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

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