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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: attack.C,v 1.2 2006/08/25 17:11:53 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 25#include <assert.h>
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <material.h> 28#include <material.h>
31#include <skills.h> 29#include <skills.h>
32 30#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36 32
37#include <sounds.h>
38
39typedef struct att_msg_str { 33typedef struct att_msg_str
34{
40 char *msg1; 35 char *msg1;
41 char *msg2; 36 char *msg2;
42} att_msg; 37} att_msg;
43 38
44/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
45
46/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49void cancellation(object *op)
50{
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp);
61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
74}
75
76
77 40
78/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 43 * any further action (like destroying the item).
81 */ 44 */
82 45static int
83int did_make_save_item(object *op, int type, object *originator) { 46did_make_save_item (object *op, int type, object *originator)
47{
84 int i, roll, saves=0, attacks=0, number; 48 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 49 materialtype_t *mt = op->material;
86 50
87 if (op->materialname == NULL) {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20); 51 roll = rndm (1, 20);
97 52
98 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 54 * 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 55 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the 56 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component 57 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 58 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 59 * destroying objects because it has magic attacktype.
105 */ 60 */
106 if (type != AT_MAGIC) 61 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 62 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 63 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 64 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
110 AT_MAGIC);
111 65
112 if (type == 0) 66 if (type == 0) return TRUE;
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118 67
68 if (roll == 20) return TRUE;
69 if (roll == 1) return FALSE;
70
119 for (number=0; number < NROFATTACKS; number++) { 71 for (number = 0; number < NROFATTACKS; number++)
72 {
120 i = 1<<number; 73 i = 1 << number;
74
121 if (!(i&type)) 75 if (!(i & type))
122 continue; 76 continue;
123 attacks++; 77
78 attacks++;
124 if (op->resist[number] == 100) 79 if (op->resist[number] == 100)
125 saves++; 80 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 81 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
127 saves++; 82 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 83 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
129 saves++; 84 saves++;
130 } 85 }
131 86
132 if (saves==attacks || attacks==0) 87 if (saves == attacks || attacks == 0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 88 return TRUE;
89
90 if (saves == 0 || (rndm (1, attacks) > saves))
91 return FALSE;
92
93 return TRUE;
94}
95
96/* cancels object *op. Cancellation basically means an object loses
97 * its magical benefits.
98 */
99void
100cancellation (object *op)
101{
102 if (op->invisible)
103 return;
104
105 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
106 {
107 /* Recurse through the inventory */
108 for (object *tmp = op->inv; tmp; tmp = tmp->below)
109 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
110 cancellation (tmp);
111 }
112 else if (fabs (op->magic) <= rndm (0, 5))
113 {
114 /* Nullify this object. This code could probably be more complete */
115 /* in what abilities it should cancel */
116 op->magic = 0;
117
118 CLEAR_FLAG (op, FLAG_DAMNED);
119 CLEAR_FLAG (op, FLAG_CURSED);
120 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
121 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
122
123 if (object *pl = op->visible_to ())
124 esrv_update_item (UPD_FLAGS, pl, op);
125 }
137} 126}
138 127
139/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 130 * calling cancellation, etc.)
142 */ 131 */
143 132void
144void save_throw_object (object *op, int type, object *originator) 133save_throw_object (object *op, int type, object *originator)
145{ 134{
146 if ( ! did_make_save_item (op, type,originator)) 135 if (!did_make_save_item (op, type, originator))
147 { 136 {
148 object *env=op->env; 137 object *env = op->env;
149 int x=op->x,y=op->y; 138 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 139 maptile *m = op->map;
151 140
152 op = stop_item (op); 141 op = stop_item (op);
153 if (op == NULL) 142 if (!op)
154 return; 143 return;
155 144
156 /* Hacked the following so that type LIGHTER will work. 145 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 146 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 147 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 148 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 149 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 150 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 151 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 152 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 153 if (type & (AT_FIRE | AT_ELECTRICITY)
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 154 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166 const char *arch=op->other_arch->name; 155 || op->type == LAMP
156 || op->type == TORCH
157 ))
158 {
159 switch (op->type)
160 {
161 case LAMP:
162 case TORCH:
163 // turn on a lamp
164 apply_lamp (op, true);
165 break;
167 166
168 op = decrease_ob_nr (op, 1); 167 default:
168 // for instance icecubes:
169 if (op) 169 if (op->other_arch)
170 {
171 const char *arch = op->other_arch->archname;
172
173 if (op->decrease ())
170 fix_stopped_item (op, m, originator); 174 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) { 175
176 if ((op = archetype::get (arch)))
177 {
172 if(env) { 178 if (env)
173 op->x=env->x,op->y=env->y; 179 env->insert (op);
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else { 180 else
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 181 m->insert (op, x, y, originator);
180 } 182 }
181 } 183 }
182 return;
183 } 184 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator);
212 }
213 }
214 return;
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return; 185 return;
223 op = stop_item (op); 186 }
224 if (op == NULL) 187
188 if (type & AT_CANCELLATION)
189 { /* Cancellation. */
190 cancellation (op);
191 fix_stopped_item (op, m, originator);
225 return; 192 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 193 }
227 tmp = arch_to_object(at); 194
228 tmp->x=op->x,tmp->y=op->y; 195 if (op->nrof > 1)
229 /* This was in the old (pre new movement code) - 196 {
230 * icecubes have slow_move set to 1 - don't want 197 if (op->decrease (rndm (0, op->nrof - 1)))
231 * that for ones we create. 198 fix_stopped_item (op, m, originator);
232 */ 199 }
233 tmp->move_slow_penalty=0; 200 else
234 tmp->move_slow=0; 201 {
235 insert_ob_in_map(tmp,op->map,originator,0); 202 // drop everything to the ground, if possible
203 op->insert_at (originator);
204 op->drop_and_destroy ();
205 }
206
207 if (type & (AT_FIRE | AT_ELECTRICITY))
208 if (env)
209 {
210 op = archetype::get (shstr_burnout);
211 op->x = env->x, op->y = env->y;
212 env->insert (op);
236 } 213 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 214 else
238 remove_ob(op); 215 replace_insert_ob_in_map (shstr_burnout, originator);
239 (void) insert_ob_in_ob(op,tmp); 216
217 return;
218 }
219
220 /* The value of 50 is arbitrary. */
221 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
222 {
223 archetype *at = archetype::find (shstr_icecube);
224
225 if (at == NULL)
240 return; 226 return;
227
228 op = stop_item (op);
229 if (op == NULL)
230 return;
231
232 object *tmp = present_arch (at, op->map, op->x, op->y);
233 if (!tmp)
234 {
235 tmp = arch_to_object (at);
236 tmp->x = op->x, tmp->y = op->y;
237 /* This was in the old (pre new movement code) -
238 * icecubes have slow_move set to 1 - don't want
239 * that for ones we create.
240 */
241 tmp->move_slow_penalty = 0;
242 tmp->move_slow = 0;
243 insert_ob_in_map (tmp, op->map, originator, 0);
244 }
245
246 tmp->insert (op);
247 return;
241 } 248 }
242} 249}
243 250
244/* Object op is hitting the map. 251/* Object op is hitting the map.
245 * op is going in direction 'dir' 252 * op is going in direction 'dir'
246 * type is the attacktype of the object. 253 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 254 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 255 * returns 1 if it hits something, 0 otherwise.
249 */ 256 */
250 257int
251int hit_map(object *op, int dir, int type, int full_hit) { 258hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 259{
253 mapstruct *map; 260 maptile *map;
254 sint16 x, y; 261 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 262 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 263
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 264 if (QUERY_FLAG (op, FLAG_FREED))
265 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 266 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 267 return 0;
262 } 268 }
263 269
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 270 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",
266 op->arch->name, op->name);
267 return 0;
268 } 271 {
272 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
273 return 0;
274 }
269 275
270 if ( ! op->map) { 276 if (!op->map)
277 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 278 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284
285 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0; 279 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
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
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
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.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 /* Need to hit everyone in the transport with this spell */
343 if (tmp->type == TRANSPORT) {
344 object *pl;
345
346 for (pl=tmp->inv; pl; pl=pl->below) {
347 if (pl->type == PLAYER)
348 hit_player(pl,op->stats.dam,op,type,full_hit);
349 } 280 }
350 }
351 281
352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 282 if (op->head)
353 hit_player(tmp,op->stats.dam,op,type,full_hit); 283 op = op->head;
354 retflag |=1; 284
355 if (was_destroyed (op, op_tag)) 285 mapxy pos (op);
356 break; 286 pos.move (dir);
357 } 287
358 /* Here we are potentially destroying an object. If the object has 288 if (!pos.normalise ())
359 * NO_PASS set, it is also immune - you can't destroy walls. Note
360 * that weak walls have is_alive set, which prevent objects from
361 * passing over/through them. We don't care what type of movement
362 * the wall blocks - if it blocks any type of movement, can't be
363 * destroyed right now.
364 */
365 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366 !tmp->move_block) {
367 save_throw_object(tmp,type,op);
368 if (was_destroyed (op, op_tag))
369 break;
370 }
371 }
372 return 0; 289 return 0;
373}
374 290
291 // elmex: a safe map tile can't be hit!
292 // this should prevent most harmful effects on items and players there.
293 mapspace &ms = pos.ms ();
294
295 if (ms.flags () & P_SAFE)
296 return 0;
297
298 /* peterm: a few special cases for special attacktypes --counterspell
299 * must be out here because it strikes things which are not alive
300 */
301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 {
303 if (type & AT_COUNTERSPELL)
304 {
305 counterspell (op, dir); /* see spell_effect.c */
306
307 /* If the only attacktype is counterspell or magic, don't need
308 * to do any further processing.
309 */
310 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
311 return 0;
312
313 type &= ~AT_COUNTERSPELL;
314 }
315
316 if (type & AT_CHAOS)
317 {
318 shuffle_attack (op, 1); /* flag tells it to change the face */
319 update_object (op, UP_OBJ_FACE);
320 type &= ~AT_CHAOS;
321 }
322 }
323
324 /* There may still be objects that were above 'next', but there is no
325 * simple way to find out short of copying all object references and
326 * tags into a temporary array before we start processing the first
327 * object. That's why we just abort on destroy.
328 *
329 * This happens whenever attack spells (like fire) hit a pile
330 * of objects. This is not a bug - nor an error.
331 */
332 for (object *next = ms.bot; next && !next->destroyed (); )
333 {
334 object *tmp = next;
335 next = tmp->above;
336
337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
338 * For example, 'tmp' was put in an icecube.
339 * This is one of the few cases where on_same_map should not be used.
340 */
341 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
342 continue;
343
344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
345 {
346 hit_player (tmp, op->stats.dam, op, type, full_hit);
347 retflag |= 1;
348
349 if (op->destroyed ())
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if (op->stats.dam > 0 && !tmp->move_block)
360 {
361 save_throw_object (tmp, type, op);
362
363 if (op->destroyed ())
364 break;
365 }
366 }
367
368 return 0;
369}
370
371static void
375void attack_message(int dam, int type, object *op, object *hitter) { 372attack_message (int dam, int type, object *op, object *hitter)
373{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found=0; 375 int i, found = 0;
378 mapstruct *map; 376 maptile *map;
379 object *next, *tmp; 377 object *next, *tmp;
380 378
381 /* put in a few special messages for some of the common attacktypes 379 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 381 * [garbled 20010919]
384 */ 382 */
385
386 if (dam == 9998 && op->type == DOOR) { 383 if (dam == 9998 && op->type == DOOR)
384 {
387 sprintf(buf1, "unlock %s", op->name); 385 sprintf (buf1, "unlock %s", &op->name);
388 sprintf(buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
389 found++; 387 found++;
388 }
389 else if (dam < 0)
390 } 390 {
391 if(dam<0) {
392 sprintf(buf1, "hit %s", op->name); 391 sprintf (buf1, "hit %s", &op->name);
393 sprintf(buf2, " hits"); 392 sprintf (buf2, " hits");
394 found++; 393 found++;
394 }
395 } else if(dam==0) { 395 else if (dam == 0)
396 {
396 sprintf(buf1, "missed %s", op->name); 397 sprintf (buf1, "missed %s", &op->name);
397 sprintf(buf2, " misses"); 398 sprintf (buf2, " misses");
398 found++; 399 found++;
400 }
399 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 401 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400 hitter->type == POISONING || 402 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
401 (type & AT_POISON && IS_LIVE(op))) && !found) { 403 {
402 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 404 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
403 i++) 405 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
404 if (dam < attack_mess[ATM_SUFFER][i].level 406 {
405 || attack_mess[ATM_SUFFER][i+1].level == -1) { 407 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407 op->name, attack_mess[ATM_SUFFER][i].buf2);
408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 409 found++;
410 break; 410 break;
411 }
411 } 412 }
412 } else if (op->type == DOOR && !found) { 413 else if (op->type == DOOR && !found)
414 {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 415 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
414 i++) 416 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
415 if (dam < attack_mess[ATM_DOOR][i].level 417 {
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 418 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418 op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 420 found++;
421 break; 421 break;
422 }
422 } 423 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 424 else if (hitter->type == PLAYER && op->is_alive ())
425 {
424 if (USING_SKILL(hitter, SK_KARATE)) { 426 if (USING_SKILL (hitter, SK_KARATE))
427 {
425 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 428 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 i++) 429 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427 if (dam < attack_mess[ATM_KARATE][i].level 430 {
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 431 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430 op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 432 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 433 found++;
433 break; 434 break;
435 }
434 } 436 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 437 else if (USING_SKILL (hitter, SK_CLAWING))
438 {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 439 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 i++) 440 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
438 if (dam < attack_mess[ATM_CLAW][i].level 441 {
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 442 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441 op->name, attack_mess[ATM_CLAW][i].buf2);
442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 443 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 444 found++;
444 break; 445 break;
446 }
445 } 447 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 448 else if (USING_SKILL (hitter, SK_PUNCHING))
449 {
447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448 i++) 451 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
449 if (dam < attack_mess[ATM_PUNCH][i].level 452 {
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 453 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452 op->name, attack_mess[ATM_PUNCH][i].buf2);
453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 454 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 455 found++;
455 break; 456 break;
457 }
456 } 458 }
457 }
458 } 459 }
460
459 if (found) { 461 if (found)
460 /* done */ 462 {
463 /* done */
464 }
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 465 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
466 {
462 sprintf(buf1, "hit"); /* just in case */ 467 sprintf (buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 468 for (i = 0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 469 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
465 || attack_mess[ATM_ARROW][i+1].level == -1) { 470 {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 471 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 472 found++;
468 break; 473 break;
474 }
469 } 475 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 476 else if (type & AT_DRAIN && op->is_alive ())
477 {
471 /* drain is first, because some items have multiple attypes */ 478 /* drain is first, because some items have multiple attypes */
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 479 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
473 i++) 480 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
474 if (dam < attack_mess[ATM_DRAIN][i].level 481 {
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 482 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477 op->name, attack_mess[ATM_DRAIN][i].buf2);
478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 483 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 484 found++;
480 break; 485 break;
486 }
481 } 487 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 488 else if (type & AT_ELECTRICITY && op->is_alive ())
489 {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
484 i++) 491 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
485 if (dam < attack_mess[ATM_ELEC][i].level 492 {
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 493 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488 op->name, attack_mess[ATM_ELEC][i].buf2);
489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 494 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 495 found++;
491 break; 496 break;
497 }
492 } 498 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 499 else if (type & AT_COLD && op->is_alive ())
500 {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
495 i++) 502 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
496 if (dam < attack_mess[ATM_COLD][i].level 503 {
497 || attack_mess[ATM_COLD][i+1].level == -1) { 504 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499 op->name, attack_mess[ATM_COLD][i].buf2);
500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 505 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 506 found++;
502 break; 507 break;
508 }
503 } 509 }
504 } else if (type & AT_FIRE) { 510 else if (type & AT_FIRE)
511 {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
506 i++) 513 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
507 if (dam < attack_mess[ATM_FIRE][i].level 514 {
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 515 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510 op->name, attack_mess[ATM_FIRE][i].buf2);
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 517 found++;
513 break; 518 break;
519 }
514 } 520 }
515 } else if (hitter->current_weapon != NULL) { 521 else if (hitter->current_weapon)
516 int mtype; 522 {
523 int mtype;
524
517 switch (hitter->current_weapon->weapontype) { 525 switch (hitter->current_weapon->weapontype)
518 case WEAP_HIT: mtype = ATM_BASIC; break; 526 {
519 case WEAP_SLASH: mtype = ATM_SLASH; break; 527 case WEAP_HIT:
520 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 528 mtype = ATM_BASIC;
521 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 529 break;
522 case WEAP_SLICE: mtype = ATM_SLICE; break; 530 case WEAP_SLASH:
523 case WEAP_STAB: mtype = ATM_STAB; break; 531 mtype = ATM_SLASH;
524 case WEAP_WHIP: mtype = ATM_WHIP; break; 532 break;
525 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 533 case WEAP_PIERCE:
526 case WEAP_BLUD: mtype = ATM_BLUD; break; 534 mtype = ATM_PIERCE;
527 default: mtype = ATM_BASIC; break; 535 break;
528 } 536 case WEAP_CLEAVE:
537 mtype = ATM_CLEAVE;
538 break;
539 case WEAP_SLICE:
540 mtype = ATM_SLICE;
541 break;
542 case WEAP_STAB:
543 mtype = ATM_STAB;
544 break;
545 case WEAP_WHIP:
546 mtype = ATM_WHIP;
547 break;
548 case WEAP_CRUSH:
549 mtype = ATM_CRUSH;
550 break;
551 case WEAP_BLUD:
552 mtype = ATM_BLUD;
553 break;
554 default:
555 mtype = ATM_BASIC;
556 break;
557 }
558
529 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
530 i++) 560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
531 if (dam < attack_mess[mtype][i].level 561 {
532 || attack_mess[mtype][i+1].level == -1) { 562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534 op->name, attack_mess[mtype][i].buf2);
535 strcpy (buf2, attack_mess[mtype][i].buf3); 563 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 564 found++;
537 break; 565 break;
566 }
538 } 567 }
539 } else { 568 else
569 {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 570 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
541 i++) 571 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
542 if (dam < attack_mess[ATM_BASIC][i].level 572 {
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 573 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545 op->name, attack_mess[ATM_BASIC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 574 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 575 found++;
548 break; 576 break;
577 }
549 } 578 }
550 }
551 579
552 if (!found) { 580 if (!found)
581 {
553 strcpy (buf1, "hit"); 582 strcpy (buf1, "hit");
554 strcpy (buf2, " hits"); 583 strcpy (buf2, " hits");
555 } 584 }
556 585
557 /* bail out if a monster is casting spells */ 586 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER || 587 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560 return; 588 return;
561 589
562 /* scale down magic considerably. */ 590 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 591 if (type & AT_MAGIC && rndm (0, 5))
564 return; 592 return;
565 593
566 /* Did a player hurt another player? Inform both! */ 594 /* Did a player hurt another player? Inform both! */
567 if(op->type==PLAYER && 595 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 596 {
569 if(get_owner(hitter)!=NULL) 597 if (hitter->owner != NULL)
570 sprintf(buf,"%s's %s%s you.", 598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
571 hitter->owner->name, hitter->name, buf2); 599 else
572 else { 600 {
573 sprintf(buf,"%s%s you.",hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
574 if (dam != 0) { 603 if (dam != 0)
575 if (dam < 10) 604 {
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 605 if (dam < 10)
577 else if (dam < 20) 606 op->contr->play_sound (sound_find ("player_is_hit1"));
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 607 else if (dam < 20)
579 else 608 op->contr->play_sound (sound_find ("player_is_hit2"));
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 609 else
581 } 610 op->contr->play_sound (sound_find ("player_is_hit3"));
582 } 611 }
612 }
613
583 new_draw_info(NDI_BLACK, 0,op,buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
584 } /* end of player hitting player */ 615 } /* end of player hitting player */
585 616
586 if(hitter->type==PLAYER) { 617 if (hitter->type == PLAYER)
618 {
587 sprintf(buf,"You %s.",buf1); 619 sprintf (buf, "You %s.", buf1);
588 if (dam != 0) { 620
621 if (dam != 0)
622 {
589 if (dam < 10) 623 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 624 op->play_sound (sound_find ("player_hits1"));
591 else if (dam < 20) 625 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 626 op->play_sound (sound_find ("player_hits2"));
593 else 627 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 628 op->play_sound (sound_find ("player_hits3"));
595 } 629 }
630
596 new_draw_info(NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
632 }
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
634 {
598 /* look for stacked spells and start reducing the message chances */ 635 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT && 636 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
600 (hitter->subtype == SP_EXPLOSION || 637 {
601 hitter->subtype == SP_BULLET || 638 i = 4;
602 hitter->subtype == SP_CONE)) {
603 i=4;
604 map = hitter->map; 639 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y)) 640 if (out_of_map (map, hitter->x, hitter->y))
641 return;
642
643 next = GET_MAP_OB (map, hitter->x, hitter->y);
644 if (next)
645 while (next)
646 {
647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
648 i *= 3;
649
650 tmp = next;
651 next = tmp->above;
652 }
653
654 if (i < 0)
655 return;
656
657 if (rndm (0, i) != 0)
658 return;
659 }
660 else if (rndm (0, 5) != 0)
606 return; 661 return;
607 next = get_map_ob(map, hitter->x, hitter->y); 662
608 if (next)
609 while(next) {
610 if (next->type == SPELL_EFFECT &&
611 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612 next->subtype == SP_CONE))
613 i*=3;
614 tmp = next;
615 next = tmp->above;
616 }
617 if (i < 0)
618 return;
619 if (rndm(0, i) != 0)
620 return;
621 } else if (rndm(0, 5) != 0)
622 return;
623 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
626 } 666 }
627} 667}
628 668
629 669static int
630static int get_attack_mode (object **target, object **hitter, 670get_attack_mode (object **target, object **hitter, int *simple_attack)
631 int *simple_attack)
632{ 671{
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
673 {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1; 675 return 1;
636 } 676 }
637 if ((*target)->head) 677
638 *target = (*target)->head; 678 *target = (*target)->head_ ();
639 if ((*hitter)->head)
640 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
641 if ((*hitter)->env != NULL || (*target)->env != NULL) { 684 if ((*hitter)->env || (*target)->env)
685 {
642 *simple_attack = 1; 686 *simple_attack = 1;
643 return 0; 687 return 0;
644 } 688 }
689
645 if (QUERY_FLAG (*target, FLAG_REMOVED) 690 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED) 691 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 692 || !(*hitter)->map
693 || !on_same_map (*hitter, *target))
648 { 694 {
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 695 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
650 "target\n", (*hitter)->arch->name, (*hitter)->name); 696 (*hitter)->debug_desc (), (*target)->debug_desc ());
651 return 1; 697 return 1;
652 } 698 }
699
653 *simple_attack = 0; 700 *simple_attack = 0;
701 return 0;
702}
703
704static int
705abort_attack (object *target, object *hitter, int simple_attack)
706{
707 /* Check if target and hitter are still in a relation similar to the one
708 * determined by get_attack_mode(). Returns true if the relation has changed.
709 */
710 int new_mode;
711
712 if (hitter->env == target || target->env == hitter)
713 new_mode = 1;
714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
715 || hitter->map == NULL || !on_same_map (hitter, target))
716 return 1;
717 else
718 new_mode = 0;
719
720 return new_mode != simple_attack;
721}
722
723/* thrown_item_effect() - handles any special effects of thrown
724 * items (like attacking living creatures--a potion thrown at a
725 * monster).
726 */
727static void
728thrown_item_effect (object *hitter, object *victim)
729{
730 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
731 {
732 /* May not need a switch for just 2 types, but this makes it
733 * easier for expansion.
734 */
735 switch (hitter->type)
736 {
737 case POTION:
738 /* should player get a save throw instead of checking magic protection? */
739 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
740 (void) apply_potion (victim, hitter);
741 break;
742
743 case POISON: /* poison drinks */
744 /* As with potions, should monster get a save? */
745 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
746 apply_poison (victim, hitter);
747 break;
748
749 /* Removed case statements that did nothing.
750 * food may be poisonous, but monster must be willing to eat it,
751 * so we don't handle it here.
752 * Containers should perhaps break open, but that code was disabled.
753 */
754 }
755 }
756}
757
758/* determine if the object is an 'aimed' missile */
759static int
760is_aimed_missile (object *op)
761{
762
763 /* I broke what used to be one big if into a few nested
764 * ones so that figuring out the logic is at least possible.
765 */
766 if (op && (op->move_type & MOVE_FLYING))
767 if (op->type == ARROW || op->type == THROWN_OBJ)
768 return 1;
769 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
770 return 1;
771
772 return 0;
773}
774/* adj_attackroll() - adjustments to attacks by various conditions */
775static int
776adj_attackroll (object *hitter, object *target)
777{
778 object *attacker = hitter;
779 int adjust = 0;
780
781 /* safety */
782 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
783 {
784 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
785 return 0;
786 }
787
788 /* aimed missiles use the owning object's sight */
789 if (is_aimed_missile (hitter))
790 {
791 if ((attacker = hitter->owner) == NULL)
792 attacker = hitter;
793 /* A player who saves but hasn't quit still could have objects
794 * owned by him - need to handle that case to avoid crashes.
795 */
796 if (QUERY_FLAG (attacker, FLAG_REMOVED))
797 attacker = hitter;
798 }
799 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
654 return 0; 800 return 0;
655}
656 801
657static int abort_attack (object *target, object *hitter, int simple_attack) 802 /* determine the condtions under which we make an attack.
658{ 803 * Add more cases, as the need occurs. */
659/* Check if target and hitter are still in a relation similar to the one
660 * determined by get_attack_mode(). Returns true if the relation has changed.
661 */
662 int new_mode;
663 804
664 if (hitter->env == target || target->env == hitter) 805 if (!can_see_enemy (attacker, target))
665 new_mode = 1; 806 {
807 /* target is unseen */
808 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
809 adjust -= 10;
810 /* dark map penalty for the hitter (lacks infravision if we got here). */
811 else if (!stand_in_light (target))
812 adjust -= target->map->darklevel ();
813 }
814
666 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 815 if (QUERY_FLAG (attacker, FLAG_SCARED))
667 || QUERY_FLAG (target, FLAG_REMOVED) 816 adjust -= 3;
668 || hitter->map == NULL || !on_same_map(hitter, target))
669 return 1;
670 else
671 new_mode = 0;
672 return new_mode != simple_attack;
673}
674 817
675static void thrown_item_effect (object *, object *); 818 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
819 adjust += 1;
676 820
821 if (QUERY_FLAG (target, FLAG_SCARED))
822 adjust += 1;
823
824 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
825 adjust -= 3;
826
827 /* if we attack at a different 'altitude' its harder */
828 if ((attacker->move_type & target->move_type) == 0)
829 adjust -= 2;
830
831#if 0
832 /* slower attacks are less likely to succeed. We should use a
833 * comparison between attacker/target speeds BUT, players have
834 * a generally faster speed, so this will wind up being a HUGE
835 * disadantage for the monsters! Too bad, because missiles which
836 * fly fast should have a better chance of hitting a slower target.
837 */
838 if (hitter->speed < target->speed)
839 adjust += ((float) hitter->speed - target->speed);
840#endif
841
842#if 0
843 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
844#endif
845
846 return adjust;
847}
848
849static int
677static int attack_ob_simple (object *op, object *hitter, int base_dam, 850attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
678 int base_wc)
679{ 851{
680 int simple_attack, roll, dam=0; 852 int simple_attack, roll, dam = 0;
681 uint32 type; 853 uint32 type;
682 const char *op_name = NULL; 854 shstr op_name;
683 tag_t op_tag, hitter_tag;
684 855
685 if (get_attack_mode (&op, &hitter, &simple_attack)) 856 if (get_attack_mode (&op, &hitter, &simple_attack))
857 goto error;
858
859 if (hitter->current_weapon)
860 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
861 return RESULT_INT (0);
862
863 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
864 return RESULT_INT (0);
865
866 /*
867 * A little check to make it more difficult to dance forward and back
868 * to avoid ever being hit by monsters.
869 */
870 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
871 {
872 /* Decrease speed BEFORE calling process_object. Otherwise, an
873 * infinite loop occurs, with process_object calling move_monster,
874 * which then gets here again. By decreasing the speed before
875 * we call process_object, the 'if' statement above will fail.
876 */
877 --op->speed_left;
878 process_object (op);
879
880 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
686 goto error; 881 goto error;
687
688 /* Lauwenmark: Handle for plugin attack event */
689 execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
690
691 /* Lauwenmark: This is used to handle script_weapons with weapons.
692 * Only used for players.
693 */
694 if (hitter->type==PLAYER)
695 { 882 }
696 if (hitter->current_weapon != NULL) 883
697 { 884 op_name = op->name;
698 /* Lauwenmark: Handle for plugin attack event */ 885
699 execute_event(hitter, EVENT_ATTACK,hitter->current_weapon, 886 roll = random_roll (1, 20, hitter, PREFER_HIGH);
700 op,NULL,SCRIPT_FIX_ALL); 887
888 /* Adjust roll for various situations. */
889 if (!simple_attack)
890 roll += adj_attackroll (hitter, op);
891
892 /* See if we hit the creature */
893 if (roll == 20 || op->stats.ac >= base_wc - roll)
894 {
895 int hitdam = base_dam;
896
897 if (!simple_attack)
701 } 898 {
899 /* If you hit something, the victim should *always* wake up.
900 * Before, invisible hitters could avoid doing this.
901 * -b.t. */
902 if (QUERY_FLAG (op, FLAG_SLEEP))
903 CLEAR_FLAG (op, FLAG_SLEEP);
904
905 /* If the victim can't see the attacker, it may alert others
906 * for help. */
907 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
908 npc_call_help (op);
909
910 /* if you were hidden and hit by a creature, you are discovered */
911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
912 {
913 make_visible (op);
914
915 if (op->type == PLAYER)
916 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
702 } 917 }
703 op_tag = op->count;
704 hitter_tag = hitter->count;
705 918
706 /*
707 * A little check to make it more difficult to dance forward and back
708 * to avoid ever being hit by monsters.
709 */
710 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
711 && op->speed_left > -(FABS(op->speed))*0.3)
712 {
713 /* Decrease speed BEFORE calling process_object. Otherwise, an
714 * infinite loop occurs, with process_object calling move_monster,
715 * which then gets here again. By decreasing the speed before
716 * we call process_object, the 'if' statement above will fail.
717 */
718 op->speed_left--;
719 process_object(op);
720 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
721 || abort_attack (op, hitter, simple_attack))
722 goto error;
723 }
724
725 add_refcount(op_name = op->name);
726
727 roll=random_roll(1, 20, hitter, PREFER_HIGH);
728
729 /* Adjust roll for various situations. */
730 if ( ! simple_attack)
731 roll += adj_attackroll(hitter,op);
732
733 /* See if we hit the creature */
734 if(roll==20 || op->stats.ac>=base_wc-roll) {
735 int hitdam = base_dam;
736 if (settings.casting_time == TRUE) {
737 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
738 hitter->casting_time = -1;
739 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
740 "your spell!");
741 }
742 if ((op->casting_time > -1)&&(hitdam > 0)){
743 op->casting_time = -1;
744 if (op->type == PLAYER) {
745 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
746 "your spell!");
747 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
748 "%s was hit by %s and lost a spell.",
749 op_name,hitter->name);
750 }
751 }
752 }
753 if ( ! simple_attack)
754 {
755 /* If you hit something, the victim should *always* wake up.
756 * Before, invisible hitters could avoid doing this.
757 * -b.t. */
758 if (QUERY_FLAG (op, FLAG_SLEEP))
759 CLEAR_FLAG(op,FLAG_SLEEP);
760
761 /* If the victim can't see the attacker, it may alert others
762 * for help. */
763 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
764 && ! get_owner (op) && rndm(0, op->stats.Int))
765 npc_call_help (op);
766
767 /* if you were hidden and hit by a creature, you are discovered*/
768 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
769 make_visible (op);
770 if (op->type == PLAYER)
771 new_draw_info (NDI_UNIQUE, 0, op,
772 "You were hit by a wild attack. "
773 "You are no longer hidden!");
774 }
775
776 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
777 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
778 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
779 * wrapper object. 922 * wrapper object.
780 */ 923 */
781 thrown_item_effect (hitter, op); 924 thrown_item_effect (hitter, op);
782 if (was_destroyed (hitter, hitter_tag) 925
783 || was_destroyed (op, op_tag) 926 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
784 || abort_attack (op, hitter, simple_attack))
785 goto leave; 927 goto leave;
786 } 928 }
787 929
788 /* Need to do at least 1 damage, otherwise there is no point 930 /* Need to do at least 1 damage, otherwise there is no point
789 * to go further and it will cause FPE's below. 931 * to go further and it will cause FPE's below.
790 */ 932 */
791 if (hitdam<=0) hitdam=1; 933 if (hitdam <= 0)
934 hitdam = 1;
792 935
793 type=hitter->attacktype; 936 type = hitter->attacktype;
794 if(!type) type=AT_PHYSICAL; 937
938 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
939 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
940 * This check is important for the most simple monsters out there in the
941 * game content (maps, archs). For example orcs: They would have
942 * no attacktype at all.
943 *
944 * Some time in the future someone should just go into the game data
945 * and fix every monster out there ;-/ Until then we will kill some
946 * more trees in the african rain forests with this check.
947 */
948 if (!type)
949 type = AT_PHYSICAL;
950
795 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
796 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 952 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
797 && QUERY_FLAG (hitter, FLAG_ALIVE)) 953 {
798 {
799 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 954 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
800 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 955 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
801 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 956
802 PREFER_LOW),op, op->attacktype, 1); 957 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
803 if (was_destroyed (op, op_tag) 958
804 || was_destroyed (hitter, hitter_tag) 959 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
805 || abort_attack (op, hitter, simple_attack))
806 goto leave; 960 goto leave;
807 } 961 }
808 962
809 /* In the new attack code, it should handle multiple attack 963 /* In the new attack code, it should handle multiple attack
810 * types in its area, so remove it from here. 964 * types in its area, so remove it from here.
811 */ 965 */
812 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 966 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
813 hitter, type, 1); 967
814 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 968 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
815 || abort_attack (op, hitter, simple_attack))
816 goto leave; 969 goto leave;
817 } /* end of if hitter hit op */ 970 } /* end of if hitter hit op */
818 /* if we missed, dam=0 */ 971 /* if we missed, dam=0 */
819 972
820 /*attack_message(dam, type, op, hitter);*/ 973 /*attack_message(dam, type, op, hitter); */
821 974
822 goto leave; 975 goto leave;
823 976
824 error: 977error:
825 dam = 1; 978 dam = 1;
826 goto leave;
827 979
828 leave: 980leave:
829 if (op_name)
830 free_string (op_name);
831 981
832 return dam; 982 return dam;
833} 983}
834 984
985int
835int attack_ob (object *op, object *hitter) 986attack_ob (object *op, object *hitter)
836{ 987{
837
838 if (hitter->head)
839 hitter = hitter->head; 988 hitter = hitter->head_ ();
989
840 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 990 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
841} 991}
842 992
843/* op is the arrow, tmp is what is stopping the arrow. 993/* op is the arrow, tmp is what is stopping the arrow.
844 * 994 *
845 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 995 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
846 */ 996 */
997static int
847static int stick_arrow (object *op, object *tmp) 998stick_arrow (object *op, object *tmp)
848{ 999{
849 /* If the missile hit a player, we insert it in their inventory. 1000 /* If the missile hit a player, we insert it in their inventory.
850 * However, if the missile is heavy, we don't do so (assume it falls 1001 * However, if the missile is heavy, we don't do so (assume it falls
851 * to the ground after a hit). What a good value for this is up to 1002 * to the ground after a hit). What a good value for this is up to
852 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1003 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
853 * stick around. 1004 * stick around.
854 */ 1005 */
855 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 1006 if (op->weight <= 5000 && tmp->stats.hp >= 0)
856 if(tmp->head != NULL) 1007 {
857 tmp = tmp->head; 1008 tmp->head_ ()->insert (op);
858 remove_ob (op);
859 op = insert_ob_in_ob(op,tmp);
860 if (tmp->type== PLAYER)
861 esrv_send_item (tmp, op);
862 return 1; 1009 return 1;
1010 }
863 } else 1011 else
864 return 0; 1012 return 0;
865} 1013}
866 1014
867/* hit_with_arrow() disassembles the missile, attacks the victim and 1015/* hit_with_arrow() disassembles the missile, attacks the victim and
868 * reassembles the missile. 1016 * reassembles the missile.
869 * 1017 *
870 * It returns a pointer to the reassembled missile, or NULL if the missile 1018 * It returns a pointer to the reassembled missile, or NULL if the missile
871 * isn't available anymore. 1019 * isn't available anymore.
872 */ 1020 */
1021object *
873object *hit_with_arrow (object *op, object *victim) 1022hit_with_arrow (object *op, object *victim)
874{ 1023{
875 object *container, *hitter; 1024 object *container, *hitter;
876 int hit_something = 0; 1025 int hit_something = 0;
877 tag_t victim_tag, hitter_tag;
878 sint16 victim_x, victim_y;
879 1026
880 /* Disassemble missile */ 1027 /* Disassemble missile */
881 if (op->inv) { 1028 if (op->inv)
1029 {
882 container = op; 1030 container = op;
883 hitter = op->inv; 1031 hitter = op->inv;
884 remove_ob (hitter);
885 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 1032 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
886 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1033 /* Note that we now have an empty THROWN_OBJ on the map. Code that
887 * might be called until this THROWN_OBJ is either reassembled or 1034 * might be called until this THROWN_OBJ is either reassembled or
888 * removed at the end of this function must be able to deal with empty 1035 * removed at the end of this function must be able to deal with empty
889 * THROWN_OBJs. */ 1036 * THROWN_OBJs. */
890 } else { 1037 }
1038 else
1039 {
891 container = NULL; 1040 container = 0;
892 hitter = op; 1041 hitter = op;
893 } 1042 }
894 1043
895 /* Try to hit victim */ 1044 /* Try to hit victim */
896 victim_x = victim->x;
897 victim_y = victim->y;
898 victim_tag = victim->count;
899 hitter_tag = hitter->count;
900 /* Lauwenmark: Handling plugin attack event for thrown items */
901 if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
902 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, 1045 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
903 op->stats.wc);
904 1046
905 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1047 /* Arrow attacks door, rune of summoning is triggered, demon is put on
906 * arrow, move_apply() calls this function, arrow sticks in demon, 1048 * arrow, move_apply() calls this function, arrow sticks in demon,
907 * attack_ob_simple() returns, and we've got an arrow that still exists 1049 * attack_ob_simple() returns, and we've got an arrow that still exists
908 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1050 * but is no longer on the map. Ugh. (Beware: Such things can happen at
909 * other places as well!) 1051 * other places as well!)
910 */ 1052 */
911 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 1053 if (hitter->destroyed () || hitter->env != NULL)
1054 {
912 if (container) { 1055 if (container)
913 remove_ob (container); 1056 container->destroy ();
914 free_object (container); 1057
915 }
916 return NULL; 1058 return 0;
917 } 1059 }
918 1060
919 /* Missile hit victim */ 1061 /* Missile hit victim */
920 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1062 /* if the speed is > 10, then this is a fast moving arrow, we go straight
921 * through the target 1063 * through the target
922 */ 1064 */
923 if (hit_something && op->speed <= 10.0) 1065 if (hit_something && op->speed <= 10.0)
924 { 1066 {
925 /* Stop arrow */ 1067 /* Stop arrow */
926 if (container == NULL) { 1068 if (!container)
1069 {
927 hitter = fix_stopped_arrow (hitter); 1070 hitter = fix_stopped_arrow (hitter);
928 if (hitter == NULL) 1071 if (!hitter)
929 return NULL;
930 } else {
931 remove_ob (container);
932 free_object (container);
933 }
934
935 /* Try to stick arrow into victim */
936 if ( ! was_destroyed (victim, victim_tag)
937 && stick_arrow (hitter, victim))
938 return NULL; 1072 return 0;
939
940 /* Else try to put arrow on victim's map square
941 * remove check for P_WALL here. If the arrow got to this
942 * space, that is good enough - with the new movement code,
943 * there is now the potential for lots of spaces where something
944 * can fly over but not otherwise move over. What is the correct
945 * way to handle those otherwise?
946 */
947 if (victim_x != hitter->x || victim_y != hitter->y) {
948 remove_ob (hitter);
949 hitter->x = victim_x;
950 hitter->y = victim_y;
951 insert_ob_in_map (hitter, victim->map, hitter,0);
952 } else {
953 /* Else leave arrow where it is */
954 merge_ob (hitter, NULL);
955 }
956 return NULL;
957 }
958
959 if (hit_something && op->speed >= 10.0)
960 op->speed -= 1.0;
961
962 /* Missile missed victim - reassemble missile */
963 if (container) {
964 remove_ob (hitter);
965 insert_ob_in_ob (hitter, container);
966 }
967 return op;
968}
969
970
971void tear_down_wall(object *op)
972{
973 int perc=0;
974
975 if (!op->stats.maxhp) {
976 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
977 perc = 1;
978 } else if(!GET_ANIM_ID(op)) {
979 /* Object has been called - no animations, so remove it */
980 if(op->stats.hp<0) {
981 remove_ob(op); /* Should update LOS */
982 free_object(op);
983 /* Don't know why this is here - remove_ob should do it for us */
984 /*update_position(m, x, y);*/
985 }
986 return; /* no animations, so nothing more to do */
987 }
988 perc = NUM_ANIMATIONS(op)
989 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
990 if (perc >= (int) NUM_ANIMATIONS(op))
991 perc = NUM_ANIMATIONS(op)-1;
992 else if (perc < 1)
993 perc = 1;
994 SET_ANIMATION(op, perc);
995 update_object(op,UP_OBJ_FACE);
996 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
997 if(op->face==blank_face) {
998 /* If the last face is blank, remove the ob */
999 remove_ob(op); /* Should update LOS */
1000 free_object(op);
1001
1002 /* remove_ob should call update_position for us */
1003 /*update_position(m, x, y);*/
1004
1005 } else { /* The last face was not blank, leave an image */
1006 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
1007 update_all_los(op->map, op->x, op->y);
1008 op->move_block = 0;
1009 CLEAR_FLAG(op, FLAG_ALIVE);
1010 }
1011 }
1012}
1013
1014void scare_creature(object *target, object *hitter)
1015{
1016 object *owner = get_owner(hitter);
1017
1018 if (!owner) owner=hitter;
1019
1020 SET_FLAG(target, FLAG_SCARED);
1021 if (!target->enemy) target->enemy=owner;
1022}
1023
1024
1025/* This returns the amount of damage hitter does to op with the
1026 * appropriate attacktype. Only 1 attacktype should be set at a time.
1027 * This doesn't damage the player, but returns how much it should
1028 * take. However, it will do other effects (paralyzation, slow, etc.)
1029 * Note - changed for PR code - we now pass the attack number and not
1030 * the attacktype. Makes it easier for the PR code. */
1031
1032int hit_player_attacktype(object *op, object *hitter, int dam,
1033 uint32 attacknum, int magic) {
1034
1035 int doesnt_slay = 1;
1036
1037 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1038 if (attacknum >= NROFATTACKS) {
1039 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1040 return 0;
1041 }
1042
1043 if (dam < 0) {
1044 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1045 return 0;
1046 }
1047
1048 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1049 * people can't mess with that or it otherwise get confused. */
1050 if (attacknum == ATNR_INTERNAL) return dam;
1051
1052 if (hitter->slaying) {
1053 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1054 (op->arch && (op->arch->name != NULL) &&
1055 strstr(op->arch->name, hitter->slaying))
1056 ){
1057 doesnt_slay = 0;
1058 dam *= 3;
1059 } 1073 }
1060 }
1061
1062 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1063 if (op->resist[attacknum]) {
1064 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1065 * in case 0>dam>1, we try to "simulate" a float value-effect */
1066 dam *= (100-op->resist[attacknum]);
1067 if (dam >= 100) dam /= 100;
1068 else 1074 else
1069 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1075 container->destroy ();
1070 }
1071 1076
1072 /* Special hack. By default, if immune to something, you 1077 /* Try to stick arrow into victim */
1073 * shouldn't need to worry. However, acid is an exception, since 1078 if (!victim->destroyed () && stick_arrow (hitter, victim))
1074 * it can still damage your items. Only include attacktypes if 1079 return 0;
1075 * special processing is needed */ 1080
1076 1081 /* Else try to put arrow on victim's map square
1077 if ((op->resist[attacknum] >= 100) && 1082 * remove check for P_WALL here. If the arrow got to this
1078 doesnt_slay && (attacknum != ATNR_ACID)) 1083 * space, that is good enough - with the new movement code,
1084 * there is now the potential for lots of spaces where something
1085 * can fly over but not otherwise move over. What is the correct
1086 * way to handle those otherwise?
1087 */
1088 if (victim->x != hitter->x || victim->y != hitter->y)
1089 {
1090 if (victim->destroyed ())
1091 hitter->destroy ();
1092 else
1093 {
1094 hitter->remove ();
1095 hitter->x = victim->x;
1096 hitter->y = victim->y;
1097 insert_ob_in_map (hitter, victim->map, hitter, 0);
1098 }
1099 }
1100 else
1101 /* Else leave arrow where it is */
1102 merge_ob (hitter, NULL);
1103
1079 return 0; 1104 return 0;
1080
1081 /* Keep this in order - makes things easier to find */
1082
1083 switch(attacknum) {
1084 case ATNR_PHYSICAL:
1085 /* here also check for diseases */
1086 check_physically_infect(op, hitter);
1087 break;
1088
1089 /* Don't need to do anything for:
1090 magic,
1091 fire,
1092 electricity,
1093 cold */
1094
1095 case ATNR_CONFUSION:
1096 case ATNR_POISON:
1097 case ATNR_SLOW:
1098 case ATNR_PARALYZE:
1099 case ATNR_FEAR:
1100 case ATNR_CANCELLATION:
1101 case ATNR_DEPLETE:
1102 case ATNR_BLIND:
1103 {
1104 /* chance for inflicting a special attack depends on the
1105 * difference between attacker's and defender's level
1106 */
1107 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1108
1109 /* First, only creatures/players with speed can be affected.
1110 * Second, just getting hit doesn't mean it always affects
1111 * you. Third, you still get a saving through against the
1112 * effect.
1113 */
1114 if (op->speed &&
1115 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1116 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1117 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1118
1119 /* Player has been hit by something */
1120 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1121 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1122 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1123 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1124 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1125 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1126 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1127 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1128 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1129 } 1105 }
1130 dam = 0; /* These are all effects and don't do real damage */ 1106
1131 } 1107 if (hit_something && op->speed >= 10.0)
1132 break; 1108 op->speed -= 1.0;
1133 case ATNR_ACID: 1109
1110 /* Missile missed victim - reassemble missile */
1111 if (container)
1112 {
1113 hitter->remove ();
1114 insert_ob_in_ob (hitter, container);
1115 }
1116
1117 return op;
1118}
1119
1120static void
1121tear_down_wall (object *op)
1122{
1123 if (!op->stats.maxhp)
1124 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1125 else if (!op->has_anim ())
1126 {
1127 /* Object has been called - no animations, so remove it */
1128 if (op->stats.hp < 0)
1129 op->destroy ();
1134 { 1130
1135 int flag=0; 1131 return; /* no animations, so nothing more to do */
1136
1137 /* Items only get corroded if you're not on a battleground and
1138 * if your acid resistance is below 50%. */
1139 if (!op_on_battleground(op, NULL, NULL) &&
1140 (op->resist[ATNR_ACID] < 50))
1141 {
1142 object *tmp;
1143 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1144 if(tmp->invisible)
1145 continue;
1146 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1147 (tmp->resist[ATNR_ACID] >= 10))
1148 /* >= 10% acid res. on itmes will protect these */
1149 continue;
1150 if(!(tmp->material & M_IRON))
1151 continue;
1152 if(tmp->magic < -4) /* Let's stop at -5 */
1153 continue;
1154 if(tmp->type==RING ||
1155 /* removed boots and gloves from exclusion list in
1156 PR */
1157 tmp->type==GIRDLE ||
1158 tmp->type==AMULET ||
1159 tmp->type==WAND ||
1160 tmp->type==ROD ||
1161 tmp->type==HORN)
1162 continue; /* To avoid some strange effects */
1163
1164 /* High damage acid has better chance of corroding
1165 objects */
1166 if(rndm(0, dam+4) >
1167 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1168 if(op->type == PLAYER)
1169 /* Make this more visible */
1170 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1171 "The %s's acid corrodes your %s!",
1172 query_name(hitter), query_name(tmp));
1173 flag = 1;
1174 tmp->magic--;
1175 if(op->type == PLAYER)
1176 esrv_send_item(op, tmp);
1177 }
1178 } 1132 }
1179 if(flag) 1133
1180 fix_player(op); /* Something was corroded */ 1134 // we use frames 1..num-2 as intermediate frames, so
1181 } 1135 // the last frame is used only when hp < 0.
1136 int perc = clamp (
1137 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1138 0, op->anim_frames () - 1
1139 );
1140
1141 op->set_anim_frame (perc);
1142 update_object (op, UP_OBJ_FACE);
1143
1144 if (op->stats.hp < 0)
1145 { /* Reached the last animation */
1146 if (op->face == blank_face)
1147 /* If the last face is blank, remove the ob */
1148 op->destroy ();
1149 else
1150 { /* The last face was not blank, leave an image */
1151 op->flag [FLAG_BLOCKSVIEW] = false;
1152 update_all_los (op->map, op->x, op->y);
1153 op->move_block = 0;
1154 op->flag [FLAG_ALIVE] = false;
1182 } 1155 }
1183 break;
1184 case ATNR_DRAIN:
1185 {
1186 /* rate is the proportion of exp drained. High rate means
1187 * not much is drained, low rate means a lot is drained.
1188 */
1189 int rate;
1190
1191 if(op->resist[ATNR_DRAIN] >= 0)
1192 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1193 else
1194 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1195
1196 if(op->stats.exp <= rate) {
1197 if(op->type == GOLEM)
1198 dam = 999; /* Its force is "sucked" away. 8) */
1199 else
1200 /* If we can't drain, lets try to do physical damage */
1201 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1202 } else {
1203 /* Randomly give the hitter some hp */
1204 if(hitter->stats.hp<hitter->stats.maxhp &&
1205 (op->level > hitter->level) &&
1206 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1207 hitter->stats.hp++;
1208
1209 /* Can't do drains on battleground spaces.
1210 * Move the wiz check up here - before, the hitter wouldn't gain exp
1211 * exp, but the wiz would still lose exp! If drainee is a wiz,
1212 * nothing happens.
1213 * Try to credit the owner. We try to display player -> player drain
1214 * attacks, hence all the != PLAYER checks.
1215 */
1216 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1217 object *owner = get_owner(hitter);
1218
1219 if (owner && owner != hitter) {
1220 if (op->type != PLAYER || owner->type != PLAYER)
1221 change_exp(owner, op->stats.exp/(rate*2),
1222 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1223 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1224 change_exp(hitter, op->stats.exp/(rate*2),
1225 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1226 }
1227 change_exp(op,-op->stats.exp/rate, NULL, 0);
1228 } 1156 }
1229 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1230 * drain attack, you won't know that you are actually sucking out EXP,
1231 * as the messages will say you missed
1232 */
1233 }
1234 }
1235 break;
1236 case ATNR_TURN_UNDEAD:
1237 {
1238 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1239 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1240 object *god = find_god (determine_god (owner));
1241 int div = 1;
1242
1243 /* if undead are not an enemy of your god, you turn them
1244 * at half strength */
1245 if (! god || ! god->slaying ||
1246 strstr (god->slaying, undead_name) == NULL)
1247 div = 2;
1248 /* Give a bonus if you resist turn undead */
1249 if (op->level * div <
1250 (turn_bonus[owner->stats.Wis]+owner->level +
1251 (op->resist[ATNR_TURN_UNDEAD]/100)))
1252 scare_creature(op, owner);
1253 }
1254 else
1255 dam = 0; /* don't damage non undead - should we damage
1256 undead? */
1257 } break;
1258 case ATNR_DEATH:
1259 deathstrike_player(op, hitter, &dam);
1260 break;
1261 case ATNR_CHAOS:
1262 LOG(llevError,
1263 "%s was hit by %s with non-specific chaos.\n",
1264 query_name(op),
1265 query_name(hitter));
1266 dam = 0;
1267 break;
1268 case ATNR_COUNTERSPELL:
1269 LOG(llevError,
1270 "%s was hit by %s with counterspell attack.\n",
1271 query_name(op),
1272 query_name(hitter));
1273 dam = 0;
1274 /* This should never happen. Counterspell is handled
1275 * seperately and filtered out. If this does happen,
1276 * Counterspell has no effect on anything but spells, so it
1277 * does no damage. */
1278 break;
1279 case ATNR_HOLYWORD:
1280 {
1281 /* This has already been handled by hit_player,
1282 * no need to check twice -- DAMN */
1283
1284 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1285
1286 /* As with turn undead above, give a bonus on the saving throw */
1287 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1288 owner->level+turn_bonus[owner->stats.Wis])
1289 scare_creature(op, owner);
1290 } break;
1291 case ATNR_LIFE_STEALING:
1292 {
1293 int new_hp;
1294 /* this is replacement to drain for players, instead of taking
1295 * exp it takes hp. It is geared for players, probably not
1296 * much use giving it to monsters
1297 *
1298 * life stealing doesn't do a lot of damage, but it gives the
1299 * damage it does do to the player. Given that,
1300 * it only does 1/10'th normal damage (hence the divide by
1301 * 1000).
1302 */
1303 /* You can't steal life from something undead */
1304 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1305 /* If drain protection is higher than life stealing, use that */
1306 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1307 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1308 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1309 /* You die at -1 hp, not zero. */
1310 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1311 new_hp = hitter->stats.hp + dam;
1312 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1313 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1314 }
1315 }
1316 return dam;
1317} 1157}
1318 1158
1159static void
1160scare_creature (object *target, object *hitter)
1161{
1162 target->flag [FLAG_SCARED] = true;
1163
1164 if (!target->enemy)
1165 target->enemy = hitter->outer_owner ();
1166}
1319 1167
1320/* GROS: This code comes from hit_player. It has been made external to 1168/* GROS: This code comes from hit_player. It has been made external to
1321 * allow script procedures to "kill" objects in a combat-like fashion. 1169 * allow script procedures to "kill" objects in a combat-like fashion.
1322 * It was initially used by (kill-object) developed for the Collector's 1170 * It was initially used by (kill-object) developed for the Collector's
1323 * Sword. Note that nothing has been changed from the original version 1171 * Sword. Note that nothing has been changed from the original version
1330 * This function was a bit of a mess with hitter getting changed, 1178 * This function was a bit of a mess with hitter getting changed,
1331 * values being stored away but not used, etc. I've cleaned it up 1179 * values being stored away but not used, etc. I've cleaned it up
1332 * a bit - I think it should be functionally equivalant. 1180 * a bit - I think it should be functionally equivalant.
1333 * MSW 2002-07-17 1181 * MSW 2002-07-17
1334 */ 1182 */
1183int
1335int kill_object(object *op,int dam, object *hitter, int type) 1184kill_object (object *op, int dam, object *hitter, int type)
1336{ 1185{
1337 char buf[MAX_BUF]; 1186 char buf[MAX_BUF];
1338 const char *skill; 1187 shstr skill;
1339 int maxdam=0; 1188 int maxdam = 0;
1340 int battleg=0; /* true if op standing on battleground */ 1189 int battleg = 0; /* true if op standing on battleground */
1341 int pk=0; /* true if op and what controls hitter are both players*/ 1190 int pk = 0; /* true if op and what controls hitter are both players */
1342 object *owner=NULL; 1191 object *owner = 0;
1343 object *skop=NULL; 1192 object *skop = 0;
1344 1193
1345 if (op->stats.hp>=0) 1194 if (op->stats.hp >= 0)
1346 return -1; 1195 return -1;
1347 1196
1348 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1197 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1349 return 0; 1198 return 0;
1350 1199
1351 /* maxdam needs to be the amount of damage it took to kill 1200 /* maxdam needs to be the amount of damage it took to kill
1352 * this creature. The function(s) that call us have already 1201 * this creature. The function(s) that call us have already
1353 * adjusted the creatures HP total, so that is negative. 1202 * adjusted the creatures HP total, so that is negative.
1354 */ 1203 */
1355 maxdam = dam + op->stats.hp + 1; 1204 maxdam = dam + op->stats.hp + 1;
1356 1205
1357 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1358 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1207 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1359 1208
1360 if(op->type==DOOR) { 1209 if (op->type == DOOR)
1361 op->speed = 0.1; 1210 {
1362 update_ob_speed(op); 1211 op->set_speed (0.1f);
1363 op->speed_left= -0.05; 1212 op->speed_left = -0.05f;
1364 return maxdam; 1213 return maxdam;
1365 } 1214 }
1215
1366 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1216 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1367 remove_friendly_object(op);
1368 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1369 op->owner->contr->ranges[range_golem] == op) {
1370 op->owner->contr->ranges[range_golem]=NULL;
1371 op->owner->contr->golem_count=0;
1372 }
1373
1374 remove_ob(op);
1375 free_object(op);
1376 return maxdam;
1377 } 1217 {
1218 op->drop_and_destroy ();
1219 return maxdam;
1220 }
1378 1221
1379 /* Now lets start dealing with experience we get for killing something */ 1222 /* Now lets start dealing with experience we get for killing something */
1380 1223
1381 owner=get_owner(hitter); 1224 owner = hitter->outer_owner ();
1382 if(owner==NULL) 1225 if (!owner)
1383 owner=hitter; 1226 owner = hitter;
1384 1227
1385 /* is the victim (op) standing on battleground? */ 1228 /* is the victim (op) standing on battleground? */
1386 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1229 if (op_on_battleground (op, NULL, NULL))
1387 1230 battleg = 1;
1231
1388 /* is this player killing?*/ 1232 /* is this player killing? */
1389 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1233 if (op->type == PLAYER && owner->type == PLAYER)
1234 pk = 1;
1390 1235
1391 /* Player killed something */ 1236 /* Player killed something */
1392 if(owner->type==PLAYER) { 1237 if (owner->type == PLAYER)
1393 Log_Kill(owner->name, 1238 {
1394 query_name(op),op->type,
1395 (owner!=hitter) ? query_name(hitter) : NULL,
1396 (owner!=hitter) ? hitter->type : 0);
1397
1398 /* Log players killing other players - makes it easier to detect 1239 /* Log players killing other players - makes it easier to detect
1399 * and filter out malicious player killers - that is why the 1240 * and filter out malicious player killers - that is why the
1400 * ip address is included. 1241 * ip address is included.
1401 */ 1242 */
1402 if (op->type == PLAYER && !battleg) { 1243 if (op->type == PLAYER && !battleg)
1244 {
1403 time_t t=time(NULL); 1245 time_t t = time (NULL);
1404 struct tm *tmv; 1246 struct tm *tmv;
1405 char buf[256]; 1247 char buf[256];
1406 1248
1407 tmv = localtime(&t); 1249 tmv = localtime (&t);
1408 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1250 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1409 1251
1410 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1252 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1411 buf, owner->name, owner->contr->socket.host, query_name(op)); 1253 }
1412 }
1413 1254
1414 /* try to filter some things out - basically, if you are 1255 /* try to filter some things out - basically, if you are
1415 * killing a level 1 creature and your level 20, you 1256 * killing a level 1 creature and your level 20, you
1416 * probably don't want to see that. 1257 * probably don't want to see that.
1417 */ 1258 */
1418 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1259 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1260 {
1419 if(owner!=hitter) { 1261 if (owner != hitter)
1420 new_draw_info_format(NDI_BLACK, 0, owner, 1262 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1421 "You killed %s with %s.",query_name(op), 1263 else
1422 query_name(hitter)); 1264 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1423 } 1265
1424 else {
1425 new_draw_info_format(NDI_BLACK, 0, owner,
1426 "You killed %s.",query_name(op));
1427 }
1428 /* Only play sounds for melee kills */ 1266 /* Only play sounds for melee kills */
1429 if (hitter->type == PLAYER) 1267 if (hitter->type == PLAYER)
1430 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1268 owner->play_sound (sound_find ("player_kills"));
1431 } 1269 }
1432 1270
1433 /* If a player kills another player, not on 1271 /* If a player kills another player, not on
1434 * battleground, the "killer" looses 1 luck. Since this is 1272 * battleground, the "killer" looses 1 luck. Since this is
1435 * not reversible, it's actually quite a pain IMHO. -AV 1273 * not reversible, it's actually quite a pain IMHO. -AV
1436 * Fix bug in that we were changing the luck of the hitter, not 1274 * Fix bug in that we were changing the luck of the hitter, not
1437 * player that the object belonged to - so if you killed another player 1275 * player that the object belonged to - so if you killed another player
1438 * with spells, pets, whatever, there was no penalty. 1276 * with spells, pets, whatever, there was no penalty.
1439 * Changed to make luck penalty configurable in settings. 1277 * Changed to make luck penalty configurable in settings.
1440 */ 1278 */
1441 if(op->type == PLAYER && owner != op && !battleg) 1279 if (op->type == PLAYER && owner != op && !battleg)
1442 change_luck(owner, -settings.pk_luck_penalty); 1280 owner->change_luck (-settings.pk_luck_penalty);
1443 1281
1444 /* This code below deals with finding the appropriate skill 1282 /* This code below deals with finding the appropriate skill
1445 * to credit exp to. This is a bit problematic - we should 1283 * to credit exp to. This is a bit problematic - we should
1446 * probably never really have to look at current_weapon->skill 1284 * probably never really have to look at current_weapon->skill
1447 */ 1285 */
1448 skill = NULL; 1286 if (hitter->skill && hitter->type != PLAYER)
1449 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1287 skill = hitter->skill;
1450 else if (owner->chosen_skill) { 1288 else if (owner->chosen_skill)
1451 skill = owner->chosen_skill->skill; 1289 {
1452 skop = owner->chosen_skill; 1290 skop = owner->chosen_skill;
1453 } 1291 skill = skop->skill;
1292 }
1454 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1293 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1455 else 1294 skill = owner->current_weapon->skill;
1295 else
1296 {
1456 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1297 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1298 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1299 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1300 skill = 0;
1301 }
1457 1302
1458 /* We have the skill we want to credit to - now find the object this goes 1303 /* We have the skill we want to credit to - now find the object this goes
1459 * to. Make sure skop is an actual skill, and not a skill tool! 1304 * to. Make sure skop is an actual skill, and not a skill tool!
1460 */ 1305 */
1461 if ((!skop || skop->type != SKILL) && skill) { 1306 skop = owner->contr->find_skill (skill);
1462 int i;
1463
1464 for (i=0; i<NUM_SKILLS; i++)
1465 if (owner->contr->last_skill_ob[i] &&
1466 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1467 skop = owner->contr->last_skill_ob[i];
1468 break;
1469 }
1470 }
1471 } /* Was it a player that hit somethign */ 1307 } /* Was it a player that hit somethign */
1472 else { 1308 else
1473 skill = NULL; 1309 skill = 0;
1474 }
1475 1310
1476 /* Pet (or spell) killed something. */
1477 if(owner != hitter ) {
1478 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1479 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1480 }
1481 else {
1482 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1483 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1484 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1485 }
1486 /* These may have been set in the player code section above */ 1311 /* These may have been set in the player code section above */
1312 if (!skop)
1487 if (!skop) skop = hitter->chosen_skill; 1313 skop = hitter->chosen_skill;
1488 if (!skill && skop) skill=skop->skill;
1489 1314
1490 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1315 if (!skill && skop)
1316 skill = skop->skill;
1491 1317
1492
1493 /* If you didn't kill yourself, and your not the wizard */ 1318 /* If you didn't kill yourself, and your not the wizard */
1494 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1319 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1495 int exp; 1320 {
1321 int exp;
1496 1322
1497 /* Really don't give much experience for killing other players */ 1323 /* Really don't give much experience for killing other players */
1498 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1324 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1499 if (op->type==PLAYER) {
1500 if (battleg) { 1325 if (battleg)
1501 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1502 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1503 }
1504 else
1505 exp = op->stats.exp / 1000;
1506 } 1326 {
1327 if (op->is_player ())
1328 {
1329 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1330 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1331 }
1332
1333 exp = 0;
1334 }
1335 else if (op->is_player ())
1336 exp = op->stats.exp / 1000;
1507 else 1337 else
1508 exp = calc_skill_exp(owner, op, skop); 1338 exp = calc_skill_exp (owner, op, skop);
1509 1339
1510 /* if op is standing on "battleground" (arena), no way to gain
1511 * exp by killing him
1512 */
1513 if (battleg) exp = 0;
1514
1515 /* Don't know why this is set this way - doesn't make 1340 /* Don't know why this is set this way - doesn't make
1516 * sense to just divide everything by two for no reason. 1341 * sense to just divide everything by two for no reason.
1517 */ 1342 */
1518 1343
1519 if (!settings.simple_exp) 1344 if (!settings.simple_exp)
1520 exp=exp/2; 1345 exp = exp / 2;
1521 1346
1522 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1347 if (owner->type != PLAYER || owner->contr->party == NULL)
1523 change_exp(owner,exp, skill, 0); 1348 change_exp (owner, exp, skill, 0);
1524 } 1349 else
1525 else { 1350 {
1526 int shares=0,count=0; 1351 int shares = 0, count = 0;
1527
1528 player *pl;
1529
1530 partylist *party=owner->contr->party; 1352 partylist *party = owner->contr->party;
1531#ifdef PARTY_KILL_LOG 1353
1532 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1354 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1533#endif 1355
1534 for(pl=first_player;pl!=NULL;pl=pl->next) { 1356 for_all_players (pl)
1535 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1357 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1536 count++; 1358 {
1359 count++;
1537 shares+=(pl->ob->level+4); 1360 shares += (pl->ob->level + 4);
1538 } 1361 }
1362
1363 if (count == 1 || shares > exp || !shares)
1364 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1365 else
1366 {
1367 int share = exp / shares, given = 0, nexp;
1368
1369 for_all_players (pl)
1370 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1371 {
1372 nexp = (pl->ob->level + 4) * share;
1373 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1374 given += nexp;
1375 }
1376
1377 exp -= given;
1378 /* give any remainder to the player */
1379 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1380 }
1381 } /* else part of a party */
1382 } /* end if person didn't kill himself */
1383
1384 if (op->type != PLAYER)
1385 {
1386 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1387 {
1388 object *owner1 = op->owner;
1389
1390 if (owner1 && owner1->type == PLAYER)
1391 {
1392 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1393 /* Maybe we should include the owner that killed this, maybe not */
1394 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1395 }
1396
1397 remove_friendly_object (op);
1398 }
1399
1400 op->drop_and_destroy ();
1539 } 1401 }
1540 if(count==1 || shares>exp) 1402 else
1541 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1542 else {
1543 int share=exp/shares,given=0,nexp;
1544 for(pl=first_player;pl!=NULL;pl=pl->next) {
1545 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1546 nexp=(pl->ob->level+4)*share;
1547 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1548 given+=nexp;
1549 }
1550 }
1551 exp-=given;
1552 /* give any remainder to the player */
1553 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1554 }
1555 } /* else part of a party */
1556
1557 } /* end if person didn't kill himself */
1558
1559 if(op->type!=PLAYER) {
1560 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1561 object *owner1 = get_owner(op);
1562
1563 if(owner1!= NULL && owner1->type == PLAYER) {
1564 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1565 /* Maybe we should include the owner that killed this, maybe not */
1566 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1567 op->name,hitter->name);
1568 }
1569 remove_friendly_object(op);
1570 }
1571 remove_ob(op);
1572 free_object(op);
1573 }
1574 /* Player has been killed! */ 1403 /* Player has been killed! */
1575 else { 1404 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1576 if(owner->type==PLAYER) { 1405
1577 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1578 }
1579 else {
1580 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1581 op->contr->killer[BIG_NAME-1]='\0';
1582 }
1583 }
1584 /* This was return -1 - that doesn't seem correct - if we return -1, process 1406 /* This was return -1 - that doesn't seem correct - if we return -1, process
1585 * continues in the calling function. 1407 * continues in the calling function.
1586 */ 1408 */
1587 return maxdam; 1409 return maxdam;
1588} 1410}
1589 1411
1590/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1412/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1591 * Returns 0 this is not friendly fire 1413 * Returns 0 this is not friendly fire
1592 */ 1414 */
1593 1415int
1594int friendly_fire(object *op, object *hitter){ 1416friendly_fire (object *op, object *hitter)
1417{
1595 object *owner; 1418 object *owner;
1596 int friendlyfire; 1419 int friendlyfire;
1597
1598 if (hitter->head) hitter=hitter->head;
1599 1420
1421 if (hitter->head)
1422 hitter = hitter->head;
1423
1600 friendlyfire = 0; 1424 friendlyfire = 0;
1601 1425
1602 if(op->type == PLAYER) { 1426 if (op->type == PLAYER)
1427 {
1603 if (op_on_battleground (hitter, 0, 0)) 1428 if (op_on_battleground (hitter, 0, 0))
1604 return 0; 1429 return 0;
1605 1430
1606 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1431 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1607 return 1; 1432 return 1;
1608 1433
1609 if((owner = get_owner(hitter))!=NULL) { 1434 if ((owner = hitter->owner) != NULL)
1435 {
1610 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1436 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1611 friendlyfire = 2; 1437 friendlyfire = 2;
1612 } 1438 }
1613 1439
1614 if (hitter->type == SPELL || hitter->type == POISONING || 1440 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1615 hitter->type == DISEASE || hitter->type == RUNE)
1616 friendlyfire = 0; 1441 friendlyfire = 0;
1617 } 1442 }
1443
1618 return friendlyfire; 1444 return friendlyfire;
1619} 1445}
1620
1621 1446
1622/* This isn't used just for players, but in fact most objects. 1447/* This isn't used just for players, but in fact most objects.
1623 * op is the object to be hit, dam is the amount of damage, hitter 1448 * op is the object to be hit, dam is the amount of damage, hitter
1624 * is what is hitting the object, type is the attacktype, and 1449 * is what is hitting the object, type is the attacktype, and
1625 * full_hit is set if monster area does not matter. 1450 * full_hit is set if monster area does not matter.
1626 * dam is base damage - protections/vulnerabilities/slaying matches can 1451 * dam is base damage - protections/vulnerabilities/slaying matches can
1627 * modify it. 1452 * modify it.
1628 */ 1453 */
1629
1630 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1454/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1631 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1455 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1632 1456int
1633int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1457hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1458{
1634 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1459 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1635 int maxattacktype, attacknum; 1460 int maxattacktype, attacknum;
1636 int body_attack = op && op->head; /* Did we hit op's head? */ 1461 int body_attack = op && op->head; /* Did we hit op's head? */
1637 int simple_attack; 1462 int simple_attack;
1638 tag_t op_tag, hitter_tag;
1639 int rtn_kill = 0; 1463 int rtn_kill = 0;
1640 int friendlyfire; 1464 int friendlyfire;
1641 1465
1642 if (get_attack_mode (&op, &hitter, &simple_attack)) 1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1467 return 0;
1468
1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1471 return 0;
1472
1473 // only allow pk for hostile players
1474 if (op->type == PLAYER)
1475 {
1476 object *owner = hitter->owner;
1477
1478 if (!owner)
1479 owner = hitter;
1480
1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1643 return 0; 1485 return 0;
1486 }
1644 1487
1645 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1488 if (body_attack)
1646 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1489 {
1490 /* slow and paralyze must hit the head. But we don't want to just
1491 * return - we still need to process other attacks the spell still
1492 * might have. So just remove the paralyze and slow attacktypes,
1493 * and keep on processing if we have other attacktypes.
1494 * return if only magic or nothing is left - under normal code
1495 * we don't attack with pure magic if there is another attacktype.
1496 * Only do processing if the initial attacktype includes one of those
1497 * attack so we don't cancel out things like magic bullet.
1498 */
1499 if (type & (AT_PARALYZE | AT_SLOW))
1500 {
1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1503 if (!type || type == AT_MAGIC)
1647 return 0; 1504 return 0;
1505 }
1506 }
1648 1507
1649#ifdef PROHIBIT_PLAYERKILL 1508 if (!simple_attack && op->type == DOOR)
1650 if (op->type == PLAYER) { 1509 {
1651 object *owner = get_owner (hitter); 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1652 if (!owner) owner = hitter; 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1653 if (owner->type == PLAYER 1512 {
1654 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1513 spring_trap (tmp, hitter);
1655 && op != owner) { 1514
1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1656 return 0; 1516 return 0;
1517
1518 break;
1657 } 1519 }
1520 }
1521
1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1658 } 1523 {
1524 /* FIXME: If a player is killed by a rune in a door, the
1525 * destroyed() check above doesn't return, and might get here.
1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1534 return 0;
1535 }
1536
1537#ifdef ATTACK_DEBUG
1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1659#endif 1539#endif
1660 1540
1661 op_tag = op->count;
1662 hitter_tag = hitter->count;
1663
1664 if (body_attack) {
1665 /* slow and paralyze must hit the head. But we don't want to just
1666 * return - we still need to process other attacks the spell still
1667 * might have. So just remove the paralyze and slow attacktypes,
1668 * and keep on processing if we have other attacktypes.
1669 * return if only magic or nothing is left - under normal code
1670 * we don't attack with pure magic if there is another attacktype.
1671 * Only do processing if the initial attacktype includes one of those
1672 * attack so we don't cancel out things like magic bullet.
1673 */
1674 if (type & (AT_PARALYZE | AT_SLOW)) {
1675 type &= ~(AT_PARALYZE | AT_SLOW);
1676 if (!type || type==AT_MAGIC) return 0;
1677 }
1678 }
1679
1680 if ( ! simple_attack && op->type == DOOR) {
1681 object *tmp;
1682 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1683 if (tmp->type == RUNE || tmp->type == TRAP) {
1684 spring_trap (tmp, hitter);
1685 if (was_destroyed (hitter, hitter_tag)
1686 || was_destroyed (op, op_tag)
1687 || abort_attack (op, hitter, simple_attack))
1688 return 0;
1689 break;
1690 }
1691 }
1692
1693 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1694 /* FIXME: If a player is killed by a rune in a door, the
1695 * was_destroyed() check above doesn't return, and might get here.
1696 */
1697 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1698 "hit_player()\n", op->arch->name, op->name);
1699 return 0;
1700 }
1701
1702#ifdef ATTACK_DEBUG
1703 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1704#endif
1705
1706 if (magic) { 1541 if (magic)
1542 {
1707 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1543 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1708 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1709 dam = dam*(100-op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1710 if (dam >= 100) 1546 if (dam >= 100)
1711 dam /= 100; 1547 dam /= 100;
1712 else 1548 else
1713 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1714 } 1550 }
1715 1551
1716 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1552 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1717 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1718 */ 1554 */
1719 if(type & AT_CHAOS){ 1555 if (type & AT_CHAOS)
1556 {
1720 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1557 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1721 update_object(op,UP_OBJ_FACE); 1558 update_object (op, UP_OBJ_FACE);
1722 type &= ~AT_CHAOS; 1559 type &= ~AT_CHAOS;
1723 } 1560 }
1724 1561
1725 /* Holyword is really an attacktype modifier (like magic is). If 1562 /* Holyword is really an attacktype modifier (like magic is). If
1726 * holyword is part of an attacktype, then make sure the creature is 1563 * holyword is part of an attacktype, then make sure the creature is
1727 * a proper match, otherwise no damage. 1564 * a proper match, otherwise no damage.
1728 */ 1565 */
1729 if (type & AT_HOLYWORD) { 1566 if (type & AT_HOLYWORD)
1567 {
1730 object *god; 1568 object *god;
1569
1731 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1732 (!(op->race && strstr(hitter->slaying,op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1733 !(op->name && strstr(hitter->slaying,op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1734 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1735 (hitter->title != NULL 1574 || (hitter->title
1736 && (god = find_god(determine_god(hitter))) != NULL 1575 && (god = find_god (determine_god (hitter))) != NULL
1737 && god->race != NULL 1576 && god->race.contains (shstr_undead))))
1738 && strstr(god->race,undead_name) != NULL)))
1739 return 0; 1577 return 0;
1740 } 1578 }
1741 1579
1742 maxattacktype = type; /* initialize this to something */ 1580 maxattacktype = type; /* initialise this to something */
1743 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1581 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1582 {
1744 /* Magic isn't really a true attack type - it gets combined with other 1583 /* Magic isn't really a true attack type - it gets combined with other
1745 * attack types. As such, skip it over. However, if magic is 1584 * attack types. As such, skip it over. However, if magic is
1746 * the only attacktype in the group, then still attack with it 1585 * the only attacktype in the group, then still attack with it
1747 */ 1586 */
1748 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1587 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1588 continue;
1749 1589
1750 /* Go through and hit the player with each attacktype, one by one. 1590 /* Go through and hit the player with each attacktype, one by one.
1751 * hit_player_attacktype only figures out the damage, doesn't inflict 1591 * hit_player_attacktype only figures out the damage, doesn't inflict
1752 * it. It will do the appropriate action for attacktypes with 1592 * it. It will do the appropriate action for attacktypes with
1753 * effects (slow, paralization, etc. 1593 * effects (slow, paralization, etc.
1754 */ 1594 */
1755 if (type & attacktype) { 1595 if (type & attacktype)
1596 {
1756 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1757 /* the >= causes us to prefer messages from special attacks, if 1598 /* the >= causes us to prefer messages from special attacks, if
1758 * the damage is equal. 1599 * the damage is equal.
1759 */ 1600 */
1760 if (ndam >= maxdam) { 1601 if (ndam >= maxdam)
1602 {
1761 maxdam = ndam; 1603 maxdam = ndam;
1762 maxattacktype = 1<<attacknum; 1604 maxattacktype = 1 << attacknum;
1605 }
1606 }
1763 } 1607 }
1764 } 1608
1765 }
1766
1767 /* if this is friendly fire then do a set % of damage only 1609 /* if this is friendly fire then do a set % of damage only
1768 * Note - put a check in to make sure this attack is actually 1610 * Note - put a check in to make sure this attack is actually
1769 * doing damage - otherwise, the +1 in the code below will make 1611 * doing damage - otherwise, the +1 in the code below will make
1770 * an attack do damage before when it otherwise didn't 1612 * an attack do damage before when it otherwise didn't
1771 */ 1613 */
1772 friendlyfire = friendly_fire(op, hitter); 1614 friendlyfire = friendly_fire (op, hitter);
1773 if (friendlyfire && maxdam){ 1615 if (friendlyfire && maxdam)
1616 {
1774 maxdam = ((dam * settings.set_friendly_fire) / 100); 1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1775#ifndef COZY_SERVER 1618
1619#ifdef ATTACK_DEBUG
1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1622#endif
1623 }
1624
1625 if (!full_hit)
1626 {
1627 int area;
1628 int remainder;
1629
1630 area = 0;
1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1633 area++;
1634
1635 assert (area > 0);
1636
1637 /* basically: maxdam /= area; we try to "simulate" a float
1638 value-effect */
1639 remainder = 100 * (maxdam % area) / area;
1640 maxdam /= area;
1641 if (rndm (100) < remainder)
1776 maxdam++; 1642 maxdam++;
1643 }
1644
1645#ifdef ATTACK_DEBUG
1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1777#endif 1647#endif
1778
1779#ifdef ATTACK_DEBUG
1780 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1781 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1782#endif
1783 }
1784 1648
1785 if (!full_hit) { 1649 // for now, only do this for active objects, otherwise they
1786 archetype *at; 1650 // keep a refcount for a long time and I see no usefulness
1787 int area; 1651 // for an non-active objetc to know its enemy.
1788 int remainder; 1652 if (op->active)
1789 1653 if (hitter->owner)
1790 area = 0;
1791 for(at = op->arch; at != NULL; at = at->more)
1792 area++;
1793 assert(area > 0);
1794
1795 /* basically: maxdam /= area; we try to "simulate" a float
1796 value-effect */
1797 remainder = 100*(maxdam%area)/area;
1798 maxdam /= area;
1799 if (RANDOM()%100 < remainder)
1800 maxdam++;
1801 }
1802
1803#ifdef ATTACK_DEBUG
1804 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1805#endif
1806
1807 if(get_owner(hitter))
1808 op->enemy=hitter->owner; 1654 op->enemy = hitter->owner;
1809 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1810 op->enemy=hitter; 1656 op->enemy = hitter;
1811 1657
1812 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1659 {
1813 /* The unaggressives look after themselves 8) */ 1660 /* The unaggressives look after themselves 8) */
1814 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1815 npc_call_help(op); 1662 npc_call_help (op);
1816 } 1663 }
1817 1664
1818 if (magic && did_make_save(op, op->level, 0)) 1665 if (magic && did_make_save (op, op->level, 0))
1819 maxdam=maxdam/2; 1666 maxdam = maxdam / 2;
1820 1667
1821 attack_message(maxdam, maxattacktype, op, hitter); 1668 attack_message (maxdam, maxattacktype, op, hitter);
1822 1669
1823 op->stats.hp-=maxdam; 1670 op->stats.hp -= maxdam;
1824 1671
1825 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1672 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1826 if ((op->stats.hp>=0) && 1673 if ((op->stats.hp >= 0) &&
1827 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1674 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1828 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1675 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1829 (float)op->stats.maxhp)) { 1676 {
1830 1677
1831 if (QUERY_FLAG(op, FLAG_MONSTER)) 1678 if (QUERY_FLAG (op, FLAG_MONSTER))
1832 SET_FLAG(op, FLAG_RUN_AWAY); 1679 SET_FLAG (op, FLAG_RUN_AWAY);
1833 else 1680 else
1834 scare_creature(op, hitter); 1681 scare_creature (op, hitter);
1835 } 1682 }
1836 1683
1837 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1685 {
1838 if (maxdam) 1686 if (maxdam)
1839 tear_down_wall(op); 1687 tear_down_wall (op);
1688
1840 return maxdam; /* nothing more to do for wall */ 1689 return maxdam; /* nothing more to do for wall */
1841 } 1690 }
1842 1691
1843 /* See if the creature has been killed */ 1692 /* See if the creature has been killed */
1844 rtn_kill = kill_object(op, maxdam, hitter, type); 1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1845 if (rtn_kill != -1) 1694 if (rtn_kill != -1)
1846 return rtn_kill; 1695 return rtn_kill;
1847 1696
1848
1849 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1697 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1850 * that before if the player was immune to ghosthit, the monster 1698 * that before if the player was immune to ghosthit, the monster
1851 * remained - that is no longer the case. 1699 * remained - that is no longer the case.
1852 */ 1700 */
1853 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1854 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1702 hitter->drop_and_destroy ();
1855 remove_friendly_object(hitter);
1856 remove_ob(hitter);
1857 free_object(hitter);
1858 }
1859 /* Lets handle creatures that are splitting now */ 1703 /* Lets handle creatures that are splitting now */
1860 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1704 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1861 int i; 1705 {
1706 int i;
1862 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1707 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1863 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1708 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1864 object *owner = get_owner(op); 1709 object *owner = op->owner;
1865 1710
1866 if(!op->other_arch) { 1711 if (!op->other_arch)
1712 {
1867 LOG(llevError,"SPLITTING without other_arch error.\n"); 1713 LOG (llevError, "SPLITTING without other_arch error.\n");
1868 return maxdam; 1714 return maxdam;
1869 } 1715 }
1870 remove_ob(op); 1716
1871 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1717 op->remove ();
1718
1719 for (i = 0; i < op->stats.food; i++)
1720 { /* This doesn't handle op->more yet */
1872 object *tmp=arch_to_object(op->other_arch); 1721 object *tmp = arch_to_object (op->other_arch);
1873 int j; 1722 int j;
1874 1723
1875 tmp->stats.hp=op->stats.hp; 1724 tmp->stats.hp = op->stats.hp;
1725
1876 if (friendly) { 1726 if (friendly)
1877 SET_FLAG(tmp, FLAG_FRIENDLY); 1727 {
1878 add_friendly_object(tmp); 1728 add_friendly_object (tmp);
1879 tmp->attack_movement = PETMOVE; 1729 tmp->attack_movement = PETMOVE;
1880 if (owner!=NULL) 1730
1881 set_owner(tmp,owner); 1731 if (owner)
1732 tmp->set_owner (owner);
1733 }
1734
1735 if (unaggressive)
1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1737
1738 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1739
1740 if (j == -1) /* No spot to put this monster */
1741 tmp->destroy ();
1742 else
1743 {
1744 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1745 insert_ob_in_map (tmp, op->map, NULL, 0);
1746 }
1747 }
1748
1749 op->destroy ();
1882 } 1750 }
1883 if (unaggressive)
1884 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1885 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1886 if (j==-1) /* No spot to put this monster */
1887 free_object(tmp);
1888 else {
1889 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1890 insert_ob_in_map(tmp,op->map,NULL,0);
1891 }
1892 }
1893 if(friendly)
1894 remove_friendly_object(op);
1895 free_object(op);
1896 }
1897 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1751 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1898 remove_ob(hitter); 1752 hitter->drop_and_destroy ();
1899 free_object(hitter); 1753
1900 }
1901 return maxdam; 1754 return maxdam;
1902} 1755}
1903 1756
1904 1757static void
1905void poison_player(object *op, object *hitter, int dam) 1758poison_player (object *op, object *hitter, int dam)
1906{ 1759{
1907 archetype *at = find_archetype("poisoning"); 1760 archetype *at = archetype::find (shstr_poisoning);
1908 object *tmp=present_arch_in_ob(at,op); 1761 object *tmp = present_arch_in_ob (at, op);
1909 1762
1910 if(tmp==NULL) { 1763 if (tmp == NULL)
1764 {
1911 if((tmp=arch_to_object(at))==NULL) 1765 if ((tmp = arch_to_object (at)) == NULL)
1912 LOG(llevError,"Failed to clone arch poisoning.\n"); 1766 LOG (llevError, "Failed to clone arch poisoning.\n");
1913 else { 1767 else
1768 {
1914 tmp = insert_ob_in_ob(tmp,op); 1769 tmp = insert_ob_in_ob (tmp, op);
1915 /* peterm: give poisoning some teeth. It should 1770 /* peterm: give poisoning some teeth. It should
1916 * be able to kill things better than it does: 1771 * be able to kill things better than it does:
1917 * damage should be dependent something--I choose to 1772 * damage should be dependent something--I choose to
1918 * do this: if it's a monster, the damage from the 1773 * do this: if it's a monster, the damage from the
1919 * poisoning goes as the level of the monster/2. 1774 * poisoning goes as the level of the monster/2.
1920 * If anything else, goes as damage. 1775 * If anything else, goes as damage.
1921 */ 1776 */
1922 1777
1923 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 1778 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1924 tmp->stats.dam += hitter->level/2; 1779 tmp->stats.dam += hitter->level / 2;
1925 else 1780 else
1926 tmp->stats.dam = dam; 1781 tmp->stats.dam = dam;
1927 1782
1928 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 1783 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1929 if(hitter->skill && hitter->skill != tmp->skill) { 1784 if (hitter->skill && hitter->skill != tmp->skill)
1930 if (tmp->skill) free_string(tmp->skill); 1785 {
1931 tmp->skill = add_refcount(hitter->skill); 1786 tmp->skill = hitter->skill;
1787 }
1788
1789 tmp->stats.food += dam; /* more damage, longer poisoning */
1790
1791 if (op->type == PLAYER)
1792 {
1793 /* player looses stats, maximum is -10 of each */
1794 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1795 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1796 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1797 tmp->stats.Int = max (-(dam / 7 ), -10);
1798 SET_FLAG (tmp, FLAG_APPLIED);
1799 op->update_stats ();
1800 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1801 op->play_sound (tmp->sound);
1802 }
1803
1804 if (hitter->type == PLAYER)
1805 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1806 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1807 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1808 }
1809
1810 tmp->speed_left = 0;
1932 } 1811 }
1933
1934 tmp->stats.food+=dam; /* more damage, longer poisoning */
1935
1936 if(op->type==PLAYER) {
1937 /* player looses stats, maximum is -10 of each */
1938 tmp->stats.Con= MAX(-(dam/4+1), -10);
1939 tmp->stats.Str= MAX(-(dam/3+2), -10);
1940 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1941 tmp->stats.Int= MAX(-dam/7, -10);
1942 SET_FLAG(tmp,FLAG_APPLIED);
1943 fix_player(op);
1944 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1945 }
1946 if (hitter->type == PLAYER)
1947 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1948 op->name);
1949 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1950 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1951 "Your %s poisons %s.", hitter->name, op->name);
1952 }
1953 tmp->speed_left=0;
1954 }
1955 else 1812 else
1956 tmp->stats.food++; 1813 tmp->stats.food++;
1957} 1814}
1958 1815
1816static void
1959void slow_player(object *op,object *hitter,int dam) 1817slow_player (object *op, object *hitter, int dam)
1818{
1960{ archetype *at = find_archetype("slowness"); 1819 archetype *at = archetype::find (shstr_slowness);
1961 object *tmp; 1820 object *tmp;
1821
1962 if(at == NULL) { 1822 if (at == NULL)
1963 LOG(llevError,"Can't find slowness archetype.\n"); 1823 LOG (llevError, "Can't find slowness archetype.\n");
1964 } 1824
1965 if((tmp=present_arch_in_ob(at,op)) == NULL) { 1825 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1826 {
1966 tmp = arch_to_object(at); 1827 tmp = arch_to_object (at);
1967 tmp = insert_ob_in_ob(tmp,op); 1828 tmp = insert_ob_in_ob (tmp, op);
1968 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 1829 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1830 }
1969 } else 1831 else
1970 tmp->stats.food++; 1832 tmp->stats.food++;
1833
1971 SET_FLAG(tmp, FLAG_APPLIED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
1972 tmp->speed_left=0; 1835 tmp->speed_left = 0;
1973 fix_player(op); 1836 op->update_stats ();
1974} 1837}
1975 1838
1839void
1976void confuse_player(object *op, object *hitter, int dam) 1840confuse_player (object *op, object *hitter, int dam)
1977{ 1841{
1978 object *tmp; 1842 object *tmp;
1979 int maxduration; 1843 int maxduration;
1980 1844
1981 tmp = present_in_ob_by_name(FORCE,"confusion", op); 1845 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1982 if(!tmp) { 1846 if (!tmp)
1983 tmp = get_archetype(FORCE_NAME);
1984 tmp = insert_ob_in_ob(tmp,op);
1985 }
1986 1847 {
1848 tmp = get_archetype (FORCE_NAME);
1849 tmp = insert_ob_in_ob (tmp, op);
1850 }
1851
1987 /* Duration added per hit and max. duration of confusion both depend 1852 /* Duration added per hit and max. duration of confusion both depend
1988 * on the player's resistance 1853 * on the player's resistance
1989 */ 1854 */
1990 tmp->speed = 0.05; 1855 tmp->speed = 0.05;
1991 tmp->subtype = FORCE_CONFUSION; 1856 tmp->subtype = FORCE_CONFUSION;
1992 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 1857 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1993 if (tmp->name) free_string(tmp->name);
1994 tmp->name = add_string("confusion"); 1858 tmp->name = shstr_confusion;
1995 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 1859 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860
1996 if( tmp->duration > maxduration) 1861 if (tmp->duration > maxduration)
1997 tmp->duration = maxduration; 1862 tmp->duration = maxduration;
1998 1863
1999 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 1864 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2000 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 1865 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1866
2001 SET_FLAG(op, FLAG_CONFUSED); 1867 SET_FLAG (op, FLAG_CONFUSED);
2002} 1868}
2003 1869
1870void
2004void blind_player(object *op, object *hitter, int dam) 1871blind_player (object *op, object *hitter, int dam)
2005{ 1872{
2006 object *tmp,*owner; 1873 object *tmp, *owner;
2007 1874
2008 /* Save some work if we know it isn't going to affect the player */ 1875 /* Save some work if we know it isn't going to affect the player */
2009 if (op->resist[ATNR_BLIND]==100) return; 1876 if (op->resist[ATNR_BLIND] == 100)
1877 return;
2010 1878
2011 tmp = present_in_ob(BLINDNESS,op); 1879 tmp = present_in_ob (BLINDNESS, op);
2012 if(!tmp) { 1880 if (!tmp)
1881 {
2013 tmp = get_archetype("blindness"); 1882 tmp = get_archetype (shstr_blindness);
2014 SET_FLAG(tmp, FLAG_BLIND); 1883 SET_FLAG (tmp, FLAG_BLIND);
2015 SET_FLAG(tmp, FLAG_APPLIED); 1884 SET_FLAG (tmp, FLAG_APPLIED);
2016 /* use floats so we don't lose too much precision due to rounding errors. 1885 /* use floats so we don't lose too much precision due to rounding errors.
2017 * speed is a float anyways. 1886 * speed is a float anyways.
2018 */ 1887 */
2019 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 1888 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2020 1889
2021 tmp = insert_ob_in_ob(tmp,op); 1890 tmp = insert_ob_in_ob (tmp, op);
2022 change_abil(op,tmp); /* Mostly to display any messages */ 1891 change_abil (op, tmp); /* Mostly to display any messages */
2023 fix_player(op); /* This takes care of some other stuff */ 1892 op->update_stats (); /* This takes care of some other stuff */
2024 1893
2025 if(hitter->owner) owner = get_owner(hitter); 1894 if (hitter->owner)
1895 owner = hitter->owner;
1896 else
2026 else owner = hitter; 1897 owner = hitter;
2027 1898
2028 new_draw_info_format(NDI_UNIQUE,0,owner, 1899 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2029 "Your attack blinds %s!",query_name(op));
2030 } 1900 }
2031 tmp->stats.food += dam; 1901 tmp->stats.food += dam;
2032 if(tmp->stats.food > 10) tmp->stats.food = 10; 1902 if (tmp->stats.food > 10)
1903 tmp->stats.food = 10;
2033} 1904}
2034 1905
1906void
2035void paralyze_player(object *op, object *hitter, int dam) 1907paralyze_player (object *op, object *hitter, int dam)
2036{ 1908{
2037 float effect,max;
2038 /* object *tmp; */
2039
2040 /* This is strange stuff... someone knows for what this is 1909 /* This is strange stuff... someone knows for what this is
2041 * written? Well, i think this can and should be removed 1910 * written? Well, i think this can and should be removed
2042 */ 1911 */
2043 1912
2044 /* 1913 /*
2045 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1914 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2046 tmp=clone_arch(PARAIMAGE); 1915 tmp=clone_arch(PARAIMAGE);
2047 tmp->x=op->x,tmp->y=op->y; 1916 tmp->x=op->x,tmp->y=op->y;
2048 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1917 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2049 } 1918 }
2050 */ 1919 */
2051 1920
2052 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1921 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2053 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1922 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2054 1923
2055 if (effect==0) return;
2056
2057 op->speed_left-=FABS(op->speed)*effect; 1924 op->speed_left -= fabs (op->speed) * effect;
2058 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1925 /* tmp->stats.food+=(signed short) effect/op->speed; */
2059 1926
2060 /* max number of ticks to be affected for. */ 1927 /* max number of ticks to be affected for. */
2061 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 1928 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929
2062 if (op->speed_left< -(FABS(op->speed)*max)) 1930 if (op->speed_left < -(fabs (op->speed) * max))
2063 op->speed_left = (float) -(FABS(op->speed)*max); 1931 op->speed_left = -(fabs (op->speed) * max);
2064 1932
2065/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1933/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2066} 1934}
2067
2068 1935
2069/* Attempts to kill 'op'. hitter is the attack object, dam is 1936/* Attempts to kill 'op'. hitter is the attack object, dam is
2070 * the computed damaged. 1937 * the computed damaged.
2071 */ 1938 */
1939static void
2072void deathstrike_player(object *op, object *hitter, int *dam) 1940deathstrike_player (object *op, object *hitter, int *dam)
2073{ 1941{
2074 /* The intention of a death attack is to kill outright things 1942 /* The intention of a death attack is to kill outright things
2075 ** that are a lot weaker than the attacker, have a chance of killing 1943 ** that are a lot weaker than the attacker, have a chance of killing
2076 ** things somewhat weaker than the caster, and no chance of 1944 ** things somewhat weaker than the caster, and no chance of
2077 ** killing something equal or stronger than the attacker. 1945 ** killing something equal or stronger than the attacker.
2078 ** Also, if a deathstrike attack has a slaying, any monster 1946 ** Also, if a deathstrike attack has a slaying, any monster
2079 ** whose name or race matches a comma-delimited list in the slaying 1947 ** whose name or race matches a comma-delimited list in the slaying
2080 ** field of the deathstriking object */ 1948 ** field of the deathstriking object */
2081 1949
2082 int atk_lev, def_lev, kill_lev; 1950 int atk_lev, def_lev, kill_lev;
2083 1951
2084 if(hitter->slaying) 1952 if (hitter->slaying)
2085 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 1953 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2086 (op->race&&strstr(hitter->slaying,op->race)))) return; 1954 || (op->race && hitter->slaying.contains (op->race))))
1955 return;
2087 1956
2088 def_lev = op->level; 1957 def_lev = op->level;
2089 if (def_lev < 1) { 1958 if (def_lev < 1)
2090 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 1959 {
2091 op->arch->name, op->name); 1960 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2092 def_lev = 1; 1961 def_lev = 1;
2093 } 1962 }
1963
2094 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 1964 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2095 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1965 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2096 atk_lev, def_lev); */ 1966 atk_lev, def_lev); */
2097 1967
2098 if(atk_lev >= def_lev ){ 1968 if (atk_lev >= def_lev)
1969 {
2099 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 1970 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2100 1971
2101 /* Note that the below effectively means the ratio of the atk vs 1972 /* Note that the below effectively means the ratio of the atk vs
2102 * defener level is important - if level 52 character has very little 1973 * defener level is important - if level 52 character has very little
2103 * chance of killing a level 50 monster. This should probably be 1974 * chance of killing a level 50 monster. This should probably be
2104 * redone. 1975 * redone.
2105 */ 1976 */
2106 if(kill_lev >= def_lev) { 1977 if (kill_lev >= def_lev)
1978 {
2107 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 1979 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2108 /* I think this doesn't really do much. Because of 1980 /* I think this doesn't really do much. Because of
2109 * integer rounding, this only makes any difference if the 1981 * integer rounding, this only makes any difference if the
2110 * attack level is double the defender level. 1982 * attack level is double the defender level.
2111 */ 1983 */
2112 *dam *= kill_lev / def_lev; 1984 *dam *= kill_lev / def_lev;
2113 } 1985 }
1986 }
1987 else
1988 *dam = 0; /* no harm done */
1989}
1990
1991/* This returns the amount of damage hitter does to op with the
1992 * appropriate attacktype. Only 1 attacktype should be set at a time.
1993 * This doesn't damage the player, but returns how much it should
1994 * take. However, it will do other effects (paralyzation, slow, etc.)
1995 * Note - changed for PR code - we now pass the attack number and not
1996 * the attacktype. Makes it easier for the PR code. */
1997int
1998hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1999{
2000 int doesnt_slay = 1;
2001
2002 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2003 if (attacknum >= NROFATTACKS)
2004 {
2005 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2006 return 0;
2007 }
2008
2009 if (dam < 0)
2010 {
2011 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2012 dam, hitter->debug_desc (), op->debug_desc ());
2013 return 0;
2014 }
2015
2016 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2017 * people can't mess with that or it otherwise get confused. */
2018 if (attacknum == ATNR_INTERNAL)
2019 return dam;
2020
2021 if (hitter->slaying)
2022 {
2023 if ((op->race && hitter->slaying.contains (op->race))
2024 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2025 {
2026 doesnt_slay = 0;
2027 dam *= 3;
2028 }
2029 }
2030
2031 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2032 if (op->resist[attacknum])
2033 {
2034 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2035 * in case 0>dam>1, we try to "simulate" a float value-effect */
2036 dam *= (100 - op->resist[attacknum]);
2037 if (dam >= 100)
2038 dam /= 100;
2114 } else { 2039 else
2115 *dam = 0; /* no harm done */ 2040 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2116 } 2041 }
2117}
2118 2042
2119/* thrown_item_effect() - handles any special effects of thrown 2043 /* Special hack. By default, if immune to something, you
2120 * items (like attacking living creatures--a potion thrown at a 2044 * shouldn't need to worry. However, acid is an exception, since
2121 * monster). 2045 * it can still damage your items. Only include attacktypes if
2122 */ 2046 * special processing is needed */
2123static void thrown_item_effect (object *hitter, object *victim)
2124{
2125 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2126 /* May not need a switch for just 2 types, but this makes it
2127 * easier for expansion.
2128 */
2129 switch (hitter->type) {
2130 case POTION:
2131 /* should player get a save throw instead of checking magic protection? */
2132 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2133 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2134 break;
2135 2047
2136 case POISON: /* poison drinks */ 2048 if (op->resist[attacknum] >= 100
2137 /* As with potions, should monster get a save? */ 2049 && doesnt_slay
2138 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2050 && attacknum != ATNR_ACID)
2139 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2140 break;
2141
2142 /* Removed case statements that did nothing.
2143 * food may be poisonous, but monster must be willing to eat it,
2144 * so we don't handle it here.
2145 * Containers should perhaps break open, but that code was disabled.
2146 */
2147 }
2148 }
2149}
2150
2151/* adj_attackroll() - adjustments to attacks by various conditions */
2152
2153int adj_attackroll (object *hitter, object *target) {
2154 object *attacker = hitter;
2155 int adjust=0;
2156
2157 /* safety */
2158 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2159 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2160 "map\n");
2161 return 0; 2051 return 0;
2162 }
2163 2052
2164 /* aimed missiles use the owning object's sight */ 2053 /* Keep this in order - makes things easier to find */
2165 if(is_aimed_missile(hitter)) {
2166 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2167 /* A player who saves but hasn't quit still could have objects
2168 * owned by him - need to handle that case to avoid crashes.
2169 */
2170 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2171 }
2172 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2173 return 0;
2174 2054
2175 /* determine the condtions under which we make an attack. 2055 switch (attacknum)
2176 * Add more cases, as the need occurs. */
2177
2178 if(!can_see_enemy(attacker,target)) {
2179 /* target is unseen */
2180 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2181 adjust -= 10;
2182 /* dark map penalty for the hitter (lacks infravision if we got here). */
2183 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2184 adjust -= target->map->darkness;
2185 }
2186
2187 if(QUERY_FLAG(attacker,FLAG_SCARED))
2188 adjust -= 3;
2189
2190 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2191 adjust += 1;
2192
2193 if(QUERY_FLAG(target,FLAG_SCARED))
2194 adjust += 1;
2195
2196 if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2197 adjust -= 3;
2198
2199 /* if we attack at a different 'altitude' its harder */
2200 if((attacker->move_type & target->move_type)==0)
2201 adjust -= 2;
2202
2203#if 0
2204 /* slower attacks are less likely to succeed. We should use a
2205 * comparison between attacker/target speeds BUT, players have
2206 * a generally faster speed, so this will wind up being a HUGE
2207 * disadantage for the monsters! Too bad, because missiles which
2208 * fly fast should have a better chance of hitting a slower target.
2209 */
2210 if(hitter->speed<target->speed)
2211 adjust += ((float) hitter->speed-target->speed);
2212#endif
2213
2214#if 0
2215 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2216#endif
2217
2218 return adjust;
2219}
2220
2221
2222/* determine if the object is an 'aimed' missile */
2223int is_aimed_missile ( object *op) {
2224
2225 /* I broke what used to be one big if into a few nested
2226 * ones so that figuring out the logic is at least possible.
2227 */
2228 if (op && (op->move_type & MOVE_FLYING)) {
2229 if (op->type==ARROW || op->type==THROWN_OBJ)
2230 return 1;
2231 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2232 op->subtype == SP_EXPLOSION))
2233 return 1;
2234 } 2056 {
2057 case ATNR_PHYSICAL:
2058 /* here also check for diseases */
2059 check_physically_infect (op, hitter);
2060 break;
2061
2062 /* Don't need to do anything for:
2063 magic,
2064 fire,
2065 electricity,
2066 cold */
2067
2068 case ATNR_CONFUSION:
2069 case ATNR_POISON:
2070 case ATNR_SLOW:
2071 case ATNR_PARALYZE:
2072 case ATNR_FEAR:
2073 case ATNR_CANCELLATION:
2074 case ATNR_DEPLETE:
2075 case ATNR_BLIND:
2076 {
2077 /* chance for inflicting a special attack depends on the
2078 * difference between attacker's and defender's level
2079 */
2080 int level_diff = min (110, max (0, op->level - hitter->level));
2081
2082 /* First, only creatures/players with speed can be affected.
2083 * Second, just getting hit doesn't mean it always affects
2084 * you. Third, you still get a saving through against the
2085 * effect.
2086 */
2087 if (op->has_active_speed ()
2088 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2089 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2090 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2091 {
2092
2093 /* Player has been hit by something */
2094 if (attacknum == ATNR_CONFUSION)
2095 confuse_player (op, hitter, dam);
2096 else if (attacknum == ATNR_POISON)
2097 poison_player (op, hitter, dam);
2098 else if (attacknum == ATNR_SLOW)
2099 slow_player (op, hitter, dam);
2100 else if (attacknum == ATNR_PARALYZE)
2101 paralyze_player (op, hitter, dam);
2102 else if (attacknum == ATNR_FEAR)
2103 scare_creature (op, hitter);
2104 else if (attacknum == ATNR_CANCELLATION)
2105 cancellation (op);
2106 else if (attacknum == ATNR_DEPLETE)
2107 op->drain_stat ();
2108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2109 blind_player (op, hitter, dam);
2110 }
2111
2112 dam = 0; /* These are all effects and don't do real damage */
2113 }
2114 break;
2115
2116 case ATNR_ACID:
2117 {
2118 int flag = 0;
2119
2120 /* Items only get corroded if you're not on a battleground and
2121 * if your acid resistance is below 50%. */
2122 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2123 {
2124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 {
2126 if (tmp->invisible)
2127 continue;
2128 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2129 /* >= 10% acid res. on items will protect these */
2130 continue;
2131 if (!(tmp->materials & M_IRON))
2132 continue;
2133 if (tmp->magic < -4) /* Let's stop at -5 */
2134 continue;
2135 if (tmp->type == RING
2136 /* removed boots and gloves from exclusion list in PR */
2137 || tmp->type == GIRDLE
2138 || tmp->type == AMULET
2139 || tmp->type == WAND
2140 || tmp->type == ROD
2141 || tmp->type == HORN)
2142 continue; /* To avoid some strange effects */
2143
2144 /* High damage acid has better chance of corroding
2145 objects */
2146 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2147 {
2148 flag = 1;
2149 tmp->magic--;
2150
2151 if (object *pl = tmp->visible_to ())
2152 {
2153 /* Make this more visible */
2154 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2155 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2156
2157 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2158 }
2159 }
2160 }
2161
2162 if (flag)
2163 op->update_stats (); /* Something was corroded */
2164 }
2165 }
2166 break;
2167
2168 case ATNR_DRAIN:
2169 {
2170 /* rate is the proportion of exp drained. High rate means
2171 * not much is drained, low rate means a lot is drained.
2172 */
2173 int rate;
2174
2175 if (op->resist[ATNR_DRAIN] >= 0)
2176 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2177 else
2178 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2179
2180 if (op->stats.exp <= rate)
2181 {
2182 if (op->type == GOLEM)
2183 dam = 999; /* Its force is "sucked" away. 8) */
2184 else
2185 /* If we can't drain, lets try to do physical damage */
2186 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2187 }
2188 else
2189 {
2190 /* Randomly give the hitter some hp */
2191 if (hitter->stats.hp < hitter->stats.maxhp &&
2192 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2193 hitter->stats.hp++;
2194
2195 /* Can't do drains on battleground spaces.
2196 * Move the wiz check up here - before, the hitter wouldn't gain exp
2197 * exp, but the wiz would still lose exp! If drainee is a wiz,
2198 * nothing happens.
2199 * Try to credit the owner. We try to display player -> player drain
2200 * attacks, hence all the != PLAYER checks.
2201 */
2202 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2203 {
2204 object *owner = hitter->owner;
2205
2206 if (owner && owner != hitter)
2207 {
2208 if (op->type != PLAYER || owner->type != PLAYER)
2209 change_exp (owner, op->stats.exp / (rate * 2),
2210 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2211 }
2212 else if (op->type != PLAYER || hitter->type != PLAYER)
2213 change_exp (hitter, op->stats.exp / (rate * 2),
2214 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2215
2216 change_exp (op, -op->stats.exp / rate, NULL, 0);
2217 }
2218
2219 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2220 * drain attack, you won't know that you are actually sucking out EXP,
2221 * as the messages will say you missed
2222 */
2223 }
2224 }
2225 break;
2226
2227 case ATNR_TURN_UNDEAD:
2228 {
2229 if (QUERY_FLAG (op, FLAG_UNDEAD))
2230 {
2231 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2232 object *god = find_god (determine_god (owner));
2233 int div = 1;
2234
2235 /* if undead are not an enemy of your god, you turn them
2236 * at half strength */
2237 if (!god || !god->slaying.contains (shstr_undead))
2238 div = 2;
2239
2240 /* Give a bonus if you resist turn undead */
2241 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2242 scare_creature (op, owner);
2243 }
2244 else
2245 dam = 0; /* don't damage non undead - should we damage
2246 undead? */
2247 }
2248 break;
2249
2250 case ATNR_DEATH:
2251 deathstrike_player (op, hitter, &dam);
2252 break;
2253
2254 case ATNR_CHAOS:
2255 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2256 dam = 0;
2257 break;
2258
2259 case ATNR_COUNTERSPELL:
2260 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2261 dam = 0;
2262 /* This should never happen. Counterspell is handled
2263 * seperately and filtered out. If this does happen,
2264 * Counterspell has no effect on anything but spells, so it
2265 * does no damage. */
2266 break;
2267
2268 case ATNR_HOLYWORD:
2269 {
2270 /* This has already been handled by hit_player,
2271 * no need to check twice -- DAMN */
2272 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2273
2274 /* As with turn undead above, give a bonus on the saving throw */
2275 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2276 scare_creature (op, owner);
2277 }
2278 break;
2279
2280 case ATNR_LIFE_STEALING:
2281 {
2282 int new_hp;
2283
2284 /* this is replacement to drain for players, instead of taking
2285 * exp it takes hp. It is geared for players, probably not
2286 * much use giving it to monsters
2287 *
2288 * life stealing doesn't do a lot of damage, but it gives the
2289 * damage it does do to the player. Given that,
2290 * it only does 1/10'th normal damage (hence the divide by
2291 * 1000).
2292 */
2293 /* You can't steal life from something undead */
2294 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2295 return 0;
2296
2297 /* If drain protection is higher than life stealing, use that */
2298 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2299 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2300 else
2301 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2302
2303 /* You die at -1 hp, not zero. */
2304 if (dam > (op->stats.hp + 1))
2305 dam = op->stats.hp + 1;
2306
2307 new_hp = hitter->stats.hp + dam;
2308 if (new_hp > hitter->stats.maxhp)
2309 new_hp = hitter->stats.maxhp;
2310
2311 if (new_hp > hitter->stats.hp)
2312 hitter->stats.hp = new_hp;
2313 }
2314 }
2315
2235 return 0; 2316 return dam;
2236} 2317}
2237 2318

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