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/cvs/deliantra/server/server/attack.C
Revision: 1.81
Committed: Tue Apr 22 02:46:18 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.80: +2 -12 lines
Log Message:
- remove all "obviously safe" uses of esrv_del_item.

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 1.81 * Copyright (©) 2005,2006,2007,2008 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 root 1.81 op->destroy ();
204 root 1.13
205 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
206 root 1.13 if (env)
207     {
208     op = get_archetype ("burnout");
209     op->x = env->x, op->y = env->y;
210     insert_ob_in_ob (op, env);
211     }
212     else
213     replace_insert_ob_in_map ("burnout", originator);
214    
215 root 1.9 return;
216     }
217 root 1.15
218 root 1.9 /* The value of 50 is arbitrary. */
219     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
220     {
221     object *tmp;
222 root 1.16 archetype *at = archetype::find ("icecube");
223 root 1.9
224     if (at == NULL)
225 root 1.5 return;
226 root 1.15
227 root 1.9 op = stop_item (op);
228     if (op == NULL)
229 elmex 1.1 return;
230 root 1.15
231 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
232     {
233     tmp = arch_to_object (at);
234     tmp->x = op->x, tmp->y = op->y;
235     /* This was in the old (pre new movement code) -
236     * icecubes have slow_move set to 1 - don't want
237     * that for ones we create.
238     */
239     tmp->move_slow_penalty = 0;
240     tmp->move_slow = 0;
241     insert_ob_in_map (tmp, op->map, originator, 0);
242     }
243 root 1.15
244 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
245 root 1.25 op->remove ();
246 root 1.15
247     insert_ob_in_ob (op, tmp);
248 root 1.9 return;
249 elmex 1.1 }
250     }
251    
252     /* Object op is hitting the map.
253     * op is going in direction 'dir'
254     * type is the attacktype of the object.
255     * full_hit is set if monster area does not matter.
256     * returns 1 if it hits something, 0 otherwise.
257     */
258 root 1.9 int
259     hit_map (object *op, int dir, int type, int full_hit)
260     {
261 root 1.19 maptile *map;
262 root 1.9 sint16 x, y;
263     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
264 elmex 1.1
265 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
266     {
267     LOG (llevError, "BUG: hit_map(): free object\n");
268     return 0;
269 elmex 1.1 }
270    
271 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
272     {
273 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
274 root 1.9 return 0;
275 elmex 1.1 }
276    
277 root 1.9 if (!op->map)
278     {
279     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
280     return 0;
281 elmex 1.1 }
282    
283 root 1.9 if (op->head)
284     op = op->head;
285    
286     map = op->map;
287     x = op->x + freearr_x[dir];
288     y = op->y + freearr_y[dir];
289 elmex 1.1
290 root 1.41 if (!xy_normalise (map, x, y))
291     return 0;
292 root 1.9
293     // elmex: a safe map tile can't be hit!
294     // this should prevent most harmful effects on items and players there.
295 root 1.41 mapspace &ms = map->at (x, y);
296    
297     if (ms.flags () & P_SAFE)
298 root 1.9 return 0;
299    
300 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
301 root 1.9 * must be out here because it strikes things which are not alive
302     */
303 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
304 root 1.9 {
305 root 1.41 if (type & AT_COUNTERSPELL)
306     {
307     counterspell (op, dir); /* see spell_effect.c */
308 elmex 1.1
309 root 1.41 /* If the only attacktype is counterspell or magic, don't need
310     * to do any further processing.
311     */
312     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
313     return 0;
314 root 1.11
315 root 1.41 type &= ~AT_COUNTERSPELL;
316     }
317 elmex 1.1
318 root 1.41 if (type & AT_CHAOS)
319     {
320     shuffle_attack (op, 1); /* flag tells it to change the face */
321     update_object (op, UP_OBJ_FACE);
322     type &= ~AT_CHAOS;
323     }
324 elmex 1.1 }
325    
326 root 1.37 /* There may still be objects that were above 'next', but there is no
327     * simple way to find out short of copying all object references and
328     * tags into a temporary array before we start processing the first
329     * object. That's why we just abort on destroy.
330     *
331     * This happens whenever attack spells (like fire) hit a pile
332     * of objects. This is not a bug - nor an error.
333     */
334 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
335 root 1.9 {
336 root 1.37 object *tmp = next;
337 root 1.9 next = tmp->above;
338 root 1.11
339 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340     * For example, 'tmp' was put in an icecube.
341     * This is one of the few cases where on_same_map should not be used.
342     */
343     if (tmp->map != map || tmp->x != x || tmp->y != y)
344     continue;
345    
346     if (QUERY_FLAG (tmp, FLAG_ALIVE))
347     {
348     hit_player (tmp, op->stats.dam, op, type, full_hit);
349     retflag |= 1;
350 root 1.41
351 root 1.18 if (op->destroyed ())
352 root 1.5 break;
353     }
354 root 1.9 /* Here we are potentially destroying an object. If the object has
355     * NO_PASS set, it is also immune - you can't destroy walls. Note
356     * that weak walls have is_alive set, which prevent objects from
357     * passing over/through them. We don't care what type of movement
358     * the wall blocks - if it blocks any type of movement, can't be
359     * destroyed right now.
360     */
361 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
362 root 1.9 {
363     save_throw_object (tmp, type, op);
364 root 1.37
365 root 1.18 if (op->destroyed ())
366 root 1.9 break;
367 root 1.5 }
368 elmex 1.1 }
369 root 1.11
370 root 1.9 return 0;
371 elmex 1.1 }
372    
373 root 1.9 void
374     attack_message (int dam, int type, object *op, object *hitter)
375     {
376 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 root 1.9 int i, found = 0;
378 root 1.19 maptile *map;
379 elmex 1.1 object *next, *tmp;
380    
381     /* put in a few special messages for some of the common attacktypes
382     * a player might have. For example, fire, electric, cold, etc
383     * [garbled 20010919]
384     */
385    
386 root 1.9 if (dam == 9998 && op->type == DOOR)
387     {
388     sprintf (buf1, "unlock %s", &op->name);
389     sprintf (buf2, " unlocks");
390     found++;
391     }
392     if (dam < 0)
393     {
394     sprintf (buf1, "hit %s", &op->name);
395     sprintf (buf2, " hits");
396     found++;
397     }
398     else if (dam == 0)
399     {
400     sprintf (buf1, "missed %s", &op->name);
401     sprintf (buf2, " misses");
402     found++;
403     }
404     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
405 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
406 root 1.9 {
407     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
408     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
409     {
410     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
411     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
412     found++;
413     break;
414     }
415     }
416     else if (op->type == DOOR && !found)
417     {
418     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
419     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
420     {
421     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
422     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
423     found++;
424     break;
425     }
426     }
427 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
428 root 1.9 {
429     if (USING_SKILL (hitter, SK_KARATE))
430     {
431     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
432     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
433     {
434     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
435     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
436 root 1.5 found++;
437     break;
438 root 1.9 }
439     }
440     else if (USING_SKILL (hitter, SK_CLAWING))
441     {
442     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
443     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
444     {
445     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
446     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
447 root 1.5 found++;
448     break;
449     }
450 root 1.9 }
451     else if (USING_SKILL (hitter, SK_PUNCHING))
452     {
453     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
454     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
455     {
456     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
457     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
458     found++;
459     break;
460 root 1.5 }
461     }
462 elmex 1.1 }
463 root 1.29
464 root 1.9 if (found)
465     {
466     /* done */
467     }
468 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
469 root 1.9 {
470     sprintf (buf1, "hit"); /* just in case */
471     for (i = 0; i < MAXATTACKMESS; i++)
472     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
473     {
474     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
475     found++;
476     break;
477     }
478     }
479 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
480 root 1.9 {
481 elmex 1.1 /* drain is first, because some items have multiple attypes */
482 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
483     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
484     {
485     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
486     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
487     found++;
488     break;
489     }
490     }
491 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
492 root 1.9 {
493     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
494     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
495     {
496     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
497     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
498     found++;
499     break;
500     }
501     }
502 root 1.29 else if (type & AT_COLD && op->is_alive ())
503 root 1.9 {
504     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
505     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
506     {
507     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
508     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
509     found++;
510     break;
511     }
512     }
513     else if (type & AT_FIRE)
514     {
515     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
516     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
517     {
518     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
519     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
520     found++;
521     break;
522     }
523     }
524     else if (hitter->current_weapon != NULL)
525     {
526     int mtype;
527    
528     switch (hitter->current_weapon->weapontype)
529     {
530     case WEAP_HIT:
531     mtype = ATM_BASIC;
532     break;
533     case WEAP_SLASH:
534     mtype = ATM_SLASH;
535     break;
536     case WEAP_PIERCE:
537     mtype = ATM_PIERCE;
538     break;
539     case WEAP_CLEAVE:
540     mtype = ATM_CLEAVE;
541     break;
542     case WEAP_SLICE:
543     mtype = ATM_SLICE;
544     break;
545     case WEAP_STAB:
546     mtype = ATM_STAB;
547     break;
548     case WEAP_WHIP:
549     mtype = ATM_WHIP;
550     break;
551     case WEAP_CRUSH:
552     mtype = ATM_CRUSH;
553     break;
554     case WEAP_BLUD:
555     mtype = ATM_BLUD;
556     break;
557     default:
558     mtype = ATM_BASIC;
559     break;
560     }
561     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
562     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563     {
564     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
565     strcpy (buf2, attack_mess[mtype][i].buf3);
566     found++;
567     break;
568     }
569     }
570     else
571     {
572     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
573     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
574     {
575     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
576     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
577     found++;
578     break;
579     }
580 elmex 1.1 }
581    
582 root 1.9 if (!found)
583     {
584     strcpy (buf1, "hit");
585     strcpy (buf2, " hits");
586 elmex 1.1 }
587    
588 root 1.9 /* bail out if a monster is casting spells */
589 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
590 root 1.9 return;
591 elmex 1.1
592 root 1.9 /* scale down magic considerably. */
593     if (type & AT_MAGIC && rndm (0, 5))
594     return;
595 elmex 1.1
596 root 1.9 /* Did a player hurt another player? Inform both! */
597 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
598 root 1.9 {
599 root 1.27 if (hitter->owner != NULL)
600 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
601     else
602     {
603     sprintf (buf, "%s%s you.", &hitter->name, buf2);
604 root 1.74
605 root 1.9 if (dam != 0)
606     {
607     if (dam < 10)
608 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
609 root 1.9 else if (dam < 20)
610 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
611 root 1.9 else
612 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
613 root 1.5 }
614     }
615 root 1.72
616 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
617     } /* end of player hitting player */
618 elmex 1.1
619 root 1.9 if (hitter->type == PLAYER)
620     {
621     sprintf (buf, "You %s.", buf1);
622 root 1.74
623 root 1.9 if (dam != 0)
624     {
625     if (dam < 10)
626 root 1.74 op->play_sound (sound_find ("player_hits1"));
627 root 1.9 else if (dam < 20)
628 root 1.74 op->play_sound (sound_find ("player_hits2"));
629 root 1.9 else
630 root 1.74 op->play_sound (sound_find ("player_hits3"));
631 root 1.5 }
632 root 1.72
633 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
634     }
635 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
636 root 1.9 {
637 elmex 1.1 /* look for stacked spells and start reducing the message chances */
638 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
639     {
640     i = 4;
641     map = hitter->map;
642     if (out_of_map (map, hitter->x, hitter->y))
643     return;
644 root 1.53
645 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
646 root 1.9 if (next)
647     while (next)
648     {
649     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
650     i *= 3;
651 root 1.72
652 root 1.9 tmp = next;
653     next = tmp->above;
654     }
655 root 1.53
656 root 1.9 if (i < 0)
657 root 1.5 return;
658 root 1.53
659 root 1.9 if (rndm (0, i) != 0)
660     return;
661     }
662     else if (rndm (0, 5) != 0)
663     return;
664 root 1.53
665 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
666 root 1.72 op->play_sound (sound_find ("player_hits4"));
667 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
668 elmex 1.1 }
669     }
670    
671    
672 root 1.9 static int
673     get_attack_mode (object **target, object **hitter, int *simple_attack)
674 elmex 1.1 {
675 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
676     {
677     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
678     return 1;
679 elmex 1.1 }
680 root 1.77
681 root 1.9 if ((*target)->head)
682     *target = (*target)->head;
683 root 1.77
684 root 1.9 if ((*hitter)->head)
685     *hitter = (*hitter)->head;
686 root 1.77
687 root 1.9 if ((*hitter)->env != NULL || (*target)->env != NULL)
688     {
689     *simple_attack = 1;
690     return 0;
691 elmex 1.1 }
692 root 1.77
693 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
694 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695     || !(*hitter)->map
696     || !on_same_map (*hitter, *target))
697 elmex 1.1 {
698 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699     (*hitter)->debug_desc (), (*target)->debug_desc ());
700 root 1.9 return 1;
701 elmex 1.1 }
702 root 1.77
703 root 1.9 *simple_attack = 0;
704     return 0;
705 elmex 1.1 }
706    
707 root 1.9 static int
708     abort_attack (object *target, object *hitter, int simple_attack)
709 elmex 1.1 {
710 root 1.9
711 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
712     * determined by get_attack_mode(). Returns true if the relation has changed.
713     */
714 root 1.9 int new_mode;
715 elmex 1.1
716 root 1.9 if (hitter->env == target || target->env == hitter)
717     new_mode = 1;
718     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
719     return 1;
720     else
721     new_mode = 0;
722     return new_mode != simple_attack;
723 elmex 1.1 }
724    
725     static void thrown_item_effect (object *, object *);
726    
727 root 1.9 static int
728     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
729 elmex 1.1 {
730 root 1.9 int simple_attack, roll, dam = 0;
731     uint32 type;
732     shstr op_name;
733    
734     if (get_attack_mode (&op, &hitter, &simple_attack))
735     goto error;
736    
737     if (hitter->current_weapon)
738     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
739     return RESULT_INT (0);
740    
741     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
742     return RESULT_INT (0);
743 elmex 1.1
744 root 1.9 /*
745     * A little check to make it more difficult to dance forward and back
746     * to avoid ever being hit by monsters.
747     */
748 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
749 root 1.9 {
750     /* Decrease speed BEFORE calling process_object. Otherwise, an
751     * infinite loop occurs, with process_object calling move_monster,
752     * which then gets here again. By decreasing the speed before
753     * we call process_object, the 'if' statement above will fail.
754     */
755 root 1.65 --op->speed_left;
756 root 1.9 process_object (op);
757 root 1.26
758 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
759 elmex 1.1 goto error;
760 root 1.9 }
761 elmex 1.1
762 root 1.9 op_name = op->name;
763 root 1.3
764 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
765 elmex 1.1
766 root 1.9 /* Adjust roll for various situations. */
767     if (!simple_attack)
768     roll += adj_attackroll (hitter, op);
769 elmex 1.1
770 root 1.9 /* See if we hit the creature */
771     if (roll == 20 || op->stats.ac >= base_wc - roll)
772     {
773     int hitdam = base_dam;
774    
775     if (!simple_attack)
776 elmex 1.1 {
777 root 1.9 /* If you hit something, the victim should *always* wake up.
778     * Before, invisible hitters could avoid doing this.
779     * -b.t. */
780     if (QUERY_FLAG (op, FLAG_SLEEP))
781     CLEAR_FLAG (op, FLAG_SLEEP);
782    
783     /* If the victim can't see the attacker, it may alert others
784     * for help. */
785 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 root 1.9 npc_call_help (op);
787    
788     /* if you were hidden and hit by a creature, you are discovered */
789     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
790     {
791     make_visible (op);
792 root 1.59
793 root 1.9 if (op->type == PLAYER)
794     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
795     }
796    
797     /* thrown items (hitter) will have various effects
798     * when they hit the victim. For things like thrown daggers,
799     * this sets 'hitter' to the actual dagger, and not the
800     * wrapper object.
801     */
802     thrown_item_effect (hitter, op);
803 root 1.26
804 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
805 root 1.9 goto leave;
806     }
807    
808     /* Need to do at least 1 damage, otherwise there is no point
809     * to go further and it will cause FPE's below.
810     */
811     if (hitdam <= 0)
812     hitdam = 1;
813 elmex 1.1
814 root 1.9 type = hitter->attacktype;
815 root 1.18
816 root 1.9 if (!type)
817     type = AT_PHYSICAL;
818 root 1.18
819 root 1.9 /* Handle monsters that hit back */
820     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
821     {
822     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
823     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824 root 1.18
825 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
826 root 1.18
827     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
828 root 1.5 goto leave;
829 root 1.9 }
830 elmex 1.1
831 root 1.9 /* In the new attack code, it should handle multiple attack
832     * types in its area, so remove it from here.
833     */
834     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
835 root 1.18
836     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
837 root 1.9 goto leave;
838     } /* end of if hitter hit op */
839     /* if we missed, dam=0 */
840    
841     /*attack_message(dam, type, op, hitter); */
842 elmex 1.1
843 root 1.9 goto leave;
844 elmex 1.1
845 root 1.9 error:
846     dam = 1;
847 elmex 1.1
848 root 1.9 leave:
849 elmex 1.1
850 root 1.9 return dam;
851 elmex 1.1 }
852    
853 root 1.9 int
854     attack_ob (object *op, object *hitter)
855 elmex 1.1 {
856 root 1.58 hitter = hitter->head_ ();
857 elmex 1.1
858 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
859 elmex 1.1 }
860    
861     /* op is the arrow, tmp is what is stopping the arrow.
862     *
863     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
864     */
865 root 1.9 static int
866     stick_arrow (object *op, object *tmp)
867 elmex 1.1 {
868 root 1.9 /* If the missile hit a player, we insert it in their inventory.
869     * However, if the missile is heavy, we don't do so (assume it falls
870     * to the ground after a hit). What a good value for this is up to
871     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872     * stick around.
873     */
874     if (op->weight <= 5000 && tmp->stats.hp >= 0)
875     {
876 root 1.59 tmp = tmp->head_ ();
877 root 1.10
878 root 1.25 op->remove ();
879 root 1.9 op = insert_ob_in_ob (op, tmp);
880 root 1.10
881 root 1.9 if (tmp->type == PLAYER)
882     esrv_send_item (tmp, op);
883 root 1.10
884 root 1.9 return 1;
885     }
886     else
887     return 0;
888 elmex 1.1 }
889    
890     /* hit_with_arrow() disassembles the missile, attacks the victim and
891     * reassembles the missile.
892     *
893     * It returns a pointer to the reassembled missile, or NULL if the missile
894     * isn't available anymore.
895     */
896 root 1.9 object *
897     hit_with_arrow (object *op, object *victim)
898 elmex 1.1 {
899 root 1.9 object *container, *hitter;
900     int hit_something = 0;
901    
902     /* Disassemble missile */
903     if (op->inv)
904     {
905     container = op;
906     hitter = op->inv;
907 root 1.25 hitter->remove ();
908 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
909     /* Note that we now have an empty THROWN_OBJ on the map. Code that
910     * might be called until this THROWN_OBJ is either reassembled or
911     * removed at the end of this function must be able to deal with empty
912     * THROWN_OBJs. */
913     }
914     else
915     {
916 root 1.21 container = 0;
917 root 1.9 hitter = op;
918     }
919    
920     /* Try to hit victim */
921     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
922    
923     /* Arrow attacks door, rune of summoning is triggered, demon is put on
924     * arrow, move_apply() calls this function, arrow sticks in demon,
925     * attack_ob_simple() returns, and we've got an arrow that still exists
926     * but is no longer on the map. Ugh. (Beware: Such things can happen at
927     * other places as well!)
928     */
929 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
930 root 1.9 {
931     if (container)
932     {
933 root 1.25 container->remove ();
934 root 1.26 container->destroy ();
935 elmex 1.1 }
936 root 1.21
937     return 0;
938 elmex 1.1 }
939    
940 root 1.9 /* Missile hit victim */
941     /* if the speed is > 10, then this is a fast moving arrow, we go straight
942     * through the target
943     */
944     if (hit_something && op->speed <= 10.0)
945     {
946     /* Stop arrow */
947 root 1.21 if (!container)
948 root 1.9 {
949     hitter = fix_stopped_arrow (hitter);
950 root 1.21 if (!hitter)
951     return 0;
952 root 1.9 }
953     else
954 root 1.26 container->destroy ();
955 elmex 1.1
956 root 1.9 /* Try to stick arrow into victim */
957 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
958 root 1.21 return 0;
959 root 1.9
960     /* Else try to put arrow on victim's map square
961     * remove check for P_WALL here. If the arrow got to this
962     * space, that is good enough - with the new movement code,
963     * there is now the potential for lots of spaces where something
964     * can fly over but not otherwise move over. What is the correct
965     * way to handle those otherwise?
966     */
967 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
968 root 1.9 {
969 root 1.25 hitter->remove ();
970 root 1.21 hitter->x = victim->x;
971     hitter->y = victim->y;
972 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
973 elmex 1.1 }
974 root 1.9 else
975 root 1.21 /* Else leave arrow where it is */
976     merge_ob (hitter, NULL);
977    
978     return 0;
979 elmex 1.1 }
980    
981 root 1.9 if (hit_something && op->speed >= 10.0)
982     op->speed -= 1.0;
983 elmex 1.1
984 root 1.9 /* Missile missed victim - reassemble missile */
985     if (container)
986     {
987 root 1.25 hitter->remove ();
988 root 1.9 insert_ob_in_ob (hitter, container);
989 elmex 1.1 }
990 root 1.21
991 root 1.9 return op;
992 elmex 1.1 }
993    
994 root 1.9 void
995     tear_down_wall (object *op)
996 elmex 1.1 {
997 root 1.9 int perc = 0;
998 elmex 1.1
999 root 1.9 if (!op->stats.maxhp)
1000     {
1001     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002     perc = 1;
1003 elmex 1.1 }
1004 root 1.9 else if (!GET_ANIM_ID (op))
1005     {
1006     /* Object has been called - no animations, so remove it */
1007     if (op->stats.hp < 0)
1008 root 1.26 op->destroy ();
1009    
1010 root 1.9 return; /* no animations, so nothing more to do */
1011     }
1012 root 1.26
1013 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1014 root 1.26
1015 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1016     perc = NUM_ANIMATIONS (op) - 1;
1017     else if (perc < 1)
1018     perc = 1;
1019 root 1.26
1020 root 1.9 SET_ANIMATION (op, perc);
1021     update_object (op, UP_OBJ_FACE);
1022 root 1.26
1023 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1024     { /* Reached the last animation */
1025     if (op->face == blank_face)
1026 root 1.26 /* If the last face is blank, remove the ob */
1027     op->destroy ();
1028 root 1.9 else
1029     { /* The last face was not blank, leave an image */
1030     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1031     update_all_los (op->map, op->x, op->y);
1032     op->move_block = 0;
1033     CLEAR_FLAG (op, FLAG_ALIVE);
1034 root 1.5 }
1035 elmex 1.1 }
1036     }
1037    
1038 root 1.9 void
1039     scare_creature (object *target, object *hitter)
1040 elmex 1.1 {
1041 root 1.27 object *owner = hitter->owner;
1042 elmex 1.1
1043 root 1.9 if (!owner)
1044     owner = hitter;
1045 elmex 1.1
1046 root 1.9 SET_FLAG (target, FLAG_SCARED);
1047     if (!target->enemy)
1048     target->enemy = owner;
1049 elmex 1.1 }
1050    
1051     /* This returns the amount of damage hitter does to op with the
1052     * appropriate attacktype. Only 1 attacktype should be set at a time.
1053     * This doesn't damage the player, but returns how much it should
1054     * take. However, it will do other effects (paralyzation, slow, etc.)
1055     * Note - changed for PR code - we now pass the attack number and not
1056     * the attacktype. Makes it easier for the PR code. */
1057 root 1.9 int
1058     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1059     {
1060     int doesnt_slay = 1;
1061    
1062     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1063     if (attacknum >= NROFATTACKS)
1064     {
1065     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1066     return 0;
1067 elmex 1.1 }
1068 root 1.9
1069     if (dam < 0)
1070     {
1071 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072     dam, hitter->debug_desc (), op->debug_desc ());
1073 root 1.9 return 0;
1074 elmex 1.1 }
1075 root 1.9
1076     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1077     * people can't mess with that or it otherwise get confused. */
1078     if (attacknum == ATNR_INTERNAL)
1079     return dam;
1080    
1081     if (hitter->slaying)
1082     {
1083 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1084 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1085 root 1.9 {
1086     doesnt_slay = 0;
1087     dam *= 3;
1088     }
1089 elmex 1.1 }
1090    
1091 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1092     if (op->resist[attacknum])
1093     {
1094 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1095     * in case 0>dam>1, we try to "simulate" a float value-effect */
1096 root 1.9 dam *= (100 - op->resist[attacknum]);
1097     if (dam >= 100)
1098     dam /= 100;
1099 elmex 1.1 else
1100 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1101 elmex 1.1 }
1102    
1103 root 1.9 /* Special hack. By default, if immune to something, you
1104     * shouldn't need to worry. However, acid is an exception, since
1105     * it can still damage your items. Only include attacktypes if
1106     * special processing is needed */
1107    
1108 root 1.59 if (op->resist[attacknum] >= 100
1109     && doesnt_slay
1110     && attacknum != ATNR_ACID)
1111 root 1.9 return 0;
1112    
1113     /* Keep this in order - makes things easier to find */
1114    
1115     switch (attacknum)
1116     {
1117 root 1.40 case ATNR_PHYSICAL:
1118     /* here also check for diseases */
1119     check_physically_infect (op, hitter);
1120     break;
1121    
1122     /* Don't need to do anything for:
1123     magic,
1124     fire,
1125     electricity,
1126     cold */
1127    
1128     case ATNR_CONFUSION:
1129     case ATNR_POISON:
1130     case ATNR_SLOW:
1131     case ATNR_PARALYZE:
1132     case ATNR_FEAR:
1133     case ATNR_CANCELLATION:
1134     case ATNR_DEPLETE:
1135     case ATNR_BLIND:
1136     {
1137     /* chance for inflicting a special attack depends on the
1138     * difference between attacker's and defender's level
1139     */
1140     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1141    
1142     /* First, only creatures/players with speed can be affected.
1143     * Second, just getting hit doesn't mean it always affects
1144     * you. Third, you still get a saving through against the
1145     * effect.
1146     */
1147     if (op->speed &&
1148     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1149     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1150     {
1151 root 1.5
1152 root 1.40 /* Player has been hit by something */
1153     if (attacknum == ATNR_CONFUSION)
1154     confuse_player (op, hitter, dam);
1155     else if (attacknum == ATNR_POISON)
1156     poison_player (op, hitter, dam);
1157     else if (attacknum == ATNR_SLOW)
1158     slow_player (op, hitter, dam);
1159     else if (attacknum == ATNR_PARALYZE)
1160     paralyze_player (op, hitter, dam);
1161     else if (attacknum == ATNR_FEAR)
1162     scare_creature (op, hitter);
1163     else if (attacknum == ATNR_CANCELLATION)
1164     cancellation (op);
1165     else if (attacknum == ATNR_DEPLETE)
1166     op->drain_stat ();
1167     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1168     blind_player (op, hitter, dam);
1169     }
1170 root 1.59
1171 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1172     }
1173     break;
1174 root 1.44
1175 root 1.40 case ATNR_ACID:
1176     {
1177     int flag = 0;
1178 root 1.9
1179 root 1.40 /* Items only get corroded if you're not on a battleground and
1180     * if your acid resistance is below 50%. */
1181     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1182     {
1183 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 root 1.40 {
1185     if (tmp->invisible)
1186     continue;
1187     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1188 root 1.44 /* >= 10% acid res. on items will protect these */
1189 root 1.40 continue;
1190 root 1.49 if (!(tmp->materials & M_IRON))
1191 root 1.40 continue;
1192     if (tmp->magic < -4) /* Let's stop at -5 */
1193     continue;
1194 root 1.44 if (tmp->type == RING
1195     /* removed boots and gloves from exclusion list in PR */
1196     || tmp->type == GIRDLE
1197     || tmp->type == AMULET
1198     || tmp->type == WAND
1199     || tmp->type == ROD
1200     || tmp->type == HORN)
1201 root 1.40 continue; /* To avoid some strange effects */
1202    
1203     /* High damage acid has better chance of corroding
1204     objects */
1205     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1206     {
1207     if (op->type == PLAYER)
1208     /* Make this more visible */
1209     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1210     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1211     flag = 1;
1212     tmp->magic--;
1213     if (op->type == PLAYER)
1214     esrv_send_item (op, tmp);
1215     }
1216     }
1217 root 1.44
1218 root 1.40 if (flag)
1219     op->update_stats (); /* Something was corroded */
1220     }
1221     }
1222     break;
1223 root 1.44
1224 root 1.40 case ATNR_DRAIN:
1225     {
1226     /* rate is the proportion of exp drained. High rate means
1227     * not much is drained, low rate means a lot is drained.
1228     */
1229     int rate;
1230 root 1.9
1231 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1232     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1233     else
1234     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1235 root 1.9
1236 root 1.40 if (op->stats.exp <= rate)
1237     {
1238     if (op->type == GOLEM)
1239     dam = 999; /* Its force is "sucked" away. 8) */
1240     else
1241     /* If we can't drain, lets try to do physical damage */
1242     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1243     }
1244     else
1245     {
1246     /* Randomly give the hitter some hp */
1247     if (hitter->stats.hp < hitter->stats.maxhp &&
1248     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1249     hitter->stats.hp++;
1250    
1251     /* Can't do drains on battleground spaces.
1252     * Move the wiz check up here - before, the hitter wouldn't gain exp
1253     * exp, but the wiz would still lose exp! If drainee is a wiz,
1254     * nothing happens.
1255     * Try to credit the owner. We try to display player -> player drain
1256     * attacks, hence all the != PLAYER checks.
1257     */
1258 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1259 root 1.40 {
1260     object *owner = hitter->owner;
1261 root 1.9
1262 root 1.40 if (owner && owner != hitter)
1263     {
1264     if (op->type != PLAYER || owner->type != PLAYER)
1265     change_exp (owner, op->stats.exp / (rate * 2),
1266     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1267     }
1268     else if (op->type != PLAYER || hitter->type != PLAYER)
1269 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1270     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1271    
1272 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1273     }
1274 root 1.44
1275 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1276     * drain attack, you won't know that you are actually sucking out EXP,
1277     * as the messages will say you missed
1278     */
1279     }
1280     }
1281     break;
1282 root 1.44
1283 root 1.40 case ATNR_TURN_UNDEAD:
1284     {
1285     if (QUERY_FLAG (op, FLAG_UNDEAD))
1286     {
1287     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1288     object *god = find_god (determine_god (owner));
1289     int div = 1;
1290    
1291     /* if undead are not an enemy of your god, you turn them
1292     * at half strength */
1293 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1294 root 1.40 div = 2;
1295 root 1.59
1296 root 1.40 /* Give a bonus if you resist turn undead */
1297     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298     scare_creature (op, owner);
1299     }
1300     else
1301     dam = 0; /* don't damage non undead - should we damage
1302     undead? */
1303     }
1304     break;
1305 root 1.44
1306 root 1.40 case ATNR_DEATH:
1307     deathstrike_player (op, hitter, &dam);
1308     break;
1309 root 1.44
1310 root 1.40 case ATNR_CHAOS:
1311 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1312 root 1.40 dam = 0;
1313     break;
1314 root 1.44
1315 root 1.40 case ATNR_COUNTERSPELL:
1316 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1317 root 1.40 dam = 0;
1318     /* This should never happen. Counterspell is handled
1319     * seperately and filtered out. If this does happen,
1320     * Counterspell has no effect on anything but spells, so it
1321     * does no damage. */
1322     break;
1323 root 1.44
1324 root 1.40 case ATNR_HOLYWORD:
1325     {
1326     /* This has already been handled by hit_player,
1327     * no need to check twice -- DAMN */
1328     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329    
1330     /* As with turn undead above, give a bonus on the saving throw */
1331     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1332     scare_creature (op, owner);
1333     }
1334     break;
1335 root 1.44
1336 root 1.40 case ATNR_LIFE_STEALING:
1337     {
1338     int new_hp;
1339    
1340     /* this is replacement to drain for players, instead of taking
1341     * exp it takes hp. It is geared for players, probably not
1342     * much use giving it to monsters
1343     *
1344     * life stealing doesn't do a lot of damage, but it gives the
1345     * damage it does do to the player. Given that,
1346     * it only does 1/10'th normal damage (hence the divide by
1347     * 1000).
1348     */
1349     /* You can't steal life from something undead */
1350     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1351     return 0;
1352 root 1.44
1353 root 1.40 /* If drain protection is higher than life stealing, use that */
1354     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356     else
1357     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358 root 1.44
1359 root 1.40 /* You die at -1 hp, not zero. */
1360     if (dam > (op->stats.hp + 1))
1361     dam = op->stats.hp + 1;
1362 root 1.44
1363 root 1.40 new_hp = hitter->stats.hp + dam;
1364     if (new_hp > hitter->stats.maxhp)
1365     new_hp = hitter->stats.maxhp;
1366 root 1.44
1367 root 1.40 if (new_hp > hitter->stats.hp)
1368     hitter->stats.hp = new_hp;
1369     }
1370 elmex 1.1 }
1371 root 1.40
1372 root 1.9 return dam;
1373 elmex 1.1 }
1374    
1375     /* GROS: This code comes from hit_player. It has been made external to
1376     * allow script procedures to "kill" objects in a combat-like fashion.
1377     * It was initially used by (kill-object) developed for the Collector's
1378     * Sword. Note that nothing has been changed from the original version
1379     * of the following code.
1380     * op is what is being killed.
1381     * dam is the damage done to it.
1382     * hitter is what is hitting it.
1383     * type is the attacktype.
1384     *
1385     * This function was a bit of a mess with hitter getting changed,
1386     * values being stored away but not used, etc. I've cleaned it up
1387     * a bit - I think it should be functionally equivalant.
1388     * MSW 2002-07-17
1389     */
1390 root 1.9 int
1391     kill_object (object *op, int dam, object *hitter, int type)
1392 elmex 1.1 {
1393 root 1.9 char buf[MAX_BUF];
1394     const char *skill;
1395     int maxdam = 0;
1396     int battleg = 0; /* true if op standing on battleground */
1397     int pk = 0; /* true if op and what controls hitter are both players */
1398 root 1.61 object *owner = 0;
1399     object *skop = 0;
1400 elmex 1.1
1401 root 1.9 if (op->stats.hp >= 0)
1402     return -1;
1403    
1404     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1405     return 0;
1406    
1407     /* maxdam needs to be the amount of damage it took to kill
1408     * this creature. The function(s) that call us have already
1409     * adjusted the creatures HP total, so that is negative.
1410     */
1411     maxdam = dam + op->stats.hp + 1;
1412    
1413     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1414     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1415    
1416     if (op->type == DOOR)
1417     {
1418 root 1.63 op->set_speed (0.1f);
1419     op->speed_left = -0.05f;
1420 root 1.9 return maxdam;
1421     }
1422 root 1.20
1423 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1424     {
1425 root 1.26 op->destroy ();
1426 root 1.9 return maxdam;
1427     }
1428    
1429     /* Now lets start dealing with experience we get for killing something */
1430    
1431 root 1.27 owner = hitter->owner;
1432 root 1.20 if (!owner)
1433 root 1.9 owner = hitter;
1434    
1435     /* is the victim (op) standing on battleground? */
1436     if (op_on_battleground (op, NULL, NULL))
1437     battleg = 1;
1438    
1439     /* is this player killing? */
1440     if (op->type == PLAYER && owner->type == PLAYER)
1441     pk = 1;
1442    
1443     /* Player killed something */
1444     if (owner->type == PLAYER)
1445     {
1446     Log_Kill (owner->name,
1447     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1448    
1449     /* Log players killing other players - makes it easier to detect
1450     * and filter out malicious player killers - that is why the
1451     * ip address is included.
1452     */
1453     if (op->type == PLAYER && !battleg)
1454     {
1455     time_t t = time (NULL);
1456     struct tm *tmv;
1457     char buf[256];
1458    
1459     tmv = localtime (&t);
1460     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1461    
1462 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1463 root 1.9 }
1464    
1465     /* try to filter some things out - basically, if you are
1466     * killing a level 1 creature and your level 20, you
1467     * probably don't want to see that.
1468     */
1469     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1470     {
1471     if (owner != hitter)
1472 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1473 root 1.9 else
1474 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1475    
1476 root 1.9 /* Only play sounds for melee kills */
1477     if (hitter->type == PLAYER)
1478 root 1.72 owner->play_sound (sound_find ("player_kills"));
1479 root 1.9 }
1480    
1481     /* If a player kills another player, not on
1482     * battleground, the "killer" looses 1 luck. Since this is
1483     * not reversible, it's actually quite a pain IMHO. -AV
1484     * Fix bug in that we were changing the luck of the hitter, not
1485     * player that the object belonged to - so if you killed another player
1486     * with spells, pets, whatever, there was no penalty.
1487     * Changed to make luck penalty configurable in settings.
1488     */
1489     if (op->type == PLAYER && owner != op && !battleg)
1490 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1491 root 1.9
1492     /* This code below deals with finding the appropriate skill
1493 root 1.61 * to credit exp to. This is a bit problematic - we should
1494 root 1.9 * probably never really have to look at current_weapon->skill
1495     */
1496 root 1.20 skill = 0;
1497    
1498 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1499     skill = hitter->skill;
1500     else if (owner->chosen_skill)
1501     {
1502 root 1.61 skop = owner->chosen_skill;
1503     skill = skop->skill;
1504 root 1.9 }
1505     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1506     skill = owner->current_weapon->skill;
1507     else
1508     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1509 elmex 1.1
1510 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1511 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1512 root 1.9 */
1513     if ((!skop || skop->type != SKILL) && skill)
1514     {
1515     int i;
1516 elmex 1.1
1517 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1518     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1519     {
1520     skop = owner->contr->last_skill_ob[i];
1521     break;
1522     }
1523 root 1.5 }
1524 root 1.9 } /* Was it a player that hit somethign */
1525     else
1526 root 1.20 skill = 0;
1527 root 1.9
1528     /* Pet (or spell) killed something. */
1529     if (owner != hitter)
1530 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1531     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1532 root 1.9 else
1533 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1534     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1535     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536    
1537 root 1.9 /* These may have been set in the player code section above */
1538     if (!skop)
1539     skop = hitter->chosen_skill;
1540 root 1.20
1541 root 1.9 if (!skill && skop)
1542     skill = skop->skill;
1543    
1544     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1545    
1546     /* If you didn't kill yourself, and your not the wizard */
1547 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1548 root 1.9 {
1549     int exp;
1550    
1551     /* Really don't give much experience for killing other players */
1552 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1553 root 1.9 if (op->type == PLAYER)
1554     {
1555     if (battleg)
1556     {
1557     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 root 1.5 }
1560 root 1.9 else
1561     exp = op->stats.exp / 1000;
1562 elmex 1.1 }
1563 root 1.9 else
1564     exp = calc_skill_exp (owner, op, skop);
1565 elmex 1.1
1566 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1567     * exp by killing him
1568     */
1569     if (battleg)
1570     exp = 0;
1571 elmex 1.1
1572 root 1.9 /* Don't know why this is set this way - doesn't make
1573     * sense to just divide everything by two for no reason.
1574     */
1575 elmex 1.1
1576 root 1.9 if (!settings.simple_exp)
1577     exp = exp / 2;
1578 root 1.5
1579 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1580 root 1.23 change_exp (owner, exp, skill, 0);
1581 root 1.9 else
1582     {
1583     int shares = 0, count = 0;
1584     partylist *party = owner->contr->party;
1585 root 1.5
1586 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1587 root 1.35
1588 root 1.33 for_all_players (pl)
1589 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1590     {
1591     count++;
1592     shares += (pl->ob->level + 4);
1593     }
1594    
1595 root 1.23 if (count == 1 || shares > exp || !shares)
1596 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1597     else
1598     {
1599     int share = exp / shares, given = 0, nexp;
1600    
1601 root 1.33 for_all_players (pl)
1602 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1603     {
1604     nexp = (pl->ob->level + 4) * share;
1605     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1606     given += nexp;
1607     }
1608    
1609 root 1.9 exp -= given;
1610     /* give any remainder to the player */
1611     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1612 root 1.5 }
1613 root 1.9 } /* else part of a party */
1614     } /* end if person didn't kill himself */
1615 elmex 1.1
1616 root 1.9 if (op->type != PLAYER)
1617     {
1618     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1619     {
1620 root 1.27 object *owner1 = op->owner;
1621 elmex 1.1
1622 root 1.20 if (owner1 && owner1->type == PLAYER)
1623 root 1.9 {
1624 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1626     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1627 root 1.5 }
1628 root 1.12
1629 root 1.9 remove_friendly_object (op);
1630 root 1.5 }
1631 root 1.12
1632 root 1.26 op->destroy ();
1633 elmex 1.1 }
1634 root 1.9 else
1635     {
1636 root 1.20 /* Player has been killed! */
1637 root 1.9 if (owner->type == PLAYER)
1638 root 1.22 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1639 root 1.9 else
1640 root 1.12 assign (op->contr->killer, hitter->name);
1641 elmex 1.1 }
1642 root 1.12
1643 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644     * continues in the calling function.
1645     */
1646     return maxdam;
1647 elmex 1.1 }
1648    
1649     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1650     * Returns 0 this is not friendly fire
1651     */
1652 root 1.9 int
1653     friendly_fire (object *op, object *hitter)
1654     {
1655     object *owner;
1656     int friendlyfire;
1657    
1658     if (hitter->head)
1659     hitter = hitter->head;
1660    
1661     friendlyfire = 0;
1662    
1663     if (op->type == PLAYER)
1664     {
1665     if (op_on_battleground (hitter, 0, 0))
1666     return 0;
1667    
1668     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1669     return 1;
1670    
1671 root 1.27 if ((owner = hitter->owner) != NULL)
1672 root 1.9 {
1673     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1674     friendlyfire = 2;
1675     }
1676    
1677     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1678     friendlyfire = 0;
1679 elmex 1.1 }
1680 root 1.62
1681 root 1.9 return friendlyfire;
1682 elmex 1.1 }
1683    
1684     /* This isn't used just for players, but in fact most objects.
1685     * op is the object to be hit, dam is the amount of damage, hitter
1686     * is what is hitting the object, type is the attacktype, and
1687     * full_hit is set if monster area does not matter.
1688     * dam is base damage - protections/vulnerabilities/slaying matches can
1689     * modify it.
1690     */
1691 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1692     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1693 root 1.9 int
1694     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1695     {
1696     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1697     int maxattacktype, attacknum;
1698     int body_attack = op && op->head; /* Did we hit op's head? */
1699     int simple_attack;
1700     int rtn_kill = 0;
1701     int friendlyfire;
1702 elmex 1.1
1703 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1704     return 0;
1705 elmex 1.1
1706 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1707     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1708     return 0;
1709 elmex 1.1
1710 root 1.64 // only allow pk for hostile players
1711 root 1.9 if (op->type == PLAYER)
1712     {
1713 root 1.27 object *owner = hitter->owner;
1714 root 1.9
1715     if (!owner)
1716     owner = hitter;
1717 root 1.18
1718 root 1.56 if (owner->type == PLAYER
1719     && (!op_on_battleground (op, 0, 0)
1720     && (op->contr->peaceful || owner->contr->peaceful))
1721     && op != owner)
1722 root 1.18 return 0;
1723 elmex 1.1 }
1724    
1725 root 1.9 if (body_attack)
1726     {
1727     /* slow and paralyze must hit the head. But we don't want to just
1728     * return - we still need to process other attacks the spell still
1729     * might have. So just remove the paralyze and slow attacktypes,
1730     * and keep on processing if we have other attacktypes.
1731     * return if only magic or nothing is left - under normal code
1732     * we don't attack with pure magic if there is another attacktype.
1733     * Only do processing if the initial attacktype includes one of those
1734     * attack so we don't cancel out things like magic bullet.
1735     */
1736     if (type & (AT_PARALYZE | AT_SLOW))
1737     {
1738     type &= ~(AT_PARALYZE | AT_SLOW);
1739 root 1.18
1740 root 1.9 if (!type || type == AT_MAGIC)
1741     return 0;
1742 root 1.5 }
1743 elmex 1.1 }
1744    
1745 root 1.9 if (!simple_attack && op->type == DOOR)
1746     {
1747 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1748 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1749     {
1750     spring_trap (tmp, hitter);
1751 root 1.26
1752 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1753 root 1.9 return 0;
1754 root 1.26
1755 root 1.9 break;
1756     }
1757 elmex 1.1 }
1758    
1759 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1760     {
1761     /* FIXME: If a player is killed by a rune in a door, the
1762 root 1.18 * destroyed() check above doesn't return, and might get here.
1763 root 1.9 */
1764 elmex 1.54
1765     /* FIXME: This for example happens when a dead door is on a mover and
1766     gets it's speed_left raised on each mover-tick.
1767     Doors are removed in a kinda funny way by giving them speed and speed_left
1768     and waiting for that to run out.
1769     */
1770     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1771 root 1.9 return 0;
1772 elmex 1.1 }
1773    
1774     #ifdef ATTACK_DEBUG
1775 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1776 elmex 1.1 #endif
1777    
1778 root 1.9 if (magic)
1779     {
1780 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1781     * in case 0>dam>1, we try to "simulate" a float value-effect */
1782 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 elmex 1.1 if (dam >= 100)
1784 root 1.5 dam /= 100;
1785 elmex 1.1 else
1786 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 elmex 1.1 }
1788    
1789 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1790     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1791     */
1792     if (type & AT_CHAOS)
1793     {
1794     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1795     update_object (op, UP_OBJ_FACE);
1796 elmex 1.1 type &= ~AT_CHAOS;
1797     }
1798    
1799 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1800     * holyword is part of an attacktype, then make sure the creature is
1801     * a proper match, otherwise no damage.
1802     */
1803     if (type & AT_HOLYWORD)
1804     {
1805     object *god;
1806    
1807     if ((!hitter->slaying ||
1808     (!(op->race && strstr (hitter->slaying, op->race)) &&
1809     !(op->name && strstr (hitter->slaying, op->name)))) &&
1810     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811     (hitter->title != NULL
1812 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1813 root 1.9 return 0;
1814 elmex 1.1 }
1815    
1816 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1817 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1818     {
1819     /* Magic isn't really a true attack type - it gets combined with other
1820     * attack types. As such, skip it over. However, if magic is
1821     * the only attacktype in the group, then still attack with it
1822     */
1823     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1824     continue;
1825    
1826     /* Go through and hit the player with each attacktype, one by one.
1827     * hit_player_attacktype only figures out the damage, doesn't inflict
1828     * it. It will do the appropriate action for attacktypes with
1829     * effects (slow, paralization, etc.
1830     */
1831     if (type & attacktype)
1832     {
1833     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1834     /* the >= causes us to prefer messages from special attacks, if
1835     * the damage is equal.
1836     */
1837     if (ndam >= maxdam)
1838     {
1839 root 1.5 maxdam = ndam;
1840 root 1.9 maxattacktype = 1 << attacknum;
1841 root 1.5 }
1842     }
1843 elmex 1.1 }
1844 root 1.9
1845     /* if this is friendly fire then do a set % of damage only
1846     * Note - put a check in to make sure this attack is actually
1847     * doing damage - otherwise, the +1 in the code below will make
1848     * an attack do damage before when it otherwise didn't
1849     */
1850     friendlyfire = friendly_fire (op, hitter);
1851     if (friendlyfire && maxdam)
1852     {
1853     maxdam = ((dam * settings.set_friendly_fire) / 100);
1854    
1855 elmex 1.1 #ifdef ATTACK_DEBUG
1856 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1857     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1858 elmex 1.1 #endif
1859     }
1860    
1861 root 1.9 if (!full_hit)
1862     {
1863     int area;
1864     int remainder;
1865    
1866     area = 0;
1867 root 1.68
1868     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1869 root 1.9 area++;
1870 root 1.68
1871 root 1.9 assert (area > 0);
1872    
1873     /* basically: maxdam /= area; we try to "simulate" a float
1874     value-effect */
1875     remainder = 100 * (maxdam % area) / area;
1876     maxdam /= area;
1877 root 1.47 if (rndm (100) < remainder)
1878 root 1.9 maxdam++;
1879 elmex 1.1 }
1880    
1881     #ifdef ATTACK_DEBUG
1882 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1883 elmex 1.1 #endif
1884    
1885 root 1.57 // for now, only do this for active objects, otherwise they
1886     // keep a refcount for a long time and I see no usefulness
1887     // for an non-active objetc to know its enemy.
1888     if (op->active)
1889     if (hitter->owner)
1890     op->enemy = hitter->owner;
1891     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1892     op->enemy = hitter;
1893 root 1.9
1894     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1895     {
1896     /* The unaggressives look after themselves 8) */
1897     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1898     npc_call_help (op);
1899     }
1900    
1901     if (magic && did_make_save (op, op->level, 0))
1902     maxdam = maxdam / 2;
1903    
1904     attack_message (maxdam, maxattacktype, op, hitter);
1905    
1906     op->stats.hp -= maxdam;
1907    
1908     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1909     if ((op->stats.hp >= 0) &&
1910     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1911     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1912     {
1913 elmex 1.1
1914 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1915     SET_FLAG (op, FLAG_RUN_AWAY);
1916     else
1917     scare_creature (op, hitter);
1918 elmex 1.1 }
1919    
1920 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1921     {
1922     if (maxdam)
1923     tear_down_wall (op);
1924 root 1.26
1925 root 1.9 return maxdam; /* nothing more to do for wall */
1926     }
1927 elmex 1.1
1928 root 1.9 /* See if the creature has been killed */
1929     rtn_kill = kill_object (op, maxdam, hitter, type);
1930     if (rtn_kill != -1)
1931     return rtn_kill;
1932 elmex 1.1
1933    
1934 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1935     * that before if the player was immune to ghosthit, the monster
1936     * remained - that is no longer the case.
1937     */
1938     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1939 root 1.56 hitter->destroy ();
1940 root 1.26
1941 root 1.9 /* Lets handle creatures that are splitting now */
1942     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1943     {
1944     int i;
1945     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1946     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1947 root 1.27 object *owner = op->owner;
1948 root 1.5
1949 root 1.9 if (!op->other_arch)
1950     {
1951     LOG (llevError, "SPLITTING without other_arch error.\n");
1952     return maxdam;
1953     }
1954 root 1.26
1955 root 1.25 op->remove ();
1956 root 1.26
1957 root 1.76 for (i = 0; i < op->stats.food; i++)
1958 root 1.9 { /* This doesn't handle op->more yet */
1959     object *tmp = arch_to_object (op->other_arch);
1960     int j;
1961    
1962     tmp->stats.hp = op->stats.hp;
1963 root 1.26
1964 root 1.9 if (friendly)
1965     {
1966     add_friendly_object (tmp);
1967     tmp->attack_movement = PETMOVE;
1968 root 1.39
1969     if (owner)
1970 root 1.27 tmp->set_owner (owner);
1971 root 1.9 }
1972 root 1.26
1973 root 1.9 if (unaggressive)
1974     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1975 root 1.26
1976 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977 root 1.26
1978 root 1.9 if (j == -1) /* No spot to put this monster */
1979 root 1.26 tmp->destroy ();
1980 root 1.9 else
1981     {
1982     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1983     insert_ob_in_map (tmp, op->map, NULL, 0);
1984     }
1985     }
1986 root 1.26
1987     op->destroy ();
1988 root 1.9 }
1989     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 root 1.26 hitter->destroy ();
1991    
1992 root 1.9 return maxdam;
1993     }
1994    
1995     void
1996     poison_player (object *op, object *hitter, int dam)
1997     {
1998 root 1.16 archetype *at = archetype::find ("poisoning");
1999 root 1.9 object *tmp = present_arch_in_ob (at, op);
2000 elmex 1.1
2001 root 1.9 if (tmp == NULL)
2002     {
2003     if ((tmp = arch_to_object (at)) == NULL)
2004     LOG (llevError, "Failed to clone arch poisoning.\n");
2005     else
2006     {
2007     tmp = insert_ob_in_ob (tmp, op);
2008     /* peterm: give poisoning some teeth. It should
2009     * be able to kill things better than it does:
2010     * damage should be dependent something--I choose to
2011     * do this: if it's a monster, the damage from the
2012     * poisoning goes as the level of the monster/2.
2013     * If anything else, goes as damage.
2014     */
2015    
2016     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2017     tmp->stats.dam += hitter->level / 2;
2018     else
2019     tmp->stats.dam = dam;
2020    
2021 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2022 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2023     {
2024     tmp->skill = hitter->skill;
2025     }
2026    
2027     tmp->stats.food += dam; /* more damage, longer poisoning */
2028    
2029     if (op->type == PLAYER)
2030     {
2031     /* player looses stats, maximum is -10 of each */
2032     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2033     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2034     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2035     tmp->stats.Int = MAX (-dam / 7, -10);
2036     SET_FLAG (tmp, FLAG_APPLIED);
2037 root 1.32 op->update_stats ();
2038 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 root 1.75 op->play_sound (tmp->sound);
2040 root 1.9 }
2041 root 1.63
2042 root 1.9 if (hitter->type == PLAYER)
2043     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2045 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 root 1.5 }
2047 root 1.63
2048 root 1.9 tmp->speed_left = 0;
2049     }
2050     else
2051     tmp->stats.food++;
2052     }
2053    
2054     void
2055     slow_player (object *op, object *hitter, int dam)
2056     {
2057 root 1.16 archetype *at = archetype::find ("slowness");
2058 root 1.9 object *tmp;
2059    
2060     if (at == NULL)
2061 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2062    
2063 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064     {
2065     tmp = arch_to_object (at);
2066     tmp = insert_ob_in_ob (tmp, op);
2067     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068     }
2069     else
2070     tmp->stats.food++;
2071 root 1.62
2072 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2073     tmp->speed_left = 0;
2074 root 1.32 op->update_stats ();
2075 elmex 1.1 }
2076    
2077 root 1.9 void
2078     confuse_player (object *op, object *hitter, int dam)
2079     {
2080     object *tmp;
2081     int maxduration;
2082 elmex 1.1
2083 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2084     if (!tmp)
2085     {
2086     tmp = get_archetype (FORCE_NAME);
2087     tmp = insert_ob_in_ob (tmp, op);
2088     }
2089 root 1.5
2090 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2091     * on the player's resistance
2092     */
2093     tmp->speed = 0.05;
2094     tmp->subtype = FORCE_CONFUSION;
2095     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2096     tmp->name = "confusion";
2097     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098 root 1.62
2099 root 1.9 if (tmp->duration > maxduration)
2100     tmp->duration = maxduration;
2101    
2102     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104 root 1.62
2105 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2106     }
2107 root 1.5
2108 root 1.9 void
2109     blind_player (object *op, object *hitter, int dam)
2110     {
2111     object *tmp, *owner;
2112 root 1.5
2113 root 1.9 /* Save some work if we know it isn't going to affect the player */
2114     if (op->resist[ATNR_BLIND] == 100)
2115     return;
2116 root 1.5
2117 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2118     if (!tmp)
2119     {
2120     tmp = get_archetype ("blindness");
2121     SET_FLAG (tmp, FLAG_BLIND);
2122     SET_FLAG (tmp, FLAG_APPLIED);
2123 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2124     * speed is a float anyways.
2125     */
2126 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2127 elmex 1.1
2128 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2129     change_abil (op, tmp); /* Mostly to display any messages */
2130 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2131 elmex 1.1
2132 root 1.9 if (hitter->owner)
2133 root 1.27 owner = hitter->owner;
2134 root 1.9 else
2135     owner = hitter;
2136 elmex 1.1
2137 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2138     }
2139     tmp->stats.food += dam;
2140     if (tmp->stats.food > 10)
2141     tmp->stats.food = 10;
2142 elmex 1.1 }
2143    
2144 root 1.9 void
2145     paralyze_player (object *op, object *hitter, int dam)
2146 elmex 1.1 {
2147 root 1.9 float effect, max;
2148    
2149     /* object *tmp; */
2150 elmex 1.1
2151 root 1.9 /* This is strange stuff... someone knows for what this is
2152     * written? Well, i think this can and should be removed
2153     */
2154 elmex 1.1
2155 root 1.9 /*
2156     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2157     tmp=clone_arch(PARAIMAGE);
2158     tmp->x=op->x,tmp->y=op->y;
2159     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2160     }
2161     */
2162 elmex 1.1
2163 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2164     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2165 elmex 1.1
2166 root 1.9 if (effect == 0)
2167     return;
2168 elmex 1.1
2169 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2170     /* tmp->stats.food+=(signed short) effect/op->speed; */
2171 elmex 1.1
2172 root 1.9 /* max number of ticks to be affected for. */
2173     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2174     if (op->speed_left < -(FABS (op->speed) * max))
2175     op->speed_left = (float) -(FABS (op->speed) * max);
2176 elmex 1.1
2177     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2178     }
2179    
2180     /* Attempts to kill 'op'. hitter is the attack object, dam is
2181     * the computed damaged.
2182     */
2183 root 1.9 void
2184     deathstrike_player (object *op, object *hitter, int *dam)
2185 elmex 1.1 {
2186 root 1.9 /* The intention of a death attack is to kill outright things
2187     ** that are a lot weaker than the attacker, have a chance of killing
2188     ** things somewhat weaker than the caster, and no chance of
2189     ** killing something equal or stronger than the attacker.
2190     ** Also, if a deathstrike attack has a slaying, any monster
2191     ** whose name or race matches a comma-delimited list in the slaying
2192     ** field of the deathstriking object */
2193    
2194     int atk_lev, def_lev, kill_lev;
2195    
2196     if (hitter->slaying)
2197 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2198 root 1.9 return;
2199    
2200     def_lev = op->level;
2201     if (def_lev < 1)
2202     {
2203 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2204 root 1.9 def_lev = 1;
2205     }
2206 root 1.52
2207 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2209     atk_lev, def_lev); */
2210    
2211     if (atk_lev >= def_lev)
2212     {
2213     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2214    
2215     /* Note that the below effectively means the ratio of the atk vs
2216     * defener level is important - if level 52 character has very little
2217     * chance of killing a level 50 monster. This should probably be
2218     * redone.
2219     */
2220     if (kill_lev >= def_lev)
2221     {
2222     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2223     /* I think this doesn't really do much. Because of
2224     * integer rounding, this only makes any difference if the
2225     * attack level is double the defender level.
2226     */
2227     *dam *= kill_lev / def_lev;
2228 root 1.5 }
2229 root 1.9 }
2230     else
2231 root 1.52 *dam = 0; /* no harm done */
2232 elmex 1.1 }
2233    
2234     /* thrown_item_effect() - handles any special effects of thrown
2235     * items (like attacking living creatures--a potion thrown at a
2236     * monster).
2237     */
2238 root 1.9 static void
2239     thrown_item_effect (object *hitter, object *victim)
2240 elmex 1.1 {
2241 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242     {
2243     /* May not need a switch for just 2 types, but this makes it
2244     * easier for expansion.
2245     */
2246     switch (hitter->type)
2247     {
2248 root 1.5 case POTION:
2249 root 1.9 /* should player get a save throw instead of checking magic protection? */
2250     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2251     (void) apply_potion (victim, hitter);
2252     break;
2253    
2254     case POISON: /* poison drinks */
2255     /* As with potions, should monster get a save? */
2256     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2257     apply_poison (victim, hitter);
2258     break;
2259    
2260     /* Removed case statements that did nothing.
2261     * food may be poisonous, but monster must be willing to eat it,
2262     * so we don't handle it here.
2263     * Containers should perhaps break open, but that code was disabled.
2264     */
2265 root 1.5 }
2266 elmex 1.1 }
2267     }
2268    
2269     /* adj_attackroll() - adjustments to attacks by various conditions */
2270 root 1.9 int
2271     adj_attackroll (object *hitter, object *target)
2272     {
2273 elmex 1.1 object *attacker = hitter;
2274 root 1.9 int adjust = 0;
2275 elmex 1.1
2276     /* safety */
2277 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2278     {
2279     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2280     return 0;
2281     }
2282 elmex 1.1
2283     /* aimed missiles use the owning object's sight */
2284 root 1.9 if (is_aimed_missile (hitter))
2285     {
2286 root 1.27 if ((attacker = hitter->owner) == NULL)
2287 root 1.9 attacker = hitter;
2288     /* A player who saves but hasn't quit still could have objects
2289     * owned by him - need to handle that case to avoid crashes.
2290     */
2291     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2292     attacker = hitter;
2293     }
2294     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2295 elmex 1.1 return 0;
2296    
2297 root 1.9 /* determine the condtions under which we make an attack.
2298     * Add more cases, as the need occurs. */
2299 elmex 1.1
2300 root 1.9 if (!can_see_enemy (attacker, target))
2301     {
2302     /* target is unseen */
2303     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2304     adjust -= 10;
2305     /* dark map penalty for the hitter (lacks infravision if we got here). */
2306     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2307     adjust -= target->map->darkness;
2308     }
2309 elmex 1.1
2310 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2311 elmex 1.1 adjust -= 3;
2312    
2313 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2314 elmex 1.1 adjust += 1;
2315    
2316 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2317 elmex 1.1 adjust += 1;
2318    
2319 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2320 elmex 1.1 adjust -= 3;
2321    
2322     /* if we attack at a different 'altitude' its harder */
2323 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2324 elmex 1.1 adjust -= 2;
2325    
2326     #if 0
2327     /* slower attacks are less likely to succeed. We should use a
2328     * comparison between attacker/target speeds BUT, players have
2329     * a generally faster speed, so this will wind up being a HUGE
2330     * disadantage for the monsters! Too bad, because missiles which
2331     * fly fast should have a better chance of hitting a slower target.
2332     */
2333 root 1.9 if (hitter->speed < target->speed)
2334     adjust += ((float) hitter->speed - target->speed);
2335 elmex 1.1 #endif
2336    
2337     #if 0
2338 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2339 elmex 1.1 #endif
2340    
2341     return adjust;
2342 root 1.9 }
2343 elmex 1.1
2344     /* determine if the object is an 'aimed' missile */
2345 root 1.9 int
2346     is_aimed_missile (object *op)
2347     {
2348 elmex 1.1
2349 root 1.9 /* I broke what used to be one big if into a few nested
2350     * ones so that figuring out the logic is at least possible.
2351     */
2352     if (op && (op->move_type & MOVE_FLYING))
2353 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2354     return 1;
2355     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2356     return 1;
2357 root 1.53
2358 root 1.9 return 0;
2359     }