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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 1.23 by root, Mon Dec 4 15:33:52 2006 UTC

1/*
2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.4 2006/08/29 07:34:00 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27#include <assert.h> 23#include <assert.h>
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <material.h> 26#include <material.h>
31#include <skills.h> 27#include <skills.h>
32 28
33#ifndef __CEXTRACT__ 29#ifndef __CEXTRACT__
34#include <sproto.h> 30# include <sproto.h>
35#endif 31#endif
36 32
37#include <sounds.h> 33#include <sounds.h>
38 34
39typedef struct att_msg_str { 35typedef struct att_msg_str
36{
40 char *msg1; 37 char *msg1;
41 char *msg2; 38 char *msg2;
42} att_msg; 39} att_msg;
43 40
44/*#define ATTACK_DEBUG*/ 41/*#define ATTACK_DEBUG*/
45 42
46/* cancels object *op. Cancellation basically means an object loses 43/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 44 * its magical benefits.
48 */ 45 */
46void
49void cancellation(object *op) 47cancellation (object *op)
50{ 48{
51 object *tmp; 49 object *tmp;
52 50
53 if (op->invisible) 51 if (op->invisible)
54 return; 52 return;
55 53
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
57 /* Recur through the inventory */ 56 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 59 cancellation (tmp);
61 } 60 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */ 63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 64 /* in what abilities it should cancel */
65 op->magic=0; 65 op->magic = 0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 70 if (op->env && op->env->type == PLAYER)
71 {
71 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
72 } 73 }
73 } 74 }
74} 75}
75 76
76 77
77 78
78/* did_make_save_item just checks to make sure the item actually 79/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 80 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 81 * any further action (like destroying the item).
81 */ 82 */
82 83
84int
83int did_make_save_item(object *op, int type, object *originator) { 85did_make_save_item (object *op, int type, object *originator)
86{
84 int i, roll, saves=0, attacks=0, number; 87 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 88 materialtype_t *mt;
86 89
87 if (op->materialname == NULL) { 90 if (op->materialname == NULL)
91 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
89 if (op->material & mt->material) 94 if (op->material & mt->material)
90 break; 95 break;
91 } 96 }
97 }
92 } else 98 else
93 mt = name_to_material(op->materialname); 99 mt = name_to_material (op->materialname);
94 if (mt == NULL) 100 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 101 return TRUE;
102 roll = rndm (1, 20);
103
104 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it
107 * is magic teamed with something else, then strip out the
108 * magic type, and instead let the fire, cold, or whatever component
109 * destroy the item. Otherwise, you get the case of poisoncloud
110 * destroying objects because it has magic attacktype.
111 */
112 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116
117 if (type == 0)
118 return TRUE;
119 if (roll == 20)
120 return TRUE;
121 if (roll == 1)
122 return FALSE;
123
124 for (number = 0; number < NROFATTACKS; number++)
125 {
126 i = 1 << number;
127 if (!(i & type))
128 continue;
129 attacks++;
130 if (op->resist[number] == 100)
131 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++;
134 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 saves++;
136 }
137
138 if (saves == attacks || attacks == 0)
139 return TRUE;
140 if ((saves == 0) || (rndm (1, attacks) > saves))
141 return FALSE;
142 return TRUE;
137} 143}
138 144
139/* This function calls did_make_save_item. It then performs the 145/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 146 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 147 * calling cancellation, etc.)
142 */ 148 */
143 149
150void
144void save_throw_object (object *op, int type, object *originator) 151save_throw_object (object *op, int type, object *originator)
145{ 152{
146 if ( ! did_make_save_item (op, type,originator)) 153 if (!did_make_save_item (op, type, originator))
147 { 154 {
148 object *env=op->env; 155 object *env = op->env;
149 int x=op->x,y=op->y; 156 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 157 maptile *m = op->map;
151 158
152 op = stop_item (op); 159 op = stop_item (op);
153 if (op == NULL) 160 if (op == NULL)
154 return; 161 return;
155 162
156 /* Hacked the following so that type LIGHTER will work. 163 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 164 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 165 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 166 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 167 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 168 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 169 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 170 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else {
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0);
180 }
181 }
182 return;
183 } 172 {
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 173 const char *arch = op->other_arch->name;
185 cancellation(op); 174
175 op = decrease_ob_nr (op, 1);
176
177 if (op)
186 fix_stopped_item (op, m, originator); 178 fix_stopped_item (op, m, originator);
187 return; 179
188 } 180 if ((op = get_archetype (arch)) != NULL)
189 if(op->nrof>1) { 181 {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 182 if (env)
192 fix_stopped_item (op, m, originator); 183 {
193 } else { 184 op->x = env->x, op->y = env->y;
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env); 185 insert_ob_in_ob (op, env);
210 } else { 186 if (env->contr)
187 esrv_send_item (env, op);
188 }
189 else
190 {
191 op->x = x, op->y = y;
211 replace_insert_ob_in_map("burnout",originator); 192 insert_ob_in_map (op, m, originator, 0);
212 } 193 }
213 } 194 }
214 return; 195
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return; 196 return;
223 op = stop_item (op); 197 }
224 if (op == NULL) 198
199 if (type & AT_CANCELLATION)
200 { /* Cancellation. */
201 cancellation (op);
202 fix_stopped_item (op, m, originator);
225 return; 203 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 204 }
227 tmp = arch_to_object(at); 205
228 tmp->x=op->x,tmp->y=op->y; 206 if (op->nrof > 1)
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 } 207 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 223 if (!QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op); 224 remove_ob (op);
225
226 free_object (op);
227 }
228
229 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env)
231 {
232 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y;
239 (void) insert_ob_in_ob(op,tmp); 234 insert_ob_in_ob (op, env);
235 }
236 else
237 replace_insert_ob_in_map ("burnout", originator);
238
239 return;
240 }
241
242 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube");
247
248 if (at == NULL)
240 return; 249 return;
250
251 op = stop_item (op);
252 if (op == NULL)
253 return;
254
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
256 {
257 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create.
262 */
263 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0);
266 }
267
268 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return;
241 } 273 }
242} 274}
243 275
244/* Object op is hitting the map. 276/* Object op is hitting the map.
245 * op is going in direction 'dir' 277 * op is going in direction 'dir'
246 * type is the attacktype of the object. 278 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 279 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 280 * returns 1 if it hits something, 0 otherwise.
249 */ 281 */
250 282
283int
251int hit_map(object *op, int dir, int type, int full_hit) { 284hit_map (object *op, int dir, int type, int full_hit)
285{
252 object *tmp, *next; 286 object *tmp, *next;
253 mapstruct *map; 287 maptile *map;
254 sint16 x, y; 288 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 290
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 291 if (QUERY_FLAG (op, FLAG_FREED))
292 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 293 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 294 return 0;
262 } 295 }
263 296
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
266 op->arch->name, op->name); 300 return 0;
267 return 0;
268 } 301 }
269 302
270 if ( ! op->map) { 303 if (!op->map)
304 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 305 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 306 return 0;
273 } 307 }
274 308
275 if (op->head) op=op->head; 309 if (op->head)
310 op = op->head;
276 311
277 op_tag = op->count;
278
279 map = op->map; 312 map = op->map;
280 x = op->x + freearr_x[dir]; 313 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 314 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284 315
285 /* peterm: a few special cases for special attacktypes --counterspell 316 int mflags = get_map_flags (map, &map, x, y, &x, &y);
286 * must be out here because it strikes things which are not alive
287 */
288 317
289 if (type & AT_COUNTERSPELL) { 318 // elmex: a safe map tile can't be hit!
290 counterspell(op,dir); /* see spell_effect.c */ 319 // this should prevent most harmful effects on items and players there.
291 320 if (mflags & (P_OUT_OF_MAP | P_SAFE))
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 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; 321 return 0;
363}
364 322
323 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive
325 */
326
327 if (type & AT_COUNTERSPELL)
328 {
329 counterspell (op, dir); /* see spell_effect.c */
330
331 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
363 break;
364 }
365
366 tmp = next;
367 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used.
378 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y)
380 continue;
381
382 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1;
386 if (op->destroyed ())
387 break;
388 }
389
390 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now.
396 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
398 {
399 save_throw_object (tmp, type, op);
400 if (op->destroyed ())
401 break;
402 }
403 }
404
405 return 0;
406}
407
408void
365void attack_message(int dam, int type, object *op, object *hitter) { 409attack_message (int dam, int type, object *op, object *hitter)
410{
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0; 412 int i, found = 0;
368 mapstruct *map; 413 maptile *map;
369 object *next, *tmp; 414 object *next, *tmp;
370 415
371 /* put in a few special messages for some of the common attacktypes 416 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc 417 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 418 * [garbled 20010919]
374 */ 419 */
375 420
376 if (dam == 9998 && op->type == DOOR) { 421 if (dam == 9998 && op->type == DOOR)
422 {
377 sprintf(buf1, "unlock %s", op->name); 423 sprintf (buf1, "unlock %s", &op->name);
378 sprintf(buf2, " unlocks"); 424 sprintf (buf2, " unlocks");
379 found++; 425 found++;
426 }
427 if (dam < 0)
380 } 428 {
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 429 sprintf (buf1, "hit %s", &op->name);
383 sprintf(buf2, " hits"); 430 sprintf (buf2, " hits");
384 found++; 431 found++;
432 }
385 } else if(dam==0) { 433 else if (dam == 0)
434 {
386 sprintf(buf1, "missed %s", op->name); 435 sprintf (buf1, "missed %s", &op->name);
387 sprintf(buf2, " misses"); 436 sprintf (buf2, " misses");
388 found++; 437 found++;
438 }
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 441 {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
393 i++) 443 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 444 {
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
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); 446 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++; 447 found++;
400 break; 448 break;
449 }
401 } 450 }
402 } else if (op->type == DOOR && !found) { 451 else if (op->type == DOOR && !found)
452 {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 453 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
404 i++) 454 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 455 {
406 || attack_mess[ATM_DOOR][i+1].level == -1) { 456 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
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); 457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++; 458 found++;
411 break; 459 break;
460 }
412 } 461 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 462 else if (hitter->type == PLAYER && IS_LIVE (op))
463 {
414 if (USING_SKILL(hitter, SK_KARATE)) { 464 if (USING_SKILL (hitter, SK_KARATE))
465 {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
416 i++) 467 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 468 {
418 || attack_mess[ATM_KARATE][i+1].level == -1) { 469 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
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); 470 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++; 471 found++;
423 break; 472 break;
473 }
424 } 474 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) { 475 else if (USING_SKILL (hitter, SK_CLAWING))
476 {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 477 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
427 i++) 478 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 479 {
429 || attack_mess[ATM_CLAW][i+1].level == -1) { 480 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
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); 481 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++; 482 found++;
434 break; 483 break;
484 }
435 } 485 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 486 else if (USING_SKILL (hitter, SK_PUNCHING))
487 {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 488 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
438 i++) 489 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 490 {
440 || attack_mess[ATM_PUNCH][i+1].level == -1) { 491 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
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); 492 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++; 493 found++;
445 break; 494 break;
495 }
446 } 496 }
447 }
448 } 497 }
449 if (found) { 498 if (found)
450 /* done */ 499 {
500 /* done */
501 }
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
503 {
452 sprintf(buf1, "hit"); /* just in case */ 504 sprintf (buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++) 505 for (i = 0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level 506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
455 || attack_mess[ATM_ARROW][i+1].level == -1) { 507 {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 509 found++;
458 break; 510 break;
511 }
459 } 512 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) { 513 else if (type & AT_DRAIN && IS_LIVE (op))
514 {
461 /* drain is first, because some items have multiple attypes */ 515 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
463 i++) 517 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 518 {
465 || attack_mess[ATM_DRAIN][i+1].level == -1) { 519 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
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); 520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++; 521 found++;
470 break; 522 break;
523 }
471 } 524 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 525 else if (type & AT_ELECTRICITY && IS_LIVE (op))
526 {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
474 i++) 528 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 529 {
476 || attack_mess[ATM_ELEC][i+1].level == -1) { 530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
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); 531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++; 532 found++;
481 break; 533 break;
534 }
482 } 535 }
483 } else if (type & AT_COLD && IS_LIVE(op)) { 536 else if (type & AT_COLD && IS_LIVE (op))
537 {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
485 i++) 539 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 540 {
487 || attack_mess[ATM_COLD][i+1].level == -1) { 541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
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); 542 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++; 543 found++;
492 break; 544 break;
545 }
493 } 546 }
494 } else if (type & AT_FIRE) { 547 else if (type & AT_FIRE)
548 {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 549 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
496 i++) 550 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 551 {
498 || attack_mess[ATM_FIRE][i+1].level == -1) { 552 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
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); 553 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++; 554 found++;
503 break; 555 break;
556 }
504 } 557 }
505 } else if (hitter->current_weapon != NULL) { 558 else if (hitter->current_weapon != NULL)
506 int mtype; 559 {
560 int mtype;
561
507 switch (hitter->current_weapon->weapontype) { 562 switch (hitter->current_weapon->weapontype)
508 case WEAP_HIT: mtype = ATM_BASIC; break; 563 {
509 case WEAP_SLASH: mtype = ATM_SLASH; break; 564 case WEAP_HIT:
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 565 mtype = ATM_BASIC;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 566 break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break; 567 case WEAP_SLASH:
513 case WEAP_STAB: mtype = ATM_STAB; break; 568 mtype = ATM_SLASH;
514 case WEAP_WHIP: mtype = ATM_WHIP; break; 569 break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 570 case WEAP_PIERCE:
516 case WEAP_BLUD: mtype = ATM_BLUD; break; 571 mtype = ATM_PIERCE;
517 default: mtype = ATM_BASIC; break; 572 break;
518 } 573 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE;
575 break;
576 case WEAP_SLICE:
577 mtype = ATM_SLICE;
578 break;
579 case WEAP_STAB:
580 mtype = ATM_STAB;
581 break;
582 case WEAP_WHIP:
583 mtype = ATM_WHIP;
584 break;
585 case WEAP_CRUSH:
586 mtype = ATM_CRUSH;
587 break;
588 case WEAP_BLUD:
589 mtype = ATM_BLUD;
590 break;
591 default:
592 mtype = ATM_BASIC;
593 break;
594 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
520 i++) 596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
521 if (dam < attack_mess[mtype][i].level 597 {
522 || attack_mess[mtype][i+1].level == -1) { 598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
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); 599 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++; 600 found++;
527 break; 601 break;
602 }
528 } 603 }
529 } else { 604 else
605 {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 606 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
531 i++) 607 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 608 {
533 || attack_mess[ATM_BASIC][i+1].level == -1) { 609 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
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); 610 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++; 611 found++;
538 break; 612 break;
613 }
539 } 614 }
540 }
541 615
542 if (!found) { 616 if (!found)
617 {
543 strcpy (buf1, "hit"); 618 strcpy (buf1, "hit");
544 strcpy (buf2, " hits"); 619 strcpy (buf2, " hits");
545 } 620 }
546 621
547 /* bail out if a monster is casting spells */ 622 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER ||
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
550 return; 624 return;
551 625
552 /* scale down magic considerably. */ 626 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5)) 627 if (type & AT_MAGIC && rndm (0, 5))
554 return; 628 return;
555 629
556 /* Did a player hurt another player? Inform both! */ 630 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER &&
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 {
559 if(get_owner(hitter)!=NULL) 633 if (get_owner (hitter) != NULL)
560 sprintf(buf,"%s's %s%s you.", 634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
561 hitter->owner->name, hitter->name, buf2); 635 else
562 else { 636 {
563 sprintf(buf,"%s%s you.",hitter->name, buf2); 637 sprintf (buf, "%s%s you.", &hitter->name, buf2);
564 if (dam != 0) { 638 if (dam != 0)
565 if (dam < 10) 639 {
640 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
567 else if (dam < 20) 642 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
569 else 644 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
571 } 646 }
572 } 647 }
573 new_draw_info(NDI_BLACK, 0,op,buf); 648 new_draw_info (NDI_BLACK, 0, op, buf);
574 } /* end of player hitting player */ 649 } /* end of player hitting player */
575 650
576 if(hitter->type==PLAYER) { 651 if (hitter->type == PLAYER)
652 {
577 sprintf(buf,"You %s.",buf1); 653 sprintf (buf, "You %s.", buf1);
578 if (dam != 0) { 654 if (dam != 0)
655 {
579 if (dam < 10) 656 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
581 else if (dam < 20) 658 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
583 else 660 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
585 } 662 }
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 663 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 }
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
666 {
588 /* look for stacked spells and start reducing the message chances */ 667 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
590 (hitter->subtype == SP_EXPLOSION || 669 {
591 hitter->subtype == SP_BULLET || 670 i = 4;
592 hitter->subtype == SP_CONE)) {
593 i=4;
594 map = hitter->map; 671 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 672 if (out_of_map (map, hitter->x, hitter->y))
673 return;
674 next = get_map_ob (map, hitter->x, hitter->y);
675 if (next)
676 while (next)
677 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3;
680 tmp = next;
681 next = tmp->above;
682 }
683 if (i < 0)
684 return;
685 if (rndm (0, i) != 0)
686 return;
687 }
688 else if (rndm (0, 5) != 0)
596 return; 689 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); 690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
616 } 693 }
617} 694}
618 695
619 696
697static int
620static int get_attack_mode (object **target, object **hitter, 698get_attack_mode (object **target, object **hitter, int *simple_attack)
621 int *simple_attack)
622{ 699{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 702 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 703 return 1;
626 } 704 }
627 if ((*target)->head) 705 if ((*target)->head)
628 *target = (*target)->head; 706 *target = (*target)->head;
629 if ((*hitter)->head) 707 if ((*hitter)->head)
630 *hitter = (*hitter)->head; 708 *hitter = (*hitter)->head;
631 if ((*hitter)->env != NULL || (*target)->env != NULL) { 709 if ((*hitter)->env != NULL || (*target)->env != NULL)
710 {
632 *simple_attack = 1; 711 *simple_attack = 1;
633 return 0; 712 return 0;
634 } 713 }
635 if (QUERY_FLAG (*target, FLAG_REMOVED) 714 if (QUERY_FLAG (*target, FLAG_REMOVED)
636 || QUERY_FLAG (*hitter, FLAG_REMOVED)
637 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
638 { 716 {
639 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
640 "target\n", (*hitter)->arch->name, (*hitter)->name);
641 return 1; 718 return 1;
642 } 719 }
643 *simple_attack = 0; 720 *simple_attack = 0;
644 return 0; 721 return 0;
645} 722}
646 723
724static int
647static int abort_attack (object *target, object *hitter, int simple_attack) 725abort_attack (object *target, object *hitter, int simple_attack)
648{ 726{
727
649/* Check if target and hitter are still in a relation similar to the one 728/* Check if target and hitter are still in a relation similar to the one
650 * determined by get_attack_mode(). Returns true if the relation has changed. 729 * determined by get_attack_mode(). Returns true if the relation has changed.
651 */ 730 */
652 int new_mode; 731 int new_mode;
653 732
654 if (hitter->env == target || target->env == hitter) 733 if (hitter->env == target || target->env == hitter)
655 new_mode = 1; 734 new_mode = 1;
656 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
657 || QUERY_FLAG (target, FLAG_REMOVED)
658 || hitter->map == NULL || !on_same_map(hitter, target))
659 return 1; 736 return 1;
660 else 737 else
661 new_mode = 0; 738 new_mode = 0;
662 return new_mode != simple_attack; 739 return new_mode != simple_attack;
663} 740}
664 741
665static void thrown_item_effect (object *, object *); 742static void thrown_item_effect (object *, object *);
666 743
744static int
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
668 int base_wc)
669{ 746{
670 int simple_attack, roll, dam=0; 747 int simple_attack, roll, dam = 0;
671 uint32 type; 748 uint32 type;
672 const char *op_name = NULL; 749 shstr op_name;
673 tag_t op_tag, hitter_tag;
674 750
675 if (get_attack_mode (&op, &hitter, &simple_attack)) 751 if (get_attack_mode (&op, &hitter, &simple_attack))
752 goto error;
753
754 if (hitter->current_weapon)
755 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
756 return RESULT_INT (0);
757
758 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
759 return RESULT_INT (0);
760
761 /*
762 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters.
764 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
766 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail.
771 */
772 op->speed_left--;
773 process_object (op);
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
676 goto error; 775 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 { 776 }
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 }
706 777
707 add_refcount(op_name = op->name); 778 op_name = op->name;
708 779
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 780 roll = random_roll (1, 20, hitter, PREFER_HIGH);
710 781
711 /* Adjust roll for various situations. */ 782 /* Adjust roll for various situations. */
712 if ( ! simple_attack) 783 if (!simple_attack)
713 roll += adj_attackroll(hitter,op); 784 roll += adj_attackroll (hitter, op);
714 785
715 /* See if we hit the creature */ 786 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 787 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 {
717 int hitdam = base_dam; 789 int hitdam = base_dam;
790
718 if (settings.casting_time == TRUE) { 791 if (settings.casting_time == TRUE)
792 {
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 793 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 { 794 {
737 /* If you hit something, the victim should *always* wake up. 795 hitter->casting_time = -1;
738 * Before, invisible hitters could avoid doing this. 796 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 } 797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack)
809 {
810 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this.
812 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP);
757 815
816 /* If the victim can't see the attacker, it may alert others
817 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
819 npc_call_help (op);
820
821 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 {
824 make_visible (op);
825 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 }
828
758 /* thrown items (hitter) will have various effects 829 /* thrown items (hitter) will have various effects
759 * when they hit the victim. For things like thrown daggers, 830 * when they hit the victim. For things like thrown daggers,
760 * this sets 'hitter' to the actual dagger, and not the 831 * this sets 'hitter' to the actual dagger, and not the
761 * wrapper object. 832 * wrapper object.
762 */ 833 */
763 thrown_item_effect (hitter, op); 834 thrown_item_effect (hitter, op);
764 if (was_destroyed (hitter, hitter_tag) 835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
765 || was_destroyed (op, op_tag)
766 || abort_attack (op, hitter, simple_attack))
767 goto leave; 836 goto leave;
768 } 837 }
769 838
770 /* Need to do at least 1 damage, otherwise there is no point 839 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below. 840 * to go further and it will cause FPE's below.
772 */ 841 */
773 if (hitdam<=0) hitdam=1; 842 if (hitdam <= 0)
843 hitdam = 1;
774 844
775 type=hitter->attacktype; 845 type = hitter->attacktype;
776 if(!type) type=AT_PHYSICAL; 846
847 if (!type)
848 type = AT_PHYSICAL;
849
777 /* Handle monsters that hit back */ 850 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
779 && QUERY_FLAG (hitter, FLAG_ALIVE)) 852 {
780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 853 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 854 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 855
784 PREFER_LOW),op, op->attacktype, 1); 856 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
785 if (was_destroyed (op, op_tag) 857
786 || was_destroyed (hitter, hitter_tag) 858 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
787 || abort_attack (op, hitter, simple_attack))
788 goto leave; 859 goto leave;
789 } 860 }
790 861
791 /* In the new attack code, it should handle multiple attack 862 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here. 863 * types in its area, so remove it from here.
793 */ 864 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 865 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
795 hitter, type, 1); 866
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 867 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 868 goto leave;
799 } /* end of if hitter hit op */ 869 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 870 /* if we missed, dam=0 */
801 871
802 /*attack_message(dam, type, op, hitter);*/ 872 /*attack_message(dam, type, op, hitter); */
803 873
804 goto leave; 874 goto leave;
805 875
806 error: 876error:
807 dam = 1; 877 dam = 1;
808 878
809 leave: 879leave:
810 if (op_name)
811 free_string (op_name);
812 880
813 return dam; 881 return dam;
814} 882}
815 883
884int
816int attack_ob (object *op, object *hitter) 885attack_ob (object *op, object *hitter)
817{ 886{
818 887
819 if (hitter->head) 888 if (hitter->head)
820 hitter = hitter->head; 889 hitter = hitter->head;
821 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
822} 891}
823 892
824/* op is the arrow, tmp is what is stopping the arrow. 893/* op is the arrow, tmp is what is stopping the arrow.
825 * 894 *
826 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 895 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827 */ 896 */
897static int
828static int stick_arrow (object *op, object *tmp) 898stick_arrow (object *op, object *tmp)
829{ 899{
830 /* If the missile hit a player, we insert it in their inventory. 900 /* If the missile hit a player, we insert it in their inventory.
831 * However, if the missile is heavy, we don't do so (assume it falls 901 * However, if the missile is heavy, we don't do so (assume it falls
832 * to the ground after a hit). What a good value for this is up to 902 * to the ground after a hit). What a good value for this is up to
833 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 904 * stick around.
835 */ 905 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 906 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 {
837 if(tmp->head != NULL) 908 if (tmp->head != NULL)
838 tmp = tmp->head; 909 tmp = tmp->head;
910
839 remove_ob (op); 911 remove_ob (op);
840 op = insert_ob_in_ob(op,tmp); 912 op = insert_ob_in_ob (op, tmp);
913
841 if (tmp->type== PLAYER) 914 if (tmp->type == PLAYER)
842 esrv_send_item (tmp, op); 915 esrv_send_item (tmp, op);
916
843 return 1; 917 return 1;
918 }
844 } else 919 else
845 return 0; 920 return 0;
846} 921}
847 922
848/* hit_with_arrow() disassembles the missile, attacks the victim and 923/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 924 * reassembles the missile.
850 * 925 *
851 * It returns a pointer to the reassembled missile, or NULL if the missile 926 * It returns a pointer to the reassembled missile, or NULL if the missile
852 * isn't available anymore. 927 * isn't available anymore.
853 */ 928 */
929object *
854object *hit_with_arrow (object *op, object *victim) 930hit_with_arrow (object *op, object *victim)
855{ 931{
856 object *container, *hitter; 932 object *container, *hitter;
857 int hit_something = 0; 933 int hit_something = 0;
858 tag_t victim_tag, hitter_tag;
859 sint16 victim_x, victim_y;
860 934
861 /* Disassemble missile */ 935 /* Disassemble missile */
862 if (op->inv) { 936 if (op->inv)
937 {
863 container = op; 938 container = op;
864 hitter = op->inv; 939 hitter = op->inv;
865 remove_ob (hitter); 940 remove_ob (hitter);
866 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
867 /* Note that we now have an empty THROWN_OBJ on the map. Code that 942 /* Note that we now have an empty THROWN_OBJ on the map. Code that
868 * might be called until this THROWN_OBJ is either reassembled or 943 * 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 944 * removed at the end of this function must be able to deal with empty
870 * THROWN_OBJs. */ 945 * THROWN_OBJs. */
871 } else { 946 }
947 else
948 {
872 container = NULL; 949 container = 0;
873 hitter = op; 950 hitter = op;
874 } 951 }
875 952
876 /* Try to hit victim */ 953 /* Try to hit victim */
877 victim_x = victim->x;
878 victim_y = victim->y;
879 victim_tag = victim->count;
880 hitter_tag = hitter->count;
881
882 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 954 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883 955
884 /* Arrow attacks door, rune of summoning is triggered, demon is put on 956 /* Arrow attacks door, rune of summoning is triggered, demon is put on
885 * arrow, move_apply() calls this function, arrow sticks in demon, 957 * arrow, move_apply() calls this function, arrow sticks in demon,
886 * attack_ob_simple() returns, and we've got an arrow that still exists 958 * attack_ob_simple() returns, and we've got an arrow that still exists
887 * but is no longer on the map. Ugh. (Beware: Such things can happen at 959 * but is no longer on the map. Ugh. (Beware: Such things can happen at
888 * other places as well!) 960 * other places as well!)
889 */ 961 */
890 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 962 if (hitter->destroyed () || hitter->env != NULL)
963 {
891 if (container) { 964 if (container)
965 {
892 remove_ob (container); 966 remove_ob (container);
893 free_object (container); 967 free_object (container);
894 } 968 }
969
895 return NULL; 970 return 0;
896 } 971 }
897 972
898 /* Missile hit victim */ 973 /* Missile hit victim */
899 /* if the speed is > 10, then this is a fast moving arrow, we go straight 974 /* if the speed is > 10, then this is a fast moving arrow, we go straight
900 * through the target 975 * through the target
901 */ 976 */
902 if (hit_something && op->speed <= 10.0) 977 if (hit_something && op->speed <= 10.0)
903 { 978 {
904 /* Stop arrow */ 979 /* Stop arrow */
905 if (container == NULL) { 980 if (!container)
981 {
906 hitter = fix_stopped_arrow (hitter); 982 hitter = fix_stopped_arrow (hitter);
907 if (hitter == NULL) 983 if (!hitter)
908 return NULL; 984 return 0;
985 }
909 } else { 986 else
987 {
910 remove_ob (container); 988 remove_ob (container);
911 free_object (container); 989 free_object (container);
912 } 990 }
913 991
914 /* Try to stick arrow into victim */ 992 /* Try to stick arrow into victim */
915 if ( ! was_destroyed (victim, victim_tag) 993 if (!victim->destroyed () && stick_arrow (hitter, victim))
916 && stick_arrow (hitter, victim))
917 return NULL; 994 return 0;
918 995
919 /* Else try to put arrow on victim's map square 996 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this 997 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code, 998 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something 999 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct 1000 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise? 1001 * way to handle those otherwise?
925 */ 1002 */
926 if (victim_x != hitter->x || victim_y != hitter->y) { 1003 if (victim->x != hitter->x || victim->y != hitter->y)
1004 {
927 remove_ob (hitter); 1005 remove_ob (hitter);
928 hitter->x = victim_x; 1006 hitter->x = victim->x;
929 hitter->y = victim_y; 1007 hitter->y = victim->y;
930 insert_ob_in_map (hitter, victim->map, hitter,0); 1008 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 }
931 } else { 1010 else
932 /* Else leave arrow where it is */ 1011 /* Else leave arrow where it is */
933 merge_ob (hitter, NULL); 1012 merge_ob (hitter, NULL);
934 } 1013
935 return NULL; 1014 return 0;
936 } 1015 }
937 1016
938 if (hit_something && op->speed >= 10.0) 1017 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0; 1018 op->speed -= 1.0;
940 1019
941 /* Missile missed victim - reassemble missile */ 1020 /* Missile missed victim - reassemble missile */
942 if (container) { 1021 if (container)
1022 {
943 remove_ob (hitter); 1023 remove_ob (hitter);
944 insert_ob_in_ob (hitter, container); 1024 insert_ob_in_ob (hitter, container);
945 } 1025 }
1026
946 return op; 1027 return op;
947} 1028}
948 1029
949 1030
1031void
950void tear_down_wall(object *op) 1032tear_down_wall (object *op)
951{ 1033{
952 int perc=0; 1034 int perc = 0;
953 1035
954 if (!op->stats.maxhp) { 1036 if (!op->stats.maxhp)
1037 {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
956 perc = 1; 1039 perc = 1;
1040 }
957 } else if(!GET_ANIM_ID(op)) { 1041 else if (!GET_ANIM_ID (op))
1042 {
958 /* Object has been called - no animations, so remove it */ 1043 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) { 1044 if (op->stats.hp < 0)
1045 {
960 remove_ob(op); /* Should update LOS */ 1046 remove_ob (op); /* Should update LOS */
961 free_object(op); 1047 free_object (op);
962 /* Don't know why this is here - remove_ob should do it for us */ 1048 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/ 1049 /*update_position(m, x, y); */
964 } 1050 }
965 return; /* no animations, so nothing more to do */ 1051 return; /* no animations, so nothing more to do */
966 } 1052 }
967 perc = NUM_ANIMATIONS(op) 1053 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)) 1054 if (perc >= (int) NUM_ANIMATIONS (op))
970 perc = NUM_ANIMATIONS(op)-1; 1055 perc = NUM_ANIMATIONS (op) - 1;
971 else if (perc < 1) 1056 else if (perc < 1)
972 perc = 1; 1057 perc = 1;
973 SET_ANIMATION(op, perc); 1058 SET_ANIMATION (op, perc);
974 update_object(op,UP_OBJ_FACE); 1059 update_object (op, UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1060 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */
976 if(op->face==blank_face) { 1062 if (op->face == blank_face)
1063 {
977 /* If the last face is blank, remove the ob */ 1064 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */ 1065 remove_ob (op); /* Should update LOS */
979 free_object(op); 1066 free_object (op);
980 1067
981 /* remove_ob should call update_position for us */ 1068 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/ 1069 /*update_position(m, x, y); */
983 1070
984 } else { /* The last face was not blank, leave an image */ 1071 }
1072 else
1073 { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y); 1075 update_all_los (op->map, op->x, op->y);
987 op->move_block = 0; 1076 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE); 1077 CLEAR_FLAG (op, FLAG_ALIVE);
989 } 1078 }
990 } 1079 }
991} 1080}
992 1081
1082void
993void scare_creature(object *target, object *hitter) 1083scare_creature (object *target, object *hitter)
994{ 1084{
995 object *owner = get_owner(hitter); 1085 object *owner = get_owner (hitter);
996 1086
997 if (!owner) owner=hitter; 1087 if (!owner)
1088 owner = hitter;
998 1089
999 SET_FLAG(target, FLAG_SCARED); 1090 SET_FLAG (target, FLAG_SCARED);
1000 if (!target->enemy) target->enemy=owner; 1091 if (!target->enemy)
1092 target->enemy = owner;
1001} 1093}
1002 1094
1003 1095
1004/* This returns the amount of damage hitter does to op with the 1096/* This returns the amount of damage hitter does to op with the
1005 * appropriate attacktype. Only 1 attacktype should be set at a time. 1097 * appropriate attacktype. Only 1 attacktype should be set at a time.
1006 * This doesn't damage the player, but returns how much it should 1098 * This doesn't damage the player, but returns how much it should
1007 * take. However, it will do other effects (paralyzation, slow, etc.) 1099 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not 1100 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */ 1101 * the attacktype. Makes it easier for the PR code. */
1010 1102
1103int
1011int hit_player_attacktype(object *op, object *hitter, int dam, 1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1012 uint32 attacknum, int magic) { 1105{
1013 1106
1014 int doesnt_slay = 1; 1107 int doesnt_slay = 1;
1015 1108
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) { 1110 if (attacknum >= NROFATTACKS)
1111 {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1112 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0; 1113 return 0;
1020 }
1021 1114 }
1115
1022 if (dam < 0) { 1116 if (dam < 0)
1117 {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0; 1119 return 0;
1025 }
1026 1120 }
1121
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1028 * people can't mess with that or it otherwise get confused. */ 1123 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam; 1124 if (attacknum == ATNR_INTERNAL)
1030 1125 return dam;
1126
1031 if (hitter->slaying) { 1127 if (hitter->slaying)
1128 {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) && 1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1034 strstr(op->arch->name, hitter->slaying)) 1131 {
1035 ){ 1132 doesnt_slay = 0;
1036 doesnt_slay = 0; 1133 dam *= 3;
1037 dam *= 3;
1038 } 1134 }
1039 } 1135 }
1040 1136
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1137 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) { 1138 if (op->resist[attacknum])
1139 {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1140 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1141 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]); 1142 dam *= (100 - op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100; 1143 if (dam >= 100)
1144 dam /= 100;
1047 else 1145 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1146 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 } 1147 }
1050 1148
1051 /* Special hack. By default, if immune to something, you 1149 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since 1150 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if 1151 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */ 1152 * special processing is needed */
1055 1153
1056 if ((op->resist[attacknum] >= 100) && 1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1057 doesnt_slay && (attacknum != ATNR_ACID))
1058 return 0; 1155 return 0;
1059 1156
1060 /* Keep this in order - makes things easier to find */ 1157 /* Keep this in order - makes things easier to find */
1158
1159 switch (attacknum)
1061 1160 {
1062 switch(attacknum) {
1063 case ATNR_PHYSICAL: 1161 case ATNR_PHYSICAL:
1064 /* here also check for diseases */ 1162 /* here also check for diseases */
1065 check_physically_infect(op, hitter); 1163 check_physically_infect (op, hitter);
1066 break; 1164 break;
1067 1165
1068 /* Don't need to do anything for: 1166 /* Don't need to do anything for:
1069 magic, 1167 magic,
1070 fire, 1168 fire,
1071 electricity, 1169 electricity,
1072 cold */ 1170 cold */
1073 1171
1074 case ATNR_CONFUSION: 1172 case ATNR_CONFUSION:
1075 case ATNR_POISON: 1173 case ATNR_POISON:
1076 case ATNR_SLOW: 1174 case ATNR_SLOW:
1077 case ATNR_PARALYZE: 1175 case ATNR_PARALYZE:
1078 case ATNR_FEAR: 1176 case ATNR_FEAR:
1079 case ATNR_CANCELLATION: 1177 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE: 1178 case ATNR_DEPLETE:
1081 case ATNR_BLIND: 1179 case ATNR_BLIND:
1082 { 1180 {
1083 /* chance for inflicting a special attack depends on the 1181 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level 1182 * difference between attacker's and defender's level
1085 */ 1183 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1087 1185
1088 /* First, only creatures/players with speed can be affected. 1186 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects 1187 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the 1188 * you. Third, you still get a saving through against the
1091 * effect. 1189 * effect.
1092 */ 1190 */
1093 if (op->speed && 1191 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1194 {
1097 1195
1098 /* Player has been hit by something */ 1196 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1197 if (attacknum == ATNR_CONFUSION)
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1198 confuse_player (op, hitter, dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1199 else if (attacknum == ATNR_POISON)
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1200 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1201 else if (attacknum == ATNR_SLOW)
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1202 slow_player (op, hitter, dam);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1203 else if (attacknum == ATNR_PARALYZE)
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1204 paralyze_player (op, hitter, dam);
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1205 else if (attacknum == ATNR_FEAR)
1108 } 1206 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op);
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam);
1213 }
1109 dam = 0; /* These are all effects and don't do real damage */ 1214 dam = 0; /* These are all effects and don't do real damage */
1110 } 1215 }
1111 break; 1216 break;
1112 case ATNR_ACID: 1217 case ATNR_ACID:
1113 { 1218 {
1114 int flag=0; 1219 int flag = 0;
1115 1220
1116 /* Items only get corroded if you're not on a battleground and 1221 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */ 1222 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) && 1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1119 (op->resist[ATNR_ACID] < 50)) 1224 {
1120 { 1225 object *tmp;
1121 object *tmp; 1226
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1123 if(tmp->invisible) 1228 {
1124 continue; 1229 if (tmp->invisible)
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1230 continue;
1126 (tmp->resist[ATNR_ACID] >= 10)) 1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */ 1232 /* >= 10% acid res. on itmes will protect these */
1128 continue; 1233 continue;
1129 if(!(tmp->material & M_IRON)) 1234 if (!(tmp->material & M_IRON))
1130 continue; 1235 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */ 1236 if (tmp->magic < -4) /* Let's stop at -5 */
1132 continue; 1237 continue;
1133 if(tmp->type==RING || 1238 if (tmp->type == RING ||
1134 /* removed boots and gloves from exclusion list in 1239 /* removed boots and gloves from exclusion list in
1135 PR */ 1240 PR */
1136 tmp->type==GIRDLE || 1241 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 */ 1242 continue; /* To avoid some strange effects */
1142 1243
1143 /* High damage acid has better chance of corroding 1244 /* High damage acid has better chance of corroding
1144 objects */ 1245 objects */
1145 if(rndm(0, dam+4) > 1246 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) { 1247 {
1147 if(op->type == PLAYER) 1248 if (op->type == PLAYER)
1148 /* Make this more visible */ 1249 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1150 "The %s's acid corrodes your %s!", 1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1151 query_name(hitter), query_name(tmp)); 1252 flag = 1;
1152 flag = 1; 1253 tmp->magic--;
1153 tmp->magic--; 1254 if (op->type == PLAYER)
1154 if(op->type == PLAYER) 1255 esrv_send_item (op, tmp);
1155 esrv_send_item(op, tmp); 1256 }
1156 } 1257 }
1157 } 1258 if (flag)
1158 if(flag)
1159 fix_player(op); /* Something was corroded */ 1259 fix_player (op); /* Something was corroded */
1160 } 1260 }
1161 } 1261 }
1162 break; 1262 break;
1163 case ATNR_DRAIN: 1263 case ATNR_DRAIN:
1164 { 1264 {
1165 /* rate is the proportion of exp drained. High rate means 1265 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained. 1266 * not much is drained, low rate means a lot is drained.
1167 */ 1267 */
1168 int rate; 1268 int rate;
1169 1269
1170 if(op->resist[ATNR_DRAIN] >= 0) 1270 if (op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1271 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else 1272 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174 1274
1175 if(op->stats.exp <= rate) { 1275 if (op->stats.exp <= rate)
1276 {
1176 if(op->type == GOLEM) 1277 if (op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */ 1278 dam = 999; /* Its force is "sucked" away. 8) */
1178 else 1279 else
1179 /* If we can't drain, lets try to do physical damage */ 1280 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else { 1282 }
1283 else
1284 {
1182 /* Randomly give the hitter some hp */ 1285 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp && 1286 if (hitter->stats.hp < hitter->stats.maxhp &&
1184 (op->level > hitter->level) && 1287 (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) 1288 hitter->stats.hp++;
1186 hitter->stats.hp++;
1187 1289
1188 /* Can't do drains on battleground spaces. 1290 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp 1291 * Move the wiz check up here - before, the hitter wouldn't gain exp
1190 * exp, but the wiz would still lose exp! If drainee is a wiz, 1292 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens. 1293 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain 1294 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks. 1295 * attacks, hence all the != PLAYER checks.
1194 */ 1296 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1196 object *owner = get_owner(hitter); 1298 {
1299 object *owner = get_owner (hitter);
1197 1300
1198 if (owner && owner != hitter) { 1301 if (owner && owner != hitter)
1302 {
1199 if (op->type != PLAYER || owner->type != PLAYER) 1303 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2), 1304 change_exp (owner, op->stats.exp / (rate * 2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 }
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1307 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1203 change_exp(hitter, op->stats.exp/(rate*2), 1309 change_exp (hitter, op->stats.exp / (rate * 2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1205 } 1311 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0); 1312 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1313 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1209 * drain attack, you won't know that you are actually sucking out EXP, 1315 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed 1316 * as the messages will say you missed
1211 */ 1317 */
1212 } 1318 }
1213 } 1319 }
1214 break; 1320 break;
1215 case ATNR_TURN_UNDEAD: 1321 case ATNR_TURN_UNDEAD:
1216 { 1322 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1323 if (QUERY_FLAG (op, FLAG_UNDEAD))
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1324 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1219 object *god = find_god (determine_god (owner)); 1326 object *god = find_god (determine_god (owner));
1220 int div = 1; 1327 int div = 1;
1221 1328
1222 /* if undead are not an enemy of your god, you turn them 1329 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */ 1330 * at half strength */
1224 if (! god || ! god->slaying || 1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2; 1332 div = 2;
1227 /* Give a bonus if you resist turn undead */ 1333 /* Give a bonus if you resist turn undead */
1228 if (op->level * div < 1334 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 + 1335 scare_creature (op, owner);
1230 (op->resist[ATNR_TURN_UNDEAD]/100))) 1336 }
1231 scare_creature(op, owner); 1337 else
1232 }
1233 else
1234 dam = 0; /* don't damage non undead - should we damage 1338 dam = 0; /* don't damage non undead - should we damage
1235 undead? */ 1339 undead? */
1340 }
1236 } break; 1341 break;
1237 case ATNR_DEATH: 1342 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam); 1343 deathstrike_player (op, hitter, &dam);
1239 break; 1344 break;
1240 case ATNR_CHAOS: 1345 case ATNR_CHAOS:
1241 LOG(llevError, 1346 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", 1347 dam = 0;
1243 query_name(op), 1348 break;
1244 query_name(hitter));
1245 dam = 0;
1246 break;
1247 case ATNR_COUNTERSPELL: 1349 case ATNR_COUNTERSPELL:
1248 LOG(llevError, 1350 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", 1351 dam = 0;
1250 query_name(op),
1251 query_name(hitter));
1252 dam = 0;
1253 /* This should never happen. Counterspell is handled 1352 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen, 1353 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it 1354 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */ 1355 * does no damage. */
1257 break; 1356 break;
1258 case ATNR_HOLYWORD: 1357 case ATNR_HOLYWORD:
1259 { 1358 {
1260 /* This has already been handled by hit_player, 1359 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */ 1360 * no need to check twice -- DAMN */
1262 1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1362
1264
1265 /* As with turn undead above, give a bonus on the saving throw */ 1363 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1364 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); 1365 scare_creature (op, owner);
1366 }
1269 } break; 1367 break;
1270 case ATNR_LIFE_STEALING: 1368 case ATNR_LIFE_STEALING:
1271 { 1369 {
1272 int new_hp; 1370 int new_hp;
1371
1273 /* this is replacement to drain for players, instead of taking 1372 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not 1373 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters 1374 * much use giving it to monsters
1276 * 1375 *
1277 * life stealing doesn't do a lot of damage, but it gives the 1376 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that, 1377 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by 1378 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000). 1379 * 1000).
1281 */ 1380 */
1282 /* You can't steal life from something undead */ 1381 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0;
1284 /* If drain protection is higher than life stealing, use that */ 1384 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288 /* You die at -1 hp, not zero. */ 1389 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1390 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1;
1290 new_hp = hitter->stats.hp + dam; 1392 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1393 if (new_hp > hitter->stats.maxhp)
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1394 new_hp = hitter->stats.maxhp;
1395 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp;
1397 }
1293 } 1398 }
1294 }
1295 return dam; 1399 return dam;
1296} 1400}
1297 1401
1298 1402
1299/* GROS: This code comes from hit_player. It has been made external to 1403/* GROS: This code comes from hit_player. It has been made external to
1300 * allow script procedures to "kill" objects in a combat-like fashion. 1404 * allow script procedures to "kill" objects in a combat-like fashion.
1309 * This function was a bit of a mess with hitter getting changed, 1413 * This function was a bit of a mess with hitter getting changed,
1310 * values being stored away but not used, etc. I've cleaned it up 1414 * values being stored away but not used, etc. I've cleaned it up
1311 * a bit - I think it should be functionally equivalant. 1415 * a bit - I think it should be functionally equivalant.
1312 * MSW 2002-07-17 1416 * MSW 2002-07-17
1313 */ 1417 */
1418int
1314int kill_object(object *op,int dam, object *hitter, int type) 1419kill_object (object *op, int dam, object *hitter, int type)
1315{ 1420{
1316 char buf[MAX_BUF]; 1421 char buf[MAX_BUF];
1317 const char *skill; 1422 const char *skill;
1318 int maxdam=0; 1423 int maxdam = 0;
1319 int battleg=0; /* true if op standing on battleground */ 1424 int battleg = 0; /* true if op standing on battleground */
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1425 int pk = 0; /* true if op and what controls hitter are both players */
1321 object *owner=NULL; 1426 object *owner = NULL;
1322 object *skop=NULL; 1427 object *skop = NULL;
1323 1428
1324 if (op->stats.hp>=0) 1429 if (op->stats.hp >= 0)
1325 return -1; 1430 return -1;
1326 1431
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1433 return 0;
1329 1434
1330 /* maxdam needs to be the amount of damage it took to kill 1435 /* maxdam needs to be the amount of damage it took to kill
1331 * this creature. The function(s) that call us have already 1436 * this creature. The function(s) that call us have already
1332 * adjusted the creatures HP total, so that is negative. 1437 * adjusted the creatures HP total, so that is negative.
1333 */ 1438 */
1334 maxdam = dam + op->stats.hp + 1; 1439 maxdam = dam + op->stats.hp + 1;
1335 1440
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1338 1443
1339 if(op->type==DOOR) { 1444 if (op->type == DOOR)
1445 {
1340 op->speed = 0.1; 1446 op->speed = 0.1;
1341 update_ob_speed(op); 1447 update_ob_speed (op);
1342 op->speed_left= -0.05; 1448 op->speed_left = -0.05;
1343 return maxdam; 1449 return maxdam;
1344 } 1450 }
1451
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 {
1346 remove_friendly_object(op); 1454 remove_friendly_object (op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1455 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1348 op->owner->contr->ranges[range_golem] == op) { 1456 {
1349 op->owner->contr->ranges[range_golem]=NULL; 1457 op->owner->contr->ranges[range_golem] = 0;
1350 op->owner->contr->golem_count=0; 1458 op->owner->contr->golem_count = 0;
1351 } 1459 }
1352 1460
1353 remove_ob(op); 1461 remove_ob (op);
1354 free_object(op); 1462 free_object (op);
1355 return maxdam; 1463 return maxdam;
1356 } 1464 }
1357 1465
1358 /* Now lets start dealing with experience we get for killing something */ 1466 /* Now lets start dealing with experience we get for killing something */
1359 1467
1360 owner=get_owner(hitter); 1468 owner = get_owner (hitter);
1361 if(owner==NULL) 1469 if (!owner)
1362 owner=hitter; 1470 owner = hitter;
1363 1471
1364 /* is the victim (op) standing on battleground? */ 1472 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1473 if (op_on_battleground (op, NULL, NULL))
1366 1474 battleg = 1;
1475
1367 /* is this player killing?*/ 1476 /* is this player killing? */
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1477 if (op->type == PLAYER && owner->type == PLAYER)
1478 pk = 1;
1369 1479
1370 /* Player killed something */ 1480 /* Player killed something */
1371 if(owner->type==PLAYER) { 1481 if (owner->type == PLAYER)
1482 {
1372 Log_Kill(owner->name, 1483 Log_Kill (owner->name,
1373 query_name(op),op->type, 1484 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 1485
1377 /* Log players killing other players - makes it easier to detect 1486 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1487 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1488 * ip address is included.
1380 */ 1489 */
1381 if (op->type == PLAYER && !battleg) { 1490 if (op->type == PLAYER && !battleg)
1491 {
1382 time_t t=time(NULL); 1492 time_t t = time (NULL);
1383 struct tm *tmv; 1493 struct tm *tmv;
1384 char buf[256]; 1494 char buf[256];
1385 1495
1386 tmv = localtime(&t); 1496 tmv = localtime (&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1497 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1388 1498
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1499 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)); 1500 }
1391 }
1392 1501
1393 /* try to filter some things out - basically, if you are 1502 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1503 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1504 * probably don't want to see that.
1396 */ 1505 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1506 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1507 {
1398 if(owner!=hitter) { 1508 if (owner != hitter)
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1400 "You killed %s with %s.",query_name(op), 1510 else
1401 query_name(hitter)); 1511 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1402 } 1512
1403 else {
1404 new_draw_info_format(NDI_BLACK, 0, owner,
1405 "You killed %s.",query_name(op));
1406 }
1407 /* Only play sounds for melee kills */ 1513 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER) 1514 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1515 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410 } 1516 }
1411 1517
1412 /* If a player kills another player, not on 1518 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is 1519 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV 1520 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not 1521 * 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 1522 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty. 1523 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings. 1524 * Changed to make luck penalty configurable in settings.
1419 */ 1525 */
1420 if(op->type == PLAYER && owner != op && !battleg) 1526 if (op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty); 1527 change_luck (owner, -settings.pk_luck_penalty);
1422 1528
1423 /* This code below deals with finding the appropriate skill 1529 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should 1530 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill 1531 * probably never really have to look at current_weapon->skill
1426 */ 1532 */
1427 skill = NULL; 1533 skill = 0;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1534
1535 if (hitter->skill && hitter->type != PLAYER)
1536 skill = hitter->skill;
1429 else if (owner->chosen_skill) { 1537 else if (owner->chosen_skill)
1538 {
1430 skill = owner->chosen_skill->skill; 1539 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill; 1540 skop = owner->chosen_skill;
1432 } 1541 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1542 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1434 else 1543 skill = owner->current_weapon->skill;
1544 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1545 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1436 1546
1437 /* We have the skill we want to credit to - now find the object this goes 1547 /* 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! 1548 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */ 1549 */
1440 if ((!skop || skop->type != SKILL) && skill) { 1550 if ((!skop || skop->type != SKILL) && skill)
1441 int i; 1551 {
1552 int i;
1442 1553
1443 for (i=0; i<NUM_SKILLS; i++) 1554 for (i = 0; i < NUM_SKILLS; i++)
1555 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1556 {
1444 if (owner->contr->last_skill_ob[i] && 1557 skop = owner->contr->last_skill_ob[i];
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1558 break;
1446 skop = owner->contr->last_skill_ob[i]; 1559 }
1447 break; 1560 }
1448 }
1449 }
1450 } /* Was it a player that hit somethign */ 1561 } /* Was it a player that hit somethign */
1451 else { 1562 else
1452 skill = NULL; 1563 skill = 0;
1453 }
1454 1564
1455 /* Pet (or spell) killed something. */ 1565 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) { 1566 if (owner != hitter)
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1567 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1568 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1459 }
1460 else { 1569 else
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1570 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1571 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1572 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1464 } 1573
1465 /* These may have been set in the player code section above */ 1574 /* These may have been set in the player code section above */
1575 if (!skop)
1466 if (!skop) skop = hitter->chosen_skill; 1576 skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill;
1468 1577
1578 if (!skill && skop)
1579 skill = skop->skill;
1580
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1581 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1470 1582
1471
1472 /* If you didn't kill yourself, and your not the wizard */ 1583 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1584 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1474 int exp; 1585 {
1586 int exp;
1475 1587
1476 /* Really don't give much experience for killing other players */ 1588 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1589 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) { 1590 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 } 1591 {
1592 if (battleg)
1593 {
1594 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1595 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1596 }
1486 else 1597 else
1598 exp = op->stats.exp / 1000;
1599 }
1600 else
1487 exp = calc_skill_exp(owner, op, skop); 1601 exp = calc_skill_exp (owner, op, skop);
1488 1602
1489 /* if op is standing on "battleground" (arena), no way to gain 1603 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him 1604 * exp by killing him
1491 */ 1605 */
1492 if (battleg) exp = 0; 1606 if (battleg)
1607 exp = 0;
1493 1608
1494 /* Don't know why this is set this way - doesn't make 1609 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason. 1610 * sense to just divide everything by two for no reason.
1496 */ 1611 */
1497 1612
1498 if (!settings.simple_exp) 1613 if (!settings.simple_exp)
1499 exp=exp/2; 1614 exp = exp / 2;
1500 1615
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1616 if (owner->type != PLAYER || owner->contr->party == NULL)
1502 change_exp(owner,exp, skill, 0); 1617 change_exp (owner, exp, skill, 0);
1503 } 1618 else
1504 else { 1619 {
1505 int shares=0,count=0; 1620 int shares = 0, count = 0;
1506
1507 player *pl; 1621 player *pl;
1508
1509 partylist *party=owner->contr->party; 1622 partylist *party = owner->contr->party;
1623
1510#ifdef PARTY_KILL_LOG 1624#ifdef PARTY_KILL_LOG
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1625 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1512#endif 1626#endif
1513 for(pl=first_player;pl!=NULL;pl=pl->next) { 1627 for (pl = first_player; pl != NULL; pl = pl->next)
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1628 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1515 count++; 1629 {
1630 count++;
1516 shares+=(pl->ob->level+4); 1631 shares += (pl->ob->level + 4);
1517 } 1632 }
1633
1634 if (count == 1 || shares > exp || !shares)
1635 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1636 else
1637 {
1638 int share = exp / shares, given = 0, nexp;
1639
1640 for (pl = first_player; pl != NULL; pl = pl->next)
1641 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1642 {
1643 nexp = (pl->ob->level + 4) * share;
1644 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1645 given += nexp;
1646 }
1647
1648 exp -= given;
1649 /* give any remainder to the player */
1650 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1651 }
1652 } /* else part of a party */
1653 } /* end if person didn't kill himself */
1654
1655 if (op->type != PLAYER)
1656 {
1657 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1658 {
1659 object *owner1 = get_owner (op);
1660
1661 if (owner1 && owner1->type == PLAYER)
1662 {
1663 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1664 /* Maybe we should include the owner that killed this, maybe not */
1665 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1666 }
1667
1668 remove_friendly_object (op);
1669 }
1670
1671 remove_ob (op);
1672 free_object (op);
1518 } 1673 }
1519 if(count==1 || shares>exp) 1674 else
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 } 1675 {
1553 /* Player has been killed! */ 1676 /* Player has been killed! */
1677 if (owner->type == PLAYER)
1678 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1554 else { 1679 else
1555 if(owner->type==PLAYER) { 1680 assign (op->contr->killer, hitter->name);
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1557 }
1558 else {
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1560 op->contr->killer[BIG_NAME-1]='\0';
1561 }
1562 } 1681 }
1682
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1683 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1684 * continues in the calling function.
1565 */ 1685 */
1566 return maxdam; 1686 return maxdam;
1567} 1687}
1568 1688
1569/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1689/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570 * Returns 0 this is not friendly fire 1690 * Returns 0 this is not friendly fire
1571 */ 1691 */
1572 1692
1693int
1573int friendly_fire(object *op, object *hitter){ 1694friendly_fire (object *op, object *hitter)
1695{
1574 object *owner; 1696 object *owner;
1575 int friendlyfire; 1697 int friendlyfire;
1576
1577 if (hitter->head) hitter=hitter->head;
1578 1698
1699 if (hitter->head)
1700 hitter = hitter->head;
1701
1579 friendlyfire = 0; 1702 friendlyfire = 0;
1580 1703
1581 if(op->type == PLAYER) { 1704 if (op->type == PLAYER)
1705 {
1582 if (op_on_battleground (hitter, 0, 0)) 1706 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1707 return 0;
1584 1708
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1709 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1710 return 1;
1587 1711
1588 if((owner = get_owner(hitter))!=NULL) { 1712 if ((owner = get_owner (hitter)) != NULL)
1713 {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1714 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1715 friendlyfire = 2;
1591 } 1716 }
1592 1717
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1718 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1719 friendlyfire = 0;
1596 } 1720 }
1597 return friendlyfire; 1721 return friendlyfire;
1598} 1722}
1599 1723
1600 1724
1601/* This isn't used just for players, but in fact most objects. 1725/* 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 1726 * op is the object to be hit, dam is the amount of damage, hitter
1607 */ 1731 */
1608 1732
1609 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1733 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1734 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611 1735
1736int
1612int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1737hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1738{
1613 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1739 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1614 int maxattacktype, attacknum; 1740 int maxattacktype, attacknum;
1615 int body_attack = op && op->head; /* Did we hit op's head? */ 1741 int body_attack = op && op->head; /* Did we hit op's head? */
1616 int simple_attack; 1742 int simple_attack;
1617 tag_t op_tag, hitter_tag;
1618 int rtn_kill = 0; 1743 int rtn_kill = 0;
1619 int friendlyfire; 1744 int friendlyfire;
1620 1745
1621 if (get_attack_mode (&op, &hitter, &simple_attack)) 1746 if (get_attack_mode (&op, &hitter, &simple_attack))
1747 return 0;
1748
1749 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1750 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1751 return 0;
1752
1753#ifdef PROHIBIT_PLAYERKILL
1754 if (op->type == PLAYER)
1755 {
1756 object *owner = get_owner (hitter);
1757
1758 if (!owner)
1759 owner = hitter;
1760
1761 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1622 return 0; 1762 return 0;
1763 }
1764#endif
1623 1765
1624 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1766 if (body_attack)
1625 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1767 {
1768 /* slow and paralyze must hit the head. But we don't want to just
1769 * return - we still need to process other attacks the spell still
1770 * might have. So just remove the paralyze and slow attacktypes,
1771 * and keep on processing if we have other attacktypes.
1772 * return if only magic or nothing is left - under normal code
1773 * we don't attack with pure magic if there is another attacktype.
1774 * Only do processing if the initial attacktype includes one of those
1775 * attack so we don't cancel out things like magic bullet.
1776 */
1777 if (type & (AT_PARALYZE | AT_SLOW))
1778 {
1779 type &= ~(AT_PARALYZE | AT_SLOW);
1780
1781 if (!type || type == AT_MAGIC)
1626 return 0; 1782 return 0;
1783 }
1784 }
1627 1785
1628#ifdef PROHIBIT_PLAYERKILL 1786 if (!simple_attack && op->type == DOOR)
1629 if (op->type == PLAYER) { 1787 {
1630 object *owner = get_owner (hitter); 1788 object *tmp;
1631 if (!owner) owner = hitter; 1789
1632 if (owner->type == PLAYER 1790 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1633 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1791 if (tmp->type == RUNE || tmp->type == TRAP)
1634 && op != owner) { 1792 {
1793 spring_trap (tmp, hitter);
1794 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1635 return 0; 1795 return 0;
1796 break;
1636 } 1797 }
1798 }
1799
1800 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1637 } 1801 {
1802 /* FIXME: If a player is killed by a rune in a door, the
1803 * destroyed() check above doesn't return, and might get here.
1804 */
1805 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1806 return 0;
1807 }
1808
1809#ifdef ATTACK_DEBUG
1810 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1638#endif 1811#endif
1639 1812
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) { 1813 if (magic)
1814 {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1815 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1816 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1817 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1818 if (dam >= 100)
1690 dam /= 100; 1819 dam /= 100;
1691 else 1820 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1821 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1693 } 1822 }
1694 1823
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1824 /* 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 1825 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1826 */
1698 if(type & AT_CHAOS){ 1827 if (type & AT_CHAOS)
1828 {
1699 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1829 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1700 update_object(op,UP_OBJ_FACE); 1830 update_object (op, UP_OBJ_FACE);
1701 type &= ~AT_CHAOS; 1831 type &= ~AT_CHAOS;
1702 } 1832 }
1703 1833
1704 /* Holyword is really an attacktype modifier (like magic is). If 1834 /* Holyword is really an attacktype modifier (like magic is). If
1705 * holyword is part of an attacktype, then make sure the creature is 1835 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1836 * a proper match, otherwise no damage.
1707 */ 1837 */
1708 if (type & AT_HOLYWORD) { 1838 if (type & AT_HOLYWORD)
1839 {
1709 object *god; 1840 object *god;
1841
1710 if ((!hitter->slaying || 1842 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1843 (!(op->race && strstr (hitter->slaying, op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1844 !(op->name && strstr (hitter->slaying, op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1845 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1714 (hitter->title != NULL 1846 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL 1847 && (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; 1848 return 0;
1719 } 1849 }
1720 1850
1721 maxattacktype = type; /* initialize this to something */ 1851 maxattacktype = type; /* initialize this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1852 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1853 {
1723 /* Magic isn't really a true attack type - it gets combined with other 1854 /* 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 1855 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1856 * the only attacktype in the group, then still attack with it
1726 */ 1857 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1858 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1859 continue;
1728 1860
1729 /* Go through and hit the player with each attacktype, one by one. 1861 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict 1862 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with 1863 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc. 1864 * effects (slow, paralization, etc.
1733 */ 1865 */
1734 if (type & attacktype) { 1866 if (type & attacktype)
1867 {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1868 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1736 /* the >= causes us to prefer messages from special attacks, if 1869 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1870 * the damage is equal.
1738 */ 1871 */
1739 if (ndam >= maxdam) { 1872 if (ndam >= maxdam)
1873 {
1740 maxdam = ndam; 1874 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1875 maxattacktype = 1 << attacknum;
1876 }
1877 }
1742 } 1878 }
1743 } 1879
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only 1880 /* 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 1881 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1882 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1883 * an attack do damage before when it otherwise didn't
1750 */ 1884 */
1751 friendlyfire = friendly_fire(op, hitter); 1885 friendlyfire = friendly_fire (op, hitter);
1752 if (friendlyfire && maxdam){ 1886 if (friendlyfire && maxdam)
1887 {
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1888 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1889#ifndef COZY_SERVER
1890 maxdam++;
1891#endif
1892
1893#ifdef ATTACK_DEBUG
1894 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1895 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1896#endif
1897 }
1898
1899 if (!full_hit)
1900 {
1901 archetype *at;
1902 int area;
1903 int remainder;
1904
1905 area = 0;
1906 for (at = op->arch; at != NULL; at = at->more)
1907 area++;
1908 assert (area > 0);
1909
1910 /* basically: maxdam /= area; we try to "simulate" a float
1911 value-effect */
1912 remainder = 100 * (maxdam % area) / area;
1913 maxdam /= area;
1914 if (RANDOM () % 100 < remainder)
1755 maxdam++; 1915 maxdam++;
1916 }
1917
1918#ifdef ATTACK_DEBUG
1919 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1756#endif 1920#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 1921
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)) 1922 if (get_owner (hitter))
1787 op->enemy=hitter->owner; 1923 op->enemy = hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1924 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1789 op->enemy=hitter; 1925 op->enemy = hitter;
1790 1926
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1927 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1928 {
1792 /* The unaggressives look after themselves 8) */ 1929 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1930 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1931 npc_call_help (op);
1795 } 1932 }
1796 1933
1797 if (magic && did_make_save(op, op->level, 0)) 1934 if (magic && did_make_save (op, op->level, 0))
1798 maxdam=maxdam/2; 1935 maxdam = maxdam / 2;
1799 1936
1800 attack_message(maxdam, maxattacktype, op, hitter); 1937 attack_message (maxdam, maxattacktype, op, hitter);
1801 1938
1802 op->stats.hp-=maxdam; 1939 op->stats.hp -= maxdam;
1803 1940
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1941 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1942 if ((op->stats.hp >= 0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1943 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1944 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1808 (float)op->stats.maxhp)) { 1945 {
1809 1946
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1947 if (QUERY_FLAG (op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1948 SET_FLAG (op, FLAG_RUN_AWAY);
1812 else 1949 else
1813 scare_creature(op, hitter); 1950 scare_creature (op, hitter);
1814 } 1951 }
1815 1952
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1953 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1954 {
1817 if (maxdam) 1955 if (maxdam)
1818 tear_down_wall(op); 1956 tear_down_wall (op);
1819 return maxdam; /* nothing more to do for wall */ 1957 return maxdam; /* nothing more to do for wall */
1820 } 1958 }
1821 1959
1822 /* See if the creature has been killed */ 1960 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 1961 rtn_kill = kill_object (op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 1962 if (rtn_kill != -1)
1825 return rtn_kill; 1963 return rtn_kill;
1826 1964
1827 1965
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1966 /* 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 1967 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 1968 * remained - that is no longer the case.
1831 */ 1969 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1970 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1971 {
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1972 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1834 remove_friendly_object(hitter); 1973 remove_friendly_object (hitter);
1835 remove_ob(hitter); 1974 remove_ob (hitter);
1836 free_object(hitter); 1975 free_object (hitter);
1837 } 1976 }
1838 /* Lets handle creatures that are splitting now */ 1977 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1978 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1840 int i; 1979 {
1980 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1981 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1982 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op); 1983 object *owner = get_owner (op);
1844 1984
1845 if(!op->other_arch) { 1985 if (!op->other_arch)
1986 {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 1987 LOG (llevError, "SPLITTING without other_arch error.\n");
1847 return maxdam; 1988 return maxdam;
1848 } 1989 }
1849 remove_ob(op); 1990 remove_ob (op);
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1991 for (i = 0; i < NROFNEWOBJS (op); i++)
1992 { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch); 1993 object *tmp = arch_to_object (op->other_arch);
1852 int j; 1994 int j;
1853 1995
1854 tmp->stats.hp=op->stats.hp; 1996 tmp->stats.hp = op->stats.hp;
1855 if (friendly) { 1997 if (friendly)
1998 {
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 1999 SET_FLAG (tmp, FLAG_FRIENDLY);
1857 add_friendly_object(tmp); 2000 add_friendly_object (tmp);
1858 tmp->attack_movement = PETMOVE; 2001 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL) 2002 if (owner != NULL)
1860 set_owner(tmp,owner); 2003 set_owner (tmp, owner);
1861 } 2004 }
1862 if (unaggressive) 2005 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2006 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2007 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1865 if (j==-1) /* No spot to put this monster */ 2008 if (j == -1) /* No spot to put this monster */
1866 free_object(tmp); 2009 free_object (tmp);
1867 else { 2010 else
2011 {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2012 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0); 2013 insert_ob_in_map (tmp, op->map, NULL, 0);
1870 } 2014 }
1871 } 2015 }
1872 if(friendly) 2016 if (friendly)
1873 remove_friendly_object(op); 2017 remove_friendly_object (op);
1874 free_object(op); 2018 free_object (op);
1875 } 2019 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2020 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2021 {
1877 remove_ob(hitter); 2022 remove_ob (hitter);
1878 free_object(hitter); 2023 free_object (hitter);
1879 } 2024 }
1880 return maxdam; 2025 return maxdam;
1881} 2026}
1882 2027
1883 2028
2029void
1884void poison_player(object *op, object *hitter, int dam) 2030poison_player (object *op, object *hitter, int dam)
1885{ 2031{
1886 archetype *at = find_archetype("poisoning"); 2032 archetype *at = archetype::find ("poisoning");
1887 object *tmp=present_arch_in_ob(at,op); 2033 object *tmp = present_arch_in_ob (at, op);
1888 2034
1889 if(tmp==NULL) { 2035 if (tmp == NULL)
2036 {
1890 if((tmp=arch_to_object(at))==NULL) 2037 if ((tmp = arch_to_object (at)) == NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n"); 2038 LOG (llevError, "Failed to clone arch poisoning.\n");
1892 else { 2039 else
2040 {
1893 tmp = insert_ob_in_ob(tmp,op); 2041 tmp = insert_ob_in_ob (tmp, op);
1894 /* peterm: give poisoning some teeth. It should 2042 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 2043 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 2044 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 2045 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 2046 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 2047 * If anything else, goes as damage.
1900 */ 2048 */
1901 2049
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2050 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2; 2051 tmp->stats.dam += hitter->level / 2;
1904 else 2052 else
1905 tmp->stats.dam = dam; 2053 tmp->stats.dam = dam;
1906 2054
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2055 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 2056 if (hitter->skill && hitter->skill != tmp->skill)
1909 if (tmp->skill) free_string(tmp->skill); 2057 {
1910 tmp->skill = add_refcount(hitter->skill); 2058 tmp->skill = hitter->skill;
1911 } 2059 }
1912 2060
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2061 tmp->stats.food += dam; /* more damage, longer poisoning */
1914 2062
1915 if(op->type==PLAYER) { 2063 if (op->type == PLAYER)
2064 {
1916 /* player looses stats, maximum is -10 of each */ 2065 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10); 2066 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10); 2067 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2068 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10); 2069 tmp->stats.Int = MAX (-dam / 7, -10);
1921 SET_FLAG(tmp,FLAG_APPLIED); 2070 SET_FLAG (tmp, FLAG_APPLIED);
1922 fix_player(op); 2071 fix_player (op);
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2072 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1924 } 2073 }
1925 if (hitter->type == PLAYER) 2074 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 2075 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) 2076 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2077 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); 2078 }
1931 }
1932 tmp->speed_left=0; 2079 tmp->speed_left = 0;
1933 } 2080 }
1934 else 2081 else
1935 tmp->stats.food++; 2082 tmp->stats.food++;
1936} 2083}
1937 2084
2085void
1938void slow_player(object *op,object *hitter,int dam) 2086slow_player (object *op, object *hitter, int dam)
2087{
1939{ archetype *at = find_archetype("slowness"); 2088 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2089 object *tmp;
2090
1941 if(at == NULL) { 2091 if (at == NULL)
2092 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2093 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2094 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2095 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2096 {
1945 tmp = arch_to_object(at); 2097 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2098 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2099 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2100 }
1948 } else 2101 else
1949 tmp->stats.food++; 2102 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2103 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2104 tmp->speed_left = 0;
1952 fix_player(op); 2105 fix_player (op);
1953} 2106}
1954 2107
2108void
1955void confuse_player(object *op, object *hitter, int dam) 2109confuse_player (object *op, object *hitter, int dam)
1956{ 2110{
1957 object *tmp; 2111 object *tmp;
1958 int maxduration; 2112 int maxduration;
1959 2113
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2114 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2115 if (!tmp)
1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op);
1964 }
1965 2116 {
2117 tmp = get_archetype (FORCE_NAME);
2118 tmp = insert_ob_in_ob (tmp, op);
2119 }
2120
1966 /* Duration added per hit and max. duration of confusion both depend 2121 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2122 * on the player's resistance
1968 */ 2123 */
1969 tmp->speed = 0.05; 2124 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2125 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2126 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"); 2127 tmp->name = "confusion";
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2128 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1975 if( tmp->duration > maxduration) 2129 if (tmp->duration > maxduration)
1976 tmp->duration = maxduration; 2130 tmp->duration = maxduration;
1977 2131
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2132 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2133 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED); 2134 SET_FLAG (op, FLAG_CONFUSED);
1981} 2135}
1982 2136
2137void
1983void blind_player(object *op, object *hitter, int dam) 2138blind_player (object *op, object *hitter, int dam)
1984{ 2139{
1985 object *tmp,*owner; 2140 object *tmp, *owner;
1986 2141
1987 /* Save some work if we know it isn't going to affect the player */ 2142 /* Save some work if we know it isn't going to affect the player */
1988 if (op->resist[ATNR_BLIND]==100) return; 2143 if (op->resist[ATNR_BLIND] == 100)
2144 return;
1989 2145
1990 tmp = present_in_ob(BLINDNESS,op); 2146 tmp = present_in_ob (BLINDNESS, op);
1991 if(!tmp) { 2147 if (!tmp)
2148 {
1992 tmp = get_archetype("blindness"); 2149 tmp = get_archetype ("blindness");
1993 SET_FLAG(tmp, FLAG_BLIND); 2150 SET_FLAG (tmp, FLAG_BLIND);
1994 SET_FLAG(tmp, FLAG_APPLIED); 2151 SET_FLAG (tmp, FLAG_APPLIED);
1995 /* use floats so we don't lose too much precision due to rounding errors. 2152 /* use floats so we don't lose too much precision due to rounding errors.
1996 * speed is a float anyways. 2153 * speed is a float anyways.
1997 */ 2154 */
1998 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2155 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1999 2156
2000 tmp = insert_ob_in_ob(tmp,op); 2157 tmp = insert_ob_in_ob (tmp, op);
2001 change_abil(op,tmp); /* Mostly to display any messages */ 2158 change_abil (op, tmp); /* Mostly to display any messages */
2002 fix_player(op); /* This takes care of some other stuff */ 2159 fix_player (op); /* This takes care of some other stuff */
2003 2160
2161 if (hitter->owner)
2004 if(hitter->owner) owner = get_owner(hitter); 2162 owner = get_owner (hitter);
2163 else
2005 else owner = hitter; 2164 owner = hitter;
2006 2165
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 2166 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2008 "Your attack blinds %s!",query_name(op));
2009 } 2167 }
2010 tmp->stats.food += dam; 2168 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 2169 if (tmp->stats.food > 10)
2170 tmp->stats.food = 10;
2012} 2171}
2013 2172
2173void
2014void paralyze_player(object *op, object *hitter, int dam) 2174paralyze_player (object *op, object *hitter, int dam)
2015{ 2175{
2016 float effect,max; 2176 float effect, max;
2177
2017 /* object *tmp; */ 2178 /* object *tmp; */
2018 2179
2019 /* This is strange stuff... someone knows for what this is 2180 /* This is strange stuff... someone knows for what this is
2020 * written? Well, i think this can and should be removed 2181 * written? Well, i think this can and should be removed
2021 */ 2182 */
2022 2183
2023 /* 2184 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2185 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 2186 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 2187 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2188 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 2189 }
2029 */ 2190 */
2030 2191
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2192 /* 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; 2193 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2033 2194
2034 if (effect==0) return; 2195 if (effect == 0)
2196 return;
2035 2197
2036 op->speed_left-=FABS(op->speed)*effect; 2198 op->speed_left -= FABS (op->speed) * effect;
2037 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2199 /* tmp->stats.food+=(signed short) effect/op->speed; */
2038 2200
2039 /* max number of ticks to be affected for. */ 2201 /* max number of ticks to be affected for. */
2040 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2202 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2041 if (op->speed_left< -(FABS(op->speed)*max)) 2203 if (op->speed_left < -(FABS (op->speed) * max))
2042 op->speed_left = (float) -(FABS(op->speed)*max); 2204 op->speed_left = (float) -(FABS (op->speed) * max);
2043 2205
2044/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2206/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2045} 2207}
2046 2208
2047 2209
2048/* Attempts to kill 'op'. hitter is the attack object, dam is 2210/* Attempts to kill 'op'. hitter is the attack object, dam is
2049 * the computed damaged. 2211 * the computed damaged.
2050 */ 2212 */
2213void
2051void deathstrike_player(object *op, object *hitter, int *dam) 2214deathstrike_player (object *op, object *hitter, int *dam)
2052{ 2215{
2053 /* The intention of a death attack is to kill outright things 2216 /* 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 2217 ** that are a lot weaker than the attacker, have a chance of killing
2055 ** things somewhat weaker than the caster, and no chance of 2218 ** things somewhat weaker than the caster, and no chance of
2056 ** killing something equal or stronger than the attacker. 2219 ** killing something equal or stronger than the attacker.
2057 ** Also, if a deathstrike attack has a slaying, any monster 2220 ** Also, if a deathstrike attack has a slaying, any monster
2058 ** whose name or race matches a comma-delimited list in the slaying 2221 ** whose name or race matches a comma-delimited list in the slaying
2059 ** field of the deathstriking object */ 2222 ** field of the deathstriking object */
2060 2223
2061 int atk_lev, def_lev, kill_lev; 2224 int atk_lev, def_lev, kill_lev;
2062 2225
2063 if(hitter->slaying) 2226 if (hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2227 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; 2228 return;
2066 2229
2067 def_lev = op->level; 2230 def_lev = op->level;
2068 if (def_lev < 1) { 2231 if (def_lev < 1)
2232 {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2233 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; 2234 def_lev = 1;
2072 } 2235 }
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2236 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2237 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 2238 atk_lev, def_lev); */
2076 2239
2077 if(atk_lev >= def_lev ){ 2240 if (atk_lev >= def_lev)
2241 {
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2242 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2079 2243
2080 /* Note that the below effectively means the ratio of the atk vs 2244 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 2245 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 2246 * chance of killing a level 50 monster. This should probably be
2083 * redone. 2247 * redone.
2084 */ 2248 */
2085 if(kill_lev >= def_lev) { 2249 if (kill_lev >= def_lev)
2250 {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2251 *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 2252 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 2253 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 2254 * attack level is double the defender level.
2090 */ 2255 */
2091 *dam *= kill_lev / def_lev; 2256 *dam *= kill_lev / def_lev;
2092 } 2257 }
2093 } else { 2258 }
2259 else
2260 {
2094 *dam = 0; /* no harm done */ 2261 *dam = 0; /* no harm done */
2095 } 2262 }
2096} 2263}
2097 2264
2098/* thrown_item_effect() - handles any special effects of thrown 2265/* thrown_item_effect() - handles any special effects of thrown
2099 * items (like attacking living creatures--a potion thrown at a 2266 * items (like attacking living creatures--a potion thrown at a
2100 * monster). 2267 * monster).
2101 */ 2268 */
2269static void
2102static void thrown_item_effect (object *hitter, object *victim) 2270thrown_item_effect (object *hitter, object *victim)
2103{ 2271{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2272 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2273 {
2105 /* May not need a switch for just 2 types, but this makes it 2274 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion. 2275 * easier for expansion.
2107 */ 2276 */
2108 switch (hitter->type) { 2277 switch (hitter->type)
2278 {
2109 case POTION: 2279 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */ 2280 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2281 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); 2282 (void) apply_potion (victim, hitter);
2113 break; 2283 break;
2114 2284
2115 case POISON: /* poison drinks */ 2285 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */ 2286 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2287 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); 2288 apply_poison (victim, hitter);
2119 break; 2289 break;
2120 2290
2121 /* Removed case statements that did nothing. 2291 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it, 2292 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here. 2293 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled. 2294 * Containers should perhaps break open, but that code was disabled.
2125 */ 2295 */
2126 } 2296 }
2127 } 2297 }
2128} 2298}
2129 2299
2130/* adj_attackroll() - adjustments to attacks by various conditions */ 2300/* adj_attackroll() - adjustments to attacks by various conditions */
2131 2301
2302int
2132int adj_attackroll (object *hitter, object *target) { 2303adj_attackroll (object *hitter, object *target)
2304{
2133 object *attacker = hitter; 2305 object *attacker = hitter;
2134 int adjust=0; 2306 int adjust = 0;
2135 2307
2136 /* safety */ 2308 /* safety */
2137 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2309 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2310 {
2138 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2311 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2139 "map\n"); 2312 return 0;
2313 }
2314
2315 /* aimed missiles use the owning object's sight */
2316 if (is_aimed_missile (hitter))
2317 {
2318 if ((attacker = get_owner (hitter)) == NULL)
2319 attacker = hitter;
2320 /* A player who saves but hasn't quit still could have objects
2321 * owned by him - need to handle that case to avoid crashes.
2322 */
2323 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2324 attacker = hitter;
2325 }
2326 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2140 return 0; 2327 return 0;
2141 }
2142 2328
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. 2329 /* determine the condtions under which we make an attack.
2155 * Add more cases, as the need occurs. */ 2330 * Add more cases, as the need occurs. */
2156 2331
2157 if(!can_see_enemy(attacker,target)) { 2332 if (!can_see_enemy (attacker, target))
2333 {
2158 /* target is unseen */ 2334 /* target is unseen */
2159 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2335 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2160 adjust -= 10; 2336 adjust -= 10;
2161 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2337 /* 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)) 2338 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2163 adjust -= target->map->darkness; 2339 adjust -= target->map->darkness;
2164 } 2340 }
2165 2341
2166 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2342 if (QUERY_FLAG (attacker, FLAG_SCARED))
2167 adjust -= 3; 2343 adjust -= 3;
2168 2344
2169 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2345 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2170 adjust += 1; 2346 adjust += 1;
2171 2347
2172 if(QUERY_FLAG(target,FLAG_SCARED)) 2348 if (QUERY_FLAG (target, FLAG_SCARED))
2173 adjust += 1; 2349 adjust += 1;
2174 2350
2175 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2351 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2176 adjust -= 3; 2352 adjust -= 3;
2177 2353
2178 /* if we attack at a different 'altitude' its harder */ 2354 /* if we attack at a different 'altitude' its harder */
2179 if((attacker->move_type & target->move_type)==0) 2355 if ((attacker->move_type & target->move_type) == 0)
2180 adjust -= 2; 2356 adjust -= 2;
2181 2357
2182#if 0 2358#if 0
2183 /* slower attacks are less likely to succeed. We should use a 2359 /* slower attacks are less likely to succeed. We should use a
2184 * comparison between attacker/target speeds BUT, players have 2360 * comparison between attacker/target speeds BUT, players have
2185 * a generally faster speed, so this will wind up being a HUGE 2361 * a generally faster speed, so this will wind up being a HUGE
2186 * disadantage for the monsters! Too bad, because missiles which 2362 * disadantage for the monsters! Too bad, because missiles which
2187 * fly fast should have a better chance of hitting a slower target. 2363 * fly fast should have a better chance of hitting a slower target.
2188 */ 2364 */
2189 if(hitter->speed<target->speed) 2365 if (hitter->speed < target->speed)
2190 adjust += ((float) hitter->speed-target->speed); 2366 adjust += ((float) hitter->speed - target->speed);
2191#endif 2367#endif
2192 2368
2193#if 0 2369#if 0
2194 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2370 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2195#endif 2371#endif
2196 2372
2197 return adjust; 2373 return adjust;
2198} 2374}
2199 2375
2200 2376
2201/* determine if the object is an 'aimed' missile */ 2377/* determine if the object is an 'aimed' missile */
2378int
2202int is_aimed_missile ( object *op) { 2379is_aimed_missile (object *op)
2380{
2203 2381
2204 /* I broke what used to be one big if into a few nested 2382 /* 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. 2383 * ones so that figuring out the logic is at least possible.
2206 */ 2384 */
2207 if (op && (op->move_type & MOVE_FLYING)) { 2385 if (op && (op->move_type & MOVE_FLYING))
2386 {
2208 if (op->type==ARROW || op->type==THROWN_OBJ) 2387 if (op->type == ARROW || op->type == THROWN_OBJ)
2209 return 1; 2388 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2389 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2211 op->subtype == SP_EXPLOSION))
2212 return 1; 2390 return 1;
2213 } 2391 }
2214 return 0; 2392 return 0;
2215} 2393}
2216

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