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/cvs/deliantra/server/server/attack.C
Revision: 1.83
Committed: Wed Apr 30 06:40:28 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_53
Changes since 1.82: +2 -7 lines
Log Message:
*** empty log message ***

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     if (op->materialname == NULL)
83     {
84     for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 root 1.49 if (op->materials & mt->material)
86 root 1.26 break;
87 root 1.9 }
88     else
89     mt = name_to_material (op->materialname);
90 root 1.40
91 root 1.71 if (!mt)
92 elmex 1.1 return TRUE;
93 root 1.40
94 root 1.9 roll = rndm (1, 20);
95    
96     /* the attacktypes have no meaning for object saves
97     * If the type is only magic, don't adjust type - basically, if
98     * pure magic is hitting an object, it should save. However, if it
99     * is magic teamed with something else, then strip out the
100     * magic type, and instead let the fire, cold, or whatever component
101     * destroy the item. Otherwise, you get the case of poisoncloud
102     * destroying objects because it has magic attacktype.
103     */
104     if (type != AT_MAGIC)
105     type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106     AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107     AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108    
109     if (type == 0)
110     return TRUE;
111     if (roll == 20)
112     return TRUE;
113     if (roll == 1)
114     return FALSE;
115    
116     for (number = 0; number < NROFATTACKS; number++)
117     {
118     i = 1 << number;
119     if (!(i & type))
120     continue;
121     attacks++;
122     if (op->resist[number] == 100)
123     saves++;
124     else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125     saves++;
126     else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127     saves++;
128     }
129    
130     if (saves == attacks || attacks == 0)
131     return TRUE;
132 root 1.46
133     if (saves == 0 || (rndm (1, attacks) > saves))
134 root 1.9 return FALSE;
135 root 1.46
136 root 1.9 return TRUE;
137 elmex 1.1 }
138    
139     /* This function calls did_make_save_item. It then performs the
140     * appropriate actions to the item (such as burning the item up,
141     * calling cancellation, etc.)
142     */
143 root 1.9 void
144     save_throw_object (object *op, int type, object *originator)
145 elmex 1.1 {
146 root 1.9 if (!did_make_save_item (op, type, originator))
147 elmex 1.1 {
148 root 1.9 object *env = op->env;
149     int x = op->x, y = op->y;
150 root 1.19 maptile *m = op->map;
151 root 1.9
152     op = stop_item (op);
153     if (op == NULL)
154     return;
155 elmex 1.1
156 root 1.9 /* Hacked the following so that type LIGHTER will work.
157     * Also, objects which are potenital "lights" that are hit by
158     * flame/elect attacks will be set to glow. "lights" are any
159     * object with +/- glow_radius and an "other_arch" to change to.
160     * (and please note that we cant fail our save and reach this
161     * function if the object doesnt contain a material that can burn.
162     * So forget lighting magical swords on fire with this!) -b.t.
163     */
164     if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165     {
166 root 1.67 const char *arch = op->other_arch->archname;
167 elmex 1.1
168 root 1.80 if (op->decrease ())
169 root 1.9 fix_stopped_item (op, m, originator);
170 root 1.13
171 root 1.80 if ((op = get_archetype (arch)))
172 root 1.9 {
173     if (env)
174     {
175 root 1.82 op->x = env->x, op->y = env->y; //???? wtf
176     env->insert (op);
177 root 1.5 }
178 root 1.9 else
179     {
180     op->x = x, op->y = y;
181     insert_ob_in_map (op, m, originator, 0);
182     }
183     }
184 root 1.13
185 root 1.9 return;
186     }
187 root 1.13
188 root 1.9 if (type & AT_CANCELLATION)
189     { /* Cancellation. */
190     cancellation (op);
191     fix_stopped_item (op, m, originator);
192     return;
193     }
194 root 1.13
195 root 1.9 if (op->nrof > 1)
196     {
197 root 1.80 if (op->decrease (rndm (0, op->nrof - 1)))
198 root 1.9 fix_stopped_item (op, m, originator);
199 elmex 1.1 }
200 root 1.9 else
201 root 1.81 op->destroy ();
202 root 1.13
203 root 1.9 if (type & (AT_FIRE | AT_ELECTRICITY))
204 root 1.13 if (env)
205     {
206     op = get_archetype ("burnout");
207     op->x = env->x, op->y = env->y;
208     insert_ob_in_ob (op, env);
209     }
210     else
211     replace_insert_ob_in_map ("burnout", originator);
212    
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     object *tmp;
220 root 1.16 archetype *at = archetype::find ("icecube");
221 root 1.9
222     if (at == NULL)
223 root 1.5 return;
224 root 1.15
225 root 1.9 op = stop_item (op);
226     if (op == NULL)
227 elmex 1.1 return;
228 root 1.15
229 root 1.9 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
230     {
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 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
243 root 1.25 op->remove ();
244 root 1.15
245     insert_ob_in_ob (op, tmp);
246 root 1.9 return;
247 elmex 1.1 }
248     }
249    
250     /* Object op is hitting the map.
251     * op is going in direction 'dir'
252     * type is the attacktype of the object.
253     * full_hit is set if monster area does not matter.
254     * returns 1 if it hits something, 0 otherwise.
255     */
256 root 1.9 int
257     hit_map (object *op, int dir, int type, int full_hit)
258     {
259 root 1.19 maptile *map;
260 root 1.9 sint16 x, y;
261     int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
262 elmex 1.1
263 root 1.9 if (QUERY_FLAG (op, FLAG_FREED))
264     {
265     LOG (llevError, "BUG: hit_map(): free object\n");
266     return 0;
267 elmex 1.1 }
268    
269 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
270     {
271 root 1.67 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
272 root 1.9 return 0;
273 elmex 1.1 }
274    
275 root 1.9 if (!op->map)
276     {
277     LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
278     return 0;
279 elmex 1.1 }
280    
281 root 1.9 if (op->head)
282     op = op->head;
283    
284     map = op->map;
285     x = op->x + freearr_x[dir];
286     y = op->y + freearr_y[dir];
287 elmex 1.1
288 root 1.41 if (!xy_normalise (map, x, y))
289     return 0;
290 root 1.9
291     // elmex: a safe map tile can't be hit!
292     // this should prevent most harmful effects on items and players there.
293 root 1.41 mapspace &ms = map->at (x, y);
294    
295     if (ms.flags () & P_SAFE)
296 root 1.9 return 0;
297    
298 root 1.59 /* peterm: a few special cases for special attacktypes --counterspell
299 root 1.9 * must be out here because it strikes things which are not alive
300     */
301 root 1.41 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 root 1.9 {
303 root 1.41 if (type & AT_COUNTERSPELL)
304     {
305     counterspell (op, dir); /* see spell_effect.c */
306 elmex 1.1
307 root 1.41 /* If the only attacktype is counterspell or magic, don't need
308     * to do any further processing.
309     */
310     if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
311     return 0;
312 root 1.11
313 root 1.41 type &= ~AT_COUNTERSPELL;
314     }
315 elmex 1.1
316 root 1.41 if (type & AT_CHAOS)
317     {
318     shuffle_attack (op, 1); /* flag tells it to change the face */
319     update_object (op, UP_OBJ_FACE);
320     type &= ~AT_CHAOS;
321     }
322 elmex 1.1 }
323    
324 root 1.37 /* There may still be objects that were above 'next', but there is no
325     * simple way to find out short of copying all object references and
326     * tags into a temporary array before we start processing the first
327     * object. That's why we just abort on destroy.
328     *
329     * This happens whenever attack spells (like fire) hit a pile
330     * of objects. This is not a bug - nor an error.
331     */
332 root 1.41 for (object *next = ms.bot; next && !next->destroyed (); )
333 root 1.9 {
334 root 1.37 object *tmp = next;
335 root 1.9 next = tmp->above;
336 root 1.11
337 root 1.9 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
338     * For example, 'tmp' was put in an icecube.
339     * This is one of the few cases where on_same_map should not be used.
340     */
341     if (tmp->map != map || tmp->x != x || tmp->y != y)
342     continue;
343    
344     if (QUERY_FLAG (tmp, FLAG_ALIVE))
345     {
346     hit_player (tmp, op->stats.dam, op, type, full_hit);
347     retflag |= 1;
348 root 1.41
349 root 1.18 if (op->destroyed ())
350 root 1.5 break;
351     }
352 root 1.9 /* Here we are potentially destroying an object. If the object has
353     * NO_PASS set, it is also immune - you can't destroy walls. Note
354     * that weak walls have is_alive set, which prevent objects from
355     * passing over/through them. We don't care what type of movement
356     * the wall blocks - if it blocks any type of movement, can't be
357     * destroyed right now.
358     */
359 root 1.49 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
360 root 1.9 {
361     save_throw_object (tmp, type, op);
362 root 1.37
363 root 1.18 if (op->destroyed ())
364 root 1.9 break;
365 root 1.5 }
366 elmex 1.1 }
367 root 1.11
368 root 1.9 return 0;
369 elmex 1.1 }
370    
371 root 1.9 void
372     attack_message (int dam, int type, object *op, object *hitter)
373     {
374 elmex 1.1 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
375 root 1.9 int i, found = 0;
376 root 1.19 maptile *map;
377 elmex 1.1 object *next, *tmp;
378    
379     /* put in a few special messages for some of the common attacktypes
380     * a player might have. For example, fire, electric, cold, etc
381     * [garbled 20010919]
382     */
383    
384 root 1.9 if (dam == 9998 && op->type == DOOR)
385     {
386     sprintf (buf1, "unlock %s", &op->name);
387     sprintf (buf2, " unlocks");
388     found++;
389     }
390     if (dam < 0)
391     {
392     sprintf (buf1, "hit %s", &op->name);
393     sprintf (buf2, " hits");
394     found++;
395     }
396     else if (dam == 0)
397     {
398     sprintf (buf1, "missed %s", &op->name);
399     sprintf (buf2, " misses");
400     found++;
401     }
402     else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
403 root 1.29 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
404 root 1.9 {
405     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
406     if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
407     {
408     sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
409     strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
410     found++;
411     break;
412     }
413     }
414     else if (op->type == DOOR && !found)
415     {
416     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
417     if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
418     {
419     sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
420     strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
421     found++;
422     break;
423     }
424     }
425 root 1.29 else if (hitter->type == PLAYER && op->is_alive ())
426 root 1.9 {
427     if (USING_SKILL (hitter, SK_KARATE))
428     {
429     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
430     if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
431     {
432     sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
433     strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
434 root 1.5 found++;
435     break;
436 root 1.9 }
437     }
438     else if (USING_SKILL (hitter, SK_CLAWING))
439     {
440     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
441     if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
442     {
443     sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
444     strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
445 root 1.5 found++;
446     break;
447     }
448 root 1.9 }
449     else if (USING_SKILL (hitter, SK_PUNCHING))
450     {
451     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
452     if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
453     {
454     sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
455     strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
456     found++;
457     break;
458 root 1.5 }
459     }
460 elmex 1.1 }
461 root 1.29
462 root 1.9 if (found)
463     {
464     /* done */
465     }
466 root 1.29 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
467 root 1.9 {
468     sprintf (buf1, "hit"); /* just in case */
469     for (i = 0; i < MAXATTACKMESS; i++)
470     if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
471     {
472     strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
473     found++;
474     break;
475     }
476     }
477 root 1.29 else if (type & AT_DRAIN && op->is_alive ())
478 root 1.9 {
479 elmex 1.1 /* drain is first, because some items have multiple attypes */
480 root 1.9 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
481     if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
482     {
483     sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
484     strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
485     found++;
486     break;
487     }
488     }
489 root 1.29 else if (type & AT_ELECTRICITY && op->is_alive ())
490 root 1.9 {
491     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
492     if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
493     {
494     sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
495     strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
496     found++;
497     break;
498     }
499     }
500 root 1.29 else if (type & AT_COLD && op->is_alive ())
501 root 1.9 {
502     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
503     if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
504     {
505     sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
506     strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
507     found++;
508     break;
509     }
510     }
511     else if (type & AT_FIRE)
512     {
513     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
514     if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
515     {
516     sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
517     strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
518     found++;
519     break;
520     }
521     }
522     else if (hitter->current_weapon != NULL)
523     {
524     int mtype;
525    
526     switch (hitter->current_weapon->weapontype)
527     {
528     case WEAP_HIT:
529     mtype = ATM_BASIC;
530     break;
531     case WEAP_SLASH:
532     mtype = ATM_SLASH;
533     break;
534     case WEAP_PIERCE:
535     mtype = ATM_PIERCE;
536     break;
537     case WEAP_CLEAVE:
538     mtype = ATM_CLEAVE;
539     break;
540     case WEAP_SLICE:
541     mtype = ATM_SLICE;
542     break;
543     case WEAP_STAB:
544     mtype = ATM_STAB;
545     break;
546     case WEAP_WHIP:
547     mtype = ATM_WHIP;
548     break;
549     case WEAP_CRUSH:
550     mtype = ATM_CRUSH;
551     break;
552     case WEAP_BLUD:
553     mtype = ATM_BLUD;
554     break;
555     default:
556     mtype = ATM_BASIC;
557     break;
558     }
559     for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
560     if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
561     {
562     sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
563     strcpy (buf2, attack_mess[mtype][i].buf3);
564     found++;
565     break;
566     }
567     }
568     else
569     {
570     for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
571     if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
572     {
573     sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
574     strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
575     found++;
576     break;
577     }
578 elmex 1.1 }
579    
580 root 1.9 if (!found)
581     {
582     strcpy (buf1, "hit");
583     strcpy (buf2, " hits");
584 elmex 1.1 }
585    
586 root 1.9 /* bail out if a monster is casting spells */
587 root 1.27 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
588 root 1.9 return;
589 elmex 1.1
590 root 1.9 /* scale down magic considerably. */
591     if (type & AT_MAGIC && rndm (0, 5))
592     return;
593 elmex 1.1
594 root 1.9 /* Did a player hurt another player? Inform both! */
595 root 1.27 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
596 root 1.9 {
597 root 1.27 if (hitter->owner != NULL)
598 root 1.9 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
599     else
600     {
601     sprintf (buf, "%s%s you.", &hitter->name, buf2);
602 root 1.74
603 root 1.9 if (dam != 0)
604     {
605     if (dam < 10)
606 root 1.72 op->contr->play_sound (sound_find ("player_is_hit1"));
607 root 1.9 else if (dam < 20)
608 root 1.72 op->contr->play_sound (sound_find ("player_is_hit2"));
609 root 1.9 else
610 root 1.72 op->contr->play_sound (sound_find ("player_is_hit3"));
611 root 1.5 }
612     }
613 root 1.72
614 root 1.9 new_draw_info (NDI_BLACK, 0, op, buf);
615     } /* end of player hitting player */
616 elmex 1.1
617 root 1.9 if (hitter->type == PLAYER)
618     {
619     sprintf (buf, "You %s.", buf1);
620 root 1.74
621 root 1.9 if (dam != 0)
622     {
623     if (dam < 10)
624 root 1.74 op->play_sound (sound_find ("player_hits1"));
625 root 1.9 else if (dam < 20)
626 root 1.74 op->play_sound (sound_find ("player_hits2"));
627 root 1.9 else
628 root 1.74 op->play_sound (sound_find ("player_hits3"));
629 root 1.5 }
630 root 1.72
631 root 1.9 new_draw_info (NDI_BLACK, 0, hitter, buf);
632     }
633 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
634 root 1.9 {
635 elmex 1.1 /* look for stacked spells and start reducing the message chances */
636 root 1.9 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
637     {
638     i = 4;
639     map = hitter->map;
640     if (out_of_map (map, hitter->x, hitter->y))
641     return;
642 root 1.53
643 root 1.30 next = GET_MAP_OB (map, hitter->x, hitter->y);
644 root 1.9 if (next)
645     while (next)
646     {
647     if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
648     i *= 3;
649 root 1.72
650 root 1.9 tmp = next;
651     next = tmp->above;
652     }
653 root 1.53
654 root 1.9 if (i < 0)
655 root 1.5 return;
656 root 1.53
657 root 1.9 if (rndm (0, i) != 0)
658     return;
659     }
660     else if (rndm (0, 5) != 0)
661     return;
662 root 1.53
663 root 1.9 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
664 root 1.72 op->play_sound (sound_find ("player_hits4"));
665 root 1.9 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
666 elmex 1.1 }
667     }
668    
669    
670 root 1.9 static int
671     get_attack_mode (object **target, object **hitter, int *simple_attack)
672 elmex 1.1 {
673 root 1.9 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
674     {
675     LOG (llevError, "BUG: get_attack_mode(): freed object\n");
676     return 1;
677 elmex 1.1 }
678 root 1.77
679 root 1.9 if ((*target)->head)
680     *target = (*target)->head;
681 root 1.77
682 root 1.9 if ((*hitter)->head)
683     *hitter = (*hitter)->head;
684 root 1.77
685 root 1.9 if ((*hitter)->env != NULL || (*target)->env != NULL)
686     {
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_Kill (owner->name,
1441     query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1442    
1443     /* Log players killing other players - makes it easier to detect
1444     * and filter out malicious player killers - that is why the
1445     * ip address is included.
1446     */
1447     if (op->type == PLAYER && !battleg)
1448     {
1449     time_t t = time (NULL);
1450     struct tm *tmv;
1451     char buf[256];
1452    
1453     tmv = localtime (&t);
1454     strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1455    
1456 root 1.31 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1457 root 1.9 }
1458    
1459     /* try to filter some things out - basically, if you are
1460     * killing a level 1 creature and your level 20, you
1461     * probably don't want to see that.
1462     */
1463     if (owner->level < op->level * 2 || op->stats.exp > 1000)
1464     {
1465     if (owner != hitter)
1466 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1467 root 1.9 else
1468 root 1.20 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1469    
1470 root 1.9 /* Only play sounds for melee kills */
1471     if (hitter->type == PLAYER)
1472 root 1.72 owner->play_sound (sound_find ("player_kills"));
1473 root 1.9 }
1474    
1475     /* If a player kills another player, not on
1476     * battleground, the "killer" looses 1 luck. Since this is
1477     * not reversible, it's actually quite a pain IMHO. -AV
1478     * Fix bug in that we were changing the luck of the hitter, not
1479     * player that the object belonged to - so if you killed another player
1480     * with spells, pets, whatever, there was no penalty.
1481     * Changed to make luck penalty configurable in settings.
1482     */
1483     if (op->type == PLAYER && owner != op && !battleg)
1484 root 1.32 owner->change_luck (-settings.pk_luck_penalty);
1485 root 1.9
1486     /* This code below deals with finding the appropriate skill
1487 root 1.61 * to credit exp to. This is a bit problematic - we should
1488 root 1.9 * probably never really have to look at current_weapon->skill
1489     */
1490 root 1.20 skill = 0;
1491    
1492 root 1.9 if (hitter->skill && hitter->type != PLAYER)
1493     skill = hitter->skill;
1494     else if (owner->chosen_skill)
1495     {
1496 root 1.61 skop = owner->chosen_skill;
1497     skill = skop->skill;
1498 root 1.9 }
1499     else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1500     skill = owner->current_weapon->skill;
1501     else
1502     LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1503 elmex 1.1
1504 root 1.9 /* We have the skill we want to credit to - now find the object this goes
1505 root 1.51 * to. Make sure skop is an actual skill, and not a skill tool!
1506 root 1.9 */
1507     if ((!skop || skop->type != SKILL) && skill)
1508     {
1509     int i;
1510 elmex 1.1
1511 root 1.9 for (i = 0; i < NUM_SKILLS; i++)
1512     if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1513     {
1514     skop = owner->contr->last_skill_ob[i];
1515     break;
1516     }
1517 root 1.5 }
1518 root 1.9 } /* Was it a player that hit somethign */
1519     else
1520 root 1.20 skill = 0;
1521 root 1.9
1522     /* Pet (or spell) killed something. */
1523     if (owner != hitter)
1524 root 1.20 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1525     query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1526 root 1.9 else
1527 root 1.20 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1528     (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1529     " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1530    
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     new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1539    
1540     /* If you didn't kill yourself, and your not the wizard */
1541 root 1.64 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1542 root 1.9 {
1543     int exp;
1544    
1545     /* Really don't give much experience for killing other players */
1546 root 1.20 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1547 root 1.9 if (op->type == PLAYER)
1548     {
1549     if (battleg)
1550     {
1551     new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1552     new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1553 root 1.5 }
1554 root 1.9 else
1555     exp = op->stats.exp / 1000;
1556 elmex 1.1 }
1557 root 1.9 else
1558     exp = calc_skill_exp (owner, op, skop);
1559 elmex 1.1
1560 root 1.9 /* if op is standing on "battleground" (arena), no way to gain
1561     * exp by killing him
1562     */
1563     if (battleg)
1564     exp = 0;
1565 elmex 1.1
1566 root 1.9 /* Don't know why this is set this way - doesn't make
1567     * sense to just divide everything by two for no reason.
1568     */
1569 elmex 1.1
1570 root 1.9 if (!settings.simple_exp)
1571     exp = exp / 2;
1572 root 1.5
1573 root 1.9 if (owner->type != PLAYER || owner->contr->party == NULL)
1574 root 1.23 change_exp (owner, exp, skill, 0);
1575 root 1.9 else
1576     {
1577     int shares = 0, count = 0;
1578     partylist *party = owner->contr->party;
1579 root 1.5
1580 root 1.9 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1581 root 1.35
1582 root 1.33 for_all_players (pl)
1583 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1584     {
1585     count++;
1586     shares += (pl->ob->level + 4);
1587     }
1588    
1589 root 1.23 if (count == 1 || shares > exp || !shares)
1590 root 1.9 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1591     else
1592     {
1593     int share = exp / shares, given = 0, nexp;
1594    
1595 root 1.33 for_all_players (pl)
1596 root 1.20 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1597     {
1598     nexp = (pl->ob->level + 4) * share;
1599     change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1600     given += nexp;
1601     }
1602    
1603 root 1.9 exp -= given;
1604     /* give any remainder to the player */
1605     change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1606 root 1.5 }
1607 root 1.9 } /* else part of a party */
1608     } /* end if person didn't kill himself */
1609 elmex 1.1
1610 root 1.9 if (op->type != PLAYER)
1611     {
1612     if (QUERY_FLAG (op, FLAG_FRIENDLY))
1613     {
1614 root 1.27 object *owner1 = op->owner;
1615 elmex 1.1
1616 root 1.20 if (owner1 && owner1->type == PLAYER)
1617 root 1.9 {
1618 root 1.72 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1619 root 1.9 /* Maybe we should include the owner that killed this, maybe not */
1620     new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1621 root 1.5 }
1622 root 1.12
1623 root 1.9 remove_friendly_object (op);
1624 root 1.5 }
1625 root 1.12
1626 root 1.26 op->destroy ();
1627 elmex 1.1 }
1628 root 1.9 else
1629 root 1.83 /* Player has been killed! */
1630     op->contr->killer = owner->type == PLAYER ? owner : hitter;
1631 root 1.12
1632 root 1.9 /* This was return -1 - that doesn't seem correct - if we return -1, process
1633     * continues in the calling function.
1634     */
1635     return maxdam;
1636 elmex 1.1 }
1637    
1638     /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1639     * Returns 0 this is not friendly fire
1640     */
1641 root 1.9 int
1642     friendly_fire (object *op, object *hitter)
1643     {
1644     object *owner;
1645     int friendlyfire;
1646    
1647     if (hitter->head)
1648     hitter = hitter->head;
1649    
1650     friendlyfire = 0;
1651    
1652     if (op->type == PLAYER)
1653     {
1654     if (op_on_battleground (hitter, 0, 0))
1655     return 0;
1656    
1657     if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1658     return 1;
1659    
1660 root 1.27 if ((owner = hitter->owner) != NULL)
1661 root 1.9 {
1662     if (owner->type == PLAYER && owner->contr->peaceful == 1)
1663     friendlyfire = 2;
1664     }
1665    
1666     if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1667     friendlyfire = 0;
1668 elmex 1.1 }
1669 root 1.62
1670 root 1.9 return friendlyfire;
1671 elmex 1.1 }
1672    
1673     /* This isn't used just for players, but in fact most objects.
1674     * op is the object to be hit, dam is the amount of damage, hitter
1675     * is what is hitting the object, type is the attacktype, and
1676     * full_hit is set if monster area does not matter.
1677     * dam is base damage - protections/vulnerabilities/slaying matches can
1678     * modify it.
1679     */
1680 root 1.40 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1681     * which needs new attacktype AT_HOLYWORD to work . b.t. */
1682 root 1.9 int
1683     hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1684     {
1685     int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1686     int maxattacktype, attacknum;
1687     int body_attack = op && op->head; /* Did we hit op's head? */
1688     int simple_attack;
1689     int rtn_kill = 0;
1690     int friendlyfire;
1691 elmex 1.1
1692 root 1.9 if (get_attack_mode (&op, &hitter, &simple_attack))
1693     return 0;
1694 elmex 1.1
1695 root 1.9 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1696     if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1697     return 0;
1698 elmex 1.1
1699 root 1.64 // only allow pk for hostile players
1700 root 1.9 if (op->type == PLAYER)
1701     {
1702 root 1.27 object *owner = hitter->owner;
1703 root 1.9
1704     if (!owner)
1705     owner = hitter;
1706 root 1.18
1707 root 1.56 if (owner->type == PLAYER
1708     && (!op_on_battleground (op, 0, 0)
1709     && (op->contr->peaceful || owner->contr->peaceful))
1710     && op != owner)
1711 root 1.18 return 0;
1712 elmex 1.1 }
1713    
1714 root 1.9 if (body_attack)
1715     {
1716     /* slow and paralyze must hit the head. But we don't want to just
1717     * return - we still need to process other attacks the spell still
1718     * might have. So just remove the paralyze and slow attacktypes,
1719     * and keep on processing if we have other attacktypes.
1720     * return if only magic or nothing is left - under normal code
1721     * we don't attack with pure magic if there is another attacktype.
1722     * Only do processing if the initial attacktype includes one of those
1723     * attack so we don't cancel out things like magic bullet.
1724     */
1725     if (type & (AT_PARALYZE | AT_SLOW))
1726     {
1727     type &= ~(AT_PARALYZE | AT_SLOW);
1728 root 1.18
1729 root 1.9 if (!type || type == AT_MAGIC)
1730     return 0;
1731 root 1.5 }
1732 elmex 1.1 }
1733    
1734 root 1.9 if (!simple_attack && op->type == DOOR)
1735     {
1736 root 1.44 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1737 root 1.9 if (tmp->type == RUNE || tmp->type == TRAP)
1738     {
1739     spring_trap (tmp, hitter);
1740 root 1.26
1741 root 1.18 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1742 root 1.9 return 0;
1743 root 1.26
1744 root 1.9 break;
1745     }
1746 elmex 1.1 }
1747    
1748 root 1.9 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1749     {
1750     /* FIXME: If a player is killed by a rune in a door, the
1751 root 1.18 * destroyed() check above doesn't return, and might get here.
1752 root 1.9 */
1753 elmex 1.54
1754     /* FIXME: This for example happens when a dead door is on a mover and
1755     gets it's speed_left raised on each mover-tick.
1756     Doors are removed in a kinda funny way by giving them speed and speed_left
1757     and waiting for that to run out.
1758     */
1759     LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1760 root 1.9 return 0;
1761 elmex 1.1 }
1762    
1763     #ifdef ATTACK_DEBUG
1764 root 1.9 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1765 elmex 1.1 #endif
1766    
1767 root 1.9 if (magic)
1768     {
1769 elmex 1.1 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1770     * in case 0>dam>1, we try to "simulate" a float value-effect */
1771 root 1.9 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1772 elmex 1.1 if (dam >= 100)
1773 root 1.5 dam /= 100;
1774 elmex 1.1 else
1775 root 1.48 dam = (dam > rndm (0, 99)) ? 1 : 0;
1776 elmex 1.1 }
1777    
1778 root 1.9 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1779     * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1780     */
1781     if (type & AT_CHAOS)
1782     {
1783     shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1784     update_object (op, UP_OBJ_FACE);
1785 elmex 1.1 type &= ~AT_CHAOS;
1786     }
1787    
1788 root 1.9 /* Holyword is really an attacktype modifier (like magic is). If
1789     * holyword is part of an attacktype, then make sure the creature is
1790     * a proper match, otherwise no damage.
1791     */
1792     if (type & AT_HOLYWORD)
1793     {
1794     object *god;
1795    
1796     if ((!hitter->slaying ||
1797     (!(op->race && strstr (hitter->slaying, op->race)) &&
1798     !(op->name && strstr (hitter->slaying, op->name)))) &&
1799     (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1800     (hitter->title != NULL
1801 root 1.70 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1802 root 1.9 return 0;
1803 elmex 1.1 }
1804    
1805 pippijn 1.36 maxattacktype = type; /* initialise this to something */
1806 root 1.9 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1807     {
1808     /* Magic isn't really a true attack type - it gets combined with other
1809     * attack types. As such, skip it over. However, if magic is
1810     * the only attacktype in the group, then still attack with it
1811     */
1812     if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1813     continue;
1814    
1815     /* Go through and hit the player with each attacktype, one by one.
1816     * hit_player_attacktype only figures out the damage, doesn't inflict
1817     * it. It will do the appropriate action for attacktypes with
1818     * effects (slow, paralization, etc.
1819     */
1820     if (type & attacktype)
1821     {
1822     ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1823     /* the >= causes us to prefer messages from special attacks, if
1824     * the damage is equal.
1825     */
1826     if (ndam >= maxdam)
1827     {
1828 root 1.5 maxdam = ndam;
1829 root 1.9 maxattacktype = 1 << attacknum;
1830 root 1.5 }
1831     }
1832 elmex 1.1 }
1833 root 1.9
1834     /* if this is friendly fire then do a set % of damage only
1835     * Note - put a check in to make sure this attack is actually
1836     * doing damage - otherwise, the +1 in the code below will make
1837     * an attack do damage before when it otherwise didn't
1838     */
1839     friendlyfire = friendly_fire (op, hitter);
1840     if (friendlyfire && maxdam)
1841     {
1842     maxdam = ((dam * settings.set_friendly_fire) / 100);
1843    
1844 elmex 1.1 #ifdef ATTACK_DEBUG
1845 root 1.9 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1846     friendlyfire, settings.set_friendly_fire, dam, maxdam);
1847 elmex 1.1 #endif
1848     }
1849    
1850 root 1.9 if (!full_hit)
1851     {
1852     int area;
1853     int remainder;
1854    
1855     area = 0;
1856 root 1.68
1857     for (archetype *at = op->arch; at; at = (archetype *)at->more)
1858 root 1.9 area++;
1859 root 1.68
1860 root 1.9 assert (area > 0);
1861    
1862     /* basically: maxdam /= area; we try to "simulate" a float
1863     value-effect */
1864     remainder = 100 * (maxdam % area) / area;
1865     maxdam /= area;
1866 root 1.47 if (rndm (100) < remainder)
1867 root 1.9 maxdam++;
1868 elmex 1.1 }
1869    
1870     #ifdef ATTACK_DEBUG
1871 root 1.9 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1872 elmex 1.1 #endif
1873    
1874 root 1.57 // for now, only do this for active objects, otherwise they
1875     // keep a refcount for a long time and I see no usefulness
1876     // for an non-active objetc to know its enemy.
1877     if (op->active)
1878     if (hitter->owner)
1879     op->enemy = hitter->owner;
1880     else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1881     op->enemy = hitter;
1882 root 1.9
1883     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1884     {
1885     /* The unaggressives look after themselves 8) */
1886     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1887     npc_call_help (op);
1888     }
1889    
1890     if (magic && did_make_save (op, op->level, 0))
1891     maxdam = maxdam / 2;
1892    
1893     attack_message (maxdam, maxattacktype, op, hitter);
1894    
1895     op->stats.hp -= maxdam;
1896    
1897     /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1898     if ((op->stats.hp >= 0) &&
1899     (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1900     op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1901     {
1902 elmex 1.1
1903 root 1.9 if (QUERY_FLAG (op, FLAG_MONSTER))
1904     SET_FLAG (op, FLAG_RUN_AWAY);
1905     else
1906     scare_creature (op, hitter);
1907 elmex 1.1 }
1908    
1909 root 1.9 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1910     {
1911     if (maxdam)
1912     tear_down_wall (op);
1913 root 1.26
1914 root 1.9 return maxdam; /* nothing more to do for wall */
1915     }
1916 elmex 1.1
1917 root 1.9 /* See if the creature has been killed */
1918     rtn_kill = kill_object (op, maxdam, hitter, type);
1919     if (rtn_kill != -1)
1920     return rtn_kill;
1921 elmex 1.1
1922    
1923 root 1.9 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1924     * that before if the player was immune to ghosthit, the monster
1925     * remained - that is no longer the case.
1926     */
1927     if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1928 root 1.56 hitter->destroy ();
1929 root 1.26
1930 root 1.9 /* Lets handle creatures that are splitting now */
1931     else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1932     {
1933     int i;
1934     int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1935     int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1936 root 1.27 object *owner = op->owner;
1937 root 1.5
1938 root 1.9 if (!op->other_arch)
1939     {
1940     LOG (llevError, "SPLITTING without other_arch error.\n");
1941     return maxdam;
1942     }
1943 root 1.26
1944 root 1.25 op->remove ();
1945 root 1.26
1946 root 1.76 for (i = 0; i < op->stats.food; i++)
1947 root 1.9 { /* This doesn't handle op->more yet */
1948     object *tmp = arch_to_object (op->other_arch);
1949     int j;
1950    
1951     tmp->stats.hp = op->stats.hp;
1952 root 1.26
1953 root 1.9 if (friendly)
1954     {
1955     add_friendly_object (tmp);
1956     tmp->attack_movement = PETMOVE;
1957 root 1.39
1958     if (owner)
1959 root 1.27 tmp->set_owner (owner);
1960 root 1.9 }
1961 root 1.26
1962 root 1.9 if (unaggressive)
1963     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1964 root 1.26
1965 root 1.9 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1966 root 1.26
1967 root 1.9 if (j == -1) /* No spot to put this monster */
1968 root 1.26 tmp->destroy ();
1969 root 1.9 else
1970     {
1971     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1972     insert_ob_in_map (tmp, op->map, NULL, 0);
1973     }
1974     }
1975 root 1.26
1976     op->destroy ();
1977 root 1.9 }
1978     else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1979 root 1.26 hitter->destroy ();
1980    
1981 root 1.9 return maxdam;
1982     }
1983    
1984     void
1985     poison_player (object *op, object *hitter, int dam)
1986     {
1987 root 1.16 archetype *at = archetype::find ("poisoning");
1988 root 1.9 object *tmp = present_arch_in_ob (at, op);
1989 elmex 1.1
1990 root 1.9 if (tmp == NULL)
1991     {
1992     if ((tmp = arch_to_object (at)) == NULL)
1993     LOG (llevError, "Failed to clone arch poisoning.\n");
1994     else
1995     {
1996     tmp = insert_ob_in_ob (tmp, op);
1997     /* peterm: give poisoning some teeth. It should
1998     * be able to kill things better than it does:
1999     * damage should be dependent something--I choose to
2000     * do this: if it's a monster, the damage from the
2001     * poisoning goes as the level of the monster/2.
2002     * If anything else, goes as damage.
2003     */
2004    
2005     if (QUERY_FLAG (hitter, FLAG_ALIVE))
2006     tmp->stats.dam += hitter->level / 2;
2007     else
2008     tmp->stats.dam = dam;
2009    
2010 root 1.27 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2011 root 1.9 if (hitter->skill && hitter->skill != tmp->skill)
2012     {
2013     tmp->skill = hitter->skill;
2014     }
2015    
2016     tmp->stats.food += dam; /* more damage, longer poisoning */
2017    
2018     if (op->type == PLAYER)
2019     {
2020     /* player looses stats, maximum is -10 of each */
2021     tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2022     tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2023     tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2024     tmp->stats.Int = MAX (-dam / 7, -10);
2025     SET_FLAG (tmp, FLAG_APPLIED);
2026 root 1.32 op->update_stats ();
2027 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2028 root 1.75 op->play_sound (tmp->sound);
2029 root 1.9 }
2030 root 1.63
2031 root 1.9 if (hitter->type == PLAYER)
2032     new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2033 root 1.27 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2034 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2035 root 1.5 }
2036 root 1.63
2037 root 1.9 tmp->speed_left = 0;
2038     }
2039     else
2040     tmp->stats.food++;
2041     }
2042    
2043     void
2044     slow_player (object *op, object *hitter, int dam)
2045     {
2046 root 1.16 archetype *at = archetype::find ("slowness");
2047 root 1.9 object *tmp;
2048    
2049     if (at == NULL)
2050 root 1.62 LOG (llevError, "Can't find slowness archetype.\n");
2051    
2052 root 1.9 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2053     {
2054     tmp = arch_to_object (at);
2055     tmp = insert_ob_in_ob (tmp, op);
2056     new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2057     }
2058     else
2059     tmp->stats.food++;
2060 root 1.62
2061 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
2062     tmp->speed_left = 0;
2063 root 1.32 op->update_stats ();
2064 elmex 1.1 }
2065    
2066 root 1.9 void
2067     confuse_player (object *op, object *hitter, int dam)
2068     {
2069     object *tmp;
2070     int maxduration;
2071 elmex 1.1
2072 root 1.9 tmp = present_in_ob_by_name (FORCE, "confusion", op);
2073     if (!tmp)
2074     {
2075     tmp = get_archetype (FORCE_NAME);
2076     tmp = insert_ob_in_ob (tmp, op);
2077     }
2078 root 1.5
2079 root 1.9 /* Duration added per hit and max. duration of confusion both depend
2080     * on the player's resistance
2081     */
2082     tmp->speed = 0.05;
2083     tmp->subtype = FORCE_CONFUSION;
2084     tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2085     tmp->name = "confusion";
2086     maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2087 root 1.62
2088 root 1.9 if (tmp->duration > maxduration)
2089     tmp->duration = maxduration;
2090    
2091     if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2092     new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2093 root 1.62
2094 root 1.9 SET_FLAG (op, FLAG_CONFUSED);
2095     }
2096 root 1.5
2097 root 1.9 void
2098     blind_player (object *op, object *hitter, int dam)
2099     {
2100     object *tmp, *owner;
2101 root 1.5
2102 root 1.9 /* Save some work if we know it isn't going to affect the player */
2103     if (op->resist[ATNR_BLIND] == 100)
2104     return;
2105 root 1.5
2106 root 1.9 tmp = present_in_ob (BLINDNESS, op);
2107     if (!tmp)
2108     {
2109     tmp = get_archetype ("blindness");
2110     SET_FLAG (tmp, FLAG_BLIND);
2111     SET_FLAG (tmp, FLAG_APPLIED);
2112 elmex 1.1 /* use floats so we don't lose too much precision due to rounding errors.
2113     * speed is a float anyways.
2114     */
2115 root 1.9 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2116 elmex 1.1
2117 root 1.9 tmp = insert_ob_in_ob (tmp, op);
2118     change_abil (op, tmp); /* Mostly to display any messages */
2119 root 1.32 op->update_stats (); /* This takes care of some other stuff */
2120 elmex 1.1
2121 root 1.9 if (hitter->owner)
2122 root 1.27 owner = hitter->owner;
2123 root 1.9 else
2124     owner = hitter;
2125 elmex 1.1
2126 root 1.9 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2127     }
2128     tmp->stats.food += dam;
2129     if (tmp->stats.food > 10)
2130     tmp->stats.food = 10;
2131 elmex 1.1 }
2132    
2133 root 1.9 void
2134     paralyze_player (object *op, object *hitter, int dam)
2135 elmex 1.1 {
2136 root 1.9 float effect, max;
2137    
2138     /* object *tmp; */
2139 elmex 1.1
2140 root 1.9 /* This is strange stuff... someone knows for what this is
2141     * written? Well, i think this can and should be removed
2142     */
2143 elmex 1.1
2144 root 1.9 /*
2145     if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2146     tmp=clone_arch(PARAIMAGE);
2147     tmp->x=op->x,tmp->y=op->y;
2148     insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2149     }
2150     */
2151 elmex 1.1
2152 root 1.9 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2153     effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2154 elmex 1.1
2155 root 1.9 if (effect == 0)
2156     return;
2157 elmex 1.1
2158 root 1.9 op->speed_left -= FABS (op->speed) * effect;
2159     /* tmp->stats.food+=(signed short) effect/op->speed; */
2160 elmex 1.1
2161 root 1.9 /* max number of ticks to be affected for. */
2162     max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2163     if (op->speed_left < -(FABS (op->speed) * max))
2164     op->speed_left = (float) -(FABS (op->speed) * max);
2165 elmex 1.1
2166     /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2167     }
2168    
2169     /* Attempts to kill 'op'. hitter is the attack object, dam is
2170     * the computed damaged.
2171     */
2172 root 1.9 void
2173     deathstrike_player (object *op, object *hitter, int *dam)
2174 elmex 1.1 {
2175 root 1.9 /* The intention of a death attack is to kill outright things
2176     ** that are a lot weaker than the attacker, have a chance of killing
2177     ** things somewhat weaker than the caster, and no chance of
2178     ** killing something equal or stronger than the attacker.
2179     ** Also, if a deathstrike attack has a slaying, any monster
2180     ** whose name or race matches a comma-delimited list in the slaying
2181     ** field of the deathstriking object */
2182    
2183     int atk_lev, def_lev, kill_lev;
2184    
2185     if (hitter->slaying)
2186 root 1.70 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2187 root 1.9 return;
2188    
2189     def_lev = op->level;
2190     if (def_lev < 1)
2191     {
2192 root 1.67 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2193 root 1.9 def_lev = 1;
2194     }
2195 root 1.52
2196 root 1.9 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2197     /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2198     atk_lev, def_lev); */
2199    
2200     if (atk_lev >= def_lev)
2201     {
2202     kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2203    
2204     /* Note that the below effectively means the ratio of the atk vs
2205     * defener level is important - if level 52 character has very little
2206     * chance of killing a level 50 monster. This should probably be
2207     * redone.
2208     */
2209     if (kill_lev >= def_lev)
2210     {
2211     *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2212     /* I think this doesn't really do much. Because of
2213     * integer rounding, this only makes any difference if the
2214     * attack level is double the defender level.
2215     */
2216     *dam *= kill_lev / def_lev;
2217 root 1.5 }
2218 root 1.9 }
2219     else
2220 root 1.52 *dam = 0; /* no harm done */
2221 elmex 1.1 }
2222    
2223     /* thrown_item_effect() - handles any special effects of thrown
2224     * items (like attacking living creatures--a potion thrown at a
2225     * monster).
2226     */
2227 root 1.9 static void
2228     thrown_item_effect (object *hitter, object *victim)
2229 elmex 1.1 {
2230 root 1.9 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2231     {
2232     /* May not need a switch for just 2 types, but this makes it
2233     * easier for expansion.
2234     */
2235     switch (hitter->type)
2236     {
2237 root 1.5 case POTION:
2238 root 1.9 /* should player get a save throw instead of checking magic protection? */
2239     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2240     (void) apply_potion (victim, hitter);
2241     break;
2242    
2243     case POISON: /* poison drinks */
2244     /* As with potions, should monster get a save? */
2245     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2246     apply_poison (victim, hitter);
2247     break;
2248    
2249     /* Removed case statements that did nothing.
2250     * food may be poisonous, but monster must be willing to eat it,
2251     * so we don't handle it here.
2252     * Containers should perhaps break open, but that code was disabled.
2253     */
2254 root 1.5 }
2255 elmex 1.1 }
2256     }
2257    
2258     /* adj_attackroll() - adjustments to attacks by various conditions */
2259 root 1.9 int
2260     adj_attackroll (object *hitter, object *target)
2261     {
2262 elmex 1.1 object *attacker = hitter;
2263 root 1.9 int adjust = 0;
2264 elmex 1.1
2265     /* safety */
2266 root 1.9 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2267     {
2268     LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2269     return 0;
2270     }
2271 elmex 1.1
2272     /* aimed missiles use the owning object's sight */
2273 root 1.9 if (is_aimed_missile (hitter))
2274     {
2275 root 1.27 if ((attacker = hitter->owner) == NULL)
2276 root 1.9 attacker = hitter;
2277     /* A player who saves but hasn't quit still could have objects
2278     * owned by him - need to handle that case to avoid crashes.
2279     */
2280     if (QUERY_FLAG (attacker, FLAG_REMOVED))
2281     attacker = hitter;
2282     }
2283     else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2284 elmex 1.1 return 0;
2285    
2286 root 1.9 /* determine the condtions under which we make an attack.
2287     * Add more cases, as the need occurs. */
2288 elmex 1.1
2289 root 1.9 if (!can_see_enemy (attacker, target))
2290     {
2291     /* target is unseen */
2292     if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2293     adjust -= 10;
2294     /* dark map penalty for the hitter (lacks infravision if we got here). */
2295     else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2296     adjust -= target->map->darkness;
2297     }
2298 elmex 1.1
2299 root 1.9 if (QUERY_FLAG (attacker, FLAG_SCARED))
2300 elmex 1.1 adjust -= 3;
2301    
2302 root 1.9 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2303 elmex 1.1 adjust += 1;
2304    
2305 root 1.9 if (QUERY_FLAG (target, FLAG_SCARED))
2306 elmex 1.1 adjust += 1;
2307    
2308 root 1.9 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2309 elmex 1.1 adjust -= 3;
2310    
2311     /* if we attack at a different 'altitude' its harder */
2312 root 1.9 if ((attacker->move_type & target->move_type) == 0)
2313 elmex 1.1 adjust -= 2;
2314    
2315     #if 0
2316     /* slower attacks are less likely to succeed. We should use a
2317     * comparison between attacker/target speeds BUT, players have
2318     * a generally faster speed, so this will wind up being a HUGE
2319     * disadantage for the monsters! Too bad, because missiles which
2320     * fly fast should have a better chance of hitting a slower target.
2321     */
2322 root 1.9 if (hitter->speed < target->speed)
2323     adjust += ((float) hitter->speed - target->speed);
2324 elmex 1.1 #endif
2325    
2326     #if 0
2327 root 1.9 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2328 elmex 1.1 #endif
2329    
2330     return adjust;
2331 root 1.9 }
2332 elmex 1.1
2333     /* determine if the object is an 'aimed' missile */
2334 root 1.9 int
2335     is_aimed_missile (object *op)
2336     {
2337 elmex 1.1
2338 root 1.9 /* I broke what used to be one big if into a few nested
2339     * ones so that figuring out the logic is at least possible.
2340     */
2341     if (op && (op->move_type & MOVE_FLYING))
2342 root 1.62 if (op->type == ARROW || op->type == THROWN_OBJ)
2343     return 1;
2344     else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2345     return 1;
2346 root 1.53
2347 root 1.9 return 0;
2348     }