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/cvs/deliantra/server/server/attack.C
Revision: 1.78
Committed: Mon Oct 22 03:11:46 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_3
Changes since 1.77: +3 -1 lines
Log Message:
adding backtraces really helps: the "hitter in no relation to target"
message was actually caused by the jumping skill (ninjas atcually have
it!). jumping removed the hitter from the map and only re-.addedit after
hitting, so it indeed was in no relation to target.

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 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709     || !(*hitter)->map
710     || !on_same_map (*hitter, *target))
711 elmex 1.1 {
712 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713     (*hitter)->debug_desc (), (*target)->debug_desc ());
714 root 1.9 return 1;
715 elmex 1.1 }
716 root 1.77
717 root 1.9 *simple_attack = 0;
718     return 0;
719 elmex 1.1 }
720    
721 root 1.9 static int
722     abort_attack (object *target, object *hitter, int simple_attack)
723 elmex 1.1 {
724 root 1.9
725 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
726     * determined by get_attack_mode(). Returns true if the relation has changed.
727     */
728 root 1.9 int new_mode;
729 elmex 1.1
730 root 1.9 if (hitter->env == target || target->env == hitter)
731     new_mode = 1;
732     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
733     return 1;
734     else
735     new_mode = 0;
736     return new_mode != simple_attack;
737 elmex 1.1 }
738    
739     static void thrown_item_effect (object *, object *);
740    
741 root 1.9 static int
742     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
743 elmex 1.1 {
744 root 1.9 int simple_attack, roll, dam = 0;
745     uint32 type;
746     shstr op_name;
747    
748     if (get_attack_mode (&op, &hitter, &simple_attack))
749     goto error;
750    
751     if (hitter->current_weapon)
752     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
753     return RESULT_INT (0);
754    
755     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
756     return RESULT_INT (0);
757 elmex 1.1
758 root 1.9 /*
759     * A little check to make it more difficult to dance forward and back
760     * to avoid ever being hit by monsters.
761     */
762 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
763 root 1.9 {
764     /* Decrease speed BEFORE calling process_object. Otherwise, an
765     * infinite loop occurs, with process_object calling move_monster,
766     * which then gets here again. By decreasing the speed before
767     * we call process_object, the 'if' statement above will fail.
768     */
769 root 1.65 --op->speed_left;
770 root 1.9 process_object (op);
771 root 1.26
772 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
773 elmex 1.1 goto error;
774 root 1.9 }
775 elmex 1.1
776 root 1.9 op_name = op->name;
777 root 1.3
778 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
779 elmex 1.1
780 root 1.9 /* Adjust roll for various situations. */
781     if (!simple_attack)
782     roll += adj_attackroll (hitter, op);
783 elmex 1.1
784 root 1.9 /* See if we hit the creature */
785     if (roll == 20 || op->stats.ac >= base_wc - roll)
786     {
787     int hitdam = base_dam;
788    
789     if (!simple_attack)
790 elmex 1.1 {
791 root 1.9 /* If you hit something, the victim should *always* wake up.
792     * Before, invisible hitters could avoid doing this.
793     * -b.t. */
794     if (QUERY_FLAG (op, FLAG_SLEEP))
795     CLEAR_FLAG (op, FLAG_SLEEP);
796    
797     /* If the victim can't see the attacker, it may alert others
798     * for help. */
799 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 root 1.9 npc_call_help (op);
801    
802     /* if you were hidden and hit by a creature, you are discovered */
803     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
804     {
805     make_visible (op);
806 root 1.59
807 root 1.9 if (op->type == PLAYER)
808     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
809     }
810    
811     /* thrown items (hitter) will have various effects
812     * when they hit the victim. For things like thrown daggers,
813     * this sets 'hitter' to the actual dagger, and not the
814     * wrapper object.
815     */
816     thrown_item_effect (hitter, op);
817 root 1.26
818 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
819 root 1.9 goto leave;
820     }
821    
822     /* Need to do at least 1 damage, otherwise there is no point
823     * to go further and it will cause FPE's below.
824     */
825     if (hitdam <= 0)
826     hitdam = 1;
827 elmex 1.1
828 root 1.9 type = hitter->attacktype;
829 root 1.18
830 root 1.9 if (!type)
831     type = AT_PHYSICAL;
832 root 1.18
833 root 1.9 /* Handle monsters that hit back */
834     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
835     {
836     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
837     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
838 root 1.18
839 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
840 root 1.18
841     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
842 root 1.5 goto leave;
843 root 1.9 }
844 elmex 1.1
845 root 1.9 /* In the new attack code, it should handle multiple attack
846     * types in its area, so remove it from here.
847     */
848     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
849 root 1.18
850     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
851 root 1.9 goto leave;
852     } /* end of if hitter hit op */
853     /* if we missed, dam=0 */
854    
855     /*attack_message(dam, type, op, hitter); */
856 elmex 1.1
857 root 1.9 goto leave;
858 elmex 1.1
859 root 1.9 error:
860     dam = 1;
861 elmex 1.1
862 root 1.9 leave:
863 elmex 1.1
864 root 1.9 return dam;
865 elmex 1.1 }
866    
867 root 1.9 int
868     attack_ob (object *op, object *hitter)
869 elmex 1.1 {
870 root 1.58 hitter = hitter->head_ ();
871 elmex 1.1
872 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
873 elmex 1.1 }
874    
875     /* op is the arrow, tmp is what is stopping the arrow.
876     *
877     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
878     */
879 root 1.9 static int
880     stick_arrow (object *op, object *tmp)
881 elmex 1.1 {
882 root 1.9 /* If the missile hit a player, we insert it in their inventory.
883     * However, if the missile is heavy, we don't do so (assume it falls
884     * to the ground after a hit). What a good value for this is up to
885     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886     * stick around.
887     */
888     if (op->weight <= 5000 && tmp->stats.hp >= 0)
889     {
890 root 1.59 tmp = tmp->head_ ();
891 root 1.10
892 root 1.25 op->remove ();
893 root 1.9 op = insert_ob_in_ob (op, tmp);
894 root 1.10
895 root 1.9 if (tmp->type == PLAYER)
896     esrv_send_item (tmp, op);
897 root 1.10
898 root 1.9 return 1;
899     }
900     else
901     return 0;
902 elmex 1.1 }
903    
904     /* hit_with_arrow() disassembles the missile, attacks the victim and
905     * reassembles the missile.
906     *
907     * It returns a pointer to the reassembled missile, or NULL if the missile
908     * isn't available anymore.
909     */
910 root 1.9 object *
911     hit_with_arrow (object *op, object *victim)
912 elmex 1.1 {
913 root 1.9 object *container, *hitter;
914     int hit_something = 0;
915    
916     /* Disassemble missile */
917     if (op->inv)
918     {
919     container = op;
920     hitter = op->inv;
921 root 1.25 hitter->remove ();
922 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
923     /* Note that we now have an empty THROWN_OBJ on the map. Code that
924     * might be called until this THROWN_OBJ is either reassembled or
925     * removed at the end of this function must be able to deal with empty
926     * THROWN_OBJs. */
927     }
928     else
929     {
930 root 1.21 container = 0;
931 root 1.9 hitter = op;
932     }
933    
934     /* Try to hit victim */
935     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
936    
937     /* Arrow attacks door, rune of summoning is triggered, demon is put on
938     * arrow, move_apply() calls this function, arrow sticks in demon,
939     * attack_ob_simple() returns, and we've got an arrow that still exists
940     * but is no longer on the map. Ugh. (Beware: Such things can happen at
941     * other places as well!)
942     */
943 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
944 root 1.9 {
945     if (container)
946     {
947 root 1.25 container->remove ();
948 root 1.26 container->destroy ();
949 elmex 1.1 }
950 root 1.21
951     return 0;
952 elmex 1.1 }
953    
954 root 1.9 /* Missile hit victim */
955     /* if the speed is > 10, then this is a fast moving arrow, we go straight
956     * through the target
957     */
958     if (hit_something && op->speed <= 10.0)
959     {
960     /* Stop arrow */
961 root 1.21 if (!container)
962 root 1.9 {
963     hitter = fix_stopped_arrow (hitter);
964 root 1.21 if (!hitter)
965     return 0;
966 root 1.9 }
967     else
968 root 1.26 container->destroy ();
969 elmex 1.1
970 root 1.9 /* Try to stick arrow into victim */
971 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
972 root 1.21 return 0;
973 root 1.9
974     /* Else try to put arrow on victim's map square
975     * remove check for P_WALL here. If the arrow got to this
976     * space, that is good enough - with the new movement code,
977     * there is now the potential for lots of spaces where something
978     * can fly over but not otherwise move over. What is the correct
979     * way to handle those otherwise?
980     */
981 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
982 root 1.9 {
983 root 1.25 hitter->remove ();
984 root 1.21 hitter->x = victim->x;
985     hitter->y = victim->y;
986 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
987 elmex 1.1 }
988 root 1.9 else
989 root 1.21 /* Else leave arrow where it is */
990     merge_ob (hitter, NULL);
991    
992     return 0;
993 elmex 1.1 }
994    
995 root 1.9 if (hit_something && op->speed >= 10.0)
996     op->speed -= 1.0;
997 elmex 1.1
998 root 1.9 /* Missile missed victim - reassemble missile */
999     if (container)
1000     {
1001 root 1.25 hitter->remove ();
1002 root 1.9 insert_ob_in_ob (hitter, container);
1003 elmex 1.1 }
1004 root 1.21
1005 root 1.9 return op;
1006 elmex 1.1 }
1007    
1008 root 1.9 void
1009     tear_down_wall (object *op)
1010 elmex 1.1 {
1011 root 1.9 int perc = 0;
1012 elmex 1.1
1013 root 1.9 if (!op->stats.maxhp)
1014     {
1015     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1016     perc = 1;
1017 elmex 1.1 }
1018 root 1.9 else if (!GET_ANIM_ID (op))
1019     {
1020     /* Object has been called - no animations, so remove it */
1021     if (op->stats.hp < 0)
1022 root 1.26 op->destroy ();
1023    
1024 root 1.9 return; /* no animations, so nothing more to do */
1025     }
1026 root 1.26
1027 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1028 root 1.26
1029 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1030     perc = NUM_ANIMATIONS (op) - 1;
1031     else if (perc < 1)
1032     perc = 1;
1033 root 1.26
1034 root 1.9 SET_ANIMATION (op, perc);
1035     update_object (op, UP_OBJ_FACE);
1036 root 1.26
1037 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1038     { /* Reached the last animation */
1039     if (op->face == blank_face)
1040 root 1.26 /* If the last face is blank, remove the ob */
1041     op->destroy ();
1042 root 1.9 else
1043     { /* The last face was not blank, leave an image */
1044     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1045     update_all_los (op->map, op->x, op->y);
1046     op->move_block = 0;
1047     CLEAR_FLAG (op, FLAG_ALIVE);
1048 root 1.5 }
1049 elmex 1.1 }
1050     }
1051    
1052 root 1.9 void
1053     scare_creature (object *target, object *hitter)
1054 elmex 1.1 {
1055 root 1.27 object *owner = hitter->owner;
1056 elmex 1.1
1057 root 1.9 if (!owner)
1058     owner = hitter;
1059 elmex 1.1
1060 root 1.9 SET_FLAG (target, FLAG_SCARED);
1061     if (!target->enemy)
1062     target->enemy = owner;
1063 elmex 1.1 }
1064    
1065     /* This returns the amount of damage hitter does to op with the
1066     * appropriate attacktype. Only 1 attacktype should be set at a time.
1067     * This doesn't damage the player, but returns how much it should
1068     * take. However, it will do other effects (paralyzation, slow, etc.)
1069     * Note - changed for PR code - we now pass the attack number and not
1070     * the attacktype. Makes it easier for the PR code. */
1071 root 1.9 int
1072     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1073     {
1074     int doesnt_slay = 1;
1075    
1076     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1077     if (attacknum >= NROFATTACKS)
1078     {
1079     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1080     return 0;
1081 elmex 1.1 }
1082 root 1.9
1083     if (dam < 0)
1084     {
1085 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086     dam, hitter->debug_desc (), op->debug_desc ());
1087 root 1.9 return 0;
1088 elmex 1.1 }
1089 root 1.9
1090     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1091     * people can't mess with that or it otherwise get confused. */
1092     if (attacknum == ATNR_INTERNAL)
1093     return dam;
1094    
1095     if (hitter->slaying)
1096     {
1097 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1098 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1099 root 1.9 {
1100     doesnt_slay = 0;
1101     dam *= 3;
1102     }
1103 elmex 1.1 }
1104    
1105 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1106     if (op->resist[attacknum])
1107     {
1108 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1109     * in case 0>dam>1, we try to "simulate" a float value-effect */
1110 root 1.9 dam *= (100 - op->resist[attacknum]);
1111     if (dam >= 100)
1112     dam /= 100;
1113 elmex 1.1 else
1114 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1115 elmex 1.1 }
1116    
1117 root 1.9 /* Special hack. By default, if immune to something, you
1118     * shouldn't need to worry. However, acid is an exception, since
1119     * it can still damage your items. Only include attacktypes if
1120     * special processing is needed */
1121    
1122 root 1.59 if (op->resist[attacknum] >= 100
1123     && doesnt_slay
1124     && attacknum != ATNR_ACID)
1125 root 1.9 return 0;
1126    
1127     /* Keep this in order - makes things easier to find */
1128    
1129     switch (attacknum)
1130     {
1131 root 1.40 case ATNR_PHYSICAL:
1132     /* here also check for diseases */
1133     check_physically_infect (op, hitter);
1134     break;
1135    
1136     /* Don't need to do anything for:
1137     magic,
1138     fire,
1139     electricity,
1140     cold */
1141    
1142     case ATNR_CONFUSION:
1143     case ATNR_POISON:
1144     case ATNR_SLOW:
1145     case ATNR_PARALYZE:
1146     case ATNR_FEAR:
1147     case ATNR_CANCELLATION:
1148     case ATNR_DEPLETE:
1149     case ATNR_BLIND:
1150     {
1151     /* chance for inflicting a special attack depends on the
1152     * difference between attacker's and defender's level
1153     */
1154     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155    
1156     /* First, only creatures/players with speed can be affected.
1157     * Second, just getting hit doesn't mean it always affects
1158     * you. Third, you still get a saving through against the
1159     * effect.
1160     */
1161     if (op->speed &&
1162     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1163     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1164     {
1165 root 1.5
1166 root 1.40 /* Player has been hit by something */
1167     if (attacknum == ATNR_CONFUSION)
1168     confuse_player (op, hitter, dam);
1169     else if (attacknum == ATNR_POISON)
1170     poison_player (op, hitter, dam);
1171     else if (attacknum == ATNR_SLOW)
1172     slow_player (op, hitter, dam);
1173     else if (attacknum == ATNR_PARALYZE)
1174     paralyze_player (op, hitter, dam);
1175     else if (attacknum == ATNR_FEAR)
1176     scare_creature (op, hitter);
1177     else if (attacknum == ATNR_CANCELLATION)
1178     cancellation (op);
1179     else if (attacknum == ATNR_DEPLETE)
1180     op->drain_stat ();
1181     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1182     blind_player (op, hitter, dam);
1183     }
1184 root 1.59
1185 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1186     }
1187     break;
1188 root 1.44
1189 root 1.40 case ATNR_ACID:
1190     {
1191     int flag = 0;
1192 root 1.9
1193 root 1.40 /* Items only get corroded if you're not on a battleground and
1194     * if your acid resistance is below 50%. */
1195     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1196     {
1197 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 root 1.40 {
1199     if (tmp->invisible)
1200     continue;
1201     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 root 1.44 /* >= 10% acid res. on items will protect these */
1203 root 1.40 continue;
1204 root 1.49 if (!(tmp->materials & M_IRON))
1205 root 1.40 continue;
1206     if (tmp->magic < -4) /* Let's stop at -5 */
1207     continue;
1208 root 1.44 if (tmp->type == RING
1209     /* removed boots and gloves from exclusion list in PR */
1210     || tmp->type == GIRDLE
1211     || tmp->type == AMULET
1212     || tmp->type == WAND
1213     || tmp->type == ROD
1214     || tmp->type == HORN)
1215 root 1.40 continue; /* To avoid some strange effects */
1216    
1217     /* High damage acid has better chance of corroding
1218     objects */
1219     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1220     {
1221     if (op->type == PLAYER)
1222     /* Make this more visible */
1223     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1224     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1225     flag = 1;
1226     tmp->magic--;
1227     if (op->type == PLAYER)
1228     esrv_send_item (op, tmp);
1229     }
1230     }
1231 root 1.44
1232 root 1.40 if (flag)
1233     op->update_stats (); /* Something was corroded */
1234     }
1235     }
1236     break;
1237 root 1.44
1238 root 1.40 case ATNR_DRAIN:
1239     {
1240     /* rate is the proportion of exp drained. High rate means
1241     * not much is drained, low rate means a lot is drained.
1242     */
1243     int rate;
1244 root 1.9
1245 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1246     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1247     else
1248     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1249 root 1.9
1250 root 1.40 if (op->stats.exp <= rate)
1251     {
1252     if (op->type == GOLEM)
1253     dam = 999; /* Its force is "sucked" away. 8) */
1254     else
1255     /* If we can't drain, lets try to do physical damage */
1256     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1257     }
1258     else
1259     {
1260     /* Randomly give the hitter some hp */
1261     if (hitter->stats.hp < hitter->stats.maxhp &&
1262     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1263     hitter->stats.hp++;
1264    
1265     /* Can't do drains on battleground spaces.
1266     * Move the wiz check up here - before, the hitter wouldn't gain exp
1267     * exp, but the wiz would still lose exp! If drainee is a wiz,
1268     * nothing happens.
1269     * Try to credit the owner. We try to display player -> player drain
1270     * attacks, hence all the != PLAYER checks.
1271     */
1272 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1273 root 1.40 {
1274     object *owner = hitter->owner;
1275 root 1.9
1276 root 1.40 if (owner && owner != hitter)
1277     {
1278     if (op->type != PLAYER || owner->type != PLAYER)
1279     change_exp (owner, op->stats.exp / (rate * 2),
1280     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1281     }
1282     else if (op->type != PLAYER || hitter->type != PLAYER)
1283 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1284     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1285    
1286 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1287     }
1288 root 1.44
1289 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1290     * drain attack, you won't know that you are actually sucking out EXP,
1291     * as the messages will say you missed
1292     */
1293     }
1294     }
1295     break;
1296 root 1.44
1297 root 1.40 case ATNR_TURN_UNDEAD:
1298     {
1299     if (QUERY_FLAG (op, FLAG_UNDEAD))
1300     {
1301     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1302     object *god = find_god (determine_god (owner));
1303     int div = 1;
1304    
1305     /* if undead are not an enemy of your god, you turn them
1306     * at half strength */
1307 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1308 root 1.40 div = 2;
1309 root 1.59
1310 root 1.40 /* Give a bonus if you resist turn undead */
1311     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312     scare_creature (op, owner);
1313     }
1314     else
1315     dam = 0; /* don't damage non undead - should we damage
1316     undead? */
1317     }
1318     break;
1319 root 1.44
1320 root 1.40 case ATNR_DEATH:
1321     deathstrike_player (op, hitter, &dam);
1322     break;
1323 root 1.44
1324 root 1.40 case ATNR_CHAOS:
1325 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1326 root 1.40 dam = 0;
1327     break;
1328 root 1.44
1329 root 1.40 case ATNR_COUNTERSPELL:
1330 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1331 root 1.40 dam = 0;
1332     /* This should never happen. Counterspell is handled
1333     * seperately and filtered out. If this does happen,
1334     * Counterspell has no effect on anything but spells, so it
1335     * does no damage. */
1336     break;
1337 root 1.44
1338 root 1.40 case ATNR_HOLYWORD:
1339     {
1340     /* This has already been handled by hit_player,
1341     * no need to check twice -- DAMN */
1342     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1343    
1344     /* As with turn undead above, give a bonus on the saving throw */
1345     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1346     scare_creature (op, owner);
1347     }
1348     break;
1349 root 1.44
1350 root 1.40 case ATNR_LIFE_STEALING:
1351     {
1352     int new_hp;
1353    
1354     /* this is replacement to drain for players, instead of taking
1355     * exp it takes hp. It is geared for players, probably not
1356     * much use giving it to monsters
1357     *
1358     * life stealing doesn't do a lot of damage, but it gives the
1359     * damage it does do to the player. Given that,
1360     * it only does 1/10'th normal damage (hence the divide by
1361     * 1000).
1362     */
1363     /* You can't steal life from something undead */
1364     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1365     return 0;
1366 root 1.44
1367 root 1.40 /* If drain protection is higher than life stealing, use that */
1368     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1369     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1370     else
1371     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372 root 1.44
1373 root 1.40 /* You die at -1 hp, not zero. */
1374     if (dam > (op->stats.hp + 1))
1375     dam = op->stats.hp + 1;
1376 root 1.44
1377 root 1.40 new_hp = hitter->stats.hp + dam;
1378     if (new_hp > hitter->stats.maxhp)
1379     new_hp = hitter->stats.maxhp;
1380 root 1.44
1381 root 1.40 if (new_hp > hitter->stats.hp)
1382     hitter->stats.hp = new_hp;
1383     }
1384 elmex 1.1 }
1385 root 1.40
1386 root 1.9 return dam;
1387 elmex 1.1 }
1388    
1389     /* GROS: This code comes from hit_player. It has been made external to
1390     * allow script procedures to "kill" objects in a combat-like fashion.
1391     * It was initially used by (kill-object) developed for the Collector's
1392     * Sword. Note that nothing has been changed from the original version
1393     * of the following code.
1394     * op is what is being killed.
1395     * dam is the damage done to it.
1396     * hitter is what is hitting it.
1397     * type is the attacktype.
1398     *
1399     * This function was a bit of a mess with hitter getting changed,
1400     * values being stored away but not used, etc. I've cleaned it up
1401     * a bit - I think it should be functionally equivalant.
1402     * MSW 2002-07-17
1403     */
1404 root 1.9 int
1405     kill_object (object *op, int dam, object *hitter, int type)
1406 elmex 1.1 {
1407 root 1.9 char buf[MAX_BUF];
1408     const char *skill;
1409     int maxdam = 0;
1410     int battleg = 0; /* true if op standing on battleground */
1411     int pk = 0; /* true if op and what controls hitter are both players */
1412 root 1.61 object *owner = 0;
1413     object *skop = 0;
1414 elmex 1.1
1415 root 1.9 if (op->stats.hp >= 0)
1416     return -1;
1417    
1418     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1419     return 0;
1420    
1421     /* maxdam needs to be the amount of damage it took to kill
1422     * this creature. The function(s) that call us have already
1423     * adjusted the creatures HP total, so that is negative.
1424     */
1425     maxdam = dam + op->stats.hp + 1;
1426    
1427     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1428     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1429    
1430     if (op->type == DOOR)
1431     {
1432 root 1.63 op->set_speed (0.1f);
1433     op->speed_left = -0.05f;
1434 root 1.9 return maxdam;
1435     }
1436 root 1.20
1437 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1438     {
1439 root 1.26 op->destroy ();
1440 root 1.9 return maxdam;
1441     }
1442    
1443     /* Now lets start dealing with experience we get for killing something */
1444    
1445 root 1.27 owner = hitter->owner;
1446 root 1.20 if (!owner)
1447 root 1.9 owner = hitter;
1448    
1449     /* is the victim (op) standing on battleground? */
1450     if (op_on_battleground (op, NULL, NULL))
1451     battleg = 1;
1452    
1453     /* is this player killing? */
1454     if (op->type == PLAYER && owner->type == PLAYER)
1455     pk = 1;
1456    
1457     /* Player killed something */
1458     if (owner->type == PLAYER)
1459     {
1460     Log_Kill (owner->name,
1461     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1462    
1463     /* Log players killing other players - makes it easier to detect
1464     * and filter out malicious player killers - that is why the
1465     * ip address is included.
1466     */
1467     if (op->type == PLAYER && !battleg)
1468     {
1469     time_t t = time (NULL);
1470     struct tm *tmv;
1471     char buf[256];
1472    
1473     tmv = localtime (&t);
1474     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1475    
1476 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1477 root 1.9 }
1478    
1479     /* try to filter some things out - basically, if you are
1480     * killing a level 1 creature and your level 20, you
1481     * probably don't want to see that.
1482     */
1483     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1484     {
1485     if (owner != hitter)
1486 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1487 root 1.9 else
1488 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1489    
1490 root 1.9 /* Only play sounds for melee kills */
1491     if (hitter->type == PLAYER)
1492 root 1.72 owner->play_sound (sound_find ("player_kills"));
1493 root 1.9 }
1494    
1495     /* If a player kills another player, not on
1496     * battleground, the "killer" looses 1 luck. Since this is
1497     * not reversible, it's actually quite a pain IMHO. -AV
1498     * Fix bug in that we were changing the luck of the hitter, not
1499     * player that the object belonged to - so if you killed another player
1500     * with spells, pets, whatever, there was no penalty.
1501     * Changed to make luck penalty configurable in settings.
1502     */
1503     if (op->type == PLAYER && owner != op && !battleg)
1504 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1505 root 1.9
1506     /* This code below deals with finding the appropriate skill
1507 root 1.61 * to credit exp to. This is a bit problematic - we should
1508 root 1.9 * probably never really have to look at current_weapon->skill
1509     */
1510 root 1.20 skill = 0;
1511    
1512 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1513     skill = hitter->skill;
1514     else if (owner->chosen_skill)
1515     {
1516 root 1.61 skop = owner->chosen_skill;
1517     skill = skop->skill;
1518 root 1.9 }
1519     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1520     skill = owner->current_weapon->skill;
1521     else
1522     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1523 elmex 1.1
1524 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1525 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1526 root 1.9 */
1527     if ((!skop || skop->type != SKILL) && skill)
1528     {
1529     int i;
1530 elmex 1.1
1531 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1532     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1533     {
1534     skop = owner->contr->last_skill_ob[i];
1535     break;
1536     }
1537 root 1.5 }
1538 root 1.9 } /* Was it a player that hit somethign */
1539     else
1540 root 1.20 skill = 0;
1541 root 1.9
1542     /* Pet (or spell) killed something. */
1543     if (owner != hitter)
1544 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1545     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546 root 1.9 else
1547 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1548     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1549     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1550    
1551 root 1.9 /* These may have been set in the player code section above */
1552     if (!skop)
1553     skop = hitter->chosen_skill;
1554 root 1.20
1555 root 1.9 if (!skill && skop)
1556     skill = skop->skill;
1557    
1558     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1559    
1560     /* If you didn't kill yourself, and your not the wizard */
1561 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1562 root 1.9 {
1563     int exp;
1564    
1565     /* Really don't give much experience for killing other players */
1566 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1567 root 1.9 if (op->type == PLAYER)
1568     {
1569     if (battleg)
1570     {
1571     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1572     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1573 root 1.5 }
1574 root 1.9 else
1575     exp = op->stats.exp / 1000;
1576 elmex 1.1 }
1577 root 1.9 else
1578     exp = calc_skill_exp (owner, op, skop);
1579 elmex 1.1
1580 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1581     * exp by killing him
1582     */
1583     if (battleg)
1584     exp = 0;
1585 elmex 1.1
1586 root 1.9 /* Don't know why this is set this way - doesn't make
1587     * sense to just divide everything by two for no reason.
1588     */
1589 elmex 1.1
1590 root 1.9 if (!settings.simple_exp)
1591     exp = exp / 2;
1592 root 1.5
1593 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1594 root 1.23 change_exp (owner, exp, skill, 0);
1595 root 1.9 else
1596     {
1597     int shares = 0, count = 0;
1598     partylist *party = owner->contr->party;
1599 root 1.5
1600 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1601 root 1.35
1602 root 1.33 for_all_players (pl)
1603 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1604     {
1605     count++;
1606     shares += (pl->ob->level + 4);
1607     }
1608    
1609 root 1.23 if (count == 1 || shares > exp || !shares)
1610 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1611     else
1612     {
1613     int share = exp / shares, given = 0, nexp;
1614    
1615 root 1.33 for_all_players (pl)
1616 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1617     {
1618     nexp = (pl->ob->level + 4) * share;
1619     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1620     given += nexp;
1621     }
1622    
1623 root 1.9 exp -= given;
1624     /* give any remainder to the player */
1625     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1626 root 1.5 }
1627 root 1.9 } /* else part of a party */
1628     } /* end if person didn't kill himself */
1629 elmex 1.1
1630 root 1.9 if (op->type != PLAYER)
1631     {
1632     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1633     {
1634 root 1.27 object *owner1 = op->owner;
1635 elmex 1.1
1636 root 1.20 if (owner1 && owner1->type == PLAYER)
1637 root 1.9 {
1638 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1639 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1640     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1641 root 1.5 }
1642 root 1.12
1643 root 1.9 remove_friendly_object (op);
1644 root 1.5 }
1645 root 1.12
1646 root 1.26 op->destroy ();
1647 elmex 1.1 }
1648 root 1.9 else
1649     {
1650 root 1.20 /* Player has been killed! */
1651 root 1.9 if (owner->type == PLAYER)
1652 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1653 root 1.9 else
1654 root 1.12 assign (op->contr->killer, hitter->name);
1655 elmex 1.1 }
1656 root 1.12
1657 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1658     * continues in the calling function.
1659     */
1660     return maxdam;
1661 elmex 1.1 }
1662    
1663     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1664     * Returns 0 this is not friendly fire
1665     */
1666 root 1.9 int
1667     friendly_fire (object *op, object *hitter)
1668     {
1669     object *owner;
1670     int friendlyfire;
1671    
1672     if (hitter->head)
1673     hitter = hitter->head;
1674    
1675     friendlyfire = 0;
1676    
1677     if (op->type == PLAYER)
1678     {
1679     if (op_on_battleground (hitter, 0, 0))
1680     return 0;
1681    
1682     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1683     return 1;
1684    
1685 root 1.27 if ((owner = hitter->owner) != NULL)
1686 root 1.9 {
1687     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1688     friendlyfire = 2;
1689     }
1690    
1691     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1692     friendlyfire = 0;
1693 elmex 1.1 }
1694 root 1.62
1695 root 1.9 return friendlyfire;
1696 elmex 1.1 }
1697    
1698     /* This isn't used just for players, but in fact most objects.
1699     * op is the object to be hit, dam is the amount of damage, hitter
1700     * is what is hitting the object, type is the attacktype, and
1701     * full_hit is set if monster area does not matter.
1702     * dam is base damage - protections/vulnerabilities/slaying matches can
1703     * modify it.
1704     */
1705 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1706     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1707 root 1.9 int
1708     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1709     {
1710     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1711     int maxattacktype, attacknum;
1712     int body_attack = op && op->head; /* Did we hit op's head? */
1713     int simple_attack;
1714     int rtn_kill = 0;
1715     int friendlyfire;
1716 elmex 1.1
1717 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1718     return 0;
1719 elmex 1.1
1720 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1721     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1722     return 0;
1723 elmex 1.1
1724 root 1.64 // only allow pk for hostile players
1725 root 1.9 if (op->type == PLAYER)
1726     {
1727 root 1.27 object *owner = hitter->owner;
1728 root 1.9
1729     if (!owner)
1730     owner = hitter;
1731 root 1.18
1732 root 1.56 if (owner->type == PLAYER
1733     && (!op_on_battleground (op, 0, 0)
1734     && (op->contr->peaceful || owner->contr->peaceful))
1735     && op != owner)
1736 root 1.18 return 0;
1737 elmex 1.1 }
1738    
1739 root 1.9 if (body_attack)
1740     {
1741     /* slow and paralyze must hit the head. But we don't want to just
1742     * return - we still need to process other attacks the spell still
1743     * might have. So just remove the paralyze and slow attacktypes,
1744     * and keep on processing if we have other attacktypes.
1745     * return if only magic or nothing is left - under normal code
1746     * we don't attack with pure magic if there is another attacktype.
1747     * Only do processing if the initial attacktype includes one of those
1748     * attack so we don't cancel out things like magic bullet.
1749     */
1750     if (type & (AT_PARALYZE | AT_SLOW))
1751     {
1752     type &= ~(AT_PARALYZE | AT_SLOW);
1753 root 1.18
1754 root 1.9 if (!type || type == AT_MAGIC)
1755     return 0;
1756 root 1.5 }
1757 elmex 1.1 }
1758    
1759 root 1.9 if (!simple_attack && op->type == DOOR)
1760     {
1761 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1762 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1763     {
1764     spring_trap (tmp, hitter);
1765 root 1.26
1766 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1767 root 1.9 return 0;
1768 root 1.26
1769 root 1.9 break;
1770     }
1771 elmex 1.1 }
1772    
1773 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1774     {
1775     /* FIXME: If a player is killed by a rune in a door, the
1776 root 1.18 * destroyed() check above doesn't return, and might get here.
1777 root 1.9 */
1778 elmex 1.54
1779     /* FIXME: This for example happens when a dead door is on a mover and
1780     gets it's speed_left raised on each mover-tick.
1781     Doors are removed in a kinda funny way by giving them speed and speed_left
1782     and waiting for that to run out.
1783     */
1784     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1785 root 1.9 return 0;
1786 elmex 1.1 }
1787    
1788     #ifdef ATTACK_DEBUG
1789 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1790 elmex 1.1 #endif
1791    
1792 root 1.9 if (magic)
1793     {
1794 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1795     * in case 0>dam>1, we try to "simulate" a float value-effect */
1796 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1797 elmex 1.1 if (dam >= 100)
1798 root 1.5 dam /= 100;
1799 elmex 1.1 else
1800 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1801 elmex 1.1 }
1802    
1803 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1804     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1805     */
1806     if (type & AT_CHAOS)
1807     {
1808     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1809     update_object (op, UP_OBJ_FACE);
1810 elmex 1.1 type &= ~AT_CHAOS;
1811     }
1812    
1813 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1814     * holyword is part of an attacktype, then make sure the creature is
1815     * a proper match, otherwise no damage.
1816     */
1817     if (type & AT_HOLYWORD)
1818     {
1819     object *god;
1820    
1821     if ((!hitter->slaying ||
1822     (!(op->race && strstr (hitter->slaying, op->race)) &&
1823     !(op->name && strstr (hitter->slaying, op->name)))) &&
1824     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1825     (hitter->title != NULL
1826 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1827 root 1.9 return 0;
1828 elmex 1.1 }
1829    
1830 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1831 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1832     {
1833     /* Magic isn't really a true attack type - it gets combined with other
1834     * attack types. As such, skip it over. However, if magic is
1835     * the only attacktype in the group, then still attack with it
1836     */
1837     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1838     continue;
1839    
1840     /* Go through and hit the player with each attacktype, one by one.
1841     * hit_player_attacktype only figures out the damage, doesn't inflict
1842     * it. It will do the appropriate action for attacktypes with
1843     * effects (slow, paralization, etc.
1844     */
1845     if (type & attacktype)
1846     {
1847     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1848     /* the >= causes us to prefer messages from special attacks, if
1849     * the damage is equal.
1850     */
1851     if (ndam >= maxdam)
1852     {
1853 root 1.5 maxdam = ndam;
1854 root 1.9 maxattacktype = 1 << attacknum;
1855 root 1.5 }
1856     }
1857 elmex 1.1 }
1858 root 1.9
1859     /* if this is friendly fire then do a set % of damage only
1860     * Note - put a check in to make sure this attack is actually
1861     * doing damage - otherwise, the +1 in the code below will make
1862     * an attack do damage before when it otherwise didn't
1863     */
1864     friendlyfire = friendly_fire (op, hitter);
1865     if (friendlyfire && maxdam)
1866     {
1867     maxdam = ((dam * settings.set_friendly_fire) / 100);
1868    
1869 elmex 1.1 #ifdef ATTACK_DEBUG
1870 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1871     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1872 elmex 1.1 #endif
1873     }
1874    
1875 root 1.9 if (!full_hit)
1876     {
1877     int area;
1878     int remainder;
1879    
1880     area = 0;
1881 root 1.68
1882     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1883 root 1.9 area++;
1884 root 1.68
1885 root 1.9 assert (area > 0);
1886    
1887     /* basically: maxdam /= area; we try to "simulate" a float
1888     value-effect */
1889     remainder = 100 * (maxdam % area) / area;
1890     maxdam /= area;
1891 root 1.47 if (rndm (100) < remainder)
1892 root 1.9 maxdam++;
1893 elmex 1.1 }
1894    
1895     #ifdef ATTACK_DEBUG
1896 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1897 elmex 1.1 #endif
1898    
1899 root 1.57 // for now, only do this for active objects, otherwise they
1900     // keep a refcount for a long time and I see no usefulness
1901     // for an non-active objetc to know its enemy.
1902     if (op->active)
1903     if (hitter->owner)
1904     op->enemy = hitter->owner;
1905     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906     op->enemy = hitter;
1907 root 1.9
1908     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909     {
1910     /* The unaggressives look after themselves 8) */
1911     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1912     npc_call_help (op);
1913     }
1914    
1915     if (magic && did_make_save (op, op->level, 0))
1916     maxdam = maxdam / 2;
1917    
1918     attack_message (maxdam, maxattacktype, op, hitter);
1919    
1920     op->stats.hp -= maxdam;
1921    
1922     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923     if ((op->stats.hp >= 0) &&
1924     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1925     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1926     {
1927 elmex 1.1
1928 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1929     SET_FLAG (op, FLAG_RUN_AWAY);
1930     else
1931     scare_creature (op, hitter);
1932 elmex 1.1 }
1933    
1934 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1935     {
1936     if (maxdam)
1937     tear_down_wall (op);
1938 root 1.26
1939 root 1.9 return maxdam; /* nothing more to do for wall */
1940     }
1941 elmex 1.1
1942 root 1.9 /* See if the creature has been killed */
1943     rtn_kill = kill_object (op, maxdam, hitter, type);
1944     if (rtn_kill != -1)
1945     return rtn_kill;
1946 elmex 1.1
1947    
1948 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949     * that before if the player was immune to ghosthit, the monster
1950     * remained - that is no longer the case.
1951     */
1952     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 root 1.56 hitter->destroy ();
1954 root 1.26
1955 root 1.9 /* Lets handle creatures that are splitting now */
1956     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1957     {
1958     int i;
1959     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1960     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1961 root 1.27 object *owner = op->owner;
1962 root 1.5
1963 root 1.9 if (!op->other_arch)
1964     {
1965     LOG (llevError, "SPLITTING without other_arch error.\n");
1966     return maxdam;
1967     }
1968 root 1.26
1969 root 1.25 op->remove ();
1970 root 1.26
1971 root 1.76 for (i = 0; i < op->stats.food; i++)
1972 root 1.9 { /* This doesn't handle op->more yet */
1973     object *tmp = arch_to_object (op->other_arch);
1974     int j;
1975    
1976     tmp->stats.hp = op->stats.hp;
1977 root 1.26
1978 root 1.9 if (friendly)
1979     {
1980     add_friendly_object (tmp);
1981     tmp->attack_movement = PETMOVE;
1982 root 1.39
1983     if (owner)
1984 root 1.27 tmp->set_owner (owner);
1985 root 1.9 }
1986 root 1.26
1987 root 1.9 if (unaggressive)
1988     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1989 root 1.26
1990 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991 root 1.26
1992 root 1.9 if (j == -1) /* No spot to put this monster */
1993 root 1.26 tmp->destroy ();
1994 root 1.9 else
1995     {
1996     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1997     insert_ob_in_map (tmp, op->map, NULL, 0);
1998     }
1999     }
2000 root 1.26
2001     op->destroy ();
2002 root 1.9 }
2003     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2004 root 1.26 hitter->destroy ();
2005    
2006 root 1.9 return maxdam;
2007     }
2008    
2009     void
2010     poison_player (object *op, object *hitter, int dam)
2011     {
2012 root 1.16 archetype *at = archetype::find ("poisoning");
2013 root 1.9 object *tmp = present_arch_in_ob (at, op);
2014 elmex 1.1
2015 root 1.9 if (tmp == NULL)
2016     {
2017     if ((tmp = arch_to_object (at)) == NULL)
2018     LOG (llevError, "Failed to clone arch poisoning.\n");
2019     else
2020     {
2021     tmp = insert_ob_in_ob (tmp, op);
2022     /* peterm: give poisoning some teeth. It should
2023     * be able to kill things better than it does:
2024     * damage should be dependent something--I choose to
2025     * do this: if it's a monster, the damage from the
2026     * poisoning goes as the level of the monster/2.
2027     * If anything else, goes as damage.
2028     */
2029    
2030     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2031     tmp->stats.dam += hitter->level / 2;
2032     else
2033     tmp->stats.dam = dam;
2034    
2035 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2036 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2037     {
2038     tmp->skill = hitter->skill;
2039     }
2040    
2041     tmp->stats.food += dam; /* more damage, longer poisoning */
2042    
2043     if (op->type == PLAYER)
2044     {
2045     /* player looses stats, maximum is -10 of each */
2046     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2047     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2048     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2049     tmp->stats.Int = MAX (-dam / 7, -10);
2050     SET_FLAG (tmp, FLAG_APPLIED);
2051 root 1.32 op->update_stats ();
2052 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 root 1.75 op->play_sound (tmp->sound);
2054 root 1.9 }
2055 root 1.63
2056 root 1.9 if (hitter->type == PLAYER)
2057     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2058 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2059 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2060 root 1.5 }
2061 root 1.63
2062 root 1.9 tmp->speed_left = 0;
2063     }
2064     else
2065     tmp->stats.food++;
2066     }
2067    
2068     void
2069     slow_player (object *op, object *hitter, int dam)
2070     {
2071 root 1.16 archetype *at = archetype::find ("slowness");
2072 root 1.9 object *tmp;
2073    
2074     if (at == NULL)
2075 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2076    
2077 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2078     {
2079     tmp = arch_to_object (at);
2080     tmp = insert_ob_in_ob (tmp, op);
2081     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2082     }
2083     else
2084     tmp->stats.food++;
2085 root 1.62
2086 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2087     tmp->speed_left = 0;
2088 root 1.32 op->update_stats ();
2089 elmex 1.1 }
2090    
2091 root 1.9 void
2092     confuse_player (object *op, object *hitter, int dam)
2093     {
2094     object *tmp;
2095     int maxduration;
2096 elmex 1.1
2097 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2098     if (!tmp)
2099     {
2100     tmp = get_archetype (FORCE_NAME);
2101     tmp = insert_ob_in_ob (tmp, op);
2102     }
2103 root 1.5
2104 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2105     * on the player's resistance
2106     */
2107     tmp->speed = 0.05;
2108     tmp->subtype = FORCE_CONFUSION;
2109     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2110     tmp->name = "confusion";
2111     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 root 1.62
2113 root 1.9 if (tmp->duration > maxduration)
2114     tmp->duration = maxduration;
2115    
2116     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2117     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118 root 1.62
2119 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2120     }
2121 root 1.5
2122 root 1.9 void
2123     blind_player (object *op, object *hitter, int dam)
2124     {
2125     object *tmp, *owner;
2126 root 1.5
2127 root 1.9 /* Save some work if we know it isn't going to affect the player */
2128     if (op->resist[ATNR_BLIND] == 100)
2129     return;
2130 root 1.5
2131 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2132     if (!tmp)
2133     {
2134     tmp = get_archetype ("blindness");
2135     SET_FLAG (tmp, FLAG_BLIND);
2136     SET_FLAG (tmp, FLAG_APPLIED);
2137 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2138     * speed is a float anyways.
2139     */
2140 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141 elmex 1.1
2142 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2143     change_abil (op, tmp); /* Mostly to display any messages */
2144 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2145 elmex 1.1
2146 root 1.9 if (hitter->owner)
2147 root 1.27 owner = hitter->owner;
2148 root 1.9 else
2149     owner = hitter;
2150 elmex 1.1
2151 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2152     }
2153     tmp->stats.food += dam;
2154     if (tmp->stats.food > 10)
2155     tmp->stats.food = 10;
2156 elmex 1.1 }
2157    
2158 root 1.9 void
2159     paralyze_player (object *op, object *hitter, int dam)
2160 elmex 1.1 {
2161 root 1.9 float effect, max;
2162    
2163     /* object *tmp; */
2164 elmex 1.1
2165 root 1.9 /* This is strange stuff... someone knows for what this is
2166     * written? Well, i think this can and should be removed
2167     */
2168 elmex 1.1
2169 root 1.9 /*
2170     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2171     tmp=clone_arch(PARAIMAGE);
2172     tmp->x=op->x,tmp->y=op->y;
2173     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2174     }
2175     */
2176 elmex 1.1
2177 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2178     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2179 elmex 1.1
2180 root 1.9 if (effect == 0)
2181     return;
2182 elmex 1.1
2183 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2184     /* tmp->stats.food+=(signed short) effect/op->speed; */
2185 elmex 1.1
2186 root 1.9 /* max number of ticks to be affected for. */
2187     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2188     if (op->speed_left < -(FABS (op->speed) * max))
2189     op->speed_left = (float) -(FABS (op->speed) * max);
2190 elmex 1.1
2191     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192     }
2193    
2194     /* Attempts to kill 'op'. hitter is the attack object, dam is
2195     * the computed damaged.
2196     */
2197 root 1.9 void
2198     deathstrike_player (object *op, object *hitter, int *dam)
2199 elmex 1.1 {
2200 root 1.9 /* The intention of a death attack is to kill outright things
2201     ** that are a lot weaker than the attacker, have a chance of killing
2202     ** things somewhat weaker than the caster, and no chance of
2203     ** killing something equal or stronger than the attacker.
2204     ** Also, if a deathstrike attack has a slaying, any monster
2205     ** whose name or race matches a comma-delimited list in the slaying
2206     ** field of the deathstriking object */
2207    
2208     int atk_lev, def_lev, kill_lev;
2209    
2210     if (hitter->slaying)
2211 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2212 root 1.9 return;
2213    
2214     def_lev = op->level;
2215     if (def_lev < 1)
2216     {
2217 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2218 root 1.9 def_lev = 1;
2219     }
2220 root 1.52
2221 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223     atk_lev, def_lev); */
2224    
2225     if (atk_lev >= def_lev)
2226     {
2227     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2228    
2229     /* Note that the below effectively means the ratio of the atk vs
2230     * defener level is important - if level 52 character has very little
2231     * chance of killing a level 50 monster. This should probably be
2232     * redone.
2233     */
2234     if (kill_lev >= def_lev)
2235     {
2236     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2237     /* I think this doesn't really do much. Because of
2238     * integer rounding, this only makes any difference if the
2239     * attack level is double the defender level.
2240     */
2241     *dam *= kill_lev / def_lev;
2242 root 1.5 }
2243 root 1.9 }
2244     else
2245 root 1.52 *dam = 0; /* no harm done */
2246 elmex 1.1 }
2247    
2248     /* thrown_item_effect() - handles any special effects of thrown
2249     * items (like attacking living creatures--a potion thrown at a
2250     * monster).
2251     */
2252 root 1.9 static void
2253     thrown_item_effect (object *hitter, object *victim)
2254 elmex 1.1 {
2255 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2256     {
2257     /* May not need a switch for just 2 types, but this makes it
2258     * easier for expansion.
2259     */
2260     switch (hitter->type)
2261     {
2262 root 1.5 case POTION:
2263 root 1.9 /* should player get a save throw instead of checking magic protection? */
2264     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2265     (void) apply_potion (victim, hitter);
2266     break;
2267    
2268     case POISON: /* poison drinks */
2269     /* As with potions, should monster get a save? */
2270     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2271     apply_poison (victim, hitter);
2272     break;
2273    
2274     /* Removed case statements that did nothing.
2275     * food may be poisonous, but monster must be willing to eat it,
2276     * so we don't handle it here.
2277     * Containers should perhaps break open, but that code was disabled.
2278     */
2279 root 1.5 }
2280 elmex 1.1 }
2281     }
2282    
2283     /* adj_attackroll() - adjustments to attacks by various conditions */
2284 root 1.9 int
2285     adj_attackroll (object *hitter, object *target)
2286     {
2287 elmex 1.1 object *attacker = hitter;
2288 root 1.9 int adjust = 0;
2289 elmex 1.1
2290     /* safety */
2291 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2292     {
2293     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2294     return 0;
2295     }
2296 elmex 1.1
2297     /* aimed missiles use the owning object's sight */
2298 root 1.9 if (is_aimed_missile (hitter))
2299     {
2300 root 1.27 if ((attacker = hitter->owner) == NULL)
2301 root 1.9 attacker = hitter;
2302     /* A player who saves but hasn't quit still could have objects
2303     * owned by him - need to handle that case to avoid crashes.
2304     */
2305     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2306     attacker = hitter;
2307     }
2308     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2309 elmex 1.1 return 0;
2310    
2311 root 1.9 /* determine the condtions under which we make an attack.
2312     * Add more cases, as the need occurs. */
2313 elmex 1.1
2314 root 1.9 if (!can_see_enemy (attacker, target))
2315     {
2316     /* target is unseen */
2317     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2318     adjust -= 10;
2319     /* dark map penalty for the hitter (lacks infravision if we got here). */
2320     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2321     adjust -= target->map->darkness;
2322     }
2323 elmex 1.1
2324 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2325 elmex 1.1 adjust -= 3;
2326    
2327 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2328 elmex 1.1 adjust += 1;
2329    
2330 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2331 elmex 1.1 adjust += 1;
2332    
2333 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2334 elmex 1.1 adjust -= 3;
2335    
2336     /* if we attack at a different 'altitude' its harder */
2337 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2338 elmex 1.1 adjust -= 2;
2339    
2340     #if 0
2341     /* slower attacks are less likely to succeed. We should use a
2342     * comparison between attacker/target speeds BUT, players have
2343     * a generally faster speed, so this will wind up being a HUGE
2344     * disadantage for the monsters! Too bad, because missiles which
2345     * fly fast should have a better chance of hitting a slower target.
2346     */
2347 root 1.9 if (hitter->speed < target->speed)
2348     adjust += ((float) hitter->speed - target->speed);
2349 elmex 1.1 #endif
2350    
2351     #if 0
2352 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2353 elmex 1.1 #endif
2354    
2355     return adjust;
2356 root 1.9 }
2357 elmex 1.1
2358     /* determine if the object is an 'aimed' missile */
2359 root 1.9 int
2360     is_aimed_missile (object *op)
2361     {
2362 elmex 1.1
2363 root 1.9 /* I broke what used to be one big if into a few nested
2364     * ones so that figuring out the logic is at least possible.
2365     */
2366     if (op && (op->move_type & MOVE_FLYING))
2367 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2368     return 1;
2369     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2370     return 1;
2371 root 1.53
2372 root 1.9 return 0;
2373     }