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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:33 2006 UTC vs.
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC

1/*
2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.3 2006/08/26 23:36:33 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27#include <assert.h> 23#include <assert.h>
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <material.h> 26#include <material.h>
31#include <skills.h> 27#include <skills.h>
32 28
33#ifndef __CEXTRACT__ 29#ifndef __CEXTRACT__
34#include <sproto.h> 30# include <sproto.h>
35#endif 31#endif
36 32
37#include <sounds.h> 33#include <sounds.h>
38 34
39typedef struct att_msg_str { 35typedef struct att_msg_str
36{
40 char *msg1; 37 char *msg1;
41 char *msg2; 38 char *msg2;
42} att_msg; 39} att_msg;
43 40
44/*#define ATTACK_DEBUG*/ 41/*#define ATTACK_DEBUG*/
45 42
46/* cancels object *op. Cancellation basically means an object loses 43/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 44 * its magical benefits.
48 */ 45 */
46void
49void cancellation(object *op) 47cancellation (object *op)
50{ 48{
51 object *tmp; 49 object *tmp;
52 50
53 if (op->invisible) 51 if (op->invisible)
54 return; 52 return;
55 53
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
57 /* Recur through the inventory */ 56 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 59 cancellation (tmp);
61 } 60 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */ 63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 64 /* in what abilities it should cancel */
65 op->magic=0; 65 op->magic = 0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 70 if (op->env && op->env->type == PLAYER)
71 {
71 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
72 } 73 }
73 } 74 }
74} 75}
75 76
76 77
77 78
78/* did_make_save_item just checks to make sure the item actually 79/* 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 80 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 81 * any further action (like destroying the item).
81 */ 82 */
82 83
84int
83int did_make_save_item(object *op, int type, object *originator) { 85did_make_save_item (object *op, int type, object *originator)
86{
84 int i, roll, saves=0, attacks=0, number; 87 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 88 materialtype_t *mt;
86 89
87 if (op->materialname == NULL) { 90 if (op->materialname == NULL)
91 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
89 if (op->material & mt->material) 94 if (op->material & mt->material)
90 break; 95 break;
91 } 96 }
97 }
92 } else 98 else
93 mt = name_to_material(op->materialname); 99 mt = name_to_material (op->materialname);
94 if (mt == NULL) 100 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 101 return TRUE;
102 roll = rndm (1, 20);
103
104 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it
107 * is magic teamed with something else, then strip out the
108 * magic type, and instead let the fire, cold, or whatever component
109 * destroy the item. Otherwise, you get the case of poisoncloud
110 * destroying objects because it has magic attacktype.
111 */
112 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116
117 if (type == 0)
118 return TRUE;
119 if (roll == 20)
120 return TRUE;
121 if (roll == 1)
122 return FALSE;
123
124 for (number = 0; number < NROFATTACKS; number++)
125 {
126 i = 1 << number;
127 if (!(i & type))
128 continue;
129 attacks++;
130 if (op->resist[number] == 100)
131 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++;
134 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 saves++;
136 }
137
138 if (saves == attacks || attacks == 0)
139 return TRUE;
140 if ((saves == 0) || (rndm (1, attacks) > saves))
141 return FALSE;
142 return TRUE;
137} 143}
138 144
139/* This function calls did_make_save_item. It then performs the 145/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 146 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 147 * calling cancellation, etc.)
142 */ 148 */
143 149
150void
144void save_throw_object (object *op, int type, object *originator) 151save_throw_object (object *op, int type, object *originator)
145{ 152{
146 if ( ! did_make_save_item (op, type,originator)) 153 if (!did_make_save_item (op, type, originator))
147 { 154 {
148 object *env=op->env; 155 object *env = op->env;
149 int x=op->x,y=op->y; 156 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 157 maptile *m = op->map;
151 158
152 op = stop_item (op); 159 op = stop_item (op);
153 if (op == NULL) 160 if (op == NULL)
154 return; 161 return;
155 162
156 /* Hacked the following so that type LIGHTER will work. 163 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 164 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 165 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 166 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 167 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 168 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 169 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 170 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else {
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0);
180 }
181 }
182 return;
183 } 172 {
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 173 const char *arch = op->other_arch->name;
185 cancellation(op); 174
175 op = decrease_ob_nr (op, 1);
176
177 if (op)
186 fix_stopped_item (op, m, originator); 178 fix_stopped_item (op, m, originator);
187 return; 179
188 } 180 if ((op = get_archetype (arch)) != NULL)
189 if(op->nrof>1) { 181 {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 182 if (env)
192 fix_stopped_item (op, m, originator); 183 {
193 } else { 184 op->x = env->x, op->y = env->y;
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); 185 insert_ob_in_ob (op, env);
210 } else { 186 if (env->contr)
187 esrv_send_item (env, op);
188 }
189 else
190 {
191 op->x = x, op->y = y;
211 replace_insert_ob_in_map("burnout",originator); 192 insert_ob_in_map (op, m, originator, 0);
212 } 193 }
213 } 194 }
214 return; 195
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; 196 return;
223 op = stop_item (op); 197 }
224 if (op == NULL) 198
199 if (type & AT_CANCELLATION)
200 { /* Cancellation. */
201 cancellation (op);
202 fix_stopped_item (op, m, originator);
225 return; 203 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 204 }
227 tmp = arch_to_object(at); 205
228 tmp->x=op->x,tmp->y=op->y; 206 if (op->nrof > 1)
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 } 207 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 223 if (!QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op); 224 remove_ob (op);
225
226 free_object (op);
227 }
228
229 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env)
231 {
232 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y;
239 (void) insert_ob_in_ob(op,tmp); 234 insert_ob_in_ob (op, env);
235 }
236 else
237 replace_insert_ob_in_map ("burnout", originator);
238
239 return;
240 }
241
242 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube");
247
248 if (at == NULL)
240 return; 249 return;
250
251 op = stop_item (op);
252 if (op == NULL)
253 return;
254
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
256 {
257 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create.
262 */
263 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0);
266 }
267
268 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return;
241 } 273 }
242} 274}
243 275
244/* Object op is hitting the map. 276/* Object op is hitting the map.
245 * op is going in direction 'dir' 277 * op is going in direction 'dir'
246 * type is the attacktype of the object. 278 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 279 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 280 * returns 1 if it hits something, 0 otherwise.
249 */ 281 */
250 282
283int
251int hit_map(object *op, int dir, int type, int full_hit) { 284hit_map (object *op, int dir, int type, int full_hit)
285{
252 object *tmp, *next; 286 object *tmp, *next;
253 mapstruct *map; 287 maptile *map;
254 sint16 x, y; 288 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 290
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 291 if (QUERY_FLAG (op, FLAG_FREED))
292 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 293 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 294 return 0;
262 } 295 }
263 296
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
266 op->arch->name, op->name); 300 return 0;
267 return 0;
268 } 301 }
269 302
270 if ( ! op->map) { 303 if (!op->map)
304 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 305 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 306 return 0;
273 } 307 }
274 308
275 if (op->head) op=op->head; 309 if (op->head)
310 op = op->head;
276 311
277 op_tag = op->count;
278
279 map = op->map; 312 map = op->map;
280 x = op->x + freearr_x[dir]; 313 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 314 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284 315
285 /* peterm: a few special cases for special attacktypes --counterspell 316 int mflags = get_map_flags (map, &map, x, y, &x, &y);
286 * must be out here because it strikes things which are not alive
287 */
288 317
289 if (type & AT_COUNTERSPELL) { 318 // elmex: a safe map tile can't be hit!
290 counterspell(op,dir); /* see spell_effect.c */ 319 // this should prevent most harmful effects on items and players there.
291 320 if (mflags & (P_OUT_OF_MAP | P_SAFE))
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;
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 }
350 }
351
352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
353 hit_player(tmp,op->stats.dam,op,type,full_hit);
354 retflag |=1;
355 if (was_destroyed (op, op_tag))
356 break;
357 }
358 /* Here we are potentially destroying an object. If the object has
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; 321 return 0;
373}
374 322
323 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive
325 */
326
327 if (type & AT_COUNTERSPELL)
328 {
329 counterspell (op, dir); /* see spell_effect.c */
330
331 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
363 break;
364 }
365
366 tmp = next;
367 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used.
378 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y)
380 continue;
381
382 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1;
386 if (op->destroyed ())
387 break;
388 }
389
390 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now.
396 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
398 {
399 save_throw_object (tmp, type, op);
400 if (op->destroyed ())
401 break;
402 }
403 }
404
405 return 0;
406}
407
408void
375void attack_message(int dam, int type, object *op, object *hitter) { 409attack_message (int dam, int type, object *op, object *hitter)
410{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found=0; 412 int i, found = 0;
378 mapstruct *map; 413 maptile *map;
379 object *next, *tmp; 414 object *next, *tmp;
380 415
381 /* put in a few special messages for some of the common attacktypes 416 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 417 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 418 * [garbled 20010919]
384 */ 419 */
385 420
386 if (dam == 9998 && op->type == DOOR) { 421 if (dam == 9998 && op->type == DOOR)
422 {
387 sprintf(buf1, "unlock %s", op->name); 423 sprintf (buf1, "unlock %s", &op->name);
388 sprintf(buf2, " unlocks"); 424 sprintf (buf2, " unlocks");
389 found++; 425 found++;
426 }
427 if (dam < 0)
390 } 428 {
391 if(dam<0) {
392 sprintf(buf1, "hit %s", op->name); 429 sprintf (buf1, "hit %s", &op->name);
393 sprintf(buf2, " hits"); 430 sprintf (buf2, " hits");
394 found++; 431 found++;
432 }
395 } else if(dam==0) { 433 else if (dam == 0)
434 {
396 sprintf(buf1, "missed %s", op->name); 435 sprintf (buf1, "missed %s", &op->name);
397 sprintf(buf2, " misses"); 436 sprintf (buf2, " misses");
398 found++; 437 found++;
438 }
399 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400 hitter->type == POISONING || 440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
401 (type & AT_POISON && IS_LIVE(op))) && !found) { 441 {
402 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
403 i++) 443 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 444 {
405 || attack_mess[ATM_SUFFER][i+1].level == -1) { 445 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); 446 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 447 found++;
410 break; 448 break;
449 }
411 } 450 }
412 } else if (op->type == DOOR && !found) { 451 else if (op->type == DOOR && !found)
452 {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 453 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
414 i++) 454 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 455 {
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 456 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); 457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 458 found++;
421 break; 459 break;
460 }
422 } 461 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 462 else if (hitter->type == PLAYER && IS_LIVE (op))
463 {
424 if (USING_SKILL(hitter, SK_KARATE)) { 464 if (USING_SKILL (hitter, SK_KARATE))
465 {
425 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 i++) 467 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 468 {
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 469 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); 470 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 471 found++;
433 break; 472 break;
473 }
434 } 474 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 475 else if (USING_SKILL (hitter, SK_CLAWING))
476 {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 477 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 i++) 478 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 479 {
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 480 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); 481 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 482 found++;
444 break; 483 break;
484 }
445 } 485 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 486 else if (USING_SKILL (hitter, SK_PUNCHING))
487 {
447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 488 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448 i++) 489 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 490 {
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 491 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); 492 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 493 found++;
455 break; 494 break;
495 }
456 } 496 }
457 }
458 } 497 }
459 if (found) { 498 if (found)
460 /* done */ 499 {
500 /* done */
501 }
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
503 {
462 sprintf(buf1, "hit"); /* just in case */ 504 sprintf (buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 505 for (i = 0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 506 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) { 507 {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 509 found++;
468 break; 510 break;
511 }
469 } 512 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 513 else if (type & AT_DRAIN && IS_LIVE (op))
514 {
471 /* drain is first, because some items have multiple attypes */ 515 /* drain is first, because some items have multiple attypes */
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
473 i++) 517 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 518 {
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 519 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); 520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 521 found++;
480 break; 522 break;
523 }
481 } 524 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 525 else if (type & AT_ELECTRICITY && IS_LIVE (op))
526 {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
484 i++) 528 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 529 {
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 530 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); 531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 532 found++;
491 break; 533 break;
534 }
492 } 535 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 536 else if (type & AT_COLD && IS_LIVE (op))
537 {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
495 i++) 539 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 540 {
497 || attack_mess[ATM_COLD][i+1].level == -1) { 541 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); 542 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 543 found++;
502 break; 544 break;
545 }
503 } 546 }
504 } else if (type & AT_FIRE) { 547 else if (type & AT_FIRE)
548 {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 549 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
506 i++) 550 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 551 {
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 552 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); 553 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 554 found++;
513 break; 555 break;
556 }
514 } 557 }
515 } else if (hitter->current_weapon != NULL) { 558 else if (hitter->current_weapon != NULL)
516 int mtype; 559 {
560 int mtype;
561
517 switch (hitter->current_weapon->weapontype) { 562 switch (hitter->current_weapon->weapontype)
518 case WEAP_HIT: mtype = ATM_BASIC; break; 563 {
519 case WEAP_SLASH: mtype = ATM_SLASH; break; 564 case WEAP_HIT:
520 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 565 mtype = ATM_BASIC;
521 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 566 break;
522 case WEAP_SLICE: mtype = ATM_SLICE; break; 567 case WEAP_SLASH:
523 case WEAP_STAB: mtype = ATM_STAB; break; 568 mtype = ATM_SLASH;
524 case WEAP_WHIP: mtype = ATM_WHIP; break; 569 break;
525 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 570 case WEAP_PIERCE:
526 case WEAP_BLUD: mtype = ATM_BLUD; break; 571 mtype = ATM_PIERCE;
527 default: mtype = ATM_BASIC; break; 572 break;
528 } 573 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE;
575 break;
576 case WEAP_SLICE:
577 mtype = ATM_SLICE;
578 break;
579 case WEAP_STAB:
580 mtype = ATM_STAB;
581 break;
582 case WEAP_WHIP:
583 mtype = ATM_WHIP;
584 break;
585 case WEAP_CRUSH:
586 mtype = ATM_CRUSH;
587 break;
588 case WEAP_BLUD:
589 mtype = ATM_BLUD;
590 break;
591 default:
592 mtype = ATM_BASIC;
593 break;
594 }
529 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
530 i++) 596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
531 if (dam < attack_mess[mtype][i].level 597 {
532 || attack_mess[mtype][i+1].level == -1) { 598 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); 599 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 600 found++;
537 break; 601 break;
602 }
538 } 603 }
539 } else { 604 else
605 {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 606 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
541 i++) 607 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 608 {
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 609 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); 610 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 611 found++;
548 break; 612 break;
613 }
549 } 614 }
550 }
551 615
552 if (!found) { 616 if (!found)
617 {
553 strcpy (buf1, "hit"); 618 strcpy (buf1, "hit");
554 strcpy (buf2, " hits"); 619 strcpy (buf2, " hits");
555 } 620 }
556 621
557 /* bail out if a monster is casting spells */ 622 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER ||
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
560 return; 624 return;
561 625
562 /* scale down magic considerably. */ 626 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 627 if (type & AT_MAGIC && rndm (0, 5))
564 return; 628 return;
565 629
566 /* Did a player hurt another player? Inform both! */ 630 /* Did a player hurt another player? Inform both! */
567 if(op->type==PLAYER &&
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 {
569 if(get_owner(hitter)!=NULL) 633 if (get_owner (hitter) != NULL)
570 sprintf(buf,"%s's %s%s you.", 634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
571 hitter->owner->name, hitter->name, buf2); 635 else
572 else { 636 {
573 sprintf(buf,"%s%s you.",hitter->name, buf2); 637 sprintf (buf, "%s%s you.", &hitter->name, buf2);
574 if (dam != 0) { 638 if (dam != 0)
575 if (dam < 10) 639 {
640 if (dam < 10)
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
577 else if (dam < 20) 642 else if (dam < 20)
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
579 else 644 else
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
581 } 646 }
582 } 647 }
583 new_draw_info(NDI_BLACK, 0,op,buf); 648 new_draw_info (NDI_BLACK, 0, op, buf);
584 } /* end of player hitting player */ 649 } /* end of player hitting player */
585 650
586 if(hitter->type==PLAYER) { 651 if (hitter->type == PLAYER)
652 {
587 sprintf(buf,"You %s.",buf1); 653 sprintf (buf, "You %s.", buf1);
588 if (dam != 0) { 654 if (dam != 0)
655 {
589 if (dam < 10) 656 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
591 else if (dam < 20) 658 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
593 else 660 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
595 } 662 }
596 new_draw_info(NDI_BLACK, 0, hitter, buf); 663 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 }
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
666 {
598 /* look for stacked spells and start reducing the message chances */ 667 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT && 668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
600 (hitter->subtype == SP_EXPLOSION || 669 {
601 hitter->subtype == SP_BULLET || 670 i = 4;
602 hitter->subtype == SP_CONE)) {
603 i=4;
604 map = hitter->map; 671 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y)) 672 if (out_of_map (map, hitter->x, hitter->y))
673 return;
674 next = get_map_ob (map, hitter->x, hitter->y);
675 if (next)
676 while (next)
677 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3;
680 tmp = next;
681 next = tmp->above;
682 }
683 if (i < 0)
684 return;
685 if (rndm (0, i) != 0)
686 return;
687 }
688 else if (rndm (0, 5) != 0)
606 return; 689 return;
607 next = get_map_ob(map, hitter->x, hitter->y);
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); 690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
626 } 693 }
627} 694}
628 695
629 696
697static int
630static int get_attack_mode (object **target, object **hitter, 698get_attack_mode (object **target, object **hitter, int *simple_attack)
631 int *simple_attack)
632{ 699{
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 702 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1; 703 return 1;
636 } 704 }
637 if ((*target)->head) 705 if ((*target)->head)
638 *target = (*target)->head; 706 *target = (*target)->head;
639 if ((*hitter)->head) 707 if ((*hitter)->head)
640 *hitter = (*hitter)->head; 708 *hitter = (*hitter)->head;
641 if ((*hitter)->env != NULL || (*target)->env != NULL) { 709 if ((*hitter)->env != NULL || (*target)->env != NULL)
710 {
642 *simple_attack = 1; 711 *simple_attack = 1;
643 return 0; 712 return 0;
644 } 713 }
645 if (QUERY_FLAG (*target, FLAG_REMOVED) 714 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
648 { 716 {
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
650 "target\n", (*hitter)->arch->name, (*hitter)->name);
651 return 1; 718 return 1;
652 } 719 }
653 *simple_attack = 0; 720 *simple_attack = 0;
654 return 0; 721 return 0;
655} 722}
656 723
724static int
657static int abort_attack (object *target, object *hitter, int simple_attack) 725abort_attack (object *target, object *hitter, int simple_attack)
658{ 726{
727
659/* Check if target and hitter are still in a relation similar to the one 728/* 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. 729 * determined by get_attack_mode(). Returns true if the relation has changed.
661 */ 730 */
662 int new_mode; 731 int new_mode;
663 732
664 if (hitter->env == target || target->env == hitter) 733 if (hitter->env == target || target->env == hitter)
665 new_mode = 1; 734 new_mode = 1;
666 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
667 || QUERY_FLAG (target, FLAG_REMOVED)
668 || hitter->map == NULL || !on_same_map(hitter, target))
669 return 1; 736 return 1;
670 else 737 else
671 new_mode = 0; 738 new_mode = 0;
672 return new_mode != simple_attack; 739 return new_mode != simple_attack;
673} 740}
674 741
675static void thrown_item_effect (object *, object *); 742static void thrown_item_effect (object *, object *);
676 743
744static int
677static int attack_ob_simple (object *op, object *hitter, int base_dam, 745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
678 int base_wc)
679{ 746{
680 int simple_attack, roll, dam=0; 747 int simple_attack, roll, dam = 0;
681 uint32 type; 748 uint32 type;
682 const char *op_name = NULL; 749 shstr op_name;
683 tag_t op_tag, hitter_tag;
684 750
685 if (get_attack_mode (&op, &hitter, &simple_attack)) 751 if (get_attack_mode (&op, &hitter, &simple_attack))
752 goto error;
753
754 if (hitter->current_weapon)
755 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
756 return RESULT_INT (0);
757
758 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
759 return RESULT_INT (0);
760
761 /*
762 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters.
764 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
766 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail.
771 */
772 op->speed_left--;
773 process_object (op);
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
686 goto error; 775 goto error;
687
688 if (hitter->current_weapon)
689 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
690 return RESULT_INT (0);
691
692 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
693 return RESULT_INT (0);
694
695 op_tag = op->count;
696 hitter_tag = hitter->count;
697
698 /*
699 * A little check to make it more difficult to dance forward and back
700 * to avoid ever being hit by monsters.
701 */
702 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
703 && op->speed_left > -(FABS(op->speed))*0.3)
704 { 776 }
705 /* Decrease speed BEFORE calling process_object. Otherwise, an
706 * infinite loop occurs, with process_object calling move_monster,
707 * which then gets here again. By decreasing the speed before
708 * we call process_object, the 'if' statement above will fail.
709 */
710 op->speed_left--;
711 process_object(op);
712 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
713 || abort_attack (op, hitter, simple_attack))
714 goto error;
715 }
716 777
717 add_refcount(op_name = op->name); 778 op_name = op->name;
718 779
719 roll=random_roll(1, 20, hitter, PREFER_HIGH); 780 roll = random_roll (1, 20, hitter, PREFER_HIGH);
720 781
721 /* Adjust roll for various situations. */ 782 /* Adjust roll for various situations. */
722 if ( ! simple_attack) 783 if (!simple_attack)
723 roll += adj_attackroll(hitter,op); 784 roll += adj_attackroll (hitter, op);
724 785
725 /* See if we hit the creature */ 786 /* See if we hit the creature */
726 if(roll==20 || op->stats.ac>=base_wc-roll) { 787 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 {
727 int hitdam = base_dam; 789 int hitdam = base_dam;
790
728 if (settings.casting_time == TRUE) { 791 if (settings.casting_time == TRUE)
792 {
729 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
730 hitter->casting_time = -1;
731 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
732 "your spell!");
733 }
734 if ((op->casting_time > -1)&&(hitdam > 0)){
735 op->casting_time = -1;
736 if (op->type == PLAYER) {
737 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
738 "your spell!");
739 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
740 "%s was hit by %s and lost a spell.",
741 op_name,hitter->name);
742 }
743 }
744 }
745 if ( ! simple_attack)
746 { 794 {
747 /* If you hit something, the victim should *always* wake up. 795 hitter->casting_time = -1;
748 * Before, invisible hitters could avoid doing this. 796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
749 * -b.t. */
750 if (QUERY_FLAG (op, FLAG_SLEEP))
751 CLEAR_FLAG(op,FLAG_SLEEP);
752
753 /* If the victim can't see the attacker, it may alert others
754 * for help. */
755 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
756 && ! get_owner (op) && rndm(0, op->stats.Int))
757 npc_call_help (op);
758
759 /* if you were hidden and hit by a creature, you are discovered*/
760 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
761 make_visible (op);
762 if (op->type == PLAYER)
763 new_draw_info (NDI_UNIQUE, 0, op,
764 "You were hit by a wild attack. "
765 "You are no longer hidden!");
766 } 797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack)
809 {
810 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this.
812 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP);
767 815
816 /* If the victim can't see the attacker, it may alert others
817 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
819 npc_call_help (op);
820
821 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 {
824 make_visible (op);
825 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 }
828
768 /* thrown items (hitter) will have various effects 829 /* thrown items (hitter) will have various effects
769 * when they hit the victim. For things like thrown daggers, 830 * when they hit the victim. For things like thrown daggers,
770 * this sets 'hitter' to the actual dagger, and not the 831 * this sets 'hitter' to the actual dagger, and not the
771 * wrapper object. 832 * wrapper object.
772 */ 833 */
773 thrown_item_effect (hitter, op); 834 thrown_item_effect (hitter, op);
774 if (was_destroyed (hitter, hitter_tag) 835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
775 || was_destroyed (op, op_tag)
776 || abort_attack (op, hitter, simple_attack))
777 goto leave; 836 goto leave;
778 } 837 }
779 838
780 /* Need to do at least 1 damage, otherwise there is no point 839 /* Need to do at least 1 damage, otherwise there is no point
781 * to go further and it will cause FPE's below. 840 * to go further and it will cause FPE's below.
782 */ 841 */
783 if (hitdam<=0) hitdam=1; 842 if (hitdam <= 0)
843 hitdam = 1;
784 844
785 type=hitter->attacktype; 845 type = hitter->attacktype;
786 if(!type) type=AT_PHYSICAL; 846
847 if (!type)
848 type = AT_PHYSICAL;
849
787 /* Handle monsters that hit back */ 850 /* Handle monsters that hit back */
788 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
789 && QUERY_FLAG (hitter, FLAG_ALIVE)) 852 {
790 {
791 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 853 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
792 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 854 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
793 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 855
794 PREFER_LOW),op, op->attacktype, 1); 856 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
795 if (was_destroyed (op, op_tag) 857
796 || was_destroyed (hitter, hitter_tag) 858 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 859 goto leave;
799 } 860 }
800 861
801 /* In the new attack code, it should handle multiple attack 862 /* In the new attack code, it should handle multiple attack
802 * types in its area, so remove it from here. 863 * types in its area, so remove it from here.
803 */ 864 */
804 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 865 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
805 hitter, type, 1); 866
806 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 867 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
807 || abort_attack (op, hitter, simple_attack))
808 goto leave; 868 goto leave;
809 } /* end of if hitter hit op */ 869 } /* end of if hitter hit op */
810 /* if we missed, dam=0 */ 870 /* if we missed, dam=0 */
811 871
812 /*attack_message(dam, type, op, hitter);*/ 872 /*attack_message(dam, type, op, hitter); */
813 873
814 goto leave; 874 goto leave;
815 875
816 error: 876error:
817 dam = 1; 877 dam = 1;
818 878
819 leave: 879leave:
820 if (op_name)
821 free_string (op_name);
822 880
823 return dam; 881 return dam;
824} 882}
825 883
884int
826int attack_ob (object *op, object *hitter) 885attack_ob (object *op, object *hitter)
827{ 886{
828 887
829 if (hitter->head) 888 if (hitter->head)
830 hitter = hitter->head; 889 hitter = hitter->head;
831 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
832} 891}
833 892
834/* op is the arrow, tmp is what is stopping the arrow. 893/* op is the arrow, tmp is what is stopping the arrow.
835 * 894 *
836 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 895 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
837 */ 896 */
897static int
838static int stick_arrow (object *op, object *tmp) 898stick_arrow (object *op, object *tmp)
839{ 899{
840 /* If the missile hit a player, we insert it in their inventory. 900 /* If the missile hit a player, we insert it in their inventory.
841 * However, if the missile is heavy, we don't do so (assume it falls 901 * However, if the missile is heavy, we don't do so (assume it falls
842 * to the ground after a hit). What a good value for this is up to 902 * to the ground after a hit). What a good value for this is up to
843 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
844 * stick around. 904 * stick around.
845 */ 905 */
846 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 906 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 {
847 if(tmp->head != NULL) 908 if (tmp->head != NULL)
848 tmp = tmp->head; 909 tmp = tmp->head;
910
849 remove_ob (op); 911 remove_ob (op);
850 op = insert_ob_in_ob(op,tmp); 912 op = insert_ob_in_ob (op, tmp);
913
851 if (tmp->type== PLAYER) 914 if (tmp->type == PLAYER)
852 esrv_send_item (tmp, op); 915 esrv_send_item (tmp, op);
916
853 return 1; 917 return 1;
918 }
854 } else 919 else
855 return 0; 920 return 0;
856} 921}
857 922
858/* hit_with_arrow() disassembles the missile, attacks the victim and 923/* hit_with_arrow() disassembles the missile, attacks the victim and
859 * reassembles the missile. 924 * reassembles the missile.
860 * 925 *
861 * It returns a pointer to the reassembled missile, or NULL if the missile 926 * It returns a pointer to the reassembled missile, or NULL if the missile
862 * isn't available anymore. 927 * isn't available anymore.
863 */ 928 */
929object *
864object *hit_with_arrow (object *op, object *victim) 930hit_with_arrow (object *op, object *victim)
865{ 931{
866 object *container, *hitter; 932 object *container, *hitter;
867 int hit_something = 0; 933 int hit_something = 0;
868 tag_t victim_tag, hitter_tag;
869 sint16 victim_x, victim_y;
870 934
871 /* Disassemble missile */ 935 /* Disassemble missile */
872 if (op->inv) { 936 if (op->inv)
937 {
873 container = op; 938 container = op;
874 hitter = op->inv; 939 hitter = op->inv;
875 remove_ob (hitter); 940 remove_ob (hitter);
876 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
877 /* Note that we now have an empty THROWN_OBJ on the map. Code that 942 /* Note that we now have an empty THROWN_OBJ on the map. Code that
878 * might be called until this THROWN_OBJ is either reassembled or 943 * might be called until this THROWN_OBJ is either reassembled or
879 * removed at the end of this function must be able to deal with empty 944 * removed at the end of this function must be able to deal with empty
880 * THROWN_OBJs. */ 945 * THROWN_OBJs. */
881 } else { 946 }
947 else
948 {
882 container = NULL; 949 container = 0;
883 hitter = op; 950 hitter = op;
884 } 951 }
885 952
886 /* Try to hit victim */ 953 /* Try to hit victim */
887 victim_x = victim->x;
888 victim_y = victim->y;
889 victim_tag = victim->count;
890 hitter_tag = hitter->count;
891
892 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 954 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
893 955
894 /* Arrow attacks door, rune of summoning is triggered, demon is put on 956 /* Arrow attacks door, rune of summoning is triggered, demon is put on
895 * arrow, move_apply() calls this function, arrow sticks in demon, 957 * arrow, move_apply() calls this function, arrow sticks in demon,
896 * attack_ob_simple() returns, and we've got an arrow that still exists 958 * attack_ob_simple() returns, and we've got an arrow that still exists
897 * but is no longer on the map. Ugh. (Beware: Such things can happen at 959 * but is no longer on the map. Ugh. (Beware: Such things can happen at
898 * other places as well!) 960 * other places as well!)
899 */ 961 */
900 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 962 if (hitter->destroyed () || hitter->env != NULL)
963 {
901 if (container) { 964 if (container)
965 {
902 remove_ob (container); 966 remove_ob (container);
903 free_object (container); 967 free_object (container);
904 } 968 }
969
905 return NULL; 970 return 0;
906 } 971 }
907 972
908 /* Missile hit victim */ 973 /* Missile hit victim */
909 /* if the speed is > 10, then this is a fast moving arrow, we go straight 974 /* if the speed is > 10, then this is a fast moving arrow, we go straight
910 * through the target 975 * through the target
911 */ 976 */
912 if (hit_something && op->speed <= 10.0) 977 if (hit_something && op->speed <= 10.0)
913 { 978 {
914 /* Stop arrow */ 979 /* Stop arrow */
915 if (container == NULL) { 980 if (!container)
981 {
916 hitter = fix_stopped_arrow (hitter); 982 hitter = fix_stopped_arrow (hitter);
917 if (hitter == NULL) 983 if (!hitter)
918 return NULL; 984 return 0;
985 }
919 } else { 986 else
987 {
920 remove_ob (container); 988 remove_ob (container);
921 free_object (container); 989 free_object (container);
922 } 990 }
923 991
924 /* Try to stick arrow into victim */ 992 /* Try to stick arrow into victim */
925 if ( ! was_destroyed (victim, victim_tag) 993 if (!victim->destroyed () && stick_arrow (hitter, victim))
926 && stick_arrow (hitter, victim))
927 return NULL; 994 return 0;
928 995
929 /* Else try to put arrow on victim's map square 996 /* Else try to put arrow on victim's map square
930 * remove check for P_WALL here. If the arrow got to this 997 * remove check for P_WALL here. If the arrow got to this
931 * space, that is good enough - with the new movement code, 998 * space, that is good enough - with the new movement code,
932 * there is now the potential for lots of spaces where something 999 * there is now the potential for lots of spaces where something
933 * can fly over but not otherwise move over. What is the correct 1000 * can fly over but not otherwise move over. What is the correct
934 * way to handle those otherwise? 1001 * way to handle those otherwise?
935 */ 1002 */
936 if (victim_x != hitter->x || victim_y != hitter->y) { 1003 if (victim->x != hitter->x || victim->y != hitter->y)
1004 {
937 remove_ob (hitter); 1005 remove_ob (hitter);
938 hitter->x = victim_x; 1006 hitter->x = victim->x;
939 hitter->y = victim_y; 1007 hitter->y = victim->y;
940 insert_ob_in_map (hitter, victim->map, hitter,0); 1008 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 }
941 } else { 1010 else
942 /* Else leave arrow where it is */ 1011 /* Else leave arrow where it is */
943 merge_ob (hitter, NULL); 1012 merge_ob (hitter, NULL);
944 } 1013
945 return NULL; 1014 return 0;
946 } 1015 }
947 1016
948 if (hit_something && op->speed >= 10.0) 1017 if (hit_something && op->speed >= 10.0)
949 op->speed -= 1.0; 1018 op->speed -= 1.0;
950 1019
951 /* Missile missed victim - reassemble missile */ 1020 /* Missile missed victim - reassemble missile */
952 if (container) { 1021 if (container)
1022 {
953 remove_ob (hitter); 1023 remove_ob (hitter);
954 insert_ob_in_ob (hitter, container); 1024 insert_ob_in_ob (hitter, container);
955 } 1025 }
1026
956 return op; 1027 return op;
957} 1028}
958 1029
959 1030
1031void
960void tear_down_wall(object *op) 1032tear_down_wall (object *op)
961{ 1033{
962 int perc=0; 1034 int perc = 0;
963 1035
964 if (!op->stats.maxhp) { 1036 if (!op->stats.maxhp)
1037 {
965 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
966 perc = 1; 1039 perc = 1;
1040 }
967 } else if(!GET_ANIM_ID(op)) { 1041 else if (!GET_ANIM_ID (op))
1042 {
968 /* Object has been called - no animations, so remove it */ 1043 /* Object has been called - no animations, so remove it */
969 if(op->stats.hp<0) { 1044 if (op->stats.hp < 0)
1045 {
970 remove_ob(op); /* Should update LOS */ 1046 remove_ob (op); /* Should update LOS */
971 free_object(op); 1047 free_object (op);
972 /* Don't know why this is here - remove_ob should do it for us */ 1048 /* Don't know why this is here - remove_ob should do it for us */
973 /*update_position(m, x, y);*/ 1049 /*update_position(m, x, y); */
974 } 1050 }
975 return; /* no animations, so nothing more to do */ 1051 return; /* no animations, so nothing more to do */
976 } 1052 }
977 perc = NUM_ANIMATIONS(op) 1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
978 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
979 if (perc >= (int) NUM_ANIMATIONS(op)) 1054 if (perc >= (int) NUM_ANIMATIONS (op))
980 perc = NUM_ANIMATIONS(op)-1; 1055 perc = NUM_ANIMATIONS (op) - 1;
981 else if (perc < 1) 1056 else if (perc < 1)
982 perc = 1; 1057 perc = 1;
983 SET_ANIMATION(op, perc); 1058 SET_ANIMATION (op, perc);
984 update_object(op,UP_OBJ_FACE); 1059 update_object (op, UP_OBJ_FACE);
985 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1060 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */
986 if(op->face==blank_face) { 1062 if (op->face == blank_face)
1063 {
987 /* If the last face is blank, remove the ob */ 1064 /* If the last face is blank, remove the ob */
988 remove_ob(op); /* Should update LOS */ 1065 remove_ob (op); /* Should update LOS */
989 free_object(op); 1066 free_object (op);
990 1067
991 /* remove_ob should call update_position for us */ 1068 /* remove_ob should call update_position for us */
992 /*update_position(m, x, y);*/ 1069 /*update_position(m, x, y); */
993 1070
994 } else { /* The last face was not blank, leave an image */ 1071 }
1072 else
1073 { /* The last face was not blank, leave an image */
995 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
996 update_all_los(op->map, op->x, op->y); 1075 update_all_los (op->map, op->x, op->y);
997 op->move_block = 0; 1076 op->move_block = 0;
998 CLEAR_FLAG(op, FLAG_ALIVE); 1077 CLEAR_FLAG (op, FLAG_ALIVE);
999 } 1078 }
1000 } 1079 }
1001} 1080}
1002 1081
1082void
1003void scare_creature(object *target, object *hitter) 1083scare_creature (object *target, object *hitter)
1004{ 1084{
1005 object *owner = get_owner(hitter); 1085 object *owner = get_owner (hitter);
1006 1086
1007 if (!owner) owner=hitter; 1087 if (!owner)
1088 owner = hitter;
1008 1089
1009 SET_FLAG(target, FLAG_SCARED); 1090 SET_FLAG (target, FLAG_SCARED);
1010 if (!target->enemy) target->enemy=owner; 1091 if (!target->enemy)
1092 target->enemy = owner;
1011} 1093}
1012 1094
1013 1095
1014/* This returns the amount of damage hitter does to op with the 1096/* This returns the amount of damage hitter does to op with the
1015 * appropriate attacktype. Only 1 attacktype should be set at a time. 1097 * appropriate attacktype. Only 1 attacktype should be set at a time.
1016 * This doesn't damage the player, but returns how much it should 1098 * This doesn't damage the player, but returns how much it should
1017 * take. However, it will do other effects (paralyzation, slow, etc.) 1099 * take. However, it will do other effects (paralyzation, slow, etc.)
1018 * Note - changed for PR code - we now pass the attack number and not 1100 * Note - changed for PR code - we now pass the attack number and not
1019 * the attacktype. Makes it easier for the PR code. */ 1101 * the attacktype. Makes it easier for the PR code. */
1020 1102
1103int
1021int hit_player_attacktype(object *op, object *hitter, int dam, 1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1022 uint32 attacknum, int magic) { 1105{
1023 1106
1024 int doesnt_slay = 1; 1107 int doesnt_slay = 1;
1025 1108
1026 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1027 if (attacknum >= NROFATTACKS) { 1110 if (attacknum >= NROFATTACKS)
1111 {
1028 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1112 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1029 return 0; 1113 return 0;
1030 }
1031 1114 }
1115
1032 if (dam < 0) { 1116 if (dam < 0)
1117 {
1033 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1034 return 0; 1119 return 0;
1035 }
1036 1120 }
1121
1037 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1038 * people can't mess with that or it otherwise get confused. */ 1123 * people can't mess with that or it otherwise get confused. */
1039 if (attacknum == ATNR_INTERNAL) return dam; 1124 if (attacknum == ATNR_INTERNAL)
1040 1125 return dam;
1126
1041 if (hitter->slaying) { 1127 if (hitter->slaying)
1128 {
1042 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1043 (op->arch && (op->arch->name != NULL) && 1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1044 strstr(op->arch->name, hitter->slaying)) 1131 {
1045 ){ 1132 doesnt_slay = 0;
1046 doesnt_slay = 0; 1133 dam *= 3;
1047 dam *= 3;
1048 } 1134 }
1049 } 1135 }
1050 1136
1051 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1137 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1052 if (op->resist[attacknum]) { 1138 if (op->resist[attacknum])
1139 {
1053 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1140 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1054 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1141 * in case 0>dam>1, we try to "simulate" a float value-effect */
1055 dam *= (100-op->resist[attacknum]); 1142 dam *= (100 - op->resist[attacknum]);
1056 if (dam >= 100) dam /= 100; 1143 if (dam >= 100)
1144 dam /= 100;
1057 else 1145 else
1058 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1146 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1059 } 1147 }
1060 1148
1061 /* Special hack. By default, if immune to something, you 1149 /* Special hack. By default, if immune to something, you
1062 * shouldn't need to worry. However, acid is an exception, since 1150 * shouldn't need to worry. However, acid is an exception, since
1063 * it can still damage your items. Only include attacktypes if 1151 * it can still damage your items. Only include attacktypes if
1064 * special processing is needed */ 1152 * special processing is needed */
1065 1153
1066 if ((op->resist[attacknum] >= 100) && 1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1067 doesnt_slay && (attacknum != ATNR_ACID))
1068 return 0; 1155 return 0;
1069 1156
1070 /* Keep this in order - makes things easier to find */ 1157 /* Keep this in order - makes things easier to find */
1158
1159 switch (attacknum)
1071 1160 {
1072 switch(attacknum) {
1073 case ATNR_PHYSICAL: 1161 case ATNR_PHYSICAL:
1074 /* here also check for diseases */ 1162 /* here also check for diseases */
1075 check_physically_infect(op, hitter); 1163 check_physically_infect (op, hitter);
1076 break; 1164 break;
1077 1165
1078 /* Don't need to do anything for: 1166 /* Don't need to do anything for:
1079 magic, 1167 magic,
1080 fire, 1168 fire,
1081 electricity, 1169 electricity,
1082 cold */ 1170 cold */
1083 1171
1084 case ATNR_CONFUSION: 1172 case ATNR_CONFUSION:
1085 case ATNR_POISON: 1173 case ATNR_POISON:
1086 case ATNR_SLOW: 1174 case ATNR_SLOW:
1087 case ATNR_PARALYZE: 1175 case ATNR_PARALYZE:
1088 case ATNR_FEAR: 1176 case ATNR_FEAR:
1089 case ATNR_CANCELLATION: 1177 case ATNR_CANCELLATION:
1090 case ATNR_DEPLETE: 1178 case ATNR_DEPLETE:
1091 case ATNR_BLIND: 1179 case ATNR_BLIND:
1092 { 1180 {
1093 /* chance for inflicting a special attack depends on the 1181 /* chance for inflicting a special attack depends on the
1094 * difference between attacker's and defender's level 1182 * difference between attacker's and defender's level
1095 */ 1183 */
1096 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1097 1185
1098 /* First, only creatures/players with speed can be affected. 1186 /* First, only creatures/players with speed can be affected.
1099 * Second, just getting hit doesn't mean it always affects 1187 * Second, just getting hit doesn't mean it always affects
1100 * you. Third, you still get a saving through against the 1188 * you. Third, you still get a saving through against the
1101 * effect. 1189 * effect.
1102 */ 1190 */
1103 if (op->speed && 1191 if (op->speed &&
1104 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1105 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1106 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1194 {
1107 1195
1108 /* Player has been hit by something */ 1196 /* Player has been hit by something */
1109 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1197 if (attacknum == ATNR_CONFUSION)
1110 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1198 confuse_player (op, hitter, dam);
1111 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1199 else if (attacknum == ATNR_POISON)
1112 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1200 poison_player (op, hitter, dam);
1113 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1201 else if (attacknum == ATNR_SLOW)
1114 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1202 slow_player (op, hitter, dam);
1115 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1203 else if (attacknum == ATNR_PARALYZE)
1116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1204 paralyze_player (op, hitter, dam);
1117 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1205 else if (attacknum == ATNR_FEAR)
1118 } 1206 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op);
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam);
1213 }
1119 dam = 0; /* These are all effects and don't do real damage */ 1214 dam = 0; /* These are all effects and don't do real damage */
1120 } 1215 }
1121 break; 1216 break;
1122 case ATNR_ACID: 1217 case ATNR_ACID:
1123 { 1218 {
1124 int flag=0; 1219 int flag = 0;
1125 1220
1126 /* Items only get corroded if you're not on a battleground and 1221 /* Items only get corroded if you're not on a battleground and
1127 * if your acid resistance is below 50%. */ 1222 * if your acid resistance is below 50%. */
1128 if (!op_on_battleground(op, NULL, NULL) && 1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1129 (op->resist[ATNR_ACID] < 50)) 1224 {
1130 { 1225 object *tmp;
1131 object *tmp; 1226
1132 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1133 if(tmp->invisible) 1228 {
1134 continue; 1229 if (tmp->invisible)
1135 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1230 continue;
1136 (tmp->resist[ATNR_ACID] >= 10)) 1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1137 /* >= 10% acid res. on itmes will protect these */ 1232 /* >= 10% acid res. on itmes will protect these */
1138 continue; 1233 continue;
1139 if(!(tmp->material & M_IRON)) 1234 if (!(tmp->material & M_IRON))
1140 continue; 1235 continue;
1141 if(tmp->magic < -4) /* Let's stop at -5 */ 1236 if (tmp->magic < -4) /* Let's stop at -5 */
1142 continue; 1237 continue;
1143 if(tmp->type==RING || 1238 if (tmp->type == RING ||
1144 /* removed boots and gloves from exclusion list in 1239 /* removed boots and gloves from exclusion list in
1145 PR */ 1240 PR */
1146 tmp->type==GIRDLE || 1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1147 tmp->type==AMULET ||
1148 tmp->type==WAND ||
1149 tmp->type==ROD ||
1150 tmp->type==HORN)
1151 continue; /* To avoid some strange effects */ 1242 continue; /* To avoid some strange effects */
1152 1243
1153 /* High damage acid has better chance of corroding 1244 /* High damage acid has better chance of corroding
1154 objects */ 1245 objects */
1155 if(rndm(0, dam+4) > 1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1156 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1247 {
1157 if(op->type == PLAYER) 1248 if (op->type == PLAYER)
1158 /* Make this more visible */ 1249 /* Make this more visible */
1159 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1160 "The %s's acid corrodes your %s!", 1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1161 query_name(hitter), query_name(tmp)); 1252 flag = 1;
1162 flag = 1; 1253 tmp->magic--;
1163 tmp->magic--; 1254 if (op->type == PLAYER)
1164 if(op->type == PLAYER) 1255 esrv_send_item (op, tmp);
1165 esrv_send_item(op, tmp); 1256 }
1166 } 1257 }
1167 } 1258 if (flag)
1168 if(flag)
1169 fix_player(op); /* Something was corroded */ 1259 fix_player (op); /* Something was corroded */
1170 } 1260 }
1171 } 1261 }
1172 break; 1262 break;
1173 case ATNR_DRAIN: 1263 case ATNR_DRAIN:
1174 { 1264 {
1175 /* rate is the proportion of exp drained. High rate means 1265 /* rate is the proportion of exp drained. High rate means
1176 * not much is drained, low rate means a lot is drained. 1266 * not much is drained, low rate means a lot is drained.
1177 */ 1267 */
1178 int rate; 1268 int rate;
1179 1269
1180 if(op->resist[ATNR_DRAIN] >= 0) 1270 if (op->resist[ATNR_DRAIN] >= 0)
1181 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1271 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1182 else 1272 else
1183 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1184 1274
1185 if(op->stats.exp <= rate) { 1275 if (op->stats.exp <= rate)
1276 {
1186 if(op->type == GOLEM) 1277 if (op->type == GOLEM)
1187 dam = 999; /* Its force is "sucked" away. 8) */ 1278 dam = 999; /* Its force is "sucked" away. 8) */
1188 else 1279 else
1189 /* If we can't drain, lets try to do physical damage */ 1280 /* If we can't drain, lets try to do physical damage */
1190 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1191 } else { 1282 }
1283 else
1284 {
1192 /* Randomly give the hitter some hp */ 1285 /* Randomly give the hitter some hp */
1193 if(hitter->stats.hp<hitter->stats.maxhp && 1286 if (hitter->stats.hp < hitter->stats.maxhp &&
1194 (op->level > hitter->level) && 1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1195 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1288 hitter->stats.hp++;
1196 hitter->stats.hp++;
1197 1289
1198 /* Can't do drains on battleground spaces. 1290 /* Can't do drains on battleground spaces.
1199 * Move the wiz check up here - before, the hitter wouldn't gain exp 1291 * Move the wiz check up here - before, the hitter wouldn't gain exp
1200 * exp, but the wiz would still lose exp! If drainee is a wiz, 1292 * exp, but the wiz would still lose exp! If drainee is a wiz,
1201 * nothing happens. 1293 * nothing happens.
1202 * Try to credit the owner. We try to display player -> player drain 1294 * Try to credit the owner. We try to display player -> player drain
1203 * attacks, hence all the != PLAYER checks. 1295 * attacks, hence all the != PLAYER checks.
1204 */ 1296 */
1205 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1206 object *owner = get_owner(hitter); 1298 {
1299 object *owner = get_owner (hitter);
1207 1300
1208 if (owner && owner != hitter) { 1301 if (owner && owner != hitter)
1302 {
1209 if (op->type != PLAYER || owner->type != PLAYER) 1303 if (op->type != PLAYER || owner->type != PLAYER)
1210 change_exp(owner, op->stats.exp/(rate*2), 1304 change_exp (owner, op->stats.exp / (rate * 2),
1211 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 }
1212 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1307 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1213 change_exp(hitter, op->stats.exp/(rate*2), 1309 change_exp (hitter, op->stats.exp / (rate * 2),
1214 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1215 } 1311 }
1216 change_exp(op,-op->stats.exp/rate, NULL, 0); 1312 change_exp (op, -op->stats.exp / rate, NULL, 0);
1217 } 1313 }
1218 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1219 * drain attack, you won't know that you are actually sucking out EXP, 1315 * drain attack, you won't know that you are actually sucking out EXP,
1220 * as the messages will say you missed 1316 * as the messages will say you missed
1221 */ 1317 */
1222 } 1318 }
1223 } 1319 }
1224 break; 1320 break;
1225 case ATNR_TURN_UNDEAD: 1321 case ATNR_TURN_UNDEAD:
1226 { 1322 {
1227 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1323 if (QUERY_FLAG (op, FLAG_UNDEAD))
1228 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1324 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1229 object *god = find_god (determine_god (owner)); 1326 object *god = find_god (determine_god (owner));
1230 int div = 1; 1327 int div = 1;
1231 1328
1232 /* if undead are not an enemy of your god, you turn them 1329 /* if undead are not an enemy of your god, you turn them
1233 * at half strength */ 1330 * at half strength */
1234 if (! god || ! god->slaying || 1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1235 strstr (god->slaying, undead_name) == NULL)
1236 div = 2; 1332 div = 2;
1237 /* Give a bonus if you resist turn undead */ 1333 /* Give a bonus if you resist turn undead */
1238 if (op->level * div < 1334 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1239 (turn_bonus[owner->stats.Wis]+owner->level + 1335 scare_creature (op, owner);
1240 (op->resist[ATNR_TURN_UNDEAD]/100))) 1336 }
1241 scare_creature(op, owner); 1337 else
1242 }
1243 else
1244 dam = 0; /* don't damage non undead - should we damage 1338 dam = 0; /* don't damage non undead - should we damage
1245 undead? */ 1339 undead? */
1340 }
1246 } break; 1341 break;
1247 case ATNR_DEATH: 1342 case ATNR_DEATH:
1248 deathstrike_player(op, hitter, &dam); 1343 deathstrike_player (op, hitter, &dam);
1249 break; 1344 break;
1250 case ATNR_CHAOS: 1345 case ATNR_CHAOS:
1251 LOG(llevError, 1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1252 "%s was hit by %s with non-specific chaos.\n", 1347 dam = 0;
1253 query_name(op), 1348 break;
1254 query_name(hitter));
1255 dam = 0;
1256 break;
1257 case ATNR_COUNTERSPELL: 1349 case ATNR_COUNTERSPELL:
1258 LOG(llevError, 1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1259 "%s was hit by %s with counterspell attack.\n", 1351 dam = 0;
1260 query_name(op),
1261 query_name(hitter));
1262 dam = 0;
1263 /* This should never happen. Counterspell is handled 1352 /* This should never happen. Counterspell is handled
1264 * seperately and filtered out. If this does happen, 1353 * seperately and filtered out. If this does happen,
1265 * Counterspell has no effect on anything but spells, so it 1354 * Counterspell has no effect on anything but spells, so it
1266 * does no damage. */ 1355 * does no damage. */
1267 break; 1356 break;
1268 case ATNR_HOLYWORD: 1357 case ATNR_HOLYWORD:
1269 { 1358 {
1270 /* This has already been handled by hit_player, 1359 /* This has already been handled by hit_player,
1271 * no need to check twice -- DAMN */ 1360 * no need to check twice -- DAMN */
1272 1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1273 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1362
1274
1275 /* As with turn undead above, give a bonus on the saving throw */ 1363 /* As with turn undead above, give a bonus on the saving throw */
1276 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1364 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1277 owner->level+turn_bonus[owner->stats.Wis])
1278 scare_creature(op, owner); 1365 scare_creature (op, owner);
1366 }
1279 } break; 1367 break;
1280 case ATNR_LIFE_STEALING: 1368 case ATNR_LIFE_STEALING:
1281 { 1369 {
1282 int new_hp; 1370 int new_hp;
1371
1283 /* this is replacement to drain for players, instead of taking 1372 /* this is replacement to drain for players, instead of taking
1284 * exp it takes hp. It is geared for players, probably not 1373 * exp it takes hp. It is geared for players, probably not
1285 * much use giving it to monsters 1374 * much use giving it to monsters
1286 * 1375 *
1287 * life stealing doesn't do a lot of damage, but it gives the 1376 * life stealing doesn't do a lot of damage, but it gives the
1288 * damage it does do to the player. Given that, 1377 * damage it does do to the player. Given that,
1289 * it only does 1/10'th normal damage (hence the divide by 1378 * it only does 1/10'th normal damage (hence the divide by
1290 * 1000). 1379 * 1000).
1291 */ 1380 */
1292 /* You can't steal life from something undead */ 1381 /* You can't steal life from something undead */
1293 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0;
1294 /* If drain protection is higher than life stealing, use that */ 1384 /* If drain protection is higher than life stealing, use that */
1295 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1296 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else
1297 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1298 /* You die at -1 hp, not zero. */ 1389 /* You die at -1 hp, not zero. */
1299 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1390 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1;
1300 new_hp = hitter->stats.hp + dam; 1392 new_hp = hitter->stats.hp + dam;
1301 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1393 if (new_hp > hitter->stats.maxhp)
1302 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1394 new_hp = hitter->stats.maxhp;
1395 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp;
1397 }
1303 } 1398 }
1304 }
1305 return dam; 1399 return dam;
1306} 1400}
1307 1401
1308 1402
1309/* GROS: This code comes from hit_player. It has been made external to 1403/* GROS: This code comes from hit_player. It has been made external to
1310 * allow script procedures to "kill" objects in a combat-like fashion. 1404 * allow script procedures to "kill" objects in a combat-like fashion.
1319 * This function was a bit of a mess with hitter getting changed, 1413 * This function was a bit of a mess with hitter getting changed,
1320 * values being stored away but not used, etc. I've cleaned it up 1414 * values being stored away but not used, etc. I've cleaned it up
1321 * a bit - I think it should be functionally equivalant. 1415 * a bit - I think it should be functionally equivalant.
1322 * MSW 2002-07-17 1416 * MSW 2002-07-17
1323 */ 1417 */
1418int
1324int kill_object(object *op,int dam, object *hitter, int type) 1419kill_object (object *op, int dam, object *hitter, int type)
1325{ 1420{
1326 char buf[MAX_BUF]; 1421 char buf[MAX_BUF];
1327 const char *skill; 1422 const char *skill;
1328 int maxdam=0; 1423 int maxdam = 0;
1329 int battleg=0; /* true if op standing on battleground */ 1424 int battleg = 0; /* true if op standing on battleground */
1330 int pk=0; /* true if op and what controls hitter are both players*/ 1425 int pk = 0; /* true if op and what controls hitter are both players */
1331 object *owner=NULL; 1426 object *owner = NULL;
1332 object *skop=NULL; 1427 object *skop = NULL;
1333 1428
1334 if (op->stats.hp>=0) 1429 if (op->stats.hp >= 0)
1335 return -1; 1430 return -1;
1336 1431
1337 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1338 return 0; 1433 return 0;
1339 1434
1340 /* maxdam needs to be the amount of damage it took to kill 1435 /* maxdam needs to be the amount of damage it took to kill
1341 * this creature. The function(s) that call us have already 1436 * this creature. The function(s) that call us have already
1342 * adjusted the creatures HP total, so that is negative. 1437 * adjusted the creatures HP total, so that is negative.
1343 */ 1438 */
1344 maxdam = dam + op->stats.hp + 1; 1439 maxdam = dam + op->stats.hp + 1;
1345 1440
1346 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1347 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1348 1443
1349 if(op->type==DOOR) { 1444 if (op->type == DOOR)
1445 {
1350 op->speed = 0.1; 1446 op->speed = 0.1;
1351 update_ob_speed(op); 1447 update_ob_speed (op);
1352 op->speed_left= -0.05; 1448 op->speed_left = -0.05;
1353 return maxdam; 1449 return maxdam;
1354 } 1450 }
1451
1355 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 {
1356 remove_friendly_object(op); 1454 remove_friendly_object (op);
1357 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1455
1358 op->owner->contr->ranges[range_golem] == op) { 1456 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1359 op->owner->contr->ranges[range_golem]=NULL; 1457 op->owner->contr->ranges[range_golem] = 0;
1360 op->owner->contr->golem_count=0;
1361 }
1362 1458
1363 remove_ob(op); 1459 remove_ob (op);
1364 free_object(op); 1460 free_object (op);
1365 return maxdam; 1461 return maxdam;
1366 } 1462 }
1367 1463
1368 /* Now lets start dealing with experience we get for killing something */ 1464 /* Now lets start dealing with experience we get for killing something */
1369 1465
1370 owner=get_owner(hitter); 1466 owner = get_owner (hitter);
1371 if(owner==NULL) 1467 if (!owner)
1372 owner=hitter; 1468 owner = hitter;
1373 1469
1374 /* is the victim (op) standing on battleground? */ 1470 /* is the victim (op) standing on battleground? */
1375 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1471 if (op_on_battleground (op, NULL, NULL))
1376 1472 battleg = 1;
1473
1377 /* is this player killing?*/ 1474 /* is this player killing? */
1378 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1475 if (op->type == PLAYER && owner->type == PLAYER)
1476 pk = 1;
1379 1477
1380 /* Player killed something */ 1478 /* Player killed something */
1381 if(owner->type==PLAYER) { 1479 if (owner->type == PLAYER)
1480 {
1382 Log_Kill(owner->name, 1481 Log_Kill (owner->name,
1383 query_name(op),op->type, 1482 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1384 (owner!=hitter) ? query_name(hitter) : NULL,
1385 (owner!=hitter) ? hitter->type : 0);
1386 1483
1387 /* Log players killing other players - makes it easier to detect 1484 /* Log players killing other players - makes it easier to detect
1388 * and filter out malicious player killers - that is why the 1485 * and filter out malicious player killers - that is why the
1389 * ip address is included. 1486 * ip address is included.
1390 */ 1487 */
1391 if (op->type == PLAYER && !battleg) { 1488 if (op->type == PLAYER && !battleg)
1489 {
1392 time_t t=time(NULL); 1490 time_t t = time (NULL);
1393 struct tm *tmv; 1491 struct tm *tmv;
1394 char buf[256]; 1492 char buf[256];
1395 1493
1396 tmv = localtime(&t); 1494 tmv = localtime (&t);
1397 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1398 1496
1399 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1400 buf, owner->name, owner->contr->socket.host, query_name(op)); 1498 }
1401 }
1402 1499
1403 /* try to filter some things out - basically, if you are 1500 /* try to filter some things out - basically, if you are
1404 * killing a level 1 creature and your level 20, you 1501 * killing a level 1 creature and your level 20, you
1405 * probably don't want to see that. 1502 * probably don't want to see that.
1406 */ 1503 */
1407 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1504 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1505 {
1408 if(owner!=hitter) { 1506 if (owner != hitter)
1409 new_draw_info_format(NDI_BLACK, 0, owner, 1507 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1410 "You killed %s with %s.",query_name(op), 1508 else
1411 query_name(hitter)); 1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1412 } 1510
1413 else {
1414 new_draw_info_format(NDI_BLACK, 0, owner,
1415 "You killed %s.",query_name(op));
1416 }
1417 /* Only play sounds for melee kills */ 1511 /* Only play sounds for melee kills */
1418 if (hitter->type == PLAYER) 1512 if (hitter->type == PLAYER)
1419 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1420 } 1514 }
1421 1515
1422 /* If a player kills another player, not on 1516 /* If a player kills another player, not on
1423 * battleground, the "killer" looses 1 luck. Since this is 1517 * battleground, the "killer" looses 1 luck. Since this is
1424 * not reversible, it's actually quite a pain IMHO. -AV 1518 * not reversible, it's actually quite a pain IMHO. -AV
1425 * Fix bug in that we were changing the luck of the hitter, not 1519 * Fix bug in that we were changing the luck of the hitter, not
1426 * player that the object belonged to - so if you killed another player 1520 * player that the object belonged to - so if you killed another player
1427 * with spells, pets, whatever, there was no penalty. 1521 * with spells, pets, whatever, there was no penalty.
1428 * Changed to make luck penalty configurable in settings. 1522 * Changed to make luck penalty configurable in settings.
1429 */ 1523 */
1430 if(op->type == PLAYER && owner != op && !battleg) 1524 if (op->type == PLAYER && owner != op && !battleg)
1431 change_luck(owner, -settings.pk_luck_penalty); 1525 change_luck (owner, -settings.pk_luck_penalty);
1432 1526
1433 /* This code below deals with finding the appropriate skill 1527 /* This code below deals with finding the appropriate skill
1434 * to credit exp to. This is a bit problematic - we should 1528 * to credit exp to. This is a bit problematic - we should
1435 * probably never really have to look at current_weapon->skill 1529 * probably never really have to look at current_weapon->skill
1436 */ 1530 */
1437 skill = NULL; 1531 skill = 0;
1438 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1532
1533 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill;
1439 else if (owner->chosen_skill) { 1535 else if (owner->chosen_skill)
1536 {
1440 skill = owner->chosen_skill->skill; 1537 skill = owner->chosen_skill->skill;
1441 skop = owner->chosen_skill; 1538 skop = owner->chosen_skill;
1442 } 1539 }
1443 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1444 else 1541 skill = owner->current_weapon->skill;
1542 else
1445 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1446 1544
1447 /* We have the skill we want to credit to - now find the object this goes 1545 /* We have the skill we want to credit to - now find the object this goes
1448 * to. Make sure skop is an actual skill, and not a skill tool! 1546 * to. Make sure skop is an actual skill, and not a skill tool!
1449 */ 1547 */
1450 if ((!skop || skop->type != SKILL) && skill) { 1548 if ((!skop || skop->type != SKILL) && skill)
1451 int i; 1549 {
1550 int i;
1452 1551
1453 for (i=0; i<NUM_SKILLS; i++) 1552 for (i = 0; i < NUM_SKILLS; i++)
1553 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1554 {
1454 if (owner->contr->last_skill_ob[i] && 1555 skop = owner->contr->last_skill_ob[i];
1455 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1556 break;
1456 skop = owner->contr->last_skill_ob[i]; 1557 }
1457 break; 1558 }
1458 }
1459 }
1460 } /* Was it a player that hit somethign */ 1559 } /* Was it a player that hit somethign */
1461 else { 1560 else
1462 skill = NULL; 1561 skill = 0;
1463 }
1464 1562
1465 /* Pet (or spell) killed something. */ 1563 /* Pet (or spell) killed something. */
1466 if(owner != hitter ) { 1564 if (owner != hitter)
1467 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1565 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1468 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1566 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1469 }
1470 else { 1567 else
1471 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1568 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1472 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1569 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1473 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1570 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1474 } 1571
1475 /* These may have been set in the player code section above */ 1572 /* These may have been set in the player code section above */
1573 if (!skop)
1476 if (!skop) skop = hitter->chosen_skill; 1574 skop = hitter->chosen_skill;
1477 if (!skill && skop) skill=skop->skill;
1478 1575
1576 if (!skill && skop)
1577 skill = skop->skill;
1578
1479 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1480 1580
1481
1482 /* If you didn't kill yourself, and your not the wizard */ 1581 /* If you didn't kill yourself, and your not the wizard */
1483 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1484 int exp; 1583 {
1584 int exp;
1485 1585
1486 /* Really don't give much experience for killing other players */ 1586 /* Really don't give much experience for killing other players */
1487 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1488 if (op->type==PLAYER) { 1588 if (op->type == PLAYER)
1489 if (battleg) {
1490 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1491 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1492 }
1493 else
1494 exp = op->stats.exp / 1000;
1495 } 1589 {
1590 if (battleg)
1591 {
1592 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1593 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1594 }
1496 else 1595 else
1596 exp = op->stats.exp / 1000;
1597 }
1598 else
1497 exp = calc_skill_exp(owner, op, skop); 1599 exp = calc_skill_exp (owner, op, skop);
1498 1600
1499 /* if op is standing on "battleground" (arena), no way to gain 1601 /* if op is standing on "battleground" (arena), no way to gain
1500 * exp by killing him 1602 * exp by killing him
1501 */ 1603 */
1502 if (battleg) exp = 0; 1604 if (battleg)
1605 exp = 0;
1503 1606
1504 /* Don't know why this is set this way - doesn't make 1607 /* Don't know why this is set this way - doesn't make
1505 * sense to just divide everything by two for no reason. 1608 * sense to just divide everything by two for no reason.
1506 */ 1609 */
1507 1610
1508 if (!settings.simple_exp) 1611 if (!settings.simple_exp)
1509 exp=exp/2; 1612 exp = exp / 2;
1510 1613
1511 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1614 if (owner->type != PLAYER || owner->contr->party == NULL)
1512 change_exp(owner,exp, skill, 0); 1615 change_exp (owner, exp, skill, 0);
1513 } 1616 else
1514 else { 1617 {
1515 int shares=0,count=0; 1618 int shares = 0, count = 0;
1516
1517 player *pl; 1619 player *pl;
1518
1519 partylist *party=owner->contr->party; 1620 partylist *party = owner->contr->party;
1621
1520#ifdef PARTY_KILL_LOG 1622#ifdef PARTY_KILL_LOG
1521 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1623 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1522#endif 1624#endif
1523 for(pl=first_player;pl!=NULL;pl=pl->next) { 1625 for (pl = first_player; pl != NULL; pl = pl->next)
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1525 count++; 1627 {
1628 count++;
1526 shares+=(pl->ob->level+4); 1629 shares += (pl->ob->level + 4);
1527 } 1630 }
1631
1632 if (count == 1 || shares > exp || !shares)
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else
1635 {
1636 int share = exp / shares, given = 0, nexp;
1637
1638 for (pl = first_player; pl != NULL; pl = pl->next)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 {
1641 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp;
1644 }
1645
1646 exp -= given;
1647 /* give any remainder to the player */
1648 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1649 }
1650 } /* else part of a party */
1651 } /* end if person didn't kill himself */
1652
1653 if (op->type != PLAYER)
1654 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 {
1657 object *owner1 = get_owner (op);
1658
1659 if (owner1 && owner1->type == PLAYER)
1660 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1662 /* Maybe we should include the owner that killed this, maybe not */
1663 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1664 }
1665
1666 remove_friendly_object (op);
1667 }
1668
1669 remove_ob (op);
1670 free_object (op);
1528 } 1671 }
1529 if(count==1 || shares>exp) 1672 else
1530 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1531 else {
1532 int share=exp/shares,given=0,nexp;
1533 for(pl=first_player;pl!=NULL;pl=pl->next) {
1534 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1535 nexp=(pl->ob->level+4)*share;
1536 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1537 given+=nexp;
1538 }
1539 }
1540 exp-=given;
1541 /* give any remainder to the player */
1542 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1543 }
1544 } /* else part of a party */
1545
1546 } /* end if person didn't kill himself */
1547
1548 if(op->type!=PLAYER) {
1549 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1550 object *owner1 = get_owner(op);
1551
1552 if(owner1!= NULL && owner1->type == PLAYER) {
1553 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1554 /* Maybe we should include the owner that killed this, maybe not */
1555 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1556 op->name,hitter->name);
1557 }
1558 remove_friendly_object(op);
1559 }
1560 remove_ob(op);
1561 free_object(op);
1562 } 1673 {
1563 /* Player has been killed! */ 1674 /* Player has been killed! */
1675 if (owner->type == PLAYER)
1676 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1564 else { 1677 else
1565 if(owner->type==PLAYER) { 1678 assign (op->contr->killer, hitter->name);
1566 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1567 }
1568 else {
1569 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1570 op->contr->killer[BIG_NAME-1]='\0';
1571 }
1572 } 1679 }
1680
1573 /* This was return -1 - that doesn't seem correct - if we return -1, process 1681 /* This was return -1 - that doesn't seem correct - if we return -1, process
1574 * continues in the calling function. 1682 * continues in the calling function.
1575 */ 1683 */
1576 return maxdam; 1684 return maxdam;
1577} 1685}
1578 1686
1579/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1580 * Returns 0 this is not friendly fire 1688 * Returns 0 this is not friendly fire
1581 */ 1689 */
1582 1690
1691int
1583int friendly_fire(object *op, object *hitter){ 1692friendly_fire (object *op, object *hitter)
1693{
1584 object *owner; 1694 object *owner;
1585 int friendlyfire; 1695 int friendlyfire;
1586
1587 if (hitter->head) hitter=hitter->head;
1588 1696
1697 if (hitter->head)
1698 hitter = hitter->head;
1699
1589 friendlyfire = 0; 1700 friendlyfire = 0;
1590 1701
1591 if(op->type == PLAYER) { 1702 if (op->type == PLAYER)
1703 {
1592 if (op_on_battleground (hitter, 0, 0)) 1704 if (op_on_battleground (hitter, 0, 0))
1593 return 0; 1705 return 0;
1594 1706
1595 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1596 return 1; 1708 return 1;
1597 1709
1598 if((owner = get_owner(hitter))!=NULL) { 1710 if ((owner = get_owner (hitter)) != NULL)
1711 {
1599 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1712 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1600 friendlyfire = 2; 1713 friendlyfire = 2;
1601 } 1714 }
1602 1715
1603 if (hitter->type == SPELL || hitter->type == POISONING || 1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1604 hitter->type == DISEASE || hitter->type == RUNE)
1605 friendlyfire = 0; 1717 friendlyfire = 0;
1606 } 1718 }
1607 return friendlyfire; 1719 return friendlyfire;
1608} 1720}
1609 1721
1610 1722
1611/* This isn't used just for players, but in fact most objects. 1723/* This isn't used just for players, but in fact most objects.
1612 * op is the object to be hit, dam is the amount of damage, hitter 1724 * op is the object to be hit, dam is the amount of damage, hitter
1617 */ 1729 */
1618 1730
1619 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1620 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1621 1733
1734int
1622int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1735hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{
1623 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1624 int maxattacktype, attacknum; 1738 int maxattacktype, attacknum;
1625 int body_attack = op && op->head; /* Did we hit op's head? */ 1739 int body_attack = op && op->head; /* Did we hit op's head? */
1626 int simple_attack; 1740 int simple_attack;
1627 tag_t op_tag, hitter_tag;
1628 int rtn_kill = 0; 1741 int rtn_kill = 0;
1629 int friendlyfire; 1742 int friendlyfire;
1630 1743
1631 if (get_attack_mode (&op, &hitter, &simple_attack)) 1744 if (get_attack_mode (&op, &hitter, &simple_attack))
1745 return 0;
1746
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1748 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0;
1750
1751#ifdef PROHIBIT_PLAYERKILL
1752 if (op->type == PLAYER)
1753 {
1754 object *owner = get_owner (hitter);
1755
1756 if (!owner)
1757 owner = hitter;
1758
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1632 return 0; 1760 return 0;
1761 }
1762#endif
1633 1763
1634 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1764 if (body_attack)
1635 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1765 {
1766 /* slow and paralyze must hit the head. But we don't want to just
1767 * return - we still need to process other attacks the spell still
1768 * might have. So just remove the paralyze and slow attacktypes,
1769 * and keep on processing if we have other attacktypes.
1770 * return if only magic or nothing is left - under normal code
1771 * we don't attack with pure magic if there is another attacktype.
1772 * Only do processing if the initial attacktype includes one of those
1773 * attack so we don't cancel out things like magic bullet.
1774 */
1775 if (type & (AT_PARALYZE | AT_SLOW))
1776 {
1777 type &= ~(AT_PARALYZE | AT_SLOW);
1778
1779 if (!type || type == AT_MAGIC)
1636 return 0; 1780 return 0;
1781 }
1782 }
1637 1783
1638#ifdef PROHIBIT_PLAYERKILL 1784 if (!simple_attack && op->type == DOOR)
1639 if (op->type == PLAYER) { 1785 {
1640 object *owner = get_owner (hitter); 1786 object *tmp;
1641 if (!owner) owner = hitter; 1787
1642 if (owner->type == PLAYER 1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1643 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1789 if (tmp->type == RUNE || tmp->type == TRAP)
1644 && op != owner) { 1790 {
1791 spring_trap (tmp, hitter);
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1645 return 0; 1793 return 0;
1794 break;
1646 } 1795 }
1796 }
1797
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1647 } 1799 {
1800 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here.
1802 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1804 return 0;
1805 }
1806
1807#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1648#endif 1809#endif
1649 1810
1650 op_tag = op->count;
1651 hitter_tag = hitter->count;
1652
1653 if (body_attack) {
1654 /* slow and paralyze must hit the head. But we don't want to just
1655 * return - we still need to process other attacks the spell still
1656 * might have. So just remove the paralyze and slow attacktypes,
1657 * and keep on processing if we have other attacktypes.
1658 * return if only magic or nothing is left - under normal code
1659 * we don't attack with pure magic if there is another attacktype.
1660 * Only do processing if the initial attacktype includes one of those
1661 * attack so we don't cancel out things like magic bullet.
1662 */
1663 if (type & (AT_PARALYZE | AT_SLOW)) {
1664 type &= ~(AT_PARALYZE | AT_SLOW);
1665 if (!type || type==AT_MAGIC) return 0;
1666 }
1667 }
1668
1669 if ( ! simple_attack && op->type == DOOR) {
1670 object *tmp;
1671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1672 if (tmp->type == RUNE || tmp->type == TRAP) {
1673 spring_trap (tmp, hitter);
1674 if (was_destroyed (hitter, hitter_tag)
1675 || was_destroyed (op, op_tag)
1676 || abort_attack (op, hitter, simple_attack))
1677 return 0;
1678 break;
1679 }
1680 }
1681
1682 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1683 /* FIXME: If a player is killed by a rune in a door, the
1684 * was_destroyed() check above doesn't return, and might get here.
1685 */
1686 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1687 "hit_player()\n", op->arch->name, op->name);
1688 return 0;
1689 }
1690
1691#ifdef ATTACK_DEBUG
1692 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1693#endif
1694
1695 if (magic) { 1811 if (magic)
1812 {
1696 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1813 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1697 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1814 * in case 0>dam>1, we try to "simulate" a float value-effect */
1698 dam = dam*(100-op->resist[ATNR_MAGIC]); 1815 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1699 if (dam >= 100) 1816 if (dam >= 100)
1700 dam /= 100; 1817 dam /= 100;
1701 else 1818 else
1702 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1819 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1703 } 1820 }
1704 1821
1705 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1706 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1823 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1707 */ 1824 */
1708 if(type & AT_CHAOS){ 1825 if (type & AT_CHAOS)
1826 {
1709 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1827 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1710 update_object(op,UP_OBJ_FACE); 1828 update_object (op, UP_OBJ_FACE);
1711 type &= ~AT_CHAOS; 1829 type &= ~AT_CHAOS;
1712 } 1830 }
1713 1831
1714 /* Holyword is really an attacktype modifier (like magic is). If 1832 /* Holyword is really an attacktype modifier (like magic is). If
1715 * holyword is part of an attacktype, then make sure the creature is 1833 * holyword is part of an attacktype, then make sure the creature is
1716 * a proper match, otherwise no damage. 1834 * a proper match, otherwise no damage.
1717 */ 1835 */
1718 if (type & AT_HOLYWORD) { 1836 if (type & AT_HOLYWORD)
1837 {
1719 object *god; 1838 object *god;
1839
1720 if ((!hitter->slaying || 1840 if ((!hitter->slaying ||
1721 (!(op->race && strstr(hitter->slaying,op->race)) && 1841 (!(op->race && strstr (hitter->slaying, op->race)) &&
1722 !(op->name && strstr(hitter->slaying,op->name)))) && 1842 !(op->name && strstr (hitter->slaying, op->name)))) &&
1723 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1843 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1724 (hitter->title != NULL 1844 (hitter->title != NULL
1725 && (god = find_god(determine_god(hitter))) != NULL 1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1726 && god->race != NULL
1727 && strstr(god->race,undead_name) != NULL)))
1728 return 0; 1846 return 0;
1729 } 1847 }
1730 1848
1731 maxattacktype = type; /* initialize this to something */ 1849 maxattacktype = type; /* initialize this to something */
1732 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 {
1733 /* Magic isn't really a true attack type - it gets combined with other 1852 /* Magic isn't really a true attack type - it gets combined with other
1734 * attack types. As such, skip it over. However, if magic is 1853 * attack types. As such, skip it over. However, if magic is
1735 * the only attacktype in the group, then still attack with it 1854 * the only attacktype in the group, then still attack with it
1736 */ 1855 */
1737 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1856 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1857 continue;
1738 1858
1739 /* Go through and hit the player with each attacktype, one by one. 1859 /* Go through and hit the player with each attacktype, one by one.
1740 * hit_player_attacktype only figures out the damage, doesn't inflict 1860 * hit_player_attacktype only figures out the damage, doesn't inflict
1741 * it. It will do the appropriate action for attacktypes with 1861 * it. It will do the appropriate action for attacktypes with
1742 * effects (slow, paralization, etc. 1862 * effects (slow, paralization, etc.
1743 */ 1863 */
1744 if (type & attacktype) { 1864 if (type & attacktype)
1865 {
1745 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1866 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1746 /* the >= causes us to prefer messages from special attacks, if 1867 /* the >= causes us to prefer messages from special attacks, if
1747 * the damage is equal. 1868 * the damage is equal.
1748 */ 1869 */
1749 if (ndam >= maxdam) { 1870 if (ndam >= maxdam)
1871 {
1750 maxdam = ndam; 1872 maxdam = ndam;
1751 maxattacktype = 1<<attacknum; 1873 maxattacktype = 1 << attacknum;
1874 }
1875 }
1752 } 1876 }
1753 } 1877
1754 }
1755
1756 /* if this is friendly fire then do a set % of damage only 1878 /* if this is friendly fire then do a set % of damage only
1757 * Note - put a check in to make sure this attack is actually 1879 * Note - put a check in to make sure this attack is actually
1758 * doing damage - otherwise, the +1 in the code below will make 1880 * doing damage - otherwise, the +1 in the code below will make
1759 * an attack do damage before when it otherwise didn't 1881 * an attack do damage before when it otherwise didn't
1760 */ 1882 */
1761 friendlyfire = friendly_fire(op, hitter); 1883 friendlyfire = friendly_fire (op, hitter);
1762 if (friendlyfire && maxdam){ 1884 if (friendlyfire && maxdam)
1885 {
1763 maxdam = ((dam * settings.set_friendly_fire) / 100); 1886 maxdam = ((dam * settings.set_friendly_fire) / 100);
1764#ifndef COZY_SERVER 1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890
1891#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif
1895 }
1896
1897 if (!full_hit)
1898 {
1899 archetype *at;
1900 int area;
1901 int remainder;
1902
1903 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more)
1905 area++;
1906 assert (area > 0);
1907
1908 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */
1910 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area;
1912 if (RANDOM () % 100 < remainder)
1765 maxdam++; 1913 maxdam++;
1914 }
1915
1916#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1766#endif 1918#endif
1767
1768#ifdef ATTACK_DEBUG
1769 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1770 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1771#endif
1772 }
1773 1919
1774 if (!full_hit) {
1775 archetype *at;
1776 int area;
1777 int remainder;
1778
1779 area = 0;
1780 for(at = op->arch; at != NULL; at = at->more)
1781 area++;
1782 assert(area > 0);
1783
1784 /* basically: maxdam /= area; we try to "simulate" a float
1785 value-effect */
1786 remainder = 100*(maxdam%area)/area;
1787 maxdam /= area;
1788 if (RANDOM()%100 < remainder)
1789 maxdam++;
1790 }
1791
1792#ifdef ATTACK_DEBUG
1793 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1794#endif
1795
1796 if(get_owner(hitter)) 1920 if (get_owner (hitter))
1797 op->enemy=hitter->owner; 1921 op->enemy = hitter->owner;
1798 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1799 op->enemy=hitter; 1923 op->enemy = hitter;
1800 1924
1801 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 {
1802 /* The unaggressives look after themselves 8) */ 1927 /* The unaggressives look after themselves 8) */
1803 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1804 npc_call_help(op); 1929 npc_call_help (op);
1805 } 1930 }
1806 1931
1807 if (magic && did_make_save(op, op->level, 0)) 1932 if (magic && did_make_save (op, op->level, 0))
1808 maxdam=maxdam/2; 1933 maxdam = maxdam / 2;
1809 1934
1810 attack_message(maxdam, maxattacktype, op, hitter); 1935 attack_message (maxdam, maxattacktype, op, hitter);
1811 1936
1812 op->stats.hp-=maxdam; 1937 op->stats.hp -= maxdam;
1813 1938
1814 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1939 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1815 if ((op->stats.hp>=0) && 1940 if ((op->stats.hp >= 0) &&
1816 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1941 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1817 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1942 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1818 (float)op->stats.maxhp)) { 1943 {
1819 1944
1820 if (QUERY_FLAG(op, FLAG_MONSTER)) 1945 if (QUERY_FLAG (op, FLAG_MONSTER))
1821 SET_FLAG(op, FLAG_RUN_AWAY); 1946 SET_FLAG (op, FLAG_RUN_AWAY);
1822 else 1947 else
1823 scare_creature(op, hitter); 1948 scare_creature (op, hitter);
1824 } 1949 }
1825 1950
1826 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 {
1827 if (maxdam) 1953 if (maxdam)
1828 tear_down_wall(op); 1954 tear_down_wall (op);
1829 return maxdam; /* nothing more to do for wall */ 1955 return maxdam; /* nothing more to do for wall */
1830 } 1956 }
1831 1957
1832 /* See if the creature has been killed */ 1958 /* See if the creature has been killed */
1833 rtn_kill = kill_object(op, maxdam, hitter, type); 1959 rtn_kill = kill_object (op, maxdam, hitter, type);
1834 if (rtn_kill != -1) 1960 if (rtn_kill != -1)
1835 return rtn_kill; 1961 return rtn_kill;
1836 1962
1837 1963
1838 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1839 * that before if the player was immune to ghosthit, the monster 1965 * that before if the player was immune to ghosthit, the monster
1840 * remained - that is no longer the case. 1966 * remained - that is no longer the case.
1841 */ 1967 */
1842 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 {
1843 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1844 remove_friendly_object(hitter); 1971 remove_friendly_object (hitter);
1845 remove_ob(hitter); 1972 remove_ob (hitter);
1846 free_object(hitter); 1973 free_object (hitter);
1847 } 1974 }
1848 /* Lets handle creatures that are splitting now */ 1975 /* Lets handle creatures that are splitting now */
1849 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1850 int i; 1977 {
1978 int i;
1851 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1852 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1853 object *owner = get_owner(op); 1981 object *owner = get_owner (op);
1854 1982
1855 if(!op->other_arch) { 1983 if (!op->other_arch)
1984 {
1856 LOG(llevError,"SPLITTING without other_arch error.\n"); 1985 LOG (llevError, "SPLITTING without other_arch error.\n");
1857 return maxdam; 1986 return maxdam;
1858 } 1987 }
1859 remove_ob(op); 1988 remove_ob (op);
1860 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1989 for (i = 0; i < NROFNEWOBJS (op); i++)
1990 { /* This doesn't handle op->more yet */
1861 object *tmp=arch_to_object(op->other_arch); 1991 object *tmp = arch_to_object (op->other_arch);
1862 int j; 1992 int j;
1863 1993
1864 tmp->stats.hp=op->stats.hp; 1994 tmp->stats.hp = op->stats.hp;
1865 if (friendly) { 1995 if (friendly)
1996 {
1866 SET_FLAG(tmp, FLAG_FRIENDLY); 1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1867 add_friendly_object(tmp); 1998 add_friendly_object (tmp);
1868 tmp->attack_movement = PETMOVE; 1999 tmp->attack_movement = PETMOVE;
1869 if (owner!=NULL) 2000 if (owner != NULL)
1870 set_owner(tmp,owner); 2001 set_owner (tmp, owner);
1871 } 2002 }
1872 if (unaggressive) 2003 if (unaggressive)
1873 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1874 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2005 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1875 if (j==-1) /* No spot to put this monster */ 2006 if (j == -1) /* No spot to put this monster */
1876 free_object(tmp); 2007 free_object (tmp);
1877 else { 2008 else
2009 {
1878 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1879 insert_ob_in_map(tmp,op->map,NULL,0); 2011 insert_ob_in_map (tmp, op->map, NULL, 0);
1880 } 2012 }
1881 } 2013 }
1882 if(friendly) 2014 if (friendly)
1883 remove_friendly_object(op); 2015 remove_friendly_object (op);
1884 free_object(op); 2016 free_object (op);
1885 } 2017 }
1886 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 {
1887 remove_ob(hitter); 2020 remove_ob (hitter);
1888 free_object(hitter); 2021 free_object (hitter);
1889 } 2022 }
1890 return maxdam; 2023 return maxdam;
1891} 2024}
1892 2025
1893 2026
2027void
1894void poison_player(object *op, object *hitter, int dam) 2028poison_player (object *op, object *hitter, int dam)
1895{ 2029{
1896 archetype *at = find_archetype("poisoning"); 2030 archetype *at = archetype::find ("poisoning");
1897 object *tmp=present_arch_in_ob(at,op); 2031 object *tmp = present_arch_in_ob (at, op);
1898 2032
1899 if(tmp==NULL) { 2033 if (tmp == NULL)
2034 {
1900 if((tmp=arch_to_object(at))==NULL) 2035 if ((tmp = arch_to_object (at)) == NULL)
1901 LOG(llevError,"Failed to clone arch poisoning.\n"); 2036 LOG (llevError, "Failed to clone arch poisoning.\n");
1902 else { 2037 else
2038 {
1903 tmp = insert_ob_in_ob(tmp,op); 2039 tmp = insert_ob_in_ob (tmp, op);
1904 /* peterm: give poisoning some teeth. It should 2040 /* peterm: give poisoning some teeth. It should
1905 * be able to kill things better than it does: 2041 * be able to kill things better than it does:
1906 * damage should be dependent something--I choose to 2042 * damage should be dependent something--I choose to
1907 * do this: if it's a monster, the damage from the 2043 * do this: if it's a monster, the damage from the
1908 * poisoning goes as the level of the monster/2. 2044 * poisoning goes as the level of the monster/2.
1909 * If anything else, goes as damage. 2045 * If anything else, goes as damage.
1910 */ 2046 */
1911 2047
1912 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2048 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1913 tmp->stats.dam += hitter->level/2; 2049 tmp->stats.dam += hitter->level / 2;
1914 else 2050 else
1915 tmp->stats.dam = dam; 2051 tmp->stats.dam = dam;
1916 2052
1917 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1918 if(hitter->skill && hitter->skill != tmp->skill) { 2054 if (hitter->skill && hitter->skill != tmp->skill)
1919 if (tmp->skill) free_string(tmp->skill); 2055 {
1920 tmp->skill = add_refcount(hitter->skill); 2056 tmp->skill = hitter->skill;
1921 } 2057 }
1922 2058
1923 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2059 tmp->stats.food += dam; /* more damage, longer poisoning */
1924 2060
1925 if(op->type==PLAYER) { 2061 if (op->type == PLAYER)
2062 {
1926 /* player looses stats, maximum is -10 of each */ 2063 /* player looses stats, maximum is -10 of each */
1927 tmp->stats.Con= MAX(-(dam/4+1), -10); 2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1928 tmp->stats.Str= MAX(-(dam/3+2), -10); 2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1929 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1930 tmp->stats.Int= MAX(-dam/7, -10); 2067 tmp->stats.Int = MAX (-dam / 7, -10);
1931 SET_FLAG(tmp,FLAG_APPLIED); 2068 SET_FLAG (tmp, FLAG_APPLIED);
1932 fix_player(op); 2069 fix_player (op);
1933 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1934 } 2071 }
1935 if (hitter->type == PLAYER) 2072 if (hitter->type == PLAYER)
1936 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1937 op->name);
1938 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1939 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2075 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1940 "Your %s poisons %s.", hitter->name, op->name); 2076 }
1941 }
1942 tmp->speed_left=0; 2077 tmp->speed_left = 0;
1943 } 2078 }
1944 else 2079 else
1945 tmp->stats.food++; 2080 tmp->stats.food++;
1946} 2081}
1947 2082
2083void
1948void slow_player(object *op,object *hitter,int dam) 2084slow_player (object *op, object *hitter, int dam)
2085{
1949{ archetype *at = find_archetype("slowness"); 2086 archetype *at = archetype::find ("slowness");
1950 object *tmp; 2087 object *tmp;
2088
1951 if(at == NULL) { 2089 if (at == NULL)
2090 {
1952 LOG(llevError,"Can't find slowness archetype.\n"); 2091 LOG (llevError, "Can't find slowness archetype.\n");
1953 } 2092 }
1954 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2093 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 {
1955 tmp = arch_to_object(at); 2095 tmp = arch_to_object (at);
1956 tmp = insert_ob_in_ob(tmp,op); 2096 tmp = insert_ob_in_ob (tmp, op);
1957 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 }
1958 } else 2099 else
1959 tmp->stats.food++; 2100 tmp->stats.food++;
1960 SET_FLAG(tmp, FLAG_APPLIED); 2101 SET_FLAG (tmp, FLAG_APPLIED);
1961 tmp->speed_left=0; 2102 tmp->speed_left = 0;
1962 fix_player(op); 2103 fix_player (op);
1963} 2104}
1964 2105
2106void
1965void confuse_player(object *op, object *hitter, int dam) 2107confuse_player (object *op, object *hitter, int dam)
1966{ 2108{
1967 object *tmp; 2109 object *tmp;
1968 int maxduration; 2110 int maxduration;
1969 2111
1970 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2112 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1971 if(!tmp) { 2113 if (!tmp)
1972 tmp = get_archetype(FORCE_NAME);
1973 tmp = insert_ob_in_ob(tmp,op);
1974 }
1975 2114 {
2115 tmp = get_archetype (FORCE_NAME);
2116 tmp = insert_ob_in_ob (tmp, op);
2117 }
2118
1976 /* Duration added per hit and max. duration of confusion both depend 2119 /* Duration added per hit and max. duration of confusion both depend
1977 * on the player's resistance 2120 * on the player's resistance
1978 */ 2121 */
1979 tmp->speed = 0.05; 2122 tmp->speed = 0.05;
1980 tmp->subtype = FORCE_CONFUSION; 2123 tmp->subtype = FORCE_CONFUSION;
1981 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1982 if (tmp->name) free_string(tmp->name);
1983 tmp->name = add_string("confusion"); 2125 tmp->name = "confusion";
1984 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1985 if( tmp->duration > maxduration) 2127 if (tmp->duration > maxduration)
1986 tmp->duration = maxduration; 2128 tmp->duration = maxduration;
1987 2129
1988 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1989 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1990 SET_FLAG(op, FLAG_CONFUSED); 2132 SET_FLAG (op, FLAG_CONFUSED);
1991} 2133}
1992 2134
2135void
1993void blind_player(object *op, object *hitter, int dam) 2136blind_player (object *op, object *hitter, int dam)
1994{ 2137{
1995 object *tmp,*owner; 2138 object *tmp, *owner;
1996 2139
1997 /* Save some work if we know it isn't going to affect the player */ 2140 /* Save some work if we know it isn't going to affect the player */
1998 if (op->resist[ATNR_BLIND]==100) return; 2141 if (op->resist[ATNR_BLIND] == 100)
2142 return;
1999 2143
2000 tmp = present_in_ob(BLINDNESS,op); 2144 tmp = present_in_ob (BLINDNESS, op);
2001 if(!tmp) { 2145 if (!tmp)
2146 {
2002 tmp = get_archetype("blindness"); 2147 tmp = get_archetype ("blindness");
2003 SET_FLAG(tmp, FLAG_BLIND); 2148 SET_FLAG (tmp, FLAG_BLIND);
2004 SET_FLAG(tmp, FLAG_APPLIED); 2149 SET_FLAG (tmp, FLAG_APPLIED);
2005 /* use floats so we don't lose too much precision due to rounding errors. 2150 /* use floats so we don't lose too much precision due to rounding errors.
2006 * speed is a float anyways. 2151 * speed is a float anyways.
2007 */ 2152 */
2008 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2009 2154
2010 tmp = insert_ob_in_ob(tmp,op); 2155 tmp = insert_ob_in_ob (tmp, op);
2011 change_abil(op,tmp); /* Mostly to display any messages */ 2156 change_abil (op, tmp); /* Mostly to display any messages */
2012 fix_player(op); /* This takes care of some other stuff */ 2157 fix_player (op); /* This takes care of some other stuff */
2013 2158
2159 if (hitter->owner)
2014 if(hitter->owner) owner = get_owner(hitter); 2160 owner = get_owner (hitter);
2161 else
2015 else owner = hitter; 2162 owner = hitter;
2016 2163
2017 new_draw_info_format(NDI_UNIQUE,0,owner, 2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2018 "Your attack blinds %s!",query_name(op));
2019 } 2165 }
2020 tmp->stats.food += dam; 2166 tmp->stats.food += dam;
2021 if(tmp->stats.food > 10) tmp->stats.food = 10; 2167 if (tmp->stats.food > 10)
2168 tmp->stats.food = 10;
2022} 2169}
2023 2170
2171void
2024void paralyze_player(object *op, object *hitter, int dam) 2172paralyze_player (object *op, object *hitter, int dam)
2025{ 2173{
2026 float effect,max; 2174 float effect, max;
2175
2027 /* object *tmp; */ 2176 /* object *tmp; */
2028 2177
2029 /* This is strange stuff... someone knows for what this is 2178 /* This is strange stuff... someone knows for what this is
2030 * written? Well, i think this can and should be removed 2179 * written? Well, i think this can and should be removed
2031 */ 2180 */
2032 2181
2033 /* 2182 /*
2034 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2183 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2035 tmp=clone_arch(PARAIMAGE); 2184 tmp=clone_arch(PARAIMAGE);
2036 tmp->x=op->x,tmp->y=op->y; 2185 tmp->x=op->x,tmp->y=op->y;
2037 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2186 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2038 } 2187 }
2039 */ 2188 */
2040 2189
2041 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2190 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2042 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2191 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2043 2192
2044 if (effect==0) return; 2193 if (effect == 0)
2194 return;
2045 2195
2046 op->speed_left-=FABS(op->speed)*effect; 2196 op->speed_left -= FABS (op->speed) * effect;
2047 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2197 /* tmp->stats.food+=(signed short) effect/op->speed; */
2048 2198
2049 /* max number of ticks to be affected for. */ 2199 /* max number of ticks to be affected for. */
2050 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2200 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2051 if (op->speed_left< -(FABS(op->speed)*max)) 2201 if (op->speed_left < -(FABS (op->speed) * max))
2052 op->speed_left = (float) -(FABS(op->speed)*max); 2202 op->speed_left = (float) -(FABS (op->speed) * max);
2053 2203
2054/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2055} 2205}
2056 2206
2057 2207
2058/* Attempts to kill 'op'. hitter is the attack object, dam is 2208/* Attempts to kill 'op'. hitter is the attack object, dam is
2059 * the computed damaged. 2209 * the computed damaged.
2060 */ 2210 */
2211void
2061void deathstrike_player(object *op, object *hitter, int *dam) 2212deathstrike_player (object *op, object *hitter, int *dam)
2062{ 2213{
2063 /* The intention of a death attack is to kill outright things 2214 /* The intention of a death attack is to kill outright things
2064 ** that are a lot weaker than the attacker, have a chance of killing 2215 ** that are a lot weaker than the attacker, have a chance of killing
2065 ** things somewhat weaker than the caster, and no chance of 2216 ** things somewhat weaker than the caster, and no chance of
2066 ** killing something equal or stronger than the attacker. 2217 ** killing something equal or stronger than the attacker.
2067 ** Also, if a deathstrike attack has a slaying, any monster 2218 ** Also, if a deathstrike attack has a slaying, any monster
2068 ** whose name or race matches a comma-delimited list in the slaying 2219 ** whose name or race matches a comma-delimited list in the slaying
2069 ** field of the deathstriking object */ 2220 ** field of the deathstriking object */
2070 2221
2071 int atk_lev, def_lev, kill_lev; 2222 int atk_lev, def_lev, kill_lev;
2072 2223
2073 if(hitter->slaying) 2224 if (hitter->slaying)
2074 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2075 (op->race&&strstr(hitter->slaying,op->race)))) return; 2226 return;
2076 2227
2077 def_lev = op->level; 2228 def_lev = op->level;
2078 if (def_lev < 1) { 2229 if (def_lev < 1)
2230 {
2079 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2080 op->arch->name, op->name);
2081 def_lev = 1; 2232 def_lev = 1;
2082 } 2233 }
2083 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2084 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2085 atk_lev, def_lev); */ 2236 atk_lev, def_lev); */
2086 2237
2087 if(atk_lev >= def_lev ){ 2238 if (atk_lev >= def_lev)
2239 {
2088 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2240 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2089 2241
2090 /* Note that the below effectively means the ratio of the atk vs 2242 /* Note that the below effectively means the ratio of the atk vs
2091 * defener level is important - if level 52 character has very little 2243 * defener level is important - if level 52 character has very little
2092 * chance of killing a level 50 monster. This should probably be 2244 * chance of killing a level 50 monster. This should probably be
2093 * redone. 2245 * redone.
2094 */ 2246 */
2095 if(kill_lev >= def_lev) { 2247 if (kill_lev >= def_lev)
2248 {
2096 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2249 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2097 /* I think this doesn't really do much. Because of 2250 /* I think this doesn't really do much. Because of
2098 * integer rounding, this only makes any difference if the 2251 * integer rounding, this only makes any difference if the
2099 * attack level is double the defender level. 2252 * attack level is double the defender level.
2100 */ 2253 */
2101 *dam *= kill_lev / def_lev; 2254 *dam *= kill_lev / def_lev;
2102 } 2255 }
2103 } else { 2256 }
2257 else
2258 {
2104 *dam = 0; /* no harm done */ 2259 *dam = 0; /* no harm done */
2105 } 2260 }
2106} 2261}
2107 2262
2108/* thrown_item_effect() - handles any special effects of thrown 2263/* thrown_item_effect() - handles any special effects of thrown
2109 * items (like attacking living creatures--a potion thrown at a 2264 * items (like attacking living creatures--a potion thrown at a
2110 * monster). 2265 * monster).
2111 */ 2266 */
2267static void
2112static void thrown_item_effect (object *hitter, object *victim) 2268thrown_item_effect (object *hitter, object *victim)
2113{ 2269{
2114 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2270 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2271 {
2115 /* May not need a switch for just 2 types, but this makes it 2272 /* May not need a switch for just 2 types, but this makes it
2116 * easier for expansion. 2273 * easier for expansion.
2117 */ 2274 */
2118 switch (hitter->type) { 2275 switch (hitter->type)
2276 {
2119 case POTION: 2277 case POTION:
2120 /* should player get a save throw instead of checking magic protection? */ 2278 /* should player get a save throw instead of checking magic protection? */
2121 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2279 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2122 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2280 (void) apply_potion (victim, hitter);
2123 break; 2281 break;
2124 2282
2125 case POISON: /* poison drinks */ 2283 case POISON: /* poison drinks */
2126 /* As with potions, should monster get a save? */ 2284 /* As with potions, should monster get a save? */
2127 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2285 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2128 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2286 apply_poison (victim, hitter);
2129 break; 2287 break;
2130 2288
2131 /* Removed case statements that did nothing. 2289 /* Removed case statements that did nothing.
2132 * food may be poisonous, but monster must be willing to eat it, 2290 * food may be poisonous, but monster must be willing to eat it,
2133 * so we don't handle it here. 2291 * so we don't handle it here.
2134 * Containers should perhaps break open, but that code was disabled. 2292 * Containers should perhaps break open, but that code was disabled.
2135 */ 2293 */
2136 } 2294 }
2137 } 2295 }
2138} 2296}
2139 2297
2140/* adj_attackroll() - adjustments to attacks by various conditions */ 2298/* adj_attackroll() - adjustments to attacks by various conditions */
2141 2299
2300int
2142int adj_attackroll (object *hitter, object *target) { 2301adj_attackroll (object *hitter, object *target)
2302{
2143 object *attacker = hitter; 2303 object *attacker = hitter;
2144 int adjust=0; 2304 int adjust = 0;
2145 2305
2146 /* safety */ 2306 /* safety */
2147 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2307 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2308 {
2148 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2309 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2149 "map\n"); 2310 return 0;
2311 }
2312
2313 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter))
2315 {
2316 if ((attacker = get_owner (hitter)) == NULL)
2317 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes.
2320 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2322 attacker = hitter;
2323 }
2324 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2150 return 0; 2325 return 0;
2151 }
2152 2326
2153 /* aimed missiles use the owning object's sight */
2154 if(is_aimed_missile(hitter)) {
2155 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2156 /* A player who saves but hasn't quit still could have objects
2157 * owned by him - need to handle that case to avoid crashes.
2158 */
2159 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2160 }
2161 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2162 return 0;
2163
2164 /* determine the condtions under which we make an attack. 2327 /* determine the condtions under which we make an attack.
2165 * Add more cases, as the need occurs. */ 2328 * Add more cases, as the need occurs. */
2166 2329
2167 if(!can_see_enemy(attacker,target)) { 2330 if (!can_see_enemy (attacker, target))
2331 {
2168 /* target is unseen */ 2332 /* target is unseen */
2169 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2333 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2170 adjust -= 10; 2334 adjust -= 10;
2171 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2335 /* dark map penalty for the hitter (lacks infravision if we got here). */
2172 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2336 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2173 adjust -= target->map->darkness; 2337 adjust -= target->map->darkness;
2174 } 2338 }
2175 2339
2176 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2340 if (QUERY_FLAG (attacker, FLAG_SCARED))
2177 adjust -= 3; 2341 adjust -= 3;
2178 2342
2179 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2343 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2180 adjust += 1; 2344 adjust += 1;
2181 2345
2182 if(QUERY_FLAG(target,FLAG_SCARED)) 2346 if (QUERY_FLAG (target, FLAG_SCARED))
2183 adjust += 1; 2347 adjust += 1;
2184 2348
2185 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2349 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2186 adjust -= 3; 2350 adjust -= 3;
2187 2351
2188 /* if we attack at a different 'altitude' its harder */ 2352 /* if we attack at a different 'altitude' its harder */
2189 if((attacker->move_type & target->move_type)==0) 2353 if ((attacker->move_type & target->move_type) == 0)
2190 adjust -= 2; 2354 adjust -= 2;
2191 2355
2192#if 0 2356#if 0
2193 /* slower attacks are less likely to succeed. We should use a 2357 /* slower attacks are less likely to succeed. We should use a
2194 * comparison between attacker/target speeds BUT, players have 2358 * comparison between attacker/target speeds BUT, players have
2195 * a generally faster speed, so this will wind up being a HUGE 2359 * a generally faster speed, so this will wind up being a HUGE
2196 * disadantage for the monsters! Too bad, because missiles which 2360 * disadantage for the monsters! Too bad, because missiles which
2197 * fly fast should have a better chance of hitting a slower target. 2361 * fly fast should have a better chance of hitting a slower target.
2198 */ 2362 */
2199 if(hitter->speed<target->speed) 2363 if (hitter->speed < target->speed)
2200 adjust += ((float) hitter->speed-target->speed); 2364 adjust += ((float) hitter->speed - target->speed);
2201#endif 2365#endif
2202 2366
2203#if 0 2367#if 0
2204 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2368 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2205#endif 2369#endif
2206 2370
2207 return adjust; 2371 return adjust;
2208} 2372}
2209 2373
2210 2374
2211/* determine if the object is an 'aimed' missile */ 2375/* determine if the object is an 'aimed' missile */
2376int
2212int is_aimed_missile ( object *op) { 2377is_aimed_missile (object *op)
2378{
2213 2379
2214 /* I broke what used to be one big if into a few nested 2380 /* I broke what used to be one big if into a few nested
2215 * ones so that figuring out the logic is at least possible. 2381 * ones so that figuring out the logic is at least possible.
2216 */ 2382 */
2217 if (op && (op->move_type & MOVE_FLYING)) { 2383 if (op && (op->move_type & MOVE_FLYING))
2384 {
2218 if (op->type==ARROW || op->type==THROWN_OBJ) 2385 if (op->type == ARROW || op->type == THROWN_OBJ)
2219 return 1; 2386 return 1;
2220 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2221 op->subtype == SP_EXPLOSION))
2222 return 1; 2388 return 1;
2223 } 2389 }
2224 return 0; 2390 return 0;
2225} 2391}
2226

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