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Revision: 1.87
Committed: Mon Jul 14 18:36:43 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.86: +21 -24 lines
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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 1.82 if (object *pl = op->visible_to ())
68     esrv_update_item (UPD_FLAGS, pl, 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 root 1.87 if (!op->materialname)
83 root 1.9 {
84 root 1.87 for (mt = materialt; mt && mt->next; 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 root 1.87 if (type == 0) return TRUE;
110    
111     if (roll == 20) return TRUE;
112     if (roll == 1) return FALSE;
113 root 1.9
114     for (number = 0; number < NROFATTACKS; number++)
115     {
116     i = 1 << number;
117 root 1.87
118 root 1.9 if (!(i & type))
119     continue;
120 root 1.87
121 root 1.9 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 root 1.87 * Also, objects which are potential "lights" that are hit by
158 root 1.9 * 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 1.84 if ((op = archetype::get (arch)))
172 root 1.9 {
173     if (env)
174 root 1.87 env->insert (op);
175 root 1.9 else
176 root 1.87 m->insert (op, x, y, originator);
177 root 1.9 }
178 root 1.13
179 root 1.9 return;
180     }
181 root 1.13
182 root 1.9 if (type & AT_CANCELLATION)
183     { /* Cancellation. */
184     cancellation (op);
185     fix_stopped_item (op, m, originator);
186     return;
187     }
188 root 1.13
189 root 1.9 if (op->nrof > 1)
190     {
191 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
192 root 1.9 fix_stopped_item (op, m, originator);
193 elmex 1.1 }
194 root 1.9 else
195 root 1.87 {
196     // drop everything to the ground, if possible
197     while (op->inv)
198     op->inv->insert_at (originator);
199    
200     op->destroy ();
201     }
202 root 1.13
203 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
204 root 1.13 if (env)
205     {
206 root 1.84 op = archetype::get (shstr_burnout);
207 root 1.13 op->x = env->x, op->y = env->y;
208 root 1.84 env->insert (op);
209 root 1.13 }
210     else
211 root 1.84 replace_insert_ob_in_map (shstr_burnout, originator);
212 root 1.13
213 root 1.9 return;
214     }
215 root 1.15
216 root 1.9 /* The value of 50 is arbitrary. */
217     if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
218     {
219 root 1.84 archetype *at = archetype::find (shstr_icecube);
220 root 1.9
221     if (at == NULL)
222 root 1.5 return;
223 root 1.15
224 root 1.9 op = stop_item (op);
225     if (op == NULL)
226 elmex 1.1 return;
227 root 1.15
228 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
229     if (!tmp)
230 root 1.9 {
231     tmp = arch_to_object (at);
232     tmp->x = op->x, tmp->y = op->y;
233     /* This was in the old (pre new movement code) -
234     * icecubes have slow_move set to 1 - don't want
235     * that for ones we create.
236     */
237     tmp->move_slow_penalty = 0;
238     tmp->move_slow = 0;
239     insert_ob_in_map (tmp, op->map, originator, 0);
240     }
241 root 1.15
242 root 1.87 tmp->insert (op);
243 root 1.9 return;
244 elmex 1.1 }
245     }
246    
247     /* Object op is hitting the map.
248     * op is going in direction 'dir'
249     * type is the attacktype of the object.
250     * full_hit is set if monster area does not matter.
251     * returns 1 if it hits something, 0 otherwise.
252     */
253 root 1.9 int
254     hit_map (object *op, int dir, int type, int full_hit)
255     {
256 root 1.19 maptile *map;
257 root 1.9 sint16 x, y;
258     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
259 elmex 1.1
260 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
261     {
262     LOG (llevError, "BUG: hit_map(): free object\n");
263     return 0;
264 elmex 1.1 }
265    
266 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
267     {
268 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
269 root 1.9 return 0;
270 elmex 1.1 }
271    
272 root 1.9 if (!op->map)
273     {
274     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
275     return 0;
276 elmex 1.1 }
277    
278 root 1.9 if (op->head)
279     op = op->head;
280    
281 root 1.86 mapxy pos (op);
282     pos.move (dir);
283 elmex 1.1
284 root 1.86 if (!pos.normalise ())
285 root 1.41 return 0;
286 root 1.9
287     // elmex: a safe map tile can't be hit!
288     // this should prevent most harmful effects on items and players there.
289 root 1.86 mapspace &ms = pos.ms ();
290 root 1.41
291     if (ms.flags () & P_SAFE)
292 root 1.9 return 0;
293    
294 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
295 root 1.9 * must be out here because it strikes things which are not alive
296     */
297 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 root 1.9 {
299 root 1.41 if (type & AT_COUNTERSPELL)
300     {
301     counterspell (op, dir); /* see spell_effect.c */
302 elmex 1.1
303 root 1.41 /* If the only attacktype is counterspell or magic, don't need
304     * to do any further processing.
305     */
306     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
307     return 0;
308 root 1.11
309 root 1.41 type &= ~AT_COUNTERSPELL;
310     }
311 elmex 1.1
312 root 1.41 if (type & AT_CHAOS)
313     {
314     shuffle_attack (op, 1); /* flag tells it to change the face */
315     update_object (op, UP_OBJ_FACE);
316     type &= ~AT_CHAOS;
317     }
318 elmex 1.1 }
319    
320 root 1.37 /* There may still be objects that were above 'next', but there is no
321     * simple way to find out short of copying all object references and
322     * tags into a temporary array before we start processing the first
323     * object. That's why we just abort on destroy.
324     *
325     * This happens whenever attack spells (like fire) hit a pile
326     * of objects. This is not a bug - nor an error.
327     */
328 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
329 root 1.9 {
330 root 1.37 object *tmp = next;
331 root 1.9 next = tmp->above;
332 root 1.11
333 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
334     * For example, 'tmp' was put in an icecube.
335     * This is one of the few cases where on_same_map should not be used.
336     */
337 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
338 root 1.9 continue;
339    
340     if (QUERY_FLAG (tmp, FLAG_ALIVE))
341     {
342     hit_player (tmp, op->stats.dam, op, type, full_hit);
343     retflag |= 1;
344 root 1.41
345 root 1.18 if (op->destroyed ())
346 root 1.5 break;
347     }
348 root 1.9 /* Here we are potentially destroying an object. If the object has
349     * NO_PASS set, it is also immune - you can't destroy walls. Note
350     * that weak walls have is_alive set, which prevent objects from
351     * passing over/through them. We don't care what type of movement
352     * the wall blocks - if it blocks any type of movement, can't be
353     * destroyed right now.
354     */
355 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
356 root 1.9 {
357     save_throw_object (tmp, type, op);
358 root 1.37
359 root 1.18 if (op->destroyed ())
360 root 1.9 break;
361 root 1.5 }
362 elmex 1.1 }
363 root 1.11
364 root 1.9 return 0;
365 elmex 1.1 }
366    
367 root 1.9 void
368     attack_message (int dam, int type, object *op, object *hitter)
369     {
370 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 root 1.9 int i, found = 0;
372 root 1.19 maptile *map;
373 elmex 1.1 object *next, *tmp;
374    
375     /* put in a few special messages for some of the common attacktypes
376     * a player might have. For example, fire, electric, cold, etc
377     * [garbled 20010919]
378     */
379    
380 root 1.9 if (dam == 9998 && op->type == DOOR)
381     {
382     sprintf (buf1, "unlock %s", &op->name);
383     sprintf (buf2, " unlocks");
384     found++;
385     }
386     if (dam < 0)
387     {
388     sprintf (buf1, "hit %s", &op->name);
389     sprintf (buf2, " hits");
390     found++;
391     }
392     else if (dam == 0)
393     {
394     sprintf (buf1, "missed %s", &op->name);
395     sprintf (buf2, " misses");
396     found++;
397     }
398     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
399 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
400 root 1.9 {
401     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
402     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
403     {
404     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
405     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
406     found++;
407     break;
408     }
409     }
410     else if (op->type == DOOR && !found)
411     {
412     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
413     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
414     {
415     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
416     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
417     found++;
418     break;
419     }
420     }
421 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
422 root 1.9 {
423     if (USING_SKILL (hitter, SK_KARATE))
424     {
425     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427     {
428     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
430 root 1.5 found++;
431     break;
432 root 1.9 }
433     }
434     else if (USING_SKILL (hitter, SK_CLAWING))
435     {
436     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
438     {
439     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
440     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
441 root 1.5 found++;
442     break;
443     }
444 root 1.9 }
445     else if (USING_SKILL (hitter, SK_PUNCHING))
446     {
447     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
449     {
450     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
451     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
452     found++;
453     break;
454 root 1.5 }
455     }
456 elmex 1.1 }
457 root 1.29
458 root 1.9 if (found)
459     {
460     /* done */
461     }
462 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
463 root 1.9 {
464     sprintf (buf1, "hit"); /* just in case */
465     for (i = 0; i < MAXATTACKMESS; i++)
466     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
467     {
468     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
469     found++;
470     break;
471     }
472     }
473 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
474 root 1.9 {
475 elmex 1.1 /* drain is first, because some items have multiple attypes */
476 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
477     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
478     {
479     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
480     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
481     found++;
482     break;
483     }
484     }
485 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
486 root 1.9 {
487     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
488     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
489     {
490     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
491     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
492     found++;
493     break;
494     }
495     }
496 root 1.29 else if (type & AT_COLD && op->is_alive ())
497 root 1.9 {
498     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
499     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
500     {
501     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
502     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
503     found++;
504     break;
505     }
506     }
507     else if (type & AT_FIRE)
508     {
509     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
510     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
511     {
512     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
513     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
514     found++;
515     break;
516     }
517     }
518     else if (hitter->current_weapon != NULL)
519     {
520     int mtype;
521    
522     switch (hitter->current_weapon->weapontype)
523     {
524 root 1.86 case WEAP_HIT:
525     mtype = ATM_BASIC;
526     break;
527     case WEAP_SLASH:
528     mtype = ATM_SLASH;
529     break;
530     case WEAP_PIERCE:
531     mtype = ATM_PIERCE;
532     break;
533     case WEAP_CLEAVE:
534     mtype = ATM_CLEAVE;
535     break;
536     case WEAP_SLICE:
537     mtype = ATM_SLICE;
538     break;
539     case WEAP_STAB:
540     mtype = ATM_STAB;
541     break;
542     case WEAP_WHIP:
543     mtype = ATM_WHIP;
544     break;
545     case WEAP_CRUSH:
546     mtype = ATM_CRUSH;
547     break;
548     case WEAP_BLUD:
549     mtype = ATM_BLUD;
550     break;
551     default:
552     mtype = ATM_BASIC;
553     break;
554 root 1.9 }
555 root 1.86
556 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
557     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
558     {
559     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
560     strcpy (buf2, attack_mess[mtype][i].buf3);
561     found++;
562     break;
563     }
564     }
565     else
566     {
567     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
568     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
569     {
570     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
571     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
572     found++;
573     break;
574     }
575 elmex 1.1 }
576    
577 root 1.9 if (!found)
578     {
579     strcpy (buf1, "hit");
580     strcpy (buf2, " hits");
581 elmex 1.1 }
582    
583 root 1.9 /* bail out if a monster is casting spells */
584 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
585 root 1.9 return;
586 elmex 1.1
587 root 1.9 /* scale down magic considerably. */
588     if (type & AT_MAGIC && rndm (0, 5))
589     return;
590 elmex 1.1
591 root 1.9 /* Did a player hurt another player? Inform both! */
592 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
593 root 1.9 {
594 root 1.27 if (hitter->owner != NULL)
595 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
596     else
597     {
598     sprintf (buf, "%s%s you.", &hitter->name, buf2);
599 root 1.74
600 root 1.9 if (dam != 0)
601     {
602     if (dam < 10)
603 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
604 root 1.9 else if (dam < 20)
605 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
606 root 1.9 else
607 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
608 root 1.5 }
609     }
610 root 1.72
611 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
612     } /* end of player hitting player */
613 elmex 1.1
614 root 1.9 if (hitter->type == PLAYER)
615     {
616     sprintf (buf, "You %s.", buf1);
617 root 1.74
618 root 1.9 if (dam != 0)
619     {
620     if (dam < 10)
621 root 1.74 op->play_sound (sound_find ("player_hits1"));
622 root 1.9 else if (dam < 20)
623 root 1.74 op->play_sound (sound_find ("player_hits2"));
624 root 1.9 else
625 root 1.74 op->play_sound (sound_find ("player_hits3"));
626 root 1.5 }
627 root 1.72
628 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
629     }
630 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
631 root 1.9 {
632 elmex 1.1 /* look for stacked spells and start reducing the message chances */
633 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
634     {
635     i = 4;
636     map = hitter->map;
637     if (out_of_map (map, hitter->x, hitter->y))
638     return;
639 root 1.53
640 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
641 root 1.9 if (next)
642     while (next)
643     {
644     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
645     i *= 3;
646 root 1.72
647 root 1.9 tmp = next;
648     next = tmp->above;
649     }
650 root 1.53
651 root 1.9 if (i < 0)
652 root 1.5 return;
653 root 1.53
654 root 1.9 if (rndm (0, i) != 0)
655     return;
656     }
657     else if (rndm (0, 5) != 0)
658     return;
659 root 1.53
660 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
661 root 1.72 op->play_sound (sound_find ("player_hits4"));
662 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
663 elmex 1.1 }
664     }
665    
666    
667 root 1.9 static int
668     get_attack_mode (object **target, object **hitter, int *simple_attack)
669 elmex 1.1 {
670 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
671     {
672     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
673     return 1;
674 elmex 1.1 }
675 root 1.77
676 root 1.9 if ((*target)->head)
677     *target = (*target)->head;
678 root 1.77
679 root 1.9 if ((*hitter)->head)
680     *hitter = (*hitter)->head;
681 root 1.77
682 root 1.86 if ((*target)->type == LOCKED_DOOR)
683     return 1; // locked doors cannot be hit
684    
685     if ((*hitter)->env || (*target)->env)
686 root 1.9 {
687     *simple_attack = 1;
688     return 0;
689 elmex 1.1 }
690 root 1.77
691 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
692 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693     || !(*hitter)->map
694     || !on_same_map (*hitter, *target))
695 elmex 1.1 {
696 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697     (*hitter)->debug_desc (), (*target)->debug_desc ());
698 root 1.9 return 1;
699 elmex 1.1 }
700 root 1.77
701 root 1.9 *simple_attack = 0;
702     return 0;
703 elmex 1.1 }
704    
705 root 1.9 static int
706     abort_attack (object *target, object *hitter, int simple_attack)
707 elmex 1.1 {
708 root 1.9
709 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
710     * determined by get_attack_mode(). Returns true if the relation has changed.
711     */
712 root 1.9 int new_mode;
713 elmex 1.1
714 root 1.9 if (hitter->env == target || target->env == hitter)
715     new_mode = 1;
716     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
717     return 1;
718     else
719     new_mode = 0;
720     return new_mode != simple_attack;
721 elmex 1.1 }
722    
723     static void thrown_item_effect (object *, object *);
724    
725 root 1.9 static int
726     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
727 elmex 1.1 {
728 root 1.9 int simple_attack, roll, dam = 0;
729     uint32 type;
730     shstr op_name;
731    
732     if (get_attack_mode (&op, &hitter, &simple_attack))
733     goto error;
734    
735     if (hitter->current_weapon)
736     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
737     return RESULT_INT (0);
738    
739     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
740     return RESULT_INT (0);
741 elmex 1.1
742 root 1.9 /*
743     * A little check to make it more difficult to dance forward and back
744     * to avoid ever being hit by monsters.
745     */
746 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
747 root 1.9 {
748     /* Decrease speed BEFORE calling process_object. Otherwise, an
749     * infinite loop occurs, with process_object calling move_monster,
750     * which then gets here again. By decreasing the speed before
751     * we call process_object, the 'if' statement above will fail.
752     */
753 root 1.65 --op->speed_left;
754 root 1.9 process_object (op);
755 root 1.26
756 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
757 elmex 1.1 goto error;
758 root 1.9 }
759 elmex 1.1
760 root 1.9 op_name = op->name;
761 root 1.3
762 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
763 elmex 1.1
764 root 1.9 /* Adjust roll for various situations. */
765     if (!simple_attack)
766     roll += adj_attackroll (hitter, op);
767 elmex 1.1
768 root 1.9 /* See if we hit the creature */
769     if (roll == 20 || op->stats.ac >= base_wc - roll)
770     {
771     int hitdam = base_dam;
772    
773     if (!simple_attack)
774 elmex 1.1 {
775 root 1.9 /* If you hit something, the victim should *always* wake up.
776     * Before, invisible hitters could avoid doing this.
777     * -b.t. */
778     if (QUERY_FLAG (op, FLAG_SLEEP))
779     CLEAR_FLAG (op, FLAG_SLEEP);
780    
781     /* If the victim can't see the attacker, it may alert others
782     * for help. */
783 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
784 root 1.9 npc_call_help (op);
785    
786     /* if you were hidden and hit by a creature, you are discovered */
787     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
788     {
789     make_visible (op);
790 root 1.59
791 root 1.9 if (op->type == PLAYER)
792     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
793     }
794    
795     /* thrown items (hitter) will have various effects
796     * when they hit the victim. For things like thrown daggers,
797     * this sets 'hitter' to the actual dagger, and not the
798     * wrapper object.
799     */
800     thrown_item_effect (hitter, op);
801 root 1.26
802 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
803 root 1.9 goto leave;
804     }
805    
806     /* Need to do at least 1 damage, otherwise there is no point
807     * to go further and it will cause FPE's below.
808     */
809     if (hitdam <= 0)
810     hitdam = 1;
811 elmex 1.1
812 root 1.9 type = hitter->attacktype;
813 root 1.18
814 root 1.9 if (!type)
815     type = AT_PHYSICAL;
816 root 1.18
817 root 1.9 /* Handle monsters that hit back */
818     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
819     {
820     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
821     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
822 root 1.18
823 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
824 root 1.18
825     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
826 root 1.5 goto leave;
827 root 1.9 }
828 elmex 1.1
829 root 1.9 /* In the new attack code, it should handle multiple attack
830     * types in its area, so remove it from here.
831     */
832     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
833 root 1.18
834     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
835 root 1.9 goto leave;
836     } /* end of if hitter hit op */
837     /* if we missed, dam=0 */
838    
839     /*attack_message(dam, type, op, hitter); */
840 elmex 1.1
841 root 1.9 goto leave;
842 elmex 1.1
843 root 1.9 error:
844     dam = 1;
845 elmex 1.1
846 root 1.9 leave:
847 elmex 1.1
848 root 1.9 return dam;
849 elmex 1.1 }
850    
851 root 1.9 int
852     attack_ob (object *op, object *hitter)
853 elmex 1.1 {
854 root 1.58 hitter = hitter->head_ ();
855 elmex 1.1
856 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
857 elmex 1.1 }
858    
859     /* op is the arrow, tmp is what is stopping the arrow.
860     *
861     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
862     */
863 root 1.9 static int
864     stick_arrow (object *op, object *tmp)
865 elmex 1.1 {
866 root 1.9 /* If the missile hit a player, we insert it in their inventory.
867     * However, if the missile is heavy, we don't do so (assume it falls
868     * to the ground after a hit). What a good value for this is up to
869     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
870     * stick around.
871     */
872     if (op->weight <= 5000 && tmp->stats.hp >= 0)
873     {
874 root 1.82 tmp->head_ ()->insert (op);
875 root 1.9 return 1;
876     }
877     else
878     return 0;
879 elmex 1.1 }
880    
881     /* hit_with_arrow() disassembles the missile, attacks the victim and
882     * reassembles the missile.
883     *
884     * It returns a pointer to the reassembled missile, or NULL if the missile
885     * isn't available anymore.
886     */
887 root 1.9 object *
888     hit_with_arrow (object *op, object *victim)
889 elmex 1.1 {
890 root 1.9 object *container, *hitter;
891     int hit_something = 0;
892    
893     /* Disassemble missile */
894     if (op->inv)
895     {
896     container = op;
897     hitter = op->inv;
898 root 1.25 hitter->remove ();
899 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
900     /* Note that we now have an empty THROWN_OBJ on the map. Code that
901     * might be called until this THROWN_OBJ is either reassembled or
902     * removed at the end of this function must be able to deal with empty
903     * THROWN_OBJs. */
904     }
905     else
906     {
907 root 1.21 container = 0;
908 root 1.9 hitter = op;
909     }
910    
911     /* Try to hit victim */
912     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
913    
914     /* Arrow attacks door, rune of summoning is triggered, demon is put on
915     * arrow, move_apply() calls this function, arrow sticks in demon,
916     * attack_ob_simple() returns, and we've got an arrow that still exists
917     * but is no longer on the map. Ugh. (Beware: Such things can happen at
918     * other places as well!)
919     */
920 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
921 root 1.9 {
922     if (container)
923     {
924 root 1.25 container->remove ();
925 root 1.26 container->destroy ();
926 elmex 1.1 }
927 root 1.21
928     return 0;
929 elmex 1.1 }
930    
931 root 1.9 /* Missile hit victim */
932     /* if the speed is > 10, then this is a fast moving arrow, we go straight
933     * through the target
934     */
935     if (hit_something && op->speed <= 10.0)
936     {
937     /* Stop arrow */
938 root 1.21 if (!container)
939 root 1.9 {
940     hitter = fix_stopped_arrow (hitter);
941 root 1.21 if (!hitter)
942     return 0;
943 root 1.9 }
944     else
945 root 1.26 container->destroy ();
946 elmex 1.1
947 root 1.9 /* Try to stick arrow into victim */
948 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
949 root 1.21 return 0;
950 root 1.9
951     /* Else try to put arrow on victim's map square
952     * remove check for P_WALL here. If the arrow got to this
953     * space, that is good enough - with the new movement code,
954     * there is now the potential for lots of spaces where something
955     * can fly over but not otherwise move over. What is the correct
956     * way to handle those otherwise?
957     */
958 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
959 root 1.9 {
960 root 1.25 hitter->remove ();
961 root 1.21 hitter->x = victim->x;
962     hitter->y = victim->y;
963 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
964 elmex 1.1 }
965 root 1.9 else
966 root 1.21 /* Else leave arrow where it is */
967     merge_ob (hitter, NULL);
968    
969     return 0;
970 elmex 1.1 }
971    
972 root 1.9 if (hit_something && op->speed >= 10.0)
973     op->speed -= 1.0;
974 elmex 1.1
975 root 1.9 /* Missile missed victim - reassemble missile */
976     if (container)
977     {
978 root 1.25 hitter->remove ();
979 root 1.9 insert_ob_in_ob (hitter, container);
980 elmex 1.1 }
981 root 1.21
982 root 1.9 return op;
983 elmex 1.1 }
984    
985 root 1.9 void
986     tear_down_wall (object *op)
987 elmex 1.1 {
988 root 1.9 int perc = 0;
989 elmex 1.1
990 root 1.9 if (!op->stats.maxhp)
991     {
992     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
993     perc = 1;
994 elmex 1.1 }
995 root 1.9 else if (!GET_ANIM_ID (op))
996     {
997     /* Object has been called - no animations, so remove it */
998     if (op->stats.hp < 0)
999 root 1.26 op->destroy ();
1000    
1001 root 1.9 return; /* no animations, so nothing more to do */
1002     }
1003 root 1.26
1004 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1005 root 1.26
1006 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1007     perc = NUM_ANIMATIONS (op) - 1;
1008     else if (perc < 1)
1009     perc = 1;
1010 root 1.26
1011 root 1.9 SET_ANIMATION (op, perc);
1012     update_object (op, UP_OBJ_FACE);
1013 root 1.26
1014 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1015     { /* Reached the last animation */
1016     if (op->face == blank_face)
1017 root 1.26 /* If the last face is blank, remove the ob */
1018     op->destroy ();
1019 root 1.9 else
1020     { /* The last face was not blank, leave an image */
1021     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1022     update_all_los (op->map, op->x, op->y);
1023     op->move_block = 0;
1024     CLEAR_FLAG (op, FLAG_ALIVE);
1025 root 1.5 }
1026 elmex 1.1 }
1027     }
1028    
1029 root 1.9 void
1030     scare_creature (object *target, object *hitter)
1031 elmex 1.1 {
1032 root 1.27 object *owner = hitter->owner;
1033 elmex 1.1
1034 root 1.9 if (!owner)
1035     owner = hitter;
1036 elmex 1.1
1037 root 1.9 SET_FLAG (target, FLAG_SCARED);
1038     if (!target->enemy)
1039     target->enemy = owner;
1040 elmex 1.1 }
1041    
1042     /* This returns the amount of damage hitter does to op with the
1043     * appropriate attacktype. Only 1 attacktype should be set at a time.
1044     * This doesn't damage the player, but returns how much it should
1045     * take. However, it will do other effects (paralyzation, slow, etc.)
1046     * Note - changed for PR code - we now pass the attack number and not
1047     * the attacktype. Makes it easier for the PR code. */
1048 root 1.9 int
1049     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1050     {
1051     int doesnt_slay = 1;
1052    
1053     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1054     if (attacknum >= NROFATTACKS)
1055     {
1056     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1057     return 0;
1058 elmex 1.1 }
1059 root 1.9
1060     if (dam < 0)
1061     {
1062 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063     dam, hitter->debug_desc (), op->debug_desc ());
1064 root 1.9 return 0;
1065 elmex 1.1 }
1066 root 1.9
1067     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1068     * people can't mess with that or it otherwise get confused. */
1069     if (attacknum == ATNR_INTERNAL)
1070     return dam;
1071    
1072     if (hitter->slaying)
1073     {
1074 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1075 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1076 root 1.9 {
1077     doesnt_slay = 0;
1078     dam *= 3;
1079     }
1080 elmex 1.1 }
1081    
1082 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1083     if (op->resist[attacknum])
1084     {
1085 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1086     * in case 0>dam>1, we try to "simulate" a float value-effect */
1087 root 1.9 dam *= (100 - op->resist[attacknum]);
1088     if (dam >= 100)
1089     dam /= 100;
1090 elmex 1.1 else
1091 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1092 elmex 1.1 }
1093    
1094 root 1.9 /* Special hack. By default, if immune to something, you
1095     * shouldn't need to worry. However, acid is an exception, since
1096     * it can still damage your items. Only include attacktypes if
1097     * special processing is needed */
1098    
1099 root 1.59 if (op->resist[attacknum] >= 100
1100     && doesnt_slay
1101     && attacknum != ATNR_ACID)
1102 root 1.9 return 0;
1103    
1104     /* Keep this in order - makes things easier to find */
1105    
1106     switch (attacknum)
1107     {
1108 root 1.40 case ATNR_PHYSICAL:
1109     /* here also check for diseases */
1110     check_physically_infect (op, hitter);
1111     break;
1112    
1113     /* Don't need to do anything for:
1114     magic,
1115     fire,
1116     electricity,
1117     cold */
1118    
1119     case ATNR_CONFUSION:
1120     case ATNR_POISON:
1121     case ATNR_SLOW:
1122     case ATNR_PARALYZE:
1123     case ATNR_FEAR:
1124     case ATNR_CANCELLATION:
1125     case ATNR_DEPLETE:
1126     case ATNR_BLIND:
1127     {
1128     /* chance for inflicting a special attack depends on the
1129     * difference between attacker's and defender's level
1130     */
1131     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1132    
1133     /* First, only creatures/players with speed can be affected.
1134     * Second, just getting hit doesn't mean it always affects
1135     * you. Third, you still get a saving through against the
1136     * effect.
1137     */
1138     if (op->speed &&
1139     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1140     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1141     {
1142 root 1.5
1143 root 1.40 /* Player has been hit by something */
1144     if (attacknum == ATNR_CONFUSION)
1145     confuse_player (op, hitter, dam);
1146     else if (attacknum == ATNR_POISON)
1147     poison_player (op, hitter, dam);
1148     else if (attacknum == ATNR_SLOW)
1149     slow_player (op, hitter, dam);
1150     else if (attacknum == ATNR_PARALYZE)
1151     paralyze_player (op, hitter, dam);
1152     else if (attacknum == ATNR_FEAR)
1153     scare_creature (op, hitter);
1154     else if (attacknum == ATNR_CANCELLATION)
1155     cancellation (op);
1156     else if (attacknum == ATNR_DEPLETE)
1157     op->drain_stat ();
1158     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1159     blind_player (op, hitter, dam);
1160     }
1161 root 1.59
1162 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1163     }
1164     break;
1165 root 1.44
1166 root 1.40 case ATNR_ACID:
1167     {
1168     int flag = 0;
1169 root 1.9
1170 root 1.40 /* Items only get corroded if you're not on a battleground and
1171     * if your acid resistance is below 50%. */
1172     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1173     {
1174 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 root 1.40 {
1176     if (tmp->invisible)
1177     continue;
1178     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1179 root 1.44 /* >= 10% acid res. on items will protect these */
1180 root 1.40 continue;
1181 root 1.49 if (!(tmp->materials & M_IRON))
1182 root 1.40 continue;
1183     if (tmp->magic < -4) /* Let's stop at -5 */
1184     continue;
1185 root 1.44 if (tmp->type == RING
1186     /* removed boots and gloves from exclusion list in PR */
1187     || tmp->type == GIRDLE
1188     || tmp->type == AMULET
1189     || tmp->type == WAND
1190     || tmp->type == ROD
1191     || tmp->type == HORN)
1192 root 1.40 continue; /* To avoid some strange effects */
1193    
1194     /* High damage acid has better chance of corroding
1195     objects */
1196     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197     {
1198     flag = 1;
1199     tmp->magic--;
1200 root 1.82
1201     if (object *pl = tmp->visible_to ())
1202     {
1203     /* Make this more visible */
1204     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206    
1207     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208     }
1209 root 1.40 }
1210     }
1211 root 1.44
1212 root 1.40 if (flag)
1213     op->update_stats (); /* Something was corroded */
1214     }
1215     }
1216     break;
1217 root 1.44
1218 root 1.40 case ATNR_DRAIN:
1219     {
1220     /* rate is the proportion of exp drained. High rate means
1221     * not much is drained, low rate means a lot is drained.
1222     */
1223     int rate;
1224 root 1.9
1225 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1226     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1227     else
1228     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1229 root 1.9
1230 root 1.40 if (op->stats.exp <= rate)
1231     {
1232     if (op->type == GOLEM)
1233     dam = 999; /* Its force is "sucked" away. 8) */
1234     else
1235     /* If we can't drain, lets try to do physical damage */
1236     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1237     }
1238     else
1239     {
1240     /* Randomly give the hitter some hp */
1241     if (hitter->stats.hp < hitter->stats.maxhp &&
1242     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1243     hitter->stats.hp++;
1244    
1245     /* Can't do drains on battleground spaces.
1246     * Move the wiz check up here - before, the hitter wouldn't gain exp
1247     * exp, but the wiz would still lose exp! If drainee is a wiz,
1248     * nothing happens.
1249     * Try to credit the owner. We try to display player -> player drain
1250     * attacks, hence all the != PLAYER checks.
1251     */
1252 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1253 root 1.40 {
1254     object *owner = hitter->owner;
1255 root 1.9
1256 root 1.40 if (owner && owner != hitter)
1257     {
1258     if (op->type != PLAYER || owner->type != PLAYER)
1259     change_exp (owner, op->stats.exp / (rate * 2),
1260     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1261     }
1262     else if (op->type != PLAYER || hitter->type != PLAYER)
1263 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1264     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1265    
1266 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1267     }
1268 root 1.44
1269 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1270     * drain attack, you won't know that you are actually sucking out EXP,
1271     * as the messages will say you missed
1272     */
1273     }
1274     }
1275     break;
1276 root 1.44
1277 root 1.40 case ATNR_TURN_UNDEAD:
1278     {
1279     if (QUERY_FLAG (op, FLAG_UNDEAD))
1280     {
1281     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1282     object *god = find_god (determine_god (owner));
1283     int div = 1;
1284    
1285     /* if undead are not an enemy of your god, you turn them
1286     * at half strength */
1287 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1288 root 1.40 div = 2;
1289 root 1.59
1290 root 1.40 /* Give a bonus if you resist turn undead */
1291     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1292     scare_creature (op, owner);
1293     }
1294     else
1295     dam = 0; /* don't damage non undead - should we damage
1296     undead? */
1297     }
1298     break;
1299 root 1.44
1300 root 1.40 case ATNR_DEATH:
1301     deathstrike_player (op, hitter, &dam);
1302     break;
1303 root 1.44
1304 root 1.40 case ATNR_CHAOS:
1305 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1306 root 1.40 dam = 0;
1307     break;
1308 root 1.44
1309 root 1.40 case ATNR_COUNTERSPELL:
1310 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1311 root 1.40 dam = 0;
1312     /* This should never happen. Counterspell is handled
1313     * seperately and filtered out. If this does happen,
1314     * Counterspell has no effect on anything but spells, so it
1315     * does no damage. */
1316     break;
1317 root 1.44
1318 root 1.40 case ATNR_HOLYWORD:
1319     {
1320     /* This has already been handled by hit_player,
1321     * no need to check twice -- DAMN */
1322     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1323    
1324     /* As with turn undead above, give a bonus on the saving throw */
1325     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1326     scare_creature (op, owner);
1327     }
1328     break;
1329 root 1.44
1330 root 1.40 case ATNR_LIFE_STEALING:
1331     {
1332     int new_hp;
1333    
1334     /* this is replacement to drain for players, instead of taking
1335     * exp it takes hp. It is geared for players, probably not
1336     * much use giving it to monsters
1337     *
1338     * life stealing doesn't do a lot of damage, but it gives the
1339     * damage it does do to the player. Given that,
1340     * it only does 1/10'th normal damage (hence the divide by
1341     * 1000).
1342     */
1343     /* You can't steal life from something undead */
1344     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1345     return 0;
1346 root 1.44
1347 root 1.40 /* If drain protection is higher than life stealing, use that */
1348     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1349     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1350     else
1351     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352 root 1.44
1353 root 1.40 /* You die at -1 hp, not zero. */
1354     if (dam > (op->stats.hp + 1))
1355     dam = op->stats.hp + 1;
1356 root 1.44
1357 root 1.40 new_hp = hitter->stats.hp + dam;
1358     if (new_hp > hitter->stats.maxhp)
1359     new_hp = hitter->stats.maxhp;
1360 root 1.44
1361 root 1.40 if (new_hp > hitter->stats.hp)
1362     hitter->stats.hp = new_hp;
1363     }
1364 elmex 1.1 }
1365 root 1.40
1366 root 1.9 return dam;
1367 elmex 1.1 }
1368    
1369     /* GROS: This code comes from hit_player. It has been made external to
1370     * allow script procedures to "kill" objects in a combat-like fashion.
1371     * It was initially used by (kill-object) developed for the Collector's
1372     * Sword. Note that nothing has been changed from the original version
1373     * of the following code.
1374     * op is what is being killed.
1375     * dam is the damage done to it.
1376     * hitter is what is hitting it.
1377     * type is the attacktype.
1378     *
1379     * This function was a bit of a mess with hitter getting changed,
1380     * values being stored away but not used, etc. I've cleaned it up
1381     * a bit - I think it should be functionally equivalant.
1382     * MSW 2002-07-17
1383     */
1384 root 1.9 int
1385     kill_object (object *op, int dam, object *hitter, int type)
1386 elmex 1.1 {
1387 root 1.9 char buf[MAX_BUF];
1388     const char *skill;
1389     int maxdam = 0;
1390     int battleg = 0; /* true if op standing on battleground */
1391     int pk = 0; /* true if op and what controls hitter are both players */
1392 root 1.61 object *owner = 0;
1393     object *skop = 0;
1394 elmex 1.1
1395 root 1.9 if (op->stats.hp >= 0)
1396     return -1;
1397    
1398     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1399     return 0;
1400    
1401     /* maxdam needs to be the amount of damage it took to kill
1402     * this creature. The function(s) that call us have already
1403     * adjusted the creatures HP total, so that is negative.
1404     */
1405     maxdam = dam + op->stats.hp + 1;
1406    
1407     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1408     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1409    
1410     if (op->type == DOOR)
1411     {
1412 root 1.63 op->set_speed (0.1f);
1413     op->speed_left = -0.05f;
1414 root 1.9 return maxdam;
1415     }
1416 root 1.20
1417 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1418     {
1419 root 1.26 op->destroy ();
1420 root 1.9 return maxdam;
1421     }
1422    
1423     /* Now lets start dealing with experience we get for killing something */
1424    
1425 root 1.27 owner = hitter->owner;
1426 root 1.20 if (!owner)
1427 root 1.9 owner = hitter;
1428    
1429     /* is the victim (op) standing on battleground? */
1430     if (op_on_battleground (op, NULL, NULL))
1431     battleg = 1;
1432    
1433     /* is this player killing? */
1434     if (op->type == PLAYER && owner->type == PLAYER)
1435     pk = 1;
1436    
1437     /* Player killed something */
1438     if (owner->type == PLAYER)
1439     {
1440     /* Log players killing other players - makes it easier to detect
1441     * and filter out malicious player killers - that is why the
1442     * ip address is included.
1443     */
1444     if (op->type == PLAYER && !battleg)
1445     {
1446     time_t t = time (NULL);
1447     struct tm *tmv;
1448     char buf[256];
1449    
1450     tmv = localtime (&t);
1451     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1452    
1453 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1454 root 1.9 }
1455    
1456     /* try to filter some things out - basically, if you are
1457     * killing a level 1 creature and your level 20, you
1458     * probably don't want to see that.
1459     */
1460     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1461     {
1462     if (owner != hitter)
1463 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1464 root 1.9 else
1465 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1466    
1467 root 1.9 /* Only play sounds for melee kills */
1468     if (hitter->type == PLAYER)
1469 root 1.72 owner->play_sound (sound_find ("player_kills"));
1470 root 1.9 }
1471    
1472     /* If a player kills another player, not on
1473     * battleground, the "killer" looses 1 luck. Since this is
1474     * not reversible, it's actually quite a pain IMHO. -AV
1475     * Fix bug in that we were changing the luck of the hitter, not
1476     * player that the object belonged to - so if you killed another player
1477     * with spells, pets, whatever, there was no penalty.
1478     * Changed to make luck penalty configurable in settings.
1479     */
1480     if (op->type == PLAYER && owner != op && !battleg)
1481 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1482 root 1.9
1483     /* This code below deals with finding the appropriate skill
1484 root 1.61 * to credit exp to. This is a bit problematic - we should
1485 root 1.9 * probably never really have to look at current_weapon->skill
1486     */
1487 root 1.20 skill = 0;
1488    
1489 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1490     skill = hitter->skill;
1491     else if (owner->chosen_skill)
1492     {
1493 root 1.61 skop = owner->chosen_skill;
1494     skill = skop->skill;
1495 root 1.9 }
1496     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1497     skill = owner->current_weapon->skill;
1498     else
1499     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1500 elmex 1.1
1501 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1502 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1503 root 1.9 */
1504     if ((!skop || skop->type != SKILL) && skill)
1505     {
1506     int i;
1507 elmex 1.1
1508 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1509     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1510     {
1511     skop = owner->contr->last_skill_ob[i];
1512     break;
1513     }
1514 root 1.5 }
1515 root 1.9 } /* Was it a player that hit somethign */
1516     else
1517 root 1.20 skill = 0;
1518 root 1.9
1519     /* Pet (or spell) killed something. */
1520     if (owner != hitter)
1521 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 root 1.9 else
1524 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527    
1528 root 1.9 /* These may have been set in the player code section above */
1529     if (!skop)
1530     skop = hitter->chosen_skill;
1531 root 1.20
1532 root 1.9 if (!skill && skop)
1533     skill = skop->skill;
1534    
1535     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536    
1537     /* If you didn't kill yourself, and your not the wizard */
1538 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1539 root 1.9 {
1540     int exp;
1541    
1542     /* Really don't give much experience for killing other players */
1543 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1544 root 1.9 if (op->type == PLAYER)
1545     {
1546     if (battleg)
1547     {
1548     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1549     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1550 root 1.5 }
1551 root 1.9 else
1552     exp = op->stats.exp / 1000;
1553 elmex 1.1 }
1554 root 1.9 else
1555     exp = calc_skill_exp (owner, op, skop);
1556 elmex 1.1
1557 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1558     * exp by killing him
1559     */
1560     if (battleg)
1561     exp = 0;
1562 elmex 1.1
1563 root 1.9 /* Don't know why this is set this way - doesn't make
1564     * sense to just divide everything by two for no reason.
1565     */
1566 elmex 1.1
1567 root 1.9 if (!settings.simple_exp)
1568     exp = exp / 2;
1569 root 1.5
1570 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1571 root 1.23 change_exp (owner, exp, skill, 0);
1572 root 1.9 else
1573     {
1574     int shares = 0, count = 0;
1575     partylist *party = owner->contr->party;
1576 root 1.5
1577 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1578 root 1.35
1579 root 1.33 for_all_players (pl)
1580 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1581     {
1582     count++;
1583     shares += (pl->ob->level + 4);
1584     }
1585    
1586 root 1.23 if (count == 1 || shares > exp || !shares)
1587 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1588     else
1589     {
1590     int share = exp / shares, given = 0, nexp;
1591    
1592 root 1.33 for_all_players (pl)
1593 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594     {
1595     nexp = (pl->ob->level + 4) * share;
1596     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1597     given += nexp;
1598     }
1599    
1600 root 1.9 exp -= given;
1601     /* give any remainder to the player */
1602     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1603 root 1.5 }
1604 root 1.9 } /* else part of a party */
1605     } /* end if person didn't kill himself */
1606 elmex 1.1
1607 root 1.9 if (op->type != PLAYER)
1608     {
1609     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1610     {
1611 root 1.27 object *owner1 = op->owner;
1612 elmex 1.1
1613 root 1.20 if (owner1 && owner1->type == PLAYER)
1614 root 1.9 {
1615 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1617     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1618 root 1.5 }
1619 root 1.12
1620 root 1.9 remove_friendly_object (op);
1621 root 1.5 }
1622 root 1.12
1623 root 1.26 op->destroy ();
1624 elmex 1.1 }
1625 root 1.9 else
1626 root 1.83 /* Player has been killed! */
1627     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628 root 1.12
1629 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1630     * continues in the calling function.
1631     */
1632     return maxdam;
1633 elmex 1.1 }
1634    
1635     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1636     * Returns 0 this is not friendly fire
1637     */
1638 root 1.9 int
1639     friendly_fire (object *op, object *hitter)
1640     {
1641     object *owner;
1642     int friendlyfire;
1643    
1644     if (hitter->head)
1645     hitter = hitter->head;
1646    
1647     friendlyfire = 0;
1648    
1649     if (op->type == PLAYER)
1650     {
1651     if (op_on_battleground (hitter, 0, 0))
1652     return 0;
1653    
1654     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1655     return 1;
1656    
1657 root 1.27 if ((owner = hitter->owner) != NULL)
1658 root 1.9 {
1659     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1660     friendlyfire = 2;
1661     }
1662    
1663     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1664     friendlyfire = 0;
1665 elmex 1.1 }
1666 root 1.62
1667 root 1.9 return friendlyfire;
1668 elmex 1.1 }
1669    
1670     /* This isn't used just for players, but in fact most objects.
1671     * op is the object to be hit, dam is the amount of damage, hitter
1672     * is what is hitting the object, type is the attacktype, and
1673     * full_hit is set if monster area does not matter.
1674     * dam is base damage - protections/vulnerabilities/slaying matches can
1675     * modify it.
1676     */
1677 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1678     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1679 root 1.9 int
1680     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1681     {
1682     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1683     int maxattacktype, attacknum;
1684     int body_attack = op && op->head; /* Did we hit op's head? */
1685     int simple_attack;
1686     int rtn_kill = 0;
1687     int friendlyfire;
1688 elmex 1.1
1689 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1690     return 0;
1691 elmex 1.1
1692 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1693     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1694     return 0;
1695 elmex 1.1
1696 root 1.64 // only allow pk for hostile players
1697 root 1.9 if (op->type == PLAYER)
1698     {
1699 root 1.27 object *owner = hitter->owner;
1700 root 1.9
1701     if (!owner)
1702     owner = hitter;
1703 root 1.18
1704 root 1.56 if (owner->type == PLAYER
1705     && (!op_on_battleground (op, 0, 0)
1706     && (op->contr->peaceful || owner->contr->peaceful))
1707     && op != owner)
1708 root 1.18 return 0;
1709 elmex 1.1 }
1710    
1711 root 1.9 if (body_attack)
1712     {
1713     /* slow and paralyze must hit the head. But we don't want to just
1714     * return - we still need to process other attacks the spell still
1715     * might have. So just remove the paralyze and slow attacktypes,
1716     * and keep on processing if we have other attacktypes.
1717     * return if only magic or nothing is left - under normal code
1718     * we don't attack with pure magic if there is another attacktype.
1719     * Only do processing if the initial attacktype includes one of those
1720     * attack so we don't cancel out things like magic bullet.
1721     */
1722     if (type & (AT_PARALYZE | AT_SLOW))
1723     {
1724     type &= ~(AT_PARALYZE | AT_SLOW);
1725 root 1.18
1726 root 1.9 if (!type || type == AT_MAGIC)
1727     return 0;
1728 root 1.5 }
1729 elmex 1.1 }
1730    
1731 root 1.9 if (!simple_attack && op->type == DOOR)
1732     {
1733 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1734 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1735     {
1736     spring_trap (tmp, hitter);
1737 root 1.26
1738 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1739 root 1.9 return 0;
1740 root 1.26
1741 root 1.9 break;
1742     }
1743 elmex 1.1 }
1744    
1745 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1746     {
1747     /* FIXME: If a player is killed by a rune in a door, the
1748 root 1.18 * destroyed() check above doesn't return, and might get here.
1749 root 1.9 */
1750 elmex 1.54
1751     /* FIXME: This for example happens when a dead door is on a mover and
1752     gets it's speed_left raised on each mover-tick.
1753     Doors are removed in a kinda funny way by giving them speed and speed_left
1754     and waiting for that to run out.
1755     */
1756     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1757 root 1.9 return 0;
1758 elmex 1.1 }
1759    
1760     #ifdef ATTACK_DEBUG
1761 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1762 elmex 1.1 #endif
1763    
1764 root 1.9 if (magic)
1765     {
1766 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1767     * in case 0>dam>1, we try to "simulate" a float value-effect */
1768 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1769 elmex 1.1 if (dam >= 100)
1770 root 1.5 dam /= 100;
1771 elmex 1.1 else
1772 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1773 elmex 1.1 }
1774    
1775 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1776     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1777     */
1778     if (type & AT_CHAOS)
1779     {
1780     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1781     update_object (op, UP_OBJ_FACE);
1782 elmex 1.1 type &= ~AT_CHAOS;
1783     }
1784    
1785 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1786     * holyword is part of an attacktype, then make sure the creature is
1787     * a proper match, otherwise no damage.
1788     */
1789     if (type & AT_HOLYWORD)
1790     {
1791     object *god;
1792    
1793     if ((!hitter->slaying ||
1794     (!(op->race && strstr (hitter->slaying, op->race)) &&
1795     !(op->name && strstr (hitter->slaying, op->name)))) &&
1796     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1797     (hitter->title != NULL
1798 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1799 root 1.9 return 0;
1800 elmex 1.1 }
1801    
1802 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1803 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1804     {
1805     /* Magic isn't really a true attack type - it gets combined with other
1806     * attack types. As such, skip it over. However, if magic is
1807     * the only attacktype in the group, then still attack with it
1808     */
1809     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1810     continue;
1811    
1812     /* Go through and hit the player with each attacktype, one by one.
1813     * hit_player_attacktype only figures out the damage, doesn't inflict
1814     * it. It will do the appropriate action for attacktypes with
1815     * effects (slow, paralization, etc.
1816     */
1817     if (type & attacktype)
1818     {
1819     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1820     /* the >= causes us to prefer messages from special attacks, if
1821     * the damage is equal.
1822     */
1823     if (ndam >= maxdam)
1824     {
1825 root 1.5 maxdam = ndam;
1826 root 1.9 maxattacktype = 1 << attacknum;
1827 root 1.5 }
1828     }
1829 elmex 1.1 }
1830 root 1.9
1831     /* if this is friendly fire then do a set % of damage only
1832     * Note - put a check in to make sure this attack is actually
1833     * doing damage - otherwise, the +1 in the code below will make
1834     * an attack do damage before when it otherwise didn't
1835     */
1836     friendlyfire = friendly_fire (op, hitter);
1837     if (friendlyfire && maxdam)
1838     {
1839     maxdam = ((dam * settings.set_friendly_fire) / 100);
1840    
1841 elmex 1.1 #ifdef ATTACK_DEBUG
1842 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1843     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1844 elmex 1.1 #endif
1845     }
1846    
1847 root 1.9 if (!full_hit)
1848     {
1849     int area;
1850     int remainder;
1851    
1852     area = 0;
1853 root 1.68
1854     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1855 root 1.9 area++;
1856 root 1.68
1857 root 1.9 assert (area > 0);
1858    
1859     /* basically: maxdam /= area; we try to "simulate" a float
1860     value-effect */
1861     remainder = 100 * (maxdam % area) / area;
1862     maxdam /= area;
1863 root 1.47 if (rndm (100) < remainder)
1864 root 1.9 maxdam++;
1865 elmex 1.1 }
1866    
1867     #ifdef ATTACK_DEBUG
1868 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1869 elmex 1.1 #endif
1870    
1871 root 1.57 // for now, only do this for active objects, otherwise they
1872     // keep a refcount for a long time and I see no usefulness
1873     // for an non-active objetc to know its enemy.
1874     if (op->active)
1875     if (hitter->owner)
1876     op->enemy = hitter->owner;
1877     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1878     op->enemy = hitter;
1879 root 1.9
1880     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1881     {
1882     /* The unaggressives look after themselves 8) */
1883     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1884     npc_call_help (op);
1885     }
1886    
1887     if (magic && did_make_save (op, op->level, 0))
1888     maxdam = maxdam / 2;
1889    
1890     attack_message (maxdam, maxattacktype, op, hitter);
1891    
1892     op->stats.hp -= maxdam;
1893    
1894     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1895     if ((op->stats.hp >= 0) &&
1896     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1897     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1898     {
1899 elmex 1.1
1900 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1901     SET_FLAG (op, FLAG_RUN_AWAY);
1902     else
1903     scare_creature (op, hitter);
1904 elmex 1.1 }
1905    
1906 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1907     {
1908     if (maxdam)
1909     tear_down_wall (op);
1910 root 1.26
1911 root 1.9 return maxdam; /* nothing more to do for wall */
1912     }
1913 elmex 1.1
1914 root 1.9 /* See if the creature has been killed */
1915     rtn_kill = kill_object (op, maxdam, hitter, type);
1916     if (rtn_kill != -1)
1917     return rtn_kill;
1918 elmex 1.1
1919    
1920 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1921     * that before if the player was immune to ghosthit, the monster
1922     * remained - that is no longer the case.
1923     */
1924     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1925 root 1.56 hitter->destroy ();
1926 root 1.26
1927 root 1.9 /* Lets handle creatures that are splitting now */
1928     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1929     {
1930     int i;
1931     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1932     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1933 root 1.27 object *owner = op->owner;
1934 root 1.5
1935 root 1.9 if (!op->other_arch)
1936     {
1937     LOG (llevError, "SPLITTING without other_arch error.\n");
1938     return maxdam;
1939     }
1940 root 1.26
1941 root 1.25 op->remove ();
1942 root 1.26
1943 root 1.76 for (i = 0; i < op->stats.food; i++)
1944 root 1.9 { /* This doesn't handle op->more yet */
1945     object *tmp = arch_to_object (op->other_arch);
1946     int j;
1947    
1948     tmp->stats.hp = op->stats.hp;
1949 root 1.26
1950 root 1.9 if (friendly)
1951     {
1952     add_friendly_object (tmp);
1953     tmp->attack_movement = PETMOVE;
1954 root 1.39
1955     if (owner)
1956 root 1.27 tmp->set_owner (owner);
1957 root 1.9 }
1958 root 1.26
1959 root 1.9 if (unaggressive)
1960     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1961 root 1.26
1962 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1963 root 1.26
1964 root 1.9 if (j == -1) /* No spot to put this monster */
1965 root 1.26 tmp->destroy ();
1966 root 1.9 else
1967     {
1968     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1969     insert_ob_in_map (tmp, op->map, NULL, 0);
1970     }
1971     }
1972 root 1.26
1973     op->destroy ();
1974 root 1.9 }
1975     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1976 root 1.26 hitter->destroy ();
1977    
1978 root 1.9 return maxdam;
1979     }
1980    
1981     void
1982     poison_player (object *op, object *hitter, int dam)
1983     {
1984 root 1.16 archetype *at = archetype::find ("poisoning");
1985 root 1.9 object *tmp = present_arch_in_ob (at, op);
1986 elmex 1.1
1987 root 1.9 if (tmp == NULL)
1988     {
1989     if ((tmp = arch_to_object (at)) == NULL)
1990     LOG (llevError, "Failed to clone arch poisoning.\n");
1991     else
1992     {
1993     tmp = insert_ob_in_ob (tmp, op);
1994     /* peterm: give poisoning some teeth. It should
1995     * be able to kill things better than it does:
1996     * damage should be dependent something--I choose to
1997     * do this: if it's a monster, the damage from the
1998     * poisoning goes as the level of the monster/2.
1999     * If anything else, goes as damage.
2000     */
2001    
2002     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2003     tmp->stats.dam += hitter->level / 2;
2004     else
2005     tmp->stats.dam = dam;
2006    
2007 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2008 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2009     {
2010     tmp->skill = hitter->skill;
2011     }
2012    
2013     tmp->stats.food += dam; /* more damage, longer poisoning */
2014    
2015     if (op->type == PLAYER)
2016     {
2017     /* player looses stats, maximum is -10 of each */
2018     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2019     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2020     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2021     tmp->stats.Int = MAX (-dam / 7, -10);
2022     SET_FLAG (tmp, FLAG_APPLIED);
2023 root 1.32 op->update_stats ();
2024 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 root 1.75 op->play_sound (tmp->sound);
2026 root 1.9 }
2027 root 1.63
2028 root 1.9 if (hitter->type == PLAYER)
2029     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2030 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2031 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2032 root 1.5 }
2033 root 1.63
2034 root 1.9 tmp->speed_left = 0;
2035     }
2036     else
2037     tmp->stats.food++;
2038     }
2039    
2040     void
2041     slow_player (object *op, object *hitter, int dam)
2042     {
2043 root 1.16 archetype *at = archetype::find ("slowness");
2044 root 1.9 object *tmp;
2045    
2046     if (at == NULL)
2047 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2048    
2049 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2050     {
2051     tmp = arch_to_object (at);
2052     tmp = insert_ob_in_ob (tmp, op);
2053     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2054     }
2055     else
2056     tmp->stats.food++;
2057 root 1.62
2058 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2059     tmp->speed_left = 0;
2060 root 1.32 op->update_stats ();
2061 elmex 1.1 }
2062    
2063 root 1.9 void
2064     confuse_player (object *op, object *hitter, int dam)
2065     {
2066     object *tmp;
2067     int maxduration;
2068 elmex 1.1
2069 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2070     if (!tmp)
2071     {
2072     tmp = get_archetype (FORCE_NAME);
2073     tmp = insert_ob_in_ob (tmp, op);
2074     }
2075 root 1.5
2076 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2077     * on the player's resistance
2078     */
2079     tmp->speed = 0.05;
2080     tmp->subtype = FORCE_CONFUSION;
2081     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2082     tmp->name = "confusion";
2083     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084 root 1.62
2085 root 1.9 if (tmp->duration > maxduration)
2086     tmp->duration = maxduration;
2087    
2088     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2089     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090 root 1.62
2091 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2092     }
2093 root 1.5
2094 root 1.9 void
2095     blind_player (object *op, object *hitter, int dam)
2096     {
2097     object *tmp, *owner;
2098 root 1.5
2099 root 1.9 /* Save some work if we know it isn't going to affect the player */
2100     if (op->resist[ATNR_BLIND] == 100)
2101     return;
2102 root 1.5
2103 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2104     if (!tmp)
2105     {
2106     tmp = get_archetype ("blindness");
2107     SET_FLAG (tmp, FLAG_BLIND);
2108     SET_FLAG (tmp, FLAG_APPLIED);
2109 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2110     * speed is a float anyways.
2111     */
2112 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2113 elmex 1.1
2114 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2115     change_abil (op, tmp); /* Mostly to display any messages */
2116 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2117 elmex 1.1
2118 root 1.9 if (hitter->owner)
2119 root 1.27 owner = hitter->owner;
2120 root 1.9 else
2121     owner = hitter;
2122 elmex 1.1
2123 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2124     }
2125     tmp->stats.food += dam;
2126     if (tmp->stats.food > 10)
2127     tmp->stats.food = 10;
2128 elmex 1.1 }
2129    
2130 root 1.9 void
2131     paralyze_player (object *op, object *hitter, int dam)
2132 elmex 1.1 {
2133 root 1.9 float effect, max;
2134    
2135     /* object *tmp; */
2136 elmex 1.1
2137 root 1.9 /* This is strange stuff... someone knows for what this is
2138     * written? Well, i think this can and should be removed
2139     */
2140 elmex 1.1
2141 root 1.9 /*
2142     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2143     tmp=clone_arch(PARAIMAGE);
2144     tmp->x=op->x,tmp->y=op->y;
2145     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2146     }
2147     */
2148 elmex 1.1
2149 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2150     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2151 elmex 1.1
2152 root 1.9 if (effect == 0)
2153     return;
2154 elmex 1.1
2155 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2156     /* tmp->stats.food+=(signed short) effect/op->speed; */
2157 elmex 1.1
2158 root 1.9 /* max number of ticks to be affected for. */
2159     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2160     if (op->speed_left < -(FABS (op->speed) * max))
2161     op->speed_left = (float) -(FABS (op->speed) * max);
2162 elmex 1.1
2163     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2164     }
2165    
2166     /* Attempts to kill 'op'. hitter is the attack object, dam is
2167     * the computed damaged.
2168     */
2169 root 1.9 void
2170     deathstrike_player (object *op, object *hitter, int *dam)
2171 elmex 1.1 {
2172 root 1.9 /* The intention of a death attack is to kill outright things
2173     ** that are a lot weaker than the attacker, have a chance of killing
2174     ** things somewhat weaker than the caster, and no chance of
2175     ** killing something equal or stronger than the attacker.
2176     ** Also, if a deathstrike attack has a slaying, any monster
2177     ** whose name or race matches a comma-delimited list in the slaying
2178     ** field of the deathstriking object */
2179    
2180     int atk_lev, def_lev, kill_lev;
2181    
2182     if (hitter->slaying)
2183 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2184 root 1.9 return;
2185    
2186     def_lev = op->level;
2187     if (def_lev < 1)
2188     {
2189 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2190 root 1.9 def_lev = 1;
2191     }
2192 root 1.52
2193 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2194     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2195     atk_lev, def_lev); */
2196    
2197     if (atk_lev >= def_lev)
2198     {
2199     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2200    
2201     /* Note that the below effectively means the ratio of the atk vs
2202     * defener level is important - if level 52 character has very little
2203     * chance of killing a level 50 monster. This should probably be
2204     * redone.
2205     */
2206     if (kill_lev >= def_lev)
2207     {
2208     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2209     /* I think this doesn't really do much. Because of
2210     * integer rounding, this only makes any difference if the
2211     * attack level is double the defender level.
2212     */
2213     *dam *= kill_lev / def_lev;
2214 root 1.5 }
2215 root 1.9 }
2216     else
2217 root 1.52 *dam = 0; /* no harm done */
2218 elmex 1.1 }
2219    
2220     /* thrown_item_effect() - handles any special effects of thrown
2221     * items (like attacking living creatures--a potion thrown at a
2222     * monster).
2223     */
2224 root 1.9 static void
2225     thrown_item_effect (object *hitter, object *victim)
2226 elmex 1.1 {
2227 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2228     {
2229     /* May not need a switch for just 2 types, but this makes it
2230     * easier for expansion.
2231     */
2232     switch (hitter->type)
2233     {
2234 root 1.5 case POTION:
2235 root 1.9 /* should player get a save throw instead of checking magic protection? */
2236     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2237     (void) apply_potion (victim, hitter);
2238     break;
2239    
2240     case POISON: /* poison drinks */
2241     /* As with potions, should monster get a save? */
2242     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2243     apply_poison (victim, hitter);
2244     break;
2245    
2246     /* Removed case statements that did nothing.
2247     * food may be poisonous, but monster must be willing to eat it,
2248     * so we don't handle it here.
2249     * Containers should perhaps break open, but that code was disabled.
2250     */
2251 root 1.5 }
2252 elmex 1.1 }
2253     }
2254    
2255     /* adj_attackroll() - adjustments to attacks by various conditions */
2256 root 1.9 int
2257     adj_attackroll (object *hitter, object *target)
2258     {
2259 elmex 1.1 object *attacker = hitter;
2260 root 1.9 int adjust = 0;
2261 elmex 1.1
2262     /* safety */
2263 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2264     {
2265     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2266     return 0;
2267     }
2268 elmex 1.1
2269     /* aimed missiles use the owning object's sight */
2270 root 1.9 if (is_aimed_missile (hitter))
2271     {
2272 root 1.27 if ((attacker = hitter->owner) == NULL)
2273 root 1.9 attacker = hitter;
2274     /* A player who saves but hasn't quit still could have objects
2275     * owned by him - need to handle that case to avoid crashes.
2276     */
2277     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2278     attacker = hitter;
2279     }
2280     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2281 elmex 1.1 return 0;
2282    
2283 root 1.9 /* determine the condtions under which we make an attack.
2284     * Add more cases, as the need occurs. */
2285 elmex 1.1
2286 root 1.9 if (!can_see_enemy (attacker, target))
2287     {
2288     /* target is unseen */
2289     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2290     adjust -= 10;
2291     /* dark map penalty for the hitter (lacks infravision if we got here). */
2292     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2293     adjust -= target->map->darkness;
2294     }
2295 elmex 1.1
2296 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2297 elmex 1.1 adjust -= 3;
2298    
2299 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2300 elmex 1.1 adjust += 1;
2301    
2302 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2303 elmex 1.1 adjust += 1;
2304    
2305 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2306 elmex 1.1 adjust -= 3;
2307    
2308     /* if we attack at a different 'altitude' its harder */
2309 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2310 elmex 1.1 adjust -= 2;
2311    
2312     #if 0
2313     /* slower attacks are less likely to succeed. We should use a
2314     * comparison between attacker/target speeds BUT, players have
2315     * a generally faster speed, so this will wind up being a HUGE
2316     * disadantage for the monsters! Too bad, because missiles which
2317     * fly fast should have a better chance of hitting a slower target.
2318     */
2319 root 1.9 if (hitter->speed < target->speed)
2320     adjust += ((float) hitter->speed - target->speed);
2321 elmex 1.1 #endif
2322    
2323     #if 0
2324 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2325 elmex 1.1 #endif
2326    
2327     return adjust;
2328 root 1.9 }
2329 elmex 1.1
2330     /* determine if the object is an 'aimed' missile */
2331 root 1.9 int
2332     is_aimed_missile (object *op)
2333     {
2334 elmex 1.1
2335 root 1.9 /* I broke what used to be one big if into a few nested
2336     * ones so that figuring out the logic is at least possible.
2337     */
2338     if (op && (op->move_type & MOVE_FLYING))
2339 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2340     return 1;
2341     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2342     return 1;
2343 root 1.53
2344 root 1.9 return 0;
2345     }