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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 1.44 by root, Mon Jan 15 15:41:09 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
10 7
11 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
20 17
21 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23*/
27#include <assert.h> 24#include <assert.h>
28#include <global.h> 25#include <global.h>
29#include <living.h> 26#include <living.h>
30#include <material.h> 27#include <material.h>
31#include <skills.h> 28#include <skills.h>
32 29
33#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
34#include <sproto.h> 31# include <sproto.h>
35#endif 32#endif
36 33
37#include <sounds.h> 34#include <sounds.h>
38 35
39typedef struct att_msg_str { 36typedef struct att_msg_str
37{
40 char *msg1; 38 char *msg1;
41 char *msg2; 39 char *msg2;
42} att_msg; 40} att_msg;
43 41
44/*#define ATTACK_DEBUG*/ 42/*#define ATTACK_DEBUG*/
45 43
46/* cancels object *op. Cancellation basically means an object loses 44/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 45 * its magical benefits.
48 */ 46 */
47void
49void cancellation(object *op) 48cancellation (object *op)
50{ 49{
51 object *tmp;
52
53 if (op->invisible) 50 if (op->invisible)
54 return; 51 return;
55 52
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
57 /* Recur through the inventory */ 55 /* Recurse through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 58 cancellation (tmp);
61 } 59 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
63 /* Nullify this object. This code could probably be more complete */ 62 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 63 /* in what abilities it should cancel */
65 op->magic=0; 64 op->magic = 0;
65
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
70 if (op->env && op->env->type == PLAYER) { 71 if (op->env && op->env->type == PLAYER)
71 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
72 }
73 } 73 }
74} 74}
75
76
77 75
78/* did_make_save_item just checks to make sure the item actually 76/* 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 77 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 78 * any further action (like destroying the item).
81 */ 79 */
82 80int
83int did_make_save_item(object *op, int type, object *originator) { 81did_make_save_item (object *op, int type, object *originator)
82{
84 int i, roll, saves=0, attacks=0, number; 83 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 84 materialtype_t *mt;
86 85
87 if (op->materialname == NULL) { 86 if (op->materialname == NULL)
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 89 if (op->material & mt->material)
90 break; 90 break;
91 } 91 }
92 } else 92 else
93 mt = name_to_material(op->materialname); 93 mt = name_to_material (op->materialname);
94
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
98 roll = rndm (1, 20);
99
100 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype.
107 */
108 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119
120 for (number = 0; number < NROFATTACKS; number++)
121 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++;
126 if (op->resist[number] == 100)
127 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
131 saves++;
132 }
133
134 if (saves == attacks || attacks == 0)
135 return TRUE;
136 if ((saves == 0) || (rndm (1, attacks) > saves))
137 return FALSE;
138 return TRUE;
137} 139}
138 140
139/* This function calls did_make_save_item. It then performs the 141/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 142 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 143 * calling cancellation, etc.)
142 */ 144 */
143 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 if (!xy_normalise (map, x, y))
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
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; 308 return 0;
363}
364 309
310 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there.
312 mapspace &ms = map->at (x, y);
313
314 if (ms.flags () & P_SAFE)
315 return 0;
316
317 /* peterm: a few special cases for special attacktypes --counterspell
318 * must be out here because it strikes things which are not alive
319 */
320 if (type & (AT_COUNTERSPELL | AT_CHAOS))
321 {
322 if (type & AT_COUNTERSPELL)
323 {
324 counterspell (op, dir); /* see spell_effect.c */
325
326 /* If the only attacktype is counterspell or magic, don't need
327 * to do any further processing.
328 */
329 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
330 return 0;
331
332 type &= ~AT_COUNTERSPELL;
333 }
334
335 if (type & AT_CHAOS)
336 {
337 shuffle_attack (op, 1); /* flag tells it to change the face */
338 update_object (op, UP_OBJ_FACE);
339 type &= ~AT_CHAOS;
340 }
341 }
342
343 /* There may still be objects that were above 'next', but there is no
344 * simple way to find out short of copying all object references and
345 * tags into a temporary array before we start processing the first
346 * object. That's why we just abort on destroy.
347 *
348 * This happens whenever attack spells (like fire) hit a pile
349 * of objects. This is not a bug - nor an error.
350 */
351 for (object *next = ms.bot; next && !next->destroyed (); )
352 {
353 object *tmp = next;
354 next = tmp->above;
355
356 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
357 * For example, 'tmp' was put in an icecube.
358 * This is one of the few cases where on_same_map should not be used.
359 */
360 if (tmp->map != map || tmp->x != x || tmp->y != y)
361 continue;
362
363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 {
365 hit_player (tmp, op->stats.dam, op, type, full_hit);
366 retflag |= 1;
367
368 if (op->destroyed ())
369 break;
370 }
371 /* Here we are potentially destroying an object. If the object has
372 * NO_PASS set, it is also immune - you can't destroy walls. Note
373 * that weak walls have is_alive set, which prevent objects from
374 * passing over/through them. We don't care what type of movement
375 * the wall blocks - if it blocks any type of movement, can't be
376 * destroyed right now.
377 */
378 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
379 {
380 save_throw_object (tmp, type, op);
381
382 if (op->destroyed ())
383 break;
384 }
385 }
386
387 return 0;
388}
389
390void
365void attack_message(int dam, int type, object *op, object *hitter) { 391attack_message (int dam, int type, object *op, object *hitter)
392{
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 393 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0; 394 int i, found = 0;
368 mapstruct *map; 395 maptile *map;
369 object *next, *tmp; 396 object *next, *tmp;
370 397
371 /* put in a few special messages for some of the common attacktypes 398 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc 399 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 400 * [garbled 20010919]
374 */ 401 */
375 402
376 if (dam == 9998 && op->type == DOOR) { 403 if (dam == 9998 && op->type == DOOR)
404 {
377 sprintf(buf1, "unlock %s", op->name); 405 sprintf (buf1, "unlock %s", &op->name);
378 sprintf(buf2, " unlocks"); 406 sprintf (buf2, " unlocks");
379 found++; 407 found++;
408 }
409 if (dam < 0)
380 } 410 {
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 411 sprintf (buf1, "hit %s", &op->name);
383 sprintf(buf2, " hits"); 412 sprintf (buf2, " hits");
384 found++; 413 found++;
414 }
385 } else if(dam==0) { 415 else if (dam == 0)
416 {
386 sprintf(buf1, "missed %s", op->name); 417 sprintf (buf1, "missed %s", &op->name);
387 sprintf(buf2, " misses"); 418 sprintf (buf2, " misses");
388 found++; 419 found++;
420 }
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 421 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 422 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 423 {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 424 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
393 i++) 425 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 426 {
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 427 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); 428 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++; 429 found++;
400 break; 430 break;
431 }
401 } 432 }
402 } else if (op->type == DOOR && !found) { 433 else if (op->type == DOOR && !found)
434 {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 435 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
404 i++) 436 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 437 {
406 || attack_mess[ATM_DOOR][i+1].level == -1) { 438 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); 439 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++; 440 found++;
411 break; 441 break;
442 }
412 } 443 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 444 else if (hitter->type == PLAYER && op->is_alive ())
445 {
414 if (USING_SKILL(hitter, SK_KARATE)) { 446 if (USING_SKILL (hitter, SK_KARATE))
447 {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 448 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
416 i++) 449 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 450 {
418 || attack_mess[ATM_KARATE][i+1].level == -1) { 451 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); 452 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++; 453 found++;
423 break; 454 break;
455 }
424 } 456 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) { 457 else if (USING_SKILL (hitter, SK_CLAWING))
458 {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 459 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
427 i++) 460 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 461 {
429 || attack_mess[ATM_CLAW][i+1].level == -1) { 462 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); 463 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++; 464 found++;
434 break; 465 break;
466 }
435 } 467 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 468 else if (USING_SKILL (hitter, SK_PUNCHING))
469 {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 470 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
438 i++) 471 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 472 {
440 || attack_mess[ATM_PUNCH][i+1].level == -1) { 473 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); 474 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++; 475 found++;
445 break; 476 break;
477 }
446 } 478 }
447 }
448 } 479 }
480
449 if (found) { 481 if (found)
450 /* done */ 482 {
483 /* done */
484 }
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 485 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
486 {
452 sprintf(buf1, "hit"); /* just in case */ 487 sprintf (buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++) 488 for (i = 0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level 489 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) { 490 {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 491 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 492 found++;
458 break; 493 break;
494 }
459 } 495 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) { 496 else if (type & AT_DRAIN && op->is_alive ())
497 {
461 /* drain is first, because some items have multiple attypes */ 498 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 499 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
463 i++) 500 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 501 {
465 || attack_mess[ATM_DRAIN][i+1].level == -1) { 502 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); 503 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++; 504 found++;
470 break; 505 break;
506 }
471 } 507 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 508 else if (type & AT_ELECTRICITY && op->is_alive ())
509 {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 510 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
474 i++) 511 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 512 {
476 || attack_mess[ATM_ELEC][i+1].level == -1) { 513 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); 514 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++; 515 found++;
481 break; 516 break;
517 }
482 } 518 }
483 } else if (type & AT_COLD && IS_LIVE(op)) { 519 else if (type & AT_COLD && op->is_alive ())
520 {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 521 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
485 i++) 522 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 523 {
487 || attack_mess[ATM_COLD][i+1].level == -1) { 524 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); 525 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++; 526 found++;
492 break; 527 break;
528 }
493 } 529 }
494 } else if (type & AT_FIRE) { 530 else if (type & AT_FIRE)
531 {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 532 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
496 i++) 533 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 534 {
498 || attack_mess[ATM_FIRE][i+1].level == -1) { 535 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); 536 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++; 537 found++;
503 break; 538 break;
539 }
504 } 540 }
505 } else if (hitter->current_weapon != NULL) { 541 else if (hitter->current_weapon != NULL)
506 int mtype; 542 {
543 int mtype;
544
507 switch (hitter->current_weapon->weapontype) { 545 switch (hitter->current_weapon->weapontype)
508 case WEAP_HIT: mtype = ATM_BASIC; break; 546 {
509 case WEAP_SLASH: mtype = ATM_SLASH; break; 547 case WEAP_HIT:
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 548 mtype = ATM_BASIC;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 549 break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break; 550 case WEAP_SLASH:
513 case WEAP_STAB: mtype = ATM_STAB; break; 551 mtype = ATM_SLASH;
514 case WEAP_WHIP: mtype = ATM_WHIP; break; 552 break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 553 case WEAP_PIERCE:
516 case WEAP_BLUD: mtype = ATM_BLUD; break; 554 mtype = ATM_PIERCE;
517 default: mtype = ATM_BASIC; break; 555 break;
518 } 556 case WEAP_CLEAVE:
557 mtype = ATM_CLEAVE;
558 break;
559 case WEAP_SLICE:
560 mtype = ATM_SLICE;
561 break;
562 case WEAP_STAB:
563 mtype = ATM_STAB;
564 break;
565 case WEAP_WHIP:
566 mtype = ATM_WHIP;
567 break;
568 case WEAP_CRUSH:
569 mtype = ATM_CRUSH;
570 break;
571 case WEAP_BLUD:
572 mtype = ATM_BLUD;
573 break;
574 default:
575 mtype = ATM_BASIC;
576 break;
577 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 578 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
520 i++) 579 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
521 if (dam < attack_mess[mtype][i].level 580 {
522 || attack_mess[mtype][i+1].level == -1) { 581 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); 582 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++; 583 found++;
527 break; 584 break;
585 }
528 } 586 }
529 } else { 587 else
588 {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 589 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
531 i++) 590 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 591 {
533 || attack_mess[ATM_BASIC][i+1].level == -1) { 592 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); 593 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++; 594 found++;
538 break; 595 break;
596 }
539 } 597 }
540 }
541 598
542 if (!found) { 599 if (!found)
600 {
543 strcpy (buf1, "hit"); 601 strcpy (buf1, "hit");
544 strcpy (buf2, " hits"); 602 strcpy (buf2, " hits");
545 } 603 }
546 604
547 /* bail out if a monster is casting spells */ 605 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER || 606 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
550 return; 607 return;
551 608
552 /* scale down magic considerably. */ 609 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5)) 610 if (type & AT_MAGIC && rndm (0, 5))
554 return; 611 return;
555 612
556 /* Did a player hurt another player? Inform both! */ 613 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER && 614 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 615 {
559 if(get_owner(hitter)!=NULL) 616 if (hitter->owner != NULL)
560 sprintf(buf,"%s's %s%s you.", 617 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
561 hitter->owner->name, hitter->name, buf2); 618 else
562 else { 619 {
563 sprintf(buf,"%s%s you.",hitter->name, buf2); 620 sprintf (buf, "%s%s you.", &hitter->name, buf2);
564 if (dam != 0) { 621 if (dam != 0)
565 if (dam < 10) 622 {
623 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
567 else if (dam < 20) 625 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
569 else 627 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
571 } 629 }
572 } 630 }
573 new_draw_info(NDI_BLACK, 0,op,buf); 631 new_draw_info (NDI_BLACK, 0, op, buf);
574 } /* end of player hitting player */ 632 } /* end of player hitting player */
575 633
576 if(hitter->type==PLAYER) { 634 if (hitter->type == PLAYER)
635 {
577 sprintf(buf,"You %s.",buf1); 636 sprintf (buf, "You %s.", buf1);
578 if (dam != 0) { 637 if (dam != 0)
638 {
579 if (dam < 10) 639 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
581 else if (dam < 20) 641 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
583 else 643 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
585 } 645 }
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 646 new_draw_info (NDI_BLACK, 0, hitter, buf);
647 }
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 648 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
649 {
588 /* look for stacked spells and start reducing the message chances */ 650 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 651 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
590 (hitter->subtype == SP_EXPLOSION || 652 {
591 hitter->subtype == SP_BULLET || 653 i = 4;
592 hitter->subtype == SP_CONE)) {
593 i=4;
594 map = hitter->map; 654 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 655 if (out_of_map (map, hitter->x, hitter->y))
656 return;
657 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 if (next)
659 while (next)
660 {
661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
662 i *= 3;
663 tmp = next;
664 next = tmp->above;
665 }
666 if (i < 0)
667 return;
668 if (rndm (0, i) != 0)
669 return;
670 }
671 else if (rndm (0, 5) != 0)
596 return; 672 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); 673 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 674 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 675 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
616 } 676 }
617} 677}
618 678
619 679
680static int
620static int get_attack_mode (object **target, object **hitter, 681get_attack_mode (object **target, object **hitter, int *simple_attack)
621 int *simple_attack)
622{ 682{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 683 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
684 {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 685 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 686 return 1;
626 } 687 }
627 if ((*target)->head) 688 if ((*target)->head)
628 *target = (*target)->head; 689 *target = (*target)->head;
629 if ((*hitter)->head) 690 if ((*hitter)->head)
630 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head;
631 if ((*hitter)->env != NULL || (*target)->env != NULL) { 692 if ((*hitter)->env != NULL || (*target)->env != NULL)
693 {
632 *simple_attack = 1; 694 *simple_attack = 1;
633 return 0; 695 return 0;
634 } 696 }
635 if (QUERY_FLAG (*target, FLAG_REMOVED) 697 if (QUERY_FLAG (*target, FLAG_REMOVED)
636 || QUERY_FLAG (*hitter, FLAG_REMOVED)
637 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 698 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
638 { 699 {
639 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 700 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; 701 return 1;
642 } 702 }
643 *simple_attack = 0; 703 *simple_attack = 0;
644 return 0; 704 return 0;
645} 705}
646 706
707static int
647static int abort_attack (object *target, object *hitter, int simple_attack) 708abort_attack (object *target, object *hitter, int simple_attack)
648{ 709{
710
649/* Check if target and hitter are still in a relation similar to the one 711/* 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. 712 * determined by get_attack_mode(). Returns true if the relation has changed.
651 */ 713 */
652 int new_mode; 714 int new_mode;
653 715
654 if (hitter->env == target || target->env == hitter) 716 if (hitter->env == target || target->env == hitter)
655 new_mode = 1; 717 new_mode = 1;
656 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 718 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; 719 return 1;
660 else 720 else
661 new_mode = 0; 721 new_mode = 0;
662 return new_mode != simple_attack; 722 return new_mode != simple_attack;
663} 723}
664 724
665static void thrown_item_effect (object *, object *); 725static void thrown_item_effect (object *, object *);
666 726
727static int
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
668 int base_wc)
669{ 729{
670 int simple_attack, roll, dam=0; 730 int simple_attack, roll, dam = 0;
671 uint32 type; 731 uint32 type;
672 const char *op_name = NULL; 732 shstr op_name;
673 tag_t op_tag, hitter_tag;
674 733
675 if (get_attack_mode (&op, &hitter, &simple_attack)) 734 if (get_attack_mode (&op, &hitter, &simple_attack))
735 goto error;
736
737 if (hitter->current_weapon)
738 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
739 return RESULT_INT (0);
740
741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
742 return RESULT_INT (0);
743
744 /*
745 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters.
747 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
749 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail.
754 */
755 op->speed_left--;
756 process_object (op);
757
758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
676 goto error; 759 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 { 760 }
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 }
706 761
707 add_refcount(op_name = op->name); 762 op_name = op->name;
708 763
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 764 roll = random_roll (1, 20, hitter, PREFER_HIGH);
710 765
711 /* Adjust roll for various situations. */ 766 /* Adjust roll for various situations. */
712 if ( ! simple_attack) 767 if (!simple_attack)
713 roll += adj_attackroll(hitter,op); 768 roll += adj_attackroll (hitter, op);
714 769
715 /* See if we hit the creature */ 770 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
772 {
717 int hitdam = base_dam; 773 int hitdam = base_dam;
774
718 if (settings.casting_time == TRUE) { 775 if (settings.casting_time == TRUE)
776 {
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 777 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 { 778 {
737 /* If you hit something, the victim should *always* wake up. 779 hitter->casting_time = -1;
738 * Before, invisible hitters could avoid doing this. 780 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 } 781 }
782 if ((op->casting_time > -1) && (hitdam > 0))
783 {
784 op->casting_time = -1;
785 if (op->type == PLAYER)
786 {
787 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
788 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
789 }
790 }
791 }
792 if (!simple_attack)
793 {
794 /* If you hit something, the victim should *always* wake up.
795 * Before, invisible hitters could avoid doing this.
796 * -b.t. */
797 if (QUERY_FLAG (op, FLAG_SLEEP))
798 CLEAR_FLAG (op, FLAG_SLEEP);
757 799
800 /* If the victim can't see the attacker, it may alert others
801 * for help. */
802 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
803 npc_call_help (op);
804
805 /* if you were hidden and hit by a creature, you are discovered */
806 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
807 {
808 make_visible (op);
809 if (op->type == PLAYER)
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
811 }
812
758 /* thrown items (hitter) will have various effects 813 /* thrown items (hitter) will have various effects
759 * when they hit the victim. For things like thrown daggers, 814 * when they hit the victim. For things like thrown daggers,
760 * this sets 'hitter' to the actual dagger, and not the 815 * this sets 'hitter' to the actual dagger, and not the
761 * wrapper object. 816 * wrapper object.
762 */ 817 */
763 thrown_item_effect (hitter, op); 818 thrown_item_effect (hitter, op);
764 if (was_destroyed (hitter, hitter_tag) 819
765 || was_destroyed (op, op_tag) 820 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
766 || abort_attack (op, hitter, simple_attack))
767 goto leave; 821 goto leave;
768 } 822 }
769 823
770 /* Need to do at least 1 damage, otherwise there is no point 824 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below. 825 * to go further and it will cause FPE's below.
772 */ 826 */
773 if (hitdam<=0) hitdam=1; 827 if (hitdam <= 0)
828 hitdam = 1;
774 829
775 type=hitter->attacktype; 830 type = hitter->attacktype;
776 if(!type) type=AT_PHYSICAL; 831
832 if (!type)
833 type = AT_PHYSICAL;
834
777 /* Handle monsters that hit back */ 835 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 836 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
779 && QUERY_FLAG (hitter, FLAG_ALIVE)) 837 {
780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 838 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 839 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 840
784 PREFER_LOW),op, op->attacktype, 1); 841 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
785 if (was_destroyed (op, op_tag) 842
786 || was_destroyed (hitter, hitter_tag) 843 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
787 || abort_attack (op, hitter, simple_attack))
788 goto leave; 844 goto leave;
789 } 845 }
790 846
791 /* In the new attack code, it should handle multiple attack 847 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here. 848 * types in its area, so remove it from here.
793 */ 849 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 850 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
795 hitter, type, 1); 851
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 852 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 853 goto leave;
799 } /* end of if hitter hit op */ 854 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 855 /* if we missed, dam=0 */
801 856
802 /*attack_message(dam, type, op, hitter);*/ 857 /*attack_message(dam, type, op, hitter); */
803 858
804 goto leave; 859 goto leave;
805 860
806 error: 861error:
807 dam = 1; 862 dam = 1;
808 863
809 leave: 864leave:
810 if (op_name)
811 free_string (op_name);
812 865
813 return dam; 866 return dam;
814} 867}
815 868
869int
816int attack_ob (object *op, object *hitter) 870attack_ob (object *op, object *hitter)
817{ 871{
818 872
819 if (hitter->head) 873 if (hitter->head)
820 hitter = hitter->head; 874 hitter = hitter->head;
821 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 875 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
822} 876}
823 877
824/* op is the arrow, tmp is what is stopping the arrow. 878/* op is the arrow, tmp is what is stopping the arrow.
825 * 879 *
826 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 880 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827 */ 881 */
882static int
828static int stick_arrow (object *op, object *tmp) 883stick_arrow (object *op, object *tmp)
829{ 884{
830 /* If the missile hit a player, we insert it in their inventory. 885 /* 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 886 * 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 887 * 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 888 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 889 * stick around.
835 */ 890 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 891 if (op->weight <= 5000 && tmp->stats.hp >= 0)
892 {
837 if(tmp->head != NULL) 893 if (tmp->head != NULL)
838 tmp = tmp->head; 894 tmp = tmp->head;
839 remove_ob (op); 895
896 op->remove ();
840 op = insert_ob_in_ob(op,tmp); 897 op = insert_ob_in_ob (op, tmp);
898
841 if (tmp->type== PLAYER) 899 if (tmp->type == PLAYER)
842 esrv_send_item (tmp, op); 900 esrv_send_item (tmp, op);
901
843 return 1; 902 return 1;
903 }
844 } else 904 else
845 return 0; 905 return 0;
846} 906}
847 907
848/* hit_with_arrow() disassembles the missile, attacks the victim and 908/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 909 * reassembles the missile.
850 * 910 *
851 * It returns a pointer to the reassembled missile, or NULL if the missile 911 * It returns a pointer to the reassembled missile, or NULL if the missile
852 * isn't available anymore. 912 * isn't available anymore.
853 */ 913 */
914object *
854object *hit_with_arrow (object *op, object *victim) 915hit_with_arrow (object *op, object *victim)
855{ 916{
856 object *container, *hitter; 917 object *container, *hitter;
857 int hit_something = 0; 918 int hit_something = 0;
858 tag_t victim_tag, hitter_tag;
859 sint16 victim_x, victim_y;
860 919
861 /* Disassemble missile */ 920 /* Disassemble missile */
862 if (op->inv) { 921 if (op->inv)
922 {
863 container = op; 923 container = op;
864 hitter = op->inv; 924 hitter = op->inv;
865 remove_ob (hitter); 925 hitter->remove ();
866 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 926 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 927 /* 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 928 * 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 929 * removed at the end of this function must be able to deal with empty
870 * THROWN_OBJs. */ 930 * THROWN_OBJs. */
871 } else { 931 }
932 else
933 {
872 container = NULL; 934 container = 0;
873 hitter = op; 935 hitter = op;
874 } 936 }
875 937
876 /* Try to hit victim */ 938 /* 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); 939 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883 940
884 /* Arrow attacks door, rune of summoning is triggered, demon is put on 941 /* Arrow attacks door, rune of summoning is triggered, demon is put on
885 * arrow, move_apply() calls this function, arrow sticks in demon, 942 * arrow, move_apply() calls this function, arrow sticks in demon,
886 * attack_ob_simple() returns, and we've got an arrow that still exists 943 * 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 944 * but is no longer on the map. Ugh. (Beware: Such things can happen at
888 * other places as well!) 945 * other places as well!)
889 */ 946 */
890 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 947 if (hitter->destroyed () || hitter->env != NULL)
948 {
891 if (container) { 949 if (container)
892 remove_ob (container);
893 free_object (container);
894 } 950 {
951 container->remove ();
952 container->destroy ();
953 }
954
895 return NULL; 955 return 0;
896 } 956 }
897 957
898 /* Missile hit victim */ 958 /* Missile hit victim */
899 /* if the speed is > 10, then this is a fast moving arrow, we go straight 959 /* if the speed is > 10, then this is a fast moving arrow, we go straight
900 * through the target 960 * through the target
901 */ 961 */
902 if (hit_something && op->speed <= 10.0) 962 if (hit_something && op->speed <= 10.0)
903 { 963 {
904 /* Stop arrow */ 964 /* Stop arrow */
905 if (container == NULL) { 965 if (!container)
966 {
906 hitter = fix_stopped_arrow (hitter); 967 hitter = fix_stopped_arrow (hitter);
907 if (hitter == NULL) 968 if (!hitter)
908 return NULL; 969 return 0;
970 }
909 } else { 971 else
910 remove_ob (container); 972 container->destroy ();
911 free_object (container);
912 }
913 973
914 /* Try to stick arrow into victim */ 974 /* Try to stick arrow into victim */
915 if ( ! was_destroyed (victim, victim_tag) 975 if (!victim->destroyed () && stick_arrow (hitter, victim))
916 && stick_arrow (hitter, victim))
917 return NULL; 976 return 0;
918 977
919 /* Else try to put arrow on victim's map square 978 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this 979 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code, 980 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something 981 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct 982 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise? 983 * way to handle those otherwise?
925 */ 984 */
926 if (victim_x != hitter->x || victim_y != hitter->y) { 985 if (victim->x != hitter->x || victim->y != hitter->y)
927 remove_ob (hitter); 986 {
987 hitter->remove ();
928 hitter->x = victim_x; 988 hitter->x = victim->x;
929 hitter->y = victim_y; 989 hitter->y = victim->y;
930 insert_ob_in_map (hitter, victim->map, hitter,0); 990 insert_ob_in_map (hitter, victim->map, hitter, 0);
991 }
931 } else { 992 else
932 /* Else leave arrow where it is */ 993 /* Else leave arrow where it is */
933 merge_ob (hitter, NULL); 994 merge_ob (hitter, NULL);
934 } 995
935 return NULL; 996 return 0;
936 } 997 }
937 998
938 if (hit_something && op->speed >= 10.0) 999 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0; 1000 op->speed -= 1.0;
940 1001
941 /* Missile missed victim - reassemble missile */ 1002 /* Missile missed victim - reassemble missile */
942 if (container) { 1003 if (container)
943 remove_ob (hitter); 1004 {
1005 hitter->remove ();
944 insert_ob_in_ob (hitter, container); 1006 insert_ob_in_ob (hitter, container);
945 } 1007 }
1008
946 return op; 1009 return op;
947} 1010}
948 1011
949 1012
1013void
950void tear_down_wall(object *op) 1014tear_down_wall (object *op)
951{ 1015{
952 int perc=0; 1016 int perc = 0;
953 1017
954 if (!op->stats.maxhp) { 1018 if (!op->stats.maxhp)
1019 {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1020 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
956 perc = 1; 1021 perc = 1;
1022 }
957 } else if(!GET_ANIM_ID(op)) { 1023 else if (!GET_ANIM_ID (op))
1024 {
958 /* Object has been called - no animations, so remove it */ 1025 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) { 1026 if (op->stats.hp < 0)
960 remove_ob(op); /* Should update LOS */ 1027 op->destroy ();
961 free_object(op); 1028
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 */ 1029 return; /* no animations, so nothing more to do */
966 } 1030 }
967 perc = NUM_ANIMATIONS(op) 1031
968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1032 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1033
969 if (perc >= (int) NUM_ANIMATIONS(op)) 1034 if (perc >= (int) NUM_ANIMATIONS (op))
970 perc = NUM_ANIMATIONS(op)-1; 1035 perc = NUM_ANIMATIONS (op) - 1;
971 else if (perc < 1) 1036 else if (perc < 1)
972 perc = 1; 1037 perc = 1;
1038
973 SET_ANIMATION(op, perc); 1039 SET_ANIMATION (op, perc);
974 update_object(op,UP_OBJ_FACE); 1040 update_object (op, UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1041
1042 if (perc == NUM_ANIMATIONS (op) - 1)
1043 { /* Reached the last animation */
976 if(op->face==blank_face) { 1044 if (op->face == blank_face)
977 /* If the last face is blank, remove the ob */ 1045 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */ 1046 op->destroy ();
979 free_object(op); 1047 else
980 1048 { /* 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); 1049 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y); 1050 update_all_los (op->map, op->x, op->y);
987 op->move_block = 0; 1051 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE); 1052 CLEAR_FLAG (op, FLAG_ALIVE);
989 } 1053 }
990 } 1054 }
991} 1055}
992 1056
1057void
993void scare_creature(object *target, object *hitter) 1058scare_creature (object *target, object *hitter)
994{ 1059{
995 object *owner = get_owner(hitter); 1060 object *owner = hitter->owner;
996 1061
997 if (!owner) owner=hitter; 1062 if (!owner)
1063 owner = hitter;
998 1064
999 SET_FLAG(target, FLAG_SCARED); 1065 SET_FLAG (target, FLAG_SCARED);
1000 if (!target->enemy) target->enemy=owner; 1066 if (!target->enemy)
1067 target->enemy = owner;
1001} 1068}
1002 1069
1003 1070
1004/* This returns the amount of damage hitter does to op with the 1071/* This returns the amount of damage hitter does to op with the
1005 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1006 * This doesn't damage the player, but returns how much it should 1073 * This doesn't damage the player, but returns how much it should
1007 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not 1075 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1010 1077int
1011int hit_player_attacktype(object *op, object *hitter, int dam, 1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1012 uint32 attacknum, int magic) { 1079{
1013
1014 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1015 1081
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) { 1083 if (attacknum >= NROFATTACKS)
1084 {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1085 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0; 1086 return 0;
1020 }
1021 1087 }
1088
1022 if (dam < 0) { 1089 if (dam < 0)
1090 {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1091 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0; 1092 return 0;
1025 }
1026 1093 }
1094
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1095 /* 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. */ 1096 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam; 1097 if (attacknum == ATNR_INTERNAL)
1030 1098 return dam;
1099
1031 if (hitter->slaying) { 1100 if (hitter->slaying)
1101 {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1102 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) && 1103 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1034 strstr(op->arch->name, hitter->slaying)) 1104 {
1035 ){ 1105 doesnt_slay = 0;
1036 doesnt_slay = 0; 1106 dam *= 3;
1037 dam *= 3;
1038 } 1107 }
1039 } 1108 }
1040 1109
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1110 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) { 1111 if (op->resist[attacknum])
1112 {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1113 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1114 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]); 1115 dam *= (100 - op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100; 1116 if (dam >= 100)
1117 dam /= 100;
1047 else 1118 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1119 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 } 1120 }
1050 1121
1051 /* Special hack. By default, if immune to something, you 1122 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since 1123 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if 1124 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */ 1125 * special processing is needed */
1055 1126
1056 if ((op->resist[attacknum] >= 100) && 1127 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1057 doesnt_slay && (attacknum != ATNR_ACID))
1058 return 0; 1128 return 0;
1059 1129
1060 /* Keep this in order - makes things easier to find */ 1130 /* Keep this in order - makes things easier to find */
1131
1132 switch (attacknum)
1061 1133 {
1062 switch(attacknum) {
1063 case ATNR_PHYSICAL: 1134 case ATNR_PHYSICAL:
1064 /* here also check for diseases */ 1135 /* here also check for diseases */
1065 check_physically_infect(op, hitter); 1136 check_physically_infect (op, hitter);
1066 break; 1137 break;
1067 1138
1068 /* Don't need to do anything for: 1139 /* Don't need to do anything for:
1069 magic, 1140 magic,
1070 fire, 1141 fire,
1071 electricity, 1142 electricity,
1072 cold */ 1143 cold */
1073 1144
1074 case ATNR_CONFUSION: 1145 case ATNR_CONFUSION:
1075 case ATNR_POISON: 1146 case ATNR_POISON:
1076 case ATNR_SLOW: 1147 case ATNR_SLOW:
1077 case ATNR_PARALYZE: 1148 case ATNR_PARALYZE:
1078 case ATNR_FEAR: 1149 case ATNR_FEAR:
1079 case ATNR_CANCELLATION: 1150 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE: 1151 case ATNR_DEPLETE:
1081 case ATNR_BLIND: 1152 case ATNR_BLIND:
1082 { 1153 {
1083 /* chance for inflicting a special attack depends on the 1154 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level 1155 * difference between attacker's and defender's level
1085 */ 1156 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1157 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1087 1158
1088 /* First, only creatures/players with speed can be affected. 1159 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects 1160 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the 1161 * you. Third, you still get a saving through against the
1091 * effect. 1162 * effect.
1092 */ 1163 */
1093 if (op->speed && 1164 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1165 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1166 !(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)) { 1167 {
1097 1168
1098 /* Player has been hit by something */ 1169 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1170 if (attacknum == ATNR_CONFUSION)
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1171 confuse_player (op, hitter, dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1172 else if (attacknum == ATNR_POISON)
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1173 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1174 else if (attacknum == ATNR_SLOW)
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1175 slow_player (op, hitter, dam);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1176 else if (attacknum == ATNR_PARALYZE)
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1177 paralyze_player (op, hitter, dam);
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1178 else if (attacknum == ATNR_FEAR)
1108 } 1179 scare_creature (op, hitter);
1180 else if (attacknum == ATNR_CANCELLATION)
1181 cancellation (op);
1182 else if (attacknum == ATNR_DEPLETE)
1183 op->drain_stat ();
1184 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1185 blind_player (op, hitter, dam);
1186 }
1109 dam = 0; /* These are all effects and don't do real damage */ 1187 dam = 0; /* These are all effects and don't do real damage */
1110 } 1188 }
1111 break; 1189 break;
1190
1112 case ATNR_ACID: 1191 case ATNR_ACID:
1113 { 1192 {
1114 int flag=0; 1193 int flag = 0;
1115 1194
1116 /* Items only get corroded if you're not on a battleground and 1195 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */ 1196 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) && 1197 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1119 (op->resist[ATNR_ACID] < 50)) 1198 {
1120 { 1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1121 object *tmp; 1200 {
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1201 if (tmp->invisible)
1123 if(tmp->invisible) 1202 continue;
1124 continue; 1203 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1126 (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */ 1204 /* >= 10% acid res. on items will protect these */
1128 continue; 1205 continue;
1129 if(!(tmp->material & M_IRON)) 1206 if (!(tmp->material & M_IRON))
1130 continue; 1207 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */ 1208 if (tmp->magic < -4) /* Let's stop at -5 */
1132 continue; 1209 continue;
1133 if(tmp->type==RING || 1210 if (tmp->type == RING
1134 /* removed boots and gloves from exclusion list in 1211 /* removed boots and gloves from exclusion list in PR */
1135 PR */ 1212 || tmp->type == GIRDLE
1136 tmp->type==GIRDLE || 1213 || tmp->type == AMULET
1137 tmp->type==AMULET || 1214 || tmp->type == WAND
1138 tmp->type==WAND || 1215 || tmp->type == ROD
1139 tmp->type==ROD || 1216 || tmp->type == HORN)
1140 tmp->type==HORN)
1141 continue; /* To avoid some strange effects */ 1217 continue; /* To avoid some strange effects */
1142 1218
1143 /* High damage acid has better chance of corroding 1219 /* High damage acid has better chance of corroding
1144 objects */ 1220 objects */
1145 if(rndm(0, dam+4) > 1221 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) { 1222 {
1147 if(op->type == PLAYER) 1223 if (op->type == PLAYER)
1148 /* Make this more visible */ 1224 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1225 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1150 "The %s's acid corrodes your %s!", 1226 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1151 query_name(hitter), query_name(tmp)); 1227 flag = 1;
1152 flag = 1; 1228 tmp->magic--;
1153 tmp->magic--; 1229 if (op->type == PLAYER)
1154 if(op->type == PLAYER) 1230 esrv_send_item (op, tmp);
1155 esrv_send_item(op, tmp); 1231 }
1156 } 1232 }
1157 } 1233
1158 if(flag) 1234 if (flag)
1159 fix_player(op); /* Something was corroded */ 1235 op->update_stats (); /* Something was corroded */
1160 } 1236 }
1161 } 1237 }
1162 break; 1238 break;
1239
1163 case ATNR_DRAIN: 1240 case ATNR_DRAIN:
1164 { 1241 {
1165 /* rate is the proportion of exp drained. High rate means 1242 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained. 1243 * not much is drained, low rate means a lot is drained.
1167 */ 1244 */
1168 int rate; 1245 int rate;
1169 1246
1170 if(op->resist[ATNR_DRAIN] >= 0) 1247 if (op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1248 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else 1249 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1250 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174 1251
1175 if(op->stats.exp <= rate) { 1252 if (op->stats.exp <= rate)
1253 {
1176 if(op->type == GOLEM) 1254 if (op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */ 1255 dam = 999; /* Its force is "sucked" away. 8) */
1178 else 1256 else
1179 /* If we can't drain, lets try to do physical damage */ 1257 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1258 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else { 1259 }
1260 else
1261 {
1182 /* Randomly give the hitter some hp */ 1262 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp && 1263 if (hitter->stats.hp < hitter->stats.maxhp &&
1184 (op->level > hitter->level) && 1264 (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) 1265 hitter->stats.hp++;
1186 hitter->stats.hp++;
1187 1266
1188 /* Can't do drains on battleground spaces. 1267 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp 1268 * 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, 1269 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens. 1270 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain 1271 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks. 1272 * attacks, hence all the != PLAYER checks.
1194 */ 1273 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1196 object *owner = get_owner(hitter); 1275 {
1276 object *owner = hitter->owner;
1197 1277
1198 if (owner && owner != hitter) { 1278 if (owner && owner != hitter)
1279 {
1199 if (op->type != PLAYER || owner->type != PLAYER) 1280 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2), 1281 change_exp (owner, op->stats.exp / (rate * 2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 }
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1284 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1203 change_exp(hitter, op->stats.exp/(rate*2), 1286 change_exp (hitter, op->stats.exp / (rate * 2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1205 } 1288 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0); 1289 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1290 }
1291
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1292 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, 1293 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed 1294 * as the messages will say you missed
1211 */ 1295 */
1212 } 1296 }
1213 } 1297 }
1214 break; 1298 break;
1299
1215 case ATNR_TURN_UNDEAD: 1300 case ATNR_TURN_UNDEAD:
1216 { 1301 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1302 if (QUERY_FLAG (op, FLAG_UNDEAD))
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1303 {
1304 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1219 object *god = find_god (determine_god (owner)); 1305 object *god = find_god (determine_god (owner));
1220 int div = 1; 1306 int div = 1;
1221 1307
1222 /* if undead are not an enemy of your god, you turn them 1308 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */ 1309 * at half strength */
1224 if (! god || ! god->slaying || 1310 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2; 1311 div = 2;
1227 /* Give a bonus if you resist turn undead */ 1312 /* Give a bonus if you resist turn undead */
1228 if (op->level * div < 1313 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 + 1314 scare_creature (op, owner);
1230 (op->resist[ATNR_TURN_UNDEAD]/100))) 1315 }
1231 scare_creature(op, owner); 1316 else
1232 }
1233 else
1234 dam = 0; /* don't damage non undead - should we damage 1317 dam = 0; /* don't damage non undead - should we damage
1235 undead? */ 1318 undead? */
1319 }
1236 } break; 1320 break;
1321
1237 case ATNR_DEATH: 1322 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam); 1323 deathstrike_player (op, hitter, &dam);
1239 break; 1324 break;
1325
1240 case ATNR_CHAOS: 1326 case ATNR_CHAOS:
1241 LOG(llevError, 1327 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1242 "%s was hit by %s with non-specific chaos.\n", 1328 dam = 0;
1243 query_name(op), 1329 break;
1244 query_name(hitter)); 1330
1245 dam = 0;
1246 break;
1247 case ATNR_COUNTERSPELL: 1331 case ATNR_COUNTERSPELL:
1248 LOG(llevError, 1332 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1249 "%s was hit by %s with counterspell attack.\n", 1333 dam = 0;
1250 query_name(op),
1251 query_name(hitter));
1252 dam = 0;
1253 /* This should never happen. Counterspell is handled 1334 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen, 1335 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it 1336 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */ 1337 * does no damage. */
1257 break; 1338 break;
1339
1258 case ATNR_HOLYWORD: 1340 case ATNR_HOLYWORD:
1259 { 1341 {
1260 /* This has already been handled by hit_player, 1342 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */ 1343 * no need to check twice -- DAMN */
1262 1344 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1345
1264
1265 /* As with turn undead above, give a bonus on the saving throw */ 1346 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1347 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); 1348 scare_creature (op, owner);
1349 }
1269 } break; 1350 break;
1351
1270 case ATNR_LIFE_STEALING: 1352 case ATNR_LIFE_STEALING:
1271 { 1353 {
1272 int new_hp; 1354 int new_hp;
1355
1273 /* this is replacement to drain for players, instead of taking 1356 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not 1357 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters 1358 * much use giving it to monsters
1276 * 1359 *
1277 * life stealing doesn't do a lot of damage, but it gives the 1360 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that, 1361 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by 1362 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000). 1363 * 1000).
1281 */ 1364 */
1282 /* You can't steal life from something undead */ 1365 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1366 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1367 return 0;
1368
1284 /* If drain protection is higher than life stealing, use that */ 1369 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1370 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1371 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1372 else
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1374
1288 /* You die at -1 hp, not zero. */ 1375 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1376 if (dam > (op->stats.hp + 1))
1377 dam = op->stats.hp + 1;
1378
1290 new_hp = hitter->stats.hp + dam; 1379 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1380 if (new_hp > hitter->stats.maxhp)
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1381 new_hp = hitter->stats.maxhp;
1382
1383 if (new_hp > hitter->stats.hp)
1384 hitter->stats.hp = new_hp;
1293 } 1385 }
1294 } 1386 }
1387
1295 return dam; 1388 return dam;
1296} 1389}
1297
1298 1390
1299/* GROS: This code comes from hit_player. It has been made external to 1391/* 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. 1392 * allow script procedures to "kill" objects in a combat-like fashion.
1301 * It was initially used by (kill-object) developed for the Collector's 1393 * It was initially used by (kill-object) developed for the Collector's
1302 * Sword. Note that nothing has been changed from the original version 1394 * Sword. Note that nothing has been changed from the original version
1309 * This function was a bit of a mess with hitter getting changed, 1401 * 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 1402 * values being stored away but not used, etc. I've cleaned it up
1311 * a bit - I think it should be functionally equivalant. 1403 * a bit - I think it should be functionally equivalant.
1312 * MSW 2002-07-17 1404 * MSW 2002-07-17
1313 */ 1405 */
1406int
1314int kill_object(object *op,int dam, object *hitter, int type) 1407kill_object (object *op, int dam, object *hitter, int type)
1315{ 1408{
1316 char buf[MAX_BUF]; 1409 char buf[MAX_BUF];
1317 const char *skill; 1410 const char *skill;
1318 int maxdam=0; 1411 int maxdam = 0;
1319 int battleg=0; /* true if op standing on battleground */ 1412 int battleg = 0; /* true if op standing on battleground */
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1413 int pk = 0; /* true if op and what controls hitter are both players */
1321 object *owner=NULL; 1414 object *owner = NULL;
1322 object *skop=NULL; 1415 object *skop = NULL;
1323 1416
1324 if (op->stats.hp>=0) 1417 if (op->stats.hp >= 0)
1325 return -1; 1418 return -1;
1326 1419
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1420 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1421 return 0;
1329 1422
1330 /* maxdam needs to be the amount of damage it took to kill 1423 /* maxdam needs to be the amount of damage it took to kill
1331 * this creature. The function(s) that call us have already 1424 * this creature. The function(s) that call us have already
1332 * adjusted the creatures HP total, so that is negative. 1425 * adjusted the creatures HP total, so that is negative.
1333 */ 1426 */
1334 maxdam = dam + op->stats.hp + 1; 1427 maxdam = dam + op->stats.hp + 1;
1335 1428
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1429 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1430 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1338 1431
1339 if(op->type==DOOR) { 1432 if (op->type == DOOR)
1340 op->speed = 0.1; 1433 {
1341 update_ob_speed(op); 1434 op->set_speed (0.1);
1342 op->speed_left= -0.05; 1435 op->speed_left = -0.05;
1343 return maxdam; 1436 return maxdam;
1344 } 1437 }
1438
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1439 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1440 {
1346 remove_friendly_object(op); 1441 remove_friendly_object (op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1442
1348 op->owner->contr->ranges[range_golem] == op) { 1443 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1349 op->owner->contr->ranges[range_golem]=NULL; 1444 op->owner->contr->ranges[range_golem] = 0;
1350 op->owner->contr->golem_count=0;
1351 }
1352 1445
1353 remove_ob(op); 1446 op->destroy ();
1354 free_object(op);
1355 return maxdam; 1447 return maxdam;
1356 } 1448 }
1357 1449
1358 /* Now lets start dealing with experience we get for killing something */ 1450 /* Now lets start dealing with experience we get for killing something */
1359 1451
1360 owner=get_owner(hitter); 1452 owner = hitter->owner;
1361 if(owner==NULL) 1453 if (!owner)
1362 owner=hitter; 1454 owner = hitter;
1363 1455
1364 /* is the victim (op) standing on battleground? */ 1456 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1457 if (op_on_battleground (op, NULL, NULL))
1366 1458 battleg = 1;
1459
1367 /* is this player killing?*/ 1460 /* is this player killing? */
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1461 if (op->type == PLAYER && owner->type == PLAYER)
1462 pk = 1;
1369 1463
1370 /* Player killed something */ 1464 /* Player killed something */
1371 if(owner->type==PLAYER) { 1465 if (owner->type == PLAYER)
1466 {
1372 Log_Kill(owner->name, 1467 Log_Kill (owner->name,
1373 query_name(op),op->type, 1468 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 1469
1377 /* Log players killing other players - makes it easier to detect 1470 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1471 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1472 * ip address is included.
1380 */ 1473 */
1381 if (op->type == PLAYER && !battleg) { 1474 if (op->type == PLAYER && !battleg)
1475 {
1382 time_t t=time(NULL); 1476 time_t t = time (NULL);
1383 struct tm *tmv; 1477 struct tm *tmv;
1384 char buf[256]; 1478 char buf[256];
1385 1479
1386 tmv = localtime(&t); 1480 tmv = localtime (&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1481 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1388 1482
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1483 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)); 1484 }
1391 }
1392 1485
1393 /* try to filter some things out - basically, if you are 1486 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1487 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1488 * probably don't want to see that.
1396 */ 1489 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1490 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1491 {
1398 if(owner!=hitter) { 1492 if (owner != hitter)
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1493 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), 1494 else
1401 query_name(hitter)); 1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1402 } 1496
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 */ 1497 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER) 1498 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1499 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410 } 1500 }
1411 1501
1412 /* If a player kills another player, not on 1502 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is 1503 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV 1504 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not 1505 * 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 1506 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty. 1507 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings. 1508 * Changed to make luck penalty configurable in settings.
1419 */ 1509 */
1420 if(op->type == PLAYER && owner != op && !battleg) 1510 if (op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty); 1511 owner->change_luck (-settings.pk_luck_penalty);
1422 1512
1423 /* This code below deals with finding the appropriate skill 1513 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should 1514 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill 1515 * probably never really have to look at current_weapon->skill
1426 */ 1516 */
1427 skill = NULL; 1517 skill = 0;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1518
1519 if (hitter->skill && hitter->type != PLAYER)
1520 skill = hitter->skill;
1429 else if (owner->chosen_skill) { 1521 else if (owner->chosen_skill)
1522 {
1430 skill = owner->chosen_skill->skill; 1523 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill; 1524 skop = owner->chosen_skill;
1432 } 1525 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1526 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1434 else 1527 skill = owner->current_weapon->skill;
1528 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1529 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1436 1530
1437 /* We have the skill we want to credit to - now find the object this goes 1531 /* 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! 1532 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */ 1533 */
1440 if ((!skop || skop->type != SKILL) && skill) { 1534 if ((!skop || skop->type != SKILL) && skill)
1441 int i; 1535 {
1536 int i;
1442 1537
1443 for (i=0; i<NUM_SKILLS; i++) 1538 for (i = 0; i < NUM_SKILLS; i++)
1539 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1540 {
1444 if (owner->contr->last_skill_ob[i] && 1541 skop = owner->contr->last_skill_ob[i];
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1542 break;
1446 skop = owner->contr->last_skill_ob[i]; 1543 }
1447 break; 1544 }
1448 }
1449 }
1450 } /* Was it a player that hit somethign */ 1545 } /* Was it a player that hit somethign */
1451 else { 1546 else
1452 skill = NULL; 1547 skill = 0;
1453 }
1454 1548
1455 /* Pet (or spell) killed something. */ 1549 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) { 1550 if (owner != hitter)
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1551 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1552 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1459 }
1460 else { 1553 else
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1554 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1555 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1556 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1464 } 1557
1465 /* These may have been set in the player code section above */ 1558 /* These may have been set in the player code section above */
1559 if (!skop)
1466 if (!skop) skop = hitter->chosen_skill; 1560 skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill;
1468 1561
1562 if (!skill && skop)
1563 skill = skop->skill;
1564
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1565 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1470 1566
1471
1472 /* If you didn't kill yourself, and your not the wizard */ 1567 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1568 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1474 int exp; 1569 {
1570 int exp;
1475 1571
1476 /* Really don't give much experience for killing other players */ 1572 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1573 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) { 1574 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 } 1575 {
1576 if (battleg)
1577 {
1578 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1579 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1580 }
1486 else 1581 else
1582 exp = op->stats.exp / 1000;
1583 }
1584 else
1487 exp = calc_skill_exp(owner, op, skop); 1585 exp = calc_skill_exp (owner, op, skop);
1488 1586
1489 /* if op is standing on "battleground" (arena), no way to gain 1587 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him 1588 * exp by killing him
1491 */ 1589 */
1492 if (battleg) exp = 0; 1590 if (battleg)
1591 exp = 0;
1493 1592
1494 /* Don't know why this is set this way - doesn't make 1593 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason. 1594 * sense to just divide everything by two for no reason.
1496 */ 1595 */
1497 1596
1498 if (!settings.simple_exp) 1597 if (!settings.simple_exp)
1499 exp=exp/2; 1598 exp = exp / 2;
1500 1599
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1600 if (owner->type != PLAYER || owner->contr->party == NULL)
1502 change_exp(owner,exp, skill, 0); 1601 change_exp (owner, exp, skill, 0);
1503 } 1602 else
1504 else { 1603 {
1505 int shares=0,count=0; 1604 int shares = 0, count = 0;
1506
1507 player *pl; 1605 player *pl;
1508
1509 partylist *party=owner->contr->party; 1606 partylist *party = owner->contr->party;
1510#ifdef PARTY_KILL_LOG 1607
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1608 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1512#endif 1609
1513 for(pl=first_player;pl!=NULL;pl=pl->next) { 1610 for_all_players (pl)
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1611 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1515 count++; 1612 {
1613 count++;
1516 shares+=(pl->ob->level+4); 1614 shares += (pl->ob->level + 4);
1517 } 1615 }
1616
1617 if (count == 1 || shares > exp || !shares)
1618 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1619 else
1620 {
1621 int share = exp / shares, given = 0, nexp;
1622
1623 for_all_players (pl)
1624 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1625 {
1626 nexp = (pl->ob->level + 4) * share;
1627 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1628 given += nexp;
1629 }
1630
1631 exp -= given;
1632 /* give any remainder to the player */
1633 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1634 }
1635 } /* else part of a party */
1636 } /* end if person didn't kill himself */
1637
1638 if (op->type != PLAYER)
1639 {
1640 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1641 {
1642 object *owner1 = op->owner;
1643
1644 if (owner1 && owner1->type == PLAYER)
1645 {
1646 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1647 /* Maybe we should include the owner that killed this, maybe not */
1648 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1649 }
1650
1651 remove_friendly_object (op);
1652 }
1653
1654 op->destroy ();
1518 } 1655 }
1519 if(count==1 || shares>exp) 1656 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 } 1657 {
1553 /* Player has been killed! */ 1658 /* Player has been killed! */
1659 if (owner->type == PLAYER)
1660 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1554 else { 1661 else
1555 if(owner->type==PLAYER) { 1662 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 } 1663 }
1664
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1665 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1666 * continues in the calling function.
1565 */ 1667 */
1566 return maxdam; 1668 return maxdam;
1567} 1669}
1568 1670
1569/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1671/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570 * Returns 0 this is not friendly fire 1672 * Returns 0 this is not friendly fire
1571 */ 1673 */
1572 1674
1675int
1573int friendly_fire(object *op, object *hitter){ 1676friendly_fire (object *op, object *hitter)
1677{
1574 object *owner; 1678 object *owner;
1575 int friendlyfire; 1679 int friendlyfire;
1576
1577 if (hitter->head) hitter=hitter->head;
1578 1680
1681 if (hitter->head)
1682 hitter = hitter->head;
1683
1579 friendlyfire = 0; 1684 friendlyfire = 0;
1580 1685
1581 if(op->type == PLAYER) { 1686 if (op->type == PLAYER)
1687 {
1582 if (op_on_battleground (hitter, 0, 0)) 1688 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1689 return 0;
1584 1690
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1691 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1692 return 1;
1587 1693
1588 if((owner = get_owner(hitter))!=NULL) { 1694 if ((owner = hitter->owner) != NULL)
1695 {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1696 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1697 friendlyfire = 2;
1591 } 1698 }
1592 1699
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1700 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1701 friendlyfire = 0;
1596 } 1702 }
1597 return friendlyfire; 1703 return friendlyfire;
1598} 1704}
1599 1705
1600 1706
1601/* This isn't used just for players, but in fact most objects. 1707/* 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 1708 * op is the object to be hit, dam is the amount of damage, hitter
1603 * is what is hitting the object, type is the attacktype, and 1709 * is what is hitting the object, type is the attacktype, and
1604 * full_hit is set if monster area does not matter. 1710 * full_hit is set if monster area does not matter.
1605 * dam is base damage - protections/vulnerabilities/slaying matches can 1711 * dam is base damage - protections/vulnerabilities/slaying matches can
1606 * modify it. 1712 * modify it.
1607 */ 1713 */
1608
1609 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1714/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1715 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611 1716int
1612int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1717hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1718{
1613 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1719 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1614 int maxattacktype, attacknum; 1720 int maxattacktype, attacknum;
1615 int body_attack = op && op->head; /* Did we hit op's head? */ 1721 int body_attack = op && op->head; /* Did we hit op's head? */
1616 int simple_attack; 1722 int simple_attack;
1617 tag_t op_tag, hitter_tag;
1618 int rtn_kill = 0; 1723 int rtn_kill = 0;
1619 int friendlyfire; 1724 int friendlyfire;
1620 1725
1621 if (get_attack_mode (&op, &hitter, &simple_attack)) 1726 if (get_attack_mode (&op, &hitter, &simple_attack))
1727 return 0;
1728
1729 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1730 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1731 return 0;
1732
1733#ifdef PROHIBIT_PLAYERKILL
1734 if (op->type == PLAYER)
1735 {
1736 object *owner = hitter->owner;
1737
1738 if (!owner)
1739 owner = hitter;
1740
1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1622 return 0; 1742 return 0;
1743 }
1744#endif
1623 1745
1624 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1746 if (body_attack)
1625 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1747 {
1748 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still
1750 * might have. So just remove the paralyze and slow attacktypes,
1751 * and keep on processing if we have other attacktypes.
1752 * return if only magic or nothing is left - under normal code
1753 * we don't attack with pure magic if there is another attacktype.
1754 * Only do processing if the initial attacktype includes one of those
1755 * attack so we don't cancel out things like magic bullet.
1756 */
1757 if (type & (AT_PARALYZE | AT_SLOW))
1758 {
1759 type &= ~(AT_PARALYZE | AT_SLOW);
1760
1761 if (!type || type == AT_MAGIC)
1626 return 0; 1762 return 0;
1763 }
1764 }
1627 1765
1628#ifdef PROHIBIT_PLAYERKILL 1766 if (!simple_attack && op->type == DOOR)
1629 if (op->type == PLAYER) { 1767 {
1630 object *owner = get_owner (hitter); 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1631 if (!owner) owner = hitter; 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1632 if (owner->type == PLAYER 1770 {
1633 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1771 spring_trap (tmp, hitter);
1634 && op != owner) { 1772
1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1635 return 0; 1774 return 0;
1775
1776 break;
1636 } 1777 }
1778 }
1779
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1637 } 1781 {
1782 /* FIXME: If a player is killed by a rune in a door, the
1783 * destroyed() check above doesn't return, and might get here.
1784 */
1785 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1786 return 0;
1787 }
1788
1789#ifdef ATTACK_DEBUG
1790 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1638#endif 1791#endif
1639 1792
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) { 1793 if (magic)
1794 {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1795 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1796 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1797 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1798 if (dam >= 100)
1690 dam /= 100; 1799 dam /= 100;
1691 else 1800 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1801 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1693 } 1802 }
1694 1803
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1804 /* 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 1805 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1806 */
1698 if(type & AT_CHAOS){ 1807 if (type & AT_CHAOS)
1808 {
1699 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1809 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1700 update_object(op,UP_OBJ_FACE); 1810 update_object (op, UP_OBJ_FACE);
1701 type &= ~AT_CHAOS; 1811 type &= ~AT_CHAOS;
1702 } 1812 }
1703 1813
1704 /* Holyword is really an attacktype modifier (like magic is). If 1814 /* Holyword is really an attacktype modifier (like magic is). If
1705 * holyword is part of an attacktype, then make sure the creature is 1815 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1816 * a proper match, otherwise no damage.
1707 */ 1817 */
1708 if (type & AT_HOLYWORD) { 1818 if (type & AT_HOLYWORD)
1819 {
1709 object *god; 1820 object *god;
1821
1710 if ((!hitter->slaying || 1822 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1823 (!(op->race && strstr (hitter->slaying, op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1824 !(op->name && strstr (hitter->slaying, op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1825 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1714 (hitter->title != NULL 1826 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL 1827 && (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; 1828 return 0;
1719 } 1829 }
1720 1830
1721 maxattacktype = type; /* initialize this to something */ 1831 maxattacktype = type; /* initialise this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1832 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1833 {
1723 /* Magic isn't really a true attack type - it gets combined with other 1834 /* 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 1835 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1836 * the only attacktype in the group, then still attack with it
1726 */ 1837 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1838 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1839 continue;
1728 1840
1729 /* Go through and hit the player with each attacktype, one by one. 1841 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict 1842 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with 1843 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc. 1844 * effects (slow, paralization, etc.
1733 */ 1845 */
1734 if (type & attacktype) { 1846 if (type & attacktype)
1847 {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1848 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1736 /* the >= causes us to prefer messages from special attacks, if 1849 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1850 * the damage is equal.
1738 */ 1851 */
1739 if (ndam >= maxdam) { 1852 if (ndam >= maxdam)
1853 {
1740 maxdam = ndam; 1854 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1855 maxattacktype = 1 << attacknum;
1856 }
1857 }
1742 } 1858 }
1743 } 1859
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only 1860 /* 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 1861 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1862 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1863 * an attack do damage before when it otherwise didn't
1750 */ 1864 */
1751 friendlyfire = friendly_fire(op, hitter); 1865 friendlyfire = friendly_fire (op, hitter);
1752 if (friendlyfire && maxdam){ 1866 if (friendlyfire && maxdam)
1867 {
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1868 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1869#ifndef COZY_SERVER
1870 maxdam++;
1871#endif
1872
1873#ifdef ATTACK_DEBUG
1874 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1875 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1876#endif
1877 }
1878
1879 if (!full_hit)
1880 {
1881 archetype *at;
1882 int area;
1883 int remainder;
1884
1885 area = 0;
1886 for (at = op->arch; at != NULL; at = at->more)
1887 area++;
1888 assert (area > 0);
1889
1890 /* basically: maxdam /= area; we try to "simulate" a float
1891 value-effect */
1892 remainder = 100 * (maxdam % area) / area;
1893 maxdam /= area;
1894 if (RANDOM () % 100 < remainder)
1755 maxdam++; 1895 maxdam++;
1896 }
1897
1898#ifdef ATTACK_DEBUG
1899 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1756#endif 1900#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 1901
1764 if (!full_hit) { 1902 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; 1903 op->enemy = hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1904 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1789 op->enemy=hitter; 1905 op->enemy = hitter;
1790 1906
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1907 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1908 {
1792 /* The unaggressives look after themselves 8) */ 1909 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1910 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1911 npc_call_help (op);
1795 } 1912 }
1796 1913
1797 if (magic && did_make_save(op, op->level, 0)) 1914 if (magic && did_make_save (op, op->level, 0))
1798 maxdam=maxdam/2; 1915 maxdam = maxdam / 2;
1799 1916
1800 attack_message(maxdam, maxattacktype, op, hitter); 1917 attack_message (maxdam, maxattacktype, op, hitter);
1801 1918
1802 op->stats.hp-=maxdam; 1919 op->stats.hp -= maxdam;
1803 1920
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1921 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1922 if ((op->stats.hp >= 0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1923 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1924 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1808 (float)op->stats.maxhp)) { 1925 {
1809 1926
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1927 if (QUERY_FLAG (op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1928 SET_FLAG (op, FLAG_RUN_AWAY);
1812 else 1929 else
1813 scare_creature(op, hitter); 1930 scare_creature (op, hitter);
1814 } 1931 }
1815 1932
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1933 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1934 {
1817 if (maxdam) 1935 if (maxdam)
1818 tear_down_wall(op); 1936 tear_down_wall (op);
1937
1819 return maxdam; /* nothing more to do for wall */ 1938 return maxdam; /* nothing more to do for wall */
1820 } 1939 }
1821 1940
1822 /* See if the creature has been killed */ 1941 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 1942 rtn_kill = kill_object (op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 1943 if (rtn_kill != -1)
1825 return rtn_kill; 1944 return rtn_kill;
1826 1945
1827 1946
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1947 /* 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 1948 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 1949 * remained - that is no longer the case.
1831 */ 1950 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1951 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1952 {
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1953 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1834 remove_friendly_object(hitter); 1954 remove_friendly_object (hitter);
1835 remove_ob(hitter); 1955
1836 free_object(hitter); 1956 hitter->destroy ();
1837 } 1957 }
1838 /* Lets handle creatures that are splitting now */ 1958 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1959 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1840 int i; 1960 {
1961 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1962 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1963 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op); 1964 object *owner = op->owner;
1844 1965
1845 if(!op->other_arch) { 1966 if (!op->other_arch)
1967 {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 1968 LOG (llevError, "SPLITTING without other_arch error.\n");
1847 return maxdam; 1969 return maxdam;
1848 } 1970 }
1849 remove_ob(op); 1971
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1972 op->remove ();
1973
1974 for (i = 0; i < NROFNEWOBJS (op); i++)
1975 { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch); 1976 object *tmp = arch_to_object (op->other_arch);
1852 int j; 1977 int j;
1853 1978
1854 tmp->stats.hp=op->stats.hp; 1979 tmp->stats.hp = op->stats.hp;
1980
1855 if (friendly) { 1981 if (friendly)
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 1982 {
1857 add_friendly_object(tmp); 1983 add_friendly_object (tmp);
1858 tmp->attack_movement = PETMOVE; 1984 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL) 1985
1860 set_owner(tmp,owner); 1986 if (owner)
1987 tmp->set_owner (owner);
1988 }
1989
1990 if (unaggressive)
1991 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1992
1993 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1994
1995 if (j == -1) /* No spot to put this monster */
1996 tmp->destroy ();
1997 else
1998 {
1999 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2000 insert_ob_in_map (tmp, op->map, NULL, 0);
2001 }
2002 }
2003
2004 op->destroy ();
1861 } 2005 }
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) { 2006 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1877 remove_ob(hitter); 2007 hitter->destroy ();
1878 free_object(hitter); 2008
1879 }
1880 return maxdam; 2009 return maxdam;
1881} 2010}
1882 2011
1883 2012
2013void
1884void poison_player(object *op, object *hitter, int dam) 2014poison_player (object *op, object *hitter, int dam)
1885{ 2015{
1886 archetype *at = find_archetype("poisoning"); 2016 archetype *at = archetype::find ("poisoning");
1887 object *tmp=present_arch_in_ob(at,op); 2017 object *tmp = present_arch_in_ob (at, op);
1888 2018
1889 if(tmp==NULL) { 2019 if (tmp == NULL)
2020 {
1890 if((tmp=arch_to_object(at))==NULL) 2021 if ((tmp = arch_to_object (at)) == NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n"); 2022 LOG (llevError, "Failed to clone arch poisoning.\n");
1892 else { 2023 else
2024 {
1893 tmp = insert_ob_in_ob(tmp,op); 2025 tmp = insert_ob_in_ob (tmp, op);
1894 /* peterm: give poisoning some teeth. It should 2026 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 2027 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 2028 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 2029 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 2030 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 2031 * If anything else, goes as damage.
1900 */ 2032 */
1901 2033
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2034 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2; 2035 tmp->stats.dam += hitter->level / 2;
1904 else 2036 else
1905 tmp->stats.dam = dam; 2037 tmp->stats.dam = dam;
1906 2038
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2039 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 2040 if (hitter->skill && hitter->skill != tmp->skill)
1909 if (tmp->skill) free_string(tmp->skill); 2041 {
1910 tmp->skill = add_refcount(hitter->skill); 2042 tmp->skill = hitter->skill;
2043 }
2044
2045 tmp->stats.food += dam; /* more damage, longer poisoning */
2046
2047 if (op->type == PLAYER)
2048 {
2049 /* player looses stats, maximum is -10 of each */
2050 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2051 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2052 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2053 tmp->stats.Int = MAX (-dam / 7, -10);
2054 SET_FLAG (tmp, FLAG_APPLIED);
2055 op->update_stats ();
2056 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2057 }
2058 if (hitter->type == PLAYER)
2059 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2060 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2062 }
2063 tmp->speed_left = 0;
1911 } 2064 }
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 2065 else
1935 tmp->stats.food++; 2066 tmp->stats.food++;
1936} 2067}
1937 2068
2069void
1938void slow_player(object *op,object *hitter,int dam) 2070slow_player (object *op, object *hitter, int dam)
2071{
1939{ archetype *at = find_archetype("slowness"); 2072 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2073 object *tmp;
2074
1941 if(at == NULL) { 2075 if (at == NULL)
2076 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2077 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2078 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2079 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2080 {
1945 tmp = arch_to_object(at); 2081 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2082 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2083 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2084 }
1948 } else 2085 else
1949 tmp->stats.food++; 2086 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2087 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2088 tmp->speed_left = 0;
1952 fix_player(op); 2089 op->update_stats ();
1953} 2090}
1954 2091
2092void
1955void confuse_player(object *op, object *hitter, int dam) 2093confuse_player (object *op, object *hitter, int dam)
1956{ 2094{
1957 object *tmp; 2095 object *tmp;
1958 int maxduration; 2096 int maxduration;
1959 2097
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2098 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2099 if (!tmp)
1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op);
1964 }
1965 2100 {
2101 tmp = get_archetype (FORCE_NAME);
2102 tmp = insert_ob_in_ob (tmp, op);
2103 }
2104
1966 /* Duration added per hit and max. duration of confusion both depend 2105 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2106 * on the player's resistance
1968 */ 2107 */
1969 tmp->speed = 0.05; 2108 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2109 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2110 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"); 2111 tmp->name = "confusion";
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2112 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1975 if( tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
1976 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
1977 2115
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED); 2118 SET_FLAG (op, FLAG_CONFUSED);
1981} 2119}
1982 2120
2121void
1983void blind_player(object *op, object *hitter, int dam) 2122blind_player (object *op, object *hitter, int dam)
1984{ 2123{
1985 object *tmp,*owner; 2124 object *tmp, *owner;
1986 2125
1987 /* Save some work if we know it isn't going to affect the player */ 2126 /* Save some work if we know it isn't going to affect the player */
1988 if (op->resist[ATNR_BLIND]==100) return; 2127 if (op->resist[ATNR_BLIND] == 100)
2128 return;
1989 2129
1990 tmp = present_in_ob(BLINDNESS,op); 2130 tmp = present_in_ob (BLINDNESS, op);
1991 if(!tmp) { 2131 if (!tmp)
2132 {
1992 tmp = get_archetype("blindness"); 2133 tmp = get_archetype ("blindness");
1993 SET_FLAG(tmp, FLAG_BLIND); 2134 SET_FLAG (tmp, FLAG_BLIND);
1994 SET_FLAG(tmp, FLAG_APPLIED); 2135 SET_FLAG (tmp, FLAG_APPLIED);
1995 /* use floats so we don't lose too much precision due to rounding errors. 2136 /* use floats so we don't lose too much precision due to rounding errors.
1996 * speed is a float anyways. 2137 * speed is a float anyways.
1997 */ 2138 */
1998 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2139 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1999 2140
2000 tmp = insert_ob_in_ob(tmp,op); 2141 tmp = insert_ob_in_ob (tmp, op);
2001 change_abil(op,tmp); /* Mostly to display any messages */ 2142 change_abil (op, tmp); /* Mostly to display any messages */
2002 fix_player(op); /* This takes care of some other stuff */ 2143 op->update_stats (); /* This takes care of some other stuff */
2003 2144
2004 if(hitter->owner) owner = get_owner(hitter); 2145 if (hitter->owner)
2146 owner = hitter->owner;
2147 else
2005 else owner = hitter; 2148 owner = hitter;
2006 2149
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 2150 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2008 "Your attack blinds %s!",query_name(op));
2009 } 2151 }
2010 tmp->stats.food += dam; 2152 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 2153 if (tmp->stats.food > 10)
2154 tmp->stats.food = 10;
2012} 2155}
2013 2156
2157void
2014void paralyze_player(object *op, object *hitter, int dam) 2158paralyze_player (object *op, object *hitter, int dam)
2015{ 2159{
2016 float effect,max; 2160 float effect, max;
2161
2017 /* object *tmp; */ 2162 /* object *tmp; */
2018 2163
2019 /* This is strange stuff... someone knows for what this is 2164 /* This is strange stuff... someone knows for what this is
2020 * written? Well, i think this can and should be removed 2165 * written? Well, i think this can and should be removed
2021 */ 2166 */
2022 2167
2023 /* 2168 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2169 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 2170 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 2171 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2172 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 2173 }
2029 */ 2174 */
2030 2175
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2176 /* 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; 2177 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2033 2178
2034 if (effect==0) return; 2179 if (effect == 0)
2180 return;
2035 2181
2036 op->speed_left-=FABS(op->speed)*effect; 2182 op->speed_left -= FABS (op->speed) * effect;
2037 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2183 /* tmp->stats.food+=(signed short) effect/op->speed; */
2038 2184
2039 /* max number of ticks to be affected for. */ 2185 /* max number of ticks to be affected for. */
2040 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2186 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2041 if (op->speed_left< -(FABS(op->speed)*max)) 2187 if (op->speed_left < -(FABS (op->speed) * max))
2042 op->speed_left = (float) -(FABS(op->speed)*max); 2188 op->speed_left = (float) -(FABS (op->speed) * max);
2043 2189
2044/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2190/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2045} 2191}
2046 2192
2047 2193
2048/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2049 * the computed damaged. 2195 * the computed damaged.
2050 */ 2196 */
2197void
2051void deathstrike_player(object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2052{ 2199{
2053 /* The intention of a death attack is to kill outright things 2200 /* 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 2201 ** that are a lot weaker than the attacker, have a chance of killing
2055 ** things somewhat weaker than the caster, and no chance of 2202 ** things somewhat weaker than the caster, and no chance of
2056 ** killing something equal or stronger than the attacker. 2203 ** killing something equal or stronger than the attacker.
2057 ** Also, if a deathstrike attack has a slaying, any monster 2204 ** Also, if a deathstrike attack has a slaying, any monster
2058 ** whose name or race matches a comma-delimited list in the slaying 2205 ** whose name or race matches a comma-delimited list in the slaying
2059 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2060 2207
2061 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2062 2209
2063 if(hitter->slaying) 2210 if (hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2211 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; 2212 return;
2066 2213
2067 def_lev = op->level; 2214 def_lev = op->level;
2068 if (def_lev < 1) { 2215 if (def_lev < 1)
2216 {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2217 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; 2218 def_lev = 1;
2072 } 2219 }
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2220 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2221 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 2222 atk_lev, def_lev); */
2076 2223
2077 if(atk_lev >= def_lev ){ 2224 if (atk_lev >= def_lev)
2225 {
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2226 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2079 2227
2080 /* Note that the below effectively means the ratio of the atk vs 2228 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 2229 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 2230 * chance of killing a level 50 monster. This should probably be
2083 * redone. 2231 * redone.
2084 */ 2232 */
2085 if(kill_lev >= def_lev) { 2233 if (kill_lev >= def_lev)
2234 {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2235 *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 2236 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 2237 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 2238 * attack level is double the defender level.
2090 */ 2239 */
2091 *dam *= kill_lev / def_lev; 2240 *dam *= kill_lev / def_lev;
2092 } 2241 }
2093 } else { 2242 }
2243 else
2244 {
2094 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2095 } 2246 }
2096} 2247}
2097 2248
2098/* thrown_item_effect() - handles any special effects of thrown 2249/* thrown_item_effect() - handles any special effects of thrown
2099 * items (like attacking living creatures--a potion thrown at a 2250 * items (like attacking living creatures--a potion thrown at a
2100 * monster). 2251 * monster).
2101 */ 2252 */
2253static void
2102static void thrown_item_effect (object *hitter, object *victim) 2254thrown_item_effect (object *hitter, object *victim)
2103{ 2255{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2256 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2257 {
2105 /* May not need a switch for just 2 types, but this makes it 2258 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion. 2259 * easier for expansion.
2107 */ 2260 */
2108 switch (hitter->type) { 2261 switch (hitter->type)
2262 {
2109 case POTION: 2263 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */ 2264 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2265 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); 2266 (void) apply_potion (victim, hitter);
2113 break; 2267 break;
2114 2268
2115 case POISON: /* poison drinks */ 2269 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */ 2270 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2271 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); 2272 apply_poison (victim, hitter);
2119 break; 2273 break;
2120 2274
2121 /* Removed case statements that did nothing. 2275 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it, 2276 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here. 2277 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled. 2278 * Containers should perhaps break open, but that code was disabled.
2125 */ 2279 */
2126 } 2280 }
2127 } 2281 }
2128} 2282}
2129 2283
2130/* adj_attackroll() - adjustments to attacks by various conditions */ 2284/* adj_attackroll() - adjustments to attacks by various conditions */
2131 2285
2286int
2132int adj_attackroll (object *hitter, object *target) { 2287adj_attackroll (object *hitter, object *target)
2288{
2133 object *attacker = hitter; 2289 object *attacker = hitter;
2134 int adjust=0; 2290 int adjust = 0;
2135 2291
2136 /* safety */ 2292 /* safety */
2137 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2293 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2294 {
2138 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2295 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2139 "map\n"); 2296 return 0;
2297 }
2298
2299 /* aimed missiles use the owning object's sight */
2300 if (is_aimed_missile (hitter))
2301 {
2302 if ((attacker = hitter->owner) == NULL)
2303 attacker = hitter;
2304 /* A player who saves but hasn't quit still could have objects
2305 * owned by him - need to handle that case to avoid crashes.
2306 */
2307 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2308 attacker = hitter;
2309 }
2310 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2140 return 0; 2311 return 0;
2141 }
2142 2312
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. 2313 /* determine the condtions under which we make an attack.
2155 * Add more cases, as the need occurs. */ 2314 * Add more cases, as the need occurs. */
2156 2315
2157 if(!can_see_enemy(attacker,target)) { 2316 if (!can_see_enemy (attacker, target))
2317 {
2158 /* target is unseen */ 2318 /* target is unseen */
2159 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2319 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2160 adjust -= 10; 2320 adjust -= 10;
2161 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2321 /* 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)) 2322 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2163 adjust -= target->map->darkness; 2323 adjust -= target->map->darkness;
2164 } 2324 }
2165 2325
2166 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2326 if (QUERY_FLAG (attacker, FLAG_SCARED))
2167 adjust -= 3; 2327 adjust -= 3;
2168 2328
2169 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2329 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2170 adjust += 1; 2330 adjust += 1;
2171 2331
2172 if(QUERY_FLAG(target,FLAG_SCARED)) 2332 if (QUERY_FLAG (target, FLAG_SCARED))
2173 adjust += 1; 2333 adjust += 1;
2174 2334
2175 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2335 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2176 adjust -= 3; 2336 adjust -= 3;
2177 2337
2178 /* if we attack at a different 'altitude' its harder */ 2338 /* if we attack at a different 'altitude' its harder */
2179 if((attacker->move_type & target->move_type)==0) 2339 if ((attacker->move_type & target->move_type) == 0)
2180 adjust -= 2; 2340 adjust -= 2;
2181 2341
2182#if 0 2342#if 0
2183 /* slower attacks are less likely to succeed. We should use a 2343 /* slower attacks are less likely to succeed. We should use a
2184 * comparison between attacker/target speeds BUT, players have 2344 * comparison between attacker/target speeds BUT, players have
2185 * a generally faster speed, so this will wind up being a HUGE 2345 * a generally faster speed, so this will wind up being a HUGE
2186 * disadantage for the monsters! Too bad, because missiles which 2346 * disadantage for the monsters! Too bad, because missiles which
2187 * fly fast should have a better chance of hitting a slower target. 2347 * fly fast should have a better chance of hitting a slower target.
2188 */ 2348 */
2189 if(hitter->speed<target->speed) 2349 if (hitter->speed < target->speed)
2190 adjust += ((float) hitter->speed-target->speed); 2350 adjust += ((float) hitter->speed - target->speed);
2191#endif 2351#endif
2192 2352
2193#if 0 2353#if 0
2194 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2354 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2195#endif 2355#endif
2196 2356
2197 return adjust; 2357 return adjust;
2198} 2358}
2199 2359
2200 2360
2201/* determine if the object is an 'aimed' missile */ 2361/* determine if the object is an 'aimed' missile */
2362int
2202int is_aimed_missile ( object *op) { 2363is_aimed_missile (object *op)
2364{
2203 2365
2204 /* I broke what used to be one big if into a few nested 2366 /* 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. 2367 * ones so that figuring out the logic is at least possible.
2206 */ 2368 */
2207 if (op && (op->move_type & MOVE_FLYING)) { 2369 if (op && (op->move_type & MOVE_FLYING))
2370 {
2208 if (op->type==ARROW || op->type==THROWN_OBJ) 2371 if (op->type == ARROW || op->type == THROWN_OBJ)
2209 return 1; 2372 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2373 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2211 op->subtype == SP_EXPLOSION))
2212 return 1; 2374 return 1;
2213 } 2375 }
2214 return 0; 2376 return 0;
2215} 2377}
2216

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