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

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