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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 1.16 by root, Thu Sep 14 21:16:12 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 1.16 2006/09/14 21:16:12 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
248 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
250 {
251 object *tmp;
252 archetype *at = archetype::find ("icecube");
253
254 if (at == NULL)
240 return; 255 return;
256
257 op = stop_item (op);
258 if (op == NULL)
259 return;
260
261 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
262 {
263 tmp = arch_to_object (at);
264 tmp->x = op->x, tmp->y = op->y;
265 /* This was in the old (pre new movement code) -
266 * icecubes have slow_move set to 1 - don't want
267 * that for ones we create.
268 */
269 tmp->move_slow_penalty = 0;
270 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0);
272 }
273
274 if (!QUERY_FLAG (op, FLAG_REMOVED))
275 remove_ob (op);
276
277 insert_ob_in_ob (op, tmp);
278 return;
241 } 279 }
242} 280}
243 281
244/* Object op is hitting the map. 282/* Object op is hitting the map.
245 * op is going in direction 'dir' 283 * op is going in direction 'dir'
246 * type is the attacktype of the object. 284 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 285 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 286 * returns 1 if it hits something, 0 otherwise.
249 */ 287 */
250 288
289int
251int hit_map(object *op, int dir, int type, int full_hit) { 290hit_map (object *op, int dir, int type, int full_hit)
291{
252 object *tmp, *next; 292 object *tmp, *next;
253 mapstruct *map; 293 mapstruct *map;
254 sint16 x, y; 294 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 296
257 tag_t op_tag, next_tag=0; 297 tag_t op_tag, next_tag = 0;
258 298
259 if (QUERY_FLAG (op, FLAG_FREED)) { 299 if (QUERY_FLAG (op, FLAG_FREED))
300 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 301 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 302 return 0;
262 } 303 }
263 304
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
306 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 307 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); 308 return 0;
267 return 0;
268 } 309 }
269 310
270 if ( ! op->map) { 311 if (!op->map)
312 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 313 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 314 return 0;
273 } 315 }
274 316
275 if (op->head) op=op->head; 317 if (op->head)
318 op = op->head;
276 319
277 op_tag = op->count; 320 op_tag = op->count;
278 321
279 map = op->map; 322 map = op->map;
280 x = op->x + freearr_x[dir]; 323 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 324 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284 325
285 /* peterm: a few special cases for special attacktypes --counterspell 326 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 */
288 327
289 if (type & AT_COUNTERSPELL) { 328 // elmex: a safe map tile can't be hit!
290 counterspell(op,dir); /* see spell_effect.c */ 329 // this should prevent most harmful effects on items and players there.
291 330 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; 331 return 0;
363}
364 332
333 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive
335 */
336
337 if (type & AT_COUNTERSPELL)
338 {
339 counterspell (op, dir); /* see spell_effect.c */
340
341 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing.
343 */
344 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
345 return 0;
346
347 type &= ~AT_COUNTERSPELL;
348 }
349
350 if (type & AT_CHAOS)
351 {
352 shuffle_attack (op, 1); /*1 flag tells it to change the face */
353 update_object (op, UP_OBJ_FACE);
354 type &= ~AT_CHAOS;
355 }
356
357 next = get_map_ob (map, x, y);
358 if (next)
359 next_tag = next->count;
360
361 while (next)
362 {
363 if (was_destroyed (next, next_tag))
364 {
365 /* There may still be objects that were above 'next', but there is no
366 * simple way to find out short of copying all object references and
367 * tags into a temporary array before we start processing the first
368 * object. That's why we just abort.
369 *
370 * This happens whenever attack spells (like fire) hit a pile
371 * of objects. This is not a bug - nor an error. The errormessage
372 * below was spamming the logs for absolutely no reason.
373 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
375 break;
376 }
377
378 tmp = next;
379 next = tmp->above;
380
381 if (next)
382 next_tag = next->count;
383
384 if (QUERY_FLAG (tmp, FLAG_FREED))
385 {
386 LOG (llevError, "BUG: hit_map(): found freed object\n");
387 break;
388 }
389
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used.
393 */
394 if (tmp->map != map || tmp->x != x || tmp->y != y)
395 continue;
396
397 if (QUERY_FLAG (tmp, FLAG_ALIVE))
398 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1;
401 if (was_destroyed (op, op_tag))
402 break;
403 }
404
405 /* Here we are potentially destroying an object. If the object has
406 * NO_PASS set, it is also immune - you can't destroy walls. Note
407 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement
409 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now.
411 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
413 {
414 save_throw_object (tmp, type, op);
415 if (was_destroyed (op, op_tag))
416 break;
417 }
418 }
419
420 return 0;
421}
422
423void
365void attack_message(int dam, int type, object *op, object *hitter) { 424attack_message (int dam, int type, object *op, object *hitter)
425{
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0; 427 int i, found = 0;
368 mapstruct *map; 428 mapstruct *map;
369 object *next, *tmp; 429 object *next, *tmp;
370 430
371 /* put in a few special messages for some of the common attacktypes 431 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc 432 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 433 * [garbled 20010919]
374 */ 434 */
375 435
376 if (dam == 9998 && op->type == DOOR) { 436 if (dam == 9998 && op->type == DOOR)
437 {
377 sprintf(buf1, "unlock %s", op->name); 438 sprintf (buf1, "unlock %s", &op->name);
378 sprintf(buf2, " unlocks"); 439 sprintf (buf2, " unlocks");
379 found++; 440 found++;
441 }
442 if (dam < 0)
380 } 443 {
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 444 sprintf (buf1, "hit %s", &op->name);
383 sprintf(buf2, " hits"); 445 sprintf (buf2, " hits");
384 found++; 446 found++;
447 }
385 } else if(dam==0) { 448 else if (dam == 0)
449 {
386 sprintf(buf1, "missed %s", op->name); 450 sprintf (buf1, "missed %s", &op->name);
387 sprintf(buf2, " misses"); 451 sprintf (buf2, " misses");
388 found++; 452 found++;
453 }
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 456 {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
393 i++) 458 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 459 {
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 460 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); 461 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++; 462 found++;
400 break; 463 break;
464 }
401 } 465 }
402 } else if (op->type == DOOR && !found) { 466 else if (op->type == DOOR && !found)
467 {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 468 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
404 i++) 469 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 470 {
406 || attack_mess[ATM_DOOR][i+1].level == -1) { 471 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); 472 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++; 473 found++;
411 break; 474 break;
475 }
412 } 476 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 477 else if (hitter->type == PLAYER && IS_LIVE (op))
478 {
414 if (USING_SKILL(hitter, SK_KARATE)) { 479 if (USING_SKILL (hitter, SK_KARATE))
480 {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
416 i++) 482 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 483 {
418 || attack_mess[ATM_KARATE][i+1].level == -1) { 484 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); 485 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++; 486 found++;
423 break; 487 break;
488 }
424 } 489 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) { 490 else if (USING_SKILL (hitter, SK_CLAWING))
491 {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 492 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
427 i++) 493 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 494 {
429 || attack_mess[ATM_CLAW][i+1].level == -1) { 495 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); 496 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++; 497 found++;
434 break; 498 break;
499 }
435 } 500 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 501 else if (USING_SKILL (hitter, SK_PUNCHING))
502 {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 503 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
438 i++) 504 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 505 {
440 || attack_mess[ATM_PUNCH][i+1].level == -1) { 506 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); 507 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++; 508 found++;
445 break; 509 break;
510 }
446 } 511 }
447 }
448 } 512 }
449 if (found) { 513 if (found)
450 /* done */ 514 {
515 /* done */
516 }
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
518 {
452 sprintf(buf1, "hit"); /* just in case */ 519 sprintf (buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++) 520 for (i = 0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level 521 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) { 522 {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 524 found++;
458 break; 525 break;
526 }
459 } 527 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) { 528 else if (type & AT_DRAIN && IS_LIVE (op))
529 {
461 /* drain is first, because some items have multiple attypes */ 530 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
463 i++) 532 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 533 {
465 || attack_mess[ATM_DRAIN][i+1].level == -1) { 534 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); 535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++; 536 found++;
470 break; 537 break;
538 }
471 } 539 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 540 else if (type & AT_ELECTRICITY && IS_LIVE (op))
541 {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
474 i++) 543 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 544 {
476 || attack_mess[ATM_ELEC][i+1].level == -1) { 545 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); 546 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++; 547 found++;
481 break; 548 break;
549 }
482 } 550 }
483 } else if (type & AT_COLD && IS_LIVE(op)) { 551 else if (type & AT_COLD && IS_LIVE (op))
552 {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
485 i++) 554 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 555 {
487 || attack_mess[ATM_COLD][i+1].level == -1) { 556 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); 557 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++; 558 found++;
492 break; 559 break;
560 }
493 } 561 }
494 } else if (type & AT_FIRE) { 562 else if (type & AT_FIRE)
563 {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 564 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
496 i++) 565 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 566 {
498 || attack_mess[ATM_FIRE][i+1].level == -1) { 567 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); 568 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++; 569 found++;
503 break; 570 break;
571 }
504 } 572 }
505 } else if (hitter->current_weapon != NULL) { 573 else if (hitter->current_weapon != NULL)
506 int mtype; 574 {
575 int mtype;
576
507 switch (hitter->current_weapon->weapontype) { 577 switch (hitter->current_weapon->weapontype)
508 case WEAP_HIT: mtype = ATM_BASIC; break; 578 {
509 case WEAP_SLASH: mtype = ATM_SLASH; break; 579 case WEAP_HIT:
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 580 mtype = ATM_BASIC;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 581 break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break; 582 case WEAP_SLASH:
513 case WEAP_STAB: mtype = ATM_STAB; break; 583 mtype = ATM_SLASH;
514 case WEAP_WHIP: mtype = ATM_WHIP; break; 584 break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 585 case WEAP_PIERCE:
516 case WEAP_BLUD: mtype = ATM_BLUD; break; 586 mtype = ATM_PIERCE;
517 default: mtype = ATM_BASIC; break; 587 break;
518 } 588 case WEAP_CLEAVE:
589 mtype = ATM_CLEAVE;
590 break;
591 case WEAP_SLICE:
592 mtype = ATM_SLICE;
593 break;
594 case WEAP_STAB:
595 mtype = ATM_STAB;
596 break;
597 case WEAP_WHIP:
598 mtype = ATM_WHIP;
599 break;
600 case WEAP_CRUSH:
601 mtype = ATM_CRUSH;
602 break;
603 case WEAP_BLUD:
604 mtype = ATM_BLUD;
605 break;
606 default:
607 mtype = ATM_BASIC;
608 break;
609 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 610 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
520 i++) 611 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
521 if (dam < attack_mess[mtype][i].level 612 {
522 || attack_mess[mtype][i+1].level == -1) { 613 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); 614 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++; 615 found++;
527 break; 616 break;
617 }
528 } 618 }
529 } else { 619 else
620 {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 621 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
531 i++) 622 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 623 {
533 || attack_mess[ATM_BASIC][i+1].level == -1) { 624 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); 625 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++; 626 found++;
538 break; 627 break;
628 }
539 } 629 }
540 }
541 630
542 if (!found) { 631 if (!found)
632 {
543 strcpy (buf1, "hit"); 633 strcpy (buf1, "hit");
544 strcpy (buf2, " hits"); 634 strcpy (buf2, " hits");
545 } 635 }
546 636
547 /* bail out if a monster is casting spells */ 637 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER ||
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
550 return; 639 return;
551 640
552 /* scale down magic considerably. */ 641 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5)) 642 if (type & AT_MAGIC && rndm (0, 5))
554 return; 643 return;
555 644
556 /* Did a player hurt another player? Inform both! */ 645 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER &&
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 {
559 if(get_owner(hitter)!=NULL) 648 if (get_owner (hitter) != NULL)
560 sprintf(buf,"%s's %s%s you.", 649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
561 hitter->owner->name, hitter->name, buf2); 650 else
562 else { 651 {
563 sprintf(buf,"%s%s you.",hitter->name, buf2); 652 sprintf (buf, "%s%s you.", &hitter->name, buf2);
564 if (dam != 0) { 653 if (dam != 0)
565 if (dam < 10) 654 {
655 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
567 else if (dam < 20) 657 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
569 else 659 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
571 } 661 }
572 } 662 }
573 new_draw_info(NDI_BLACK, 0,op,buf); 663 new_draw_info (NDI_BLACK, 0, op, buf);
574 } /* end of player hitting player */ 664 } /* end of player hitting player */
575 665
576 if(hitter->type==PLAYER) { 666 if (hitter->type == PLAYER)
667 {
577 sprintf(buf,"You %s.",buf1); 668 sprintf (buf, "You %s.", buf1);
578 if (dam != 0) { 669 if (dam != 0)
670 {
579 if (dam < 10) 671 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
581 else if (dam < 20) 673 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
583 else 675 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
585 } 677 }
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 678 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 }
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
681 {
588 /* look for stacked spells and start reducing the message chances */ 682 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 683 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
590 (hitter->subtype == SP_EXPLOSION || 684 {
591 hitter->subtype == SP_BULLET || 685 i = 4;
592 hitter->subtype == SP_CONE)) {
593 i=4;
594 map = hitter->map; 686 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 687 if (out_of_map (map, hitter->x, hitter->y))
688 return;
689 next = get_map_ob (map, hitter->x, hitter->y);
690 if (next)
691 while (next)
692 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3;
695 tmp = next;
696 next = tmp->above;
697 }
698 if (i < 0)
699 return;
700 if (rndm (0, i) != 0)
701 return;
702 }
703 else if (rndm (0, 5) != 0)
596 return; 704 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); 705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
616 } 708 }
617} 709}
618 710
619 711
712static int
620static int get_attack_mode (object **target, object **hitter, 713get_attack_mode (object **target, object **hitter, int *simple_attack)
621 int *simple_attack)
622{ 714{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 715 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
716 {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 717 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 718 return 1;
626 } 719 }
627 if ((*target)->head) 720 if ((*target)->head)
628 *target = (*target)->head; 721 *target = (*target)->head;
629 if ((*hitter)->head) 722 if ((*hitter)->head)
630 *hitter = (*hitter)->head; 723 *hitter = (*hitter)->head;
631 if ((*hitter)->env != NULL || (*target)->env != NULL) { 724 if ((*hitter)->env != NULL || (*target)->env != NULL)
725 {
632 *simple_attack = 1; 726 *simple_attack = 1;
633 return 0; 727 return 0;
634 } 728 }
635 if (QUERY_FLAG (*target, FLAG_REMOVED) 729 if (QUERY_FLAG (*target, FLAG_REMOVED)
636 || QUERY_FLAG (*hitter, FLAG_REMOVED)
637 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
638 { 731 {
639 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 732 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; 733 return 1;
642 } 734 }
643 *simple_attack = 0; 735 *simple_attack = 0;
644 return 0; 736 return 0;
645} 737}
646 738
739static int
647static int abort_attack (object *target, object *hitter, int simple_attack) 740abort_attack (object *target, object *hitter, int simple_attack)
648{ 741{
742
649/* Check if target and hitter are still in a relation similar to the one 743/* 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. 744 * determined by get_attack_mode(). Returns true if the relation has changed.
651 */ 745 */
652 int new_mode; 746 int new_mode;
653 747
654 if (hitter->env == target || target->env == hitter) 748 if (hitter->env == target || target->env == hitter)
655 new_mode = 1; 749 new_mode = 1;
656 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 750 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; 751 return 1;
660 else 752 else
661 new_mode = 0; 753 new_mode = 0;
662 return new_mode != simple_attack; 754 return new_mode != simple_attack;
663} 755}
664 756
665static void thrown_item_effect (object *, object *); 757static void thrown_item_effect (object *, object *);
666 758
759static int
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
668 int base_wc)
669{ 761{
670 int simple_attack, roll, dam=0; 762 int simple_attack, roll, dam = 0;
671 uint32 type; 763 uint32 type;
672 const char *op_name = NULL; 764 shstr op_name;
673 tag_t op_tag, hitter_tag; 765 tag_t op_tag, hitter_tag;
674 766
675 if (get_attack_mode (&op, &hitter, &simple_attack)) 767 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error;
769
770 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0);
773
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779
780 /*
781 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters.
783 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
785 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail.
790 */
791 op->speed_left--;
792 process_object (op);
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
676 goto error; 794 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 { 795 }
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 }
706 796
707 add_refcount(op_name = op->name); 797 op_name = op->name;
708 798
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 799 roll = random_roll (1, 20, hitter, PREFER_HIGH);
710 800
711 /* Adjust roll for various situations. */ 801 /* Adjust roll for various situations. */
712 if ( ! simple_attack) 802 if (!simple_attack)
713 roll += adj_attackroll(hitter,op); 803 roll += adj_attackroll (hitter, op);
714 804
715 /* See if we hit the creature */ 805 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 806 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 {
717 int hitdam = base_dam; 808 int hitdam = base_dam;
809
718 if (settings.casting_time == TRUE) { 810 if (settings.casting_time == TRUE)
811 {
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 812 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 { 813 {
737 /* If you hit something, the victim should *always* wake up. 814 hitter->casting_time = -1;
738 * Before, invisible hitters could avoid doing this. 815 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 } 816 }
817 if ((op->casting_time > -1) && (hitdam > 0))
818 {
819 op->casting_time = -1;
820 if (op->type == PLAYER)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
823 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
824 }
825 }
826 }
827 if (!simple_attack)
828 {
829 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this.
831 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP))
833 CLEAR_FLAG (op, FLAG_SLEEP);
757 834
835 /* If the victim can't see the attacker, it may alert others
836 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
838 npc_call_help (op);
839
840 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
842 {
843 make_visible (op);
844 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
846 }
847
758 /* thrown items (hitter) will have various effects 848 /* thrown items (hitter) will have various effects
759 * when they hit the victim. For things like thrown daggers, 849 * when they hit the victim. For things like thrown daggers,
760 * this sets 'hitter' to the actual dagger, and not the 850 * this sets 'hitter' to the actual dagger, and not the
761 * wrapper object. 851 * wrapper object.
762 */ 852 */
763 thrown_item_effect (hitter, op); 853 thrown_item_effect (hitter, op);
764 if (was_destroyed (hitter, hitter_tag) 854 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; 855 goto leave;
768 } 856 }
769 857
770 /* Need to do at least 1 damage, otherwise there is no point 858 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below. 859 * to go further and it will cause FPE's below.
772 */ 860 */
773 if (hitdam<=0) hitdam=1; 861 if (hitdam <= 0)
862 hitdam = 1;
774 863
775 type=hitter->attacktype; 864 type = hitter->attacktype;
776 if(!type) type=AT_PHYSICAL; 865 if (!type)
866 type = AT_PHYSICAL;
777 /* Handle monsters that hit back */ 867 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
779 && QUERY_FLAG (hitter, FLAG_ALIVE)) 869 {
780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 870 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
784 PREFER_LOW),op, op->attacktype, 1); 873 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; 874 goto leave;
789 } 875 }
790 876
791 /* In the new attack code, it should handle multiple attack 877 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here. 878 * types in its area, so remove it from here.
793 */ 879 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
795 hitter, type, 1); 881 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; 882 goto leave;
799 } /* end of if hitter hit op */ 883 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 884 /* if we missed, dam=0 */
801 885
802 /*attack_message(dam, type, op, hitter);*/ 886 /*attack_message(dam, type, op, hitter); */
803 887
804 goto leave; 888 goto leave;
805 889
806 error: 890error:
807 dam = 1; 891 dam = 1;
808 892
809 leave: 893leave:
810 if (op_name)
811 free_string (op_name);
812 894
813 return dam; 895 return dam;
814} 896}
815 897
898int
816int attack_ob (object *op, object *hitter) 899attack_ob (object *op, object *hitter)
817{ 900{
818 901
819 if (hitter->head) 902 if (hitter->head)
820 hitter = hitter->head; 903 hitter = hitter->head;
821 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
822} 905}
823 906
824/* op is the arrow, tmp is what is stopping the arrow. 907/* op is the arrow, tmp is what is stopping the arrow.
825 * 908 *
826 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 909 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827 */ 910 */
911static int
828static int stick_arrow (object *op, object *tmp) 912stick_arrow (object *op, object *tmp)
829{ 913{
830 /* If the missile hit a player, we insert it in their inventory. 914 /* 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 915 * 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 916 * 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 917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 918 * stick around.
835 */ 919 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 920 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 {
837 if(tmp->head != NULL) 922 if (tmp->head != NULL)
838 tmp = tmp->head; 923 tmp = tmp->head;
924
839 remove_ob (op); 925 remove_ob (op);
840 op = insert_ob_in_ob(op,tmp); 926 op = insert_ob_in_ob (op, tmp);
927
841 if (tmp->type== PLAYER) 928 if (tmp->type == PLAYER)
842 esrv_send_item (tmp, op); 929 esrv_send_item (tmp, op);
930
843 return 1; 931 return 1;
932 }
844 } else 933 else
845 return 0; 934 return 0;
846} 935}
847 936
848/* hit_with_arrow() disassembles the missile, attacks the victim and 937/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 938 * reassembles the missile.
850 * 939 *
851 * It returns a pointer to the reassembled missile, or NULL if the missile 940 * It returns a pointer to the reassembled missile, or NULL if the missile
852 * isn't available anymore. 941 * isn't available anymore.
853 */ 942 */
943object *
854object *hit_with_arrow (object *op, object *victim) 944hit_with_arrow (object *op, object *victim)
855{ 945{
856 object *container, *hitter; 946 object *container, *hitter;
857 int hit_something = 0; 947 int hit_something = 0;
858 tag_t victim_tag, hitter_tag; 948 tag_t victim_tag, hitter_tag;
859 sint16 victim_x, victim_y; 949 sint16 victim_x, victim_y;
860 950
861 /* Disassemble missile */ 951 /* Disassemble missile */
862 if (op->inv) { 952 if (op->inv)
953 {
863 container = op; 954 container = op;
864 hitter = op->inv; 955 hitter = op->inv;
865 remove_ob (hitter); 956 remove_ob (hitter);
866 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 957 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 958 /* 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 959 * 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 960 * removed at the end of this function must be able to deal with empty
870 * THROWN_OBJs. */ 961 * THROWN_OBJs. */
871 } else { 962 }
963 else
964 {
872 container = NULL; 965 container = NULL;
873 hitter = op; 966 hitter = op;
874 } 967 }
875 968
876 /* Try to hit victim */ 969 /* Try to hit victim */
877 victim_x = victim->x; 970 victim_x = victim->x;
878 victim_y = victim->y; 971 victim_y = victim->y;
879 victim_tag = victim->count; 972 victim_tag = victim->count;
880 hitter_tag = hitter->count; 973 hitter_tag = hitter->count;
881 974
882 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 975 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883 976
884 /* Arrow attacks door, rune of summoning is triggered, demon is put on 977 /* Arrow attacks door, rune of summoning is triggered, demon is put on
885 * arrow, move_apply() calls this function, arrow sticks in demon, 978 * arrow, move_apply() calls this function, arrow sticks in demon,
886 * attack_ob_simple() returns, and we've got an arrow that still exists 979 * 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 980 * but is no longer on the map. Ugh. (Beware: Such things can happen at
888 * other places as well!) 981 * other places as well!)
889 */ 982 */
890 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
984 {
891 if (container) { 985 if (container)
986 {
892 remove_ob (container); 987 remove_ob (container);
893 free_object (container); 988 free_object (container);
989 }
990 return NULL;
991 }
992
993 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target
996 */
997 if (hit_something && op->speed <= 10.0)
998 {
999 /* Stop arrow */
1000 if (container == NULL)
894 } 1001 {
1002 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL)
1004 return NULL;
1005 }
1006 else
1007 {
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011
1012 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
895 return NULL; 1014 return NULL;
896 }
897 1015
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 1016 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this 1017 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code, 1018 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something 1019 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct 1020 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise? 1021 * way to handle those otherwise?
925 */ 1022 */
926 if (victim_x != hitter->x || victim_y != hitter->y) { 1023 if (victim_x != hitter->x || victim_y != hitter->y)
1024 {
927 remove_ob (hitter); 1025 remove_ob (hitter);
928 hitter->x = victim_x; 1026 hitter->x = victim_x;
929 hitter->y = victim_y; 1027 hitter->y = victim_y;
930 insert_ob_in_map (hitter, victim->map, hitter,0); 1028 insert_ob_in_map (hitter, victim->map, hitter, 0);
1029 }
931 } else { 1030 else
1031 {
932 /* Else leave arrow where it is */ 1032 /* Else leave arrow where it is */
933 merge_ob (hitter, NULL); 1033 merge_ob (hitter, NULL);
934 } 1034 }
935 return NULL; 1035 return NULL;
936 } 1036 }
937 1037
938 if (hit_something && op->speed >= 10.0) 1038 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0; 1039 op->speed -= 1.0;
940 1040
941 /* Missile missed victim - reassemble missile */ 1041 /* Missile missed victim - reassemble missile */
942 if (container) { 1042 if (container)
1043 {
943 remove_ob (hitter); 1044 remove_ob (hitter);
944 insert_ob_in_ob (hitter, container); 1045 insert_ob_in_ob (hitter, container);
945 } 1046 }
946 return op; 1047 return op;
947} 1048}
948 1049
949 1050
1051void
950void tear_down_wall(object *op) 1052tear_down_wall (object *op)
951{ 1053{
952 int perc=0; 1054 int perc = 0;
953 1055
954 if (!op->stats.maxhp) { 1056 if (!op->stats.maxhp)
1057 {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1058 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
956 perc = 1; 1059 perc = 1;
1060 }
957 } else if(!GET_ANIM_ID(op)) { 1061 else if (!GET_ANIM_ID (op))
1062 {
958 /* Object has been called - no animations, so remove it */ 1063 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) { 1064 if (op->stats.hp < 0)
1065 {
960 remove_ob(op); /* Should update LOS */ 1066 remove_ob (op); /* Should update LOS */
961 free_object(op); 1067 free_object (op);
962 /* Don't know why this is here - remove_ob should do it for us */ 1068 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/ 1069 /*update_position(m, x, y); */
964 } 1070 }
965 return; /* no animations, so nothing more to do */ 1071 return; /* no animations, so nothing more to do */
966 } 1072 }
967 perc = NUM_ANIMATIONS(op) 1073 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)) 1074 if (perc >= (int) NUM_ANIMATIONS (op))
970 perc = NUM_ANIMATIONS(op)-1; 1075 perc = NUM_ANIMATIONS (op) - 1;
971 else if (perc < 1) 1076 else if (perc < 1)
972 perc = 1; 1077 perc = 1;
973 SET_ANIMATION(op, perc); 1078 SET_ANIMATION (op, perc);
974 update_object(op,UP_OBJ_FACE); 1079 update_object (op, UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1080 if (perc == NUM_ANIMATIONS (op) - 1)
1081 { /* Reached the last animation */
976 if(op->face==blank_face) { 1082 if (op->face == blank_face)
1083 {
977 /* If the last face is blank, remove the ob */ 1084 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */ 1085 remove_ob (op); /* Should update LOS */
979 free_object(op); 1086 free_object (op);
980 1087
981 /* remove_ob should call update_position for us */ 1088 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/ 1089 /*update_position(m, x, y); */
983 1090
984 } else { /* The last face was not blank, leave an image */ 1091 }
1092 else
1093 { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y); 1095 update_all_los (op->map, op->x, op->y);
987 op->move_block = 0; 1096 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE); 1097 CLEAR_FLAG (op, FLAG_ALIVE);
989 } 1098 }
990 } 1099 }
991} 1100}
992 1101
1102void
993void scare_creature(object *target, object *hitter) 1103scare_creature (object *target, object *hitter)
994{ 1104{
995 object *owner = get_owner(hitter); 1105 object *owner = get_owner (hitter);
996 1106
997 if (!owner) owner=hitter; 1107 if (!owner)
1108 owner = hitter;
998 1109
999 SET_FLAG(target, FLAG_SCARED); 1110 SET_FLAG (target, FLAG_SCARED);
1000 if (!target->enemy) target->enemy=owner; 1111 if (!target->enemy)
1112 target->enemy = owner;
1001} 1113}
1002 1114
1003 1115
1004/* This returns the amount of damage hitter does to op with the 1116/* This returns the amount of damage hitter does to op with the
1005 * appropriate attacktype. Only 1 attacktype should be set at a time. 1117 * appropriate attacktype. Only 1 attacktype should be set at a time.
1006 * This doesn't damage the player, but returns how much it should 1118 * This doesn't damage the player, but returns how much it should
1007 * take. However, it will do other effects (paralyzation, slow, etc.) 1119 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not 1120 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */ 1121 * the attacktype. Makes it easier for the PR code. */
1010 1122
1123int
1011int hit_player_attacktype(object *op, object *hitter, int dam, 1124hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1012 uint32 attacknum, int magic) { 1125{
1013 1126
1014 int doesnt_slay = 1; 1127 int doesnt_slay = 1;
1015 1128
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1129 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) { 1130 if (attacknum >= NROFATTACKS)
1131 {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1132 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0; 1133 return 0;
1020 }
1021 1134 }
1135
1022 if (dam < 0) { 1136 if (dam < 0)
1137 {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1138 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0; 1139 return 0;
1025 }
1026 1140 }
1141
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1142 /* 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. */ 1143 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam; 1144 if (attacknum == ATNR_INTERNAL)
1030 1145 return dam;
1146
1031 if (hitter->slaying) { 1147 if (hitter->slaying)
1148 {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1149 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) && 1150 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1034 strstr(op->arch->name, hitter->slaying)) 1151 {
1035 ){ 1152 doesnt_slay = 0;
1036 doesnt_slay = 0; 1153 dam *= 3;
1037 dam *= 3;
1038 } 1154 }
1039 } 1155 }
1040 1156
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1157 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) { 1158 if (op->resist[attacknum])
1159 {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1160 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1161 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]); 1162 dam *= (100 - op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100; 1163 if (dam >= 100)
1164 dam /= 100;
1047 else 1165 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1166 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 } 1167 }
1050 1168
1051 /* Special hack. By default, if immune to something, you 1169 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since 1170 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if 1171 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */ 1172 * special processing is needed */
1055 1173
1056 if ((op->resist[attacknum] >= 100) && 1174 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1057 doesnt_slay && (attacknum != ATNR_ACID))
1058 return 0; 1175 return 0;
1059 1176
1060 /* Keep this in order - makes things easier to find */ 1177 /* Keep this in order - makes things easier to find */
1178
1179 switch (attacknum)
1061 1180 {
1062 switch(attacknum) {
1063 case ATNR_PHYSICAL: 1181 case ATNR_PHYSICAL:
1064 /* here also check for diseases */ 1182 /* here also check for diseases */
1065 check_physically_infect(op, hitter); 1183 check_physically_infect (op, hitter);
1066 break; 1184 break;
1067 1185
1068 /* Don't need to do anything for: 1186 /* Don't need to do anything for:
1069 magic, 1187 magic,
1070 fire, 1188 fire,
1071 electricity, 1189 electricity,
1072 cold */ 1190 cold */
1073 1191
1074 case ATNR_CONFUSION: 1192 case ATNR_CONFUSION:
1075 case ATNR_POISON: 1193 case ATNR_POISON:
1076 case ATNR_SLOW: 1194 case ATNR_SLOW:
1077 case ATNR_PARALYZE: 1195 case ATNR_PARALYZE:
1078 case ATNR_FEAR: 1196 case ATNR_FEAR:
1079 case ATNR_CANCELLATION: 1197 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE: 1198 case ATNR_DEPLETE:
1081 case ATNR_BLIND: 1199 case ATNR_BLIND:
1082 { 1200 {
1083 /* chance for inflicting a special attack depends on the 1201 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level 1202 * difference between attacker's and defender's level
1085 */ 1203 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1204 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1087 1205
1088 /* First, only creatures/players with speed can be affected. 1206 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects 1207 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the 1208 * you. Third, you still get a saving through against the
1091 * effect. 1209 * effect.
1092 */ 1210 */
1093 if (op->speed && 1211 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1212 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1213 !(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)) { 1214 {
1097 1215
1098 /* Player has been hit by something */ 1216 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1217 if (attacknum == ATNR_CONFUSION)
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1218 confuse_player (op, hitter, dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1219 else if (attacknum == ATNR_POISON)
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1220 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1221 else if (attacknum == ATNR_SLOW)
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1222 slow_player (op, hitter, dam);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1223 else if (attacknum == ATNR_PARALYZE)
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1224 paralyze_player (op, hitter, dam);
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1225 else if (attacknum == ATNR_FEAR)
1108 } 1226 scare_creature (op, hitter);
1227 else if (attacknum == ATNR_CANCELLATION)
1228 cancellation (op);
1229 else if (attacknum == ATNR_DEPLETE)
1230 drain_stat (op);
1231 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1232 blind_player (op, hitter, dam);
1233 }
1109 dam = 0; /* These are all effects and don't do real damage */ 1234 dam = 0; /* These are all effects and don't do real damage */
1110 } 1235 }
1111 break; 1236 break;
1112 case ATNR_ACID: 1237 case ATNR_ACID:
1113 { 1238 {
1114 int flag=0; 1239 int flag = 0;
1115 1240
1116 /* Items only get corroded if you're not on a battleground and 1241 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */ 1242 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) && 1243 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1119 (op->resist[ATNR_ACID] < 50)) 1244 {
1120 { 1245 object *tmp;
1121 object *tmp; 1246
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1247 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1123 if(tmp->invisible) 1248 {
1124 continue; 1249 if (tmp->invisible)
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1250 continue;
1126 (tmp->resist[ATNR_ACID] >= 10)) 1251 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */ 1252 /* >= 10% acid res. on itmes will protect these */
1128 continue; 1253 continue;
1129 if(!(tmp->material & M_IRON)) 1254 if (!(tmp->material & M_IRON))
1130 continue; 1255 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */ 1256 if (tmp->magic < -4) /* Let's stop at -5 */
1132 continue; 1257 continue;
1133 if(tmp->type==RING || 1258 if (tmp->type == RING ||
1134 /* removed boots and gloves from exclusion list in 1259 /* removed boots and gloves from exclusion list in
1135 PR */ 1260 PR */
1136 tmp->type==GIRDLE || 1261 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 */ 1262 continue; /* To avoid some strange effects */
1142 1263
1143 /* High damage acid has better chance of corroding 1264 /* High damage acid has better chance of corroding
1144 objects */ 1265 objects */
1145 if(rndm(0, dam+4) > 1266 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) { 1267 {
1147 if(op->type == PLAYER) 1268 if (op->type == PLAYER)
1148 /* Make this more visible */ 1269 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1270 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1150 "The %s's acid corrodes your %s!", 1271 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1151 query_name(hitter), query_name(tmp)); 1272 flag = 1;
1152 flag = 1; 1273 tmp->magic--;
1153 tmp->magic--; 1274 if (op->type == PLAYER)
1154 if(op->type == PLAYER) 1275 esrv_send_item (op, tmp);
1155 esrv_send_item(op, tmp); 1276 }
1156 } 1277 }
1157 } 1278 if (flag)
1158 if(flag)
1159 fix_player(op); /* Something was corroded */ 1279 fix_player (op); /* Something was corroded */
1160 } 1280 }
1161 } 1281 }
1162 break; 1282 break;
1163 case ATNR_DRAIN: 1283 case ATNR_DRAIN:
1164 { 1284 {
1165 /* rate is the proportion of exp drained. High rate means 1285 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained. 1286 * not much is drained, low rate means a lot is drained.
1167 */ 1287 */
1168 int rate; 1288 int rate;
1169 1289
1170 if(op->resist[ATNR_DRAIN] >= 0) 1290 if (op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1291 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else 1292 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1293 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174 1294
1175 if(op->stats.exp <= rate) { 1295 if (op->stats.exp <= rate)
1296 {
1176 if(op->type == GOLEM) 1297 if (op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */ 1298 dam = 999; /* Its force is "sucked" away. 8) */
1178 else 1299 else
1179 /* If we can't drain, lets try to do physical damage */ 1300 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1301 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else { 1302 }
1303 else
1304 {
1182 /* Randomly give the hitter some hp */ 1305 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp && 1306 if (hitter->stats.hp < hitter->stats.maxhp &&
1184 (op->level > hitter->level) && 1307 (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) 1308 hitter->stats.hp++;
1186 hitter->stats.hp++;
1187 1309
1188 /* Can't do drains on battleground spaces. 1310 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp 1311 * 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, 1312 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens. 1313 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain 1314 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks. 1315 * attacks, hence all the != PLAYER checks.
1194 */ 1316 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1317 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1196 object *owner = get_owner(hitter); 1318 {
1319 object *owner = get_owner (hitter);
1197 1320
1198 if (owner && owner != hitter) { 1321 if (owner && owner != hitter)
1322 {
1199 if (op->type != PLAYER || owner->type != PLAYER) 1323 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2), 1324 change_exp (owner, op->stats.exp / (rate * 2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1326 }
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1327 else if (op->type != PLAYER || hitter->type != PLAYER)
1328 {
1203 change_exp(hitter, op->stats.exp/(rate*2), 1329 change_exp (hitter, op->stats.exp / (rate * 2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1330 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1205 } 1331 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0); 1332 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1333 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1334 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, 1335 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed 1336 * as the messages will say you missed
1211 */ 1337 */
1212 } 1338 }
1213 } 1339 }
1214 break; 1340 break;
1215 case ATNR_TURN_UNDEAD: 1341 case ATNR_TURN_UNDEAD:
1216 { 1342 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1343 if (QUERY_FLAG (op, FLAG_UNDEAD))
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1344 {
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1219 object *god = find_god (determine_god (owner)); 1346 object *god = find_god (determine_god (owner));
1220 int div = 1; 1347 int div = 1;
1221 1348
1222 /* if undead are not an enemy of your god, you turn them 1349 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */ 1350 * at half strength */
1224 if (! god || ! god->slaying || 1351 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2; 1352 div = 2;
1227 /* Give a bonus if you resist turn undead */ 1353 /* Give a bonus if you resist turn undead */
1228 if (op->level * div < 1354 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 + 1355 scare_creature (op, owner);
1230 (op->resist[ATNR_TURN_UNDEAD]/100))) 1356 }
1231 scare_creature(op, owner); 1357 else
1232 }
1233 else
1234 dam = 0; /* don't damage non undead - should we damage 1358 dam = 0; /* don't damage non undead - should we damage
1235 undead? */ 1359 undead? */
1360 }
1236 } break; 1361 break;
1237 case ATNR_DEATH: 1362 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam); 1363 deathstrike_player (op, hitter, &dam);
1239 break; 1364 break;
1240 case ATNR_CHAOS: 1365 case ATNR_CHAOS:
1241 LOG(llevError, 1366 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", 1367 dam = 0;
1243 query_name(op), 1368 break;
1244 query_name(hitter));
1245 dam = 0;
1246 break;
1247 case ATNR_COUNTERSPELL: 1369 case ATNR_COUNTERSPELL:
1248 LOG(llevError, 1370 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", 1371 dam = 0;
1250 query_name(op),
1251 query_name(hitter));
1252 dam = 0;
1253 /* This should never happen. Counterspell is handled 1372 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen, 1373 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it 1374 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */ 1375 * does no damage. */
1257 break; 1376 break;
1258 case ATNR_HOLYWORD: 1377 case ATNR_HOLYWORD:
1259 { 1378 {
1260 /* This has already been handled by hit_player, 1379 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */ 1380 * no need to check twice -- DAMN */
1262 1381 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1382
1264
1265 /* As with turn undead above, give a bonus on the saving throw */ 1383 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1384 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); 1385 scare_creature (op, owner);
1386 }
1269 } break; 1387 break;
1270 case ATNR_LIFE_STEALING: 1388 case ATNR_LIFE_STEALING:
1271 { 1389 {
1272 int new_hp; 1390 int new_hp;
1391
1273 /* this is replacement to drain for players, instead of taking 1392 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not 1393 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters 1394 * much use giving it to monsters
1276 * 1395 *
1277 * life stealing doesn't do a lot of damage, but it gives the 1396 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that, 1397 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by 1398 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000). 1399 * 1000).
1281 */ 1400 */
1282 /* You can't steal life from something undead */ 1401 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1402 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1403 return 0;
1284 /* If drain protection is higher than life stealing, use that */ 1404 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1405 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1406 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1407 else
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1408 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288 /* You die at -1 hp, not zero. */ 1409 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1410 if (dam > (op->stats.hp + 1))
1411 dam = op->stats.hp + 1;
1290 new_hp = hitter->stats.hp + dam; 1412 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1413 if (new_hp > hitter->stats.maxhp)
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1414 new_hp = hitter->stats.maxhp;
1415 if (new_hp > hitter->stats.hp)
1416 hitter->stats.hp = new_hp;
1417 }
1293 } 1418 }
1294 }
1295 return dam; 1419 return dam;
1296} 1420}
1297 1421
1298 1422
1299/* GROS: This code comes from hit_player. It has been made external to 1423/* 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. 1424 * allow script procedures to "kill" objects in a combat-like fashion.
1309 * This function was a bit of a mess with hitter getting changed, 1433 * 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 1434 * values being stored away but not used, etc. I've cleaned it up
1311 * a bit - I think it should be functionally equivalant. 1435 * a bit - I think it should be functionally equivalant.
1312 * MSW 2002-07-17 1436 * MSW 2002-07-17
1313 */ 1437 */
1438int
1314int kill_object(object *op,int dam, object *hitter, int type) 1439kill_object (object *op, int dam, object *hitter, int type)
1315{ 1440{
1316 char buf[MAX_BUF]; 1441 char buf[MAX_BUF];
1317 const char *skill; 1442 const char *skill;
1318 int maxdam=0; 1443 int maxdam = 0;
1319 int battleg=0; /* true if op standing on battleground */ 1444 int battleg = 0; /* true if op standing on battleground */
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1445 int pk = 0; /* true if op and what controls hitter are both players */
1321 object *owner=NULL; 1446 object *owner = NULL;
1322 object *skop=NULL; 1447 object *skop = NULL;
1323 1448
1324 if (op->stats.hp>=0) 1449 if (op->stats.hp >= 0)
1325 return -1; 1450 return -1;
1326 1451
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1453 return 0;
1329 1454
1330 /* maxdam needs to be the amount of damage it took to kill 1455 /* maxdam needs to be the amount of damage it took to kill
1331 * this creature. The function(s) that call us have already 1456 * this creature. The function(s) that call us have already
1332 * adjusted the creatures HP total, so that is negative. 1457 * adjusted the creatures HP total, so that is negative.
1333 */ 1458 */
1334 maxdam = dam + op->stats.hp + 1; 1459 maxdam = dam + op->stats.hp + 1;
1335 1460
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1338 1463
1339 if(op->type==DOOR) { 1464 if (op->type == DOOR)
1465 {
1340 op->speed = 0.1; 1466 op->speed = 0.1;
1341 update_ob_speed(op); 1467 update_ob_speed (op);
1342 op->speed_left= -0.05; 1468 op->speed_left = -0.05;
1343 return maxdam; 1469 return maxdam;
1344 } 1470 }
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472 {
1346 remove_friendly_object(op); 1473 remove_friendly_object (op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1474 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1348 op->owner->contr->ranges[range_golem] == op) { 1475 {
1349 op->owner->contr->ranges[range_golem]=NULL; 1476 op->owner->contr->ranges[range_golem] = NULL;
1350 op->owner->contr->golem_count=0; 1477 op->owner->contr->golem_count = 0;
1351 } 1478 }
1352 1479
1353 remove_ob(op); 1480 remove_ob (op);
1354 free_object(op); 1481 free_object (op);
1355 return maxdam; 1482 return maxdam;
1356 } 1483 }
1357 1484
1358 /* Now lets start dealing with experience we get for killing something */ 1485 /* Now lets start dealing with experience we get for killing something */
1359 1486
1360 owner=get_owner(hitter); 1487 owner = get_owner (hitter);
1361 if(owner==NULL) 1488 if (owner == NULL)
1362 owner=hitter; 1489 owner = hitter;
1363 1490
1364 /* is the victim (op) standing on battleground? */ 1491 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1492 if (op_on_battleground (op, NULL, NULL))
1366 1493 battleg = 1;
1494
1367 /* is this player killing?*/ 1495 /* is this player killing? */
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1496 if (op->type == PLAYER && owner->type == PLAYER)
1497 pk = 1;
1369 1498
1370 /* Player killed something */ 1499 /* Player killed something */
1371 if(owner->type==PLAYER) { 1500 if (owner->type == PLAYER)
1501 {
1372 Log_Kill(owner->name, 1502 Log_Kill (owner->name,
1373 query_name(op),op->type, 1503 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 1504
1377 /* Log players killing other players - makes it easier to detect 1505 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1506 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1507 * ip address is included.
1380 */ 1508 */
1381 if (op->type == PLAYER && !battleg) { 1509 if (op->type == PLAYER && !battleg)
1510 {
1382 time_t t=time(NULL); 1511 time_t t = time (NULL);
1383 struct tm *tmv; 1512 struct tm *tmv;
1384 char buf[256]; 1513 char buf[256];
1385 1514
1386 tmv = localtime(&t); 1515 tmv = localtime (&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1388 1517
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1518 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)); 1519 }
1391 }
1392 1520
1393 /* try to filter some things out - basically, if you are 1521 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1522 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1523 * probably don't want to see that.
1396 */ 1524 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1525 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 {
1398 if(owner!=hitter) { 1527 if (owner != hitter)
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1528 {
1400 "You killed %s with %s.",query_name(op), 1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1401 query_name(hitter)); 1530 }
1402 } 1531 else
1403 else { 1532 {
1404 new_draw_info_format(NDI_BLACK, 0, owner, 1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1405 "You killed %s.",query_name(op)); 1534 }
1406 }
1407 /* Only play sounds for melee kills */ 1535 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER) 1536 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410 } 1538 }
1411 1539
1412 /* If a player kills another player, not on 1540 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is 1541 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV 1542 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not 1543 * 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 1544 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty. 1545 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings. 1546 * Changed to make luck penalty configurable in settings.
1419 */ 1547 */
1420 if(op->type == PLAYER && owner != op && !battleg) 1548 if (op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty); 1549 change_luck (owner, -settings.pk_luck_penalty);
1422 1550
1423 /* This code below deals with finding the appropriate skill 1551 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should 1552 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill 1553 * probably never really have to look at current_weapon->skill
1426 */ 1554 */
1427 skill = NULL; 1555 skill = NULL;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1556 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill;
1429 else if (owner->chosen_skill) { 1558 else if (owner->chosen_skill)
1559 {
1430 skill = owner->chosen_skill->skill; 1560 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill; 1561 skop = owner->chosen_skill;
1432 } 1562 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1434 else 1564 skill = owner->current_weapon->skill;
1565 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1436 1567
1437 /* We have the skill we want to credit to - now find the object this goes 1568 /* 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! 1569 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */ 1570 */
1440 if ((!skop || skop->type != SKILL) && skill) { 1571 if ((!skop || skop->type != SKILL) && skill)
1441 int i; 1572 {
1573 int i;
1442 1574
1443 for (i=0; i<NUM_SKILLS; i++) 1575 for (i = 0; i < NUM_SKILLS; i++)
1576 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1577 {
1444 if (owner->contr->last_skill_ob[i] && 1578 skop = owner->contr->last_skill_ob[i];
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1579 break;
1446 skop = owner->contr->last_skill_ob[i]; 1580 }
1447 break; 1581 }
1448 }
1449 }
1450 } /* Was it a player that hit somethign */ 1582 } /* Was it a player that hit somethign */
1451 else { 1583 else
1452 skill = NULL;
1453 } 1584 {
1585 skill = NULL;
1586 }
1454 1587
1455 /* Pet (or spell) killed something. */ 1588 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) { 1589 if (owner != hitter)
1590 {
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1591 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1592 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 else
1459 } 1595 {
1460 else {
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1596 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1597 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1598 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1464 } 1599 }
1465 /* These may have been set in the player code section above */ 1600 /* These may have been set in the player code section above */
1601 if (!skop)
1466 if (!skop) skop = hitter->chosen_skill; 1602 skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill; 1603 if (!skill && skop)
1604 skill = skop->skill;
1468 1605
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1606 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1470 1607
1471 1608
1472 /* If you didn't kill yourself, and your not the wizard */ 1609 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1474 int exp; 1611 {
1612 int exp;
1475 1613
1476 /* Really don't give much experience for killing other players */ 1614 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) { 1616 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 } 1617 {
1618 if (battleg)
1619 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1622 }
1486 else 1623 else
1624 exp = op->stats.exp / 1000;
1625 }
1626 else
1487 exp = calc_skill_exp(owner, op, skop); 1627 exp = calc_skill_exp (owner, op, skop);
1488 1628
1489 /* if op is standing on "battleground" (arena), no way to gain 1629 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him 1630 * exp by killing him
1491 */ 1631 */
1492 if (battleg) exp = 0; 1632 if (battleg)
1633 exp = 0;
1493 1634
1494 /* Don't know why this is set this way - doesn't make 1635 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason. 1636 * sense to just divide everything by two for no reason.
1496 */ 1637 */
1497 1638
1498 if (!settings.simple_exp) 1639 if (!settings.simple_exp)
1499 exp=exp/2; 1640 exp = exp / 2;
1500 1641
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1642 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1502 change_exp(owner,exp, skill, 0); 1644 change_exp (owner, exp, skill, 0);
1503 } 1645 }
1504 else { 1646 else
1647 {
1505 int shares=0,count=0; 1648 int shares = 0, count = 0;
1506 1649
1507 player *pl; 1650 player *pl;
1508 1651
1509 partylist *party=owner->contr->party; 1652 partylist *party = owner->contr->party;
1653
1510#ifdef PARTY_KILL_LOG 1654#ifdef PARTY_KILL_LOG
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1655 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1512#endif 1656#endif
1513 for(pl=first_player;pl!=NULL;pl=pl->next) { 1657 for (pl = first_player; pl != NULL; pl = pl->next)
1658 {
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1515 count++; 1660 {
1661 count++;
1516 shares+=(pl->ob->level+4); 1662 shares += (pl->ob->level + 4);
1517 } 1663 }
1664 }
1665 if (count == 1 || shares > exp)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else
1668 {
1669 int share = exp / shares, given = 0, nexp;
1670
1671 for (pl = first_player; pl != NULL; pl = pl->next)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 {
1675 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp;
1678 }
1679 }
1680 exp -= given;
1681 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 }
1684 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */
1687
1688 if (op->type != PLAYER)
1689 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691 {
1692 object *owner1 = get_owner (op);
1693
1694 if (owner1 != NULL && owner1->type == PLAYER)
1695 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1697 /* Maybe we should include the owner that killed this, maybe not */
1698 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1699 }
1700
1701 remove_friendly_object (op);
1702 }
1703
1704 remove_ob (op);
1705 free_object (op);
1518 } 1706 }
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! */ 1707 /* Player has been killed! */
1554 else { 1708 else
1709 {
1555 if(owner->type==PLAYER) { 1710 if (owner->type == PLAYER)
1711 {
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); 1712 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1557 } 1713 }
1558 else { 1714 else
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1715 assign (op->contr->killer, hitter->name);
1560 op->contr->killer[BIG_NAME-1]='\0';
1561 }
1562 } 1716 }
1717
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1718 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1719 * continues in the calling function.
1565 */ 1720 */
1566 return maxdam; 1721 return maxdam;
1567} 1722}
1568 1723
1569/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570 * Returns 0 this is not friendly fire 1725 * Returns 0 this is not friendly fire
1571 */ 1726 */
1572 1727
1728int
1573int friendly_fire(object *op, object *hitter){ 1729friendly_fire (object *op, object *hitter)
1730{
1574 object *owner; 1731 object *owner;
1575 int friendlyfire; 1732 int friendlyfire;
1576
1577 if (hitter->head) hitter=hitter->head;
1578 1733
1734 if (hitter->head)
1735 hitter = hitter->head;
1736
1579 friendlyfire = 0; 1737 friendlyfire = 0;
1580 1738
1581 if(op->type == PLAYER) { 1739 if (op->type == PLAYER)
1740 {
1582 if (op_on_battleground (hitter, 0, 0)) 1741 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1742 return 0;
1584 1743
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1745 return 1;
1587 1746
1588 if((owner = get_owner(hitter))!=NULL) { 1747 if ((owner = get_owner (hitter)) != NULL)
1748 {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1749 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1750 friendlyfire = 2;
1591 } 1751 }
1592 1752
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1754 friendlyfire = 0;
1596 } 1755 }
1597 return friendlyfire; 1756 return friendlyfire;
1598} 1757}
1599 1758
1600 1759
1601/* This isn't used just for players, but in fact most objects. 1760/* 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 1761 * op is the object to be hit, dam is the amount of damage, hitter
1607 */ 1766 */
1608 1767
1609 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611 1770
1771int
1612int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1772hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1773{
1613 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1614 int maxattacktype, attacknum; 1775 int maxattacktype, attacknum;
1615 int body_attack = op && op->head; /* Did we hit op's head? */ 1776 int body_attack = op && op->head; /* Did we hit op's head? */
1616 int simple_attack; 1777 int simple_attack;
1617 tag_t op_tag, hitter_tag; 1778 tag_t op_tag, hitter_tag;
1618 int rtn_kill = 0; 1779 int rtn_kill = 0;
1619 int friendlyfire; 1780 int friendlyfire;
1620 1781
1621 if (get_attack_mode (&op, &hitter, &simple_attack)) 1782 if (get_attack_mode (&op, &hitter, &simple_attack))
1622 return 0; 1783 return 0;
1623 1784
1624 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1785 /* 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)) 1786 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1626 return 0; 1787 return 0;
1627 1788
1628#ifdef PROHIBIT_PLAYERKILL 1789#ifdef PROHIBIT_PLAYERKILL
1629 if (op->type == PLAYER) { 1790 if (op->type == PLAYER)
1791 {
1630 object *owner = get_owner (hitter); 1792 object *owner = get_owner (hitter);
1793
1794 if (!owner)
1631 if (!owner) owner = hitter; 1795 owner = hitter;
1632 if (owner->type == PLAYER
1633 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1634 && op != owner) { 1797 {
1798 return 0;
1799 }
1800 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805
1806 if (body_attack)
1807 {
1808 /* slow and paralyze must hit the head. But we don't want to just
1809 * return - we still need to process other attacks the spell still
1810 * might have. So just remove the paralyze and slow attacktypes,
1811 * and keep on processing if we have other attacktypes.
1812 * return if only magic or nothing is left - under normal code
1813 * we don't attack with pure magic if there is another attacktype.
1814 * Only do processing if the initial attacktype includes one of those
1815 * attack so we don't cancel out things like magic bullet.
1816 */
1817 if (type & (AT_PARALYZE | AT_SLOW))
1818 {
1819 type &= ~(AT_PARALYZE | AT_SLOW);
1820 if (!type || type == AT_MAGIC)
1821 return 0;
1822 }
1823 }
1824
1825 if (!simple_attack && op->type == DOOR)
1826 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP)
1831 {
1832 spring_trap (tmp, hitter);
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1635 return 0; 1834 return 0;
1835 break;
1636 } 1836 }
1837 }
1838
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1637 } 1840 {
1841 /* FIXME: If a player is killed by a rune in a door, the
1842 * was_destroyed() check above doesn't return, and might get here.
1843 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1845 return 0;
1846 }
1847
1848#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1638#endif 1850#endif
1639 1851
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) { 1852 if (magic)
1853 {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1854 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1855 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1856 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1857 if (dam >= 100)
1690 dam /= 100; 1858 dam /= 100;
1691 else 1859 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1860 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1693 } 1861 }
1694 1862
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1863 /* 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 1864 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1865 */
1698 if(type & AT_CHAOS){ 1866 if (type & AT_CHAOS)
1867 {
1699 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1868 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1700 update_object(op,UP_OBJ_FACE); 1869 update_object (op, UP_OBJ_FACE);
1701 type &= ~AT_CHAOS; 1870 type &= ~AT_CHAOS;
1702 } 1871 }
1703 1872
1704 /* Holyword is really an attacktype modifier (like magic is). If 1873 /* Holyword is really an attacktype modifier (like magic is). If
1705 * holyword is part of an attacktype, then make sure the creature is 1874 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1875 * a proper match, otherwise no damage.
1707 */ 1876 */
1708 if (type & AT_HOLYWORD) { 1877 if (type & AT_HOLYWORD)
1878 {
1709 object *god; 1879 object *god;
1880
1710 if ((!hitter->slaying || 1881 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1882 (!(op->race && strstr (hitter->slaying, op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1883 !(op->name && strstr (hitter->slaying, op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1884 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1714 (hitter->title != NULL 1885 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL 1886 && (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; 1887 return 0;
1719 } 1888 }
1720 1889
1721 maxattacktype = type; /* initialize this to something */ 1890 maxattacktype = type; /* initialize this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1892 {
1723 /* Magic isn't really a true attack type - it gets combined with other 1893 /* 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 1894 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1895 * the only attacktype in the group, then still attack with it
1726 */ 1896 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1897 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1898 continue;
1728 1899
1729 /* Go through and hit the player with each attacktype, one by one. 1900 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict 1901 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with 1902 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc. 1903 * effects (slow, paralization, etc.
1733 */ 1904 */
1734 if (type & attacktype) { 1905 if (type & attacktype)
1906 {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1907 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1736 /* the >= causes us to prefer messages from special attacks, if 1908 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1909 * the damage is equal.
1738 */ 1910 */
1739 if (ndam >= maxdam) { 1911 if (ndam >= maxdam)
1912 {
1740 maxdam = ndam; 1913 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1914 maxattacktype = 1 << attacknum;
1915 }
1916 }
1742 } 1917 }
1743 } 1918
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only 1919 /* 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 1920 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1921 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1922 * an attack do damage before when it otherwise didn't
1750 */ 1923 */
1751 friendlyfire = friendly_fire(op, hitter); 1924 friendlyfire = friendly_fire (op, hitter);
1752 if (friendlyfire && maxdam){ 1925 if (friendlyfire && maxdam)
1926 {
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1927 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931
1932#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif
1936 }
1937
1938 if (!full_hit)
1939 {
1940 archetype *at;
1941 int area;
1942 int remainder;
1943
1944 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more)
1946 area++;
1947 assert (area > 0);
1948
1949 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */
1951 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area;
1953 if (RANDOM () % 100 < remainder)
1755 maxdam++; 1954 maxdam++;
1955 }
1956
1957#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1756#endif 1959#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 1960
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)) 1961 if (get_owner (hitter))
1787 op->enemy=hitter->owner; 1962 op->enemy = hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1789 op->enemy=hitter; 1964 op->enemy = hitter;
1790 1965
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967 {
1792 /* The unaggressives look after themselves 8) */ 1968 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1970 npc_call_help (op);
1795 } 1971 }
1796 1972
1797 if (magic && did_make_save(op, op->level, 0)) 1973 if (magic && did_make_save (op, op->level, 0))
1798 maxdam=maxdam/2; 1974 maxdam = maxdam / 2;
1799 1975
1800 attack_message(maxdam, maxattacktype, op, hitter); 1976 attack_message (maxdam, maxattacktype, op, hitter);
1801 1977
1802 op->stats.hp-=maxdam; 1978 op->stats.hp -= maxdam;
1803 1979
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1980 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1981 if ((op->stats.hp >= 0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1982 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1983 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1808 (float)op->stats.maxhp)) { 1984 {
1809 1985
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1986 if (QUERY_FLAG (op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1987 SET_FLAG (op, FLAG_RUN_AWAY);
1812 else 1988 else
1813 scare_creature(op, hitter); 1989 scare_creature (op, hitter);
1814 } 1990 }
1815 1991
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993 {
1817 if (maxdam) 1994 if (maxdam)
1818 tear_down_wall(op); 1995 tear_down_wall (op);
1819 return maxdam; /* nothing more to do for wall */ 1996 return maxdam; /* nothing more to do for wall */
1820 } 1997 }
1821 1998
1822 /* See if the creature has been killed */ 1999 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 2000 rtn_kill = kill_object (op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 2001 if (rtn_kill != -1)
1825 return rtn_kill; 2002 return rtn_kill;
1826 2003
1827 2004
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 2005 /* 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 2006 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 2007 * remained - that is no longer the case.
1831 */ 2008 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010 {
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 2011 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1834 remove_friendly_object(hitter); 2012 remove_friendly_object (hitter);
1835 remove_ob(hitter); 2013 remove_ob (hitter);
1836 free_object(hitter); 2014 free_object (hitter);
1837 } 2015 }
1838 /* Lets handle creatures that are splitting now */ 2016 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1840 int i; 2018 {
2019 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op); 2022 object *owner = get_owner (op);
1844 2023
1845 if(!op->other_arch) { 2024 if (!op->other_arch)
2025 {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 2026 LOG (llevError, "SPLITTING without other_arch error.\n");
1847 return maxdam; 2027 return maxdam;
1848 } 2028 }
1849 remove_ob(op); 2029 remove_ob (op);
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 2030 for (i = 0; i < NROFNEWOBJS (op); i++)
2031 { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch); 2032 object *tmp = arch_to_object (op->other_arch);
1852 int j; 2033 int j;
1853 2034
1854 tmp->stats.hp=op->stats.hp; 2035 tmp->stats.hp = op->stats.hp;
1855 if (friendly) { 2036 if (friendly)
2037 {
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 2038 SET_FLAG (tmp, FLAG_FRIENDLY);
1857 add_friendly_object(tmp); 2039 add_friendly_object (tmp);
1858 tmp->attack_movement = PETMOVE; 2040 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL) 2041 if (owner != NULL)
1860 set_owner(tmp,owner); 2042 set_owner (tmp, owner);
1861 } 2043 }
1862 if (unaggressive) 2044 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2046 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1865 if (j==-1) /* No spot to put this monster */ 2047 if (j == -1) /* No spot to put this monster */
1866 free_object(tmp); 2048 free_object (tmp);
1867 else { 2049 else
2050 {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0); 2052 insert_ob_in_map (tmp, op->map, NULL, 0);
1870 } 2053 }
1871 } 2054 }
1872 if(friendly) 2055 if (friendly)
1873 remove_friendly_object(op); 2056 remove_friendly_object (op);
1874 free_object(op); 2057 free_object (op);
1875 } 2058 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 {
1877 remove_ob(hitter); 2061 remove_ob (hitter);
1878 free_object(hitter); 2062 free_object (hitter);
1879 } 2063 }
1880 return maxdam; 2064 return maxdam;
1881} 2065}
1882 2066
1883 2067
2068void
1884void poison_player(object *op, object *hitter, int dam) 2069poison_player (object *op, object *hitter, int dam)
1885{ 2070{
1886 archetype *at = find_archetype("poisoning"); 2071 archetype *at = archetype::find ("poisoning");
1887 object *tmp=present_arch_in_ob(at,op); 2072 object *tmp = present_arch_in_ob (at, op);
1888 2073
1889 if(tmp==NULL) { 2074 if (tmp == NULL)
2075 {
1890 if((tmp=arch_to_object(at))==NULL) 2076 if ((tmp = arch_to_object (at)) == NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n"); 2077 LOG (llevError, "Failed to clone arch poisoning.\n");
1892 else { 2078 else
2079 {
1893 tmp = insert_ob_in_ob(tmp,op); 2080 tmp = insert_ob_in_ob (tmp, op);
1894 /* peterm: give poisoning some teeth. It should 2081 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 2082 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 2083 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 2084 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 2085 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 2086 * If anything else, goes as damage.
1900 */ 2087 */
1901 2088
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2089 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2; 2090 tmp->stats.dam += hitter->level / 2;
1904 else 2091 else
1905 tmp->stats.dam = dam; 2092 tmp->stats.dam = dam;
1906 2093
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 2095 if (hitter->skill && hitter->skill != tmp->skill)
1909 if (tmp->skill) free_string(tmp->skill); 2096 {
1910 tmp->skill = add_refcount(hitter->skill); 2097 tmp->skill = hitter->skill;
1911 } 2098 }
1912 2099
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2100 tmp->stats.food += dam; /* more damage, longer poisoning */
1914 2101
1915 if(op->type==PLAYER) { 2102 if (op->type == PLAYER)
2103 {
1916 /* player looses stats, maximum is -10 of each */ 2104 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10); 2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10); 2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10); 2108 tmp->stats.Int = MAX (-dam / 7, -10);
1921 SET_FLAG(tmp,FLAG_APPLIED); 2109 SET_FLAG (tmp, FLAG_APPLIED);
1922 fix_player(op); 2110 fix_player (op);
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1924 } 2112 }
1925 if (hitter->type == PLAYER) 2113 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 2114 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) 2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2116 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); 2117 }
1931 }
1932 tmp->speed_left=0; 2118 tmp->speed_left = 0;
1933 } 2119 }
1934 else 2120 else
1935 tmp->stats.food++; 2121 tmp->stats.food++;
1936} 2122}
1937 2123
2124void
1938void slow_player(object *op,object *hitter,int dam) 2125slow_player (object *op, object *hitter, int dam)
2126{
1939{ archetype *at = find_archetype("slowness"); 2127 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2128 object *tmp;
2129
1941 if(at == NULL) { 2130 if (at == NULL)
2131 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2132 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2133 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2134 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 {
1945 tmp = arch_to_object(at); 2136 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2137 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 }
1948 } else 2140 else
1949 tmp->stats.food++; 2141 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2142 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2143 tmp->speed_left = 0;
1952 fix_player(op); 2144 fix_player (op);
1953} 2145}
1954 2146
2147void
1955void confuse_player(object *op, object *hitter, int dam) 2148confuse_player (object *op, object *hitter, int dam)
1956{ 2149{
1957 object *tmp; 2150 object *tmp;
1958 int maxduration; 2151 int maxduration;
1959 2152
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2153 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2154 if (!tmp)
1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op);
1964 }
1965 2155 {
2156 tmp = get_archetype (FORCE_NAME);
2157 tmp = insert_ob_in_ob (tmp, op);
2158 }
2159
1966 /* Duration added per hit and max. duration of confusion both depend 2160 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2161 * on the player's resistance
1968 */ 2162 */
1969 tmp->speed = 0.05; 2163 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2164 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2165 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"); 2166 tmp->name = "confusion";
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1975 if( tmp->duration > maxduration) 2168 if (tmp->duration > maxduration)
1976 tmp->duration = maxduration; 2169 tmp->duration = maxduration;
1977 2170
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED); 2173 SET_FLAG (op, FLAG_CONFUSED);
1981} 2174}
1982 2175
2176void
1983void blind_player(object *op, object *hitter, int dam) 2177blind_player (object *op, object *hitter, int dam)
1984{ 2178{
1985 object *tmp,*owner; 2179 object *tmp, *owner;
1986 2180
1987 /* Save some work if we know it isn't going to affect the player */ 2181 /* Save some work if we know it isn't going to affect the player */
1988 if (op->resist[ATNR_BLIND]==100) return; 2182 if (op->resist[ATNR_BLIND] == 100)
2183 return;
1989 2184
1990 tmp = present_in_ob(BLINDNESS,op); 2185 tmp = present_in_ob (BLINDNESS, op);
1991 if(!tmp) { 2186 if (!tmp)
2187 {
1992 tmp = get_archetype("blindness"); 2188 tmp = get_archetype ("blindness");
1993 SET_FLAG(tmp, FLAG_BLIND); 2189 SET_FLAG (tmp, FLAG_BLIND);
1994 SET_FLAG(tmp, FLAG_APPLIED); 2190 SET_FLAG (tmp, FLAG_APPLIED);
1995 /* use floats so we don't lose too much precision due to rounding errors. 2191 /* use floats so we don't lose too much precision due to rounding errors.
1996 * speed is a float anyways. 2192 * speed is a float anyways.
1997 */ 2193 */
1998 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1999 2195
2000 tmp = insert_ob_in_ob(tmp,op); 2196 tmp = insert_ob_in_ob (tmp, op);
2001 change_abil(op,tmp); /* Mostly to display any messages */ 2197 change_abil (op, tmp); /* Mostly to display any messages */
2002 fix_player(op); /* This takes care of some other stuff */ 2198 fix_player (op); /* This takes care of some other stuff */
2003 2199
2200 if (hitter->owner)
2004 if(hitter->owner) owner = get_owner(hitter); 2201 owner = get_owner (hitter);
2202 else
2005 else owner = hitter; 2203 owner = hitter;
2006 2204
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2008 "Your attack blinds %s!",query_name(op));
2009 } 2206 }
2010 tmp->stats.food += dam; 2207 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 2208 if (tmp->stats.food > 10)
2209 tmp->stats.food = 10;
2012} 2210}
2013 2211
2212void
2014void paralyze_player(object *op, object *hitter, int dam) 2213paralyze_player (object *op, object *hitter, int dam)
2015{ 2214{
2016 float effect,max; 2215 float effect, max;
2216
2017 /* object *tmp; */ 2217 /* object *tmp; */
2018 2218
2019 /* This is strange stuff... someone knows for what this is 2219 /* This is strange stuff... someone knows for what this is
2020 * written? Well, i think this can and should be removed 2220 * written? Well, i think this can and should be removed
2021 */ 2221 */
2022 2222
2023 /* 2223 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2224 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 2225 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 2226 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2227 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 2228 }
2029 */ 2229 */
2030 2230
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2231 /* 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; 2232 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2033 2233
2034 if (effect==0) return; 2234 if (effect == 0)
2235 return;
2035 2236
2036 op->speed_left-=FABS(op->speed)*effect; 2237 op->speed_left -= FABS (op->speed) * effect;
2037 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2238 /* tmp->stats.food+=(signed short) effect/op->speed; */
2038 2239
2039 /* max number of ticks to be affected for. */ 2240 /* max number of ticks to be affected for. */
2040 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2241 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2041 if (op->speed_left< -(FABS(op->speed)*max)) 2242 if (op->speed_left < -(FABS (op->speed) * max))
2042 op->speed_left = (float) -(FABS(op->speed)*max); 2243 op->speed_left = (float) -(FABS (op->speed) * max);
2043 2244
2044/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2045} 2246}
2046 2247
2047 2248
2048/* Attempts to kill 'op'. hitter is the attack object, dam is 2249/* Attempts to kill 'op'. hitter is the attack object, dam is
2049 * the computed damaged. 2250 * the computed damaged.
2050 */ 2251 */
2252void
2051void deathstrike_player(object *op, object *hitter, int *dam) 2253deathstrike_player (object *op, object *hitter, int *dam)
2052{ 2254{
2053 /* The intention of a death attack is to kill outright things 2255 /* 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 2256 ** that are a lot weaker than the attacker, have a chance of killing
2055 ** things somewhat weaker than the caster, and no chance of 2257 ** things somewhat weaker than the caster, and no chance of
2056 ** killing something equal or stronger than the attacker. 2258 ** killing something equal or stronger than the attacker.
2057 ** Also, if a deathstrike attack has a slaying, any monster 2259 ** Also, if a deathstrike attack has a slaying, any monster
2058 ** whose name or race matches a comma-delimited list in the slaying 2260 ** whose name or race matches a comma-delimited list in the slaying
2059 ** field of the deathstriking object */ 2261 ** field of the deathstriking object */
2060 2262
2061 int atk_lev, def_lev, kill_lev; 2263 int atk_lev, def_lev, kill_lev;
2062 2264
2063 if(hitter->slaying) 2265 if (hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2266 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; 2267 return;
2066 2268
2067 def_lev = op->level; 2269 def_lev = op->level;
2068 if (def_lev < 1) { 2270 if (def_lev < 1)
2271 {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2272 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; 2273 def_lev = 1;
2072 } 2274 }
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 2277 atk_lev, def_lev); */
2076 2278
2077 if(atk_lev >= def_lev ){ 2279 if (atk_lev >= def_lev)
2280 {
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2281 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2079 2282
2080 /* Note that the below effectively means the ratio of the atk vs 2283 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 2284 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 2285 * chance of killing a level 50 monster. This should probably be
2083 * redone. 2286 * redone.
2084 */ 2287 */
2085 if(kill_lev >= def_lev) { 2288 if (kill_lev >= def_lev)
2289 {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2290 *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 2291 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 2292 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 2293 * attack level is double the defender level.
2090 */ 2294 */
2091 *dam *= kill_lev / def_lev; 2295 *dam *= kill_lev / def_lev;
2092 } 2296 }
2093 } else { 2297 }
2298 else
2299 {
2094 *dam = 0; /* no harm done */ 2300 *dam = 0; /* no harm done */
2095 } 2301 }
2096} 2302}
2097 2303
2098/* thrown_item_effect() - handles any special effects of thrown 2304/* thrown_item_effect() - handles any special effects of thrown
2099 * items (like attacking living creatures--a potion thrown at a 2305 * items (like attacking living creatures--a potion thrown at a
2100 * monster). 2306 * monster).
2101 */ 2307 */
2308static void
2102static void thrown_item_effect (object *hitter, object *victim) 2309thrown_item_effect (object *hitter, object *victim)
2103{ 2310{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2311 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312 {
2105 /* May not need a switch for just 2 types, but this makes it 2313 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion. 2314 * easier for expansion.
2107 */ 2315 */
2108 switch (hitter->type) { 2316 switch (hitter->type)
2317 {
2109 case POTION: 2318 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */ 2319 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2320 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); 2321 (void) apply_potion (victim, hitter);
2113 break; 2322 break;
2114 2323
2115 case POISON: /* poison drinks */ 2324 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */ 2325 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2326 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); 2327 apply_poison (victim, hitter);
2119 break; 2328 break;
2120 2329
2121 /* Removed case statements that did nothing. 2330 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it, 2331 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here. 2332 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled. 2333 * Containers should perhaps break open, but that code was disabled.
2125 */ 2334 */
2126 } 2335 }
2127 } 2336 }
2128} 2337}
2129 2338
2130/* adj_attackroll() - adjustments to attacks by various conditions */ 2339/* adj_attackroll() - adjustments to attacks by various conditions */
2131 2340
2341int
2132int adj_attackroll (object *hitter, object *target) { 2342adj_attackroll (object *hitter, object *target)
2343{
2133 object *attacker = hitter; 2344 object *attacker = hitter;
2134 int adjust=0; 2345 int adjust = 0;
2135 2346
2136 /* safety */ 2347 /* safety */
2137 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2348 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2349 {
2138 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2350 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2139 "map\n"); 2351 return 0;
2352 }
2353
2354 /* aimed missiles use the owning object's sight */
2355 if (is_aimed_missile (hitter))
2356 {
2357 if ((attacker = get_owner (hitter)) == NULL)
2358 attacker = hitter;
2359 /* A player who saves but hasn't quit still could have objects
2360 * owned by him - need to handle that case to avoid crashes.
2361 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2363 attacker = hitter;
2364 }
2365 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2140 return 0; 2366 return 0;
2141 }
2142 2367
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. 2368 /* determine the condtions under which we make an attack.
2155 * Add more cases, as the need occurs. */ 2369 * Add more cases, as the need occurs. */
2156 2370
2157 if(!can_see_enemy(attacker,target)) { 2371 if (!can_see_enemy (attacker, target))
2372 {
2158 /* target is unseen */ 2373 /* target is unseen */
2159 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2374 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2160 adjust -= 10; 2375 adjust -= 10;
2161 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2376 /* 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)) 2377 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2163 adjust -= target->map->darkness; 2378 adjust -= target->map->darkness;
2164 } 2379 }
2165 2380
2166 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2381 if (QUERY_FLAG (attacker, FLAG_SCARED))
2167 adjust -= 3; 2382 adjust -= 3;
2168 2383
2169 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2384 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2170 adjust += 1; 2385 adjust += 1;
2171 2386
2172 if(QUERY_FLAG(target,FLAG_SCARED)) 2387 if (QUERY_FLAG (target, FLAG_SCARED))
2173 adjust += 1; 2388 adjust += 1;
2174 2389
2175 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2390 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2176 adjust -= 3; 2391 adjust -= 3;
2177 2392
2178 /* if we attack at a different 'altitude' its harder */ 2393 /* if we attack at a different 'altitude' its harder */
2179 if((attacker->move_type & target->move_type)==0) 2394 if ((attacker->move_type & target->move_type) == 0)
2180 adjust -= 2; 2395 adjust -= 2;
2181 2396
2182#if 0 2397#if 0
2183 /* slower attacks are less likely to succeed. We should use a 2398 /* slower attacks are less likely to succeed. We should use a
2184 * comparison between attacker/target speeds BUT, players have 2399 * comparison between attacker/target speeds BUT, players have
2185 * a generally faster speed, so this will wind up being a HUGE 2400 * a generally faster speed, so this will wind up being a HUGE
2186 * disadantage for the monsters! Too bad, because missiles which 2401 * disadantage for the monsters! Too bad, because missiles which
2187 * fly fast should have a better chance of hitting a slower target. 2402 * fly fast should have a better chance of hitting a slower target.
2188 */ 2403 */
2189 if(hitter->speed<target->speed) 2404 if (hitter->speed < target->speed)
2190 adjust += ((float) hitter->speed-target->speed); 2405 adjust += ((float) hitter->speed - target->speed);
2191#endif 2406#endif
2192 2407
2193#if 0 2408#if 0
2194 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2409 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2195#endif 2410#endif
2196 2411
2197 return adjust; 2412 return adjust;
2198} 2413}
2199 2414
2200 2415
2201/* determine if the object is an 'aimed' missile */ 2416/* determine if the object is an 'aimed' missile */
2417int
2202int is_aimed_missile ( object *op) { 2418is_aimed_missile (object *op)
2419{
2203 2420
2204 /* I broke what used to be one big if into a few nested 2421 /* 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. 2422 * ones so that figuring out the logic is at least possible.
2206 */ 2423 */
2207 if (op && (op->move_type & MOVE_FLYING)) { 2424 if (op && (op->move_type & MOVE_FLYING))
2425 {
2208 if (op->type==ARROW || op->type==THROWN_OBJ) 2426 if (op->type == ARROW || op->type == THROWN_OBJ)
2209 return 1; 2427 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2211 op->subtype == SP_EXPLOSION))
2212 return 1; 2429 return 1;
2213 } 2430 }
2214 return 0; 2431 return 0;
2215} 2432}
2216

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