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/cvs/deliantra/server/server/attack.C
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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.4 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.5 by root, Tue Aug 29 08:01:37 2006 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.4 2006/08/29 07:34:00 root Exp $"; 3 * "$Id: attack.C,v 1.5 2006/08/29 08:01:37 root Exp $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
49void cancellation(object *op) 49void cancellation(object *op)
50{ 50{
51 object *tmp; 51 object *tmp;
52 52
53 if (op->invisible) 53 if (op->invisible)
54 return; 54 return;
55 55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */ 57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp); 60 cancellation(tmp);
61 } 61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */ 63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 64 /* in what abilities it should cancel */
65 op->magic=0; 65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op); 71 esrv_send_item (op->env, op);
72 } 72 }
73 } 73 }
74} 74}
75 75
76 76
77 77
90 break; 90 break;
91 } 91 }
92 } else 92 } else
93 mt = name_to_material(op->materialname); 93 mt = name_to_material(op->materialname);
94 if (mt == NULL) 94 if (mt == NULL)
95 return TRUE; 95 return TRUE;
96 roll = rndm(1, 20); 96 roll = rndm(1, 20);
97 97
98 /* the attacktypes have no meaning for object saves 98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it 100 * pure magic is hitting an object, it should save. However, if it
102 * magic type, and instead let the fire, cold, or whatever component 102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 104 * destroying objects because it has magic attacktype.
105 */ 105 */
106 if (type != AT_MAGIC) 106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC); 110 AT_MAGIC);
111 111
112 if (type == 0) 112 if (type == 0)
113 return TRUE; 113 return TRUE;
114 if (roll == 20) 114 if (roll == 20)
115 return TRUE; 115 return TRUE;
116 if (roll == 1) 116 if (roll == 1)
117 return FALSE; 117 return FALSE;
118 118
119 for (number=0; number < NROFATTACKS; number++) { 119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number; 120 i = 1<<number;
121 if (!(i&type)) 121 if (!(i&type))
122 continue; 122 continue;
123 attacks++; 123 attacks++;
124 if (op->resist[number] == 100) 124 if (op->resist[number] == 100)
125 saves++; 125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++; 127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++; 129 saves++;
130 } 130 }
131 131
132 if (saves==attacks || attacks==0) 132 if (saves==attacks || attacks==0)
133 return TRUE; 133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves)) 134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE; 135 return FALSE;
136 return TRUE; 136 return TRUE;
137} 137}
138 138
139/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
143 143
144void save_throw_object (object *op, int type, object *originator) 144void save_throw_object (object *op, int type, object *originator)
145{ 145{
146 if ( ! did_make_save_item (op, type,originator)) 146 if ( ! did_make_save_item (op, type,originator))
147 { 147 {
148 object *env=op->env; 148 object *env=op->env;
149 int x=op->x,y=op->y; 149 int x=op->x,y=op->y;
150 mapstruct *m=op->map; 150 mapstruct *m=op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 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 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. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 164 if(type&(AT_FIRE|AT_ELECTRICITY)
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name; 166 const char *arch=op->other_arch->name;
167 167
168 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169 if (op) 169 if (op)
170 fix_stopped_item (op, m, originator); 170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) { 171 if((op = get_archetype(arch))!=NULL) {
172 if(env) { 172 if(env) {
173 op->x=env->x,op->y=env->y; 173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env); 174 insert_ob_in_ob(op,env);
175 if (env->contr) 175 if (env->contr)
176 esrv_send_item(env, op); 176 esrv_send_item(env, op);
177 } else { 177 } else {
178 op->x=x,op->y=y; 178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 179 insert_ob_in_map(op,m,originator,0);
180 } 180 }
181 } 181 }
182 return; 182 return;
183 } 183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op); 185 cancellation(op);
186 fix_stopped_item (op, m, originator); 186 fix_stopped_item (op, m, originator);
187 return; 187 return;
188 } 188 }
189 if(op->nrof>1) { 189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1)); 190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 191 if (op)
192 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
193 } else { 193 } else {
194 if (op->env) { 194 if (op->env) {
195 object *tmp= is_player_inv(op->env); 195 object *tmp= is_player_inv(op->env);
196 196
197 if (tmp) { 197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count); 198 esrv_del_item(tmp->contr, op->count);
199 } 199 }
200 } 200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op); 202 remove_ob(op);
203 free_object(op); 203 free_object(op);
204 } 204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) { 206 if(env) {
207 op=get_archetype("burnout"); 207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y; 208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env); 209 insert_ob_in_ob(op,env);
210 } else { 210 } else {
211 replace_insert_ob_in_map("burnout",originator); 211 replace_insert_ob_in_map("burnout",originator);
212 }
212 } 213 }
213 } 214 return;
214 return;
215 } 215 }
216 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && 217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { 218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp; 219 object *tmp;
222 return; 222 return;
223 op = stop_item (op); 223 op = stop_item (op);
224 if (op == NULL) 224 if (op == NULL)
225 return; 225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at); 227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y; 228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) - 229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want 230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create. 231 * that for ones we create.
232 */ 232 */
233 tmp->move_slow_penalty=0; 233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0; 234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0); 235 insert_ob_in_map(tmp,op->map,originator,0);
236 } 236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op); 238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp); 239 (void) insert_ob_in_ob(op,tmp);
240 return; 240 return;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256 256
257 tag_t op_tag, next_tag=0; 257 tag_t op_tag, next_tag=0;
258 258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 260 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 261 return 0;
262 } 262 }
263 263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name); 266 op->arch->name, op->name);
267 return 0; 267 return 0;
268 } 268 }
269 269
270 if ( ! op->map) { 270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272 return 0; 272 return 0;
273 } 273 }
274 274
275 if (op->head) op=op->head; 275 if (op->head) op=op->head;
276 276
277 op_tag = op->count; 277 op_tag = op->count;
278 278
279 map = op->map; 279 map = op->map;
280 x = op->x + freearr_x[dir]; 280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) 282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0; 283 return 0;
284 284
285 /* peterm: a few special cases for special attacktypes --counterspell 285 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive 286 * must be out here because it strikes things which are not alive
287 */ 287 */
288 288
289 if (type & AT_COUNTERSPELL) { 289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */ 290 counterspell(op,dir); /* see spell_effect.c */
291 291
292 /* If the only attacktype is counterspell or magic, don't need 292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing. 293 * to do any further processing.
294 */ 294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0; 296 return 0;
297 } 297 }
298 type &= ~AT_COUNTERSPELL; 298 type &= ~AT_COUNTERSPELL;
299 } 299 }
300 300
301 if(type & AT_CHAOS){ 301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */ 302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE); 303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS; 304 type &= ~AT_CHAOS;
305 } 305 }
306 306
307 next = get_map_ob (map, x, y); 307 next = get_map_ob (map, x, y);
308 if (next) 308 if (next)
309 next_tag = next->count; 309 next_tag = next->count;
310 310
311 while (next) { 311 while (next) {
312 if (was_destroyed (next, next_tag)) { 312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no 313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and 314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first 315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort. 316 * object. That's why we just abort.
317 * 317 *
318 * This happens whenever attack spells (like fire) hit a pile 318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage 319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason. 320 * below was spamming the logs for absolutely no reason.
321 */ 321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break; 323 break;
324 } 324 }
325 tmp = next; 325 tmp = next;
326 next = tmp->above; 326 next = tmp->above;
327 if (next) 327 if (next)
328 next_tag = next->count; 328 next_tag = next->count;
329 329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) { 330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n"); 331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break; 332 break;
333 } 333 }
334 334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube. 336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used. 337 * This is one of the few cases where on_same_map should not be used.
338 */ 338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y) 339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue; 340 continue;
341 341
342 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 342 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343 hit_player(tmp,op->stats.dam,op,type,full_hit); 343 hit_player(tmp,op->stats.dam,op,type,full_hit);
344 retflag |=1; 344 retflag |=1;
345 if (was_destroyed (op, op_tag)) 345 if (was_destroyed (op, op_tag))
346 break; 346 break;
347 } 347 }
348 /* Here we are potentially destroying an object. If the object has 348 /* Here we are potentially destroying an object. If the object has
349 * NO_PASS set, it is also immune - you can't destroy walls. Note 349 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from 350 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement 351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be 352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now. 353 * destroyed right now.
354 */ 354 */
355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && 355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356 !tmp->move_block) { 356 !tmp->move_block) {
357 save_throw_object(tmp,type,op); 357 save_throw_object(tmp,type,op);
358 if (was_destroyed (op, op_tag)) 358 if (was_destroyed (op, op_tag))
359 break; 359 break;
360 } 360 }
361 } 361 }
362 return 0; 362 return 0;
363} 363}
364 364
365void attack_message(int dam, int type, object *op, object *hitter) { 365void attack_message(int dam, int type, object *op, object *hitter) {
372 * a player might have. For example, fire, electric, cold, etc 372 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 373 * [garbled 20010919]
374 */ 374 */
375 375
376 if (dam == 9998 && op->type == DOOR) { 376 if (dam == 9998 && op->type == DOOR) {
377 sprintf(buf1, "unlock %s", op->name); 377 sprintf(buf1, "unlock %s", op->name);
378 sprintf(buf2, " unlocks"); 378 sprintf(buf2, " unlocks");
379 found++; 379 found++;
380 } 380 }
381 if(dam<0) { 381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 382 sprintf(buf1, "hit %s", op->name);
383 sprintf(buf2, " hits"); 383 sprintf(buf2, " hits");
384 found++; 384 found++;
385 } else if(dam==0) { 385 } else if(dam==0) {
386 sprintf(buf1, "missed %s", op->name); 386 sprintf(buf1, "missed %s", op->name);
387 sprintf(buf2, " misses"); 387 sprintf(buf2, " misses");
388 found++; 388 found++;
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 390 hitter->type == POISONING ||
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 391 (type & AT_POISON && IS_LIVE(op))) && !found) {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
393 i++) 393 i++)
394 if (dam < attack_mess[ATM_SUFFER][i].level 394 if (dam < attack_mess[ATM_SUFFER][i].level
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 395 || attack_mess[ATM_SUFFER][i+1].level == -1) {
396 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, 396 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
397 op->name, attack_mess[ATM_SUFFER][i].buf2); 397 op->name, attack_mess[ATM_SUFFER][i].buf2);
398 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 398 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++; 399 found++;
400 break; 400 break;
401 } 401 }
402 } else if (op->type == DOOR && !found) { 402 } else if (op->type == DOOR && !found) {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
404 i++) 404 i++)
405 if (dam < attack_mess[ATM_DOOR][i].level 405 if (dam < attack_mess[ATM_DOOR][i].level
406 || attack_mess[ATM_DOOR][i+1].level == -1) { 406 || attack_mess[ATM_DOOR][i+1].level == -1) {
407 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, 407 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
408 op->name, attack_mess[ATM_DOOR][i].buf2); 408 op->name, attack_mess[ATM_DOOR][i].buf2);
409 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 409 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++; 410 found++;
411 break; 411 break;
412 } 412 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 413 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
414 if (USING_SKILL(hitter, SK_KARATE)) { 414 if (USING_SKILL(hitter, SK_KARATE)) {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
416 i++) 416 i++)
417 if (dam < attack_mess[ATM_KARATE][i].level 417 if (dam < attack_mess[ATM_KARATE][i].level
418 || attack_mess[ATM_KARATE][i+1].level == -1) { 418 || attack_mess[ATM_KARATE][i+1].level == -1) {
419 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, 419 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
420 op->name, attack_mess[ATM_KARATE][i].buf2); 420 op->name, attack_mess[ATM_KARATE][i].buf2);
421 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 421 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++; 422 found++;
423 break; 423 break;
424 } 424 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) { 425 } else if (USING_SKILL(hitter, SK_CLAWING)) {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
427 i++) 427 i++)
428 if (dam < attack_mess[ATM_CLAW][i].level 428 if (dam < attack_mess[ATM_CLAW][i].level
429 || attack_mess[ATM_CLAW][i+1].level == -1) { 429 || attack_mess[ATM_CLAW][i+1].level == -1) {
430 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, 430 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
431 op->name, attack_mess[ATM_CLAW][i].buf2); 431 op->name, attack_mess[ATM_CLAW][i].buf2);
432 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 432 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++; 433 found++;
434 break; 434 break;
435 } 435 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 436 } else if (USING_SKILL(hitter, SK_PUNCHING)) {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
438 i++) 438 i++)
439 if (dam < attack_mess[ATM_PUNCH][i].level 439 if (dam < attack_mess[ATM_PUNCH][i].level
440 || attack_mess[ATM_PUNCH][i+1].level == -1) { 440 || attack_mess[ATM_PUNCH][i+1].level == -1) {
441 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 441 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
442 op->name, attack_mess[ATM_PUNCH][i].buf2); 442 op->name, attack_mess[ATM_PUNCH][i].buf2);
443 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 443 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++; 444 found++;
445 break; 445 break;
446 }
446 } 447 }
447 }
448 } 448 }
449 if (found) { 449 if (found) {
450 /* done */ 450 /* done */
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
452 sprintf(buf1, "hit"); /* just in case */ 452 sprintf(buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++) 453 for (i=0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level 454 if (dam < attack_mess[ATM_ARROW][i].level
455 || attack_mess[ATM_ARROW][i+1].level == -1) { 455 || attack_mess[ATM_ARROW][i+1].level == -1) {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 457 found++;
458 break; 458 break;
459 } 459 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) { 460 } else if (type & AT_DRAIN && IS_LIVE(op)) {
461 /* drain is first, because some items have multiple attypes */ 461 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
463 i++) 463 i++)
464 if (dam < attack_mess[ATM_DRAIN][i].level 464 if (dam < attack_mess[ATM_DRAIN][i].level
465 || attack_mess[ATM_DRAIN][i+1].level == -1) { 465 || attack_mess[ATM_DRAIN][i+1].level == -1) {
466 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, 466 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
467 op->name, attack_mess[ATM_DRAIN][i].buf2); 467 op->name, attack_mess[ATM_DRAIN][i].buf2);
468 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 468 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++; 469 found++;
470 break; 470 break;
471 } 471 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
474 i++) 474 i++)
475 if (dam < attack_mess[ATM_ELEC][i].level 475 if (dam < attack_mess[ATM_ELEC][i].level
476 || attack_mess[ATM_ELEC][i+1].level == -1) { 476 || attack_mess[ATM_ELEC][i+1].level == -1) {
477 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, 477 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
478 op->name, attack_mess[ATM_ELEC][i].buf2); 478 op->name, attack_mess[ATM_ELEC][i].buf2);
479 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 479 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++; 480 found++;
481 break; 481 break;
482 } 482 }
483 } else if (type & AT_COLD && IS_LIVE(op)) { 483 } else if (type & AT_COLD && IS_LIVE(op)) {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
485 i++) 485 i++)
486 if (dam < attack_mess[ATM_COLD][i].level 486 if (dam < attack_mess[ATM_COLD][i].level
487 || attack_mess[ATM_COLD][i+1].level == -1) { 487 || attack_mess[ATM_COLD][i+1].level == -1) {
488 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, 488 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
489 op->name, attack_mess[ATM_COLD][i].buf2); 489 op->name, attack_mess[ATM_COLD][i].buf2);
490 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 490 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++; 491 found++;
492 break; 492 break;
493 } 493 }
494 } else if (type & AT_FIRE) { 494 } else if (type & AT_FIRE) {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
496 i++) 496 i++)
497 if (dam < attack_mess[ATM_FIRE][i].level 497 if (dam < attack_mess[ATM_FIRE][i].level
498 || attack_mess[ATM_FIRE][i+1].level == -1) { 498 || attack_mess[ATM_FIRE][i+1].level == -1) {
499 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, 499 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
500 op->name, attack_mess[ATM_FIRE][i].buf2); 500 op->name, attack_mess[ATM_FIRE][i].buf2);
501 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 501 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++; 502 found++;
503 break; 503 break;
504 } 504 }
505 } else if (hitter->current_weapon != NULL) { 505 } else if (hitter->current_weapon != NULL) {
506 int mtype; 506 int mtype;
507 switch (hitter->current_weapon->weapontype) { 507 switch (hitter->current_weapon->weapontype) {
508 case WEAP_HIT: mtype = ATM_BASIC; break; 508 case WEAP_HIT: mtype = ATM_BASIC; break;
509 case WEAP_SLASH: mtype = ATM_SLASH; break; 509 case WEAP_SLASH: mtype = ATM_SLASH; break;
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 510 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break; 512 case WEAP_SLICE: mtype = ATM_SLICE; break;
513 case WEAP_STAB: mtype = ATM_STAB; break; 513 case WEAP_STAB: mtype = ATM_STAB; break;
514 case WEAP_WHIP: mtype = ATM_WHIP; break; 514 case WEAP_WHIP: mtype = ATM_WHIP; break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 515 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
516 case WEAP_BLUD: mtype = ATM_BLUD; break; 516 case WEAP_BLUD: mtype = ATM_BLUD; break;
517 default: mtype = ATM_BASIC; break; 517 default: mtype = ATM_BASIC; break;
518 } 518 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
520 i++) 520 i++)
521 if (dam < attack_mess[mtype][i].level 521 if (dam < attack_mess[mtype][i].level
522 || attack_mess[mtype][i+1].level == -1) { 522 || attack_mess[mtype][i+1].level == -1) {
523 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, 523 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
524 op->name, attack_mess[mtype][i].buf2); 524 op->name, attack_mess[mtype][i].buf2);
525 strcpy (buf2, attack_mess[mtype][i].buf3); 525 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++; 526 found++;
527 break; 527 break;
528 } 528 }
529 } else { 529 } else {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
531 i++) 531 i++)
532 if (dam < attack_mess[ATM_BASIC][i].level 532 if (dam < attack_mess[ATM_BASIC][i].level
533 || attack_mess[ATM_BASIC][i+1].level == -1) { 533 || attack_mess[ATM_BASIC][i+1].level == -1) {
534 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, 534 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
535 op->name, attack_mess[ATM_BASIC][i].buf2); 535 op->name, attack_mess[ATM_BASIC][i].buf2);
536 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 536 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++; 537 found++;
538 break; 538 break;
539 } 539 }
540 } 540 }
541 541
542 if (!found) { 542 if (!found) {
543 strcpy (buf1, "hit"); 543 strcpy (buf1, "hit");
544 strcpy (buf2, " hits"); 544 strcpy (buf2, " hits");
545 } 545 }
546 546
547 /* bail out if a monster is casting spells */ 547 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER || 548 if (!(hitter->type == PLAYER ||
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
550 return; 550 return;
551 551
552 /* scale down magic considerably. */ 552 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5)) 553 if (type & AT_MAGIC && rndm(0, 5))
554 return; 554 return;
555 555
556 /* Did a player hurt another player? Inform both! */ 556 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER && 557 if(op->type==PLAYER &&
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
559 if(get_owner(hitter)!=NULL) 559 if(get_owner(hitter)!=NULL)
560 sprintf(buf,"%s's %s%s you.", 560 sprintf(buf,"%s's %s%s you.",
561 hitter->owner->name, hitter->name, buf2); 561 hitter->owner->name, hitter->name, buf2);
562 else { 562 else {
563 sprintf(buf,"%s%s you.",hitter->name, buf2); 563 sprintf(buf,"%s%s you.",hitter->name, buf2);
564 if (dam != 0) { 564 if (dam != 0) {
565 if (dam < 10) 565 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
567 else if (dam < 20) 567 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
569 else 569 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
571 } 571 }
572 } 572 }
573 new_draw_info(NDI_BLACK, 0,op,buf); 573 new_draw_info(NDI_BLACK, 0,op,buf);
574 } /* end of player hitting player */ 574 } /* end of player hitting player */
575 575
576 if(hitter->type==PLAYER) { 576 if(hitter->type==PLAYER) {
577 sprintf(buf,"You %s.",buf1); 577 sprintf(buf,"You %s.",buf1);
578 if (dam != 0) { 578 if (dam != 0) {
579 if (dam < 10) 579 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
581 else if (dam < 20) 581 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
583 else 583 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
585 } 585 }
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 586 new_draw_info(NDI_BLACK, 0, hitter, buf);
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
588 /* look for stacked spells and start reducing the message chances */ 588 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 589 if (hitter->type == SPELL_EFFECT &&
590 (hitter->subtype == SP_EXPLOSION || 590 (hitter->subtype == SP_EXPLOSION ||
591 hitter->subtype == SP_BULLET || 591 hitter->subtype == SP_BULLET ||
592 hitter->subtype == SP_CONE)) { 592 hitter->subtype == SP_CONE)) {
593 i=4; 593 i=4;
594 map = hitter->map; 594 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 595 if (out_of_map(map, hitter->x, hitter->y))
596 return; 596 return;
597 next = get_map_ob(map, hitter->x, hitter->y); 597 next = get_map_ob(map, hitter->x, hitter->y);
598 if (next) 598 if (next)
599 while(next) { 599 while(next) {
600 if (next->type == SPELL_EFFECT && 600 if (next->type == SPELL_EFFECT &&
601 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || 601 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
602 next->subtype == SP_CONE)) 602 next->subtype == SP_CONE))
603 i*=3; 603 i*=3;
604 tmp = next; 604 tmp = next;
605 next = tmp->above; 605 next = tmp->above;
606 } 606 }
607 if (i < 0) 607 if (i < 0)
608 return; 608 return;
609 if (rndm(0, i) != 0) 609 if (rndm(0, i) != 0)
610 return; 610 return;
611 } else if (rndm(0, 5) != 0) 611 } else if (rndm(0, 5) != 0)
612 return; 612 return;
613 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 613 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
616 } 616 }
617} 617}
618 618
619 619
620static int get_attack_mode (object **target, object **hitter, 620static int get_attack_mode (object **target, object **hitter,
621 int *simple_attack) 621 int *simple_attack)
622{ 622{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 624 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 625 return 1;
626 } 626 }
663} 663}
664 664
665static void thrown_item_effect (object *, object *); 665static void thrown_item_effect (object *, object *);
666 666
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 667static int attack_ob_simple (object *op, object *hitter, int base_dam,
668 int base_wc) 668 int base_wc)
669{ 669{
670 int simple_attack, roll, dam=0; 670 int simple_attack, roll, dam=0;
671 uint32 type; 671 uint32 type;
672 const char *op_name = NULL; 672 const char *op_name = NULL;
673 tag_t op_tag, hitter_tag; 673 tag_t op_tag, hitter_tag;
690 * to avoid ever being hit by monsters. 690 * to avoid ever being hit by monsters.
691 */ 691 */
692 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) 692 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
693 && op->speed_left > -(FABS(op->speed))*0.3) 693 && op->speed_left > -(FABS(op->speed))*0.3)
694 { 694 {
695 /* Decrease speed BEFORE calling process_object. Otherwise, an 695 /* Decrease speed BEFORE calling process_object. Otherwise, an
696 * infinite loop occurs, with process_object calling move_monster, 696 * infinite loop occurs, with process_object calling move_monster,
697 * which then gets here again. By decreasing the speed before 697 * which then gets here again. By decreasing the speed before
698 * we call process_object, the 'if' statement above will fail. 698 * we call process_object, the 'if' statement above will fail.
699 */ 699 */
700 op->speed_left--; 700 op->speed_left--;
701 process_object(op); 701 process_object(op);
702 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 702 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
703 || abort_attack (op, hitter, simple_attack)) 703 || abort_attack (op, hitter, simple_attack))
704 goto error; 704 goto error;
705 } 705 }
706 706
707 add_refcount(op_name = op->name); 707 add_refcount(op_name = op->name);
708 708
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 709 roll=random_roll(1, 20, hitter, PREFER_HIGH);
712 if ( ! simple_attack) 712 if ( ! simple_attack)
713 roll += adj_attackroll(hitter,op); 713 roll += adj_attackroll(hitter,op);
714 714
715 /* See if we hit the creature */ 715 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 716 if(roll==20 || op->stats.ac>=base_wc-roll) {
717 int hitdam = base_dam; 717 int hitdam = base_dam;
718 if (settings.casting_time == TRUE) { 718 if (settings.casting_time == TRUE) {
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
720 hitter->casting_time = -1; 720 hitter->casting_time = -1;
721 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 721 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
722 "your spell!"); 722 "your spell!");
723 } 723 }
724 if ((op->casting_time > -1)&&(hitdam > 0)){ 724 if ((op->casting_time > -1)&&(hitdam > 0)){
725 op->casting_time = -1; 725 op->casting_time = -1;
726 if (op->type == PLAYER) { 726 if (op->type == PLAYER) {
727 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 727 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
728 "your spell!"); 728 "your spell!");
729 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, 729 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
730 "%s was hit by %s and lost a spell.", 730 "%s was hit by %s and lost a spell.",
731 op_name,hitter->name); 731 op_name,hitter->name);
732 } 732 }
733 } 733 }
734 } 734 }
735 if ( ! simple_attack) 735 if ( ! simple_attack)
736 { 736 {
737 /* If you hit something, the victim should *always* wake up. 737 /* If you hit something, the victim should *always* wake up.
738 * Before, invisible hitters could avoid doing this. 738 * Before, invisible hitters could avoid doing this.
739 * -b.t. */ 739 * -b.t. */
740 if (QUERY_FLAG (op, FLAG_SLEEP)) 740 if (QUERY_FLAG (op, FLAG_SLEEP))
765 || was_destroyed (op, op_tag) 765 || was_destroyed (op, op_tag)
766 || abort_attack (op, hitter, simple_attack)) 766 || abort_attack (op, hitter, simple_attack))
767 goto leave; 767 goto leave;
768 } 768 }
769 769
770 /* Need to do at least 1 damage, otherwise there is no point 770 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below. 771 * to go further and it will cause FPE's below.
772 */ 772 */
773 if (hitdam<=0) hitdam=1; 773 if (hitdam<=0) hitdam=1;
774 774
775 type=hitter->attacktype; 775 type=hitter->attacktype;
776 if(!type) type=AT_PHYSICAL; 776 if(!type) type=AT_PHYSICAL;
777 /* Handle monsters that hit back */ 777 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
779 && QUERY_FLAG (hitter, FLAG_ALIVE)) 779 && QUERY_FLAG (hitter, FLAG_ALIVE))
780 { 780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 781 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
784 PREFER_LOW),op, op->attacktype, 1); 784 PREFER_LOW),op, op->attacktype, 1);
785 if (was_destroyed (op, op_tag) 785 if (was_destroyed (op, op_tag)
786 || was_destroyed (hitter, hitter_tag) 786 || was_destroyed (hitter, hitter_tag)
787 || abort_attack (op, hitter, simple_attack)) 787 || abort_attack (op, hitter, simple_attack))
788 goto leave; 788 goto leave;
789 } 789 }
790 790
791 /* In the new attack code, it should handle multiple attack 791 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here. 792 * types in its area, so remove it from here.
793 */ 793 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
795 hitter, type, 1); 795 hitter, type, 1);
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
797 || abort_attack (op, hitter, simple_attack)) 797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 798 goto leave;
799 } /* end of if hitter hit op */ 799 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 800 /* if we missed, dam=0 */
801 801
802 /*attack_message(dam, type, op, hitter);*/ 802 /*attack_message(dam, type, op, hitter);*/
803 803
832 * to the ground after a hit). What a good value for this is up to 832 * to the ground after a hit). What a good value for this is up to
833 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 833 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 834 * stick around.
835 */ 835 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 836 if (op->weight <= 5000 && tmp->stats.hp >= 0) {
837 if(tmp->head != NULL) 837 if(tmp->head != NULL)
838 tmp = tmp->head; 838 tmp = tmp->head;
839 remove_ob (op); 839 remove_ob (op);
840 op = insert_ob_in_ob(op,tmp); 840 op = insert_ob_in_ob(op,tmp);
841 if (tmp->type== PLAYER) 841 if (tmp->type== PLAYER)
842 esrv_send_item (tmp, op); 842 esrv_send_item (tmp, op);
843 return 1; 843 return 1;
844 } else 844 } else
845 return 0; 845 return 0;
846} 846}
847 847
848/* hit_with_arrow() disassembles the missile, attacks the victim and 848/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 849 * reassembles the missile.
850 * 850 *
915 if ( ! was_destroyed (victim, victim_tag) 915 if ( ! was_destroyed (victim, victim_tag)
916 && stick_arrow (hitter, victim)) 916 && stick_arrow (hitter, victim))
917 return NULL; 917 return NULL;
918 918
919 /* Else try to put arrow on victim's map square 919 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this 920 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code, 921 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something 922 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct 923 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise? 924 * way to handle those otherwise?
925 */ 925 */
926 if (victim_x != hitter->x || victim_y != hitter->y) { 926 if (victim_x != hitter->x || victim_y != hitter->y) {
927 remove_ob (hitter); 927 remove_ob (hitter);
928 hitter->x = victim_x; 928 hitter->x = victim_x;
929 hitter->y = victim_y; 929 hitter->y = victim_y;
930 insert_ob_in_map (hitter, victim->map, hitter,0); 930 insert_ob_in_map (hitter, victim->map, hitter,0);
934 } 934 }
935 return NULL; 935 return NULL;
936 } 936 }
937 937
938 if (hit_something && op->speed >= 10.0) 938 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0; 939 op->speed -= 1.0;
940 940
941 /* Missile missed victim - reassemble missile */ 941 /* Missile missed victim - reassemble missile */
942 if (container) { 942 if (container) {
943 remove_ob (hitter); 943 remove_ob (hitter);
944 insert_ob_in_ob (hitter, container); 944 insert_ob_in_ob (hitter, container);
950void tear_down_wall(object *op) 950void tear_down_wall(object *op)
951{ 951{
952 int perc=0; 952 int perc=0;
953 953
954 if (!op->stats.maxhp) { 954 if (!op->stats.maxhp) {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
956 perc = 1; 956 perc = 1;
957 } else if(!GET_ANIM_ID(op)) { 957 } else if(!GET_ANIM_ID(op)) {
958 /* Object has been called - no animations, so remove it */ 958 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) { 959 if(op->stats.hp<0) {
960 remove_ob(op); /* Should update LOS */ 960 remove_ob(op); /* Should update LOS */
961 free_object(op); 961 free_object(op);
962 /* Don't know why this is here - remove_ob should do it for us */ 962 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/ 963 /*update_position(m, x, y);*/
964 } 964 }
965 return; /* no animations, so nothing more to do */ 965 return; /* no animations, so nothing more to do */
966 } 966 }
967 perc = NUM_ANIMATIONS(op) 967 perc = NUM_ANIMATIONS(op)
968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
969 if (perc >= (int) NUM_ANIMATIONS(op)) 969 if (perc >= (int) NUM_ANIMATIONS(op))
970 perc = NUM_ANIMATIONS(op)-1; 970 perc = NUM_ANIMATIONS(op)-1;
971 else if (perc < 1) 971 else if (perc < 1)
972 perc = 1; 972 perc = 1;
973 SET_ANIMATION(op, perc); 973 SET_ANIMATION(op, perc);
974 update_object(op,UP_OBJ_FACE); 974 update_object(op,UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
976 if(op->face==blank_face) { 976 if(op->face==blank_face) {
977 /* If the last face is blank, remove the ob */ 977 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */ 978 remove_ob(op); /* Should update LOS */
979 free_object(op); 979 free_object(op);
980 980
981 /* remove_ob should call update_position for us */ 981 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/ 982 /*update_position(m, x, y);*/
983 983
984 } else { /* The last face was not blank, leave an image */ 984 } else { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y); 986 update_all_los(op->map, op->x, op->y);
987 op->move_block = 0; 987 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE); 988 CLEAR_FLAG(op, FLAG_ALIVE);
989 } 989 }
990 } 990 }
991} 991}
992 992
993void scare_creature(object *target, object *hitter) 993void scare_creature(object *target, object *hitter)
994{ 994{
1007 * take. However, it will do other effects (paralyzation, slow, etc.) 1007 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not 1008 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */ 1009 * the attacktype. Makes it easier for the PR code. */
1010 1010
1011int hit_player_attacktype(object *op, object *hitter, int dam, 1011int hit_player_attacktype(object *op, object *hitter, int dam,
1012 uint32 attacknum, int magic) { 1012 uint32 attacknum, int magic) {
1013 1013
1014 int doesnt_slay = 1; 1014 int doesnt_slay = 1;
1015 1015
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) { 1017 if (attacknum >= NROFATTACKS) {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0; 1019 return 0;
1020 } 1020 }
1021 1021
1022 if (dam < 0) { 1022 if (dam < 0) {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0; 1024 return 0;
1025 } 1025 }
1026 1026
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1028 * people can't mess with that or it otherwise get confused. */ 1028 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam; 1029 if (attacknum == ATNR_INTERNAL) return dam;
1030 1030
1031 if (hitter->slaying) { 1031 if (hitter->slaying) {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) && 1033 (op->arch && (op->arch->name != NULL) &&
1034 strstr(op->arch->name, hitter->slaying)) 1034 strstr(op->arch->name, hitter->slaying))
1035 ){ 1035 ){
1036 doesnt_slay = 0; 1036 doesnt_slay = 0;
1037 dam *= 3; 1037 dam *= 3;
1038 } 1038 }
1039 } 1039 }
1040 1040
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) { 1042 if (op->resist[attacknum]) {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1043 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1044 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]); 1045 dam *= (100-op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100; 1046 if (dam >= 100) dam /= 100;
1047 else 1047 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 } 1049 }
1050 1050
1051 /* Special hack. By default, if immune to something, you 1051 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since 1052 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if 1053 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */ 1054 * special processing is needed */
1055 1055
1056 if ((op->resist[attacknum] >= 100) && 1056 if ((op->resist[attacknum] >= 100) &&
1057 doesnt_slay && (attacknum != ATNR_ACID)) 1057 doesnt_slay && (attacknum != ATNR_ACID))
1058 return 0; 1058 return 0;
1059 1059
1060 /* Keep this in order - makes things easier to find */ 1060 /* Keep this in order - makes things easier to find */
1061 1061
1062 switch(attacknum) { 1062 switch(attacknum) {
1063 case ATNR_PHYSICAL: 1063 case ATNR_PHYSICAL:
1064 /* here also check for diseases */ 1064 /* here also check for diseases */
1065 check_physically_infect(op, hitter); 1065 check_physically_infect(op, hitter);
1066 break; 1066 break;
1067 1067
1068 /* Don't need to do anything for: 1068 /* Don't need to do anything for:
1069 magic, 1069 magic,
1070 fire, 1070 fire,
1071 electricity, 1071 electricity,
1072 cold */ 1072 cold */
1073 1073
1074 case ATNR_CONFUSION: 1074 case ATNR_CONFUSION:
1075 case ATNR_POISON: 1075 case ATNR_POISON:
1076 case ATNR_SLOW: 1076 case ATNR_SLOW:
1077 case ATNR_PARALYZE: 1077 case ATNR_PARALYZE:
1078 case ATNR_FEAR: 1078 case ATNR_FEAR:
1079 case ATNR_CANCELLATION: 1079 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE: 1080 case ATNR_DEPLETE:
1081 case ATNR_BLIND: 1081 case ATNR_BLIND:
1082 { 1082 {
1083 /* chance for inflicting a special attack depends on the 1083 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level 1084 * difference between attacker's and defender's level
1085 */ 1085 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1087 1087
1088 /* First, only creatures/players with speed can be affected. 1088 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects 1089 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the 1090 * you. Third, you still get a saving through against the
1091 * effect. 1091 * effect.
1092 */ 1092 */
1093 if (op->speed && 1093 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1097 1097
1098 /* Player has been hit by something */ 1098 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1108 } 1108 }
1109 dam = 0; /* These are all effects and don't do real damage */ 1109 dam = 0; /* These are all effects and don't do real damage */
1110 } 1110 }
1111 break; 1111 break;
1112 case ATNR_ACID: 1112 case ATNR_ACID:
1113 { 1113 {
1114 int flag=0; 1114 int flag=0;
1115 1115
1116 /* Items only get corroded if you're not on a battleground and 1116 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */ 1117 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) && 1118 if (!op_on_battleground(op, NULL, NULL) &&
1119 (op->resist[ATNR_ACID] < 50)) 1119 (op->resist[ATNR_ACID] < 50))
1120 { 1120 {
1121 object *tmp; 1121 object *tmp;
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1123 if(tmp->invisible) 1123 if(tmp->invisible)
1124 continue; 1124 continue;
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1126 (tmp->resist[ATNR_ACID] >= 10)) 1126 (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */ 1127 /* >= 10% acid res. on itmes will protect these */
1128 continue; 1128 continue;
1129 if(!(tmp->material & M_IRON)) 1129 if(!(tmp->material & M_IRON))
1130 continue; 1130 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */ 1131 if(tmp->magic < -4) /* Let's stop at -5 */
1132 continue; 1132 continue;
1133 if(tmp->type==RING || 1133 if(tmp->type==RING ||
1134 /* removed boots and gloves from exclusion list in 1134 /* removed boots and gloves from exclusion list in
1135 PR */ 1135 PR */
1136 tmp->type==GIRDLE || 1136 tmp->type==GIRDLE ||
1137 tmp->type==AMULET || 1137 tmp->type==AMULET ||
1138 tmp->type==WAND || 1138 tmp->type==WAND ||
1139 tmp->type==ROD || 1139 tmp->type==ROD ||
1140 tmp->type==HORN) 1140 tmp->type==HORN)
1141 continue; /* To avoid some strange effects */ 1141 continue; /* To avoid some strange effects */
1142 1142
1143 /* High damage acid has better chance of corroding 1143 /* High damage acid has better chance of corroding
1144 objects */ 1144 objects */
1145 if(rndm(0, dam+4) > 1145 if(rndm(0, dam+4) >
1146 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1146 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1147 if(op->type == PLAYER) 1147 if(op->type == PLAYER)
1148 /* Make this more visible */ 1148 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1150 "The %s's acid corrodes your %s!", 1150 "The %s's acid corrodes your %s!",
1151 query_name(hitter), query_name(tmp)); 1151 query_name(hitter), query_name(tmp));
1152 flag = 1; 1152 flag = 1;
1153 tmp->magic--; 1153 tmp->magic--;
1154 if(op->type == PLAYER) 1154 if(op->type == PLAYER)
1155 esrv_send_item(op, tmp); 1155 esrv_send_item(op, tmp);
1156 } 1156 }
1157 } 1157 }
1158 if(flag) 1158 if(flag)
1159 fix_player(op); /* Something was corroded */ 1159 fix_player(op); /* Something was corroded */
1160 } 1160 }
1161 } 1161 }
1162 break; 1162 break;
1163 case ATNR_DRAIN: 1163 case ATNR_DRAIN:
1164 { 1164 {
1165 /* rate is the proportion of exp drained. High rate means 1165 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained. 1166 * not much is drained, low rate means a lot is drained.
1167 */ 1167 */
1168 int rate; 1168 int rate;
1169 1169
1170 if(op->resist[ATNR_DRAIN] >= 0) 1170 if(op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1171 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else 1172 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174 1174
1175 if(op->stats.exp <= rate) { 1175 if(op->stats.exp <= rate) {
1176 if(op->type == GOLEM) 1176 if(op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */ 1177 dam = 999; /* Its force is "sucked" away. 8) */
1178 else 1178 else
1179 /* If we can't drain, lets try to do physical damage */ 1179 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else { 1181 } else {
1182 /* Randomly give the hitter some hp */ 1182 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp && 1183 if(hitter->stats.hp<hitter->stats.maxhp &&
1184 (op->level > hitter->level) && 1184 (op->level > hitter->level) &&
1185 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1185 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1186 hitter->stats.hp++; 1186 hitter->stats.hp++;
1187 1187
1188 /* Can't do drains on battleground spaces. 1188 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp 1189 * Move the wiz check up here - before, the hitter wouldn't gain exp
1190 * exp, but the wiz would still lose exp! If drainee is a wiz, 1190 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens. 1191 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain 1192 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks. 1193 * attacks, hence all the != PLAYER checks.
1194 */ 1194 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1196 object *owner = get_owner(hitter); 1196 object *owner = get_owner(hitter);
1197 1197
1198 if (owner && owner != hitter) { 1198 if (owner && owner != hitter) {
1199 if (op->type != PLAYER || owner->type != PLAYER) 1199 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2), 1200 change_exp(owner, op->stats.exp/(rate*2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1202 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1203 change_exp(hitter, op->stats.exp/(rate*2), 1203 change_exp(hitter, op->stats.exp/(rate*2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1205 } 1205 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0); 1206 change_exp(op,-op->stats.exp/rate, NULL, 0);
1207 } 1207 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1209 * drain attack, you won't know that you are actually sucking out EXP, 1209 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed 1210 * as the messages will say you missed
1211 */ 1211 */
1212 } 1212 }
1213 } 1213 }
1214 break; 1214 break;
1215 case ATNR_TURN_UNDEAD: 1215 case ATNR_TURN_UNDEAD:
1216 { 1216 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1219 object *god = find_god (determine_god (owner)); 1219 object *god = find_god (determine_god (owner));
1220 int div = 1; 1220 int div = 1;
1221 1221
1222 /* if undead are not an enemy of your god, you turn them 1222 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */ 1223 * at half strength */
1224 if (! god || ! god->slaying || 1224 if (! god || ! god->slaying ||
1225 strstr (god->slaying, undead_name) == NULL) 1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2; 1226 div = 2;
1227 /* Give a bonus if you resist turn undead */ 1227 /* Give a bonus if you resist turn undead */
1228 if (op->level * div < 1228 if (op->level * div <
1229 (turn_bonus[owner->stats.Wis]+owner->level + 1229 (turn_bonus[owner->stats.Wis]+owner->level +
1230 (op->resist[ATNR_TURN_UNDEAD]/100))) 1230 (op->resist[ATNR_TURN_UNDEAD]/100)))
1231 scare_creature(op, owner); 1231 scare_creature(op, owner);
1232 } 1232 }
1233 else 1233 else
1234 dam = 0; /* don't damage non undead - should we damage 1234 dam = 0; /* don't damage non undead - should we damage
1235 undead? */ 1235 undead? */
1236 } break; 1236 } break;
1237 case ATNR_DEATH: 1237 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam); 1238 deathstrike_player(op, hitter, &dam);
1239 break; 1239 break;
1240 case ATNR_CHAOS: 1240 case ATNR_CHAOS:
1241 LOG(llevError, 1241 LOG(llevError,
1242 "%s was hit by %s with non-specific chaos.\n", 1242 "%s was hit by %s with non-specific chaos.\n",
1243 query_name(op), 1243 query_name(op),
1244 query_name(hitter)); 1244 query_name(hitter));
1245 dam = 0; 1245 dam = 0;
1246 break; 1246 break;
1247 case ATNR_COUNTERSPELL: 1247 case ATNR_COUNTERSPELL:
1248 LOG(llevError, 1248 LOG(llevError,
1249 "%s was hit by %s with counterspell attack.\n", 1249 "%s was hit by %s with counterspell attack.\n",
1250 query_name(op), 1250 query_name(op),
1251 query_name(hitter)); 1251 query_name(hitter));
1252 dam = 0; 1252 dam = 0;
1253 /* This should never happen. Counterspell is handled 1253 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen, 1254 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it 1255 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */ 1256 * does no damage. */
1257 break; 1257 break;
1258 case ATNR_HOLYWORD: 1258 case ATNR_HOLYWORD:
1259 { 1259 {
1260 /* This has already been handled by hit_player, 1260 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */ 1261 * no need to check twice -- DAMN */
1262 1262
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1264 1264
1265 /* As with turn undead above, give a bonus on the saving throw */ 1265 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1267 owner->level+turn_bonus[owner->stats.Wis]) 1267 owner->level+turn_bonus[owner->stats.Wis])
1268 scare_creature(op, owner); 1268 scare_creature(op, owner);
1269 } break; 1269 } break;
1270 case ATNR_LIFE_STEALING: 1270 case ATNR_LIFE_STEALING:
1271 { 1271 {
1272 int new_hp; 1272 int new_hp;
1273 /* this is replacement to drain for players, instead of taking 1273 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not 1274 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters 1275 * much use giving it to monsters
1276 * 1276 *
1277 * life stealing doesn't do a lot of damage, but it gives the 1277 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that, 1278 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by 1279 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000). 1280 * 1000).
1281 */ 1281 */
1282 /* You can't steal life from something undead */ 1282 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1284 /* If drain protection is higher than life stealing, use that */ 1284 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288 /* You die at -1 hp, not zero. */ 1288 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1290 new_hp = hitter->stats.hp + dam; 1290 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1293 } 1293 }
1294 } 1294 }
1295 return dam; 1295 return dam;
1296} 1296}
1297 1297
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1320 int pk=0; /* true if op and what controls hitter are both players*/
1321 object *owner=NULL; 1321 object *owner=NULL;
1322 object *skop=NULL; 1322 object *skop=NULL;
1323 1323
1324 if (op->stats.hp>=0) 1324 if (op->stats.hp>=0)
1325 return -1; 1325 return -1;
1326 1326
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1328 return 0;
1329 1329
1330 /* maxdam needs to be the amount of damage it took to kill 1330 /* maxdam needs to be the amount of damage it took to kill
1332 * adjusted the creatures HP total, so that is negative. 1332 * adjusted the creatures HP total, so that is negative.
1333 */ 1333 */
1334 maxdam = dam + op->stats.hp + 1; 1334 maxdam = dam + op->stats.hp + 1;
1335 1335
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1338 1338
1339 if(op->type==DOOR) { 1339 if(op->type==DOOR) {
1340 op->speed = 0.1; 1340 op->speed = 0.1;
1341 update_ob_speed(op); 1341 update_ob_speed(op);
1342 op->speed_left= -0.05; 1342 op->speed_left= -0.05;
1343 return maxdam; 1343 return maxdam;
1344 } 1344 }
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1346 remove_friendly_object(op); 1346 remove_friendly_object(op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1347 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1348 op->owner->contr->ranges[range_golem] == op) { 1348 op->owner->contr->ranges[range_golem] == op) {
1349 op->owner->contr->ranges[range_golem]=NULL; 1349 op->owner->contr->ranges[range_golem]=NULL;
1350 op->owner->contr->golem_count=0; 1350 op->owner->contr->golem_count=0;
1351 } 1351 }
1352 1352
1353 remove_ob(op); 1353 remove_ob(op);
1354 free_object(op); 1354 free_object(op);
1355 return maxdam; 1355 return maxdam;
1356 } 1356 }
1357 1357
1358 /* Now lets start dealing with experience we get for killing something */ 1358 /* Now lets start dealing with experience we get for killing something */
1359 1359
1360 owner=get_owner(hitter); 1360 owner=get_owner(hitter);
1361 if(owner==NULL) 1361 if(owner==NULL)
1362 owner=hitter; 1362 owner=hitter;
1363 1363
1364 /* is the victim (op) standing on battleground? */ 1364 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1365 if (op_on_battleground(op, NULL, NULL)) battleg=1;
1366 1366
1367 /* is this player killing?*/ 1367 /* is this player killing?*/
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1369 1369
1370 /* Player killed something */ 1370 /* Player killed something */
1371 if(owner->type==PLAYER) { 1371 if(owner->type==PLAYER) {
1372 Log_Kill(owner->name, 1372 Log_Kill(owner->name,
1373 query_name(op),op->type, 1373 query_name(op),op->type,
1374 (owner!=hitter) ? query_name(hitter) : NULL, 1374 (owner!=hitter) ? query_name(hitter) : NULL,
1375 (owner!=hitter) ? hitter->type : 0); 1375 (owner!=hitter) ? hitter->type : 0);
1376 1376
1377 /* Log players killing other players - makes it easier to detect 1377 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1378 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1379 * ip address is included.
1380 */ 1380 */
1381 if (op->type == PLAYER && !battleg) { 1381 if (op->type == PLAYER && !battleg) {
1382 time_t t=time(NULL); 1382 time_t t=time(NULL);
1383 struct tm *tmv; 1383 struct tm *tmv;
1384 char buf[256]; 1384 char buf[256];
1385 1385
1386 tmv = localtime(&t); 1386 tmv = localtime(&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1388 1388
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1390 buf, owner->name, owner->contr->socket.host, query_name(op)); 1390 buf, owner->name, owner->contr->socket.host, query_name(op));
1391 } 1391 }
1392 1392
1393 /* try to filter some things out - basically, if you are 1393 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1394 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1395 * probably don't want to see that.
1396 */ 1396 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1398 if(owner!=hitter) { 1398 if(owner!=hitter) {
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1399 new_draw_info_format(NDI_BLACK, 0, owner,
1400 "You killed %s with %s.",query_name(op), 1400 "You killed %s with %s.",query_name(op),
1401 query_name(hitter)); 1401 query_name(hitter));
1402 } 1402 }
1403 else { 1403 else {
1404 new_draw_info_format(NDI_BLACK, 0, owner, 1404 new_draw_info_format(NDI_BLACK, 0, owner,
1405 "You killed %s.",query_name(op)); 1405 "You killed %s.",query_name(op));
1406 } 1406 }
1407 /* Only play sounds for melee kills */ 1407 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER) 1408 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410 } 1410 }
1411 1411
1412 /* If a player kills another player, not on 1412 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is 1413 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV 1414 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not 1415 * Fix bug in that we were changing the luck of the hitter, not
1416 * player that the object belonged to - so if you killed another player 1416 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty. 1417 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings. 1418 * Changed to make luck penalty configurable in settings.
1419 */ 1419 */
1420 if(op->type == PLAYER && owner != op && !battleg) 1420 if(op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty); 1421 change_luck(owner, -settings.pk_luck_penalty);
1422 1422
1423 /* This code below deals with finding the appropriate skill 1423 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should 1424 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill 1425 * probably never really have to look at current_weapon->skill
1426 */ 1426 */
1427 skill = NULL; 1427 skill = NULL;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1429 else if (owner->chosen_skill) { 1429 else if (owner->chosen_skill) {
1430 skill = owner->chosen_skill->skill; 1430 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill; 1431 skop = owner->chosen_skill;
1432 } 1432 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1434 else 1434 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1436 1436
1437 /* We have the skill we want to credit to - now find the object this goes 1437 /* We have the skill we want to credit to - now find the object this goes
1438 * to. Make sure skop is an actual skill, and not a skill tool! 1438 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */ 1439 */
1440 if ((!skop || skop->type != SKILL) && skill) { 1440 if ((!skop || skop->type != SKILL) && skill) {
1441 int i; 1441 int i;
1442 1442
1443 for (i=0; i<NUM_SKILLS; i++) 1443 for (i=0; i<NUM_SKILLS; i++)
1444 if (owner->contr->last_skill_ob[i] && 1444 if (owner->contr->last_skill_ob[i] &&
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1446 skop = owner->contr->last_skill_ob[i]; 1446 skop = owner->contr->last_skill_ob[i];
1447 break; 1447 break;
1448 } 1448 }
1449 } 1449 }
1450 } /* Was it a player that hit somethign */ 1450 } /* Was it a player that hit somethign */
1451 else { 1451 else {
1452 skill = NULL; 1452 skill = NULL;
1453 } 1453 }
1454 1454
1455 /* Pet (or spell) killed something. */ 1455 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) { 1456 if(owner != hitter ) {
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1459 } 1459 }
1460 else { 1460 else {
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1464 } 1464 }
1465 /* These may have been set in the player code section above */ 1465 /* These may have been set in the player code section above */
1466 if (!skop) skop = hitter->chosen_skill; 1466 if (!skop) skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill; 1467 if (!skill && skop) skill=skop->skill;
1468 1468
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1470 1470
1471 1471
1472 /* If you didn't kill yourself, and your not the wizard */ 1472 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1474 int exp; 1474 int exp;
1475 1475
1476 /* Really don't give much experience for killing other players */ 1476 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) { 1478 if (op->type==PLAYER) {
1479 if (battleg) { 1479 if (battleg) {
1480 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); 1480 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1481 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); 1481 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1482 } 1482 }
1483 else 1483 else
1484 exp = op->stats.exp / 1000; 1484 exp = op->stats.exp / 1000;
1485 } 1485 }
1486 else 1486 else
1487 exp = calc_skill_exp(owner, op, skop); 1487 exp = calc_skill_exp(owner, op, skop);
1488 1488
1489 /* if op is standing on "battleground" (arena), no way to gain 1489 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him 1490 * exp by killing him
1491 */ 1491 */
1492 if (battleg) exp = 0; 1492 if (battleg) exp = 0;
1493 1493
1494 /* Don't know why this is set this way - doesn't make 1494 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason. 1495 * sense to just divide everything by two for no reason.
1496 */ 1496 */
1497 1497
1498 if (!settings.simple_exp) 1498 if (!settings.simple_exp)
1499 exp=exp/2; 1499 exp=exp/2;
1500 1500
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1501 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1502 change_exp(owner,exp, skill, 0); 1502 change_exp(owner,exp, skill, 0);
1503 } 1503 }
1504 else { 1504 else {
1505 int shares=0,count=0; 1505 int shares=0,count=0;
1506 1506
1507 player *pl; 1507 player *pl;
1508 1508
1509 partylist *party=owner->contr->party; 1509 partylist *party=owner->contr->party;
1510#ifdef PARTY_KILL_LOG 1510#ifdef PARTY_KILL_LOG
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1511 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1512#endif 1512#endif
1513 for(pl=first_player;pl!=NULL;pl=pl->next) { 1513 for(pl=first_player;pl!=NULL;pl=pl->next) {
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1515 count++;
1516 shares+=(pl->ob->level+4);
1517 }
1518 }
1519 if(count==1 || shares>exp)
1520 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521 else {
1522 int share=exp/shares,given=0,nexp;
1523 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 nexp=(pl->ob->level+4)*share; 1515 count++;
1516 shares+=(pl->ob->level+4);
1517 }
1518 }
1519 if(count==1 || shares>exp)
1520 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521 else {
1522 int share=exp/shares,given=0,nexp;
1523 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 nexp=(pl->ob->level+4)*share;
1526 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); 1526 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1527 given+=nexp; 1527 given+=nexp;
1528 } 1528 }
1529 } 1529 }
1530 exp-=given; 1530 exp-=given;
1531 /* give any remainder to the player */ 1531 /* give any remainder to the player */
1532 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); 1532 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1533 } 1533 }
1534 } /* else part of a party */ 1534 } /* else part of a party */
1535 1535
1536 } /* end if person didn't kill himself */ 1536 } /* end if person didn't kill himself */
1537 1537
1538 if(op->type!=PLAYER) { 1538 if(op->type!=PLAYER) {
1539 if(QUERY_FLAG(op,FLAG_FRIENDLY)) { 1539 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1540 object *owner1 = get_owner(op); 1540 object *owner1 = get_owner(op);
1541 1541
1542 if(owner1!= NULL && owner1->type == PLAYER) { 1542 if(owner1!= NULL && owner1->type == PLAYER) {
1543 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); 1543 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1544 /* Maybe we should include the owner that killed this, maybe not */ 1544 /* Maybe we should include the owner that killed this, maybe not */
1545 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", 1545 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1546 op->name,hitter->name); 1546 op->name,hitter->name);
1547 } 1547 }
1548 remove_friendly_object(op); 1548 remove_friendly_object(op);
1549 } 1549 }
1550 remove_ob(op); 1550 remove_ob(op);
1551 free_object(op); 1551 free_object(op);
1552 } 1552 }
1553 /* Player has been killed! */ 1553 /* Player has been killed! */
1554 else { 1554 else {
1555 if(owner->type==PLAYER) { 1555 if(owner->type==PLAYER) {
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); 1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1557 } 1557 }
1558 else { 1558 else {
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1559 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1560 op->contr->killer[BIG_NAME-1]='\0'; 1560 op->contr->killer[BIG_NAME-1]='\0';
1561 } 1561 }
1562 } 1562 }
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1563 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1564 * continues in the calling function.
1565 */ 1565 */
1566 return maxdam; 1566 return maxdam;
1571 */ 1571 */
1572 1572
1573int friendly_fire(object *op, object *hitter){ 1573int friendly_fire(object *op, object *hitter){
1574 object *owner; 1574 object *owner;
1575 int friendlyfire; 1575 int friendlyfire;
1576 1576
1577 if (hitter->head) hitter=hitter->head; 1577 if (hitter->head) hitter=hitter->head;
1578 1578
1579 friendlyfire = 0; 1579 friendlyfire = 0;
1580 1580
1581 if(op->type == PLAYER) { 1581 if(op->type == PLAYER) {
1582 if (op_on_battleground (hitter, 0, 0)) 1582 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1583 return 0;
1584 1584
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1586 return 1;
1587 1587
1588 if((owner = get_owner(hitter))!=NULL) { 1588 if((owner = get_owner(hitter))!=NULL) {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1589 if(owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1590 friendlyfire = 2;
1591 } 1591 }
1592 1592
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1593 if (hitter->type == SPELL || hitter->type == POISONING ||
1594 hitter->type == DISEASE || hitter->type == RUNE) 1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1595 friendlyfire = 0;
1596 } 1596 }
1597 return friendlyfire; 1597 return friendlyfire;
1598} 1598}
1599 1599
1600 1600
1639 1639
1640 op_tag = op->count; 1640 op_tag = op->count;
1641 hitter_tag = hitter->count; 1641 hitter_tag = hitter->count;
1642 1642
1643 if (body_attack) { 1643 if (body_attack) {
1644 /* slow and paralyze must hit the head. But we don't want to just 1644 /* slow and paralyze must hit the head. But we don't want to just
1645 * return - we still need to process other attacks the spell still 1645 * return - we still need to process other attacks the spell still
1646 * might have. So just remove the paralyze and slow attacktypes, 1646 * might have. So just remove the paralyze and slow attacktypes,
1647 * and keep on processing if we have other attacktypes. 1647 * and keep on processing if we have other attacktypes.
1648 * return if only magic or nothing is left - under normal code 1648 * return if only magic or nothing is left - under normal code
1649 * we don't attack with pure magic if there is another attacktype. 1649 * we don't attack with pure magic if there is another attacktype.
1650 * Only do processing if the initial attacktype includes one of those 1650 * Only do processing if the initial attacktype includes one of those
1651 * attack so we don't cancel out things like magic bullet. 1651 * attack so we don't cancel out things like magic bullet.
1652 */ 1652 */
1653 if (type & (AT_PARALYZE | AT_SLOW)) { 1653 if (type & (AT_PARALYZE | AT_SLOW)) {
1654 type &= ~(AT_PARALYZE | AT_SLOW); 1654 type &= ~(AT_PARALYZE | AT_SLOW);
1655 if (!type || type==AT_MAGIC) return 0; 1655 if (!type || type==AT_MAGIC) return 0;
1656 } 1656 }
1657 } 1657 }
1658 1658
1659 if ( ! simple_attack && op->type == DOOR) { 1659 if ( ! simple_attack && op->type == DOOR) {
1660 object *tmp; 1660 object *tmp;
1661 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1661 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1673 /* FIXME: If a player is killed by a rune in a door, the 1673 /* FIXME: If a player is killed by a rune in a door, the
1674 * was_destroyed() check above doesn't return, and might get here. 1674 * was_destroyed() check above doesn't return, and might get here.
1675 */ 1675 */
1676 LOG (llevDebug, "victim (arch %s, name %s) already dead in " 1676 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1677 "hit_player()\n", op->arch->name, op->name); 1677 "hit_player()\n", op->arch->name, op->name);
1678 return 0; 1678 return 0;
1679 } 1679 }
1680 1680
1681#ifdef ATTACK_DEBUG 1681#ifdef ATTACK_DEBUG
1682 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); 1682 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1683#endif 1683#endif
1685 if (magic) { 1685 if (magic) {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1686 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1687 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1688 dam = dam*(100-op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1689 if (dam >= 100)
1690 dam /= 100; 1690 dam /= 100;
1691 else 1691 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1692 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1693 } 1693 }
1694 1694
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1696 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1696 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1697 */
1705 * holyword is part of an attacktype, then make sure the creature is 1705 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1706 * a proper match, otherwise no damage.
1707 */ 1707 */
1708 if (type & AT_HOLYWORD) { 1708 if (type & AT_HOLYWORD) {
1709 object *god; 1709 object *god;
1710 if ((!hitter->slaying || 1710 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1711 (!(op->race && strstr(hitter->slaying,op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1712 !(op->name && strstr(hitter->slaying,op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1713 (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1714 (hitter->title != NULL 1714 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL 1715 && (god = find_god(determine_god(hitter))) != NULL
1716 && god->race != NULL 1716 && god->race != NULL
1717 && strstr(god->race,undead_name) != NULL))) 1717 && strstr(god->race,undead_name) != NULL)))
1718 return 0; 1718 return 0;
1719 } 1719 }
1720 1720
1721 maxattacktype = type; /* initialize this to something */ 1721 maxattacktype = type; /* initialize this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1723 /* Magic isn't really a true attack type - it gets combined with other 1723 /* Magic isn't really a true attack type - it gets combined with other
1724 * attack types. As such, skip it over. However, if magic is 1724 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1725 * the only attacktype in the group, then still attack with it
1726 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1728
1729 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc.
1733 */ 1726 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1728
1729 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc.
1733 */
1734 if (type & attacktype) { 1734 if (type & attacktype) {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1736 /* the >= causes us to prefer messages from special attacks, if 1736 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1737 * the damage is equal.
1738 */ 1738 */
1739 if (ndam >= maxdam) { 1739 if (ndam >= maxdam) {
1740 maxdam = ndam; 1740 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1741 maxattacktype = 1<<attacknum;
1742 }
1743 }
1742 } 1744 }
1743 } 1745
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only 1746 /* if this is friendly fire then do a set % of damage only
1747 * Note - put a check in to make sure this attack is actually 1747 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1748 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1749 * an attack do damage before when it otherwise didn't
1750 */ 1750 */
1751 friendlyfire = friendly_fire(op, hitter); 1751 friendlyfire = friendly_fire(op, hitter);
1752 if (friendlyfire && maxdam){ 1752 if (friendlyfire && maxdam){
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1753 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1754#ifndef COZY_SERVER
1755 maxdam++; 1755 maxdam++;
1756#endif 1756#endif
1757 1757
1758#ifdef ATTACK_DEBUG 1758#ifdef ATTACK_DEBUG
1759 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1759 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1760 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1760 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1761#endif 1761#endif
1762 } 1762 }
1763 1763
1764 if (!full_hit) { 1764 if (!full_hit) {
1765 archetype *at; 1765 archetype *at;
1766 int area; 1766 int area;
1767 int remainder; 1767 int remainder;
1768 1768
1769 area = 0; 1769 area = 0;
1770 for(at = op->arch; at != NULL; at = at->more) 1770 for(at = op->arch; at != NULL; at = at->more)
1771 area++; 1771 area++;
1772 assert(area > 0); 1772 assert(area > 0);
1773 1773
1774 /* basically: maxdam /= area; we try to "simulate" a float 1774 /* basically: maxdam /= area; we try to "simulate" a float
1775 value-effect */ 1775 value-effect */
1776 remainder = 100*(maxdam%area)/area; 1776 remainder = 100*(maxdam%area)/area;
1777 maxdam /= area; 1777 maxdam /= area;
1778 if (RANDOM()%100 < remainder) 1778 if (RANDOM()%100 < remainder)
1779 maxdam++; 1779 maxdam++;
1780 } 1780 }
1781 1781
1782#ifdef ATTACK_DEBUG 1782#ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); 1783 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1784#endif 1784#endif
1785 1785
1786 if(get_owner(hitter)) 1786 if(get_owner(hitter))
1787 op->enemy=hitter->owner; 1787 op->enemy=hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1789 op->enemy=hitter; 1789 op->enemy=hitter;
1790 1790
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1792 /* The unaggressives look after themselves 8) */ 1792 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1794 npc_call_help(op);
1795 } 1795 }
1796 1796
1797 if (magic && did_make_save(op, op->level, 0)) 1797 if (magic && did_make_save(op, op->level, 0))
1798 maxdam=maxdam/2; 1798 maxdam=maxdam/2;
1799 1799
1800 attack_message(maxdam, maxattacktype, op, hitter); 1800 attack_message(maxdam, maxattacktype, op, hitter);
1801 1801
1802 op->stats.hp-=maxdam; 1802 op->stats.hp-=maxdam;
1803 1803
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1805 if ((op->stats.hp>=0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1808 (float)op->stats.maxhp)) { 1808 (float)op->stats.maxhp)) {
1809 1809
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1810 if (QUERY_FLAG(op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1811 SET_FLAG(op, FLAG_RUN_AWAY);
1812 else 1812 else
1813 scare_creature(op, hitter); 1813 scare_creature(op, hitter);
1814 } 1814 }
1815 1815
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1817 if (maxdam) 1817 if (maxdam)
1818 tear_down_wall(op); 1818 tear_down_wall(op);
1819 return maxdam; /* nothing more to do for wall */ 1819 return maxdam; /* nothing more to do for wall */
1820 } 1820 }
1821 1821
1822 /* See if the creature has been killed */ 1822 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 1823 rtn_kill = kill_object(op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 1824 if (rtn_kill != -1)
1825 return rtn_kill; 1825 return rtn_kill;
1826 1826
1827 1827
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1829 * that before if the player was immune to ghosthit, the monster 1829 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 1830 * remained - that is no longer the case.
1831 */ 1831 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1834 remove_friendly_object(hitter); 1834 remove_friendly_object(hitter);
1835 remove_ob(hitter); 1835 remove_ob(hitter);
1836 free_object(hitter); 1836 free_object(hitter);
1837 } 1837 }
1838 /* Lets handle creatures that are splitting now */ 1838 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1840 int i; 1840 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op); 1843 object *owner = get_owner(op);
1844 1844
1845 if(!op->other_arch) { 1845 if(!op->other_arch) {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 1846 LOG(llevError,"SPLITTING without other_arch error.\n");
1847 return maxdam; 1847 return maxdam;
1848 } 1848 }
1849 remove_ob(op); 1849 remove_ob(op);
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch); 1851 object *tmp=arch_to_object(op->other_arch);
1852 int j; 1852 int j;
1853 1853
1854 tmp->stats.hp=op->stats.hp; 1854 tmp->stats.hp=op->stats.hp;
1855 if (friendly) { 1855 if (friendly) {
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 1856 SET_FLAG(tmp, FLAG_FRIENDLY);
1857 add_friendly_object(tmp); 1857 add_friendly_object(tmp);
1858 tmp->attack_movement = PETMOVE; 1858 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL) 1859 if (owner!=NULL)
1860 set_owner(tmp,owner); 1860 set_owner(tmp,owner);
1861 } 1861 }
1862 if (unaggressive) 1862 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1864 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1865 if (j==-1) /* No spot to put this monster */ 1865 if (j==-1) /* No spot to put this monster */
1866 free_object(tmp); 1866 free_object(tmp);
1867 else { 1867 else {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0); 1869 insert_ob_in_map(tmp,op->map,NULL,0);
1870 } 1870 }
1871 } 1871 }
1872 if(friendly) 1872 if(friendly)
1873 remove_friendly_object(op); 1873 remove_friendly_object(op);
1874 free_object(op); 1874 free_object(op);
1875 } 1875 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1877 remove_ob(hitter); 1877 remove_ob(hitter);
1878 free_object(hitter); 1878 free_object(hitter);
1879 } 1879 }
1880 return maxdam; 1880 return maxdam;
1881} 1881}
1882 1882
1883 1883
1885{ 1885{
1886 archetype *at = find_archetype("poisoning"); 1886 archetype *at = find_archetype("poisoning");
1887 object *tmp=present_arch_in_ob(at,op); 1887 object *tmp=present_arch_in_ob(at,op);
1888 1888
1889 if(tmp==NULL) { 1889 if(tmp==NULL) {
1890 if((tmp=arch_to_object(at))==NULL) 1890 if((tmp=arch_to_object(at))==NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n"); 1891 LOG(llevError,"Failed to clone arch poisoning.\n");
1892 else { 1892 else {
1893 tmp = insert_ob_in_ob(tmp,op); 1893 tmp = insert_ob_in_ob(tmp,op);
1894 /* peterm: give poisoning some teeth. It should 1894 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 1895 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 1896 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 1897 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 1898 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 1899 * If anything else, goes as damage.
1900 */ 1900 */
1901 1901
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 1902 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2; 1903 tmp->stats.dam += hitter->level/2;
1904 else 1904 else
1905 tmp->stats.dam = dam; 1905 tmp->stats.dam = dam;
1906 1906
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 1908 if(hitter->skill && hitter->skill != tmp->skill) {
1909 if (tmp->skill) free_string(tmp->skill); 1909 if (tmp->skill) free_string(tmp->skill);
1910 tmp->skill = add_refcount(hitter->skill); 1910 tmp->skill = add_refcount(hitter->skill);
1911 } 1911 }
1912 1912
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */ 1913 tmp->stats.food+=dam; /* more damage, longer poisoning */
1914 1914
1915 if(op->type==PLAYER) { 1915 if(op->type==PLAYER) {
1916 /* player looses stats, maximum is -10 of each */ 1916 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10); 1917 tmp->stats.Con= MAX(-(dam/4+1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10); 1918 tmp->stats.Str= MAX(-(dam/3+2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10); 1919 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10); 1920 tmp->stats.Int= MAX(-dam/7, -10);
1921 SET_FLAG(tmp,FLAG_APPLIED); 1921 SET_FLAG(tmp,FLAG_APPLIED);
1922 fix_player(op); 1922 fix_player(op);
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1924 } 1924 }
1925 if (hitter->type == PLAYER) 1925 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1927 op->name); 1927 op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1930 "Your %s poisons %s.", hitter->name, op->name); 1930 "Your %s poisons %s.", hitter->name, op->name);
1931 } 1931 }
1932 tmp->speed_left=0; 1932 tmp->speed_left=0;
1933 } 1933 }
1934 else 1934 else
1935 tmp->stats.food++; 1935 tmp->stats.food++;
1936} 1936}
1937 1937
1938void slow_player(object *op,object *hitter,int dam) 1938void slow_player(object *op,object *hitter,int dam)
1939{ archetype *at = find_archetype("slowness"); 1939{ archetype *at = find_archetype("slowness");
1940 object *tmp; 1940 object *tmp;
1957 object *tmp; 1957 object *tmp;
1958 int maxduration; 1958 int maxduration;
1959 1959
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 1960 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1961 if(!tmp) { 1961 if(!tmp) {
1962 tmp = get_archetype(FORCE_NAME); 1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 1963 tmp = insert_ob_in_ob(tmp,op);
1964 } 1964 }
1965 1965
1966 /* Duration added per hit and max. duration of confusion both depend 1966 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 1967 * on the player's resistance
1968 */ 1968 */
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1972 if (tmp->name) free_string(tmp->name); 1972 if (tmp->name) free_string(tmp->name);
1973 tmp->name = add_string("confusion"); 1973 tmp->name = add_string("confusion");
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1975 if( tmp->duration > maxduration) 1975 if( tmp->duration > maxduration)
1976 tmp->duration = maxduration; 1976 tmp->duration = maxduration;
1977 1977
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED); 1980 SET_FLAG(op, FLAG_CONFUSED);
1981} 1981}
1982 1982
1983void blind_player(object *op, object *hitter, int dam) 1983void blind_player(object *op, object *hitter, int dam)
1984{ 1984{
2003 2003
2004 if(hitter->owner) owner = get_owner(hitter); 2004 if(hitter->owner) owner = get_owner(hitter);
2005 else owner = hitter; 2005 else owner = hitter;
2006 2006
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 2007 new_draw_info_format(NDI_UNIQUE,0,owner,
2008 "Your attack blinds %s!",query_name(op)); 2008 "Your attack blinds %s!",query_name(op));
2009 } 2009 }
2010 tmp->stats.food += dam; 2010 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 2011 if(tmp->stats.food > 10) tmp->stats.food = 10;
2012} 2012}
2013 2013
2020 * written? Well, i think this can and should be removed 2020 * written? Well, i think this can and should be removed
2021 */ 2021 */
2022 2022
2023 /* 2023 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 2025 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 2026 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 2028 }
2029 */ 2029 */
2030 2030
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2032 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2032 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2059 ** field of the deathstriking object */ 2059 ** field of the deathstriking object */
2060 2060
2061 int atk_lev, def_lev, kill_lev; 2061 int atk_lev, def_lev, kill_lev;
2062 2062
2063 if(hitter->slaying) 2063 if(hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2065 (op->race&&strstr(hitter->slaying,op->race)))) return; 2065 (op->race&&strstr(hitter->slaying,op->race)))) return;
2066 2066
2067 def_lev = op->level; 2067 def_lev = op->level;
2068 if (def_lev < 1) { 2068 if (def_lev < 1) {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2070 op->arch->name, op->name); 2070 op->arch->name, op->name);
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 2075 atk_lev, def_lev); */
2076 2076
2077 if(atk_lev >= def_lev ){ 2077 if(atk_lev >= def_lev ){
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2079 2079
2080 /* Note that the below effectively means the ratio of the atk vs 2080 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 2081 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 2082 * chance of killing a level 50 monster. This should probably be
2083 * redone. 2083 * redone.
2084 */ 2084 */
2085 if(kill_lev >= def_lev) { 2085 if(kill_lev >= def_lev) {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2087 /* I think this doesn't really do much. Because of 2087 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 2088 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 2089 * attack level is double the defender level.
2090 */ 2090 */
2091 *dam *= kill_lev / def_lev; 2091 *dam *= kill_lev / def_lev;
2092 } 2092 }
2093 } else { 2093 } else {
2094 *dam = 0; /* no harm done */ 2094 *dam = 0; /* no harm done */
2095 } 2095 }
2096} 2096}
2097 2097
2100 * monster). 2100 * monster).
2101 */ 2101 */
2102static void thrown_item_effect (object *hitter, object *victim) 2102static void thrown_item_effect (object *hitter, object *victim)
2103{ 2103{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2105 /* May not need a switch for just 2 types, but this makes it 2105 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion. 2106 * easier for expansion.
2107 */ 2107 */
2108 switch (hitter->type) { 2108 switch (hitter->type) {
2109 case POTION: 2109 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */ 2110 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2112 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2112 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2113 break; 2113 break;
2114 2114
2115 case POISON: /* poison drinks */ 2115 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */ 2116 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2118 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2118 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2119 break; 2119 break;
2120 2120
2121 /* Removed case statements that did nothing. 2121 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it, 2122 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here. 2123 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled. 2124 * Containers should perhaps break open, but that code was disabled.
2125 */ 2125 */
2126 } 2126 }
2127 } 2127 }
2128} 2128}
2129 2129
2130/* adj_attackroll() - adjustments to attacks by various conditions */ 2130/* adj_attackroll() - adjustments to attacks by various conditions */
2131 2131
2203 2203
2204 /* I broke what used to be one big if into a few nested 2204 /* I broke what used to be one big if into a few nested
2205 * ones so that figuring out the logic is at least possible. 2205 * ones so that figuring out the logic is at least possible.
2206 */ 2206 */
2207 if (op && (op->move_type & MOVE_FLYING)) { 2207 if (op && (op->move_type & MOVE_FLYING)) {
2208 if (op->type==ARROW || op->type==THROWN_OBJ) 2208 if (op->type==ARROW || op->type==THROWN_OBJ)
2209 return 1; 2209 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2211 op->subtype == SP_EXPLOSION)) 2211 op->subtype == SP_EXPLOSION))
2212 return 1; 2212 return 1;
2213 } 2213 }
2214 return 0; 2214 return 0;
2215} 2215}
2216 2216

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