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/cvs/deliantra/server/server/attack.C
Revision: 1.89
Committed: Fri Aug 29 06:47:15 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7
Changes since 1.88: +12 -9 lines
Log Message:
fix kill messages, hopefully

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 root 1.88 if (!op)
154 root 1.9 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 root 1.88 op->insert_at (originator);
198 root 1.87 op->destroy ();
199     }
200 root 1.13
201 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
202 root 1.13 if (env)
203     {
204 root 1.84 op = archetype::get (shstr_burnout);
205 root 1.13 op->x = env->x, op->y = env->y;
206 root 1.84 env->insert (op);
207 root 1.13 }
208     else
209 root 1.84 replace_insert_ob_in_map (shstr_burnout, originator);
210 root 1.13
211 root 1.9 return;
212     }
213 root 1.15
214 root 1.9 /* The value of 50 is arbitrary. */
215 root 1.88 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
216 root 1.9 {
217 root 1.84 archetype *at = archetype::find (shstr_icecube);
218 root 1.9
219     if (at == NULL)
220 root 1.5 return;
221 root 1.15
222 root 1.9 op = stop_item (op);
223     if (op == NULL)
224 elmex 1.1 return;
225 root 1.15
226 root 1.87 object *tmp = present_arch (at, op->map, op->x, op->y);
227     if (!tmp)
228 root 1.9 {
229     tmp = arch_to_object (at);
230     tmp->x = op->x, tmp->y = op->y;
231     /* This was in the old (pre new movement code) -
232     * icecubes have slow_move set to 1 - don't want
233     * that for ones we create.
234     */
235     tmp->move_slow_penalty = 0;
236     tmp->move_slow = 0;
237     insert_ob_in_map (tmp, op->map, originator, 0);
238     }
239 root 1.15
240 root 1.87 tmp->insert (op);
241 root 1.9 return;
242 elmex 1.1 }
243     }
244    
245     /* Object op is hitting the map.
246     * op is going in direction 'dir'
247     * type is the attacktype of the object.
248     * full_hit is set if monster area does not matter.
249     * returns 1 if it hits something, 0 otherwise.
250     */
251 root 1.9 int
252     hit_map (object *op, int dir, int type, int full_hit)
253     {
254 root 1.19 maptile *map;
255 root 1.9 sint16 x, y;
256     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
257 elmex 1.1
258 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
259     {
260     LOG (llevError, "BUG: hit_map(): free object\n");
261     return 0;
262 elmex 1.1 }
263    
264 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
265     {
266 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
267 root 1.9 return 0;
268 elmex 1.1 }
269    
270 root 1.9 if (!op->map)
271     {
272     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
273     return 0;
274 elmex 1.1 }
275    
276 root 1.9 if (op->head)
277     op = op->head;
278    
279 root 1.86 mapxy pos (op);
280     pos.move (dir);
281 elmex 1.1
282 root 1.86 if (!pos.normalise ())
283 root 1.41 return 0;
284 root 1.9
285     // elmex: a safe map tile can't be hit!
286     // this should prevent most harmful effects on items and players there.
287 root 1.86 mapspace &ms = pos.ms ();
288 root 1.41
289     if (ms.flags () & P_SAFE)
290 root 1.9 return 0;
291    
292 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
293 root 1.9 * must be out here because it strikes things which are not alive
294     */
295 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
296 root 1.9 {
297 root 1.41 if (type & AT_COUNTERSPELL)
298     {
299     counterspell (op, dir); /* see spell_effect.c */
300 elmex 1.1
301 root 1.41 /* If the only attacktype is counterspell or magic, don't need
302     * to do any further processing.
303     */
304     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
305     return 0;
306 root 1.11
307 root 1.41 type &= ~AT_COUNTERSPELL;
308     }
309 elmex 1.1
310 root 1.41 if (type & AT_CHAOS)
311     {
312     shuffle_attack (op, 1); /* flag tells it to change the face */
313     update_object (op, UP_OBJ_FACE);
314     type &= ~AT_CHAOS;
315     }
316 elmex 1.1 }
317    
318 root 1.37 /* There may still be objects that were above 'next', but there is no
319     * simple way to find out short of copying all object references and
320     * tags into a temporary array before we start processing the first
321     * object. That's why we just abort on destroy.
322     *
323     * This happens whenever attack spells (like fire) hit a pile
324     * of objects. This is not a bug - nor an error.
325     */
326 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
327 root 1.9 {
328 root 1.37 object *tmp = next;
329 root 1.9 next = tmp->above;
330 root 1.11
331 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
332     * For example, 'tmp' was put in an icecube.
333     * This is one of the few cases where on_same_map should not be used.
334     */
335 root 1.86 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
336 root 1.9 continue;
337    
338     if (QUERY_FLAG (tmp, FLAG_ALIVE))
339     {
340     hit_player (tmp, op->stats.dam, op, type, full_hit);
341     retflag |= 1;
342 root 1.41
343 root 1.18 if (op->destroyed ())
344 root 1.5 break;
345     }
346 root 1.9 /* Here we are potentially destroying an object. If the object has
347     * NO_PASS set, it is also immune - you can't destroy walls. Note
348     * that weak walls have is_alive set, which prevent objects from
349     * passing over/through them. We don't care what type of movement
350     * the wall blocks - if it blocks any type of movement, can't be
351     * destroyed right now.
352     */
353 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
354 root 1.9 {
355     save_throw_object (tmp, type, op);
356 root 1.37
357 root 1.18 if (op->destroyed ())
358 root 1.9 break;
359 root 1.5 }
360 elmex 1.1 }
361 root 1.11
362 root 1.9 return 0;
363 elmex 1.1 }
364    
365 root 1.9 void
366     attack_message (int dam, int type, object *op, object *hitter)
367     {
368 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 root 1.9 int i, found = 0;
370 root 1.19 maptile *map;
371 elmex 1.1 object *next, *tmp;
372    
373     /* put in a few special messages for some of the common attacktypes
374     * a player might have. For example, fire, electric, cold, etc
375     * [garbled 20010919]
376     */
377    
378 root 1.9 if (dam == 9998 && op->type == DOOR)
379     {
380     sprintf (buf1, "unlock %s", &op->name);
381     sprintf (buf2, " unlocks");
382     found++;
383     }
384     if (dam < 0)
385     {
386     sprintf (buf1, "hit %s", &op->name);
387     sprintf (buf2, " hits");
388     found++;
389     }
390     else if (dam == 0)
391     {
392     sprintf (buf1, "missed %s", &op->name);
393     sprintf (buf2, " misses");
394     found++;
395     }
396     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
397 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
398 root 1.9 {
399     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
400     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
401     {
402     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
403     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
404     found++;
405     break;
406     }
407     }
408     else if (op->type == DOOR && !found)
409     {
410     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
411     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
412     {
413     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
414     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
415     found++;
416     break;
417     }
418     }
419 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
420 root 1.9 {
421     if (USING_SKILL (hitter, SK_KARATE))
422     {
423     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
424     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
425     {
426     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
427     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
428 root 1.5 found++;
429     break;
430 root 1.9 }
431     }
432     else if (USING_SKILL (hitter, SK_CLAWING))
433     {
434     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
435     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
436     {
437     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
438     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
439 root 1.5 found++;
440     break;
441     }
442 root 1.9 }
443     else if (USING_SKILL (hitter, SK_PUNCHING))
444     {
445     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
446     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
447     {
448     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
449     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
450     found++;
451     break;
452 root 1.5 }
453     }
454 elmex 1.1 }
455 root 1.29
456 root 1.9 if (found)
457     {
458     /* done */
459     }
460 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
461 root 1.9 {
462     sprintf (buf1, "hit"); /* just in case */
463     for (i = 0; i < MAXATTACKMESS; i++)
464     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
465     {
466     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467     found++;
468     break;
469     }
470     }
471 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
472 root 1.9 {
473 elmex 1.1 /* drain is first, because some items have multiple attypes */
474 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
475     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
476     {
477     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
478     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479     found++;
480     break;
481     }
482     }
483 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
484 root 1.9 {
485     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
486     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
487     {
488     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
489     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490     found++;
491     break;
492     }
493     }
494 root 1.29 else if (type & AT_COLD && op->is_alive ())
495 root 1.9 {
496     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
497     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
498     {
499     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
500     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501     found++;
502     break;
503     }
504     }
505     else if (type & AT_FIRE)
506     {
507     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
508     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
509     {
510     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
511     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512     found++;
513     break;
514     }
515     }
516     else if (hitter->current_weapon != NULL)
517     {
518     int mtype;
519    
520     switch (hitter->current_weapon->weapontype)
521     {
522 root 1.86 case WEAP_HIT:
523     mtype = ATM_BASIC;
524     break;
525     case WEAP_SLASH:
526     mtype = ATM_SLASH;
527     break;
528     case WEAP_PIERCE:
529     mtype = ATM_PIERCE;
530     break;
531     case WEAP_CLEAVE:
532     mtype = ATM_CLEAVE;
533     break;
534     case WEAP_SLICE:
535     mtype = ATM_SLICE;
536     break;
537     case WEAP_STAB:
538     mtype = ATM_STAB;
539     break;
540     case WEAP_WHIP:
541     mtype = ATM_WHIP;
542     break;
543     case WEAP_CRUSH:
544     mtype = ATM_CRUSH;
545     break;
546     case WEAP_BLUD:
547     mtype = ATM_BLUD;
548     break;
549     default:
550     mtype = ATM_BASIC;
551     break;
552 root 1.9 }
553 root 1.86
554 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
555     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
556     {
557     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
558     strcpy (buf2, attack_mess[mtype][i].buf3);
559     found++;
560     break;
561     }
562     }
563     else
564     {
565     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
566     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
567     {
568     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
569     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
570     found++;
571     break;
572     }
573 elmex 1.1 }
574    
575 root 1.9 if (!found)
576     {
577     strcpy (buf1, "hit");
578     strcpy (buf2, " hits");
579 elmex 1.1 }
580    
581 root 1.9 /* bail out if a monster is casting spells */
582 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
583 root 1.9 return;
584 elmex 1.1
585 root 1.9 /* scale down magic considerably. */
586     if (type & AT_MAGIC && rndm (0, 5))
587     return;
588 elmex 1.1
589 root 1.9 /* Did a player hurt another player? Inform both! */
590 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
591 root 1.9 {
592 root 1.27 if (hitter->owner != NULL)
593 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
594     else
595     {
596     sprintf (buf, "%s%s you.", &hitter->name, buf2);
597 root 1.74
598 root 1.9 if (dam != 0)
599     {
600     if (dam < 10)
601 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
602 root 1.9 else if (dam < 20)
603 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
604 root 1.9 else
605 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
606 root 1.5 }
607     }
608 root 1.72
609 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
610     } /* end of player hitting player */
611 elmex 1.1
612 root 1.9 if (hitter->type == PLAYER)
613     {
614     sprintf (buf, "You %s.", buf1);
615 root 1.74
616 root 1.9 if (dam != 0)
617     {
618     if (dam < 10)
619 root 1.74 op->play_sound (sound_find ("player_hits1"));
620 root 1.9 else if (dam < 20)
621 root 1.74 op->play_sound (sound_find ("player_hits2"));
622 root 1.9 else
623 root 1.74 op->play_sound (sound_find ("player_hits3"));
624 root 1.5 }
625 root 1.72
626 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
627     }
628 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
629 root 1.9 {
630 elmex 1.1 /* look for stacked spells and start reducing the message chances */
631 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
632     {
633     i = 4;
634     map = hitter->map;
635     if (out_of_map (map, hitter->x, hitter->y))
636     return;
637 root 1.53
638 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
639 root 1.9 if (next)
640     while (next)
641     {
642     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
643     i *= 3;
644 root 1.72
645 root 1.9 tmp = next;
646     next = tmp->above;
647     }
648 root 1.53
649 root 1.9 if (i < 0)
650 root 1.5 return;
651 root 1.53
652 root 1.9 if (rndm (0, i) != 0)
653     return;
654     }
655     else if (rndm (0, 5) != 0)
656     return;
657 root 1.53
658 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
659 root 1.72 op->play_sound (sound_find ("player_hits4"));
660 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 elmex 1.1 }
662     }
663    
664    
665 root 1.9 static int
666     get_attack_mode (object **target, object **hitter, int *simple_attack)
667 elmex 1.1 {
668 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
669     {
670     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671     return 1;
672 elmex 1.1 }
673 root 1.77
674 root 1.9 if ((*target)->head)
675     *target = (*target)->head;
676 root 1.77
677 root 1.9 if ((*hitter)->head)
678     *hitter = (*hitter)->head;
679 root 1.77
680 root 1.86 if ((*target)->type == LOCKED_DOOR)
681     return 1; // locked doors cannot be hit
682    
683     if ((*hitter)->env || (*target)->env)
684 root 1.9 {
685     *simple_attack = 1;
686     return 0;
687 elmex 1.1 }
688 root 1.77
689 root 1.9 if (QUERY_FLAG (*target, FLAG_REMOVED)
690 root 1.78 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691     || !(*hitter)->map
692     || !on_same_map (*hitter, *target))
693 elmex 1.1 {
694 root 1.77 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695     (*hitter)->debug_desc (), (*target)->debug_desc ());
696 root 1.9 return 1;
697 elmex 1.1 }
698 root 1.77
699 root 1.9 *simple_attack = 0;
700     return 0;
701 elmex 1.1 }
702    
703 root 1.9 static int
704     abort_attack (object *target, object *hitter, int simple_attack)
705 elmex 1.1 {
706 root 1.9
707 elmex 1.1 /* Check if target and hitter are still in a relation similar to the one
708     * determined by get_attack_mode(). Returns true if the relation has changed.
709     */
710 root 1.9 int new_mode;
711 elmex 1.1
712 root 1.9 if (hitter->env == target || target->env == hitter)
713     new_mode = 1;
714     else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
715     return 1;
716     else
717     new_mode = 0;
718     return new_mode != simple_attack;
719 elmex 1.1 }
720    
721     static void thrown_item_effect (object *, object *);
722    
723 root 1.9 static int
724     attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
725 elmex 1.1 {
726 root 1.9 int simple_attack, roll, dam = 0;
727     uint32 type;
728     shstr op_name;
729    
730     if (get_attack_mode (&op, &hitter, &simple_attack))
731     goto error;
732    
733     if (hitter->current_weapon)
734     if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
735     return RESULT_INT (0);
736    
737     if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
738     return RESULT_INT (0);
739 elmex 1.1
740 root 1.9 /*
741     * A little check to make it more difficult to dance forward and back
742     * to avoid ever being hit by monsters.
743     */
744 root 1.63 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
745 root 1.9 {
746     /* Decrease speed BEFORE calling process_object. Otherwise, an
747     * infinite loop occurs, with process_object calling move_monster,
748     * which then gets here again. By decreasing the speed before
749     * we call process_object, the 'if' statement above will fail.
750     */
751 root 1.65 --op->speed_left;
752 root 1.9 process_object (op);
753 root 1.26
754 root 1.18 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
755 elmex 1.1 goto error;
756 root 1.9 }
757 elmex 1.1
758 root 1.9 op_name = op->name;
759 root 1.3
760 root 1.9 roll = random_roll (1, 20, hitter, PREFER_HIGH);
761 elmex 1.1
762 root 1.9 /* Adjust roll for various situations. */
763     if (!simple_attack)
764     roll += adj_attackroll (hitter, op);
765 elmex 1.1
766 root 1.9 /* See if we hit the creature */
767     if (roll == 20 || op->stats.ac >= base_wc - roll)
768     {
769     int hitdam = base_dam;
770    
771     if (!simple_attack)
772 elmex 1.1 {
773 root 1.9 /* If you hit something, the victim should *always* wake up.
774     * Before, invisible hitters could avoid doing this.
775     * -b.t. */
776     if (QUERY_FLAG (op, FLAG_SLEEP))
777     CLEAR_FLAG (op, FLAG_SLEEP);
778    
779     /* If the victim can't see the attacker, it may alert others
780     * for help. */
781 root 1.27 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
782 root 1.9 npc_call_help (op);
783    
784     /* if you were hidden and hit by a creature, you are discovered */
785     if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
786     {
787     make_visible (op);
788 root 1.59
789 root 1.9 if (op->type == PLAYER)
790     new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
791     }
792    
793     /* thrown items (hitter) will have various effects
794     * when they hit the victim. For things like thrown daggers,
795     * this sets 'hitter' to the actual dagger, and not the
796     * wrapper object.
797     */
798     thrown_item_effect (hitter, op);
799 root 1.26
800 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
801 root 1.9 goto leave;
802     }
803    
804     /* Need to do at least 1 damage, otherwise there is no point
805     * to go further and it will cause FPE's below.
806     */
807     if (hitdam <= 0)
808     hitdam = 1;
809 elmex 1.1
810 root 1.9 type = hitter->attacktype;
811 root 1.18
812 root 1.9 if (!type)
813     type = AT_PHYSICAL;
814 root 1.18
815 root 1.9 /* Handle monsters that hit back */
816     if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
817     {
818     if (op->attacktype & AT_ACID && hitter->type == PLAYER)
819     new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
820 root 1.18
821 root 1.9 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
822 root 1.18
823     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
824 root 1.5 goto leave;
825 root 1.9 }
826 elmex 1.1
827 root 1.9 /* In the new attack code, it should handle multiple attack
828     * types in its area, so remove it from here.
829     */
830     dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
831 root 1.18
832     if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
833 root 1.9 goto leave;
834     } /* end of if hitter hit op */
835     /* if we missed, dam=0 */
836    
837     /*attack_message(dam, type, op, hitter); */
838 elmex 1.1
839 root 1.9 goto leave;
840 elmex 1.1
841 root 1.9 error:
842     dam = 1;
843 elmex 1.1
844 root 1.9 leave:
845 elmex 1.1
846 root 1.9 return dam;
847 elmex 1.1 }
848    
849 root 1.9 int
850     attack_ob (object *op, object *hitter)
851 elmex 1.1 {
852 root 1.58 hitter = hitter->head_ ();
853 elmex 1.1
854 root 1.9 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
855 elmex 1.1 }
856    
857     /* op is the arrow, tmp is what is stopping the arrow.
858     *
859     * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
860     */
861 root 1.9 static int
862     stick_arrow (object *op, object *tmp)
863 elmex 1.1 {
864 root 1.9 /* If the missile hit a player, we insert it in their inventory.
865     * However, if the missile is heavy, we don't do so (assume it falls
866     * to the ground after a hit). What a good value for this is up to
867     * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
868     * stick around.
869     */
870     if (op->weight <= 5000 && tmp->stats.hp >= 0)
871     {
872 root 1.82 tmp->head_ ()->insert (op);
873 root 1.9 return 1;
874     }
875     else
876     return 0;
877 elmex 1.1 }
878    
879     /* hit_with_arrow() disassembles the missile, attacks the victim and
880     * reassembles the missile.
881     *
882     * It returns a pointer to the reassembled missile, or NULL if the missile
883     * isn't available anymore.
884     */
885 root 1.9 object *
886     hit_with_arrow (object *op, object *victim)
887 elmex 1.1 {
888 root 1.9 object *container, *hitter;
889     int hit_something = 0;
890    
891     /* Disassemble missile */
892     if (op->inv)
893     {
894     container = op;
895     hitter = op->inv;
896 root 1.25 hitter->remove ();
897 root 1.9 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
898     /* Note that we now have an empty THROWN_OBJ on the map. Code that
899     * might be called until this THROWN_OBJ is either reassembled or
900     * removed at the end of this function must be able to deal with empty
901     * THROWN_OBJs. */
902     }
903     else
904     {
905 root 1.21 container = 0;
906 root 1.9 hitter = op;
907     }
908    
909     /* Try to hit victim */
910     hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
911    
912     /* Arrow attacks door, rune of summoning is triggered, demon is put on
913     * arrow, move_apply() calls this function, arrow sticks in demon,
914     * attack_ob_simple() returns, and we've got an arrow that still exists
915     * but is no longer on the map. Ugh. (Beware: Such things can happen at
916     * other places as well!)
917     */
918 root 1.18 if (hitter->destroyed () || hitter->env != NULL)
919 root 1.9 {
920     if (container)
921     {
922 root 1.25 container->remove ();
923 root 1.26 container->destroy ();
924 elmex 1.1 }
925 root 1.21
926     return 0;
927 elmex 1.1 }
928    
929 root 1.9 /* Missile hit victim */
930     /* if the speed is > 10, then this is a fast moving arrow, we go straight
931     * through the target
932     */
933     if (hit_something && op->speed <= 10.0)
934     {
935     /* Stop arrow */
936 root 1.21 if (!container)
937 root 1.9 {
938     hitter = fix_stopped_arrow (hitter);
939 root 1.21 if (!hitter)
940     return 0;
941 root 1.9 }
942     else
943 root 1.26 container->destroy ();
944 elmex 1.1
945 root 1.9 /* Try to stick arrow into victim */
946 root 1.18 if (!victim->destroyed () && stick_arrow (hitter, victim))
947 root 1.21 return 0;
948 root 1.9
949     /* Else try to put arrow on victim's map square
950     * remove check for P_WALL here. If the arrow got to this
951     * space, that is good enough - with the new movement code,
952     * there is now the potential for lots of spaces where something
953     * can fly over but not otherwise move over. What is the correct
954     * way to handle those otherwise?
955     */
956 root 1.21 if (victim->x != hitter->x || victim->y != hitter->y)
957 root 1.9 {
958 root 1.25 hitter->remove ();
959 root 1.21 hitter->x = victim->x;
960     hitter->y = victim->y;
961 root 1.9 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 elmex 1.1 }
963 root 1.9 else
964 root 1.21 /* Else leave arrow where it is */
965     merge_ob (hitter, NULL);
966    
967     return 0;
968 elmex 1.1 }
969    
970 root 1.9 if (hit_something && op->speed >= 10.0)
971     op->speed -= 1.0;
972 elmex 1.1
973 root 1.9 /* Missile missed victim - reassemble missile */
974     if (container)
975     {
976 root 1.25 hitter->remove ();
977 root 1.9 insert_ob_in_ob (hitter, container);
978 elmex 1.1 }
979 root 1.21
980 root 1.9 return op;
981 elmex 1.1 }
982    
983 root 1.9 void
984     tear_down_wall (object *op)
985 elmex 1.1 {
986 root 1.9 int perc = 0;
987 elmex 1.1
988 root 1.9 if (!op->stats.maxhp)
989     {
990     LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
991     perc = 1;
992 elmex 1.1 }
993 root 1.9 else if (!GET_ANIM_ID (op))
994     {
995     /* Object has been called - no animations, so remove it */
996     if (op->stats.hp < 0)
997 root 1.26 op->destroy ();
998    
999 root 1.9 return; /* no animations, so nothing more to do */
1000     }
1001 root 1.26
1002 root 1.9 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1003 root 1.26
1004 root 1.9 if (perc >= (int) NUM_ANIMATIONS (op))
1005     perc = NUM_ANIMATIONS (op) - 1;
1006     else if (perc < 1)
1007     perc = 1;
1008 root 1.26
1009 root 1.9 SET_ANIMATION (op, perc);
1010     update_object (op, UP_OBJ_FACE);
1011 root 1.26
1012 root 1.9 if (perc == NUM_ANIMATIONS (op) - 1)
1013     { /* Reached the last animation */
1014     if (op->face == blank_face)
1015 root 1.26 /* If the last face is blank, remove the ob */
1016     op->destroy ();
1017 root 1.9 else
1018     { /* The last face was not blank, leave an image */
1019     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1020     update_all_los (op->map, op->x, op->y);
1021     op->move_block = 0;
1022     CLEAR_FLAG (op, FLAG_ALIVE);
1023 root 1.5 }
1024 elmex 1.1 }
1025     }
1026    
1027 root 1.9 void
1028     scare_creature (object *target, object *hitter)
1029 elmex 1.1 {
1030 root 1.27 object *owner = hitter->owner;
1031 elmex 1.1
1032 root 1.9 if (!owner)
1033     owner = hitter;
1034 elmex 1.1
1035 root 1.9 SET_FLAG (target, FLAG_SCARED);
1036     if (!target->enemy)
1037     target->enemy = owner;
1038 elmex 1.1 }
1039    
1040     /* This returns the amount of damage hitter does to op with the
1041     * appropriate attacktype. Only 1 attacktype should be set at a time.
1042     * This doesn't damage the player, but returns how much it should
1043     * take. However, it will do other effects (paralyzation, slow, etc.)
1044     * Note - changed for PR code - we now pass the attack number and not
1045     * the attacktype. Makes it easier for the PR code. */
1046 root 1.9 int
1047     hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1048     {
1049     int doesnt_slay = 1;
1050    
1051     /* Catch anyone that may be trying to send us a bitmask instead of the number */
1052     if (attacknum >= NROFATTACKS)
1053     {
1054     LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1055     return 0;
1056 elmex 1.1 }
1057 root 1.9
1058     if (dam < 0)
1059     {
1060 root 1.61 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1061     dam, hitter->debug_desc (), op->debug_desc ());
1062 root 1.9 return 0;
1063 elmex 1.1 }
1064 root 1.9
1065     /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1066     * people can't mess with that or it otherwise get confused. */
1067     if (attacknum == ATNR_INTERNAL)
1068     return dam;
1069    
1070     if (hitter->slaying)
1071     {
1072 root 1.59 if ((op->race && strstr (hitter->slaying, op->race))
1073 root 1.67 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1074 root 1.9 {
1075     doesnt_slay = 0;
1076     dam *= 3;
1077     }
1078 elmex 1.1 }
1079    
1080 root 1.9 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1081     if (op->resist[attacknum])
1082     {
1083 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1084     * in case 0>dam>1, we try to "simulate" a float value-effect */
1085 root 1.9 dam *= (100 - op->resist[attacknum]);
1086     if (dam >= 100)
1087     dam /= 100;
1088 elmex 1.1 else
1089 root 1.9 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1090 elmex 1.1 }
1091    
1092 root 1.9 /* Special hack. By default, if immune to something, you
1093     * shouldn't need to worry. However, acid is an exception, since
1094     * it can still damage your items. Only include attacktypes if
1095     * special processing is needed */
1096    
1097 root 1.59 if (op->resist[attacknum] >= 100
1098     && doesnt_slay
1099     && attacknum != ATNR_ACID)
1100 root 1.9 return 0;
1101    
1102     /* Keep this in order - makes things easier to find */
1103    
1104     switch (attacknum)
1105     {
1106 root 1.40 case ATNR_PHYSICAL:
1107     /* here also check for diseases */
1108     check_physically_infect (op, hitter);
1109     break;
1110    
1111     /* Don't need to do anything for:
1112     magic,
1113     fire,
1114     electricity,
1115     cold */
1116    
1117     case ATNR_CONFUSION:
1118     case ATNR_POISON:
1119     case ATNR_SLOW:
1120     case ATNR_PARALYZE:
1121     case ATNR_FEAR:
1122     case ATNR_CANCELLATION:
1123     case ATNR_DEPLETE:
1124     case ATNR_BLIND:
1125     {
1126     /* chance for inflicting a special attack depends on the
1127     * difference between attacker's and defender's level
1128     */
1129     int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1130    
1131     /* First, only creatures/players with speed can be affected.
1132     * Second, just getting hit doesn't mean it always affects
1133     * you. Third, you still get a saving through against the
1134     * effect.
1135     */
1136     if (op->speed &&
1137     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1138     !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1139     {
1140 root 1.5
1141 root 1.40 /* Player has been hit by something */
1142     if (attacknum == ATNR_CONFUSION)
1143     confuse_player (op, hitter, dam);
1144     else if (attacknum == ATNR_POISON)
1145     poison_player (op, hitter, dam);
1146     else if (attacknum == ATNR_SLOW)
1147     slow_player (op, hitter, dam);
1148     else if (attacknum == ATNR_PARALYZE)
1149     paralyze_player (op, hitter, dam);
1150     else if (attacknum == ATNR_FEAR)
1151     scare_creature (op, hitter);
1152     else if (attacknum == ATNR_CANCELLATION)
1153     cancellation (op);
1154     else if (attacknum == ATNR_DEPLETE)
1155     op->drain_stat ();
1156     else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1157     blind_player (op, hitter, dam);
1158     }
1159 root 1.59
1160 root 1.40 dam = 0; /* These are all effects and don't do real damage */
1161     }
1162     break;
1163 root 1.44
1164 root 1.40 case ATNR_ACID:
1165     {
1166     int flag = 0;
1167 root 1.9
1168 root 1.40 /* Items only get corroded if you're not on a battleground and
1169     * if your acid resistance is below 50%. */
1170     if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1171     {
1172 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1173 root 1.40 {
1174     if (tmp->invisible)
1175     continue;
1176     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1177 root 1.44 /* >= 10% acid res. on items will protect these */
1178 root 1.40 continue;
1179 root 1.49 if (!(tmp->materials & M_IRON))
1180 root 1.40 continue;
1181     if (tmp->magic < -4) /* Let's stop at -5 */
1182     continue;
1183 root 1.44 if (tmp->type == RING
1184     /* removed boots and gloves from exclusion list in PR */
1185     || tmp->type == GIRDLE
1186     || tmp->type == AMULET
1187     || tmp->type == WAND
1188     || tmp->type == ROD
1189     || tmp->type == HORN)
1190 root 1.40 continue; /* To avoid some strange effects */
1191    
1192     /* High damage acid has better chance of corroding
1193     objects */
1194     if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1195     {
1196     flag = 1;
1197     tmp->magic--;
1198 root 1.82
1199     if (object *pl = tmp->visible_to ())
1200     {
1201     /* Make this more visible */
1202     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1203     "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1204    
1205     esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1206     }
1207 root 1.40 }
1208     }
1209 root 1.44
1210 root 1.40 if (flag)
1211     op->update_stats (); /* Something was corroded */
1212     }
1213     }
1214     break;
1215 root 1.44
1216 root 1.40 case ATNR_DRAIN:
1217     {
1218     /* rate is the proportion of exp drained. High rate means
1219     * not much is drained, low rate means a lot is drained.
1220     */
1221     int rate;
1222 root 1.9
1223 root 1.40 if (op->resist[ATNR_DRAIN] >= 0)
1224     rate = 400 + op->resist[ATNR_DRAIN] * 3;
1225     else
1226     rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1227 root 1.9
1228 root 1.40 if (op->stats.exp <= rate)
1229     {
1230     if (op->type == GOLEM)
1231     dam = 999; /* Its force is "sucked" away. 8) */
1232     else
1233     /* If we can't drain, lets try to do physical damage */
1234     dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1235     }
1236     else
1237     {
1238     /* Randomly give the hitter some hp */
1239     if (hitter->stats.hp < hitter->stats.maxhp &&
1240     (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1241     hitter->stats.hp++;
1242    
1243     /* Can't do drains on battleground spaces.
1244     * Move the wiz check up here - before, the hitter wouldn't gain exp
1245     * exp, but the wiz would still lose exp! If drainee is a wiz,
1246     * nothing happens.
1247     * Try to credit the owner. We try to display player -> player drain
1248     * attacks, hence all the != PLAYER checks.
1249     */
1250 root 1.64 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1251 root 1.40 {
1252     object *owner = hitter->owner;
1253 root 1.9
1254 root 1.40 if (owner && owner != hitter)
1255     {
1256     if (op->type != PLAYER || owner->type != PLAYER)
1257     change_exp (owner, op->stats.exp / (rate * 2),
1258     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1259     }
1260     else if (op->type != PLAYER || hitter->type != PLAYER)
1261 root 1.59 change_exp (hitter, op->stats.exp / (rate * 2),
1262     hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1263    
1264 root 1.40 change_exp (op, -op->stats.exp / rate, NULL, 0);
1265     }
1266 root 1.44
1267 root 1.40 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1268     * drain attack, you won't know that you are actually sucking out EXP,
1269     * as the messages will say you missed
1270     */
1271     }
1272     }
1273     break;
1274 root 1.44
1275 root 1.40 case ATNR_TURN_UNDEAD:
1276     {
1277     if (QUERY_FLAG (op, FLAG_UNDEAD))
1278     {
1279     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1280     object *god = find_god (determine_god (owner));
1281     int div = 1;
1282    
1283     /* if undead are not an enemy of your god, you turn them
1284     * at half strength */
1285 root 1.70 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1286 root 1.40 div = 2;
1287 root 1.59
1288 root 1.40 /* Give a bonus if you resist turn undead */
1289     if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1290     scare_creature (op, owner);
1291     }
1292     else
1293     dam = 0; /* don't damage non undead - should we damage
1294     undead? */
1295     }
1296     break;
1297 root 1.44
1298 root 1.40 case ATNR_DEATH:
1299     deathstrike_player (op, hitter, &dam);
1300     break;
1301 root 1.44
1302 root 1.40 case ATNR_CHAOS:
1303 root 1.61 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1304 root 1.40 dam = 0;
1305     break;
1306 root 1.44
1307 root 1.40 case ATNR_COUNTERSPELL:
1308 root 1.61 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1309 root 1.40 dam = 0;
1310     /* This should never happen. Counterspell is handled
1311     * seperately and filtered out. If this does happen,
1312     * Counterspell has no effect on anything but spells, so it
1313     * does no damage. */
1314     break;
1315 root 1.44
1316 root 1.40 case ATNR_HOLYWORD:
1317     {
1318     /* This has already been handled by hit_player,
1319     * no need to check twice -- DAMN */
1320     object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1321    
1322     /* As with turn undead above, give a bonus on the saving throw */
1323     if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1324     scare_creature (op, owner);
1325     }
1326     break;
1327 root 1.44
1328 root 1.40 case ATNR_LIFE_STEALING:
1329     {
1330     int new_hp;
1331    
1332     /* this is replacement to drain for players, instead of taking
1333     * exp it takes hp. It is geared for players, probably not
1334     * much use giving it to monsters
1335     *
1336     * life stealing doesn't do a lot of damage, but it gives the
1337     * damage it does do to the player. Given that,
1338     * it only does 1/10'th normal damage (hence the divide by
1339     * 1000).
1340     */
1341     /* You can't steal life from something undead */
1342     if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1343     return 0;
1344 root 1.44
1345 root 1.40 /* If drain protection is higher than life stealing, use that */
1346     if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1347     dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1348     else
1349     dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1350 root 1.44
1351 root 1.40 /* You die at -1 hp, not zero. */
1352     if (dam > (op->stats.hp + 1))
1353     dam = op->stats.hp + 1;
1354 root 1.44
1355 root 1.40 new_hp = hitter->stats.hp + dam;
1356     if (new_hp > hitter->stats.maxhp)
1357     new_hp = hitter->stats.maxhp;
1358 root 1.44
1359 root 1.40 if (new_hp > hitter->stats.hp)
1360     hitter->stats.hp = new_hp;
1361     }
1362 elmex 1.1 }
1363 root 1.40
1364 root 1.9 return dam;
1365 elmex 1.1 }
1366    
1367     /* GROS: This code comes from hit_player. It has been made external to
1368     * allow script procedures to "kill" objects in a combat-like fashion.
1369     * It was initially used by (kill-object) developed for the Collector's
1370     * Sword. Note that nothing has been changed from the original version
1371     * of the following code.
1372     * op is what is being killed.
1373     * dam is the damage done to it.
1374     * hitter is what is hitting it.
1375     * type is the attacktype.
1376     *
1377     * This function was a bit of a mess with hitter getting changed,
1378     * values being stored away but not used, etc. I've cleaned it up
1379     * a bit - I think it should be functionally equivalant.
1380     * MSW 2002-07-17
1381     */
1382 root 1.9 int
1383     kill_object (object *op, int dam, object *hitter, int type)
1384 elmex 1.1 {
1385 root 1.9 char buf[MAX_BUF];
1386     const char *skill;
1387     int maxdam = 0;
1388     int battleg = 0; /* true if op standing on battleground */
1389     int pk = 0; /* true if op and what controls hitter are both players */
1390 root 1.61 object *owner = 0;
1391     object *skop = 0;
1392 elmex 1.1
1393 root 1.9 if (op->stats.hp >= 0)
1394     return -1;
1395    
1396     if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1397     return 0;
1398    
1399     /* maxdam needs to be the amount of damage it took to kill
1400     * this creature. The function(s) that call us have already
1401     * adjusted the creatures HP total, so that is negative.
1402     */
1403     maxdam = dam + op->stats.hp + 1;
1404    
1405     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1406     update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1407    
1408     if (op->type == DOOR)
1409     {
1410 root 1.63 op->set_speed (0.1f);
1411     op->speed_left = -0.05f;
1412 root 1.9 return maxdam;
1413     }
1414 root 1.20
1415 root 1.9 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1416     {
1417 root 1.26 op->destroy ();
1418 root 1.9 return maxdam;
1419     }
1420    
1421     /* Now lets start dealing with experience we get for killing something */
1422    
1423 root 1.27 owner = hitter->owner;
1424 root 1.20 if (!owner)
1425 root 1.9 owner = hitter;
1426    
1427     /* is the victim (op) standing on battleground? */
1428     if (op_on_battleground (op, NULL, NULL))
1429     battleg = 1;
1430    
1431     /* is this player killing? */
1432     if (op->type == PLAYER && owner->type == PLAYER)
1433     pk = 1;
1434    
1435     /* Player killed something */
1436     if (owner->type == PLAYER)
1437     {
1438     /* Log players killing other players - makes it easier to detect
1439     * and filter out malicious player killers - that is why the
1440     * ip address is included.
1441     */
1442     if (op->type == PLAYER && !battleg)
1443     {
1444     time_t t = time (NULL);
1445     struct tm *tmv;
1446     char buf[256];
1447    
1448     tmv = localtime (&t);
1449     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1450    
1451 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1452 root 1.9 }
1453    
1454     /* try to filter some things out - basically, if you are
1455     * killing a level 1 creature and your level 20, you
1456     * probably don't want to see that.
1457     */
1458     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1459     {
1460     if (owner != hitter)
1461 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1462 root 1.9 else
1463 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1464    
1465 root 1.9 /* Only play sounds for melee kills */
1466     if (hitter->type == PLAYER)
1467 root 1.72 owner->play_sound (sound_find ("player_kills"));
1468 root 1.9 }
1469    
1470     /* If a player kills another player, not on
1471     * battleground, the "killer" looses 1 luck. Since this is
1472     * not reversible, it's actually quite a pain IMHO. -AV
1473     * Fix bug in that we were changing the luck of the hitter, not
1474     * player that the object belonged to - so if you killed another player
1475     * with spells, pets, whatever, there was no penalty.
1476     * Changed to make luck penalty configurable in settings.
1477     */
1478     if (op->type == PLAYER && owner != op && !battleg)
1479 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1480 root 1.9
1481     /* This code below deals with finding the appropriate skill
1482 root 1.61 * to credit exp to. This is a bit problematic - we should
1483 root 1.9 * probably never really have to look at current_weapon->skill
1484     */
1485 root 1.20 skill = 0;
1486    
1487 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1488     skill = hitter->skill;
1489     else if (owner->chosen_skill)
1490     {
1491 root 1.61 skop = owner->chosen_skill;
1492     skill = skop->skill;
1493 root 1.9 }
1494     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1495     skill = owner->current_weapon->skill;
1496     else
1497     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1498 elmex 1.1
1499 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1500 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1501 root 1.9 */
1502     if ((!skop || skop->type != SKILL) && skill)
1503     {
1504     int i;
1505 elmex 1.1
1506 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1507     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1508     {
1509     skop = owner->contr->last_skill_ob[i];
1510     break;
1511     }
1512 root 1.5 }
1513 root 1.9 } /* Was it a player that hit somethign */
1514     else
1515 root 1.20 skill = 0;
1516 root 1.9
1517     /* Pet (or spell) killed something. */
1518 root 1.89 if (op->type == PLAYER)
1519     {
1520     if (owner != hitter)
1521     sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523     else
1524     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     new_draw_info (NDI_ALL, 0, NULL, buf);
1529     }
1530 root 1.20
1531 root 1.9 /* These may have been set in the player code section above */
1532     if (!skop)
1533     skop = hitter->chosen_skill;
1534 root 1.20
1535 root 1.9 if (!skill && skop)
1536     skill = skop->skill;
1537    
1538     /* If you didn't kill yourself, and your not the wizard */
1539 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1540 root 1.9 {
1541     int exp;
1542    
1543     /* Really don't give much experience for killing other players */
1544 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1545 root 1.9 if (op->type == PLAYER)
1546     {
1547     if (battleg)
1548     {
1549     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1550     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1551 root 1.5 }
1552 root 1.9 else
1553     exp = op->stats.exp / 1000;
1554 elmex 1.1 }
1555 root 1.9 else
1556     exp = calc_skill_exp (owner, op, skop);
1557 elmex 1.1
1558 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1559     * exp by killing him
1560     */
1561     if (battleg)
1562     exp = 0;
1563 elmex 1.1
1564 root 1.9 /* Don't know why this is set this way - doesn't make
1565     * sense to just divide everything by two for no reason.
1566     */
1567 elmex 1.1
1568 root 1.9 if (!settings.simple_exp)
1569     exp = exp / 2;
1570 root 1.5
1571 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1572 root 1.23 change_exp (owner, exp, skill, 0);
1573 root 1.9 else
1574     {
1575     int shares = 0, count = 0;
1576     partylist *party = owner->contr->party;
1577 root 1.5
1578 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1579 root 1.35
1580 root 1.33 for_all_players (pl)
1581 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1582     {
1583     count++;
1584     shares += (pl->ob->level + 4);
1585     }
1586    
1587 root 1.23 if (count == 1 || shares > exp || !shares)
1588 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1589     else
1590     {
1591     int share = exp / shares, given = 0, nexp;
1592    
1593 root 1.33 for_all_players (pl)
1594 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1595     {
1596     nexp = (pl->ob->level + 4) * share;
1597     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1598     given += nexp;
1599     }
1600    
1601 root 1.9 exp -= given;
1602     /* give any remainder to the player */
1603     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1604 root 1.5 }
1605 root 1.9 } /* else part of a party */
1606     } /* end if person didn't kill himself */
1607 elmex 1.1
1608 root 1.9 if (op->type != PLAYER)
1609     {
1610     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1611     {
1612 root 1.27 object *owner1 = op->owner;
1613 elmex 1.1
1614 root 1.20 if (owner1 && owner1->type == PLAYER)
1615 root 1.9 {
1616 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1617 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1618     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1619 root 1.5 }
1620 root 1.12
1621 root 1.9 remove_friendly_object (op);
1622 root 1.5 }
1623 root 1.12
1624 root 1.26 op->destroy ();
1625 elmex 1.1 }
1626 root 1.9 else
1627 root 1.83 /* Player has been killed! */
1628     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1629 root 1.12
1630 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1631     * continues in the calling function.
1632     */
1633     return maxdam;
1634 elmex 1.1 }
1635    
1636     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1637     * Returns 0 this is not friendly fire
1638     */
1639 root 1.9 int
1640     friendly_fire (object *op, object *hitter)
1641     {
1642     object *owner;
1643     int friendlyfire;
1644    
1645     if (hitter->head)
1646     hitter = hitter->head;
1647    
1648     friendlyfire = 0;
1649    
1650     if (op->type == PLAYER)
1651     {
1652     if (op_on_battleground (hitter, 0, 0))
1653     return 0;
1654    
1655     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1656     return 1;
1657    
1658 root 1.27 if ((owner = hitter->owner) != NULL)
1659 root 1.9 {
1660     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1661     friendlyfire = 2;
1662     }
1663    
1664     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1665     friendlyfire = 0;
1666 elmex 1.1 }
1667 root 1.62
1668 root 1.9 return friendlyfire;
1669 elmex 1.1 }
1670    
1671     /* This isn't used just for players, but in fact most objects.
1672     * op is the object to be hit, dam is the amount of damage, hitter
1673     * is what is hitting the object, type is the attacktype, and
1674     * full_hit is set if monster area does not matter.
1675     * dam is base damage - protections/vulnerabilities/slaying matches can
1676     * modify it.
1677     */
1678 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1679     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1680 root 1.9 int
1681     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1682     {
1683     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1684     int maxattacktype, attacknum;
1685     int body_attack = op && op->head; /* Did we hit op's head? */
1686     int simple_attack;
1687     int rtn_kill = 0;
1688     int friendlyfire;
1689 elmex 1.1
1690 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1691     return 0;
1692 elmex 1.1
1693 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1694     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1695     return 0;
1696 elmex 1.1
1697 root 1.64 // only allow pk for hostile players
1698 root 1.9 if (op->type == PLAYER)
1699     {
1700 root 1.27 object *owner = hitter->owner;
1701 root 1.9
1702     if (!owner)
1703     owner = hitter;
1704 root 1.18
1705 root 1.56 if (owner->type == PLAYER
1706     && (!op_on_battleground (op, 0, 0)
1707     && (op->contr->peaceful || owner->contr->peaceful))
1708     && op != owner)
1709 root 1.18 return 0;
1710 elmex 1.1 }
1711    
1712 root 1.9 if (body_attack)
1713     {
1714     /* slow and paralyze must hit the head. But we don't want to just
1715     * return - we still need to process other attacks the spell still
1716     * might have. So just remove the paralyze and slow attacktypes,
1717     * and keep on processing if we have other attacktypes.
1718     * return if only magic or nothing is left - under normal code
1719     * we don't attack with pure magic if there is another attacktype.
1720     * Only do processing if the initial attacktype includes one of those
1721     * attack so we don't cancel out things like magic bullet.
1722     */
1723     if (type & (AT_PARALYZE | AT_SLOW))
1724     {
1725     type &= ~(AT_PARALYZE | AT_SLOW);
1726 root 1.18
1727 root 1.9 if (!type || type == AT_MAGIC)
1728     return 0;
1729 root 1.5 }
1730 elmex 1.1 }
1731    
1732 root 1.9 if (!simple_attack && op->type == DOOR)
1733     {
1734 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1735 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1736     {
1737     spring_trap (tmp, hitter);
1738 root 1.26
1739 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1740 root 1.9 return 0;
1741 root 1.26
1742 root 1.9 break;
1743     }
1744 elmex 1.1 }
1745    
1746 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1747     {
1748     /* FIXME: If a player is killed by a rune in a door, the
1749 root 1.18 * destroyed() check above doesn't return, and might get here.
1750 root 1.9 */
1751 elmex 1.54
1752     /* FIXME: This for example happens when a dead door is on a mover and
1753     gets it's speed_left raised on each mover-tick.
1754     Doors are removed in a kinda funny way by giving them speed and speed_left
1755     and waiting for that to run out.
1756     */
1757     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1758 root 1.9 return 0;
1759 elmex 1.1 }
1760    
1761     #ifdef ATTACK_DEBUG
1762 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1763 elmex 1.1 #endif
1764    
1765 root 1.9 if (magic)
1766     {
1767 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1768     * in case 0>dam>1, we try to "simulate" a float value-effect */
1769 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1770 elmex 1.1 if (dam >= 100)
1771 root 1.5 dam /= 100;
1772 elmex 1.1 else
1773 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1774 elmex 1.1 }
1775    
1776 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1777     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1778     */
1779     if (type & AT_CHAOS)
1780     {
1781     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1782     update_object (op, UP_OBJ_FACE);
1783 elmex 1.1 type &= ~AT_CHAOS;
1784     }
1785    
1786 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1787     * holyword is part of an attacktype, then make sure the creature is
1788     * a proper match, otherwise no damage.
1789     */
1790     if (type & AT_HOLYWORD)
1791     {
1792     object *god;
1793    
1794     if ((!hitter->slaying ||
1795     (!(op->race && strstr (hitter->slaying, op->race)) &&
1796     !(op->name && strstr (hitter->slaying, op->name)))) &&
1797     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1798     (hitter->title != NULL
1799 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1800 root 1.9 return 0;
1801 elmex 1.1 }
1802    
1803 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1804 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1805     {
1806     /* Magic isn't really a true attack type - it gets combined with other
1807     * attack types. As such, skip it over. However, if magic is
1808     * the only attacktype in the group, then still attack with it
1809     */
1810     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1811     continue;
1812    
1813     /* Go through and hit the player with each attacktype, one by one.
1814     * hit_player_attacktype only figures out the damage, doesn't inflict
1815     * it. It will do the appropriate action for attacktypes with
1816     * effects (slow, paralization, etc.
1817     */
1818     if (type & attacktype)
1819     {
1820     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1821     /* the >= causes us to prefer messages from special attacks, if
1822     * the damage is equal.
1823     */
1824     if (ndam >= maxdam)
1825     {
1826 root 1.5 maxdam = ndam;
1827 root 1.9 maxattacktype = 1 << attacknum;
1828 root 1.5 }
1829     }
1830 elmex 1.1 }
1831 root 1.9
1832     /* if this is friendly fire then do a set % of damage only
1833     * Note - put a check in to make sure this attack is actually
1834     * doing damage - otherwise, the +1 in the code below will make
1835     * an attack do damage before when it otherwise didn't
1836     */
1837     friendlyfire = friendly_fire (op, hitter);
1838     if (friendlyfire && maxdam)
1839     {
1840     maxdam = ((dam * settings.set_friendly_fire) / 100);
1841    
1842 elmex 1.1 #ifdef ATTACK_DEBUG
1843 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1844     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1845 elmex 1.1 #endif
1846     }
1847    
1848 root 1.9 if (!full_hit)
1849     {
1850     int area;
1851     int remainder;
1852    
1853     area = 0;
1854 root 1.68
1855     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1856 root 1.9 area++;
1857 root 1.68
1858 root 1.9 assert (area > 0);
1859    
1860     /* basically: maxdam /= area; we try to "simulate" a float
1861     value-effect */
1862     remainder = 100 * (maxdam % area) / area;
1863     maxdam /= area;
1864 root 1.47 if (rndm (100) < remainder)
1865 root 1.9 maxdam++;
1866 elmex 1.1 }
1867    
1868     #ifdef ATTACK_DEBUG
1869 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1870 elmex 1.1 #endif
1871    
1872 root 1.57 // for now, only do this for active objects, otherwise they
1873     // keep a refcount for a long time and I see no usefulness
1874     // for an non-active objetc to know its enemy.
1875     if (op->active)
1876     if (hitter->owner)
1877     op->enemy = hitter->owner;
1878     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1879     op->enemy = hitter;
1880 root 1.9
1881     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1882     {
1883     /* The unaggressives look after themselves 8) */
1884     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1885     npc_call_help (op);
1886     }
1887    
1888     if (magic && did_make_save (op, op->level, 0))
1889     maxdam = maxdam / 2;
1890    
1891     attack_message (maxdam, maxattacktype, op, hitter);
1892    
1893     op->stats.hp -= maxdam;
1894    
1895     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1896     if ((op->stats.hp >= 0) &&
1897     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1898     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1899     {
1900 elmex 1.1
1901 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1902     SET_FLAG (op, FLAG_RUN_AWAY);
1903     else
1904     scare_creature (op, hitter);
1905 elmex 1.1 }
1906    
1907 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1908     {
1909     if (maxdam)
1910     tear_down_wall (op);
1911 root 1.26
1912 root 1.9 return maxdam; /* nothing more to do for wall */
1913     }
1914 elmex 1.1
1915 root 1.9 /* See if the creature has been killed */
1916     rtn_kill = kill_object (op, maxdam, hitter, type);
1917     if (rtn_kill != -1)
1918     return rtn_kill;
1919 elmex 1.1
1920    
1921 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1922     * that before if the player was immune to ghosthit, the monster
1923     * remained - that is no longer the case.
1924     */
1925     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1926 root 1.56 hitter->destroy ();
1927 root 1.26
1928 root 1.9 /* Lets handle creatures that are splitting now */
1929     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1930     {
1931     int i;
1932     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1933     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1934 root 1.27 object *owner = op->owner;
1935 root 1.5
1936 root 1.9 if (!op->other_arch)
1937     {
1938     LOG (llevError, "SPLITTING without other_arch error.\n");
1939     return maxdam;
1940     }
1941 root 1.26
1942 root 1.25 op->remove ();
1943 root 1.26
1944 root 1.76 for (i = 0; i < op->stats.food; i++)
1945 root 1.9 { /* This doesn't handle op->more yet */
1946     object *tmp = arch_to_object (op->other_arch);
1947     int j;
1948    
1949     tmp->stats.hp = op->stats.hp;
1950 root 1.26
1951 root 1.9 if (friendly)
1952     {
1953     add_friendly_object (tmp);
1954     tmp->attack_movement = PETMOVE;
1955 root 1.39
1956     if (owner)
1957 root 1.27 tmp->set_owner (owner);
1958 root 1.9 }
1959 root 1.26
1960 root 1.9 if (unaggressive)
1961     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1962 root 1.26
1963 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1964 root 1.26
1965 root 1.9 if (j == -1) /* No spot to put this monster */
1966 root 1.26 tmp->destroy ();
1967 root 1.9 else
1968     {
1969     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1970     insert_ob_in_map (tmp, op->map, NULL, 0);
1971     }
1972     }
1973 root 1.26
1974     op->destroy ();
1975 root 1.9 }
1976     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1977 root 1.26 hitter->destroy ();
1978    
1979 root 1.9 return maxdam;
1980     }
1981    
1982     void
1983     poison_player (object *op, object *hitter, int dam)
1984     {
1985 root 1.16 archetype *at = archetype::find ("poisoning");
1986 root 1.9 object *tmp = present_arch_in_ob (at, op);
1987 elmex 1.1
1988 root 1.9 if (tmp == NULL)
1989     {
1990     if ((tmp = arch_to_object (at)) == NULL)
1991     LOG (llevError, "Failed to clone arch poisoning.\n");
1992     else
1993     {
1994     tmp = insert_ob_in_ob (tmp, op);
1995     /* peterm: give poisoning some teeth. It should
1996     * be able to kill things better than it does:
1997     * damage should be dependent something--I choose to
1998     * do this: if it's a monster, the damage from the
1999     * poisoning goes as the level of the monster/2.
2000     * If anything else, goes as damage.
2001     */
2002    
2003     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2004     tmp->stats.dam += hitter->level / 2;
2005     else
2006     tmp->stats.dam = dam;
2007    
2008 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2009 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2010     {
2011     tmp->skill = hitter->skill;
2012     }
2013    
2014     tmp->stats.food += dam; /* more damage, longer poisoning */
2015    
2016     if (op->type == PLAYER)
2017     {
2018     /* player looses stats, maximum is -10 of each */
2019     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2020     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2021     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2022     tmp->stats.Int = MAX (-dam / 7, -10);
2023     SET_FLAG (tmp, FLAG_APPLIED);
2024 root 1.32 op->update_stats ();
2025 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2026 root 1.75 op->play_sound (tmp->sound);
2027 root 1.9 }
2028 root 1.63
2029 root 1.9 if (hitter->type == PLAYER)
2030     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2031 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2032 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2033 root 1.5 }
2034 root 1.63
2035 root 1.9 tmp->speed_left = 0;
2036     }
2037     else
2038     tmp->stats.food++;
2039     }
2040    
2041     void
2042     slow_player (object *op, object *hitter, int dam)
2043     {
2044 root 1.16 archetype *at = archetype::find ("slowness");
2045 root 1.9 object *tmp;
2046    
2047     if (at == NULL)
2048 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2049    
2050 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2051     {
2052     tmp = arch_to_object (at);
2053     tmp = insert_ob_in_ob (tmp, op);
2054     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2055     }
2056     else
2057     tmp->stats.food++;
2058 root 1.62
2059 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2060     tmp->speed_left = 0;
2061 root 1.32 op->update_stats ();
2062 elmex 1.1 }
2063    
2064 root 1.9 void
2065     confuse_player (object *op, object *hitter, int dam)
2066     {
2067     object *tmp;
2068     int maxduration;
2069 elmex 1.1
2070 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2071     if (!tmp)
2072     {
2073     tmp = get_archetype (FORCE_NAME);
2074     tmp = insert_ob_in_ob (tmp, op);
2075     }
2076 root 1.5
2077 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2078     * on the player's resistance
2079     */
2080     tmp->speed = 0.05;
2081     tmp->subtype = FORCE_CONFUSION;
2082     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2083     tmp->name = "confusion";
2084     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2085 root 1.62
2086 root 1.9 if (tmp->duration > maxduration)
2087     tmp->duration = maxduration;
2088    
2089     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2090     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2091 root 1.62
2092 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2093     }
2094 root 1.5
2095 root 1.9 void
2096     blind_player (object *op, object *hitter, int dam)
2097     {
2098     object *tmp, *owner;
2099 root 1.5
2100 root 1.9 /* Save some work if we know it isn't going to affect the player */
2101     if (op->resist[ATNR_BLIND] == 100)
2102     return;
2103 root 1.5
2104 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2105     if (!tmp)
2106     {
2107     tmp = get_archetype ("blindness");
2108     SET_FLAG (tmp, FLAG_BLIND);
2109     SET_FLAG (tmp, FLAG_APPLIED);
2110 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2111     * speed is a float anyways.
2112     */
2113 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2114 elmex 1.1
2115 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2116     change_abil (op, tmp); /* Mostly to display any messages */
2117 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2118 elmex 1.1
2119 root 1.9 if (hitter->owner)
2120 root 1.27 owner = hitter->owner;
2121 root 1.9 else
2122     owner = hitter;
2123 elmex 1.1
2124 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2125     }
2126     tmp->stats.food += dam;
2127     if (tmp->stats.food > 10)
2128     tmp->stats.food = 10;
2129 elmex 1.1 }
2130    
2131 root 1.9 void
2132     paralyze_player (object *op, object *hitter, int dam)
2133 elmex 1.1 {
2134 root 1.9 float effect, max;
2135    
2136     /* object *tmp; */
2137 elmex 1.1
2138 root 1.9 /* This is strange stuff... someone knows for what this is
2139     * written? Well, i think this can and should be removed
2140     */
2141 elmex 1.1
2142 root 1.9 /*
2143     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2144     tmp=clone_arch(PARAIMAGE);
2145     tmp->x=op->x,tmp->y=op->y;
2146     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2147     }
2148     */
2149 elmex 1.1
2150 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2151     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2152 elmex 1.1
2153 root 1.9 if (effect == 0)
2154     return;
2155 elmex 1.1
2156 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2157     /* tmp->stats.food+=(signed short) effect/op->speed; */
2158 elmex 1.1
2159 root 1.9 /* max number of ticks to be affected for. */
2160     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2161     if (op->speed_left < -(FABS (op->speed) * max))
2162     op->speed_left = (float) -(FABS (op->speed) * max);
2163 elmex 1.1
2164     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2165     }
2166    
2167     /* Attempts to kill 'op'. hitter is the attack object, dam is
2168     * the computed damaged.
2169     */
2170 root 1.9 void
2171     deathstrike_player (object *op, object *hitter, int *dam)
2172 elmex 1.1 {
2173 root 1.9 /* The intention of a death attack is to kill outright things
2174     ** that are a lot weaker than the attacker, have a chance of killing
2175     ** things somewhat weaker than the caster, and no chance of
2176     ** killing something equal or stronger than the attacker.
2177     ** Also, if a deathstrike attack has a slaying, any monster
2178     ** whose name or race matches a comma-delimited list in the slaying
2179     ** field of the deathstriking object */
2180    
2181     int atk_lev, def_lev, kill_lev;
2182    
2183     if (hitter->slaying)
2184 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2185 root 1.9 return;
2186    
2187     def_lev = op->level;
2188     if (def_lev < 1)
2189     {
2190 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2191 root 1.9 def_lev = 1;
2192     }
2193 root 1.52
2194 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2195     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2196     atk_lev, def_lev); */
2197    
2198     if (atk_lev >= def_lev)
2199     {
2200     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2201    
2202     /* Note that the below effectively means the ratio of the atk vs
2203     * defener level is important - if level 52 character has very little
2204     * chance of killing a level 50 monster. This should probably be
2205     * redone.
2206     */
2207     if (kill_lev >= def_lev)
2208     {
2209     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2210     /* I think this doesn't really do much. Because of
2211     * integer rounding, this only makes any difference if the
2212     * attack level is double the defender level.
2213     */
2214     *dam *= kill_lev / def_lev;
2215 root 1.5 }
2216 root 1.9 }
2217     else
2218 root 1.52 *dam = 0; /* no harm done */
2219 elmex 1.1 }
2220    
2221     /* thrown_item_effect() - handles any special effects of thrown
2222     * items (like attacking living creatures--a potion thrown at a
2223     * monster).
2224     */
2225 root 1.9 static void
2226     thrown_item_effect (object *hitter, object *victim)
2227 elmex 1.1 {
2228 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2229     {
2230     /* May not need a switch for just 2 types, but this makes it
2231     * easier for expansion.
2232     */
2233     switch (hitter->type)
2234     {
2235 root 1.5 case POTION:
2236 root 1.9 /* should player get a save throw instead of checking magic protection? */
2237     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2238     (void) apply_potion (victim, hitter);
2239     break;
2240    
2241     case POISON: /* poison drinks */
2242     /* As with potions, should monster get a save? */
2243     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2244     apply_poison (victim, hitter);
2245     break;
2246    
2247     /* Removed case statements that did nothing.
2248     * food may be poisonous, but monster must be willing to eat it,
2249     * so we don't handle it here.
2250     * Containers should perhaps break open, but that code was disabled.
2251     */
2252 root 1.5 }
2253 elmex 1.1 }
2254     }
2255    
2256     /* adj_attackroll() - adjustments to attacks by various conditions */
2257 root 1.9 int
2258     adj_attackroll (object *hitter, object *target)
2259     {
2260 elmex 1.1 object *attacker = hitter;
2261 root 1.9 int adjust = 0;
2262 elmex 1.1
2263     /* safety */
2264 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2265     {
2266     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2267     return 0;
2268     }
2269 elmex 1.1
2270     /* aimed missiles use the owning object's sight */
2271 root 1.9 if (is_aimed_missile (hitter))
2272     {
2273 root 1.27 if ((attacker = hitter->owner) == NULL)
2274 root 1.9 attacker = hitter;
2275     /* A player who saves but hasn't quit still could have objects
2276     * owned by him - need to handle that case to avoid crashes.
2277     */
2278     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2279     attacker = hitter;
2280     }
2281     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2282 elmex 1.1 return 0;
2283    
2284 root 1.9 /* determine the condtions under which we make an attack.
2285     * Add more cases, as the need occurs. */
2286 elmex 1.1
2287 root 1.9 if (!can_see_enemy (attacker, target))
2288     {
2289     /* target is unseen */
2290     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2291     adjust -= 10;
2292     /* dark map penalty for the hitter (lacks infravision if we got here). */
2293     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2294     adjust -= target->map->darkness;
2295     }
2296 elmex 1.1
2297 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2298 elmex 1.1 adjust -= 3;
2299    
2300 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2301 elmex 1.1 adjust += 1;
2302    
2303 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2304 elmex 1.1 adjust += 1;
2305    
2306 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2307 elmex 1.1 adjust -= 3;
2308    
2309     /* if we attack at a different 'altitude' its harder */
2310 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2311 elmex 1.1 adjust -= 2;
2312    
2313     #if 0
2314     /* slower attacks are less likely to succeed. We should use a
2315     * comparison between attacker/target speeds BUT, players have
2316     * a generally faster speed, so this will wind up being a HUGE
2317     * disadantage for the monsters! Too bad, because missiles which
2318     * fly fast should have a better chance of hitting a slower target.
2319     */
2320 root 1.9 if (hitter->speed < target->speed)
2321     adjust += ((float) hitter->speed - target->speed);
2322 elmex 1.1 #endif
2323    
2324     #if 0
2325 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2326 elmex 1.1 #endif
2327    
2328     return adjust;
2329 root 1.9 }
2330 elmex 1.1
2331     /* determine if the object is an 'aimed' missile */
2332 root 1.9 int
2333     is_aimed_missile (object *op)
2334     {
2335 elmex 1.1
2336 root 1.9 /* I broke what used to be one big if into a few nested
2337     * ones so that figuring out the logic is at least possible.
2338     */
2339     if (op && (op->move_type & MOVE_FLYING))
2340 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2341     return 1;
2342     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2343     return 1;
2344 root 1.53
2345 root 1.9 return 0;
2346     }