1.9 }
2355 elmex 1.1
2356     /* determine if the object is an 'aimed' missile */
2357 root 1.9 int
2358     is_aimed_missile (object *op)
2359     {
2360 elmex 1.1
2361 root 1.9 /* I broke what used to be one big if into a few nested
2362     * ones so that figuring out the logic is at least possible.
2363     */
2364     if (op && (op->move_type & MOVE_FLYING))
2365 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2366     return 1;
2367     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2368     return 1;
2369 root 1.53
2370 root 1.9 return 0;
2371     }