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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.4 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.13 by root, Thu Sep 14 00:14:51 2006 UTC

1
1/* 2/*
2 * static char *rcsid_attack_c = 3 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.4 2006/08/29 07:34:00 root Exp $"; 4 * "$Id: attack.C,v 1.13 2006/09/14 00:14:51 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
29#include <living.h> 31#include <living.h>
30#include <material.h> 32#include <material.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifndef __CEXTRACT__ 35#ifndef __CEXTRACT__
34#include <sproto.h> 36# include <sproto.h>
35#endif 37#endif
36 38
37#include <sounds.h> 39#include <sounds.h>
38 40
39typedef struct att_msg_str { 41typedef struct att_msg_str
42{
40 char *msg1; 43 char *msg1;
41 char *msg2; 44 char *msg2;
42} att_msg; 45} att_msg;
43 46
44/*#define ATTACK_DEBUG*/ 47/*#define ATTACK_DEBUG*/
45 48
46/* cancels object *op. Cancellation basically means an object loses 49/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 50 * its magical benefits.
48 */ 51 */
52void
49void cancellation(object *op) 53cancellation (object *op)
50{ 54{
51 object *tmp; 55 object *tmp;
52 56
53 if (op->invisible) 57 if (op->invisible)
54 return; 58 return;
55 59
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
57 /* Recur through the inventory */ 62 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 65 cancellation (tmp);
61 } 66 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
63 /* Nullify this object. This code could probably be more complete */ 69 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 70 /* in what abilities it should cancel */
65 op->magic=0; 71 op->magic = 0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 72 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 73 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 76 if (op->env && op->env->type == PLAYER)
77 {
71 esrv_send_item (op->env, op); 78 esrv_send_item (op->env, op);
72 } 79 }
73 } 80 }
74} 81}
75 82
76 83
77 84
78/* did_make_save_item just checks to make sure the item actually 85/* 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 86 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 87 * any further action (like destroying the item).
81 */ 88 */
82 89
90int
83int did_make_save_item(object *op, int type, object *originator) { 91did_make_save_item (object *op, int type, object *originator)
92{
84 int i, roll, saves=0, attacks=0, number; 93 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 94 materialtype_t *mt;
86 95
87 if (op->materialname == NULL) { 96 if (op->materialname == NULL)
97 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
89 if (op->material & mt->material) 100 if (op->material & mt->material)
90 break; 101 break;
91 } 102 }
103 }
92 } else 104 else
93 mt = name_to_material(op->materialname); 105 mt = name_to_material (op->materialname);
94 if (mt == NULL) 106 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; 107 return TRUE;
108 roll = rndm (1, 20);
109
110 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype.
117 */
118 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129
130 for (number = 0; number < NROFATTACKS; number++)
131 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++;
136 if (op->resist[number] == 100)
137 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++;
142 }
143
144 if (saves == attacks || attacks == 0)
145 return TRUE;
146 if ((saves == 0) || (rndm (1, attacks) > saves))
147 return FALSE;
148 return TRUE;
137} 149}
138 150
139/* This function calls did_make_save_item. It then performs the 151/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 152 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 153 * calling cancellation, etc.)
142 */ 154 */
143 155
156void
144void save_throw_object (object *op, int type, object *originator) 157save_throw_object (object *op, int type, object *originator)
145{ 158{
146 if ( ! did_make_save_item (op, type,originator)) 159 if (!did_make_save_item (op, type, originator))
147 { 160 {
148 object *env=op->env; 161 object *env = op->env;
149 int x=op->x,y=op->y; 162 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 163 mapstruct *m = op->map;
151 164
152 op = stop_item (op); 165 op = stop_item (op);
153 if (op == NULL) 166 if (op == NULL)
154 return; 167 return;
155 168
156 /* Hacked the following so that type LIGHTER will work. 169 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 170 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 171 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 172 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 173 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 174 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 175 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 176 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 177 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 } 178 {
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 179 const char *arch = op->other_arch->name;
185 cancellation(op); 180
181 op = decrease_ob_nr (op, 1);
182
183 if (op)
186 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
187 return; 185
188 } 186 if ((op = get_archetype (arch)) != NULL)
189 if(op->nrof>1) { 187 {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 188 if (env)
192 fix_stopped_item (op, m, originator); 189 {
193 } else { 190 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); 191 insert_ob_in_ob (op, env);
210 } else { 192 if (env->contr)
193 esrv_send_item (env, op);
194 }
195 else
196 {
197 op->x = x, op->y = y;
211 replace_insert_ob_in_map("burnout",originator); 198 insert_ob_in_map (op, m, originator, 0);
212 } 199 }
213 } 200 }
214 return; 201
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; 202 return;
223 op = stop_item (op); 203 }
224 if (op == NULL) 204
205 if (type & AT_CANCELLATION)
206 { /* Cancellation. */
207 cancellation (op);
208 fix_stopped_item (op, m, originator);
225 return; 209 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 210 }
227 tmp = arch_to_object(at); 211
228 tmp->x=op->x,tmp->y=op->y; 212 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 } 213 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
215
216 if (op)
217 fix_stopped_item (op, m, originator);
218 }
219 else
220 {
221 if (op->env)
222 {
223 object *tmp = is_player_inv (op->env);
224
225 if (tmp)
226 esrv_del_item (tmp->contr, op->count);
227 }
228
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 229 if (!QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op); 230 remove_ob (op);
231
232 free_object (op);
233 }
234
235 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env)
237 {
238 op = get_archetype ("burnout");
239 op->x = env->x, op->y = env->y;
239 (void) insert_ob_in_ob(op,tmp); 240 insert_ob_in_ob (op, env);
241 }
242 else
243 replace_insert_ob_in_map ("burnout", originator);
244
245 return;
246 }
247 /* The value of 50 is arbitrary. */
248 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
249 {
250 object *tmp;
251 archetype *at = find_archetype ("icecube");
252
253 if (at == NULL)
240 return; 254 return;
255 op = stop_item (op);
256 if (op == NULL)
257 return;
258 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
259 {
260 tmp = arch_to_object (at);
261 tmp->x = op->x, tmp->y = op->y;
262 /* This was in the old (pre new movement code) -
263 * icecubes have slow_move set to 1 - don't want
264 * that for ones we create.
265 */
266 tmp->move_slow_penalty = 0;
267 tmp->move_slow = 0;
268 insert_ob_in_map (tmp, op->map, originator, 0);
269 }
270 if (!QUERY_FLAG (op, FLAG_REMOVED))
271 remove_ob (op);
272 (void) insert_ob_in_ob (op, tmp);
273 return;
241 } 274 }
242} 275}
243 276
244/* Object op is hitting the map. 277/* Object op is hitting the map.
245 * op is going in direction 'dir' 278 * op is going in direction 'dir'
246 * type is the attacktype of the object. 279 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 280 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 281 * returns 1 if it hits something, 0 otherwise.
249 */ 282 */
250 283
284int
251int hit_map(object *op, int dir, int type, int full_hit) { 285hit_map (object *op, int dir, int type, int full_hit)
286{
252 object *tmp, *next; 287 object *tmp, *next;
253 mapstruct *map; 288 mapstruct *map;
254 sint16 x, y; 289 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 290 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 291
257 tag_t op_tag, next_tag=0; 292 tag_t op_tag, next_tag = 0;
258 293
259 if (QUERY_FLAG (op, FLAG_FREED)) { 294 if (QUERY_FLAG (op, FLAG_FREED))
295 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 296 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 297 return 0;
262 } 298 }
263 299
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 300 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
301 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 302 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); 303 return 0;
267 return 0;
268 } 304 }
269 305
270 if ( ! op->map) { 306 if (!op->map)
307 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 308 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 309 return 0;
273 } 310 }
274 311
275 if (op->head) op=op->head; 312 if (op->head)
313 op = op->head;
276 314
277 op_tag = op->count; 315 op_tag = op->count;
278 316
279 map = op->map; 317 map = op->map;
280 x = op->x + freearr_x[dir]; 318 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 319 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284 320
285 /* peterm: a few special cases for special attacktypes --counterspell 321 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 */
288 322
289 if (type & AT_COUNTERSPELL) { 323 // elmex: a safe map tile can't be hit!
290 counterspell(op,dir); /* see spell_effect.c */ 324 // this should prevent most harmful effects on items and players there.
291 325 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 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343 hit_player(tmp,op->stats.dam,op,type,full_hit);
344 retflag |=1;
345 if (was_destroyed (op, op_tag))
346 break;
347 }
348 /* Here we are potentially destroying an object. If the object has
349 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now.
354 */
355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356 !tmp->move_block) {
357 save_throw_object(tmp,type,op);
358 if (was_destroyed (op, op_tag))
359 break;
360 }
361 }
362 return 0; 326 return 0;
363}
364 327
328 /* peterm: a few special cases for special attacktypes --counterspell
329 * must be out here because it strikes things which are not alive
330 */
331
332 if (type & AT_COUNTERSPELL)
333 {
334 counterspell (op, dir); /* see spell_effect.c */
335
336 /* If the only attacktype is counterspell or magic, don't need
337 * to do any further processing.
338 */
339 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
340 return 0;
341
342 type &= ~AT_COUNTERSPELL;
343 }
344
345 if (type & AT_CHAOS)
346 {
347 shuffle_attack (op, 1); /*1 flag tells it to change the face */
348 update_object (op, UP_OBJ_FACE);
349 type &= ~AT_CHAOS;
350 }
351
352 next = get_map_ob (map, x, y);
353 if (next)
354 next_tag = next->count;
355
356 while (next)
357 {
358 if (was_destroyed (next, next_tag))
359 {
360 /* There may still be objects that were above 'next', but there is no
361 * simple way to find out short of copying all object references and
362 * tags into a temporary array before we start processing the first
363 * object. That's why we just abort.
364 *
365 * This happens whenever attack spells (like fire) hit a pile
366 * of objects. This is not a bug - nor an error. The errormessage
367 * below was spamming the logs for absolutely no reason.
368 */
369 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
370 break;
371 }
372
373 tmp = next;
374 next = tmp->above;
375
376 if (next)
377 next_tag = next->count;
378
379 if (QUERY_FLAG (tmp, FLAG_FREED))
380 {
381 LOG (llevError, "BUG: hit_map(): found freed object\n");
382 break;
383 }
384
385 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386 * For example, 'tmp' was put in an icecube.
387 * This is one of the few cases where on_same_map should not be used.
388 */
389 if (tmp->map != map || tmp->x != x || tmp->y != y)
390 continue;
391
392 if (QUERY_FLAG (tmp, FLAG_ALIVE))
393 {
394 hit_player (tmp, op->stats.dam, op, type, full_hit);
395 retflag |= 1;
396 if (was_destroyed (op, op_tag))
397 break;
398 }
399
400 /* Here we are potentially destroying an object. If the object has
401 * NO_PASS set, it is also immune - you can't destroy walls. Note
402 * that weak walls have is_alive set, which prevent objects from
403 * passing over/through them. We don't care what type of movement
404 * the wall blocks - if it blocks any type of movement, can't be
405 * destroyed right now.
406 */
407 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
408 {
409 save_throw_object (tmp, type, op);
410 if (was_destroyed (op, op_tag))
411 break;
412 }
413 }
414
415 return 0;
416}
417
418void
365void attack_message(int dam, int type, object *op, object *hitter) { 419attack_message (int dam, int type, object *op, object *hitter)
420{
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 421 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0; 422 int i, found = 0;
368 mapstruct *map; 423 mapstruct *map;
369 object *next, *tmp; 424 object *next, *tmp;
370 425
371 /* put in a few special messages for some of the common attacktypes 426 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc 427 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 428 * [garbled 20010919]
374 */ 429 */
375 430
376 if (dam == 9998 && op->type == DOOR) { 431 if (dam == 9998 && op->type == DOOR)
432 {
377 sprintf(buf1, "unlock %s", op->name); 433 sprintf (buf1, "unlock %s", &op->name);
378 sprintf(buf2, " unlocks"); 434 sprintf (buf2, " unlocks");
379 found++; 435 found++;
436 }
437 if (dam < 0)
380 } 438 {
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 439 sprintf (buf1, "hit %s", &op->name);
383 sprintf(buf2, " hits"); 440 sprintf (buf2, " hits");
384 found++; 441 found++;
442 }
385 } else if(dam==0) { 443 else if (dam == 0)
444 {
386 sprintf(buf1, "missed %s", op->name); 445 sprintf (buf1, "missed %s", &op->name);
387 sprintf(buf2, " misses"); 446 sprintf (buf2, " misses");
388 found++; 447 found++;
448 }
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 449 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 450 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 451 {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
393 i++) 453 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
394 if (dam < attack_mess[ATM_SUFFER][i].level 454 {
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 455 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
396 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
397 op->name, attack_mess[ATM_SUFFER][i].buf2);
398 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 456 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++; 457 found++;
400 break; 458 break;
459 }
401 } 460 }
402 } else if (op->type == DOOR && !found) { 461 else if (op->type == DOOR && !found)
462 {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 463 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
404 i++) 464 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
405 if (dam < attack_mess[ATM_DOOR][i].level 465 {
406 || attack_mess[ATM_DOOR][i+1].level == -1) { 466 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
407 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
408 op->name, attack_mess[ATM_DOOR][i].buf2);
409 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 467 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++; 468 found++;
411 break; 469 break;
470 }
412 } 471 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 472 else if (hitter->type == PLAYER && IS_LIVE (op))
473 {
414 if (USING_SKILL(hitter, SK_KARATE)) { 474 if (USING_SKILL (hitter, SK_KARATE))
475 {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
416 i++) 477 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
417 if (dam < attack_mess[ATM_KARATE][i].level 478 {
418 || attack_mess[ATM_KARATE][i+1].level == -1) { 479 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
419 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
420 op->name, attack_mess[ATM_KARATE][i].buf2);
421 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 480 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++; 481 found++;
423 break; 482 break;
483 }
424 } 484 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) { 485 else if (USING_SKILL (hitter, SK_CLAWING))
486 {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
427 i++) 488 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
428 if (dam < attack_mess[ATM_CLAW][i].level 489 {
429 || attack_mess[ATM_CLAW][i+1].level == -1) { 490 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
430 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
431 op->name, attack_mess[ATM_CLAW][i].buf2);
432 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 491 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++; 492 found++;
434 break; 493 break;
494 }
435 } 495 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 496 else if (USING_SKILL (hitter, SK_PUNCHING))
497 {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
438 i++) 499 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
439 if (dam < attack_mess[ATM_PUNCH][i].level 500 {
440 || attack_mess[ATM_PUNCH][i+1].level == -1) { 501 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
441 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
442 op->name, attack_mess[ATM_PUNCH][i].buf2);
443 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 502 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++; 503 found++;
445 break; 504 break;
505 }
446 } 506 }
447 }
448 } 507 }
449 if (found) { 508 if (found)
450 /* done */ 509 {
510 /* done */
511 }
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 512 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
513 {
452 sprintf(buf1, "hit"); /* just in case */ 514 sprintf (buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++) 515 for (i = 0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level 516 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
455 || attack_mess[ATM_ARROW][i+1].level == -1) { 517 {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 518 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 519 found++;
458 break; 520 break;
521 }
459 } 522 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) { 523 else if (type & AT_DRAIN && IS_LIVE (op))
524 {
461 /* drain is first, because some items have multiple attypes */ 525 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 526 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
463 i++) 527 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
464 if (dam < attack_mess[ATM_DRAIN][i].level 528 {
465 || attack_mess[ATM_DRAIN][i+1].level == -1) { 529 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
466 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
467 op->name, attack_mess[ATM_DRAIN][i].buf2);
468 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 530 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++; 531 found++;
470 break; 532 break;
533 }
471 } 534 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 535 else if (type & AT_ELECTRICITY && IS_LIVE (op))
536 {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 537 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
474 i++) 538 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
475 if (dam < attack_mess[ATM_ELEC][i].level 539 {
476 || attack_mess[ATM_ELEC][i+1].level == -1) { 540 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
477 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
478 op->name, attack_mess[ATM_ELEC][i].buf2);
479 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 541 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++; 542 found++;
481 break; 543 break;
544 }
482 } 545 }
483 } else if (type & AT_COLD && IS_LIVE(op)) { 546 else if (type & AT_COLD && IS_LIVE (op))
547 {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 548 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
485 i++) 549 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
486 if (dam < attack_mess[ATM_COLD][i].level 550 {
487 || attack_mess[ATM_COLD][i+1].level == -1) { 551 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
488 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
489 op->name, attack_mess[ATM_COLD][i].buf2);
490 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 552 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++; 553 found++;
492 break; 554 break;
555 }
493 } 556 }
494 } else if (type & AT_FIRE) { 557 else if (type & AT_FIRE)
558 {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 559 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
496 i++) 560 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
497 if (dam < attack_mess[ATM_FIRE][i].level 561 {
498 || attack_mess[ATM_FIRE][i+1].level == -1) { 562 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
499 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
500 op->name, attack_mess[ATM_FIRE][i].buf2);
501 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 563 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++; 564 found++;
503 break; 565 break;
566 }
504 } 567 }
505 } else if (hitter->current_weapon != NULL) { 568 else if (hitter->current_weapon != NULL)
506 int mtype; 569 {
570 int mtype;
571
507 switch (hitter->current_weapon->weapontype) { 572 switch (hitter->current_weapon->weapontype)
508 case WEAP_HIT: mtype = ATM_BASIC; break; 573 {
509 case WEAP_SLASH: mtype = ATM_SLASH; break; 574 case WEAP_HIT:
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 575 mtype = ATM_BASIC;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 576 break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break; 577 case WEAP_SLASH:
513 case WEAP_STAB: mtype = ATM_STAB; break; 578 mtype = ATM_SLASH;
514 case WEAP_WHIP: mtype = ATM_WHIP; break; 579 break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 580 case WEAP_PIERCE:
516 case WEAP_BLUD: mtype = ATM_BLUD; break; 581 mtype = ATM_PIERCE;
517 default: mtype = ATM_BASIC; break; 582 break;
518 } 583 case WEAP_CLEAVE:
584 mtype = ATM_CLEAVE;
585 break;
586 case WEAP_SLICE:
587 mtype = ATM_SLICE;
588 break;
589 case WEAP_STAB:
590 mtype = ATM_STAB;
591 break;
592 case WEAP_WHIP:
593 mtype = ATM_WHIP;
594 break;
595 case WEAP_CRUSH:
596 mtype = ATM_CRUSH;
597 break;
598 case WEAP_BLUD:
599 mtype = ATM_BLUD;
600 break;
601 default:
602 mtype = ATM_BASIC;
603 break;
604 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 605 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
520 i++) 606 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
521 if (dam < attack_mess[mtype][i].level 607 {
522 || attack_mess[mtype][i+1].level == -1) { 608 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
523 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
524 op->name, attack_mess[mtype][i].buf2);
525 strcpy (buf2, attack_mess[mtype][i].buf3); 609 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++; 610 found++;
527 break; 611 break;
612 }
528 } 613 }
529 } else { 614 else
615 {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 616 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
531 i++) 617 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
532 if (dam < attack_mess[ATM_BASIC][i].level 618 {
533 || attack_mess[ATM_BASIC][i+1].level == -1) { 619 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
534 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
535 op->name, attack_mess[ATM_BASIC][i].buf2);
536 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 620 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++; 621 found++;
538 break; 622 break;
623 }
539 } 624 }
540 }
541 625
542 if (!found) { 626 if (!found)
627 {
543 strcpy (buf1, "hit"); 628 strcpy (buf1, "hit");
544 strcpy (buf2, " hits"); 629 strcpy (buf2, " hits");
545 } 630 }
546 631
547 /* bail out if a monster is casting spells */ 632 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER ||
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 633 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
550 return; 634 return;
551 635
552 /* scale down magic considerably. */ 636 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5)) 637 if (type & AT_MAGIC && rndm (0, 5))
554 return; 638 return;
555 639
556 /* Did a player hurt another player? Inform both! */ 640 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER &&
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 641 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642 {
559 if(get_owner(hitter)!=NULL) 643 if (get_owner (hitter) != NULL)
560 sprintf(buf,"%s's %s%s you.", 644 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
561 hitter->owner->name, hitter->name, buf2); 645 else
562 else { 646 {
563 sprintf(buf,"%s%s you.",hitter->name, buf2); 647 sprintf (buf, "%s%s you.", &hitter->name, buf2);
564 if (dam != 0) { 648 if (dam != 0)
565 if (dam < 10) 649 {
650 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
567 else if (dam < 20) 652 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 653 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
569 else 654 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 655 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
571 } 656 }
572 } 657 }
573 new_draw_info(NDI_BLACK, 0,op,buf); 658 new_draw_info (NDI_BLACK, 0, op, buf);
574 } /* end of player hitting player */ 659 } /* end of player hitting player */
575 660
576 if(hitter->type==PLAYER) { 661 if (hitter->type == PLAYER)
662 {
577 sprintf(buf,"You %s.",buf1); 663 sprintf (buf, "You %s.", buf1);
578 if (dam != 0) { 664 if (dam != 0)
665 {
579 if (dam < 10) 666 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
581 else if (dam < 20) 668 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 669 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
583 else 670 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 671 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
585 } 672 }
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 673 new_draw_info (NDI_BLACK, 0, hitter, buf);
674 }
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 675 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
676 {
588 /* look for stacked spells and start reducing the message chances */ 677 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 678 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
590 (hitter->subtype == SP_EXPLOSION || 679 {
591 hitter->subtype == SP_BULLET || 680 i = 4;
592 hitter->subtype == SP_CONE)) {
593 i=4;
594 map = hitter->map; 681 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 682 if (out_of_map (map, hitter->x, hitter->y))
683 return;
684 next = get_map_ob (map, hitter->x, hitter->y);
685 if (next)
686 while (next)
687 {
688 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689 i *= 3;
690 tmp = next;
691 next = tmp->above;
692 }
693 if (i < 0)
694 return;
695 if (rndm (0, i) != 0)
696 return;
697 }
698 else if (rndm (0, 5) != 0)
596 return; 699 return;
597 next = get_map_ob(map, hitter->x, hitter->y);
598 if (next)
599 while(next) {
600 if (next->type == SPELL_EFFECT &&
601 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
602 next->subtype == SP_CONE))
603 i*=3;
604 tmp = next;
605 next = tmp->above;
606 }
607 if (i < 0)
608 return;
609 if (rndm(0, i) != 0)
610 return;
611 } else if (rndm(0, 5) != 0)
612 return;
613 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 700 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 701 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 702 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
616 } 703 }
617} 704}
618 705
619 706
707static int
620static int get_attack_mode (object **target, object **hitter, 708get_attack_mode (object **target, object **hitter, int *simple_attack)
621 int *simple_attack)
622{ 709{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 710 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
711 {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 712 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 713 return 1;
626 } 714 }
627 if ((*target)->head) 715 if ((*target)->head)
628 *target = (*target)->head; 716 *target = (*target)->head;
629 if ((*hitter)->head) 717 if ((*hitter)->head)
630 *hitter = (*hitter)->head; 718 *hitter = (*hitter)->head;
631 if ((*hitter)->env != NULL || (*target)->env != NULL) { 719 if ((*hitter)->env != NULL || (*target)->env != NULL)
720 {
632 *simple_attack = 1; 721 *simple_attack = 1;
633 return 0; 722 return 0;
634 } 723 }
635 if (QUERY_FLAG (*target, FLAG_REMOVED) 724 if (QUERY_FLAG (*target, FLAG_REMOVED)
636 || QUERY_FLAG (*hitter, FLAG_REMOVED)
637 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 725 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
638 { 726 {
639 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 727 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
640 "target\n", (*hitter)->arch->name, (*hitter)->name);
641 return 1; 728 return 1;
642 } 729 }
643 *simple_attack = 0; 730 *simple_attack = 0;
644 return 0; 731 return 0;
645} 732}
646 733
734static int
647static int abort_attack (object *target, object *hitter, int simple_attack) 735abort_attack (object *target, object *hitter, int simple_attack)
648{ 736{
737
649/* Check if target and hitter are still in a relation similar to the one 738/* Check if target and hitter are still in a relation similar to the one
650 * determined by get_attack_mode(). Returns true if the relation has changed. 739 * determined by get_attack_mode(). Returns true if the relation has changed.
651 */ 740 */
652 int new_mode; 741 int new_mode;
653 742
654 if (hitter->env == target || target->env == hitter) 743 if (hitter->env == target || target->env == hitter)
655 new_mode = 1; 744 new_mode = 1;
656 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 745 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
657 || QUERY_FLAG (target, FLAG_REMOVED)
658 || hitter->map == NULL || !on_same_map(hitter, target))
659 return 1; 746 return 1;
660 else 747 else
661 new_mode = 0; 748 new_mode = 0;
662 return new_mode != simple_attack; 749 return new_mode != simple_attack;
663} 750}
664 751
665static void thrown_item_effect (object *, object *); 752static void thrown_item_effect (object *, object *);
666 753
754static int
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 755attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
668 int base_wc)
669{ 756{
670 int simple_attack, roll, dam=0; 757 int simple_attack, roll, dam = 0;
671 uint32 type; 758 uint32 type;
672 const char *op_name = NULL; 759 shstr op_name;
673 tag_t op_tag, hitter_tag; 760 tag_t op_tag, hitter_tag;
674 761
675 if (get_attack_mode (&op, &hitter, &simple_attack)) 762 if (get_attack_mode (&op, &hitter, &simple_attack))
763 goto error;
764
765 if (hitter->current_weapon)
766 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767 return RESULT_INT (0);
768
769 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770 return RESULT_INT (0);
771
772 op_tag = op->count;
773 hitter_tag = hitter->count;
774
775 /*
776 * A little check to make it more difficult to dance forward and back
777 * to avoid ever being hit by monsters.
778 */
779 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
780 {
781 /* Decrease speed BEFORE calling process_object. Otherwise, an
782 * infinite loop occurs, with process_object calling move_monster,
783 * which then gets here again. By decreasing the speed before
784 * we call process_object, the 'if' statement above will fail.
785 */
786 op->speed_left--;
787 process_object (op);
788 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
676 goto error; 789 goto error;
677
678 if (hitter->current_weapon)
679 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
680 return RESULT_INT (0);
681
682 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
683 return RESULT_INT (0);
684
685 op_tag = op->count;
686 hitter_tag = hitter->count;
687
688 /*
689 * A little check to make it more difficult to dance forward and back
690 * to avoid ever being hit by monsters.
691 */
692 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
693 && op->speed_left > -(FABS(op->speed))*0.3)
694 { 790 }
695 /* Decrease speed BEFORE calling process_object. Otherwise, an
696 * infinite loop occurs, with process_object calling move_monster,
697 * which then gets here again. By decreasing the speed before
698 * we call process_object, the 'if' statement above will fail.
699 */
700 op->speed_left--;
701 process_object(op);
702 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
703 || abort_attack (op, hitter, simple_attack))
704 goto error;
705 }
706 791
707 add_refcount(op_name = op->name); 792 op_name = op->name;
708 793
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 794 roll = random_roll (1, 20, hitter, PREFER_HIGH);
710 795
711 /* Adjust roll for various situations. */ 796 /* Adjust roll for various situations. */
712 if ( ! simple_attack) 797 if (!simple_attack)
713 roll += adj_attackroll(hitter,op); 798 roll += adj_attackroll (hitter, op);
714 799
715 /* See if we hit the creature */ 800 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 801 if (roll == 20 || op->stats.ac >= base_wc - roll)
802 {
717 int hitdam = base_dam; 803 int hitdam = base_dam;
804
718 if (settings.casting_time == TRUE) { 805 if (settings.casting_time == TRUE)
806 {
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 807 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
720 hitter->casting_time = -1;
721 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
722 "your spell!");
723 }
724 if ((op->casting_time > -1)&&(hitdam > 0)){
725 op->casting_time = -1;
726 if (op->type == PLAYER) {
727 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
728 "your spell!");
729 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
730 "%s was hit by %s and lost a spell.",
731 op_name,hitter->name);
732 }
733 }
734 }
735 if ( ! simple_attack)
736 { 808 {
737 /* If you hit something, the victim should *always* wake up. 809 hitter->casting_time = -1;
738 * Before, invisible hitters could avoid doing this. 810 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
739 * -b.t. */
740 if (QUERY_FLAG (op, FLAG_SLEEP))
741 CLEAR_FLAG(op,FLAG_SLEEP);
742
743 /* If the victim can't see the attacker, it may alert others
744 * for help. */
745 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
746 && ! get_owner (op) && rndm(0, op->stats.Int))
747 npc_call_help (op);
748
749 /* if you were hidden and hit by a creature, you are discovered*/
750 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
751 make_visible (op);
752 if (op->type == PLAYER)
753 new_draw_info (NDI_UNIQUE, 0, op,
754 "You were hit by a wild attack. "
755 "You are no longer hidden!");
756 } 811 }
812 if ((op->casting_time > -1) && (hitdam > 0))
813 {
814 op->casting_time = -1;
815 if (op->type == PLAYER)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
818 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
819 }
820 }
821 }
822 if (!simple_attack)
823 {
824 /* If you hit something, the victim should *always* wake up.
825 * Before, invisible hitters could avoid doing this.
826 * -b.t. */
827 if (QUERY_FLAG (op, FLAG_SLEEP))
828 CLEAR_FLAG (op, FLAG_SLEEP);
757 829
830 /* If the victim can't see the attacker, it may alert others
831 * for help. */
832 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
833 npc_call_help (op);
834
835 /* if you were hidden and hit by a creature, you are discovered */
836 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
837 {
838 make_visible (op);
839 if (op->type == PLAYER)
840 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
841 }
842
758 /* thrown items (hitter) will have various effects 843 /* thrown items (hitter) will have various effects
759 * when they hit the victim. For things like thrown daggers, 844 * when they hit the victim. For things like thrown daggers,
760 * this sets 'hitter' to the actual dagger, and not the 845 * this sets 'hitter' to the actual dagger, and not the
761 * wrapper object. 846 * wrapper object.
762 */ 847 */
763 thrown_item_effect (hitter, op); 848 thrown_item_effect (hitter, op);
764 if (was_destroyed (hitter, hitter_tag) 849 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
765 || was_destroyed (op, op_tag)
766 || abort_attack (op, hitter, simple_attack))
767 goto leave; 850 goto leave;
768 } 851 }
769 852
770 /* Need to do at least 1 damage, otherwise there is no point 853 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below. 854 * to go further and it will cause FPE's below.
772 */ 855 */
773 if (hitdam<=0) hitdam=1; 856 if (hitdam <= 0)
857 hitdam = 1;
774 858
775 type=hitter->attacktype; 859 type = hitter->attacktype;
776 if(!type) type=AT_PHYSICAL; 860 if (!type)
861 type = AT_PHYSICAL;
777 /* Handle monsters that hit back */ 862 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 863 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
779 && QUERY_FLAG (hitter, FLAG_ALIVE)) 864 {
780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 865 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 866 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 867 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
784 PREFER_LOW),op, op->attacktype, 1); 868 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
785 if (was_destroyed (op, op_tag)
786 || was_destroyed (hitter, hitter_tag)
787 || abort_attack (op, hitter, simple_attack))
788 goto leave; 869 goto leave;
789 } 870 }
790 871
791 /* In the new attack code, it should handle multiple attack 872 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here. 873 * types in its area, so remove it from here.
793 */ 874 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 875 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
795 hitter, type, 1); 876 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 877 goto leave;
799 } /* end of if hitter hit op */ 878 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 879 /* if we missed, dam=0 */
801 880
802 /*attack_message(dam, type, op, hitter);*/ 881 /*attack_message(dam, type, op, hitter); */
803 882
804 goto leave; 883 goto leave;
805 884
806 error: 885error:
807 dam = 1; 886 dam = 1;
808 887
809 leave: 888leave:
810 if (op_name)
811 free_string (op_name);
812 889
813 return dam; 890 return dam;
814} 891}
815 892
893int
816int attack_ob (object *op, object *hitter) 894attack_ob (object *op, object *hitter)
817{ 895{
818 896
819 if (hitter->head) 897 if (hitter->head)
820 hitter = hitter->head; 898 hitter = hitter->head;
821 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 899 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
822} 900}
823 901
824/* op is the arrow, tmp is what is stopping the arrow. 902/* op is the arrow, tmp is what is stopping the arrow.
825 * 903 *
826 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 904 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827 */ 905 */
906static int
828static int stick_arrow (object *op, object *tmp) 907stick_arrow (object *op, object *tmp)
829{ 908{
830 /* If the missile hit a player, we insert it in their inventory. 909 /* If the missile hit a player, we insert it in their inventory.
831 * However, if the missile is heavy, we don't do so (assume it falls 910 * However, if the missile is heavy, we don't do so (assume it falls
832 * to the ground after a hit). What a good value for this is up to 911 * to the ground after a hit). What a good value for this is up to
833 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 912 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 913 * stick around.
835 */ 914 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 915 if (op->weight <= 5000 && tmp->stats.hp >= 0)
916 {
837 if(tmp->head != NULL) 917 if (tmp->head != NULL)
838 tmp = tmp->head; 918 tmp = tmp->head;
919
839 remove_ob (op); 920 remove_ob (op);
840 op = insert_ob_in_ob(op,tmp); 921 op = insert_ob_in_ob (op, tmp);
922
841 if (tmp->type== PLAYER) 923 if (tmp->type == PLAYER)
842 esrv_send_item (tmp, op); 924 esrv_send_item (tmp, op);
925
843 return 1; 926 return 1;
927 }
844 } else 928 else
845 return 0; 929 return 0;
846} 930}
847 931
848/* hit_with_arrow() disassembles the missile, attacks the victim and 932/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 933 * reassembles the missile.
850 * 934 *
851 * It returns a pointer to the reassembled missile, or NULL if the missile 935 * It returns a pointer to the reassembled missile, or NULL if the missile
852 * isn't available anymore. 936 * isn't available anymore.
853 */ 937 */
938object *
854object *hit_with_arrow (object *op, object *victim) 939hit_with_arrow (object *op, object *victim)
855{ 940{
856 object *container, *hitter; 941 object *container, *hitter;
857 int hit_something = 0; 942 int hit_something = 0;
858 tag_t victim_tag, hitter_tag; 943 tag_t victim_tag, hitter_tag;
859 sint16 victim_x, victim_y; 944 sint16 victim_x, victim_y;
860 945
861 /* Disassemble missile */ 946 /* Disassemble missile */
862 if (op->inv) { 947 if (op->inv)
948 {
863 container = op; 949 container = op;
864 hitter = op->inv; 950 hitter = op->inv;
865 remove_ob (hitter); 951 remove_ob (hitter);
866 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 952 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
867 /* Note that we now have an empty THROWN_OBJ on the map. Code that 953 /* Note that we now have an empty THROWN_OBJ on the map. Code that
868 * might be called until this THROWN_OBJ is either reassembled or 954 * might be called until this THROWN_OBJ is either reassembled or
869 * removed at the end of this function must be able to deal with empty 955 * removed at the end of this function must be able to deal with empty
870 * THROWN_OBJs. */ 956 * THROWN_OBJs. */
871 } else { 957 }
958 else
959 {
872 container = NULL; 960 container = NULL;
873 hitter = op; 961 hitter = op;
874 } 962 }
875 963
876 /* Try to hit victim */ 964 /* Try to hit victim */
877 victim_x = victim->x; 965 victim_x = victim->x;
878 victim_y = victim->y; 966 victim_y = victim->y;
879 victim_tag = victim->count; 967 victim_tag = victim->count;
880 hitter_tag = hitter->count; 968 hitter_tag = hitter->count;
881 969
882 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 970 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883 971
884 /* Arrow attacks door, rune of summoning is triggered, demon is put on 972 /* Arrow attacks door, rune of summoning is triggered, demon is put on
885 * arrow, move_apply() calls this function, arrow sticks in demon, 973 * arrow, move_apply() calls this function, arrow sticks in demon,
886 * attack_ob_simple() returns, and we've got an arrow that still exists 974 * attack_ob_simple() returns, and we've got an arrow that still exists
887 * but is no longer on the map. Ugh. (Beware: Such things can happen at 975 * but is no longer on the map. Ugh. (Beware: Such things can happen at
888 * other places as well!) 976 * other places as well!)
889 */ 977 */
890 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 978 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
979 {
891 if (container) { 980 if (container)
981 {
892 remove_ob (container); 982 remove_ob (container);
893 free_object (container); 983 free_object (container);
984 }
985 return NULL;
986 }
987
988 /* Missile hit victim */
989 /* if the speed is > 10, then this is a fast moving arrow, we go straight
990 * through the target
991 */
992 if (hit_something && op->speed <= 10.0)
993 {
994 /* Stop arrow */
995 if (container == NULL)
894 } 996 {
997 hitter = fix_stopped_arrow (hitter);
998 if (hitter == NULL)
999 return NULL;
1000 }
1001 else
1002 {
1003 remove_ob (container);
1004 free_object (container);
1005 }
1006
1007 /* Try to stick arrow into victim */
1008 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
895 return NULL; 1009 return NULL;
896 }
897 1010
898 /* Missile hit victim */
899 /* if the speed is > 10, then this is a fast moving arrow, we go straight
900 * through the target
901 */
902 if (hit_something && op->speed <= 10.0)
903 {
904 /* Stop arrow */
905 if (container == NULL) {
906 hitter = fix_stopped_arrow (hitter);
907 if (hitter == NULL)
908 return NULL;
909 } else {
910 remove_ob (container);
911 free_object (container);
912 }
913
914 /* Try to stick arrow into victim */
915 if ( ! was_destroyed (victim, victim_tag)
916 && stick_arrow (hitter, victim))
917 return NULL;
918
919 /* Else try to put arrow on victim's map square 1011 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this 1012 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code, 1013 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something 1014 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct 1015 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise? 1016 * way to handle those otherwise?
925 */ 1017 */
926 if (victim_x != hitter->x || victim_y != hitter->y) { 1018 if (victim_x != hitter->x || victim_y != hitter->y)
1019 {
927 remove_ob (hitter); 1020 remove_ob (hitter);
928 hitter->x = victim_x; 1021 hitter->x = victim_x;
929 hitter->y = victim_y; 1022 hitter->y = victim_y;
930 insert_ob_in_map (hitter, victim->map, hitter,0); 1023 insert_ob_in_map (hitter, victim->map, hitter, 0);
1024 }
931 } else { 1025 else
1026 {
932 /* Else leave arrow where it is */ 1027 /* Else leave arrow where it is */
933 merge_ob (hitter, NULL); 1028 merge_ob (hitter, NULL);
934 } 1029 }
935 return NULL; 1030 return NULL;
936 } 1031 }
937 1032
938 if (hit_something && op->speed >= 10.0) 1033 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0; 1034 op->speed -= 1.0;
940 1035
941 /* Missile missed victim - reassemble missile */ 1036 /* Missile missed victim - reassemble missile */
942 if (container) { 1037 if (container)
1038 {
943 remove_ob (hitter); 1039 remove_ob (hitter);
944 insert_ob_in_ob (hitter, container); 1040 insert_ob_in_ob (hitter, container);
945 } 1041 }
946 return op; 1042 return op;
947} 1043}
948 1044
949 1045
1046void
950void tear_down_wall(object *op) 1047tear_down_wall (object *op)
951{ 1048{
952 int perc=0; 1049 int perc = 0;
953 1050
954 if (!op->stats.maxhp) { 1051 if (!op->stats.maxhp)
1052 {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1053 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
956 perc = 1; 1054 perc = 1;
1055 }
957 } else if(!GET_ANIM_ID(op)) { 1056 else if (!GET_ANIM_ID (op))
1057 {
958 /* Object has been called - no animations, so remove it */ 1058 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) { 1059 if (op->stats.hp < 0)
1060 {
960 remove_ob(op); /* Should update LOS */ 1061 remove_ob (op); /* Should update LOS */
961 free_object(op); 1062 free_object (op);
962 /* Don't know why this is here - remove_ob should do it for us */ 1063 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/ 1064 /*update_position(m, x, y); */
964 } 1065 }
965 return; /* no animations, so nothing more to do */ 1066 return; /* no animations, so nothing more to do */
966 } 1067 }
967 perc = NUM_ANIMATIONS(op) 1068 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
969 if (perc >= (int) NUM_ANIMATIONS(op)) 1069 if (perc >= (int) NUM_ANIMATIONS (op))
970 perc = NUM_ANIMATIONS(op)-1; 1070 perc = NUM_ANIMATIONS (op) - 1;
971 else if (perc < 1) 1071 else if (perc < 1)
972 perc = 1; 1072 perc = 1;
973 SET_ANIMATION(op, perc); 1073 SET_ANIMATION (op, perc);
974 update_object(op,UP_OBJ_FACE); 1074 update_object (op, UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1075 if (perc == NUM_ANIMATIONS (op) - 1)
1076 { /* Reached the last animation */
976 if(op->face==blank_face) { 1077 if (op->face == blank_face)
1078 {
977 /* If the last face is blank, remove the ob */ 1079 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */ 1080 remove_ob (op); /* Should update LOS */
979 free_object(op); 1081 free_object (op);
980 1082
981 /* remove_ob should call update_position for us */ 1083 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/ 1084 /*update_position(m, x, y); */
983 1085
984 } else { /* The last face was not blank, leave an image */ 1086 }
1087 else
1088 { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1089 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y); 1090 update_all_los (op->map, op->x, op->y);
987 op->move_block = 0; 1091 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE); 1092 CLEAR_FLAG (op, FLAG_ALIVE);
989 } 1093 }
990 } 1094 }
991} 1095}
992 1096
1097void
993void scare_creature(object *target, object *hitter) 1098scare_creature (object *target, object *hitter)
994{ 1099{
995 object *owner = get_owner(hitter); 1100 object *owner = get_owner (hitter);
996 1101
997 if (!owner) owner=hitter; 1102 if (!owner)
1103 owner = hitter;
998 1104
999 SET_FLAG(target, FLAG_SCARED); 1105 SET_FLAG (target, FLAG_SCARED);
1000 if (!target->enemy) target->enemy=owner; 1106 if (!target->enemy)
1107 target->enemy = owner;
1001} 1108}
1002 1109
1003 1110
1004/* This returns the amount of damage hitter does to op with the 1111/* This returns the amount of damage hitter does to op with the
1005 * appropriate attacktype. Only 1 attacktype should be set at a time. 1112 * appropriate attacktype. Only 1 attacktype should be set at a time.
1006 * This doesn't damage the player, but returns how much it should 1113 * This doesn't damage the player, but returns how much it should
1007 * take. However, it will do other effects (paralyzation, slow, etc.) 1114 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not 1115 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */ 1116 * the attacktype. Makes it easier for the PR code. */
1010 1117
1118int
1011int hit_player_attacktype(object *op, object *hitter, int dam, 1119hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1012 uint32 attacknum, int magic) { 1120{
1013 1121
1014 int doesnt_slay = 1; 1122 int doesnt_slay = 1;
1015 1123
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1124 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) { 1125 if (attacknum >= NROFATTACKS)
1126 {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1127 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0; 1128 return 0;
1020 }
1021 1129 }
1130
1022 if (dam < 0) { 1131 if (dam < 0)
1132 {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1133 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0; 1134 return 0;
1025 }
1026 1135 }
1136
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1137 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1028 * people can't mess with that or it otherwise get confused. */ 1138 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam; 1139 if (attacknum == ATNR_INTERNAL)
1030 1140 return dam;
1141
1031 if (hitter->slaying) { 1142 if (hitter->slaying)
1143 {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1144 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) && 1145 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1034 strstr(op->arch->name, hitter->slaying)) 1146 {
1035 ){ 1147 doesnt_slay = 0;
1036 doesnt_slay = 0; 1148 dam *= 3;
1037 dam *= 3;
1038 } 1149 }
1039 } 1150 }
1040 1151
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1152 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) { 1153 if (op->resist[attacknum])
1154 {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1155 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1156 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]); 1157 dam *= (100 - op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100; 1158 if (dam >= 100)
1159 dam /= 100;
1047 else 1160 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1161 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 } 1162 }
1050 1163
1051 /* Special hack. By default, if immune to something, you 1164 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since 1165 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if 1166 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */ 1167 * special processing is needed */
1055 1168
1056 if ((op->resist[attacknum] >= 100) && 1169 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1057 doesnt_slay && (attacknum != ATNR_ACID))
1058 return 0; 1170 return 0;
1059 1171
1060 /* Keep this in order - makes things easier to find */ 1172 /* Keep this in order - makes things easier to find */
1173
1174 switch (attacknum)
1061 1175 {
1062 switch(attacknum) {
1063 case ATNR_PHYSICAL: 1176 case ATNR_PHYSICAL:
1064 /* here also check for diseases */ 1177 /* here also check for diseases */
1065 check_physically_infect(op, hitter); 1178 check_physically_infect (op, hitter);
1066 break; 1179 break;
1067 1180
1068 /* Don't need to do anything for: 1181 /* Don't need to do anything for:
1069 magic, 1182 magic,
1070 fire, 1183 fire,
1071 electricity, 1184 electricity,
1072 cold */ 1185 cold */
1073 1186
1074 case ATNR_CONFUSION: 1187 case ATNR_CONFUSION:
1075 case ATNR_POISON: 1188 case ATNR_POISON:
1076 case ATNR_SLOW: 1189 case ATNR_SLOW:
1077 case ATNR_PARALYZE: 1190 case ATNR_PARALYZE:
1078 case ATNR_FEAR: 1191 case ATNR_FEAR:
1079 case ATNR_CANCELLATION: 1192 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE: 1193 case ATNR_DEPLETE:
1081 case ATNR_BLIND: 1194 case ATNR_BLIND:
1082 { 1195 {
1083 /* chance for inflicting a special attack depends on the 1196 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level 1197 * difference between attacker's and defender's level
1085 */ 1198 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1199 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1087 1200
1088 /* First, only creatures/players with speed can be affected. 1201 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects 1202 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the 1203 * you. Third, you still get a saving through against the
1091 * effect. 1204 * effect.
1092 */ 1205 */
1093 if (op->speed && 1206 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1207 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1208 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1209 {
1097 1210
1098 /* Player has been hit by something */ 1211 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1212 if (attacknum == ATNR_CONFUSION)
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1213 confuse_player (op, hitter, dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1214 else if (attacknum == ATNR_POISON)
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1215 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1216 else if (attacknum == ATNR_SLOW)
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1217 slow_player (op, hitter, dam);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1218 else if (attacknum == ATNR_PARALYZE)
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1219 paralyze_player (op, hitter, dam);
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1220 else if (attacknum == ATNR_FEAR)
1108 } 1221 scare_creature (op, hitter);
1222 else if (attacknum == ATNR_CANCELLATION)
1223 cancellation (op);
1224 else if (attacknum == ATNR_DEPLETE)
1225 drain_stat (op);
1226 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1227 blind_player (op, hitter, dam);
1228 }
1109 dam = 0; /* These are all effects and don't do real damage */ 1229 dam = 0; /* These are all effects and don't do real damage */
1110 } 1230 }
1111 break; 1231 break;
1112 case ATNR_ACID: 1232 case ATNR_ACID:
1113 { 1233 {
1114 int flag=0; 1234 int flag = 0;
1115 1235
1116 /* Items only get corroded if you're not on a battleground and 1236 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */ 1237 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) && 1238 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1119 (op->resist[ATNR_ACID] < 50)) 1239 {
1120 { 1240 object *tmp;
1121 object *tmp; 1241
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1242 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1123 if(tmp->invisible) 1243 {
1124 continue; 1244 if (tmp->invisible)
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1245 continue;
1126 (tmp->resist[ATNR_ACID] >= 10)) 1246 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */ 1247 /* >= 10% acid res. on itmes will protect these */
1128 continue; 1248 continue;
1129 if(!(tmp->material & M_IRON)) 1249 if (!(tmp->material & M_IRON))
1130 continue; 1250 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */ 1251 if (tmp->magic < -4) /* Let's stop at -5 */
1132 continue; 1252 continue;
1133 if(tmp->type==RING || 1253 if (tmp->type == RING ||
1134 /* removed boots and gloves from exclusion list in 1254 /* removed boots and gloves from exclusion list in
1135 PR */ 1255 PR */
1136 tmp->type==GIRDLE || 1256 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1137 tmp->type==AMULET ||
1138 tmp->type==WAND ||
1139 tmp->type==ROD ||
1140 tmp->type==HORN)
1141 continue; /* To avoid some strange effects */ 1257 continue; /* To avoid some strange effects */
1142 1258
1143 /* High damage acid has better chance of corroding 1259 /* High damage acid has better chance of corroding
1144 objects */ 1260 objects */
1145 if(rndm(0, dam+4) > 1261 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1146 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1262 {
1147 if(op->type == PLAYER) 1263 if (op->type == PLAYER)
1148 /* Make this more visible */ 1264 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1265 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1150 "The %s's acid corrodes your %s!", 1266 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1151 query_name(hitter), query_name(tmp)); 1267 flag = 1;
1152 flag = 1; 1268 tmp->magic--;
1153 tmp->magic--; 1269 if (op->type == PLAYER)
1154 if(op->type == PLAYER) 1270 esrv_send_item (op, tmp);
1155 esrv_send_item(op, tmp); 1271 }
1156 } 1272 }
1157 } 1273 if (flag)
1158 if(flag)
1159 fix_player(op); /* Something was corroded */ 1274 fix_player (op); /* Something was corroded */
1160 } 1275 }
1161 } 1276 }
1162 break; 1277 break;
1163 case ATNR_DRAIN: 1278 case ATNR_DRAIN:
1164 { 1279 {
1165 /* rate is the proportion of exp drained. High rate means 1280 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained. 1281 * not much is drained, low rate means a lot is drained.
1167 */ 1282 */
1168 int rate; 1283 int rate;
1169 1284
1170 if(op->resist[ATNR_DRAIN] >= 0) 1285 if (op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1286 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else 1287 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1288 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174 1289
1175 if(op->stats.exp <= rate) { 1290 if (op->stats.exp <= rate)
1291 {
1176 if(op->type == GOLEM) 1292 if (op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */ 1293 dam = 999; /* Its force is "sucked" away. 8) */
1178 else 1294 else
1179 /* If we can't drain, lets try to do physical damage */ 1295 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1296 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else { 1297 }
1298 else
1299 {
1182 /* Randomly give the hitter some hp */ 1300 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp && 1301 if (hitter->stats.hp < hitter->stats.maxhp &&
1184 (op->level > hitter->level) && 1302 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1185 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1303 hitter->stats.hp++;
1186 hitter->stats.hp++;
1187 1304
1188 /* Can't do drains on battleground spaces. 1305 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp 1306 * Move the wiz check up here - before, the hitter wouldn't gain exp
1190 * exp, but the wiz would still lose exp! If drainee is a wiz, 1307 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens. 1308 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain 1309 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks. 1310 * attacks, hence all the != PLAYER checks.
1194 */ 1311 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1312 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1196 object *owner = get_owner(hitter); 1313 {
1314 object *owner = get_owner (hitter);
1197 1315
1198 if (owner && owner != hitter) { 1316 if (owner && owner != hitter)
1317 {
1199 if (op->type != PLAYER || owner->type != PLAYER) 1318 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2), 1319 change_exp (owner, op->stats.exp / (rate * 2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1320 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321 }
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1322 else if (op->type != PLAYER || hitter->type != PLAYER)
1323 {
1203 change_exp(hitter, op->stats.exp/(rate*2), 1324 change_exp (hitter, op->stats.exp / (rate * 2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1205 } 1326 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0); 1327 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1328 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1329 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1209 * drain attack, you won't know that you are actually sucking out EXP, 1330 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed 1331 * as the messages will say you missed
1211 */ 1332 */
1212 } 1333 }
1213 } 1334 }
1214 break; 1335 break;
1215 case ATNR_TURN_UNDEAD: 1336 case ATNR_TURN_UNDEAD:
1216 { 1337 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1338 if (QUERY_FLAG (op, FLAG_UNDEAD))
1339 {
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1340 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1219 object *god = find_god (determine_god (owner)); 1341 object *god = find_god (determine_god (owner));
1220 int div = 1; 1342 int div = 1;
1221 1343
1222 /* if undead are not an enemy of your god, you turn them 1344 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */ 1345 * at half strength */
1224 if (! god || ! god->slaying || 1346 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2; 1347 div = 2;
1227 /* Give a bonus if you resist turn undead */ 1348 /* Give a bonus if you resist turn undead */
1228 if (op->level * div < 1349 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1229 (turn_bonus[owner->stats.Wis]+owner->level + 1350 scare_creature (op, owner);
1230 (op->resist[ATNR_TURN_UNDEAD]/100))) 1351 }
1231 scare_creature(op, owner); 1352 else
1232 }
1233 else
1234 dam = 0; /* don't damage non undead - should we damage 1353 dam = 0; /* don't damage non undead - should we damage
1235 undead? */ 1354 undead? */
1355 }
1236 } break; 1356 break;
1237 case ATNR_DEATH: 1357 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam); 1358 deathstrike_player (op, hitter, &dam);
1239 break; 1359 break;
1240 case ATNR_CHAOS: 1360 case ATNR_CHAOS:
1241 LOG(llevError, 1361 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1242 "%s was hit by %s with non-specific chaos.\n", 1362 dam = 0;
1243 query_name(op), 1363 break;
1244 query_name(hitter));
1245 dam = 0;
1246 break;
1247 case ATNR_COUNTERSPELL: 1364 case ATNR_COUNTERSPELL:
1248 LOG(llevError, 1365 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1249 "%s was hit by %s with counterspell attack.\n", 1366 dam = 0;
1250 query_name(op),
1251 query_name(hitter));
1252 dam = 0;
1253 /* This should never happen. Counterspell is handled 1367 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen, 1368 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it 1369 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */ 1370 * does no damage. */
1257 break; 1371 break;
1258 case ATNR_HOLYWORD: 1372 case ATNR_HOLYWORD:
1259 { 1373 {
1260 /* This has already been handled by hit_player, 1374 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */ 1375 * no need to check twice -- DAMN */
1262 1376
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1377 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1264 1378
1265 /* As with turn undead above, give a bonus on the saving throw */ 1379 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1380 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1267 owner->level+turn_bonus[owner->stats.Wis])
1268 scare_creature(op, owner); 1381 scare_creature (op, owner);
1382 }
1269 } break; 1383 break;
1270 case ATNR_LIFE_STEALING: 1384 case ATNR_LIFE_STEALING:
1271 { 1385 {
1272 int new_hp; 1386 int new_hp;
1387
1273 /* this is replacement to drain for players, instead of taking 1388 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not 1389 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters 1390 * much use giving it to monsters
1276 * 1391 *
1277 * life stealing doesn't do a lot of damage, but it gives the 1392 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that, 1393 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by 1394 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000). 1395 * 1000).
1281 */ 1396 */
1282 /* You can't steal life from something undead */ 1397 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1398 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1399 return 0;
1284 /* If drain protection is higher than life stealing, use that */ 1400 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1401 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1402 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1403 else
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1404 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288 /* You die at -1 hp, not zero. */ 1405 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1406 if (dam > (op->stats.hp + 1))
1407 dam = op->stats.hp + 1;
1290 new_hp = hitter->stats.hp + dam; 1408 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1409 if (new_hp > hitter->stats.maxhp)
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1410 new_hp = hitter->stats.maxhp;
1411 if (new_hp > hitter->stats.hp)
1412 hitter->stats.hp = new_hp;
1413 }
1293 } 1414 }
1294 }
1295 return dam; 1415 return dam;
1296} 1416}
1297 1417
1298 1418
1299/* GROS: This code comes from hit_player. It has been made external to 1419/* GROS: This code comes from hit_player. It has been made external to
1300 * allow script procedures to "kill" objects in a combat-like fashion. 1420 * allow script procedures to "kill" objects in a combat-like fashion.
1309 * This function was a bit of a mess with hitter getting changed, 1429 * This function was a bit of a mess with hitter getting changed,
1310 * values being stored away but not used, etc. I've cleaned it up 1430 * values being stored away but not used, etc. I've cleaned it up
1311 * a bit - I think it should be functionally equivalant. 1431 * a bit - I think it should be functionally equivalant.
1312 * MSW 2002-07-17 1432 * MSW 2002-07-17
1313 */ 1433 */
1434int
1314int kill_object(object *op,int dam, object *hitter, int type) 1435kill_object (object *op, int dam, object *hitter, int type)
1315{ 1436{
1316 char buf[MAX_BUF]; 1437 char buf[MAX_BUF];
1317 const char *skill; 1438 const char *skill;
1318 int maxdam=0; 1439 int maxdam = 0;
1319 int battleg=0; /* true if op standing on battleground */ 1440 int battleg = 0; /* true if op standing on battleground */
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1441 int pk = 0; /* true if op and what controls hitter are both players */
1321 object *owner=NULL; 1442 object *owner = NULL;
1322 object *skop=NULL; 1443 object *skop = NULL;
1323 1444
1324 if (op->stats.hp>=0) 1445 if (op->stats.hp >= 0)
1325 return -1; 1446 return -1;
1326 1447
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1448 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1449 return 0;
1329 1450
1330 /* maxdam needs to be the amount of damage it took to kill 1451 /* maxdam needs to be the amount of damage it took to kill
1331 * this creature. The function(s) that call us have already 1452 * this creature. The function(s) that call us have already
1332 * adjusted the creatures HP total, so that is negative. 1453 * adjusted the creatures HP total, so that is negative.
1333 */ 1454 */
1334 maxdam = dam + op->stats.hp + 1; 1455 maxdam = dam + op->stats.hp + 1;
1335 1456
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1457 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1458 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1338 1459
1339 if(op->type==DOOR) { 1460 if (op->type == DOOR)
1461 {
1340 op->speed = 0.1; 1462 op->speed = 0.1;
1341 update_ob_speed(op); 1463 update_ob_speed (op);
1342 op->speed_left= -0.05; 1464 op->speed_left = -0.05;
1343 return maxdam; 1465 return maxdam;
1344 } 1466 }
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1467 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1468 {
1346 remove_friendly_object(op); 1469 remove_friendly_object (op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1470 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1348 op->owner->contr->ranges[range_golem] == op) { 1471 {
1349 op->owner->contr->ranges[range_golem]=NULL; 1472 op->owner->contr->ranges[range_golem] = NULL;
1350 op->owner->contr->golem_count=0; 1473 op->owner->contr->golem_count = 0;
1351 } 1474 }
1352 1475
1353 remove_ob(op); 1476 remove_ob (op);
1354 free_object(op); 1477 free_object (op);
1355 return maxdam; 1478 return maxdam;
1356 } 1479 }
1357 1480
1358 /* Now lets start dealing with experience we get for killing something */ 1481 /* Now lets start dealing with experience we get for killing something */
1359 1482
1360 owner=get_owner(hitter); 1483 owner = get_owner (hitter);
1361 if(owner==NULL) 1484 if (owner == NULL)
1362 owner=hitter; 1485 owner = hitter;
1363 1486
1364 /* is the victim (op) standing on battleground? */ 1487 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1488 if (op_on_battleground (op, NULL, NULL))
1366 1489 battleg = 1;
1490
1367 /* is this player killing?*/ 1491 /* is this player killing? */
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1492 if (op->type == PLAYER && owner->type == PLAYER)
1493 pk = 1;
1369 1494
1370 /* Player killed something */ 1495 /* Player killed something */
1371 if(owner->type==PLAYER) { 1496 if (owner->type == PLAYER)
1497 {
1372 Log_Kill(owner->name, 1498 Log_Kill (owner->name,
1373 query_name(op),op->type, 1499 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1374 (owner!=hitter) ? query_name(hitter) : NULL,
1375 (owner!=hitter) ? hitter->type : 0);
1376 1500
1377 /* Log players killing other players - makes it easier to detect 1501 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1502 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1503 * ip address is included.
1380 */ 1504 */
1381 if (op->type == PLAYER && !battleg) { 1505 if (op->type == PLAYER && !battleg)
1506 {
1382 time_t t=time(NULL); 1507 time_t t = time (NULL);
1383 struct tm *tmv; 1508 struct tm *tmv;
1384 char buf[256]; 1509 char buf[256];
1385 1510
1386 tmv = localtime(&t); 1511 tmv = localtime (&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1512 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1388 1513
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1514 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1390 buf, owner->name, owner->contr->socket.host, query_name(op)); 1515 }
1391 }
1392 1516
1393 /* try to filter some things out - basically, if you are 1517 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1518 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1519 * probably don't want to see that.
1396 */ 1520 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1521 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1522 {
1398 if(owner!=hitter) { 1523 if (owner != hitter)
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1524 {
1400 "You killed %s with %s.",query_name(op), 1525 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1401 query_name(hitter)); 1526 }
1402 } 1527 else
1403 else { 1528 {
1404 new_draw_info_format(NDI_BLACK, 0, owner, 1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1405 "You killed %s.",query_name(op)); 1530 }
1406 }
1407 /* Only play sounds for melee kills */ 1531 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER) 1532 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1533 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410 } 1534 }
1411 1535
1412 /* If a player kills another player, not on 1536 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is 1537 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV 1538 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not 1539 * Fix bug in that we were changing the luck of the hitter, not
1416 * player that the object belonged to - so if you killed another player 1540 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty. 1541 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings. 1542 * Changed to make luck penalty configurable in settings.
1419 */ 1543 */
1420 if(op->type == PLAYER && owner != op && !battleg) 1544 if (op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty); 1545 change_luck (owner, -settings.pk_luck_penalty);
1422 1546
1423 /* This code below deals with finding the appropriate skill 1547 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should 1548 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill 1549 * probably never really have to look at current_weapon->skill
1426 */ 1550 */
1427 skill = NULL; 1551 skill = NULL;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1552 if (hitter->skill && hitter->type != PLAYER)
1553 skill = hitter->skill;
1429 else if (owner->chosen_skill) { 1554 else if (owner->chosen_skill)
1555 {
1430 skill = owner->chosen_skill->skill; 1556 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill; 1557 skop = owner->chosen_skill;
1432 } 1558 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1559 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1434 else 1560 skill = owner->current_weapon->skill;
1561 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1562 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1436 1563
1437 /* We have the skill we want to credit to - now find the object this goes 1564 /* We have the skill we want to credit to - now find the object this goes
1438 * to. Make sure skop is an actual skill, and not a skill tool! 1565 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */ 1566 */
1440 if ((!skop || skop->type != SKILL) && skill) { 1567 if ((!skop || skop->type != SKILL) && skill)
1441 int i; 1568 {
1569 int i;
1442 1570
1443 for (i=0; i<NUM_SKILLS; i++) 1571 for (i = 0; i < NUM_SKILLS; i++)
1572 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1573 {
1444 if (owner->contr->last_skill_ob[i] && 1574 skop = owner->contr->last_skill_ob[i];
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1575 break;
1446 skop = owner->contr->last_skill_ob[i]; 1576 }
1447 break; 1577 }
1448 }
1449 }
1450 } /* Was it a player that hit somethign */ 1578 } /* Was it a player that hit somethign */
1451 else { 1579 else
1452 skill = NULL;
1453 } 1580 {
1581 skill = NULL;
1582 }
1454 1583
1455 /* Pet (or spell) killed something. */ 1584 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) { 1585 if (owner != hitter)
1586 {
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1587 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1588 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1589 }
1590 else
1459 } 1591 {
1460 else {
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1592 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1593 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1594 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1464 } 1595 }
1465 /* These may have been set in the player code section above */ 1596 /* These may have been set in the player code section above */
1597 if (!skop)
1466 if (!skop) skop = hitter->chosen_skill; 1598 skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill; 1599 if (!skill && skop)
1600 skill = skop->skill;
1468 1601
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1602 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1470 1603
1471 1604
1472 /* If you didn't kill yourself, and your not the wizard */ 1605 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1606 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1474 int exp; 1607 {
1608 int exp;
1475 1609
1476 /* Really don't give much experience for killing other players */ 1610 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1611 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) { 1612 if (op->type == PLAYER)
1479 if (battleg) {
1480 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1481 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1482 }
1483 else
1484 exp = op->stats.exp / 1000;
1485 } 1613 {
1614 if (battleg)
1615 {
1616 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1617 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1618 }
1486 else 1619 else
1620 exp = op->stats.exp / 1000;
1621 }
1622 else
1487 exp = calc_skill_exp(owner, op, skop); 1623 exp = calc_skill_exp (owner, op, skop);
1488 1624
1489 /* if op is standing on "battleground" (arena), no way to gain 1625 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him 1626 * exp by killing him
1491 */ 1627 */
1492 if (battleg) exp = 0; 1628 if (battleg)
1629 exp = 0;
1493 1630
1494 /* Don't know why this is set this way - doesn't make 1631 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason. 1632 * sense to just divide everything by two for no reason.
1496 */ 1633 */
1497 1634
1498 if (!settings.simple_exp) 1635 if (!settings.simple_exp)
1499 exp=exp/2; 1636 exp = exp / 2;
1500 1637
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1638 if (owner->type != PLAYER || owner->contr->party == NULL)
1639 {
1502 change_exp(owner,exp, skill, 0); 1640 change_exp (owner, exp, skill, 0);
1503 } 1641 }
1504 else { 1642 else
1643 {
1505 int shares=0,count=0; 1644 int shares = 0, count = 0;
1506 1645
1507 player *pl; 1646 player *pl;
1508 1647
1509 partylist *party=owner->contr->party; 1648 partylist *party = owner->contr->party;
1649
1510#ifdef PARTY_KILL_LOG 1650#ifdef PARTY_KILL_LOG
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1651 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1512#endif 1652#endif
1513 for(pl=first_player;pl!=NULL;pl=pl->next) { 1653 for (pl = first_player; pl != NULL; pl = pl->next)
1654 {
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1655 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1515 count++; 1656 {
1657 count++;
1516 shares+=(pl->ob->level+4); 1658 shares += (pl->ob->level + 4);
1517 } 1659 }
1660 }
1661 if (count == 1 || shares > exp)
1662 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1663 else
1664 {
1665 int share = exp / shares, given = 0, nexp;
1666
1667 for (pl = first_player; pl != NULL; pl = pl->next)
1668 {
1669 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1670 {
1671 nexp = (pl->ob->level + 4) * share;
1672 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1673 given += nexp;
1674 }
1675 }
1676 exp -= given;
1677 /* give any remainder to the player */
1678 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1679 }
1680 } /* else part of a party */
1681
1682 } /* end if person didn't kill himself */
1683
1684 if (op->type != PLAYER)
1685 {
1686 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1687 {
1688 object *owner1 = get_owner (op);
1689
1690 if (owner1 != NULL && owner1->type == PLAYER)
1691 {
1692 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1693 /* Maybe we should include the owner that killed this, maybe not */
1694 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1695 }
1696
1697 remove_friendly_object (op);
1698 }
1699
1700 remove_ob (op);
1701 free_object (op);
1518 } 1702 }
1519 if(count==1 || shares>exp)
1520 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521 else {
1522 int share=exp/shares,given=0,nexp;
1523 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 nexp=(pl->ob->level+4)*share;
1526 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1527 given+=nexp;
1528 }
1529 }
1530 exp-=given;
1531 /* give any remainder to the player */
1532 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1533 }
1534 } /* else part of a party */
1535
1536 } /* end if person didn't kill himself */
1537
1538 if(op->type!=PLAYER) {
1539 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1540 object *owner1 = get_owner(op);
1541
1542 if(owner1!= NULL && owner1->type == PLAYER) {
1543 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1544 /* Maybe we should include the owner that killed this, maybe not */
1545 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1546 op->name,hitter->name);
1547 }
1548 remove_friendly_object(op);
1549 }
1550 remove_ob(op);
1551 free_object(op);
1552 }
1553 /* Player has been killed! */ 1703 /* Player has been killed! */
1554 else { 1704 else
1705 {
1555 if(owner->type==PLAYER) { 1706 if (owner->type == PLAYER)
1707 {
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); 1708 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1557 } 1709 }
1558 else { 1710 else
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1711 assign (op->contr->killer, hitter->name);
1560 op->contr->killer[BIG_NAME-1]='\0';
1561 }
1562 } 1712 }
1713
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1714 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1715 * continues in the calling function.
1565 */ 1716 */
1566 return maxdam; 1717 return maxdam;
1567} 1718}
1568 1719
1569/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1720/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570 * Returns 0 this is not friendly fire 1721 * Returns 0 this is not friendly fire
1571 */ 1722 */
1572 1723
1724int
1573int friendly_fire(object *op, object *hitter){ 1725friendly_fire (object *op, object *hitter)
1726{
1574 object *owner; 1727 object *owner;
1575 int friendlyfire; 1728 int friendlyfire;
1576
1577 if (hitter->head) hitter=hitter->head;
1578 1729
1730 if (hitter->head)
1731 hitter = hitter->head;
1732
1579 friendlyfire = 0; 1733 friendlyfire = 0;
1580 1734
1581 if(op->type == PLAYER) { 1735 if (op->type == PLAYER)
1736 {
1582 if (op_on_battleground (hitter, 0, 0)) 1737 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1738 return 0;
1584 1739
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1740 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1741 return 1;
1587 1742
1588 if((owner = get_owner(hitter))!=NULL) { 1743 if ((owner = get_owner (hitter)) != NULL)
1744 {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1745 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1746 friendlyfire = 2;
1591 } 1747 }
1592 1748
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1749 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1750 friendlyfire = 0;
1596 } 1751 }
1597 return friendlyfire; 1752 return friendlyfire;
1598} 1753}
1599 1754
1600 1755
1601/* This isn't used just for players, but in fact most objects. 1756/* This isn't used just for players, but in fact most objects.
1602 * op is the object to be hit, dam is the amount of damage, hitter 1757 * op is the object to be hit, dam is the amount of damage, hitter
1607 */ 1762 */
1608 1763
1609 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1764 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1765 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611 1766
1767int
1612int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1768hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1769{
1613 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1770 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1614 int maxattacktype, attacknum; 1771 int maxattacktype, attacknum;
1615 int body_attack = op && op->head; /* Did we hit op's head? */ 1772 int body_attack = op && op->head; /* Did we hit op's head? */
1616 int simple_attack; 1773 int simple_attack;
1617 tag_t op_tag, hitter_tag; 1774 tag_t op_tag, hitter_tag;
1618 int rtn_kill = 0; 1775 int rtn_kill = 0;
1619 int friendlyfire; 1776 int friendlyfire;
1620 1777
1621 if (get_attack_mode (&op, &hitter, &simple_attack)) 1778 if (get_attack_mode (&op, &hitter, &simple_attack))
1622 return 0; 1779 return 0;
1623 1780
1624 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1781 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1625 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1782 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1626 return 0; 1783 return 0;
1627 1784
1628#ifdef PROHIBIT_PLAYERKILL 1785#ifdef PROHIBIT_PLAYERKILL
1629 if (op->type == PLAYER) { 1786 if (op->type == PLAYER)
1787 {
1630 object *owner = get_owner (hitter); 1788 object *owner = get_owner (hitter);
1789
1790 if (!owner)
1631 if (!owner) owner = hitter; 1791 owner = hitter;
1632 if (owner->type == PLAYER
1633 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1792 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1634 && op != owner) { 1793 {
1794 return 0;
1795 }
1796 }
1797#endif
1798
1799 op_tag = op->count;
1800 hitter_tag = hitter->count;
1801
1802 if (body_attack)
1803 {
1804 /* slow and paralyze must hit the head. But we don't want to just
1805 * return - we still need to process other attacks the spell still
1806 * might have. So just remove the paralyze and slow attacktypes,
1807 * and keep on processing if we have other attacktypes.
1808 * return if only magic or nothing is left - under normal code
1809 * we don't attack with pure magic if there is another attacktype.
1810 * Only do processing if the initial attacktype includes one of those
1811 * attack so we don't cancel out things like magic bullet.
1812 */
1813 if (type & (AT_PARALYZE | AT_SLOW))
1814 {
1815 type &= ~(AT_PARALYZE | AT_SLOW);
1816 if (!type || type == AT_MAGIC)
1817 return 0;
1818 }
1819 }
1820
1821 if (!simple_attack && op->type == DOOR)
1822 {
1823 object *tmp;
1824
1825 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1826 if (tmp->type == RUNE || tmp->type == TRAP)
1827 {
1828 spring_trap (tmp, hitter);
1829 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1635 return 0; 1830 return 0;
1831 break;
1636 } 1832 }
1833 }
1834
1835 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1637 } 1836 {
1837 /* FIXME: If a player is killed by a rune in a door, the
1838 * was_destroyed() check above doesn't return, and might get here.
1839 */
1840 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1841 return 0;
1842 }
1843
1844#ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1638#endif 1846#endif
1639 1847
1640 op_tag = op->count;
1641 hitter_tag = hitter->count;
1642
1643 if (body_attack) {
1644 /* slow and paralyze must hit the head. But we don't want to just
1645 * return - we still need to process other attacks the spell still
1646 * might have. So just remove the paralyze and slow attacktypes,
1647 * and keep on processing if we have other attacktypes.
1648 * return if only magic or nothing is left - under normal code
1649 * we don't attack with pure magic if there is another attacktype.
1650 * Only do processing if the initial attacktype includes one of those
1651 * attack so we don't cancel out things like magic bullet.
1652 */
1653 if (type & (AT_PARALYZE | AT_SLOW)) {
1654 type &= ~(AT_PARALYZE | AT_SLOW);
1655 if (!type || type==AT_MAGIC) return 0;
1656 }
1657 }
1658
1659 if ( ! simple_attack && op->type == DOOR) {
1660 object *tmp;
1661 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1662 if (tmp->type == RUNE || tmp->type == TRAP) {
1663 spring_trap (tmp, hitter);
1664 if (was_destroyed (hitter, hitter_tag)
1665 || was_destroyed (op, op_tag)
1666 || abort_attack (op, hitter, simple_attack))
1667 return 0;
1668 break;
1669 }
1670 }
1671
1672 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1673 /* FIXME: If a player is killed by a rune in a door, the
1674 * was_destroyed() check above doesn't return, and might get here.
1675 */
1676 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1677 "hit_player()\n", op->arch->name, op->name);
1678 return 0;
1679 }
1680
1681#ifdef ATTACK_DEBUG
1682 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1683#endif
1684
1685 if (magic) { 1848 if (magic)
1849 {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1850 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1851 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1852 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1853 if (dam >= 100)
1690 dam /= 100; 1854 dam /= 100;
1691 else 1855 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1856 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1693 } 1857 }
1694 1858
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1859 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1696 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1860 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1861 */
1698 if(type & AT_CHAOS){ 1862 if (type & AT_CHAOS)
1863 {
1699 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1864 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1700 update_object(op,UP_OBJ_FACE); 1865 update_object (op, UP_OBJ_FACE);
1701 type &= ~AT_CHAOS; 1866 type &= ~AT_CHAOS;
1702 } 1867 }
1703 1868
1704 /* Holyword is really an attacktype modifier (like magic is). If 1869 /* Holyword is really an attacktype modifier (like magic is). If
1705 * holyword is part of an attacktype, then make sure the creature is 1870 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1871 * a proper match, otherwise no damage.
1707 */ 1872 */
1708 if (type & AT_HOLYWORD) { 1873 if (type & AT_HOLYWORD)
1874 {
1709 object *god; 1875 object *god;
1876
1710 if ((!hitter->slaying || 1877 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1878 (!(op->race && strstr (hitter->slaying, op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1879 !(op->name && strstr (hitter->slaying, op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1880 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1714 (hitter->title != NULL 1881 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL 1882 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1716 && god->race != NULL
1717 && strstr(god->race,undead_name) != NULL)))
1718 return 0; 1883 return 0;
1719 } 1884 }
1720 1885
1721 maxattacktype = type; /* initialize this to something */ 1886 maxattacktype = type; /* initialize this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1887 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1888 {
1723 /* Magic isn't really a true attack type - it gets combined with other 1889 /* Magic isn't really a true attack type - it gets combined with other
1724 * attack types. As such, skip it over. However, if magic is 1890 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1891 * the only attacktype in the group, then still attack with it
1726 */ 1892 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1893 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1894 continue;
1728 1895
1729 /* Go through and hit the player with each attacktype, one by one. 1896 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict 1897 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with 1898 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc. 1899 * effects (slow, paralization, etc.
1733 */ 1900 */
1734 if (type & attacktype) { 1901 if (type & attacktype)
1902 {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1903 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1736 /* the >= causes us to prefer messages from special attacks, if 1904 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1905 * the damage is equal.
1738 */ 1906 */
1739 if (ndam >= maxdam) { 1907 if (ndam >= maxdam)
1908 {
1740 maxdam = ndam; 1909 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1910 maxattacktype = 1 << attacknum;
1911 }
1912 }
1742 } 1913 }
1743 } 1914
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only 1915 /* if this is friendly fire then do a set % of damage only
1747 * Note - put a check in to make sure this attack is actually 1916 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1917 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1918 * an attack do damage before when it otherwise didn't
1750 */ 1919 */
1751 friendlyfire = friendly_fire(op, hitter); 1920 friendlyfire = friendly_fire (op, hitter);
1752 if (friendlyfire && maxdam){ 1921 if (friendlyfire && maxdam)
1922 {
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1923 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1924#ifndef COZY_SERVER
1925 maxdam++;
1926#endif
1927
1928#ifdef ATTACK_DEBUG
1929 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1930 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1931#endif
1932 }
1933
1934 if (!full_hit)
1935 {
1936 archetype *at;
1937 int area;
1938 int remainder;
1939
1940 area = 0;
1941 for (at = op->arch; at != NULL; at = at->more)
1942 area++;
1943 assert (area > 0);
1944
1945 /* basically: maxdam /= area; we try to "simulate" a float
1946 value-effect */
1947 remainder = 100 * (maxdam % area) / area;
1948 maxdam /= area;
1949 if (RANDOM () % 100 < remainder)
1755 maxdam++; 1950 maxdam++;
1951 }
1952
1953#ifdef ATTACK_DEBUG
1954 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1756#endif 1955#endif
1757
1758#ifdef ATTACK_DEBUG
1759 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1760 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1761#endif
1762 }
1763 1956
1764 if (!full_hit) {
1765 archetype *at;
1766 int area;
1767 int remainder;
1768
1769 area = 0;
1770 for(at = op->arch; at != NULL; at = at->more)
1771 area++;
1772 assert(area > 0);
1773
1774 /* basically: maxdam /= area; we try to "simulate" a float
1775 value-effect */
1776 remainder = 100*(maxdam%area)/area;
1777 maxdam /= area;
1778 if (RANDOM()%100 < remainder)
1779 maxdam++;
1780 }
1781
1782#ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1784#endif
1785
1786 if(get_owner(hitter)) 1957 if (get_owner (hitter))
1787 op->enemy=hitter->owner; 1958 op->enemy = hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1959 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1789 op->enemy=hitter; 1960 op->enemy = hitter;
1790 1961
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1962 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1963 {
1792 /* The unaggressives look after themselves 8) */ 1964 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1965 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1966 npc_call_help (op);
1795 } 1967 }
1796 1968
1797 if (magic && did_make_save(op, op->level, 0)) 1969 if (magic && did_make_save (op, op->level, 0))
1798 maxdam=maxdam/2; 1970 maxdam = maxdam / 2;
1799 1971
1800 attack_message(maxdam, maxattacktype, op, hitter); 1972 attack_message (maxdam, maxattacktype, op, hitter);
1801 1973
1802 op->stats.hp-=maxdam; 1974 op->stats.hp -= maxdam;
1803 1975
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1976 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1977 if ((op->stats.hp >= 0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1978 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1979 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1808 (float)op->stats.maxhp)) { 1980 {
1809 1981
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1982 if (QUERY_FLAG (op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1983 SET_FLAG (op, FLAG_RUN_AWAY);
1812 else 1984 else
1813 scare_creature(op, hitter); 1985 scare_creature (op, hitter);
1814 } 1986 }
1815 1987
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1988 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1989 {
1817 if (maxdam) 1990 if (maxdam)
1818 tear_down_wall(op); 1991 tear_down_wall (op);
1819 return maxdam; /* nothing more to do for wall */ 1992 return maxdam; /* nothing more to do for wall */
1820 } 1993 }
1821 1994
1822 /* See if the creature has been killed */ 1995 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 1996 rtn_kill = kill_object (op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 1997 if (rtn_kill != -1)
1825 return rtn_kill; 1998 return rtn_kill;
1826 1999
1827 2000
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 2001 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1829 * that before if the player was immune to ghosthit, the monster 2002 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 2003 * remained - that is no longer the case.
1831 */ 2004 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 2005 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2006 {
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 2007 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1834 remove_friendly_object(hitter); 2008 remove_friendly_object (hitter);
1835 remove_ob(hitter); 2009 remove_ob (hitter);
1836 free_object(hitter); 2010 free_object (hitter);
1837 } 2011 }
1838 /* Lets handle creatures that are splitting now */ 2012 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 2013 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1840 int i; 2014 {
2015 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 2016 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 2017 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op); 2018 object *owner = get_owner (op);
1844 2019
1845 if(!op->other_arch) { 2020 if (!op->other_arch)
2021 {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 2022 LOG (llevError, "SPLITTING without other_arch error.\n");
1847 return maxdam; 2023 return maxdam;
1848 } 2024 }
1849 remove_ob(op); 2025 remove_ob (op);
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 2026 for (i = 0; i < NROFNEWOBJS (op); i++)
2027 { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch); 2028 object *tmp = arch_to_object (op->other_arch);
1852 int j; 2029 int j;
1853 2030
1854 tmp->stats.hp=op->stats.hp; 2031 tmp->stats.hp = op->stats.hp;
1855 if (friendly) { 2032 if (friendly)
2033 {
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 2034 SET_FLAG (tmp, FLAG_FRIENDLY);
1857 add_friendly_object(tmp); 2035 add_friendly_object (tmp);
1858 tmp->attack_movement = PETMOVE; 2036 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL) 2037 if (owner != NULL)
1860 set_owner(tmp,owner); 2038 set_owner (tmp, owner);
1861 } 2039 }
1862 if (unaggressive) 2040 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2041 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2042 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1865 if (j==-1) /* No spot to put this monster */ 2043 if (j == -1) /* No spot to put this monster */
1866 free_object(tmp); 2044 free_object (tmp);
1867 else { 2045 else
2046 {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2047 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0); 2048 insert_ob_in_map (tmp, op->map, NULL, 0);
1870 } 2049 }
1871 } 2050 }
1872 if(friendly) 2051 if (friendly)
1873 remove_friendly_object(op); 2052 remove_friendly_object (op);
1874 free_object(op); 2053 free_object (op);
1875 } 2054 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2055 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2056 {
1877 remove_ob(hitter); 2057 remove_ob (hitter);
1878 free_object(hitter); 2058 free_object (hitter);
1879 } 2059 }
1880 return maxdam; 2060 return maxdam;
1881} 2061}
1882 2062
1883 2063
2064void
1884void poison_player(object *op, object *hitter, int dam) 2065poison_player (object *op, object *hitter, int dam)
1885{ 2066{
1886 archetype *at = find_archetype("poisoning"); 2067 archetype *at = find_archetype ("poisoning");
1887 object *tmp=present_arch_in_ob(at,op); 2068 object *tmp = present_arch_in_ob (at, op);
1888 2069
1889 if(tmp==NULL) { 2070 if (tmp == NULL)
2071 {
1890 if((tmp=arch_to_object(at))==NULL) 2072 if ((tmp = arch_to_object (at)) == NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n"); 2073 LOG (llevError, "Failed to clone arch poisoning.\n");
1892 else { 2074 else
2075 {
1893 tmp = insert_ob_in_ob(tmp,op); 2076 tmp = insert_ob_in_ob (tmp, op);
1894 /* peterm: give poisoning some teeth. It should 2077 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 2078 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 2079 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 2080 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 2081 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 2082 * If anything else, goes as damage.
1900 */ 2083 */
1901 2084
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2085 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2; 2086 tmp->stats.dam += hitter->level / 2;
1904 else 2087 else
1905 tmp->stats.dam = dam; 2088 tmp->stats.dam = dam;
1906 2089
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2090 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 2091 if (hitter->skill && hitter->skill != tmp->skill)
1909 if (tmp->skill) free_string(tmp->skill); 2092 {
1910 tmp->skill = add_refcount(hitter->skill); 2093 tmp->skill = hitter->skill;
1911 } 2094 }
1912 2095
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2096 tmp->stats.food += dam; /* more damage, longer poisoning */
1914 2097
1915 if(op->type==PLAYER) { 2098 if (op->type == PLAYER)
2099 {
1916 /* player looses stats, maximum is -10 of each */ 2100 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10); 2101 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10); 2102 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2103 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10); 2104 tmp->stats.Int = MAX (-dam / 7, -10);
1921 SET_FLAG(tmp,FLAG_APPLIED); 2105 SET_FLAG (tmp, FLAG_APPLIED);
1922 fix_player(op); 2106 fix_player (op);
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2107 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1924 } 2108 }
1925 if (hitter->type == PLAYER) 2109 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 2110 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1927 op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2111 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2112 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1930 "Your %s poisons %s.", hitter->name, op->name); 2113 }
1931 }
1932 tmp->speed_left=0; 2114 tmp->speed_left = 0;
1933 } 2115 }
1934 else 2116 else
1935 tmp->stats.food++; 2117 tmp->stats.food++;
1936} 2118}
1937 2119
2120void
1938void slow_player(object *op,object *hitter,int dam) 2121slow_player (object *op, object *hitter, int dam)
2122{
1939{ archetype *at = find_archetype("slowness"); 2123 archetype *at = find_archetype ("slowness");
1940 object *tmp; 2124 object *tmp;
2125
1941 if(at == NULL) { 2126 if (at == NULL)
2127 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2128 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2129 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2130 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2131 {
1945 tmp = arch_to_object(at); 2132 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2133 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2134 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2135 }
1948 } else 2136 else
1949 tmp->stats.food++; 2137 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2138 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2139 tmp->speed_left = 0;
1952 fix_player(op); 2140 fix_player (op);
1953} 2141}
1954 2142
2143void
1955void confuse_player(object *op, object *hitter, int dam) 2144confuse_player (object *op, object *hitter, int dam)
1956{ 2145{
1957 object *tmp; 2146 object *tmp;
1958 int maxduration; 2147 int maxduration;
1959 2148
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2149 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2150 if (!tmp)
1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op);
1964 }
1965 2151 {
2152 tmp = get_archetype (FORCE_NAME);
2153 tmp = insert_ob_in_ob (tmp, op);
2154 }
2155
1966 /* Duration added per hit and max. duration of confusion both depend 2156 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2157 * on the player's resistance
1968 */ 2158 */
1969 tmp->speed = 0.05; 2159 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2160 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2161 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 if (tmp->name) free_string(tmp->name);
1973 tmp->name = add_string("confusion"); 2162 tmp->name = "confusion";
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2163 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1975 if( tmp->duration > maxduration) 2164 if (tmp->duration > maxduration)
1976 tmp->duration = maxduration; 2165 tmp->duration = maxduration;
1977 2166
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2167 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2168 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED); 2169 SET_FLAG (op, FLAG_CONFUSED);
1981} 2170}
1982 2171
2172void
1983void blind_player(object *op, object *hitter, int dam) 2173blind_player (object *op, object *hitter, int dam)
1984{ 2174{
1985 object *tmp,*owner; 2175 object *tmp, *owner;
1986 2176
1987 /* Save some work if we know it isn't going to affect the player */ 2177 /* Save some work if we know it isn't going to affect the player */
1988 if (op->resist[ATNR_BLIND]==100) return; 2178 if (op->resist[ATNR_BLIND] == 100)
2179 return;
1989 2180
1990 tmp = present_in_ob(BLINDNESS,op); 2181 tmp = present_in_ob (BLINDNESS, op);
1991 if(!tmp) { 2182 if (!tmp)
2183 {
1992 tmp = get_archetype("blindness"); 2184 tmp = get_archetype ("blindness");
1993 SET_FLAG(tmp, FLAG_BLIND); 2185 SET_FLAG (tmp, FLAG_BLIND);
1994 SET_FLAG(tmp, FLAG_APPLIED); 2186 SET_FLAG (tmp, FLAG_APPLIED);
1995 /* use floats so we don't lose too much precision due to rounding errors. 2187 /* use floats so we don't lose too much precision due to rounding errors.
1996 * speed is a float anyways. 2188 * speed is a float anyways.
1997 */ 2189 */
1998 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2190 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1999 2191
2000 tmp = insert_ob_in_ob(tmp,op); 2192 tmp = insert_ob_in_ob (tmp, op);
2001 change_abil(op,tmp); /* Mostly to display any messages */ 2193 change_abil (op, tmp); /* Mostly to display any messages */
2002 fix_player(op); /* This takes care of some other stuff */ 2194 fix_player (op); /* This takes care of some other stuff */
2003 2195
2196 if (hitter->owner)
2004 if(hitter->owner) owner = get_owner(hitter); 2197 owner = get_owner (hitter);
2198 else
2005 else owner = hitter; 2199 owner = hitter;
2006 2200
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 2201 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2008 "Your attack blinds %s!",query_name(op));
2009 } 2202 }
2010 tmp->stats.food += dam; 2203 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 2204 if (tmp->stats.food > 10)
2205 tmp->stats.food = 10;
2012} 2206}
2013 2207
2208void
2014void paralyze_player(object *op, object *hitter, int dam) 2209paralyze_player (object *op, object *hitter, int dam)
2015{ 2210{
2016 float effect,max; 2211 float effect, max;
2212
2017 /* object *tmp; */ 2213 /* object *tmp; */
2018 2214
2019 /* This is strange stuff... someone knows for what this is 2215 /* This is strange stuff... someone knows for what this is
2020 * written? Well, i think this can and should be removed 2216 * written? Well, i think this can and should be removed
2021 */ 2217 */
2022 2218
2023 /* 2219 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2220 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 2221 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 2222 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2223 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 2224 }
2029 */ 2225 */
2030 2226
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2227 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2032 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2228 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2033 2229
2034 if (effect==0) return; 2230 if (effect == 0)
2231 return;
2035 2232
2036 op->speed_left-=FABS(op->speed)*effect; 2233 op->speed_left -= FABS (op->speed) * effect;
2037 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2234 /* tmp->stats.food+=(signed short) effect/op->speed; */
2038 2235
2039 /* max number of ticks to be affected for. */ 2236 /* max number of ticks to be affected for. */
2040 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2237 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2041 if (op->speed_left< -(FABS(op->speed)*max)) 2238 if (op->speed_left < -(FABS (op->speed) * max))
2042 op->speed_left = (float) -(FABS(op->speed)*max); 2239 op->speed_left = (float) -(FABS (op->speed) * max);
2043 2240
2044/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2241/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2045} 2242}
2046 2243
2047 2244
2048/* Attempts to kill 'op'. hitter is the attack object, dam is 2245/* Attempts to kill 'op'. hitter is the attack object, dam is
2049 * the computed damaged. 2246 * the computed damaged.
2050 */ 2247 */
2248void
2051void deathstrike_player(object *op, object *hitter, int *dam) 2249deathstrike_player (object *op, object *hitter, int *dam)
2052{ 2250{
2053 /* The intention of a death attack is to kill outright things 2251 /* The intention of a death attack is to kill outright things
2054 ** that are a lot weaker than the attacker, have a chance of killing 2252 ** that are a lot weaker than the attacker, have a chance of killing
2055 ** things somewhat weaker than the caster, and no chance of 2253 ** things somewhat weaker than the caster, and no chance of
2056 ** killing something equal or stronger than the attacker. 2254 ** killing something equal or stronger than the attacker.
2057 ** Also, if a deathstrike attack has a slaying, any monster 2255 ** Also, if a deathstrike attack has a slaying, any monster
2058 ** whose name or race matches a comma-delimited list in the slaying 2256 ** whose name or race matches a comma-delimited list in the slaying
2059 ** field of the deathstriking object */ 2257 ** field of the deathstriking object */
2060 2258
2061 int atk_lev, def_lev, kill_lev; 2259 int atk_lev, def_lev, kill_lev;
2062 2260
2063 if(hitter->slaying) 2261 if (hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2262 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2065 (op->race&&strstr(hitter->slaying,op->race)))) return; 2263 return;
2066 2264
2067 def_lev = op->level; 2265 def_lev = op->level;
2068 if (def_lev < 1) { 2266 if (def_lev < 1)
2267 {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2268 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2070 op->arch->name, op->name);
2071 def_lev = 1; 2269 def_lev = 1;
2072 } 2270 }
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2271 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2272 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 2273 atk_lev, def_lev); */
2076 2274
2077 if(atk_lev >= def_lev ){ 2275 if (atk_lev >= def_lev)
2276 {
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2277 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2079 2278
2080 /* Note that the below effectively means the ratio of the atk vs 2279 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 2280 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 2281 * chance of killing a level 50 monster. This should probably be
2083 * redone. 2282 * redone.
2084 */ 2283 */
2085 if(kill_lev >= def_lev) { 2284 if (kill_lev >= def_lev)
2285 {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2286 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2087 /* I think this doesn't really do much. Because of 2287 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 2288 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 2289 * attack level is double the defender level.
2090 */ 2290 */
2091 *dam *= kill_lev / def_lev; 2291 *dam *= kill_lev / def_lev;
2092 } 2292 }
2093 } else { 2293 }
2294 else
2295 {
2094 *dam = 0; /* no harm done */ 2296 *dam = 0; /* no harm done */
2095 } 2297 }
2096} 2298}
2097 2299
2098/* thrown_item_effect() - handles any special effects of thrown 2300/* thrown_item_effect() - handles any special effects of thrown
2099 * items (like attacking living creatures--a potion thrown at a 2301 * items (like attacking living creatures--a potion thrown at a
2100 * monster). 2302 * monster).
2101 */ 2303 */
2304static void
2102static void thrown_item_effect (object *hitter, object *victim) 2305thrown_item_effect (object *hitter, object *victim)
2103{ 2306{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2307 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2308 {
2105 /* May not need a switch for just 2 types, but this makes it 2309 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion. 2310 * easier for expansion.
2107 */ 2311 */
2108 switch (hitter->type) { 2312 switch (hitter->type)
2313 {
2109 case POTION: 2314 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */ 2315 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2316 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2112 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2317 (void) apply_potion (victim, hitter);
2113 break; 2318 break;
2114 2319
2115 case POISON: /* poison drinks */ 2320 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */ 2321 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2322 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2118 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2323 apply_poison (victim, hitter);
2119 break; 2324 break;
2120 2325
2121 /* Removed case statements that did nothing. 2326 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it, 2327 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here. 2328 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled. 2329 * Containers should perhaps break open, but that code was disabled.
2125 */ 2330 */
2126 } 2331 }
2127 } 2332 }
2128} 2333}
2129 2334
2130/* adj_attackroll() - adjustments to attacks by various conditions */ 2335/* adj_attackroll() - adjustments to attacks by various conditions */
2131 2336
2337int
2132int adj_attackroll (object *hitter, object *target) { 2338adj_attackroll (object *hitter, object *target)
2339{
2133 object *attacker = hitter; 2340 object *attacker = hitter;
2134 int adjust=0; 2341 int adjust = 0;
2135 2342
2136 /* safety */ 2343 /* safety */
2137 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2344 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2345 {
2138 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2346 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2139 "map\n"); 2347 return 0;
2348 }
2349
2350 /* aimed missiles use the owning object's sight */
2351 if (is_aimed_missile (hitter))
2352 {
2353 if ((attacker = get_owner (hitter)) == NULL)
2354 attacker = hitter;
2355 /* A player who saves but hasn't quit still could have objects
2356 * owned by him - need to handle that case to avoid crashes.
2357 */
2358 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2359 attacker = hitter;
2360 }
2361 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2140 return 0; 2362 return 0;
2141 }
2142 2363
2143 /* aimed missiles use the owning object's sight */
2144 if(is_aimed_missile(hitter)) {
2145 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2146 /* A player who saves but hasn't quit still could have objects
2147 * owned by him - need to handle that case to avoid crashes.
2148 */
2149 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2150 }
2151 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2152 return 0;
2153
2154 /* determine the condtions under which we make an attack. 2364 /* determine the condtions under which we make an attack.
2155 * Add more cases, as the need occurs. */ 2365 * Add more cases, as the need occurs. */
2156 2366
2157 if(!can_see_enemy(attacker,target)) { 2367 if (!can_see_enemy (attacker, target))
2368 {
2158 /* target is unseen */ 2369 /* target is unseen */
2159 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2370 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2160 adjust -= 10; 2371 adjust -= 10;
2161 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2372 /* dark map penalty for the hitter (lacks infravision if we got here). */
2162 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2373 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2163 adjust -= target->map->darkness; 2374 adjust -= target->map->darkness;
2164 } 2375 }
2165 2376
2166 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2377 if (QUERY_FLAG (attacker, FLAG_SCARED))
2167 adjust -= 3; 2378 adjust -= 3;
2168 2379
2169 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2380 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2170 adjust += 1; 2381 adjust += 1;
2171 2382
2172 if(QUERY_FLAG(target,FLAG_SCARED)) 2383 if (QUERY_FLAG (target, FLAG_SCARED))
2173 adjust += 1; 2384 adjust += 1;
2174 2385
2175 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2386 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2176 adjust -= 3; 2387 adjust -= 3;
2177 2388
2178 /* if we attack at a different 'altitude' its harder */ 2389 /* if we attack at a different 'altitude' its harder */
2179 if((attacker->move_type & target->move_type)==0) 2390 if ((attacker->move_type & target->move_type) == 0)
2180 adjust -= 2; 2391 adjust -= 2;
2181 2392
2182#if 0 2393#if 0
2183 /* slower attacks are less likely to succeed. We should use a 2394 /* slower attacks are less likely to succeed. We should use a
2184 * comparison between attacker/target speeds BUT, players have 2395 * comparison between attacker/target speeds BUT, players have
2185 * a generally faster speed, so this will wind up being a HUGE 2396 * a generally faster speed, so this will wind up being a HUGE
2186 * disadantage for the monsters! Too bad, because missiles which 2397 * disadantage for the monsters! Too bad, because missiles which
2187 * fly fast should have a better chance of hitting a slower target. 2398 * fly fast should have a better chance of hitting a slower target.
2188 */ 2399 */
2189 if(hitter->speed<target->speed) 2400 if (hitter->speed < target->speed)
2190 adjust += ((float) hitter->speed-target->speed); 2401 adjust += ((float) hitter->speed - target->speed);
2191#endif 2402#endif
2192 2403
2193#if 0 2404#if 0
2194 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2405 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2195#endif 2406#endif
2196 2407
2197 return adjust; 2408 return adjust;
2198} 2409}
2199 2410
2200 2411
2201/* determine if the object is an 'aimed' missile */ 2412/* determine if the object is an 'aimed' missile */
2413int
2202int is_aimed_missile ( object *op) { 2414is_aimed_missile (object *op)
2415{
2203 2416
2204 /* I broke what used to be one big if into a few nested 2417 /* I broke what used to be one big if into a few nested
2205 * ones so that figuring out the logic is at least possible. 2418 * ones so that figuring out the logic is at least possible.
2206 */ 2419 */
2207 if (op && (op->move_type & MOVE_FLYING)) { 2420 if (op && (op->move_type & MOVE_FLYING))
2421 {
2208 if (op->type==ARROW || op->type==THROWN_OBJ) 2422 if (op->type == ARROW || op->type == THROWN_OBJ)
2209 return 1; 2423 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2424 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2211 op->subtype == SP_EXPLOSION))
2212 return 1; 2425 return 1;
2213 } 2426 }
2214 return 0; 2427 return 0;
2215} 2428}
2216

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