ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
Revision: 1.80
Committed: Mon Apr 21 06:35:26 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.79: +3 -7 lines
Log Message:
refactor decrease_ob* into ->decrease method.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.79 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.45 *
4 root 1.79 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.66 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.45 *
8 root 1.79 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.69 * 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 root 1.79 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.45 */
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 1.80 if (op->decrease ())
169 root 1.9 fix_stopped_item (op, m, originator);
170 root 1.13
171 root 1.80 if ((op = get_archetype (arch)))
172 root 1.9 {
173     if (env)
174     {
175     op->x = env->x, op->y = env->y;
176     insert_ob_in_ob (op, env);
177     if (env->contr)
178     esrv_send_item (env, op);
179 root 1.5 }
180 root 1.9 else
181     {
182     op->x = x, op->y = y;
183     insert_ob_in_map (op, m, originator, 0);
184     }
185     }
186 root 1.13
187 root 1.9 return;
188     }
189 root 1.13
190 root 1.9 if (type & AT_CANCELLATION)
191     { /* Cancellation. */
192     cancellation (op);
193     fix_stopped_item (op, m, originator);
194     return;
195     }
196 root 1.13
197 root 1.9 if (op->nrof > 1)
198     {
199 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
200 root 1.9 fix_stopped_item (op, m, originator);
201 elmex 1.1 }
202 root 1.9 else
203     {
204     if (op->env)
205     {
206 root 1.30 object *tmp = op->in_player ();
207 root 1.9
208     if (tmp)
209 root 1.13 esrv_del_item (tmp->contr, op->count);
210 root 1.5 }
211 root 1.13
212 root 1.26 op->destroy ();
213 root 1.9 }
214 root 1.13
215 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
216 root 1.13 if (env)
217     {
218     op = get_archetype ("burnout");
219     op->x = env->x, op->y = env->y;
220     insert_ob_in_ob (op, env);
221     }
222     else
223     replace_insert_ob_in_map ("burnout", originator);
224    
225 root 1.9 return;
226     }
227 root 1.15
228 root 1.9 /* The value of 50 is arbitrary. */
229     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
230     {
231     object *tmp;
232 root 1.16 archetype *at = archetype::find ("icecube");
233 root 1.9
234     if (at == NULL)
235 root 1.5 return;
236 root 1.15
237 root 1.9 op = stop_item (op);
238     if (op == NULL)
239 elmex 1.1 return;
240 root 1.15
241 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
242     {
243     tmp = arch_to_object (at);
244     tmp->x = op->x, tmp->y = op->y;
245     /* This was in the old (pre new movement code) -
246     * icecubes have slow_move set to 1 - don't want
247     * that for ones we create.
248     */
249     tmp->move_slow_penalty = 0;
250     tmp->move_slow = 0;
251     insert_ob_in_map (tmp, op->map, originator, 0);
252     }
253 root 1.15
254 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
255 root 1.25 op->remove ();
256 root 1.15
257     insert_ob_in_ob (op, tmp);
258 root 1.9 return;
259 elmex 1.1 }
260     }
261    
262     /* Object op is hitting the map.
263     * op is going in direction 'dir'
264     * type is the attacktype of the object.
265     * full_hit is set if monster area does not matter.
266     * returns 1 if it hits something, 0 otherwise.
267     */
268 root 1.9 int
269     hit_map (object *op, int dir, int type, int full_hit)
270     {
271 root 1.19 maptile *map;
272 root 1.9 sint16 x, y;
273     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
274 elmex 1.1
275 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
276     {
277     LOG (llevError, "BUG: hit_map(): free object\n");
278     return 0;
279 elmex 1.1 }
280    
281 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
282     {
283 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
284 root 1.9 return 0;
285 elmex 1.1 }
286    
287 root 1.9 if (!op->map)
288     {
289     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
290     return 0;
291 elmex 1.1 }
292    
293 root 1.9 if (op->head)
294     op = op->head;
295    
296     map = op->map;
297     x = op->x + freearr_x[dir];
298     y = op->y + freearr_y[dir];
299 elmex 1.1
300 root 1.41 if (!xy_normalise (map, x, y))
301     return 0;
302 root 1.9
303     // elmex: a safe map tile can't be hit!
304     // this should prevent most harmful effects on items and players there.
305 root 1.41 mapspace &ms = map->at (x, y);
306    
307     if (ms.flags () & P_SAFE)
308 root 1.9 return 0;
309    
310 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
311 root 1.9 * must be out here because it strikes things which are not alive
312     */
313 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 root 1.9 {
315 root 1.41 if (type & AT_COUNTERSPELL)
316     {
317     counterspell (op, dir); /* see spell_effect.c */
318 elmex 1.1
319 root 1.41 /* If the only attacktype is counterspell or magic, don't need
320     * to do any further processing.
321     */
322     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
323     return 0;
324 root 1.11
325 root 1.41 type &= ~AT_COUNTERSPELL;
326     }
327 elmex 1.1
328 root 1.41 if (type & AT_CHAOS)
329     {
330     shuffle_attack (op, 1); /* flag tells it to change the face */
331     update_object (op, UP_OBJ_FACE);
332     type &= ~AT_CHAOS;
333     }
334 elmex 1.1 }
335    
336 root 1.37 /* There may still be objects that were above 'next', but there is no
337     * simple way to find out short of copying all object references and
338     * tags into a temporary array before we start processing the first
339     * object. That's why we just abort on destroy.
340     *
341     * This happens whenever attack spells (like fire) hit a pile
342     * of objects. This is not a bug - nor an error.
343     */
344 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
345 root 1.9 {
346 root 1.37 object *tmp = next;
347 root 1.9 next = tmp->above;
348 root 1.11
349 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
350     * For example, 'tmp' was put in an icecube.
351     * This is one of the few cases where on_same_map should not be used.
352     */
353     if (tmp->map != map || tmp->x != x || tmp->y != y)
354     continue;
355    
356     if (QUERY_FLAG (tmp, FLAG_ALIVE))
357     {
358     hit_player (tmp, op->stats.dam, op, type, full_hit);
359     retflag |= 1;
360 root 1.41
361 root 1.18 if (op->destroyed ())
362 root 1.5 break;
363     }
364 root 1.9 /* Here we are potentially destroying an object. If the object has
365     * NO_PASS set, it is also immune - you can't destroy walls. Note
366     * that weak walls have is_alive set, which prevent objects from
367     * passing over/through them. We don't care what type of movement
368     * the wall blocks - if it blocks any type of movement, can't be
369     * destroyed right now.
370     */
371 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
372 root 1.9 {
373     save_throw_object (tmp, type, op);
374 root 1.37
375 root 1.18 if (op->destroyed ())
376 root 1.9 break;
377 root 1.5 }
378 elmex 1.1 }
379 root 1.11
380 root 1.9 return 0;
381 elmex 1.1 }
382    
383 root 1.9 void
384     attack_message (int dam, int type, object *op, object *hitter)
385     {
386 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
387 root 1.9 int i, found = 0;
388 root 1.19 maptile *map;
389 elmex 1.1 object *next, *tmp;
390    
391     /* put in a few special messages for some of the common attacktypes
392     * a player might have. For example, fire, electric, cold, etc
393     * [garbled 20010919]
394     */
395    
396 root 1.9 if (dam == 9998 && op->type == DOOR)
397     {
398     sprintf (buf1, "unlock %s", &op->name);
399     sprintf (buf2, " unlocks");
400     found++;
401     }
402     if (dam < 0)
403     {
404     sprintf (buf1, "hit %s", &op->name);
405     sprintf (buf2, " hits");
406     found++;
407     }
408     else if (dam == 0)
409     {
410     sprintf (buf1, "missed %s", &op->name);
411     sprintf (buf2, " misses");
412     found++;
413     }
414     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
415 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
416 root 1.9 {
417     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
418     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
419     {
420     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
421     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
422     found++;
423     break;
424     }
425     }
426     else if (op->type == DOOR && !found)
427     {
428     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
429     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
430     {
431     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
432     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
433     found++;
434     break;
435     }
436     }
437 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
438 root 1.9 {
439     if (USING_SKILL (hitter, SK_KARATE))
440     {
441     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
442     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
443     {
444     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
445     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
446 root 1.5 found++;
447     break;
448 root 1.9 }
449     }
450     else if (USING_SKILL (hitter, SK_CLAWING))
451     {
452     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
453     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
454     {
455     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
456     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
457 root 1.5 found++;
458     break;
459     }
460 root 1.9 }
461     else if (USING_SKILL (hitter, SK_PUNCHING))
462     {
463     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
464     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
465     {
466     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
467     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
468     found++;
469     break;
470 root 1.5 }
471     }
472 elmex 1.1 }
473 root 1.29
474 root 1.9 if (found)
475     {
476     /* done */
477     }
478 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
479 root 1.9 {
480     sprintf (buf1, "hit"); /* just in case */
481     for (i = 0; i < MAXATTACKMESS; i++)
482     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
483     {
484     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
485     found++;
486     break;
487     }
488     }
489 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
490 root 1.9 {
491 elmex 1.1 /* drain is first, because some items have multiple attypes */
492 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
493     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
494     {
495     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
496     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
497     found++;
498     break;
499     }
500     }
501 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
502 root 1.9 {
503     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
504     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
505     {
506     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
507     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
508     found++;
509     break;
510     }
511     }
512 root 1.29 else if (type & AT_COLD && op->is_alive ())
513 root 1.9 {
514     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
515     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
516     {
517     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
518     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
519     found++;
520     break;
521     }
522     }
523     else if (type & AT_FIRE)
524     {
525     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
526     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
527     {
528     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
529     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
530     found++;
531     break;
532     }
533     }
534     else if (hitter->current_weapon != NULL)
535     {
536     int mtype;
537    
538     switch (hitter->current_weapon->weapontype)
539     {
540     case WEAP_HIT:
541     mtype = ATM_BASIC;
542     break;
543     case WEAP_SLASH:
544     mtype = ATM_SLASH;
545     break;
546     case WEAP_PIERCE:
547     mtype = ATM_PIERCE;
548     break;
549     case WEAP_CLEAVE:
550     mtype = ATM_CLEAVE;
551     break;
552     case WEAP_SLICE:
553     mtype = ATM_SLICE;
554     break;
555     case WEAP_STAB:
556     mtype = ATM_STAB;
557     break;
558     case WEAP_WHIP:
559     mtype = ATM_WHIP;
560     break;
561     case WEAP_CRUSH:
562     mtype = ATM_CRUSH;
563     break;
564     case WEAP_BLUD:
565     mtype = ATM_BLUD;
566     break;
567     default:
568     mtype = ATM_BASIC;
569     break;
570     }
571     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
572     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
573     {
574     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
575     strcpy (buf2, attack_mess[mtype][i].buf3);
576     found++;
577     break;
578     }
579     }
580     else
581     {
582     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
583     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
584     {
585     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
586     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
587     found++;
588     break;
589     }
590 elmex 1.1 }
591    
592 root 1.9 if (!found)
593     {
594     strcpy (buf1, "hit");
595     strcpy (buf2, " hits");
596 elmex 1.1 }
597    
598 root 1.9 /* bail out if a monster is casting spells */
599 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
600 root 1.9 return;
601 elmex 1.1
602 root 1.9 /* scale down magic considerably. */
603     if (type & AT_MAGIC && rndm (0, 5))
604     return;
605 elmex 1.1
606 root 1.9 /* Did a player hurt another player? Inform both! */
607 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
608 root 1.9 {
609 root 1.27 if (hitter->owner != NULL)
610 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
611     else
612     {
613     sprintf (buf, "%s%s you.", &hitter->name, buf2);
614 root 1.74
615 root 1.9 if (dam != 0)
616     {
617     if (dam < 10)
618 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
619 root 1.9 else if (dam < 20)
620 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
621 root 1.9 else
622 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
623 root 1.5 }
624     }
625 root 1.72
626 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
627     } /* end of player hitting player */
628 elmex 1.1
629 root 1.9 if (hitter->type == PLAYER)
630     {
631     sprintf (buf, "You %s.", buf1);
632 root 1.74
633 root 1.9 if (dam != 0)
634     {
635     if (dam < 10)
636 root 1.74 op->play_sound (sound_find ("player_hits1"));
637 root 1.9 else if (dam < 20)
638 root 1.74 op->play_sound (sound_find ("player_hits2"));
639 root 1.9 else
640 root 1.74 op->play_sound (sound_find ("player_hits3"));
641 root 1.5 }
642 root 1.72
643 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
644     }
645 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 root 1.9 {
647 elmex 1.1 /* look for stacked spells and start reducing the message chances */
648 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
649     {
650     i = 4;
651     map = hitter->map;
652     if (out_of_map (map, hitter->x, hitter->y))
653     return;
654 root 1.53
655 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
656 root 1.9 if (next)
657     while (next)
658     {
659     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660     i *= 3;
661 root 1.72
662 root 1.9 tmp = next;
663     next = tmp->above;
664     }
665 root 1.53
666 root 1.9 if (i < 0)
667 root 1.5 return;
668 root 1.53
669 root 1.9 if (rndm (0, i) != 0)
670     return;
671     }
672     else if (rndm (0, 5) != 0)
673     return;
674 root 1.53
675 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 root 1.72 op->play_sound (sound_find ("player_hits4"));
677 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 elmex 1.1 }
679     }
680    
681    
682 root 1.9 static int
683     get_attack_mode (object **target, object **hitter, int *simple_attack)
684 elmex 1.1 {
685 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686     {
687     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688     return 1;
689 elmex 1.1 }
690 root 1.77
691 root 1.9 if ((*target)->head)
692     *target = (*target)->head;
693 root 1.77
694 root 1.9 if ((*hitter)->head)
695     *hitter = (*hitter)->head;
696 root 1.77
697 root 1.9 if ((*hitter)->env != NULL || (*target)->env != NULL)
698     {
699     *simple_attack = 1;
700     return 0;
701 elmex 1.1 }
702 root 1.77
703 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
704 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
705     || !(*hitter)->map
706     || !on_same_map (*hitter, *target))
707 elmex 1.1 {
708 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
709     (*hitter)->debug_desc (), (*target)->debug_desc ());
710 root 1.9 return 1;
711 elmex 1.1 }
712 root 1.77
713 root 1.9 *simple_attack = 0;
714     return 0;
715 elmex 1.1 }
716    
717 root 1.9 static int
718     abort_attack (object *target, object *hitter, int simple_attack)
719 elmex 1.1 {
720 root 1.9
721 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
722     * determined by get_attack_mode(). Returns true if the relation has changed.
723     */
724 root 1.9 int new_mode;
725 elmex 1.1
726 root 1.9 if (hitter->env == target || target->env == hitter)
727     new_mode = 1;
728     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
729     return 1;
730     else
731     new_mode = 0;
732     return new_mode != simple_attack;
733 elmex 1.1 }
734    
735     static void thrown_item_effect (object *, object *);
736    
737 root 1.9 static int
738     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
739 elmex 1.1 {
740 root 1.9 int simple_attack, roll, dam = 0;
741     uint32 type;
742     shstr op_name;
743    
744     if (get_attack_mode (&op, &hitter, &simple_attack))
745     goto error;
746    
747     if (hitter->current_weapon)
748     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
749     return RESULT_INT (0);
750    
751     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
752     return RESULT_INT (0);
753 elmex 1.1
754 root 1.9 /*
755     * A little check to make it more difficult to dance forward and back
756     * to avoid ever being hit by monsters.
757     */
758 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
759 root 1.9 {
760     /* Decrease speed BEFORE calling process_object. Otherwise, an
761     * infinite loop occurs, with process_object calling move_monster,
762     * which then gets here again. By decreasing the speed before
763     * we call process_object, the 'if' statement above will fail.
764     */
765 root 1.65 --op->speed_left;
766 root 1.9 process_object (op);
767 root 1.26
768 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
769 elmex 1.1 goto error;
770 root 1.9 }
771 elmex 1.1
772 root 1.9 op_name = op->name;
773 root 1.3
774 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
775 elmex 1.1
776 root 1.9 /* Adjust roll for various situations. */
777     if (!simple_attack)
778     roll += adj_attackroll (hitter, op);
779 elmex 1.1
780 root 1.9 /* See if we hit the creature */
781     if (roll == 20 || op->stats.ac >= base_wc - roll)
782     {
783     int hitdam = base_dam;
784    
785     if (!simple_attack)
786 elmex 1.1 {
787 root 1.9 /* If you hit something, the victim should *always* wake up.
788     * Before, invisible hitters could avoid doing this.
789     * -b.t. */
790     if (QUERY_FLAG (op, FLAG_SLEEP))
791     CLEAR_FLAG (op, FLAG_SLEEP);
792    
793     /* If the victim can't see the attacker, it may alert others
794     * for help. */
795 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
796 root 1.9 npc_call_help (op);
797    
798     /* if you were hidden and hit by a creature, you are discovered */
799     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
800     {
801     make_visible (op);
802 root 1.59
803 root 1.9 if (op->type == PLAYER)
804     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
805     }
806    
807     /* thrown items (hitter) will have various effects
808     * when they hit the victim. For things like thrown daggers,
809     * this sets 'hitter' to the actual dagger, and not the
810     * wrapper object.
811     */
812     thrown_item_effect (hitter, op);
813 root 1.26
814 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
815 root 1.9 goto leave;
816     }
817    
818     /* Need to do at least 1 damage, otherwise there is no point
819     * to go further and it will cause FPE's below.
820     */
821     if (hitdam <= 0)
822     hitdam = 1;
823 elmex 1.1
824 root 1.9 type = hitter->attacktype;
825 root 1.18
826 root 1.9 if (!type)
827     type = AT_PHYSICAL;
828 root 1.18
829 root 1.9 /* Handle monsters that hit back */
830     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
831     {
832     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
833     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
834 root 1.18
835 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
836 root 1.18
837     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
838 root 1.5 goto leave;
839 root 1.9 }
840 elmex 1.1
841 root 1.9 /* In the new attack code, it should handle multiple attack
842     * types in its area, so remove it from here.
843     */
844     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
845 root 1.18
846     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
847 root 1.9 goto leave;
848     } /* end of if hitter hit op */
849     /* if we missed, dam=0 */
850    
851     /*attack_message(dam, type, op, hitter); */
852 elmex 1.1
853 root 1.9 goto leave;
854 elmex 1.1
855 root 1.9 error:
856     dam = 1;
857 elmex 1.1
858 root 1.9 leave:
859 elmex 1.1
860 root 1.9 return dam;
861 elmex 1.1 }
862    
863 root 1.9 int
864     attack_ob (object *op, object *hitter)
865 elmex 1.1 {
866 root 1.58 hitter = hitter->head_ ();
867 elmex 1.1
868 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
869 elmex 1.1 }
870    
871     /* op is the arrow, tmp is what is stopping the arrow.
872     *
873     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
874     */
875 root 1.9 static int
876     stick_arrow (object *op, object *tmp)
877 elmex 1.1 {
878 root 1.9 /* If the missile hit a player, we insert it in their inventory.
879     * However, if the missile is heavy, we don't do so (assume it falls
880     * to the ground after a hit). What a good value for this is up to
881     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
882     * stick around.
883     */
884     if (op->weight <= 5000 && tmp->stats.hp >= 0)
885     {
886 root 1.59 tmp = tmp->head_ ();
887 root 1.10
888 root 1.25 op->remove ();
889 root 1.9 op = insert_ob_in_ob (op, tmp);
890 root 1.10
891 root 1.9 if (tmp->type == PLAYER)
892     esrv_send_item (tmp, op);
893 root 1.10
894 root 1.9 return 1;
895     }
896     else
897     return 0;
898 elmex 1.1 }
899    
900     /* hit_with_arrow() disassembles the missile, attacks the victim and
901     * reassembles the missile.
902     *
903     * It returns a pointer to the reassembled missile, or NULL if the missile
904     * isn't available anymore.
905     */
906 root 1.9 object *
907     hit_with_arrow (object *op, object *victim)
908 elmex 1.1 {
909 root 1.9 object *container, *hitter;
910     int hit_something = 0;
911    
912     /* Disassemble missile */
913     if (op->inv)
914     {
915     container = op;
916     hitter = op->inv;
917 root 1.25 hitter->remove ();
918 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
919     /* Note that we now have an empty THROWN_OBJ on the map. Code that
920     * might be called until this THROWN_OBJ is either reassembled or
921     * removed at the end of this function must be able to deal with empty
922     * THROWN_OBJs. */
923     }
924     else
925     {
926 root 1.21 container = 0;
927 root 1.9 hitter = op;
928     }
929    
930     /* Try to hit victim */
931     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
932    
933     /* Arrow attacks door, rune of summoning is triggered, demon is put on
934     * arrow, move_apply() calls this function, arrow sticks in demon,
935     * attack_ob_simple() returns, and we've got an arrow that still exists
936     * but is no longer on the map. Ugh. (Beware: Such things can happen at
937     * other places as well!)
938     */
939 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
940 root 1.9 {
941     if (container)
942     {
943 root 1.25 container->remove ();
944 root 1.26 container->destroy ();
945 elmex 1.1 }
946 root 1.21
947     return 0;
948 elmex 1.1 }
949    
950 root 1.9 /* Missile hit victim */
951     /* if the speed is > 10, then this is a fast moving arrow, we go straight
952     * through the target
953     */
954     if (hit_something && op->speed <= 10.0)
955     {
956     /* Stop arrow */
957 root 1.21 if (!container)
958 root 1.9 {
959     hitter = fix_stopped_arrow (hitter);
960 root 1.21 if (!hitter)
961     return 0;
962 root 1.9 }
963     else
964 root 1.26 container->destroy ();
965 elmex 1.1
966 root 1.9 /* Try to stick arrow into victim */
967 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
968 root 1.21 return 0;
969 root 1.9
970     /* Else try to put arrow on victim's map square
971     * remove check for P_WALL here. If the arrow got to this
972     * space, that is good enough - with the new movement code,
973     * there is now the potential for lots of spaces where something
974     * can fly over but not otherwise move over. What is the correct
975     * way to handle those otherwise?
976     */
977 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
978 root 1.9 {
979 root 1.25 hitter->remove ();
980 root 1.21 hitter->x = victim->x;
981     hitter->y = victim->y;
982 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
983 elmex 1.1 }
984 root 1.9 else
985 root 1.21 /* Else leave arrow where it is */
986     merge_ob (hitter, NULL);
987    
988     return 0;
989 elmex 1.1 }
990    
991 root 1.9 if (hit_something && op->speed >= 10.0)
992     op->speed -= 1.0;
993 elmex 1.1
994 root 1.9 /* Missile missed victim - reassemble missile */
995     if (container)
996     {
997 root 1.25 hitter->remove ();
998 root 1.9 insert_ob_in_ob (hitter, container);
999 elmex 1.1 }
1000 root 1.21
1001 root 1.9 return op;
1002 elmex 1.1 }
1003    
1004 root 1.9 void
1005     tear_down_wall (object *op)
1006 elmex 1.1 {
1007 root 1.9 int perc = 0;
1008 elmex 1.1
1009 root 1.9 if (!op->stats.maxhp)
1010     {
1011     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1012     perc = 1;
1013 elmex 1.1 }
1014 root 1.9 else if (!GET_ANIM_ID (op))
1015     {
1016     /* Object has been called - no animations, so remove it */
1017     if (op->stats.hp < 0)
1018 root 1.26 op->destroy ();
1019    
1020 root 1.9 return; /* no animations, so nothing more to do */
1021     }
1022 root 1.26
1023 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1024 root 1.26
1025 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1026     perc = NUM_ANIMATIONS (op) - 1;
1027     else if (perc < 1)
1028     perc = 1;
1029 root 1.26
1030 root 1.9 SET_ANIMATION (op, perc);
1031     update_object (op, UP_OBJ_FACE);
1032 root 1.26
1033 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1034     { /* Reached the last animation */
1035     if (op->face == blank_face)
1036 root 1.26 /* If the last face is blank, remove the ob */
1037     op->destroy ();
1038 root 1.9 else
1039     { /* The last face was not blank, leave an image */
1040     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1041     update_all_los (op->map, op->x, op->y);
1042     op->move_block = 0;
1043     CLEAR_FLAG (op, FLAG_ALIVE);
1044 root 1.5 }
1045 elmex 1.1 }
1046     }
1047    
1048 root 1.9 void
1049     scare_creature (object *target, object *hitter)
1050 elmex 1.1 {
1051 root 1.27 object *owner = hitter->owner;
1052 elmex 1.1
1053 root 1.9 if (!owner)
1054     owner = hitter;
1055 elmex 1.1
1056 root 1.9 SET_FLAG (target, FLAG_SCARED);
1057     if (!target->enemy)
1058     target->enemy = owner;
1059 elmex 1.1 }
1060    
1061     /* This returns the amount of damage hitter does to op with the
1062     * appropriate attacktype. Only 1 attacktype should be set at a time.
1063     * This doesn't damage the player, but returns how much it should
1064     * take. However, it will do other effects (paralyzation, slow, etc.)
1065     * Note - changed for PR code - we now pass the attack number and not
1066     * the attacktype. Makes it easier for the PR code. */
1067 root 1.9 int
1068     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1069     {
1070     int doesnt_slay = 1;
1071    
1072     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1073     if (attacknum >= NROFATTACKS)
1074     {
1075     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1076     return 0;
1077 elmex 1.1 }
1078 root 1.9
1079     if (dam < 0)
1080     {
1081 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1082     dam, hitter->debug_desc (), op->debug_desc ());
1083 root 1.9 return 0;
1084 elmex 1.1 }
1085 root 1.9
1086     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1087     * people can't mess with that or it otherwise get confused. */
1088     if (attacknum == ATNR_INTERNAL)
1089     return dam;
1090    
1091     if (hitter->slaying)
1092     {
1093 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1094 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1095 root 1.9 {
1096     doesnt_slay = 0;
1097     dam *= 3;
1098     }
1099 elmex 1.1 }
1100    
1101 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1102     if (op->resist[attacknum])
1103     {
1104 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1105     * in case 0>dam>1, we try to "simulate" a float value-effect */
1106 root 1.9 dam *= (100 - op->resist[attacknum]);
1107     if (dam >= 100)
1108     dam /= 100;
1109 elmex 1.1 else
1110 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1111 elmex 1.1 }
1112    
1113 root 1.9 /* Special hack. By default, if immune to something, you
1114     * shouldn't need to worry. However, acid is an exception, since
1115     * it can still damage your items. Only include attacktypes if
1116     * special processing is needed */
1117    
1118 root 1.59 if (op->resist[attacknum] >= 100
1119     && doesnt_slay
1120     && attacknum != ATNR_ACID)
1121 root 1.9 return 0;
1122    
1123     /* Keep this in order - makes things easier to find */
1124    
1125     switch (attacknum)
1126     {
1127 root 1.40 case ATNR_PHYSICAL:
1128     /* here also check for diseases */
1129     check_physically_infect (op, hitter);
1130     break;
1131    
1132     /* Don't need to do anything for:
1133     magic,
1134     fire,
1135     electricity,
1136     cold */
1137    
1138     case ATNR_CONFUSION:
1139     case ATNR_POISON:
1140     case ATNR_SLOW:
1141     case ATNR_PARALYZE:
1142     case ATNR_FEAR:
1143     case ATNR_CANCELLATION:
1144     case ATNR_DEPLETE:
1145     case ATNR_BLIND:
1146     {
1147     /* chance for inflicting a special attack depends on the
1148     * difference between attacker's and defender's level
1149     */
1150     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1151    
1152     /* First, only creatures/players with speed can be affected.
1153     * Second, just getting hit doesn't mean it always affects
1154     * you. Third, you still get a saving through against the
1155     * effect.
1156     */
1157     if (op->speed &&
1158     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1159     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1160     {
1161 root 1.5
1162 root 1.40 /* Player has been hit by something */
1163     if (attacknum == ATNR_CONFUSION)
1164     confuse_player (op, hitter, dam);
1165     else if (attacknum == ATNR_POISON)
1166     poison_player (op, hitter, dam);
1167     else if (attacknum == ATNR_SLOW)
1168     slow_player (op, hitter, dam);
1169     else if (attacknum == ATNR_PARALYZE)
1170     paralyze_player (op, hitter, dam);
1171     else if (attacknum == ATNR_FEAR)
1172     scare_creature (op, hitter);
1173     else if (attacknum == ATNR_CANCELLATION)
1174     cancellation (op);
1175     else if (attacknum == ATNR_DEPLETE)
1176     op->drain_stat ();
1177     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1178     blind_player (op, hitter, dam);
1179     }
1180 root 1.59
1181 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1182     }
1183     break;
1184 root 1.44
1185 root 1.40 case ATNR_ACID:
1186     {
1187     int flag = 0;
1188 root 1.9
1189 root 1.40 /* Items only get corroded if you're not on a battleground and
1190     * if your acid resistance is below 50%. */
1191     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1192     {
1193 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 root 1.40 {
1195     if (tmp->invisible)
1196     continue;
1197     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1198 root 1.44 /* >= 10% acid res. on items will protect these */
1199 root 1.40 continue;
1200 root 1.49 if (!(tmp->materials & M_IRON))
1201 root 1.40 continue;
1202     if (tmp->magic < -4) /* Let's stop at -5 */
1203     continue;
1204 root 1.44 if (tmp->type == RING
1205     /* removed boots and gloves from exclusion list in PR */
1206     || tmp->type == GIRDLE
1207     || tmp->type == AMULET
1208     || tmp->type == WAND
1209     || tmp->type == ROD
1210     || tmp->type == HORN)
1211 root 1.40 continue; /* To avoid some strange effects */
1212    
1213     /* High damage acid has better chance of corroding
1214     objects */
1215     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1216     {
1217     if (op->type == PLAYER)
1218     /* Make this more visible */
1219     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1220     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1221     flag = 1;
1222     tmp->magic--;
1223     if (op->type == PLAYER)
1224     esrv_send_item (op, tmp);
1225     }
1226     }
1227 root 1.44
1228 root 1.40 if (flag)
1229     op->update_stats (); /* Something was corroded */
1230     }
1231     }
1232     break;
1233 root 1.44
1234 root 1.40 case ATNR_DRAIN:
1235     {
1236     /* rate is the proportion of exp drained. High rate means
1237     * not much is drained, low rate means a lot is drained.
1238     */
1239     int rate;
1240 root 1.9
1241 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1242     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1243     else
1244     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1245 root 1.9
1246 root 1.40 if (op->stats.exp <= rate)
1247     {
1248     if (op->type == GOLEM)
1249     dam = 999; /* Its force is "sucked" away. 8) */
1250     else
1251     /* If we can't drain, lets try to do physical damage */
1252     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1253     }
1254     else
1255     {
1256     /* Randomly give the hitter some hp */
1257     if (hitter->stats.hp < hitter->stats.maxhp &&
1258     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1259     hitter->stats.hp++;
1260    
1261     /* Can't do drains on battleground spaces.
1262     * Move the wiz check up here - before, the hitter wouldn't gain exp
1263     * exp, but the wiz would still lose exp! If drainee is a wiz,
1264     * nothing happens.
1265     * Try to credit the owner. We try to display player -> player drain
1266     * attacks, hence all the != PLAYER checks.
1267     */
1268 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1269 root 1.40 {
1270     object *owner = hitter->owner;
1271 root 1.9
1272 root 1.40 if (owner && owner != hitter)
1273     {
1274     if (op->type != PLAYER || owner->type != PLAYER)
1275     change_exp (owner, op->stats.exp / (rate * 2),
1276     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1277     }
1278     else if (op->type != PLAYER || hitter->type != PLAYER)
1279 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1280     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281    
1282 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1283     }
1284 root 1.44
1285 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1286     * drain attack, you won't know that you are actually sucking out EXP,
1287     * as the messages will say you missed
1288     */
1289     }
1290     }
1291     break;
1292 root 1.44
1293 root 1.40 case ATNR_TURN_UNDEAD:
1294     {
1295     if (QUERY_FLAG (op, FLAG_UNDEAD))
1296     {
1297     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1298     object *god = find_god (determine_god (owner));
1299     int div = 1;
1300    
1301     /* if undead are not an enemy of your god, you turn them
1302     * at half strength */
1303 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1304 root 1.40 div = 2;
1305 root 1.59
1306 root 1.40 /* Give a bonus if you resist turn undead */
1307     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1308     scare_creature (op, owner);
1309     }
1310     else
1311     dam = 0; /* don't damage non undead - should we damage
1312     undead? */
1313     }
1314     break;
1315 root 1.44
1316 root 1.40 case ATNR_DEATH:
1317     deathstrike_player (op, hitter, &dam);
1318     break;
1319 root 1.44
1320 root 1.40 case ATNR_CHAOS:
1321 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1322 root 1.40 dam = 0;
1323     break;
1324 root 1.44
1325 root 1.40 case ATNR_COUNTERSPELL:
1326 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1327 root 1.40 dam = 0;
1328     /* This should never happen. Counterspell is handled
1329     * seperately and filtered out. If this does happen,
1330     * Counterspell has no effect on anything but spells, so it
1331     * does no damage. */
1332     break;
1333 root 1.44
1334 root 1.40 case ATNR_HOLYWORD:
1335     {
1336     /* This has already been handled by hit_player,
1337     * no need to check twice -- DAMN */
1338     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1339    
1340     /* As with turn undead above, give a bonus on the saving throw */
1341     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342     scare_creature (op, owner);
1343     }
1344     break;
1345 root 1.44
1346 root 1.40 case ATNR_LIFE_STEALING:
1347     {
1348     int new_hp;
1349    
1350     /* this is replacement to drain for players, instead of taking
1351     * exp it takes hp. It is geared for players, probably not
1352     * much use giving it to monsters
1353     *
1354     * life stealing doesn't do a lot of damage, but it gives the
1355     * damage it does do to the player. Given that,
1356     * it only does 1/10'th normal damage (hence the divide by
1357     * 1000).
1358     */
1359     /* You can't steal life from something undead */
1360     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1361     return 0;
1362 root 1.44
1363 root 1.40 /* If drain protection is higher than life stealing, use that */
1364     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1365     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1366     else
1367     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1368 root 1.44
1369 root 1.40 /* You die at -1 hp, not zero. */
1370     if (dam > (op->stats.hp + 1))
1371     dam = op->stats.hp + 1;
1372 root 1.44
1373 root 1.40 new_hp = hitter->stats.hp + dam;
1374     if (new_hp > hitter->stats.maxhp)
1375     new_hp = hitter->stats.maxhp;
1376 root 1.44
1377 root 1.40 if (new_hp > hitter->stats.hp)
1378     hitter->stats.hp = new_hp;
1379     }
1380 elmex 1.1 }
1381 root 1.40
1382 root 1.9 return dam;
1383 elmex 1.1 }
1384    
1385     /* GROS: This code comes from hit_player. It has been made external to
1386     * allow script procedures to "kill" objects in a combat-like fashion.
1387     * It was initially used by (kill-object) developed for the Collector's
1388     * Sword. Note that nothing has been changed from the original version
1389     * of the following code.
1390     * op is what is being killed.
1391     * dam is the damage done to it.
1392     * hitter is what is hitting it.
1393     * type is the attacktype.
1394     *
1395     * This function was a bit of a mess with hitter getting changed,
1396     * values being stored away but not used, etc. I've cleaned it up
1397     * a bit - I think it should be functionally equivalant.
1398     * MSW 2002-07-17
1399     */
1400 root 1.9 int
1401     kill_object (object *op, int dam, object *hitter, int type)
1402 elmex 1.1 {
1403 root 1.9 char buf[MAX_BUF];
1404     const char *skill;
1405     int maxdam = 0;
1406     int battleg = 0; /* true if op standing on battleground */
1407     int pk = 0; /* true if op and what controls hitter are both players */
1408 root 1.61 object *owner = 0;
1409     object *skop = 0;
1410 elmex 1.1
1411 root 1.9 if (op->stats.hp >= 0)
1412     return -1;
1413    
1414     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1415     return 0;
1416    
1417     /* maxdam needs to be the amount of damage it took to kill
1418     * this creature. The function(s) that call us have already
1419     * adjusted the creatures HP total, so that is negative.
1420     */
1421     maxdam = dam + op->stats.hp + 1;
1422    
1423     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1424     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1425    
1426     if (op->type == DOOR)
1427     {
1428 root 1.63 op->set_speed (0.1f);
1429     op->speed_left = -0.05f;
1430 root 1.9 return maxdam;
1431     }
1432 root 1.20
1433 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1434     {
1435 root 1.26 op->destroy ();
1436 root 1.9 return maxdam;
1437     }
1438    
1439     /* Now lets start dealing with experience we get for killing something */
1440    
1441 root 1.27 owner = hitter->owner;
1442 root 1.20 if (!owner)
1443 root 1.9 owner = hitter;
1444    
1445     /* is the victim (op) standing on battleground? */
1446     if (op_on_battleground (op, NULL, NULL))
1447     battleg = 1;
1448    
1449     /* is this player killing? */
1450     if (op->type == PLAYER && owner->type == PLAYER)
1451     pk = 1;
1452    
1453     /* Player killed something */
1454     if (owner->type == PLAYER)
1455     {
1456     Log_Kill (owner->name,
1457     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1458    
1459     /* Log players killing other players - makes it easier to detect
1460     * and filter out malicious player killers - that is why the
1461     * ip address is included.
1462     */
1463     if (op->type == PLAYER && !battleg)
1464     {
1465     time_t t = time (NULL);
1466     struct tm *tmv;
1467     char buf[256];
1468    
1469     tmv = localtime (&t);
1470     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1471    
1472 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1473 root 1.9 }
1474    
1475     /* try to filter some things out - basically, if you are
1476     * killing a level 1 creature and your level 20, you
1477     * probably don't want to see that.
1478     */
1479     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1480     {
1481     if (owner != hitter)
1482 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1483 root 1.9 else
1484 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1485    
1486 root 1.9 /* Only play sounds for melee kills */
1487     if (hitter->type == PLAYER)
1488 root 1.72 owner->play_sound (sound_find ("player_kills"));
1489 root 1.9 }
1490    
1491     /* If a player kills another player, not on
1492     * battleground, the "killer" looses 1 luck. Since this is
1493     * not reversible, it's actually quite a pain IMHO. -AV
1494     * Fix bug in that we were changing the luck of the hitter, not
1495     * player that the object belonged to - so if you killed another player
1496     * with spells, pets, whatever, there was no penalty.
1497     * Changed to make luck penalty configurable in settings.
1498     */
1499     if (op->type == PLAYER && owner != op && !battleg)
1500 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1501 root 1.9
1502     /* This code below deals with finding the appropriate skill
1503 root 1.61 * to credit exp to. This is a bit problematic - we should
1504 root 1.9 * probably never really have to look at current_weapon->skill
1505     */
1506 root 1.20 skill = 0;
1507    
1508 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1509     skill = hitter->skill;
1510     else if (owner->chosen_skill)
1511     {
1512 root 1.61 skop = owner->chosen_skill;
1513     skill = skop->skill;
1514 root 1.9 }
1515     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516     skill = owner->current_weapon->skill;
1517     else
1518     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519 elmex 1.1
1520 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1521 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1522 root 1.9 */
1523     if ((!skop || skop->type != SKILL) && skill)
1524     {
1525     int i;
1526 elmex 1.1
1527 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1528     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1529     {
1530     skop = owner->contr->last_skill_ob[i];
1531     break;
1532     }
1533 root 1.5 }
1534 root 1.9 } /* Was it a player that hit somethign */
1535     else
1536 root 1.20 skill = 0;
1537 root 1.9
1538     /* Pet (or spell) killed something. */
1539     if (owner != hitter)
1540 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1541     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542 root 1.9 else
1543 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1544     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1545     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546    
1547 root 1.9 /* These may have been set in the player code section above */
1548     if (!skop)
1549     skop = hitter->chosen_skill;
1550 root 1.20
1551 root 1.9 if (!skill && skop)
1552     skill = skop->skill;
1553    
1554     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555    
1556     /* If you didn't kill yourself, and your not the wizard */
1557 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1558 root 1.9 {
1559     int exp;
1560    
1561     /* Really don't give much experience for killing other players */
1562 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1563 root 1.9 if (op->type == PLAYER)
1564     {
1565     if (battleg)
1566     {
1567     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1568     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1569 root 1.5 }
1570 root 1.9 else
1571     exp = op->stats.exp / 1000;
1572 elmex 1.1 }
1573 root 1.9 else
1574     exp = calc_skill_exp (owner, op, skop);
1575 elmex 1.1
1576 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1577     * exp by killing him
1578     */
1579     if (battleg)
1580     exp = 0;
1581 elmex 1.1
1582 root 1.9 /* Don't know why this is set this way - doesn't make
1583     * sense to just divide everything by two for no reason.
1584     */
1585 elmex 1.1
1586 root 1.9 if (!settings.simple_exp)
1587     exp = exp / 2;
1588 root 1.5
1589 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 root 1.23 change_exp (owner, exp, skill, 0);
1591 root 1.9 else
1592     {
1593     int shares = 0, count = 0;
1594     partylist *party = owner->contr->party;
1595 root 1.5
1596 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1597 root 1.35
1598 root 1.33 for_all_players (pl)
1599 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1600     {
1601     count++;
1602     shares += (pl->ob->level + 4);
1603     }
1604    
1605 root 1.23 if (count == 1 || shares > exp || !shares)
1606 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1607     else
1608     {
1609     int share = exp / shares, given = 0, nexp;
1610    
1611 root 1.33 for_all_players (pl)
1612 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1613     {
1614     nexp = (pl->ob->level + 4) * share;
1615     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1616     given += nexp;
1617     }
1618    
1619 root 1.9 exp -= given;
1620     /* give any remainder to the player */
1621     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1622 root 1.5 }
1623 root 1.9 } /* else part of a party */
1624     } /* end if person didn't kill himself */
1625 elmex 1.1
1626 root 1.9 if (op->type != PLAYER)
1627     {
1628     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1629     {
1630 root 1.27 object *owner1 = op->owner;
1631 elmex 1.1
1632 root 1.20 if (owner1 && owner1->type == PLAYER)
1633 root 1.9 {
1634 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1635 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1636     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1637 root 1.5 }
1638 root 1.12
1639 root 1.9 remove_friendly_object (op);
1640 root 1.5 }
1641 root 1.12
1642 root 1.26 op->destroy ();
1643 elmex 1.1 }
1644 root 1.9 else
1645     {
1646 root 1.20 /* Player has been killed! */
1647 root 1.9 if (owner->type == PLAYER)
1648 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1649 root 1.9 else
1650 root 1.12 assign (op->contr->killer, hitter->name);
1651 elmex 1.1 }
1652 root 1.12
1653 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1654     * continues in the calling function.
1655     */
1656     return maxdam;
1657 elmex 1.1 }
1658    
1659     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1660     * Returns 0 this is not friendly fire
1661     */
1662 root 1.9 int
1663     friendly_fire (object *op, object *hitter)
1664     {
1665     object *owner;
1666     int friendlyfire;
1667    
1668     if (hitter->head)
1669     hitter = hitter->head;
1670    
1671     friendlyfire = 0;
1672    
1673     if (op->type == PLAYER)
1674     {
1675     if (op_on_battleground (hitter, 0, 0))
1676     return 0;
1677    
1678     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1679     return 1;
1680    
1681 root 1.27 if ((owner = hitter->owner) != NULL)
1682 root 1.9 {
1683     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1684     friendlyfire = 2;
1685     }
1686    
1687     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1688     friendlyfire = 0;
1689 elmex 1.1 }
1690 root 1.62
1691 root 1.9 return friendlyfire;
1692 elmex 1.1 }
1693    
1694     /* This isn't used just for players, but in fact most objects.
1695     * op is the object to be hit, dam is the amount of damage, hitter
1696     * is what is hitting the object, type is the attacktype, and
1697     * full_hit is set if monster area does not matter.
1698     * dam is base damage - protections/vulnerabilities/slaying matches can
1699     * modify it.
1700     */
1701 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1702     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1703 root 1.9 int
1704     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1705     {
1706     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1707     int maxattacktype, attacknum;
1708     int body_attack = op && op->head; /* Did we hit op's head? */
1709     int simple_attack;
1710     int rtn_kill = 0;
1711     int friendlyfire;
1712 elmex 1.1
1713 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1714     return 0;
1715 elmex 1.1
1716 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1717     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1718     return 0;
1719 elmex 1.1
1720 root 1.64 // only allow pk for hostile players
1721 root 1.9 if (op->type == PLAYER)
1722     {
1723 root 1.27 object *owner = hitter->owner;
1724 root 1.9
1725     if (!owner)
1726     owner = hitter;
1727 root 1.18
1728 root 1.56 if (owner->type == PLAYER
1729     && (!op_on_battleground (op, 0, 0)
1730     && (op->contr->peaceful || owner->contr->peaceful))
1731     && op != owner)
1732 root 1.18 return 0;
1733 elmex 1.1 }
1734    
1735 root 1.9 if (body_attack)
1736     {
1737     /* slow and paralyze must hit the head. But we don't want to just
1738     * return - we still need to process other attacks the spell still
1739     * might have. So just remove the paralyze and slow attacktypes,
1740     * and keep on processing if we have other attacktypes.
1741     * return if only magic or nothing is left - under normal code
1742     * we don't attack with pure magic if there is another attacktype.
1743     * Only do processing if the initial attacktype includes one of those
1744     * attack so we don't cancel out things like magic bullet.
1745     */
1746     if (type & (AT_PARALYZE | AT_SLOW))
1747     {
1748     type &= ~(AT_PARALYZE | AT_SLOW);
1749 root 1.18
1750 root 1.9 if (!type || type == AT_MAGIC)
1751     return 0;
1752 root 1.5 }
1753 elmex 1.1 }
1754    
1755 root 1.9 if (!simple_attack && op->type == DOOR)
1756     {
1757 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1758 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1759     {
1760     spring_trap (tmp, hitter);
1761 root 1.26
1762 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1763 root 1.9 return 0;
1764 root 1.26
1765 root 1.9 break;
1766     }
1767 elmex 1.1 }
1768    
1769 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1770     {
1771     /* FIXME: If a player is killed by a rune in a door, the
1772 root 1.18 * destroyed() check above doesn't return, and might get here.
1773 root 1.9 */
1774 elmex 1.54
1775     /* FIXME: This for example happens when a dead door is on a mover and
1776     gets it's speed_left raised on each mover-tick.
1777     Doors are removed in a kinda funny way by giving them speed and speed_left
1778     and waiting for that to run out.
1779     */
1780     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1781 root 1.9 return 0;
1782 elmex 1.1 }
1783    
1784     #ifdef ATTACK_DEBUG
1785 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1786 elmex 1.1 #endif
1787    
1788 root 1.9 if (magic)
1789     {
1790 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1791     * in case 0>dam>1, we try to "simulate" a float value-effect */
1792 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1793 elmex 1.1 if (dam >= 100)
1794 root 1.5 dam /= 100;
1795 elmex 1.1 else
1796 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1797 elmex 1.1 }
1798    
1799 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1800     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1801     */
1802     if (type & AT_CHAOS)
1803     {
1804     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1805     update_object (op, UP_OBJ_FACE);
1806 elmex 1.1 type &= ~AT_CHAOS;
1807     }
1808    
1809 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1810     * holyword is part of an attacktype, then make sure the creature is
1811     * a proper match, otherwise no damage.
1812     */
1813     if (type & AT_HOLYWORD)
1814     {
1815     object *god;
1816    
1817     if ((!hitter->slaying ||
1818     (!(op->race && strstr (hitter->slaying, op->race)) &&
1819     !(op->name && strstr (hitter->slaying, op->name)))) &&
1820     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1821     (hitter->title != NULL
1822 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1823 root 1.9 return 0;
1824 elmex 1.1 }
1825    
1826 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1827 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1828     {
1829     /* Magic isn't really a true attack type - it gets combined with other
1830     * attack types. As such, skip it over. However, if magic is
1831     * the only attacktype in the group, then still attack with it
1832     */
1833     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1834     continue;
1835    
1836     /* Go through and hit the player with each attacktype, one by one.
1837     * hit_player_attacktype only figures out the damage, doesn't inflict
1838     * it. It will do the appropriate action for attacktypes with
1839     * effects (slow, paralization, etc.
1840     */
1841     if (type & attacktype)
1842     {
1843     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1844     /* the >= causes us to prefer messages from special attacks, if
1845     * the damage is equal.
1846     */
1847     if (ndam >= maxdam)
1848     {
1849 root 1.5 maxdam = ndam;
1850 root 1.9 maxattacktype = 1 << attacknum;
1851 root 1.5 }
1852     }
1853 elmex 1.1 }
1854 root 1.9
1855     /* if this is friendly fire then do a set % of damage only
1856     * Note - put a check in to make sure this attack is actually
1857     * doing damage - otherwise, the +1 in the code below will make
1858     * an attack do damage before when it otherwise didn't
1859     */
1860     friendlyfire = friendly_fire (op, hitter);
1861     if (friendlyfire && maxdam)
1862     {
1863     maxdam = ((dam * settings.set_friendly_fire) / 100);
1864    
1865 elmex 1.1 #ifdef ATTACK_DEBUG
1866 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1867     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1868 elmex 1.1 #endif
1869     }
1870    
1871 root 1.9 if (!full_hit)
1872     {
1873     int area;
1874     int remainder;
1875    
1876     area = 0;
1877 root 1.68
1878     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1879 root 1.9 area++;
1880 root 1.68
1881 root 1.9 assert (area > 0);
1882    
1883     /* basically: maxdam /= area; we try to "simulate" a float
1884     value-effect */
1885     remainder = 100 * (maxdam % area) / area;
1886     maxdam /= area;
1887 root 1.47 if (rndm (100) < remainder)
1888 root 1.9 maxdam++;
1889 elmex 1.1 }
1890    
1891     #ifdef ATTACK_DEBUG
1892 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1893 elmex 1.1 #endif
1894    
1895 root 1.57 // for now, only do this for active objects, otherwise they
1896     // keep a refcount for a long time and I see no usefulness
1897     // for an non-active objetc to know its enemy.
1898     if (op->active)
1899     if (hitter->owner)
1900     op->enemy = hitter->owner;
1901     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1902     op->enemy = hitter;
1903 root 1.9
1904     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1905     {
1906     /* The unaggressives look after themselves 8) */
1907     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1908     npc_call_help (op);
1909     }
1910    
1911     if (magic && did_make_save (op, op->level, 0))
1912     maxdam = maxdam / 2;
1913    
1914     attack_message (maxdam, maxattacktype, op, hitter);
1915    
1916     op->stats.hp -= maxdam;
1917    
1918     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1919     if ((op->stats.hp >= 0) &&
1920     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1921     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1922     {
1923 elmex 1.1
1924 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1925     SET_FLAG (op, FLAG_RUN_AWAY);
1926     else
1927     scare_creature (op, hitter);
1928 elmex 1.1 }
1929    
1930 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1931     {
1932     if (maxdam)
1933     tear_down_wall (op);
1934 root 1.26
1935 root 1.9 return maxdam; /* nothing more to do for wall */
1936     }
1937 elmex 1.1
1938 root 1.9 /* See if the creature has been killed */
1939     rtn_kill = kill_object (op, maxdam, hitter, type);
1940     if (rtn_kill != -1)
1941     return rtn_kill;
1942 elmex 1.1
1943    
1944 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1945     * that before if the player was immune to ghosthit, the monster
1946     * remained - that is no longer the case.
1947     */
1948     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1949 root 1.56 hitter->destroy ();
1950 root 1.26
1951 root 1.9 /* Lets handle creatures that are splitting now */
1952     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1953     {
1954     int i;
1955     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1956     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1957 root 1.27 object *owner = op->owner;
1958 root 1.5
1959 root 1.9 if (!op->other_arch)
1960     {
1961     LOG (llevError, "SPLITTING without other_arch error.\n");
1962     return maxdam;
1963     }
1964 root 1.26
1965 root 1.25 op->remove ();
1966 root 1.26
1967 root 1.76 for (i = 0; i < op->stats.food; i++)
1968 root 1.9 { /* This doesn't handle op->more yet */
1969     object *tmp = arch_to_object (op->other_arch);
1970     int j;
1971    
1972     tmp->stats.hp = op->stats.hp;
1973 root 1.26
1974 root 1.9 if (friendly)
1975     {
1976     add_friendly_object (tmp);
1977     tmp->attack_movement = PETMOVE;
1978 root 1.39
1979     if (owner)
1980 root 1.27 tmp->set_owner (owner);
1981 root 1.9 }
1982 root 1.26
1983 root 1.9 if (unaggressive)
1984     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1985 root 1.26
1986 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1987 root 1.26
1988 root 1.9 if (j == -1) /* No spot to put this monster */
1989 root 1.26 tmp->destroy ();
1990 root 1.9 else
1991     {
1992     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1993     insert_ob_in_map (tmp, op->map, NULL, 0);
1994     }
1995     }
1996 root 1.26
1997     op->destroy ();
1998 root 1.9 }
1999     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2000 root 1.26 hitter->destroy ();
2001    
2002 root 1.9 return maxdam;
2003     }
2004    
2005     void
2006     poison_player (object *op, object *hitter, int dam)
2007     {
2008 root 1.16 archetype *at = archetype::find ("poisoning");
2009 root 1.9 object *tmp = present_arch_in_ob (at, op);
2010 elmex 1.1
2011 root 1.9 if (tmp == NULL)
2012     {
2013     if ((tmp = arch_to_object (at)) == NULL)
2014     LOG (llevError, "Failed to clone arch poisoning.\n");
2015     else
2016     {
2017     tmp = insert_ob_in_ob (tmp, op);
2018     /* peterm: give poisoning some teeth. It should
2019     * be able to kill things better than it does:
2020     * damage should be dependent something--I choose to
2021     * do this: if it's a monster, the damage from the
2022     * poisoning goes as the level of the monster/2.
2023     * If anything else, goes as damage.
2024     */
2025    
2026     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2027     tmp->stats.dam += hitter->level / 2;
2028     else
2029     tmp->stats.dam = dam;
2030    
2031 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2032 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2033     {
2034     tmp->skill = hitter->skill;
2035     }
2036    
2037     tmp->stats.food += dam; /* more damage, longer poisoning */
2038    
2039     if (op->type == PLAYER)
2040     {
2041     /* player looses stats, maximum is -10 of each */
2042     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2043     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2044     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2045     tmp->stats.Int = MAX (-dam / 7, -10);
2046     SET_FLAG (tmp, FLAG_APPLIED);
2047 root 1.32 op->update_stats ();
2048 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2049 root 1.75 op->play_sound (tmp->sound);
2050 root 1.9 }
2051 root 1.63
2052 root 1.9 if (hitter->type == PLAYER)
2053     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2054 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2055 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2056 root 1.5 }
2057 root 1.63
2058 root 1.9 tmp->speed_left = 0;
2059     }
2060     else
2061     tmp->stats.food++;
2062     }
2063    
2064     void
2065     slow_player (object *op, object *hitter, int dam)
2066     {
2067 root 1.16 archetype *at = archetype::find ("slowness");
2068 root 1.9 object *tmp;
2069    
2070     if (at == NULL)
2071 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2072    
2073 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2074     {
2075     tmp = arch_to_object (at);
2076     tmp = insert_ob_in_ob (tmp, op);
2077     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2078     }
2079     else
2080     tmp->stats.food++;
2081 root 1.62
2082 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2083     tmp->speed_left = 0;
2084 root 1.32 op->update_stats ();
2085 elmex 1.1 }
2086    
2087 root 1.9 void
2088     confuse_player (object *op, object *hitter, int dam)
2089     {
2090     object *tmp;
2091     int maxduration;
2092 elmex 1.1
2093 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2094     if (!tmp)
2095     {
2096     tmp = get_archetype (FORCE_NAME);
2097     tmp = insert_ob_in_ob (tmp, op);
2098     }
2099 root 1.5
2100 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2101     * on the player's resistance
2102     */
2103     tmp->speed = 0.05;
2104     tmp->subtype = FORCE_CONFUSION;
2105     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2106     tmp->name = "confusion";
2107     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2108 root 1.62
2109 root 1.9 if (tmp->duration > maxduration)
2110     tmp->duration = maxduration;
2111    
2112     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2113     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2114 root 1.62
2115 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2116     }
2117 root 1.5
2118 root 1.9 void
2119     blind_player (object *op, object *hitter, int dam)
2120     {
2121     object *tmp, *owner;
2122 root 1.5
2123 root 1.9 /* Save some work if we know it isn't going to affect the player */
2124     if (op->resist[ATNR_BLIND] == 100)
2125     return;
2126 root 1.5
2127 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2128     if (!tmp)
2129     {
2130     tmp = get_archetype ("blindness");
2131     SET_FLAG (tmp, FLAG_BLIND);
2132     SET_FLAG (tmp, FLAG_APPLIED);
2133 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2134     * speed is a float anyways.
2135     */
2136 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2137 elmex 1.1
2138 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2139     change_abil (op, tmp); /* Mostly to display any messages */
2140 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2141 elmex 1.1
2142 root 1.9 if (hitter->owner)
2143 root 1.27 owner = hitter->owner;
2144 root 1.9 else
2145     owner = hitter;
2146 elmex 1.1
2147 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2148     }
2149     tmp->stats.food += dam;
2150     if (tmp->stats.food > 10)
2151     tmp->stats.food = 10;
2152 elmex 1.1 }
2153    
2154 root 1.9 void
2155     paralyze_player (object *op, object *hitter, int dam)
2156 elmex 1.1 {
2157 root 1.9 float effect, max;
2158    
2159     /* object *tmp; */
2160 elmex 1.1
2161 root 1.9 /* This is strange stuff... someone knows for what this is
2162     * written? Well, i think this can and should be removed
2163     */
2164 elmex 1.1
2165 root 1.9 /*
2166     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2167     tmp=clone_arch(PARAIMAGE);
2168     tmp->x=op->x,tmp->y=op->y;
2169     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2170     }
2171     */
2172 elmex 1.1
2173 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2174     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2175 elmex 1.1
2176 root 1.9 if (effect == 0)
2177     return;
2178 elmex 1.1
2179 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2180     /* tmp->stats.food+=(signed short) effect/op->speed; */
2181 elmex 1.1
2182 root 1.9 /* max number of ticks to be affected for. */
2183     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2184     if (op->speed_left < -(FABS (op->speed) * max))
2185     op->speed_left = (float) -(FABS (op->speed) * max);
2186 elmex 1.1
2187     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2188     }
2189    
2190     /* Attempts to kill 'op'. hitter is the attack object, dam is
2191     * the computed damaged.
2192     */
2193 root 1.9 void
2194     deathstrike_player (object *op, object *hitter, int *dam)
2195 elmex 1.1 {
2196 root 1.9 /* The intention of a death attack is to kill outright things
2197     ** that are a lot weaker than the attacker, have a chance of killing
2198     ** things somewhat weaker than the caster, and no chance of
2199     ** killing something equal or stronger than the attacker.
2200     ** Also, if a deathstrike attack has a slaying, any monster
2201     ** whose name or race matches a comma-delimited list in the slaying
2202     ** field of the deathstriking object */
2203    
2204     int atk_lev, def_lev, kill_lev;
2205    
2206     if (hitter->slaying)
2207 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2208 root 1.9 return;
2209    
2210     def_lev = op->level;
2211     if (def_lev < 1)
2212     {
2213 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2214 root 1.9 def_lev = 1;
2215     }
2216 root 1.52
2217 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2218     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2219     atk_lev, def_lev); */
2220    
2221     if (atk_lev >= def_lev)
2222     {
2223     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2224    
2225     /* Note that the below effectively means the ratio of the atk vs
2226     * defener level is important - if level 52 character has very little
2227     * chance of killing a level 50 monster. This should probably be
2228     * redone.
2229     */
2230     if (kill_lev >= def_lev)
2231     {
2232     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2233     /* I think this doesn't really do much. Because of
2234     * integer rounding, this only makes any difference if the
2235     * attack level is double the defender level.
2236     */
2237     *dam *= kill_lev / def_lev;
2238 root 1.5 }
2239 root 1.9 }
2240     else
2241 root 1.52 *dam = 0; /* no harm done */
2242 elmex 1.1 }
2243    
2244     /* thrown_item_effect() - handles any special effects of thrown
2245     * items (like attacking living creatures--a potion thrown at a
2246     * monster).
2247     */
2248 root 1.9 static void
2249     thrown_item_effect (object *hitter, object *victim)
2250 elmex 1.1 {
2251 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2252     {
2253     /* May not need a switch for just 2 types, but this makes it
2254     * easier for expansion.
2255     */
2256     switch (hitter->type)
2257     {
2258 root 1.5 case POTION:
2259 root 1.9 /* should player get a save throw instead of checking magic protection? */
2260     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2261     (void) apply_potion (victim, hitter);
2262     break;
2263    
2264     case POISON: /* poison drinks */
2265     /* As with potions, should monster get a save? */
2266     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2267     apply_poison (victim, hitter);
2268     break;
2269    
2270     /* Removed case statements that did nothing.
2271     * food may be poisonous, but monster must be willing to eat it,
2272     * so we don't handle it here.
2273     * Containers should perhaps break open, but that code was disabled.
2274     */
2275 root 1.5 }
2276 elmex 1.1 }
2277     }
2278    
2279     /* adj_attackroll() - adjustments to attacks by various conditions */
2280 root 1.9 int
2281     adj_attackroll (object *hitter, object *target)
2282     {
2283 elmex 1.1 object *attacker = hitter;
2284 root 1.9 int adjust = 0;
2285 elmex 1.1
2286     /* safety */
2287 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2288     {
2289     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2290     return 0;
2291     }
2292 elmex 1.1
2293     /* aimed missiles use the owning object's sight */
2294 root 1.9 if (is_aimed_missile (hitter))
2295     {
2296 root 1.27 if ((attacker = hitter->owner) == NULL)
2297 root 1.9 attacker = hitter;
2298     /* A player who saves but hasn't quit still could have objects
2299     * owned by him - need to handle that case to avoid crashes.
2300     */
2301     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2302     attacker = hitter;
2303     }
2304     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2305 elmex 1.1 return 0;
2306    
2307 root 1.9 /* determine the condtions under which we make an attack.
2308     * Add more cases, as the need occurs. */
2309 elmex 1.1
2310 root 1.9 if (!can_see_enemy (attacker, target))
2311     {
2312     /* target is unseen */
2313     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2314     adjust -= 10;
2315     /* dark map penalty for the hitter (lacks infravision if we got here). */
2316     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2317     adjust -= target->map->darkness;
2318     }
2319 elmex 1.1
2320 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2321 elmex 1.1 adjust -= 3;
2322    
2323 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2324 elmex 1.1 adjust += 1;
2325    
2326 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2327 elmex 1.1 adjust += 1;
2328    
2329 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2330 elmex 1.1 adjust -= 3;
2331    
2332     /* if we attack at a different 'altitude' its harder */
2333 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2334 elmex 1.1 adjust -= 2;
2335    
2336     #if 0
2337     /* slower attacks are less likely to succeed. We should use a
2338     * comparison between attacker/target speeds BUT, players have
2339     * a generally faster speed, so this will wind up being a HUGE
2340     * disadantage for the monsters! Too bad, because missiles which
2341     * fly fast should have a better chance of hitting a slower target.
2342     */
2343 root 1.9 if (hitter->speed < target->speed)
2344     adjust += ((float) hitter->speed - target->speed);
2345 elmex 1.1 #endif
2346    
2347     #if 0
2348 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2349 elmex 1.1 #endif
2350    
2351     return adjust;
2352 root 1.9 }
2353 elmex 1.1
2354     /* determine if the object is an 'aimed' missile */
2355 root 1.9 int
2356     is_aimed_missile (object *op)
2357     {
2358 elmex 1.1
2359 root 1.9 /* I broke what used to be one big if into a few nested
2360     * ones so that figuring out the logic is at least possible.
2361     */
2362     if (op && (op->move_type & MOVE_FLYING))
2363 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2364     return 1;
2365     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2366     return 1;
2367 root 1.53
2368 root 1.9 return 0;
2369     }